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treasure!

..because IMPS love treasure..

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.


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!