战利品
战利品包括团队获得的消耗品与物品。
物品在售卖、丢弃或丢失前均可使用。
生成随机物品时,确定你想要的稀有度,掷相应数量的 d12 ,将总值与表格中的物品相匹配。
- *常见 (1d12 或 2d12 )。
- *不常见 (2d12 或 3d12 )。
- *稀有 (3d12 或 4d12 )。
- *传说 (4d12 或 5d12 )。
| 名称 | 掷骰编号 | 效果 |
|---|---|---|
| 高级床单 | 01 | 在任何休息期间,你总是会自动清除 1 压力点。 |
| 风笛哨 | 02 | 手工制作的哨子。每只哨子都有独特的声音,刺耳的声音在半径一英里的地方都能听到。 |
| 充能箭袋 | 03 | 当你使用此箭袋中的箭矢攻击并成功命中时,伤害掷骰获得等同于你当前位阶的加值。 |
| 阿利斯泰尔的火炬 | 04 | 一把可以随心所欲点亮的魔法火炬,它发出的光比看起来要远得多。它可以让洞穴充满光亮,让人感觉就像白天一样。 |
| 通话法球 | 05 | 一对球体,任何持有它们的生物都可以在任意距离内相互交流。 |
| 手铐 | 06 | 一副带有钥匙的可锁手铐。 |
| 奥术斗篷 | 07 | 任何拥有施法能力的使用者穿着它时都可以随意调整其颜色、纹理和尺寸的斗篷。 |
| 编织网 | 08 | 你可以用这张网进行 灵巧检定 来捕捉小型生物。被网住的目标可通过成功的 攻击检定 (DC16)挣脱。 |
| 生火罐 | 09 | 你可以倾倒此罐中奇异的液体来立即产生火焰。液体将在你完成长休后重新生成。 |
| 悬空之杖 | 10 | 这根刻有符文的扁平短棒被激活时会立即悬停在原地。在解除激活前,短棒将不受重力影响且无法移动,始终固定在原位。 |
| 魅力石 | 11 | 激活这颗卵石大小的宝石,可记录你所见之人的外貌。花费 1 希望点,便能以幻象形式将这副伪装神奇地复现在自己身上。 |
| 空箱子 | 12 | 一个魔法箱子,即使里面有物品,看起来也是空的。主人可以在打开箱子时使用特定的单词、短语或其他触发条件来显示这些物品。 |
| 伙伴箱 | 13 | 用于携带小型动物伙伴的箱子。当它们在里面时,箱子和里面的生物动物都不会受到任何伤害和负面效果。 |
| 穿刺箭 | 14 | 使用弓进行攻击时,你可以使用穿刺箭将你的熟练值添加到伤害掷骰中。每次休息可使用 3 次。 |
| 勇气石 | 15 | 附在盔甲上。为尚未具备以下功能的盔甲添加以下特性:坚韧:在标记最后一个护甲槽之前,掷一个 d6 。如果掷出 6 ,则可以降低伤害一个等级而无需标记槽位 |
| 万能钥匙 | 16 | 使尝试打开锁着的门时的灵巧掷骰具有优势 |
| 奥术棱镜 | 17 | 将此棱镜置于指定位置并激活。其近距离范围内的所有盟友在施法检定上获得 +1 加值。激活期间棱镜不可移动。解除激活后,需完成一次长休才能再次启用。 |
| 小型精力药水配方 | 18 | 花费一项休整行动和动物骨骼来制作一瓶小型精力药水。 |
| 小型生命药水配方 | 19 | 花费一项休整行动和一瓶血液来制作一瓶小型生命药水。 |
| 归航罗盘 | 20 | 两个罗盘无论相距多远,都只能指向对方。 |
| 修正者精魂 | 21 | 一只坐在你耳道弯曲处的小精魂,在战斗中低声说着有用的建议。每短休一次,你可以在攻击检定中获得一次优势。 |
| 壁虎手套 | 22 | 你可以爬上垂直表面并穿过天花板。 |
| 博学守护者 | 23 | 存储最多三个敌对生物的名字。下次面对它们时,在针对它们的任何动作掷骰上获得 +1。 |
| 黑烟瓶配方 | 24 | 在休息时间,花费一次休整行动并标记 1 压力点来制作一个黑烟瓶。 |
| 血石 | 25 | 附在武器上。为尚未具备以下功能的武器添加以下特性:残暴: 伤害骰每掷出一次最大值,就额外掷出一个伤害骰。 |
| 巨石 | 26 | 附在武器上。为尚未具备以下功能的武器添加以下特性:强力: 额外掷一个伤害骰并去掉其中最小的一个。 |
| 滑翔机 | 27 | 可以通过标记 1 压力点来展开的小型降落伞。它可以让使用者从高处安全地滑翔到下面的地面。 |
| 寂静戒指 | 28 | 花费 1 希望点激活此戒指,直到你的下一次休息,你的脚步声是无声的。 |
| 镇静吊坠 | 29 | 如果你必须标记最后一个压力槽,请掷一个 d6 。如果掷出 5 +,则无需标记。 |
