Monday, December 1, 2025

Undercroft: Treasures For His Majesty The Worm

Lagrenée
 
I'm working on an Esoteric Enterprises style dungeon generator for His Majesty The Worm. In order to do that I made some treasure tables for stocking the generated rooms.
 
THE TABLES 
In the below tables, a single card drawn from the Minor Arcana list yields either a magic item, a magic weapon/armor, or treasure worth 90ish gold pieces. Use that to calibrate when/how often you want to draw when filling up chests, hiding things in rooms, filling the pockets of the scariest monsters...
 
CUPS
Cups treasures are goods which can be exchanged for money, though they might be a pain to carry out of the dungeon intact. The average for this table is 80 gold pieces.

Ace: Jar of pickled meat and vegetables from underworld, worth 25 gold coins.
Two: Wheel of hard cheese from the milk of an underworld monster, worth 25 gold coins.
Three: A painted hand-fan of fragile paper, worth 25 gold coins.
Four: Heavy ingot of good steel (Duergar, Fire Giant, other evil craftsmen) worth 50 gold coins.
Five: Big wool quilt with beautiful designs, dirty but salvageable, worth 50 gold coins.
Six: Elaborate scrimshawed bones worth 50 gold coins.
Seven: Lovely bolts of cave elf silk, worth 100 gold coins.
Eight: Lavish fogwood furniture. Not heavy but too bulky to fit in a pack. 100 gold coins.
Nine: A hand-illuminated book. Draw another card for the topic. Worth 100 gold coins.
Ten: Fragile spiral bottle of Elfwine, worth 100 gold coins.
Page: Dried peppers from far off continents, filled with spicy seeds worth 100 gold coins.
Knight: Painting of a scene from the Major Arcana in your favorite deck, worth 100 gold coins.
Queen: Enormous tapestry with a scene from your City’s history, worth 100 gold coins.
King: An exquisite stone statue of the City’s ruler. Heavy and bulky but worth 200 gold coins.

PENTACLES
The Pentacles suit, sometimes called Coins, yields money and jewelry. This is what you came for, right? The average for this table is 100 gold pieces.

Ace: 10 loose gold coins, dirty and defaced.
Two: 25 gold coins, loose but piled.
Three: Purse of 50 gold coins.
Four: Sack of semiprecious stones (carnelians, topaz, amethyst, turquoise) worth 75 gold coins.
Five: Fistful of gemstone cabochons (beryls, opals, star sapphires/rubies) worth 100 gold coins.
Six: Pinch of faceted gems (rubies, sapphires, emeralds, diamonds) worth 100 gold coins.
Seven: Silver ring set with a precious stone, worth 100 gold coins.
Eight: Gold bracelet with demonic imagery worth 100 gold coins.
Nine: Piercing with vulgar epigrams and gems, worth 100 gold coins.
Ten: Lead box holding 100 gold coins.
Page: Dinner set with plates of gold and silver, worth 125 gold coins.
Knight: Decorated scabbard damascened with gold and platinum wire worth 150 gold coins.
Queen: Silver broach with intagliated gem cameo of heraldic beasts worth 175 gold coins.
King: Gold diadem set with gems, worth 200 gold coins

Boilly

SWORDS
Swords treasures are enchanted weapons and armor. Few are a straight improvement over their nonmagical counterparts, though it depends on how you play.
 
