Loot Table
One d100 table of a hundred entries. Mostly mundane, magic kept minor and Greek-renamed.
Roll a d100 when a room grants a table roll. About fifty-five of the hundred rooms grant something, so a ten-room run nets roughly six rolls, of which one or two land in the magic bands.
The table is deliberately unexciting for long stretches. A party that leaves the maze with four javelins, a working lamp, sixty feet of rope and eighty drachmas has been paid honestly, and the two magic items they found still feel like events. Coin is listed in gp for convenience; at the table it is bronze obols, silver drachmas, and the occasional stater, and the weight of it is part of the fun when a party is climbing.
Boons are not on this table. Each Final Encounter names one optional thing that pays off in it, and the DM plants that thing on purpose rather than rolling for it — most of the boon notes suggest handing it over during a loot roll, as the second or third item listed, which is the point: it should arrive looking like the rope did. Roll the ending early, read its boon, and add it to a roll you were going to make anyway.
- Room-specific loot is off-table. Daedalus's workshop, a drakon's hoard, a smith's forge — those grant only what the room says, and they do not consume a d100 slot.
- Maguffins are never here. Anything a Resolution requires is Resolution-owned and found where that Resolution says.
- Nothing on this table breaks a bypass or a Resolution. Every magic entry states its charges and why it can't.
- Cadence. About 55 of the 100 rooms grant something; ten rooms should net roughly six loot events, one or two of them magical.
Table composition
| d100 | Slots | Category | Examples |
|---|---|---|---|
| 01–30 | 30 | Coin & valuables | Drachma purses, temple silver, a gold votive bull, cut gems, a chased mirror |
| 31–48 | 18 | Consumables | Minor healing draughts, fire oil, antitoxin, hard rations, wineskins, incense |
| 49–62 | 14 | Weapons & ammunition | Javelins, a hoplite spear, a kopis, sling bullets, bronze-head arrows, a net |
| 63–72 | 10 | Armor & shields | A hoplon, linothorax, a bronze greave pair, a Corinthian helm (dented) |
| 73–82 | 10 | Tools & utility | Rope, chalk, a lamp and oil, a grapple, a crowbar, a surveyor's chain, healer's kit |
| 83–96 | 14 | Minor magic (Greek-renamed) | Small, single-trick items with stated charges — nothing attunement-hungry, nothing that invalidates a Resolution or a bypass |
| 97–100 | 4 | Rare but narrow | Four rare items that each do exactly one thing |
01–30 · Coin & valuables
| d100 | Item | Tier | Notes |
|---|---|---|---|
| 01 | A cut purse of mixed coin | mundane | 2d6 × 10 gp. The cut is fresh; someone lost this recently |
| 02 | Temple silver, three plates | mundane | 40 gp. Stamped as sacred to Poseidon, and priests notice |
| 03 | A gold votive bull, palm-sized | mundane | 120 gp. Plainly lifted from a shrine already |
| 04 | A chased bronze mirror | mundane | 25 gp, and it counts as a polished surface for anything gaze-related |
| 05 | Eleven uncut garnets in a stoppered horn | mundane | 90 gp for the lot, 5 gp each if split |
| 06 | A tributary's signet ring | mundane | 15 gp of gold, and a family in Athens who would pay 100 for its return |
| 07 | Sea-green glass beads on a wire | mundane | 30 gp. Egyptian work, threaded for a child |
| 08 | A pay-chest, mostly spent | mundane | 75 gp in bronze obols, and 14 lb of chest |
| 09 | Two ivory dice and a leather cup | mundane | 10 gp. The dice are loaded, which a DC 13 Investigation notices |
| 10 | A pectoral of hammered gold leaf | mundane | 200 gp, too gaudy to wear and too thin to armour anything |
| 11 | A purse of foreign coin | mundane | 60 gp of value; nobody in Knossos will change it without questions |
