| The system below can be used by GMs to create rewards for their IMP player characters.
 
 TREASURE
 Imps will quickly discover that the acquisition of copper coins (which are the most common sort available) helps considerably in their survival.
 
 When Imps acquire money, they may wish to spend it on the following:
 
 (the number next to the item is its' cost in coppers)
 
 dagger 15
 shortsword 100
 broadsword 250
 mace 70
 spear 75
 axe 90
 sling 10
 bow 125
 pouch 6
 bag 8
 sack 4
 small wooden box 15
 small metal box 35
 wooden chest 100
 water skin 10
 scroll case 8
 glass bottle 15
 
 boots 25
 shoes 20
 linen breeches 12
 woollen breeches 15
 leather breeches 25
 silk trousers 55
 linen shirt 10
 silk shirt 50
 linen skirt 12
 linen dress 15
 woollen dress 18
 silk dress 60
 woollen skirt 15
 woollen tunic 15
 woollen scarf 4
 silk scarf 15
 cloak 15
 hooded cloak 20
 robes 30
 belt 6
 hat 10
 leather gloves 12
 
 blanket 5
 metal pot 8
 wood plate 5
 wood spoon 3
 pottery bowl 7
 wood cup 4
 pewter cup 8
 
 incense brazier 10
 common incense (sml bag) 5
 rare incense (sml bag) 30
 scented oil (sml bottle)  20
 polished metal mirror 20
 razor 8
 wooden comb 4
 pearl comb 20
 bead necklace 5
 silver necklace 35
 gold necklace 100
 copper ring 10
 silver ring 25
 gold ring 75
 
 quill 3
 ink pot 6
 parchment per sheet 10
 candle 4
 torch 2
 lantern 20
 oilskin 4
 flint & tinder 3
 rope per metre 2
 twine per metre 1
 snare 5
 pick lock 10
 iron nails (bag of 10) 1
 
 ale per tankard 2
 wine per cup 2
 rum per cup 3
 small keg of ale 20
 bottle of wine 12
 bottle of rum 20
 tavern meal 4
 tavern room per night 5
 lavish inn room per night 20
 stables per night 4
 
 loaf of bread 1
 chunk of cheese 3
 bag of fruit 3
 bag of vegetables 3
 hunk of meat 5
 dozen eggs 2
 pot of honey 6
 sprig of herbs 1
 small bag of salt 10
 pie (savoury or sweet) 4
 cake 2
 
 horse 500
 horse tack 75
 trained falcon 100
 trained dog 25
 
 In addition to coins, characters may come across a variety of valuable (or at least curious) items in their adventures.
 To determine the contents of a treasure chest (or bag, sack etc) a GM can use the tables below:
 
 
 Treasure types (1D)
 
 1 coins and a curio
 2 coins, curio and jewellery
 3 coins, curio, jewellery, and a gem
 4 coins, curio, jewellery, gem, talisman
 5 coins, curio, jewellery, gem, talisman, scroll
 6 coins, curio, jewellery, gem, talisman, scroll and a magical item.
 
 COINS
 To determine the number of coppers found, roll 3D and multiply by 10 (for a major hoarde) or 5 for a standard treasure cache.
 
 CURIOS
 These are odd items which vary in value, depending on the item and purchaser (an odd collector may value an eyeball in a jar more highly than a silver goblet for example).
 Roll 5D on the table below:
 
 5  animal hide
 6  dried lizard
 7  severed hand
 8  eyeball in a jar
 9  mirror
 10 shiny beads
 11 crystal sherds
 12  a pouch of herbs
 13  a tarnished ring
 14  a twisted bracelet
 15  animal teeth
 16  animal bones
 17  a vial of liquid
 18  a silver key
 19  silver statuette
 20  jade idol
 21  silver goblet
 22  jewelled knife
 23  vintage wine
 24  tapestry
 25  gold candlestick
 26  rare incense
 27  scented oil
 28  ivory comb
 29  ornate box
 30  ivory scroll case
 
 JEWELLERY
 For jewellery, determine the type and material using the tables below.  The values listed for each are then added together (so, the value of a silver ring, for example, is found by rolling 1D + 15).
 
 Jewellery type
 
 1 Ring (1D)
 2 Bracelet or anklet (2D)
 3 Earring or nosering (3D)
 4 Necklace or pendant (4D)
 5 Brooch or medallion (5D)
 6 Torc or crown (6D)
 
 Jewellery material
 
 1 Copper (+5)
 2 Bronze (+10)
 3 Silver (+15)
 4 Gold (+20)
 5 Silver with gemstone (15 plus gem value)
 6 Gold with gemstone (20 plus gem value)
 For jewellery with gems, roll on the table below and add to the value.
 
 GEMS
 Roll 2D to find the gem type.  The value is given as a die roll.
 
 2   Emerald 3D times 20
 3   Ruby 3D times 10
 4   Topaz 3D times 5
 5   Garnet 3D times 4
 6   Jade 3D times 2
 7   Crystal 3D
 8   Amber 3D times 2
 9   Agate 3D times 4
 10 Pearl 3D times 5
 11 Sapphire 3D times 10
 12 Diamond 3D times 20
 
 TALISMANS
 A selection of charms, talismans and amulets are given below.  These may have some minor magical benefit, or at least may be reputed to be lucky in some way (as indicated in brackets).  Their value varies widely, make a 2D roll counting one die as tens, to yield a number from 11 to 66.
 
 2   Goats head amulet (lust)
 3   Heart talisman (love)
 4   Fish charm (harmony, protection)
 5   Leaf/corn talisman (plenty)
 6   Pentacle talisman (luck)
 7   Cross amulet (protection)
 8   Beetle amulet (health and luck)
 9   Hand charm (protection from magic)
 10 Eye talisman (wisdom)
 11 Key talisman (protection from bad luck)
 12 Hexacle amulet (success)
 
 SCROLLS
 Scrolls and books may contain useful information for characters, including methods of improving abilities.  They are usually of value to scholars.  Roll 3D for the topic of the scroll or book.
 
 3  mechanical device illustrations
 4  maps
 5  strange runes
 6  astrology
 7  talismans and charms
 8  myths
 9  theology
 10 prophecies
 11 history
 12 drawings of flora
 13 drawings of mythical beasts
 14 records and accounts
 15 anatomical drawings
 16 sorcery
 17 alchemy
 18 demonology
 
 MAGICAL ITEMS
 Truly magical items are rare and unique.  Some suggestions are given below.
 
 1 Magical sword: An enchanted weapon.  The sword does 1 point extra damage.
 2 Hex scroll:  A scroll that enables the owner to use a single hex once, the text upon it then magically disappearing.
 3  Healing amulet:  The wearers wounds heal twice as fast as normal.
 4  Protective cloak:  The wearer gains an extra point of armour.
 5  Enchanted ring:  the wearer gains a talent while the ring is worn.
 6  Potion: the person is completely healed when the potion is drunk.
 
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 How Imps go about obtaining treasure can be a source for many adventures.  However, GMs should be wary of allowing characters to obtain too much too easily, especially with regard to rare curios and magical items, as this will quickly unbalance the game.  Wealth, when used with cunning, can grant an awful lot of power - make the Imps struggle for those big rewards!  |