Searching Bodies

Whats this crap about not being able to seach bodies? What they just disappear on death? I dont buy that the amour and weapons are broken after the battle either. Do the players weapons and armour simultaneously break when they are reduced to 0 wounds? I dont think so!

If you kill an orc, there is nothing to stop you from picking up his damn axe and light armour.
If they can be bothered to lug these items to the nearest settlement let them sell them.
Also an archer can use enemy arrows in his bow.

Once combat is finished, for every warrior who searches, roll a dice on the body seach table. (Do not give dungeon room treasure automatically anymore)

The reason I do this is to give everyone a chance at treasure. Also quest is severly lacking healing items, apart from the wizards spells, so there is a good chance of finding healing potions so that the fighter characters can heal themseves too.

Body Search table:
1-3 = no monsters you searched were carring special items.
4-5 = one of the monsters was carrying a minor item, roll once on the minor item table.
6 = the monster was carring something special, roll on the dungeon room treasure table.

Minor Item table:
1 = While seaching the body you set off a trap, or the body was plague ridden, or u trip and fall on your face... in any case you lose D6 wounds unmodified.
2 = A randomly determined monster you killed was carrying extra gold and so was worth twice his normal gold value.
3 = The monsters weapon or armour is magical, and you can sell it for twice what it is worth. (randomly determine the monster what item it had is enchanted)
4-5 = A monster you searched was carring some stuff, Roll once on the Helpful Stuff table.
6 = A monster you searched was carring a healing potion. Roll once on the healing potion table.

Healing Potion table:
1-3 = This potion heals D-3 wounds
4-5 = This potion heals (your warriors battle level)D-6 wounds. Eg. A level 3 warrior gets a potion which heals 3D6 wounds.
6 = This potion restores you to full health.

Helpful Stuff table:
(See General Store for details)
1 = A rope
2 = 1D3 Door Spikes
3 = 1D3 Casks of Beer
4 = 1D3 Bandages
5 = 1D3 Provisions
6 = 1D6 Provisions

However if you use this rule you also have to give the players weight restrictions to the amount they can carry! You cant carry 50 axes back to a settlement no matter how strong you are!

Weight Restrictions

Potions and small items = 0 points
Daggers, medium items = 1 point
Swords, small axes, large items, light armour = 2 points
big axes, polearms, medium armour = 3 points
full plate armour and the like = 4 points

Let your player carry about 10 points worth before becoming encumbered at -1 movement.
At 12 points make it -2 movement.
At 14 points the player can not move.

As with everything, modify this according to your personal preferences.












© mikeInside 2003