| 12 | A silver funeral wreath | mundane | 55 gp. It is on someone. Taking it is a choice — let them make it |
| 13 | A pressed brick of saffron | mundane | 80 gp by weight, ruined by water |
| 14 | Amber with a bee inside it | mundane | 45 gp, and a lucky charm as far as any Cretan is concerned |
| 15 | A painted krater, bull-dancers | mundane | 65 gp intact, 5 gp in pieces, and it does not travel well |
| 16 | Three oxhide-shaped bronze ingots | mundane | 90 gp, 20 lb each. Trade currency, and a real carrying decision |
| 17 | One queen's earring | mundane | 70 gp. Its pair is somewhere in the maze; it is not on this table |
| 18 | A lapis scarab on a thong | mundane | 35 gp |
| 19 | A merchant's tally-board | mundane | Worthless here, 100 gp to the debtors named on it |
| 20 | A sealed jar of temple-grade oil | mundane | 20 gp, and 8 lb of very flammable weight |
| 21 | A branch of sea-carved coral | mundane | 50 gp |
| 22 | A noble's ransom token | mundane | 150 gp to the right house, an insult to the wrong one |
| 23 | A pouch of electrum staters | mundane | 110 gp, minted before the maze was dug |
| 24 | A gilded ram's-horn cup | mundane | 85 gp. Holds a pint and leaks |
| 25 | A surveyor's silver chain | mundane | 40 gp, ten feet, and it measures as well as it sells |
| 26 | A child's bronze bull, cast solid | mundane | 8 gp. Somebody's, once |
| 27 | A harbour clerk's seal-ring | mundane | 30 gp, and it stamps a document that customs will honour |
| 28 | A rock-crystal lens | mundane | 60 gp. Advantage on Investigation of anything smaller than a fingernail |
| 29 | A votive silver hand | mundane | 45 gp. A thank-offering for a healing that evidently worked |
| 30 | A sealed jar of Cretan honey | mundane | 25 gp, four days of food, and a bargaining chip with anything that swarms |
31–48 · Consumables
| d100 | Item | Tier | Notes |
|---|---|---|---|
| 31 | Draught of Epidaurus (2) | consumable | Each heals 2d4 + 2 as a potion of healing. Tastes of pine resin |
| 32 | Greater Draught of Epidaurus | consumable | Heals 4d4 + 4. One flask, and the party will argue over it |
| 33 | Fire oil, three flasks | consumable | Thrown, DC 12 to hit AC 12, 1d6 fire on impact and 1d6 at the end of the target's next turn |
| 34 | Antitoxin, two vials | consumable | Advantage on saves against poison for 1 hour |
| 35 | Hard rations, six days | consumable | Bread, cheese, salt fish. The maze is longer than parties expect |
| 36 | A skin of resinated wine | consumable | A draught grants advantage on the next save against fear and disadvantage on the next Dexterity check |
| 37 | Sacred incense, six cones | consumable | One cone burns an hour; ritual casting in the smoke counts as being on consecrated ground |
| 38 | Physician's poultices (3) | consumable | Stabilise a dying creature with no check, one poultice per use |
| 39 | A jar of pitch | consumable | Coats a 10-ft square as difficult terrain; catches fire for 2d6 |
| 40 | Lamp oil, four flasks | consumable | Six hours of light each, or a thrown flask for 1d6 fire |
| 41 | A sealed measure of salt | consumable | Pour a 5-ft line: incorporeal undead crossing it take 1d6 radiant. Three lines' worth |
| 42 | Poppy-milk, two doses | consumable | Ends one instance of pain-based effect, and imposes disadvantage on attacks for 10 minutes |
| 43 | A honeycomb wrapped in vine leaves | consumable | Buys passage from anything that swarms; the swarm follows the comb for 1 minute |
| 44 | A blister of naphtha | consumable | 2d6 fire in a 5-ft splash, DC 13 Dexterity save for half |
| 45 | Dried figs and hard cheese | consumable | Three days of food, and the only thing in the maze that tastes good |
| 46 | Chalk-and-vinegar wash, two doses | consumable | Each dose ends the poisoned condition on one creature |
| 47 | Ten tallow candles | consumable | An hour each, 5-ft bright light, and every one of them gutters in a draught |
