&&&&&&&&& Treasure
Luke Gearing disassembles the wealth of the oldest treasury. The second volume of Volume 2: Monsters &, &&&&&&&&& Treasure breaks with tradition twice - inventing new items whilst re-imagining the old, a mutant cousin to the Little Brown Books.
Includes:
- Treasure tables re-organised to be legible and usable - no more letter codes.
- d12 coins with value beyond their constituent minerals.
- d20 cultural artefacts discovered in forgotten places.
- d20 weapons and their associated folklore.
- d20 armours of dire provenance.
- d20 potions re-imagined from the old.
- d20 rings bearing the legacy of their origin.
- d10 staves and their designs upon the world.
- d10 grimoires beyond ink and paper.
- d20 items of mixed form and troubling usage.
A physical, spiral bound edition is available on Exalted Funeral.
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (13 total ratings) |
Author | lukegearing |
Tags | odnd, OSR, treasure |
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Comments
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I am assuming that the italicized AC modifications and the Attack Roll modifiers in the Armour section are specifcally for the Chainmail Attack Tables? I'm not sure whether the negative modifiers apply to the Wearer or the Attacker?
They can be used in the OD&D alternative combat matrix.
The penalty is applied to attacks against the one wearing the armour - this is done for systems (such as Wolves Upon the Coast) where AC is never modified due to being used in multiple rules. If your game of choice only uses AC for protection, you're fine to use the 'normal' statistics and ignore those in italics.
How does a blade that steals wakefulness
seem more profane than a sword that only steals life?
&&&&&&&&& Treasure is a long list of very intriguing RPG items as much as it is a book of poetry. The endlessly creative prose breathes life into even the simplest, tried and true OSR fare- healing potions are translated into "the stolen potential of a god kept asleep with prayer" and stored in "large earthenware demijohns of blue-tinged milk." Many of these items have very vivid adventure hooks; necromancers, witches, beast-men, and more will hunt down the party for one reason or another if they happen to be carrying the wrong thing at the wrong time. Reading it is a draught of inspiration, page after page.
The worldbuilding is deep and mythic in tone. I'm struck by how much colonialism informs the text. Over and over again, &&&&&&&&& Treasure makes sure you know that this, the world from which these fantastical items originate, is a world where people take things from each other and propagate their cultures, over and over again. I find it to be very self-aware of the origins of the OSR genre.
If you play OSR games at all, this is for you. You'll definitely find a place for it in your game; I'm already thinking about how I could use it in mine.
Thank you so much for the kind words! I'm glad you enjoyed the book so much.
Sold. Colonialism as a force of evil is fun to make a little less metaphorical in D&D imho. This sounds so hot.