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" |
| 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 |
| d6 | Result |
|---|---|
1 |
Fire |
2 |
Necromacer |
3 |
Wind |
4 |
Blood |
5 |
Cold |
6 |
Master Roll on "Mage Type Chart" (Reroll on a 6) |
| 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" |
| 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" |
| 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 |
| 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) |
| 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. |
| 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 |