| 48 | A snakebite lancet and paste | consumable | Used within a minute of a poisoned bite, the target repeats the save with advantage |
49–62 · Weapons & ammunition
| d100 | Item | Tier | Notes |
|---|---|---|---|
| 49 | Four javelins | mundane | Bronze-headed, well-balanced, and the maze eats them |
| 50 | A hoplite spear | mundane | A dory, 8 ft, butt-spike intact. Counts as a spear with reach in a phalanx line |
| 51 | A kopis | mundane | Forward-curved, heavy at the tip. Statistically a shortsword that hits like one |
| 52 | Twenty lead sling bullets | mundane | Cast, not gathered. +0 but consistent |
| 53 | A quiver of bronze-head arrows | mundane | Twenty, and heavier than the fletching wants |
| 54 | A weighted net | mundane | Standard net. Worth more here than most weapons, given what lives in the maze |
| 55 | A serviceable xiphos | mundane | Short, straight, unremarkable, sharp |
| 56 | Two fire-hardened hunting spears | mundane | No metal at all, which some things in the maze notice |
| 57 | A labrys | mundane | Double-headed axe, 12 lb. Battleaxe statistics, and heavily symbolic in here |
| 58 | A bronze-studded club | mundane | A club that does 1d6, and cheap to replace |
| 59 | A sling and a pouch of river stones | mundane | Thirty stones. Ammunition you can pick up again |
| 60 | Twelve barbed arrows | mundane | +1 damage on a hit; removing one is a DC 10 Medicine check or 1d4 more |
| 61 | A boar-spear with a crossbar | mundane | A charging beast that hits the bar stops 5 ft short instead of reaching you |
| 62 | Five throwing knives | mundane | Daggers, balanced for throwing, and quiet |
63–72 · Armor & shields
| d100 | Item | Tier | Notes |
|---|---|---|---|
| 63 | A hoplon | mundane | Large round shield, oxhide-faced. +2 AC, 16 lb, and a serviceable sled |
| 64 | A linothorax | mundane | Laced linen, medium armour, AC 14 + Dex (max 2). Light, hot, effective |
| 65 | A pair of bronze greaves | mundane | No AC on their own; ignore the first 5 points of damage from floor spikes and caltrops |
| 66 | A dented Corinthian helm | mundane | Advantage on saves against being blinded by dust or light, disadvantage on Perception by hearing |
| 67 | A pteruges skirt | mundane | Leather-and-bronze strips. Counts as light armour, AC 11 + Dex |
| 68 | A wicker shield | mundane | +2 AC and 4 lb, and it is destroyed by the first critical hit against you |
| 69 | A champion's cuirass | mundane | Breastplate, AC 14 + Dex (max 2). Too fine for whoever was wearing it |
| 70 | A buckler with a gorgon boss | mundane | +1 AC, and the face on it has frightened worse than it should |
| 71 | Patched scale mail | mundane | AC 14 + Dex (max 2), disadvantage on Stealth, and it rattles in a way the maze rewards nobody for |
| 72 | A bronze arm-guard and padded gauntlet | mundane | Once per fight, take 5 less damage from an attack you deliberately block |
73–82 · Tools & utility
| d100 | Item | Tier | Notes |
|---|---|---|---|
| 73 | Fifty feet of hemp rope | mundane | The most useful item on this table and everyone knows it |
| 74 | A stick of chalk and a charcoal stub | mundane | Mark a wall. In this dungeon, that is nearly a magic item |
| 75 | A lamp and two flasks of oil | mundane | 30-ft bright, 60-ft dim, and it goes out when dropped |
| 76 | An iron grapple and thirty feet of line | mundane | Athletics DC 10 to set at range; holds 400 lb |
| 77 | A crowbar | mundane | Advantage on Strength checks to force a door, lid, or grate |
| 78 | A surveyor's chain | mundane | Ten feet, marked in cubits. Measures a shaft, a gap, or a rising tide |
| 79 | A healer's kit | mundane | Ten uses. Stabilise without a check |
| 80 | A working set of thieves' tools | mundane | Proficiency applies; the maze has a great many locks |
