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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.

Table composition

d100SlotsCategoryExamples
01–3030Coin & valuablesDrachma purses, temple silver, a gold votive bull, cut gems, a chased mirror
31–4818ConsumablesMinor healing draughts, fire oil, antitoxin, hard rations, wineskins, incense
49–6214Weapons & ammunitionJavelins, a hoplite spear, a kopis, sling bullets, bronze-head arrows, a net
63–7210Armor & shieldsA hoplon, linothorax, a bronze greave pair, a Corinthian helm (dented)
73–8210Tools & utilityRope, chalk, a lamp and oil, a grapple, a crowbar, a surveyor's chain, healer's kit
83–9614Minor magic (Greek-renamed)Small, single-trick items with stated charges — nothing attunement-hungry, nothing that invalidates a Resolution or a bypass
97–1004Rare but narrowFour rare items that each do exactly one thing

01–30 · Coin & valuables

d100ItemTierNotes
01A cut purse of mixed coinmundane2d6 × 10 gp. The cut is fresh; someone lost this recently
02Temple silver, three platesmundane40 gp. Stamped as sacred to Poseidon, and priests notice
03A gold votive bull, palm-sizedmundane120 gp. Plainly lifted from a shrine already
04A chased bronze mirrormundane25 gp, and it counts as a polished surface for anything gaze-related
05Eleven uncut garnets in a stoppered hornmundane90 gp for the lot, 5 gp each if split
06A tributary's signet ringmundane15 gp of gold, and a family in Athens who would pay 100 for its return
07Sea-green glass beads on a wiremundane30 gp. Egyptian work, threaded for a child
08A pay-chest, mostly spentmundane75 gp in bronze obols, and 14 lb of chest
09Two ivory dice and a leather cupmundane10 gp. The dice are loaded, which a DC 13 Investigation notices
10A pectoral of hammered gold leafmundane200 gp, too gaudy to wear and too thin to armour anything
11A purse of foreign coinmundane60 gp of value; nobody in Knossos will change it without questions
12A silver funeral wreathmundane55 gp. It is on someone. Taking it is a choice — let them make it
13A pressed brick of saffronmundane80 gp by weight, ruined by water
14Amber with a bee inside itmundane45 gp, and a lucky charm as far as any Cretan is concerned
15A painted krater, bull-dancersmundane65 gp intact, 5 gp in pieces, and it does not travel well
16Three oxhide-shaped bronze ingotsmundane90 gp, 20 lb each. Trade currency, and a real carrying decision
17One queen's earringmundane70 gp. Its pair is somewhere in the maze; it is not on this table
18A lapis scarab on a thongmundane35 gp
19A merchant's tally-boardmundaneWorthless here, 100 gp to the debtors named on it
20A sealed jar of temple-grade oilmundane20 gp, and 8 lb of very flammable weight
21A branch of sea-carved coralmundane50 gp
22A noble's ransom tokenmundane150 gp to the right house, an insult to the wrong one
23A pouch of electrum statersmundane110 gp, minted before the maze was dug
24A gilded ram's-horn cupmundane85 gp. Holds a pint and leaks
25A surveyor's silver chainmundane40 gp, ten feet, and it measures as well as it sells
26A child's bronze bull, cast solidmundane8 gp. Somebody's, once
27A harbour clerk's seal-ringmundane30 gp, and it stamps a document that customs will honour
28A rock-crystal lensmundane60 gp. Advantage on Investigation of anything smaller than a fingernail
29A votive silver handmundane45 gp. A thank-offering for a healing that evidently worked
30A sealed jar of Cretan honeymundane25 gp, four days of food, and a bargaining chip with anything that swarms

31–48 · Consumables

d100ItemTierNotes
31Draught of Epidaurus (2)consumableEach heals 2d4 + 2 as a potion of healing. Tastes of pine resin
32Greater Draught of EpidaurusconsumableHeals 4d4 + 4. One flask, and the party will argue over it
33Fire oil, three flasksconsumableThrown, DC 12 to hit AC 12, 1d6 fire on impact and 1d6 at the end of the target's next turn
34Antitoxin, two vialsconsumableAdvantage on saves against poison for 1 hour
35Hard rations, six daysconsumableBread, cheese, salt fish. The maze is longer than parties expect
36A skin of resinated wineconsumableA draught grants advantage on the next save against fear and disadvantage on the next Dexterity check
37Sacred incense, six conesconsumableOne cone burns an hour; ritual casting in the smoke counts as being on consecrated ground
38Physician's poultices (3)consumableStabilise a dying creature with no check, one poultice per use
39A jar of pitchconsumableCoats a 10-ft square as difficult terrain; catches fire for 2d6
40Lamp oil, four flasksconsumableSix hours of light each, or a thrown flask for 1d6 fire
41A sealed measure of saltconsumablePour a 5-ft line: incorporeal undead crossing it take 1d6 radiant. Three lines' worth
42Poppy-milk, two dosesconsumableEnds one instance of pain-based effect, and imposes disadvantage on attacks for 10 minutes
43A honeycomb wrapped in vine leavesconsumableBuys passage from anything that swarms; the swarm follows the comb for 1 minute
44A blister of naphthaconsumable2d6 fire in a 5-ft splash, DC 13 Dexterity save for half
45Dried figs and hard cheeseconsumableThree days of food, and the only thing in the maze that tastes good
46Chalk-and-vinegar wash, two dosesconsumableEach dose ends the poisoned condition on one creature
47Ten tallow candlesconsumableAn hour each, 5-ft bright light, and every one of them gutters in a draught
48A snakebite lancet and pasteconsumableUsed within a minute of a poisoned bite, the target repeats the save with advantage

