Sigil

Bleak Forest

Sigil

Forage and Loot Tables

Created by Johnathan L Bingham

Siege of Hellmouth

Loot

Loot is defined as any item that is found upon a creature, in a loot cache, or a wandering trader. This indicates how many d6 should be rolled on the Loot Die table.

Loot Die

Die RollDescriptionNotes
1–4No LootNo loot totals: 1 die: 66.67%; 2 dice: 41.67%; 3 dice: 27.7%; 4 dice: 24.77%.
5–7Common LootCheck on Loot I Table. Common loot totals: 1 die: 33.4%; 2 dice: 41.67%; 3 dice: 14.35%; 4 dice: 2.62%.
8–9No Loot—
10–12Uncommon LootCheck on Loot II Table. Uncommon loot totals: 1 die: 0%; 2 dice: 16.67%; 3 dice: 27.8%; 4 dice: 14.35%.
13–16Rare LootCheck on Loot III Table. Rare loot totals: 1 die: 0%; 2 dice: 0%; 3 dice: 24.07%; 4 dice: 42%.
16–18No Loot—
19–24Special LootSpecial loot totals: 1 die: 0%; 2 dice: 0%; 3 dice: 0%; 4 dice: 16.3%.

Loot I

This loot table reflects items of common availability that might be found on a creature, in a loot cache, or on a trader. Roll 1d20 and consult the results on the table below.

Die Roll (d20)DescriptionNotes
1Axe—
2Arming Doublet—
3Food1d6 rations
4Copper coins1d20 copper coins
5Club—
6Chainmail—
7Water skin1d6 rations
8Herbs or ComponentsCommon: natural creatures (beasts, animals, vermin), roll on the Herb Compendium (Common tier); supernatural creatures (Undead, Fae, Demonic, Elemental), roll on the Common Components Table. Loot cache: roll 1d2 (1 = Herb Compendium Common, 2 = Common Components Table).
9Dart—
10Lamellar Armour—
11Food1d6 rations
12Copper coins1d20 copper coins
13Knife—
14Shield—
15Water skin1d6 rations
16Herbs or ComponentsCommon: natural creatures (beasts, animals, vermin), roll on the Herb Compendium (Common tier); supernatural creatures (Undead, Fae, Demonic, Elemental), roll on the Common Components Table. Loot cache: roll 1d2 (1 = Herb Compendium Common, 2 = Common Components Table).
17Staff—
18Sword, Long—
19Food1d6 rations
20Copper coins1d20 copper coins
Die Roll (d20)DescriptionNotes
1Bow, Short—
2Buckler—
3Food1d6 rations
4Copper coins1d20 copper coins
5Dagger—
6Helmet—
7Water skin1d6 rations
8Herbs or ComponentsCommon: natural creatures, roll on the Herb Compendium (Common tier); supernatural creatures, roll on the Common Components Table. Loot cache: roll 1d2 (1 = Herb Compendium Common, 2 = Common Components Table).
9Hammer—
10Leather Armour—
11Food1d6 rations
12Copper coins1d20 copper coins
13Sling—
14Spear—
15Water skin1d6 rations
16Herbs or ComponentsCommon: natural creatures, roll on the Herb Compendium (Common tier); supernatural creatures, roll on the Common Components Table. Loot cache: roll 1d2 (1 = Herb Compendium Common, 2 = Common Components Table).
17Sword, Short—
18Studded Leather—
19Food1d6 rations
20Copper coins1d20 copper coins

Loot II

This loot table reflects items of uncommon availability that might be found on a creature, in a loot cache, or on a trader. Roll 1d20 and consult the results on the table below.

