
Loot
Basic loot
| Roll | Loot | Sell price |
|---|---|---|
| 1 | Wild herbs | 1 Copper |
| 2 | Animal parts | 1 Copper |
| 3 | Ore | 1 Silver |
| 4 | 10 Silver | |
| 5 | Basic weapon | 5 Silver |
| 6 | 5 Supply | 50 Copper |
Legendary loot
| Roll | Loot | Sell price |
|---|---|---|
| 1 | Elixer | 1 Gold |
| 2 | Potion | 4 Gold |
| 3 | Legendary weapon | 1 Gold |
| 4 | 3d100 Silver | |
| 5 | 1d10 Ore | 1 Silver/Ore |
| 6 | Legendary Weapon | 1 Gold |
Crafting
Elixers
Each Elixer grants a session bonus. A player can only have 1 Elixer active per session.
Elixers can be crafted or bought at the Apothecary.
Cost:
- 1 Gold, or
- 10 Wild herbs and 10 Silver, or
- 5 Wild Herbs, 2 Animal parts, and 10 Silver
Elixers have a random bonus:
| Roll | Bonus |
|---|---|
| 1 | Double XP |
| 2 | Add 1d4 to all attack rolls |
| 3 | Add 1d4 to all saves |
| 4 | Carry an extra 10 Supply with no cost |
| 5 | 1d4 extra HP |
| 6 | 1d4 bonus to 1 Ability Score |
Potions
Potions restore all HP and Ability Score Damage. Using a Potion takes a Turn if in combat.
Potions can be creafted or bought at the Apothecary.
Cost:
- 50 Wild herbs, 20 Animal parts, and 1 Gold, or
- 4 Gold
Weapons
Weapons can be upgraded at a blacksmith. Each upgrade grants 1d4 permanent damage to the weapon. Cost:
- 30 Ore and 50 Silver, or
- 1 Gold