| 81 | A folding bronze mirror on a rod | mundane | See around a corner without exposing yourself, and count as having cover from a gaze |
| 82 | Iron spikes and a mallet | mundane | Ten spikes. Wedge a door, pin a rope, or make a great deal of noise |
83–96 · Minor magic (Greek-renamed)
| d100 | Item | Tier | Notes |
|---|---|---|---|
| 83 | Sandals of the Courier | magic | +10 ft walking speed for 1 hour, once per dawn |
| 84 | Aegis Splinter | magic | A shard of a shield boss, 3 charges: as a reaction, +5 AC against one attack |
| 85 | Nymph-Woven Himation | magic | Advantage on Stealth in dim light or darkness. No attunement, no charges |
| 86 | Ferryman's Obol | magic | Under the tongue: one death saving throw automatically succeeds, then the coin is gone |
| 87 | Kithara String of Calm | magic | Once per dawn, cast calm emotions (DC 13) by drawing the string across a blade |
| 88 | Lamp of the Long Watch | magic | Burns without oil for 8 hours, once per dawn, 20-ft dim light that no wind takes |
| 89 | Salt-Iron Nail | magic | 3 uses. Driven into a threshold, no incorporeal creature crosses that doorway for 1 hour |
| 90 | Cord of Nine Knots | magic | Nine knots. Untie one as a reaction to end being grappled or restrained |
| 91 | Bull-Hide Wrappings | magic | Once per dawn, reduce one instance of bludgeoning damage by 10 |
| 92 | Wax Tablet of the Patient Scribe | magic | 3 uses. Records a minute of nearby speech, verbatim, in whatever language it hears |
| 93 | Sling of the Boy King | magic | Once per dawn, a hit deals an extra 2d6 and knocks a Large or smaller target prone (DC 13 Strength) |
| 94 | Threshold Needle | magic | Once per hour, points back to the last doorway you walked through. Nothing further |
| 95 | Vial of Dictaean Dew | magic | Once per dawn, one creature's blinded or deafened condition ends |
| 96 | Fleece Scrap of Colchis | magic | Once per dawn, 10 temporary hit points for 1 minute. A thumb's width of the real thing |
97–100 · Rare but narrow
| d100 | Item | Tier | Notes |
|---|---|---|---|
| 97 | Gorgon-Glass Mirror | rare | Reflects one petrifying gaze back at its source (DC 15), then shatters |
| 98 | Drakon-Tooth Javelin | rare | Once per dawn, +3d6 piercing against a creature with a breath weapon. It cannot break |
| 99 | Wax of the Unfallen | rare | One use: a creature at 0 hit points stabilises and regains 1 hit point |
| 100 | Minos's Lesser Seal | rare | Opens one ordinary bronze door, once, then crumbles to green dust |
Magic Item Notes
Every entry from 83 up states its limit and why it cannot short-circuit the run. The rule behind all of them: a magic item may make a bypass cheaper, and may never make a Resolution unnecessary.
Sandals of the Courier
- Uses. One hour of +10 ft speed, recharging at dawn. Worn, not attuned.
- Why it can't break a Resolution. Speed is not distance: no Resolution is gated on movement rate, and the two that are gated on a timer (X16, X12) are gated on the party carrying something out, not on how fast they run.
Aegis Splinter
- Uses. Three charges, no recharge. Each is a reaction for +5 AC against one attack, declared before the roll is known.
- Why it can't break a Resolution. It defends one attack. Every Final Encounter is decided by phases and positioning, not by a single hit.
Nymph-Woven Himation
- Uses. Permanent, unlimited: advantage on Stealth in dim light or darkness.
- Why it can't break a Resolution. It helps a stealth bypass, which is the point. It grants no invisibility, so the rooms that gate on silence rather than concealment — R075 above all — are unaffected.
Ferryman's Obol
- Uses. One automatic death-save success, then it is spent.
- Why it can't break a Resolution. It buys one character one round. It is the most emotionally valuable item on the table and mechanically the smallest.
