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Treasure

Four Against Darkness Fan Supplement


Expanded Treasure List by Evan C.

The basic intention is to roll on the Minor Table for Vermin, the Medium Table for Minions and Weird Monsters,
and on the Major Table for Bosses. Roll twice for the Final Boss. If Monster lists No Treasure, recommend
Rolling on the Minor Treasure Table at -1 or -2.

Minor Treasure Table


1 or less Nothing
2 1d6 gold pieces
3 2d6 gold pieces
4 1 Gold Piece per monster defeated
5 Roll d6 on the Mundane Item
6 or more Gem worth 1d6-1 (Min 1) x5

Medium Treasure Table


1 or less 2d6 gp and roll d6 on the Mundane Item
2 3d6 Gold Pieces
3 1d6 Gold Pieces x number of monsters defeated
4 Gem worth 2d6 x 5 Gold Pieces
5 Jewelry worth 2d6 x 10 gp Gold Pieces
6 Roll d6 on the Minor Magic Item table.
7 or more Roll d6 on the Magic Item table.

Major Treasure Table


1 or less 3 Gems worth 2d6 x 5 Gold Pieces
2 2 Pieces of Jewelry worth 2d6 x 10 Gold Pieces
3 Roll d6 on the Minor Magic Item table and the Mundane Item table
4 Roll d6 on the Minor Magic Item table and 1d6 x 10 Gold Pieces
5 Roll d6 on the Magic Item table.
6 or more Roll d6 on the Magic Item table and 1d6 x 20 Gold Pieces

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Treasure

Mundane Items Table


1 Rope
2 Bandage
3 Lantern
4 Light Hand Weapon. Roll d6: 1-3 Slashing 4-6 Crushing
5 Hand Weapon. Roll d6: 1-3 Slashing 4-6 Crushing
6 Holy Water

Minor Magic Items Table


1 Scroll. Roll on random scroll table.
2 Scroll. Roll on random scroll table.
Ring of Teleportation. Allows User to automatically pass a defense roll by moving that
3 character out of the room. That character may not take part in the current combat, but rejoins the
party as soon as the combat is over. After one use, becomes a simple golden ring worth 1d6+1
gold pieces.
Fool’s Gold. These magical (but fake) gold pieces will let the user automatically bribe the next
4 monster that asks for a bribe. No matter what the monster asks, the gold will appear enough to
satisfy his greed. This is a one-use magic item.

5 d6 applications of Miriam’s Healing Ointment. Apply outside of combat to heal 1 life. Barbarians
will accept this healing.

6 Wand of Magic Missiles. 3 Charges. Usable by Wizard and Elf. Each use allows the user to
make attack roll, adding the user’s level to this attack roll.

Magic Items Table


1 Book of Secrets. Upon use, each adventurer will gain one clue
Potion of Healing: Can be swallowed at any moment, healing all lost
2 life to a single character. This does not require an action. This is a
one-use magic item. Barbarians will not drink this.
Ring of Protection. This ring will negate any negative effect for a character upon failing a saving
3 throw or other game effects (e.g. dragon’s breath, Medusa’s gaze, curse, ghosts). Does not
affect normal combat rolls. Bearer may not choose to forgo protection. After three uses, becomes
a platinum ring worth 3d6 gold pieces.
Staff of Fireball. Crushing LHW. Allows user to cast Fireball spell twice, then becomes a normal
4
staff. Only wizards may use it. Add the user’s level to the spell roll.
Magical Ranged Weapon. Gives +1 to user’s attack rolls. Roll d6: 1-2 Sling, 3-4 Bow, 5-6
5
Crossbow.
Magical Weapon. Gives +1 to user’s attack rolls. Roll d6: 1-Slashing LHW,
6
2-Crushing LHW, 3-Slashing HW, 4-Crushing HW, 5-Slashing 2HD, 6- Crushing 2HD.

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