Need loot for your adventure?   Now there is a chart for it!   Just roll d100 and see if they get:   100: Magic Mcguffin of Applied Phlembotium, only if the players roleplayed and not rollplayed. Otherwise roll twice and give corresponding phat lootz     98-99: Items - Magic                 These yield a small effect. Ex. +1 magic focus (to cast spells more easily), diving rod, cloak of +1 stealth. (there is a running theme of just +1, you can give a +2 if you feel they *really* earned it.) Set of dice, sheaf of paper, one captive DM who knows what they are doing.   95-97: Resource - Rare                 This is a resource the town desperately needs, but is usually in a hard to reach place or difficult to work with. Regardless, we now know where a source of this resource is. Ex. Unobtanium, Phlembotium, Magic infused crystals.   92-94: Armor - Operable                 This is tough stuff that would greatly help an adventuring party or help fill the town guard's armoury. Ex. Metal barding that is okay for instant use, helmet with horn blade,   90-91: Weapon - Godly                 A weapon found in working condition that won't break shortly after its first use. Ex. Crossbow (may need that one particular part), fine dagger, helm with horn blade.       85-89: Resource - Uncommon                 This is a resource the town needs for their specialist. They will vary widly between adventuring environments. Ex. Gems, Ore deposits, benign creature dens.   80-84: Weapons - Operable                 A useable weapon that probably isn't reliable. Ex. An old sword in need of repair, a sling, a dull short spear.   70-79: Armor - Shit                 These are usually rusted relics of the past, or could be something made recently but not made well. Ex. Hide barding (maybe even studded), chestplate without straps, helmets that restrict peripheral vision (-2).       60-69: Weapons - Shit                 Pretty much one time use weapons or just useless unless given extensive care. Ex. Rusty dagger, Sword hilt missing blade, a wooden club with rot.   50-59: Armor - Cloth                 This is cloth armor, good for staying agile, shit at providing protectin. Ex. Cloak, boots, padded barding.   40-49: Items - Mundane                 The minor tools needed for daily use. Ex. Lantern with, or without oil. Length of rope. Set of dice with a sheaf of papers.   39<: Resource - Common                 Oh my god I think we found >TREES, ROCKS, COAL, FLOWERS, FRUITS, VEGETABLES, FOOD, WATER, HEART, GO PLANET!