shifty louts

Hârnic Refactored Treasure Tables

The GM tables with HârnMaster, like a lot of the system, are awesome, albeit suffer from being overly fiddly, creating more friction than necessary.

This is my attempt to simplify these tables in a refactored way to provide greater ease at the game table.

TREASURE TYPE: LIA-KAVAIR

Roll 1d20 for each row.

d20 ≤ Treasure
≤1 1d2 Artifacts
≤1 1d3 Potions / Elixirs
≤2 1d3 Written Works
≤2 1d3 Usurers’ Notes
≤4 1d3 Gems / Jewelry
≤6 1d6 Weapons
≤4 1 Armor
≤3 1d2 Farthings
≤18 8d6 Shillings
≤2 1d2 Trade Goods
≤1 LIA-KAVAIR Clothing (gown, tunic, hose)

TREASURE TYPE: MERCANTYLER

Roll 1d20 for each row.

d20 ≤ Treasure
≤1 1d2 Artifacts
≤2 1d3 Potions / Elixirs
≤4 1d2 Written Works
≤5 1d6 Weapons
≤5 1d8 Gems / Jewelry
≤5 1d6 Usurers’ Notes
≤16 1 Armor
≤16 3d6 Farthings
≤18 9d6 Shillings
≤2 1d2 Trade Goods
≤4 Mercantyler Clothing (tunic, hose, rags or finery)

TREASURE TYPE: VAGRANT / BEGGAR

Roll 1d20 for each row.

d20 ≤ Treasure
≤1 1d2 Artifacts (likely cursed, inert, or broken)
≤1 1d2 Potions / Elixirs
≤1 1d2 Written Works (scraps, prayers)
≤1 1d2 Weapons (damaged or improvised)
≤1 1d2 Gems / Jewelry (hidden or stolen)
≤2 1d8 Shillings
≤20 2d6 Farthings
Clothing / Effects (GM discretion)

TREASURE TYPE: WARRIOR / NOBLE ELITE

Roll 1d20 for each row.

d20 ≤ Treasure
≤1 1d2 Artifacts
≤2 1d3 Potions / Elixirs
≤5 2d3 Written Works (orders, maps, letters)
≤2 1d3 Usurers’ Notes
≤3 1d6 Gems / Jewelry
≤17 1d3 Weapons
≤17 1 Armor
≤18 2d6 Farthings
≤18 7d6 Shillings
≤17 Steed / Warhorse Gear (depending on location)

POTION APPEARANCE

d20 Appearance
1–9 Liquid (watery or oily)
10–12 Ointment / Salve / Grease
13–17 Powder / Granules / Crystals
18 Fibrous / Leafy
19–20 Resinous (sticky)

POTION COLOR

d20 Color
1–5 Colorless / Clear
6–10 Brown
11 Black
12–14 White / Milky
15–17 Gray
18 Multicolored
19 Red / Pink
20 Roll 1d4: Orange / Yellow-Golden / Green / Blue-Violet

POTION PURPOSE

d20 Purpose
1–5 Healing: (Kargele) d6+1 hp
6–7 Anesthetic: (Berelik) Temp HP d6+1. d6+1 fatigue afterwards
8–12 Poison (White Death) Test Luck or die. If passed.
13–14 Disinfectant: (Kargele) d6+1 hp
15 Drug / Hallucinogen: (Fanosel). Highly addictive. Delusions of grandeur, reduced inhibition 2-6 turns.
16–17 Stimulant: (Olrui): Keeps awake for 1 day without Deprived. Next day 2d6 Fatigue
18 Depressant: (Lavaryctia): Sleep for 7-12hrs. Overdose causes coma or death
19 Holy Water / Holy Ash. Used for christening, exorcisms, and summoning rituals.
20 Esoteric Effect: (Habsulara). Burned and inhaled. WIS +d3 for d3 turns. Nausea common side effect

GEM GENERATION TABLE (COMMON GEMS)

Roll 1d20.

