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Awesome Loot Score

We defeated some Rock Mites and Slugbeasts in Kevin’s Eastmarch game. We beat them, and there were some prime adventurers who’d been killed in the same region whose bodies we got to loot. Coincidentally, they were killed on the same mission we’re on. Hmmm.

In any case, Kevin rolled a bunch using Dungeon Fantasy 8: Treasure Tables, and we decided any unprotected metal items that weren’t something special got ate up by the Mites.

We totally scored:

  • A kukri made of greenish-black metal and of exceptional balance and very fine make. The hilt is inlaid with bone (+2.5 CF). (Very Fine, Balanced Poisonmetal Kukri) $3775. (Kevin retconned this to ‘hits with monster drool on every attack’ so as not to deal with the very picky rules in a DFRPG game.)
  • An oak tinderbox. The lid has a 2-carat piece of polished obsidian set in the center ($24), and the outside of the box is inlaid with black demonbone in complex geometric shapes (+14 CF). The interior is lined with silver (+2 CF). Anyone with Outdoorsman or Druidic Power Investiture can use the tinderbox once a day to start a fire that will also work as a Watchdog spell (Spells p.65) with a 10-yard area at no FP cost. $4060 ($60), neg. weight.
  • 600 6″x6″ pieces of tanned pixie skin in a bag
  • A fine (+20% to 1/2D and Max, +3 CF) ST 16 composite crossbow of white-lacquered wood (+5 CF) enchanted with Accuracy +3 and Puissance +3 that are effective only against Demons ($150,000). The crossbow’s stock is decorated with a gold inlay in the pattern of a feathered angel’s wing (+6 CF). Anyone holding the crossbow feels a faint sensation of sorrow (-0.1 CF). $164,155 ($14,155), 7 lbs.
    (1d+6 imp, Acc 4, range 480/576, Weight 7/0.06, Shots 1(4), ST 8†/16, Bulk -6)
  • A sculpture of a three-walled castle in carved and polished sandalwood (+2 CF). The towers are two feet high, and each wall is eighteen inches long. A large bloodstone (3 carats/$630) is set in the base of each of the three towers, and the underside of the sculpture is inscribed with text in Demonic that describes a ritual to activate the item’s magic. If the ritual is completed , the next person to touch the sculpture becomes infected with a pestilence: there is no resistance roll to the initial infection, but afterwards the victim must roll HT daily or lose 1 HP and 1 FP that cannot be recovered through rest or magical healing. If this reduces the victim below 1/3 HP, they become contagious; anyone in close contact (within 1 hex) with the victim for more than a few seconds must roll HT or contract the disease themselves. Removing the pestilence requires an Exorcism or Remove Curse resisted by the item’s Power-20. $62,415 ($2415), 64 lbs.
  • Five pieces of copal incense in a plain leather pouch. When set afire (requires a fire source and a Ready action), creates a double-cost Sandstorm (Spells p.16) with a five-yard area and a two-yard eye. Anyone holding the incense can move up to half their move; the Sandstorm will move with them. The incense burns for one minute. $4011 ($11) per piece, $20,055 total.
  • Full suit of dragonhide +3 leather armor
  • A stuffed cloth doll, dressed in a brightly dyed (+8 CF) soldier’s uniform. Underneath the uniform, the doll has been torn and stitched up dozens of times. Anyone who sleeps with the doll on their person gets the benefit of a Healing Slumber spell (Spells p.37); however, the doll develops rips in the cloth (often representative of healed wounds) that must be sewn up before it can be used again (requires a roll against Sewing skill at +2, or DX-2 using personal basics). $18,036 ($36).
  • leather quiver with 11 silver-coated meteoric blunt arrows
  • a 10 foot pole
  • 1 wooden balanced small shield
  • 2.5 oz of cinnamon in a pouch $375
  • Bow of Su (Artifacts p 11)

This is a truly ridiculous haul. Akin to the troll lair in Tolkien, or the vast quantity of wealth left in Erebor. Sometimes you just get lucky.

That being said, the kukri is darn nasty, and the deadly sculpture not less so. Plus the skins of several hundred pixies? Whomever collected this stuff was not nice.

The Fight

I didn’t really include details of our foes. We were facing two slugbeasts and what seemed like eight to a dozen rock mites. The mites came in two waves, and we’d mostly dispatached the first wave when the second showed up. The mites had DR 5 but were otherwise not too hard, but their mouths were magma and they ate metal. So while AnMen (my martial artist) basically spent the fight pressing the A-for-Attack button kicking the mites (this is pretty much is go-to move, he’s good at it, and it was effective), the rest of the team managed to mostly hold off the mites and kill a few.

