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Bar Trophies

Either left behind by a defeated or passedout opponent, granted by the tavern owner in appreciation, or acquired without the owner’s knowledge, bar trophies are small mementos from an adventurer’s night out. The Narrator can roll 1d10, choose, or make up their own. If a result is for a specific item (such as the key or love letter) that another adventurer has already gain on this Night Out, reroll.

Table: Bar Trophies

D10

Trophy

1

Jewelry or other valuable(s) worth 2d10 x the region’s tier gold.

2

An enchanted trinket, chosen by the Narrator.

3

A compromising love letter, though neither sender or recipient is referred to by name.
4

A spell component worth 10 gold or less.

5

A non-magical weapon with one customized property (see Customizing Armaments in Chapter 4: Equipment of Adventurer’s Guide).
6

Supply equal to 1d4 + 1 per adventurer in the party.

7

An ornate, unlabeled key.

8

A battered antique of currently unknown worth.

9

The holy symbol of an obscure deity or cult.

10

A gaming set or instrument of especially expensive material, worth three times as much as normal.