Ace: Dagger of Punishment. Melee attacks against the wielder always hit, but the wielder automatically and successfully Ripostes.
Two: Flail of Flowers. On a successful attack, both attacker and target are Rooted by beautiful plant growth.
Three: Mace of Major Power. An adventurer wielding it draws one of their challenge cards from the Major Arcana. Major Arcana can be played as initiative but not suited minor actions.
Four: Buffoon’s Bow. Fired with Pentacles rather than Swords, Roughhouses targets at range rather than dealing damage.
Five: Pezzonovante. This crossbow penetrates. With a single attack it can damage one target per zone in as many zones as the firer can draw a straight line to. Cannot Reload in combat.
Six: Bloodhunger. Two handed sword. Wielder can Dash to any zone with an enemy in it without passing through adjacent zones. Cannot be unequipped until it kills something.
Seven: Hateful Halberd. If the wielder Attacks while they have at least one charged Bond, draw an additional Minor Arcana and add it to the value of the Attack. Un-charge one Bond.
Eight: Obsidian Ax. If the Ax strikes a target’s Health it deals two damage. If it hits Defense it breaks.
Nine: Tower Shield. Heavy Shield. Wearer always plays two cards from their hand as Initiative, taking the sum as their defense and place in the turn order for the round.
Ten: Trollhide Buffcoat. As Light Armor, repairs itself during the Camp phase. Undermen will kill you if they catch you wearing it.
Page: Dragon Scale Mail. As Iron Armor plus elemental resistance based on color. Wearer cannot eat normal food, only gold in increments of 25 pieces. Removing the armor breaks it.
Knight: Crystal Plate Armor. Wearer cannot Dash or Dodge. Takes up three belt slots but absorbs five notches of damage.
Queen: Helm of Insane Insight. In the challenge phase, DM’s hand and initiative cards are face up on the table. Wearer’s cards are drawn face down, chosen randomly for initiative and actions.
King: Crown of Thorns. Helmet slot, doesn’t take belt space. In the challenge phase, take Piercing damage as an interrupt to draw an extra card.

WANDS
Wands cards are magic items, but most can be used by characters of any Path.

Ace: Staff of Targeting. While holding the staff, the wielder is treated as the listed creature type for the purpose of spell effects and the disposition of creatures. Draw another card to see which specific staff you find.
  • Sceptre of the Wastes. Bearer counts as Unholy and Undead.
  • Branch of the Weald. Bearer counts as an Animal.
  • Rod of the Weird. Bearer counts as a Construct and Summoned.
  • Stave of the Welkin. Bearer counts as Holy. 
Two: Shrunken Head. When held in the hand while a spell is cast it maintains Concentration on behalf of the caster, allowing them to cast other spells. Can only be used for one spell.
Three: Belt of Holding. Treat one slot in your pack as an additional belt slot.
Four: Elven Scarf. Hides an item from view when draped over it. Can conceal traps and inanimate objects but not people.
Five: Warning Bell. Any time you are ambushed, including while camping, you can declare instead that this bell shatters to give you forewarning of the attack.
Six: Boots of Light Weight. Wearer can jump longer and higher than normal. Attempts to Displace them automatically succeed.
Seven: Jar with single dose of Fungus Purgit, the mushroom that eats stone. One use can bore through a wall, collapse a passage or take out an entire room if used on a support column.
Eight: Single plug of inky purple tobacco. When smoked user can walk through walls for a watch. They are cursed to suffer nightmares when they sleep, waking Exhausted.
Nine: Pharmakon. Single use substitute for any spell component.
Ten: Scroll of random spell.
  • Reading from a Scroll destroys it and casts the spell. 
  • Path of Wands characters may read from scrolls without spending resolve or using a reagent, but must spend 1 XP if they have not mastered the path. 
  • Non-Wands characters may do the same, but must also test Wands and suffer the associated miscast effects on a failure.
Page: Ampoule of enchanted ink. Can be used to scribe one scroll from a Path the writer has mastered. Functions as the scroll in Ten of Wands.
Knight: Fetish Doll. Worn on a lanyard. Negates the effects of one harmful spell directed at the wearer, then burns to ash.
Queen: Egg wrapped in shiny foil. The metal keeps the egg in stasis, preventing the embryo from developing or dying. If unwrapped it can be hatched into a random oviparous monster.
King: Old Leather Ring. When you kill a person who has done nothing to harm you in any way, restore one Resolve.

THE FOOL
Draw again, but it’s a mimic.

Teniers

WHAT'S NEXT? 
Next I might do a small change deck for looting less lucrative rooms and the pockets of random slobs. I could also do a short list of top tier treasures using the Major Arcana. It may be good to move the best magic items to that table and repopulate this one with lower tier consumables like potions.
 
The other option is to do "themed" lists, like how Esoteric Enterprises had separate tables for looting civilians, criminals and mages. EE had four D30 tables and three D100 tables (though half of those just used the die result to generate a dollar amount) along with subtables for magic items, magic weapons, drugs and occult books.

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