Die Roll (d20)DescriptionNotes
1Battle Axe—
2Banded Armour—
3Copper coins2d20 copper coins
4Bow, Long—
5Brigandine—
6Herbs or ComponentsUncommon: natural creatures, roll on Herb Compendium (Uncommon tier); supernatural creatures, roll on Uncommon Components Table. Loot cache: roll 1d2 (1 = Herb Compendium Uncommon, 2 = Uncommon Components Table).
7Crossbow, hand—
8Ringmail—
9Silver coins1d20 silver coins
10Crossbow, heavy—
11Scalemail—
12Herbs or ComponentsUncommon: natural creatures, roll on Herb Compendium (Uncommon tier); supernatural creatures, roll on Uncommon Components Table. Loot cache: roll 1d2 (1 = Herb Compendium Uncommon, 2 = Uncommon Components Table).
13Flail—
14Splintmail—
15Copper coins2d20 copper coins
16Javelin—
17Tower Shield—
18Herbs or ComponentsUncommon: natural creatures, roll on Herb Compendium (Uncommon tier); supernatural creatures, roll on Uncommon Components Table. Loot cache: roll 1d2 (1 = Herb Compendium Uncommon, 2 = Uncommon Components Table).
19Mace—
20Sword, two handed (Zweihander)—

Loot III

This loot table reflects items of Rare availability that might be found on a creature, in a loot cache, or on a trader. Roll 1d20 and consult the results on the table below.

Die Roll (d20)DescriptionNotes
1–2Bronze plate—
3–4Herbs or ComponentsRare: natural creatures, roll on Herb Compendium (Rare tier); supernatural creatures, roll on Rare Components Table. Loot cache: roll on Rare Components Table (rare herbs are almost never found in caches—they must be foraged).
5–6Silver coins1d20 silver coins
7–81st Order Spell ScrollRoll on 1st Order Spell List
9–10Gold coins1d20 gold coins
11–121st Order Spell ScrollRoll on 1st Order Spell List
13–141st Order Spell ScrollRoll on 1st Order Spell List
15–16Silver coins1d20 silver coins
17–18Plate Mail—
19–20Herbs or ComponentsRare: natural creatures, roll on Herb Compendium (Rare tier); supernatural creatures, roll on Rare Components Table. Loot cache: roll on Rare Components Table (rare herbs are almost never found in caches—they must be foraged).

Loot (Special)

Die RollDescriptionNotes
1–2Gold coins1d20 gold coins
3–4Herbs or ComponentsRare: natural creatures, roll on Herb Compendium (Rare tier); supernatural creatures, roll on Rare Components Table. Loot cache: roll on Rare Components Table (rare herbs are almost never found in caches—they must be foraged).
5–61st Order Spell ScrollRoll on 1st Order Spell List
7–81st Order Alchemical ItemRoll on 1st Order Alchemical Items List
9–10Gold coins1d20 gold coins
11–12Herbs or ComponentsRare: natural creatures, roll on Herb Compendium (Rare tier); supernatural creatures, roll on Rare Components Table. Loot cache: roll on Rare Components Table (rare herbs are almost never found in caches—they must be foraged).
13–141st Order Spell ScrollRoll on 1st Order Spell List
15–162nd Order Alchemical ItemRoll on 2nd Order Alchemical Items List
17–182nd Oder Spell ScrollRoll on 2nd Order Spell List
19–20Field Plate—
Ornamental divider

Foraging

You can attempt to find food, water, Healing Herbs, or Alchemical Components. Taking time to forage is assumed to take 1 watch (4 hours) per attempt. Check the danger die table for your terrain type every hour for encounters. Check weather every watch (4 hours). The terrain type dictates the Basic Activity Modifier (BAM!) for foraging attempts. Foraging attempts are modified by the Lore skill (Wits) and Foraging Skill focus. Before rolling, declare your intent: Herb Search (seeking Healing Herbs for the Healing Arts) or Component Search (seeking Alchemical/Spell Components). Your declared intent grants Minor Advantage on finding that type when a forage table entry offers a choice. Food and water results are unaffected by intent. The table below gives Foraging results:

Die RollDescriptionNotes
1–4Nothing FoundNothing found totals: 1 die: 66.67%; 2 dice: 41.67%; 3 dice: 27.7%; 4 dice: 24.77%.
5–7Common ForageCheck on Forage I Table. Common forage totals: 1 die: 33.4%; 2 dice: 41.67%; 3 dice: 14.35%; 4 dice: 2.62%.
8–9Nothing Found—
10–12Uncommon ForageCheck on Forage II Table. Uncommon forage totals: 1 die: 0%; 2 dice: 16.67%; 3 dice: 36.57%; 4 dice: 23.84%.
13–15Rare ForageCheck on Forage III Table. Rare forage totals: 1 die: 0%; 2 dice: 0%; 3 dice: 24.07%; 4 dice: 42%.
16–18Nothing Found—
19–24Exceptional ForageCheck on Forage IV Table. Exceptional forage totals: 1 die: 0%; 2 dice: 0%; 3 dice: 0%; 4 dice: 16.3%.

