================================ Have you ever felt Adventure? -=-=-=-=-=- An old-fashioned ttrpg ================================ 8. Teasure ------------- Adventure leads to treasure. Deep in the underground labyrinths, locked by seven keys, protected by devious traps and nefarious monsters, gold, silver and powers that no man should wield await to our adventurers. The Game master determines the contents of such treasure either directly ("in the red chest there are 30 gold coins and a pearl worth 12 gold coins...") or use some random treasure table. Magical Objects - - - - - - - - - Any object can be infused with magic granting powers to anybody who uses them. These can take any shape or matter, dice, books, a belt or even an old shoe can be magical. However some of the most common shape are listed below: Cursed rings and evil swords - - - - - - - - - - - - - - - Some objects can be cursed. A cursed object will tempt the characters with some benefit but it will ultimately lead them to their doom. Game master should be creative and create interesting cursed items. Don't come up with something frustrating like "the Annoying lame sword" which gets stuck to the character's hand and has a -1 attack bonus. Instead do something like "the bloody gambeson" which, if you choose to use, reduce the damage of all weapons by one half, but makes all the monsters to attack you as long as it is physically possible. Potions - - - - - Magical Potions usually come in small, one dose flask. Some potions are not tagged, either because they were never marked in any way or because after years of storage in some dump dungeon the script has faded or the paper rotten. This is unfortunate because some can have dire effects on its consumer. Identifying a potion requires at least 15 minutes of close examination, which might not be convenient while on adventure. Even so it requires a KNW roll with a difficulty of 7. This attempt may not be repeated by the same character. Let's see some examples: * Healing: Recover 2 dice worth of LP. * Thick hide: Get one extra Amour Point, lasts 1 week. * Weakling: Pass a STR save or lose 1 dice worth of STR. Permanent. * Holy Water: Can be used to remove the effects of any spell, but this must be done in a temple. Undead creatures will run for one minute if sprinkled with Holy Water. Recover 1 LP. Demons splashed with Holy Water lose 1 dice of damage. To make Holy Water the character must go to a temple and spend one full day of praying. (Or make a substantial donation of 1 Gold Coin per dose).