| 双用瓶 | 30 | 可容纳两种不同液体的瓶子。侧面的小按钮可让饮用者在两种液体之间切换。 |
| 幻沙袋 | 31 | 这是一小袋沙子,可以通过 风度掷骰(DC10)将其调整为比实际重量重得多或轻得多。你还可以通过 灵巧掷骰(DC10) 将沙子吹到对手的脸上,使对手暂时处于脆弱状态。 |
| 抵抗戒指 | 32 | 每长休一次,激活这枚戒指将使成功命中你的攻击伤害减少一半。 |
| 凤凰羽毛 | 33 | 只要你拥有任意数量的凤凰羽毛,当你失去知觉并掷骰决定是否选择留下伤痕时,骰子结果总是 +1 。 |
| 百宝箱 | 34 | 一个只能每长休打开一次的小盒子。打开时,骰一个 d12 ,如果你掷出 1 -6,盒子是空的;如果你掷出 7 -10,盒子里会随机出现一个常见消耗品;如果你掷出 11 -12,盒子里会随机出现两个常见消耗品。 |
| 空刃护符 | 35 | 附在近战武器上,使其能够在近距离范围内攻击。每休息能激活三次。 |
| 传送点种子 | 36 | 将此种子埋入土中可在该处培育传送门。 24 小时后传送门即可使用。通过此传送门可抵达任何其他已种植传送门种子的地点。对传送门造成任意魔法伤害即可将其摧毁。 |
| 典范之链 | 37 | 花费一项休整行动,你可以对你所珍视的理想或原则进行冥想,并将你的意志集中到这根链条之中。每长休一次,你可以在进行与该原则一致的掷骰时,花费 1 希望点,使用 d20 作为你的希望骰。 |
| 匿踪护身符 | 38 | 每长休一次,激活此护符进入隐匿状态直至移动。以此法隐匿期间,即使敌人移动至通常能看见你的位置,你仍保持不可见状态。 |
| 希望守护者的小盒 | 39 | 在长休期间,若你拥有 6 希望点,可花费 1 希望点将丰沛的决心灌注于此挂坠中。当希望点归零时,可使用该挂坠立即获得 1 希望点。挂坠必须重新灌注后才能再次以此法使用。 |
| 无限袋 | 40 | 放入此袋中的物品将存储在一个独立且无限的次元中,并随时可以取出。 |
| 神行遗宝 | 41 | 敏捷 +1 ,你不能同时持有其他遗宝。 |
| 强力遗宝 | 42 | 力量 +1 ,你不能同时持有其他遗宝。 |
| 控制遗宝 | 43 | 灵巧 +1 ,你不能同时持有其他遗宝。 |
| 调和遗宝 | 44 | 本能 +1 ,你不能同时持有其他遗宝。 |
| 魅力遗宝 | 45 | 风度 +1 ,你不能同时持有其他遗宝。 |
| 启迪遗宝 | 46 | 知识 +1 ,你不能同时持有其他遗宝。 |
| 珩磨遗宝 | 47 | 你的一项经历 +1 ,你不能同时持有其他遗宝。 |
| 闪烁飞虫吊坠 | 48 | 佩戴时,你的物理近战武器会迸发出轻盈的光彩,使你可以攻击邻近范围内的生物。 |
| 湖行者长靴 | 49 | 你可以如同在柔软地面一般行走在水面上。 |
| 粘土伙伴 | 50 | 当你将这块黏土塑造成黏土动物伙伴时,它会表现出相应动物的特性。例如黏土蜘蛛能编织黏土蛛网,黏土飞鸟则可翱翔天际。黏土伙伴在不同形态间会保留记忆与身份认同,但可以适应每一个形态的新的习性。 |
| 秘尘配方 | 51 | 在休息时,花费一项休整行动和一包金币来制作一份秘尘。 |
| 记忆碎片 | 52 | 每次长休一次,花费 2 希望点以回想一张宝库内的领域卡,而不是支付其回想费用。 |
| 欢欣宝石 | 53 | 附在武器上,允许你使用敏捷进行攻击掷骰。 |
| 威力宝石 | 54 | 附在武器上,允许你使用力量进行攻击掷骰。 |
| 精准宝石 | 55 | 附在武器上,允许你使用灵巧进行攻击掷骰。 |
| 洞察宝石 | 56 | 附在武器上,允许你使用本能进行攻击掷骰。 |
| 无畏宝石 | 57 | 附在武器上,允许你使用风度进行攻击掷骰。 |
| 睿智宝石 | 58 | 附在武器上,允许你使用知识进行攻击掷骰。 |
| 坚毅之戒 | 59 | 每场游戏一次,当游戏主持人花费 1 恐惧点时,你可以花费 4 希望点以取消因为使用恐惧而产生的效应。 |
| 团结腰带 | 60 | 每场游戏一次,你可以花费 5 希望点进行一次三名角色的接力掷骰,而不是两名。 |
没有符合条件的条目,请调整或清除查询条件。
LOOT
Loot comprises any consumables or reusable items the party acquires.