So AnMen was on mite duty. The slugs were low HT, no DR, not too many HP for SM +2 creatures (horse-sized), but they had DR 20 vs crushing…and everything that touched their trail or their bodies was grappled for 1d+1 control points (enough to give -4 to DX on a good roll, -2 otherwise, and you tended to lose your weapon really fast).

Toby, our Saint (a cleric variant using Divine Favor) wound up getting nom’d on pretty good. I think our party bard got chomped a bit too. We drove off the slugs and the mites just about ‘nick of time’ and then looted. It was not an easy fight, but it was not overwhelming either. We did lose our primary mundane light source – a lantern – when a mite found it tasty.

Not Irredeemable

We declared we might be murderhobos, but at least “harvesting the skins of intelligent beings” shows we have a long way yet to fall to hit true depravity. We burned the skins I believe. “Murderhobo” is better than “Genocidahobo,” am I right?

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6 Comments

  1. On one hand, in retrospect this is probably *far too good* a haul for what was essentially a random encounter.

    On the other hand, I’m making a serious effort to go with Kromm’s take on treasure from this forum post: http://forums.sjgames.com/showpost.php?p=2338401&postcount=3 – that is, to add the loot that makes sense and not worry about ‘balance’.

    And in the context of this game, at this time, this is the loot that makes sense. Maybe some people should be worried about that.

  2. I know I’m a bit on the cheap side, but that’s only slight less than the hoard of an actual dragon in Felltower once you factor in the value of the magic items. Especially if you got it off of rock mites. Presumably the actual owners are a bit more serious of opposition?

    1. I think the premise – at least that’s what we keep telling ourselves – is that the noble who hired us had a VERY good set of adventurers on retainer. Far better than us. We’re not sure how or why they got steamrollered by a bunch of rock mites and two giant slugs, but they did. Or we THINK they did.

      But ultimately, the valley we entered, mist-enshrouded and mysterious, is likely in some other dimension or part of the world than the one we left. So finding the cool stuff isn’t the problem. Getting it back to Town/Our Own Reality is.

      • The kukri may harm those who carry it; we might wind up leaving it behind, certainly we’ll sell it if we get back to down. So at a bit less than $4,000 sold for a fraction of that and split several ways, that’s a “meh” find.
        The
      • The tinderbox is just loot. We might keep it; our Scout has Outdoorsman and our Pixie is, I think, a druid or sage.
      • The pixie skin we burned. Yuck.
      • The crossbow is rather workth keeping, as a $150,000 crossbow should be. No one can yet use it, which means Emily as the Knight will “remember” she had a point in crossbow Any Time Now.
      • I’m not quite sure what we’ll do with a 60-lb evil sculpture. That’s probably $62,000 of ‘no thanks’
      • The incense is cool as treasure or utility; might sell it.
      • That dragonhide armor, combined with Mark L’s “Better Fantasy Armor” rules which we’re adopting, will wind up on AnMen I think
      • The doll is a neat bit of treasure. I think Toby (Saint Chew-Toy) should get it.
      • The Bow of Su is an amazing artifact that will be claimed – as it should be – by our Scout
      • The rest ain’t much.

    2. I readily admit it’s an absolute loot bonanza, but that’s (sort of) in keeping with the game’s (as-yet-undiscovered-by-the-PCs) premise and I’m legit not worried about balance: it’s a lot of money, but since bespoke permanent magic items *aren’t available* I’m not worried about anyone saying ‘welp, I hate this castle sculpture but I love the lightened armor it let me buy’.

      As I commented elsewhere, what’s really happening here is that the GM is actually just having a LOT of fun messing with DF8: Treasure Tables, and the players get to benefit from my spending downtime on this entertaining minigame / exercise in ‘is there any such thing as too much loot, really?’

      1. Oh, I’m not calling hurting wrong fun or anything. And controlling what you can buy with loot is critical – I’m still paying for allowing free access to consumables and magic items in town early in my campaign, since $ = power in a very direct fashion. But that’s what happens when your throwaway campaign goes on for 9 years when you expected 9 sessions. Shrug.

        It’s just, like you say, a loot bonanza.

        1. And massive loot bonanzas can lead to bandits and corrupt local officials looking to get themselves a piece of the pie…

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