Kithara String of Calm
- Uses. Calm emotions, DC 13, once per dawn.
- Why it can't break a Resolution. The parley Resolutions (X08, X06) turn on what the party offers, not on whether the other side is agitated. Nothing in the maze surrenders a maguffin because it stopped being angry.
Lamp of the Long Watch
- Uses. Eight hours of unquenchable 20-ft dim light, once per dawn.
- Why it can't break a Resolution. Light is not a key. It does soften
darkness-heavyrooms, which is a fair trade for a d100 slot.
Salt-Iron Nail
- Uses. Three nails' worth. One doorway, one hour, no incorporeal crossings.
- Why it can't break a Resolution. It seals a doorway the party is standing in, so it buys a rest or a retreat, not a route. It does not work on the Shades' reenactment rooms, where the dead are already inside with you.
Cord of Nine Knots
- Uses. Nine, total, and they do not come back.
- Why it can't break a Resolution. X05 (carrying people out) is gated on carrying capacity and choices, not on grapples, and the Deep Water Kin can drag more than nine times.
Bull-Hide Wrappings
- Uses. Once per dawn, −10 bludgeoning from one instance.
- Why it can't break a Resolution. X12 brings a ceiling down on purpose; the wrappings reduce one hit of falling stone and do not stop the collapse or beat the timer.
Wax Tablet of the Patient Scribe
- Uses. Three recordings of one minute each.
- Why it can't break a Resolution. It remembers a riddle or a name the party already heard. It cannot record something nobody said, and no Resolution clue tier is delivered as speech the party was absent for.
Sling of the Boy King
- Uses. Once per dawn.
- Why it can't break a Resolution. It is 2d6 and a prone condition. Named bosses are Large or bigger about half the time, and the ones that matter have a legendary resistance to spare.
Threshold Needle
- Uses. Once per hour, and it only ever points backwards.
- Why it can't break a Resolution. This is the one to read carefully, because navigation is the maze's whole subject. It points to the last doorway walked through and nothing else: no exit, no surface, no unrolled room. X14 (mapping your own thread) still needs the party to build the map; the needle only tells them where they just were, which is exactly the amount of help a lost party should get.
Vial of Dictaean Dew
- Uses. Once per dawn, ends blinded or deafened on one creature.
- Why it can't break a Resolution. Petrification is not blindness. It cures a gaze's first stage and does nothing for a statue, so the Gorgon Brood rooms and F05 are untouched.
Fleece Scrap of Colchis
- Uses. Once per dawn, 10 temporary hit points for a minute.
- Why it can't break a Resolution. Ten hit points. It is a scrap.
Gorgon-Glass Mirror
- Uses. One reflected gaze, DC 15, then it shatters. Announce the shattering.
- Why it can't break a Resolution. It is one save against one gaze, and the Gorgon rooms field more than one gaze. F05's mirror-and-angle alternative resolution needs the room's fixed mirrors, not a hand-held one, so this makes that puzzle easier to understand and no easier to solve.
Drakon-Tooth Javelin
- Uses. Once per dawn for the bonus damage. The javelin itself is unbreakable and can be thrown all day.
- Why it can't break a Resolution. 3d6 against breath-weapon users is a good round against a drakon and not a solution to one. F06's drakon has 300-plus hit points and the terrain does more work than the tooth does.
Wax of the Unfallen
- Uses. One dose, one creature, 0 hit points to 1.
- Why it can't break a Resolution. It is sealing wax for a wound, not moulding wax for a wing. X17 needs pounds of wax and a frame; this is a thimbleful and the note on the jar says as much.
Minos's Lesser Seal
- Uses. Once. One ordinary bronze door.
- Why it can't break a Resolution. "Ordinary" is doing the work: it opens a stuck or locked door in a room, and explicitly not the Salt Door of X16, the bull-gate of X19, or any door a Resolution names. If a player asks whether the Seal opens the way out, the answer is that the dust it leaves behind is the same colour as the Salt Door's hinges, and nothing more.