Sardora Street Luck (d10)

In the night, subtract 2 from the luck roll. The city is not safe at night

d10 Result

1

Roll on "Luck Encounters for Sardora"

2

Choking smog - each party member loses 2d4 Aura

3

Attrition -1 until non-attrition roll

4

Chilled fog -1 aura

5

-

6

-

7

Auric Mist +1 Aura

8

Attrition +1 until non-attrition roll

9

The sun is shining- everybody regains 1d8 aura, 4 of which can go over the maximum as temporary aura

10

Roll on "Reward Table"


Subcharts

Luck Encounters for Sardora (d10)

d10 Result

1

Choking Smog- As above

2

Malcontents- 1d4 bullies who flee after taking damage

3

1d4 Red Robes who don't like adventurers

4

Mugger who jumps the party member with the lowest strength

5

Roll on "Mage Type Chart" Mage and 1d6 bandits

6

Vampire Followers

7

1d6 nightwraiths

8

Craven Ghoul

9

Ghoul Gang

10

Mystic Vampire

Mage Type Chart (d6)

d6 Result

1

Fire

2

Necromacer

3

Wind

4

Blood

5

Cold

6

Master Roll on "Mage Type Chart" (Reroll on a 6)

Reward Table (d10)

d10 Result

1

The Sun is Out (As above)

2

Box with 1d12 Rations

3

Corpse possessed of a gem worth 1d20 iron coins

4

Friendly Villagers

5

Helpful young Red Robes

6

Perception 12 to spot magic rune in the street: Roll on "Minor Rune Table"

7

Mugging in progress (Mugger has 2d20 iron coins on him)

8

Crew of 1d6+2 Vampire Hunters

9

1d12 Red Wolfborn

10

Perception threshold 8 to spot Hidden Cache containing Roll on "Cache Table"

Cache Table (d12)

d12 Result

1

3 Iron Daggers and a cryptic note pertaining to a rebel conspiracy

2

2d12 Iron Coins and 3 penny-sized gems worth 1d6 iron coins, one of which is engraved with a minor rune: Roll on "Minor Rune Table"

3

Chest containing 1 spear, 1d4 swords, and a cryptic note written to a Red Captain

4

Vial of Deadly Poison (4d20 damage 1 day after consumption) and 1d12 rat skulls, accompanied by a note listing a name the characters don't recognize

5

Leathery hood made from dog flesh and a Potion of Healing

6

Everflame lantern, 3d6 iron coins, and one minor rune engraved on a gem and one minor magic item: Roll on "Magic Items", reroll on 16-20

7

Vampire Slaying Kit with 1d4 Iron Horseshoes, 1 firebomb, and a white birch stake

8

1d6 Minor Magic items

9

A Roll on "Magic Items"  and a cryptic note related to vampire slayers

10

1d12 gems worth 4d4 iron coins apiece

11

A Roll on "Magic Items"  (Reroll on 1-15), 1d4 gems worth 1d12 iron coins apiece

12

3d20 Iron Coins plus the runes Roll on "Major Runes" Roll on "Major Runes"

Minor Rune Table (d10)

d10 Result

1

Rune of Rage

2

Rune of Energy

3

Rune of Energy

4

Rune of Control

5

Firebolt Rune

6

Rune of Gust

7

Rune of Accuracy (+2)

8

Minor Blood Rune (Aura spent x1.5 done as damage, max of 4)

9

Healing Rune (2d6 Aura)

10

Execution Rune- next weapon attack gets +3 damage

Major Runes (d12)

d12 Result

1

Sigil whose effect lasts one minute or ten turns Roll on "Minor Rune Table"

2

Sigil whose effect lasts one minute or ten turns Roll on "Minor Rune Table"

3

Rune of Light- blinds vampires for one combat and humans for one turn

4

Rune of Pain- Paralyzes the target with intense pain, doing 5 aura damage for one turn

5

Fireball Rune

6

Hurricane Rune

7

Rune of Accuracy (+5)

8

Major Blood Rune (Aura spent x2 done as extra damage, max of 5)

9

Null Rune- cancel all magical effects for 10 minutes, effectively pausing their cooldowns. Divine magic ignores this effect

10

Execution Rune- Next attack gets +7 damage

11

Revivification Rune- Wake someone from unconsciousness with no ill effects as long as it is used within 10 minutes of when they fell unconscious

12

Rune of Transformation (One combat, automatically triggers)

Magic Items (d20)

d20 Result

1

1d4 +1 to-hit arrows

2

Everflame Lantern

3

Firebomb

4

1d4 Smokebombs

5

1 Steel Dagger that is +1 to-hit and +1 power

6

Steelcutter- this dagger ignores soak and slices through metal as easily as flesh

7

1d8 Potions of Health (1d6+2 Aura Regained)

8

Sunwarden Gear- this item gains +1 to a relevant stat when the sun is out

9

Hazecutter- this weapon ignores visibilty penalties from the Haze

10

Flash Bomb- Blind 1d10 creatures within 4 spaces for 2 rounds

11

Soul Shield- for 10 aura you can block one attack fully. This feature can only be used once per week.

12

Nightlights- this weapon emits a permanent light.

13

Meridian Blade- Roll 3 times and take the average once per day

14

Lifewaster- when you kill a creature, you can do 1 additional damage to all enemies within range 10.

15

Firefight- a weapon that can ignite once per day, doing an additional 1d8 fire damage on a hit

16

Claive

17

Weapon of choice with +4 to-hit once per day

18

Skybow- +2 Bow that clears the Haze in a line where you shoot it

19

Crimson Steel weapon- A lustrous weapon made of red steel. Vampires will always attack the bearer of this weapon first. A humanoid killed by the Crimson Steel weapon has a 1% chance of turning into a ghoul enslaved to the owner. The chance is cumulative, and adds up over time. Evil humanoids only add +0.5 to the chance. As soon as a creature is enslaved by the weapon, the chances reset.

20

Roll on "Big 10" - only one of each of these relics exist.

Big 10 (d10)

d10 Result

1

The Iron Claw- Grants 2 soak and can be used as a sword. This is complete metal covering for an arm that ends in a sharp clawed hand. It is a magically moving metal that would otherwise be a solid. The Claw has +1 to hit and +2 to power

2

Horn of Ignition- Once a week, you can do 1d20 fire damage to targets in line 3 spaces wide and 5 spaces long. This damage is increased to 3d10 if the target is wearing a tower shield or plate armor. You can only block this damage with wooden shields. Wood, leather, and all other flammable materials in the blast are instantaneously destroyed.

3

Manslayer Arrow- this arrow does 1d20 extra cold damage to humans. It breaks on a 1

4

This relic is the only one that isn't unique- 1d6 Archberries- eating one gives 50/50 1d20 damage or healing

5

Fangcrusher- a warhammer with+3 to hit against vampires. Does an additional 5 or 1d10 damage against vampires and their followers.

6

Maska Boga- This mask can transform you into any humanoid creature. You gain none of the abilities of the creature except for one skill at up to +2 or one attribute of up to +1. This ability lasts one day and has to recharge over 2d2 days.

7

The Grey Diadem- the wearer of this diadem can control the Stone Giant

8

The Stone Giant- A powerful golem that requires the Grey Diadem to activate

9

Gillsuit- Swim in water at X3 grace, Breathe underwater

10

The Bloodwright- a red anvil that, when an innocent creature is sacrificed on it, allows you to forge a Crimson Steel weapon