Items can be used until sold, discarded, or lost.
To generate a random item, choose a rarity, roll the designated dice, and match the total to the item in the table:
-
Common: 1d12 or 2d12
-
Rare: 3d12 or 4d12
-
Uncommon: 2d12 or 3d12
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Legendary: 4d12 or 5d12
| Name | Roll | Effect |
|---|---|---|
| Premium Bedroll | 01 | During downtime, you automatically clear a Stress. |
| Piper Whistle | 02 | This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius. |
| Charging Quiver | 03 | When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier. |
| Alistair's Torch | 04 | You can light this magic torch at will. The flame's light fills a much larger space than it should, enough to illuminate a cave bright as day. |
| Speaking Orbs | 05 | This pair of orbs allows any creatures holding them to communicate with each other across any distance. |
| Manacles | 06 | This pair of locking cuffs comes with a key. |
| Arcane Cloak | 07 | A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will. |
| Woven Net | 08 | You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16). |
| Fire Jar | 09 | You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest. |
| Suspended Rod | 10 | This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place. |
| Glamour Stone | 11 | Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to magically recreate this guise on yourself as an illusion. |
| Empty Chest | 12 | This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it. |
| Companion Case | 13 | This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects. |
| Piercing Arrows | 14 | Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll. |
| Valorstone | 15 | You can attach this stone to armor that doesn't already have a feature. The armor gains the following feature. Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot. |
| Skeleton Key | 16 | When you use this key to open a locked door, you gain advantage on the Finesse Roll. |
| Arcane Prism | 17 | Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't be activated again until your next long rest. |
| Minor Stamina Potion Recipe | 18 | As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion. |
| Minor Health Potion Recipe | 19 | As a downtime move, you can use a vial of blood to craft a Minor Health Potion. |
| Homing Compasses | 20 | These two compasses point toward each other no matter how far apart they are. |
| Corrector Sprite | 21 | This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll. |
| Gecko Gloves | 22 | You can climb up vertical surfaces and across ceilings. |
| Lorekeeper | 23 | You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures. |
| Vial of Darksmoke Recipe | 24 | As a downtime move, you can mark a Stress to craft a Vial of Darksmoke. |
| Bloodstone | 25 | You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature. Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
| Greatstone | 26 | You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature. Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Glider | 27 | While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground. |
| Ring of Silence | 28 | Spend a Hope to activate this ring. Your footsteps are silent until your next rest. |
| Calming Pendant | 29 | When you would mark your last Stress, roll a d6. On a result of 5 or higher, don't mark it. |
| Dual Flask | 30 | This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask's side. |
| Bag of Ficklesand | 31 | You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10). Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target's face to make them temporarily Vulnerable. |
| Ring of Resistance | 32 | Once per long rest, you can activate this ring after a successful attack against you to halve the damage. |
| Phoenix Feather | 33 | If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar. |
| Box of Many Goods | 34 | Once per long rest, you can open this small box and roll a d12. On a result of 1–6, it's empty. On a result of 7–10, it contains one random common consumable. On a result of 11–12, it contains two random common consumables. |
| Airblade Charm | 35 | You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm and attack a target within Close range. |
| Portal Seed | 36 | You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of magic damage to it. |
| Paragon's Chain | 37 | As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that principle. |
| Elusive Amulet | 38 | Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you. |
| Hopekeeper Locket | 39 | During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued before it can be used this way again. |
| Infinite Bag | 40 | When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time. |
| Stride Relic | 41 | You gain a +1 bonus to your Agility. You can only carry one relic. |
| Bolster Relic | 42 | You gain a +1 bonus to your Strength. You can only carry one relic. |
| Control Relic | 43 | You gain a +1 bonus to your Finesse. You can only carry one relic. |
| Attune Relic | 44 | You gain a +1 bonus to your Instinct. You can only carry one relic. |
| Charm Relic | 45 | You gain a +1 bonus to your Presence. You can only carry one relic. |
| Enlighten Relic | 46 | You gain a +1 bonus to your Knowledge. You can only carry one relic. |
| Honing Relic | 47 | You gain a +1 bonus to an Experience of your choice. You can only carry one relic. |
| Flickerfly Pendant | 48 | While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer sheen and can attack targets within Very Close range. |
| Lakestrider Boots | 49 | You can walk on the surface of water as if it were soft ground. |
| Clay Companion | 50 | When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form. |
| Mythic Dust Recipe | 51 | As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust. |
| Shard of Memory | 52 | Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall Cost. |
| Gem of Alacrity | 53 | You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon. |
| Gem of Might | 54 | You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that weapon. |
| Gem of Precision | 55 | You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that weapon. |
| Gem of Insight | 56 | You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that weapon. |
| Gem of Audacity | 57 | You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that weapon. |
| Gem of Sagacity | 58 | You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that weapon. |
| Ring of Unbreakable Resolve | 59 | Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear. |
| Belt of Unity | 60 | Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two. |
No matching items. Adjust or clear your search.