Forage I

Die Roll (d6)DescriptionNotes
1Brackish Water1d3 water rations. Drinkable but bitter.
2Forest Berries1d6 food rations. Roll 1d6: 1–2 mildly toxic (Corpus save vs. Average or Minor Condition), 3–6 safe.
3Edible Roots1d6 food rations. Takes 1 hour to prepare.
4Common Herbs or ComponentsDeclare intent before rolling. Herb Search: roll on Herb Compendium (Common tier) 1d3 times. Component Search: roll on Common Components Table 1d3 times. No declared intent: roll 1d2 (1 = Herb, 2 = Component), then roll on the appropriate table once.
5Fungus1d6 food rations and 1d2 Fungal Spores (common component). Roll 1d6: 1 toxic (Corpus save or 1d3 Vitality damage).
6Clear Spring1d6 water rations. Recover 1 Vitality immediately upon drinking.

Forage II

Die Roll (d6)DescriptionNotes
1Healing Herbs (Common)Roll on Herb Compendium (Common tier)—yields 1 Healing Herb usable directly in Healing Arts powers. Also usable as 1d3 food rations if brewed (takes 1 hour, no roll). Cannot substitute for Alchemical Components.
2Trapped Game1d6+1 food rations. Requires 1 watch to set and check traps.
3Uncommon Herbs or ComponentsDeclare intent. Herb Search: roll on Herb Compendium (Uncommon tier) 1d2 times—each result is a usable Healing Herb. Component Search: roll on Uncommon Components Table 1d2 times. No declared intent: roll 1d2 (1 = Herb, 2 = Component), roll on appropriate table once.
4Honeycomb1d6 food rations. Also counts as 1 Tallow substitute (common component).
5Freshwater PoolRestore food and water dice to 1d6 if currently lower. Remove 1 fatigue marker.
6Uncommon Healing Herbs (Rare Find)Roll on Herb Compendium (Uncommon tier). The herbs found are usable directly as Healing Arts components. If you have the Healing Focus, gain Minor Advantage on the next Healing Arts check made using one of these herbs.

Forage III

Die Roll (d6)DescriptionNotes
1Rare Herbs or ComponentsDeclare intent. Herb Search: roll on Herb Compendium (Rare tier)—yields 1 Rare Healing Herb (Ashen Kingsfoil, Moonpetal, Silverdew, etc.). Component Search: roll on Rare Components Table once. No intent: roll 1d2 and consult appropriate table.
2Creature CacheA creature’s hidden store. 2d6 food rations and 1d3 common components.
3Alchemical BloomA rare flowering plant. Functions as a rare component. Grants Minor Advantage on the next Spiritus save (lasts 1 watch).
4Hidden SpringFully restore food and water dice. Remove all current fatigue markers.
5Spell TraceResidual magic. Gain 1 free 1st Order Spell use (no Vitality cost, no components) within the next watch.
6Fae OfferingSmall gifts left by fae: roll on Herb Compendium (Uncommon) once AND roll on Uncommon Components Table once, plus 1d6 silver coins. The fae leave both kinds of gift—they do not distinguish between healer and alchemist.

Forage IV

Die Roll (d6)DescriptionNotes
1Rare Herbs and Components (Double)Roll on Herb Compendium (Rare tier) once AND roll on Rare Components Table once—both results are found regardless of declared intent. The Forest offers both.
2Creature TrophySlain creature remains. 1d3 rare components and 1d6 silver coins.
3Ancient SpringFully restore food and water dice, remove all fatigue, recover 1d6 Vitality.
4Fae Nexus CacheDeclare intent. Herb Search: roll on Herb Compendium (Uncommon) three times. Component Search: roll on Uncommon Components Table three times. No intent: roll on each table once each, plus one extra roll on whichever table matches Foraging Focus (Herbalist rolls Herb; others roll Component).
5Arcane ResiduePower a 2nd Order spell without Vitality or components (use within 1 watch).
6Living RelicA fragment of the Forest itself: choose any one rare component, plus a vision of the next hex’s terrain type.