d20 Gem Type Value
1–2 Agate 10d
3–5 Amber 2d
6–7 Bloodstone 15d
8–9 Carnelian 25d
10–13 Jet 1d
14 Moonstone 30d
15 Onyx 20d
16 Opal 80d
17 Pearl 10d
18–19 Quartz 5d
20 Rare Gem Roll on Rare Gems Table

RARE GEMS TABLE

Roll 1d20 only if a Rare Gem result is indicated.

d20 Gem Type Value
1–4 Chrysolite 500d
5–6 Diamond 800d
7–9 Emerald 700d
10–14 Garnet 400d
15 Jankorez 1,200d
16 Ruby 1,000d
17–18 Sapphire 900d
19–20 Topaz 600d

WRITTEN WORKS

If the result is ≤ the target, the written work includes that content.

d20 ≤ Content
4 Inventory, Census, or List
6 Law, Decree, Charter, or Pardon
8 Military Orders or Strategy
10 Usurer’s or Promissory Note
12 Contract or Transaction Record
14 Spell Descriptions
16 Descriptions of Artifacts, Esoteric Processes, or Magical Phenomena
17 Alchemical Recipes or Treatise
18 Philosophical or Theological Treatise, Prayer, or Ritual Invocation
19 Treatise (Natural Sciences, Craft, or Lore)
20 d8: Letter, Journal, Literature, Song, History, Map, Artwork, Mystic Tome,

MYSTIC TOME — Type Table

d20 ≤ Tome Type
5 Holy Tome
10 Scroll of Magery
13 Tome of Alchemy
16 Tome of Amaerl
18 Tome of Valor
19 Accursed Penultimate Tome
20 GM Option / Multiple Tome

MYSTIC TOME — Holy Tome Faction / Source

Roll 1d20 only if the tome type is Holy Tome.

d20 ≤ Faction / Source
2 Agrik
4 Halea
6 Ilvir
8 Larani
10 Morgath
12 Naveh
14 Peoni
16 Sarajin
18 Save-K’nor
20 d4: Siem, Demigod, or GM Option (rare / multiple)

MYSTIC TOME — Scroll of Magery Faction / Source

Roll 1d20 only if the tome type is Scroll of Magery.

d20 ≤ Faction / Source
4 Lyahvi
8 Peleahn
12 Jmorvi
16 Fyvria
20 d4: Odivshe, Savorya, Neutral, or Multiple (rare / GM option)

WEAPON TYPE

d20 Weapon Type
1–3 Shield
4–5 Dagger
6–8 Sword
9–10 Club / Bludgeon
11–12 Axe / Pick
13 Miscellaneous
14–16 Spear / Staff
17–18 Polearm
19–20 Missile / Ammunition

SHIELDS

d20 Shield Type
1–2 Buckler
3–8 Knight Shield
9–14 Round Shield
15–18 Kite Shield
19–20 Tower Shield

DAGGERS

d20 Weapon
1–8 Dagger
9–14 Knife
15–17 Taburi
18–20 Keltan

SWORDS

d20 Weapon
1 Longknife
2–6 Shortsword
7–8 Mankar
9 Mang
10–14 Broadsword
15 Estoc
16 Falchion
17–18 Bastard Sword
19–20 Battlesword

CLUBS / BLUDGEONS

d20 Weapon
1–6 Club
7–14 Mace
15–17 Morningstar
18–20 Maul

AXES & PICKS

d20 Weapon
1 Sickle
2 Shorkana
3–6 Hatchet
7–14 Handaxe
15–17 Warhammer
18–20 Battleaxe

MISCELLANEOUS

d20 Weapon
1 Nachakas
2 Grain Flail
3–12 Ball and Chain
13–16 Warflail
17 Net
18–20 Whip

SPEARS & STAVES

d20 Weapon
1–4 Javelin
5–7 Quarterstaff
8–15 Spear
16 Trident
17–20 Lance

POLEARMS

d20 Weapon
1–6 Fauchard
7–13 Glaive
14–19 Poleaxe
20 Pike

MISSILE WEAPONS & AMMUNITION

d20 Weapon
1–6 Shortbow
7–9 Longbow
10 Hartbow
11 Crossbow
12 Blowgun
13–15 Sling
16 Staff Sling
17–19 2d12 Arrows
20 Sling Stones