49–62 · Weapons & ammunition

d100ItemTierNotes
49Four javelinsmundaneBronze-headed, well-balanced, and the maze eats them
50A hoplite spearmundaneA dory, 8 ft, butt-spike intact. Counts as a spear with reach in a phalanx line
51A kopismundaneForward-curved, heavy at the tip. Statistically a shortsword that hits like one
52Twenty lead sling bulletsmundaneCast, not gathered. +0 but consistent
53A quiver of bronze-head arrowsmundaneTwenty, and heavier than the fletching wants
54A weighted netmundaneStandard net. Worth more here than most weapons, given what lives in the maze
55A serviceable xiphosmundaneShort, straight, unremarkable, sharp
56Two fire-hardened hunting spearsmundaneNo metal at all, which some things in the maze notice
57A labrysmundaneDouble-headed axe, 12 lb. Battleaxe statistics, and heavily symbolic in here
58A bronze-studded clubmundaneA club that does 1d6, and cheap to replace
59A sling and a pouch of river stonesmundaneThirty stones. Ammunition you can pick up again
60Twelve barbed arrowsmundane+1 damage on a hit; removing one is a DC 10 Medicine check or 1d4 more
61A boar-spear with a crossbarmundaneA charging beast that hits the bar stops 5 ft short instead of reaching you
62Five throwing knivesmundaneDaggers, balanced for throwing, and quiet

63–72 · Armor & shields

d100ItemTierNotes
63A hoplonmundaneLarge round shield, oxhide-faced. +2 AC, 16 lb, and a serviceable sled
64A linothoraxmundaneLaced linen, medium armour, AC 14 + Dex (max 2). Light, hot, effective
65A pair of bronze greavesmundaneNo AC on their own; ignore the first 5 points of damage from floor spikes and caltrops
66A dented Corinthian helmmundaneAdvantage on saves against being blinded by dust or light, disadvantage on Perception by hearing
67A pteruges skirtmundaneLeather-and-bronze strips. Counts as light armour, AC 11 + Dex
68A wicker shieldmundane+2 AC and 4 lb, and it is destroyed by the first critical hit against you
69A champion's cuirassmundaneBreastplate, AC 14 + Dex (max 2). Too fine for whoever was wearing it
70A buckler with a gorgon bossmundane+1 AC, and the face on it has frightened worse than it should
71Patched scale mailmundaneAC 14 + Dex (max 2), disadvantage on Stealth, and it rattles in a way the maze rewards nobody for
72A bronze arm-guard and padded gauntletmundaneOnce per fight, take 5 less damage from an attack you deliberately block

73–82 · Tools & utility

d100ItemTierNotes
73Fifty feet of hemp ropemundaneThe most useful item on this table and everyone knows it
74A stick of chalk and a charcoal stubmundaneMark a wall. In this dungeon, that is nearly a magic item
75A lamp and two flasks of oilmundane30-ft bright, 60-ft dim, and it goes out when dropped
76An iron grapple and thirty feet of linemundaneAthletics DC 10 to set at range; holds 400 lb
77A crowbarmundaneAdvantage on Strength checks to force a door, lid, or grate
78A surveyor's chainmundaneTen feet, marked in cubits. Measures a shaft, a gap, or a rising tide
79A healer's kitmundaneTen uses. Stabilise without a check
80A working set of thieves' toolsmundaneProficiency applies; the maze has a great many locks
81A folding bronze mirror on a rodmundaneSee around a corner without exposing yourself, and count as having cover from a gaze
82Iron spikes and a malletmundaneTen spikes. Wedge a door, pin a rope, or make a great deal of noise

83–96 · Minor magic (Greek-renamed)

d100ItemTierNotes
83Sandals of the Couriermagic+10 ft walking speed for 1 hour, once per dawn
84Aegis SplintermagicA shard of a shield boss, 3 charges: as a reaction, +5 AC against one attack
85Nymph-Woven HimationmagicAdvantage on Stealth in dim light or darkness. No attunement, no charges
86Ferryman's ObolmagicUnder the tongue: one death saving throw automatically succeeds, then the coin is gone
87Kithara String of CalmmagicOnce per dawn, cast calm emotions (DC 13) by drawing the string across a blade
88Lamp of the Long WatchmagicBurns without oil for 8 hours, once per dawn, 20-ft dim light that no wind takes
89Salt-Iron Nailmagic3 uses. Driven into a threshold, no incorporeal creature crosses that doorway for 1 hour
90Cord of Nine KnotsmagicNine knots. Untie one as a reaction to end being grappled or restrained
91Bull-Hide WrappingsmagicOnce per dawn, reduce one instance of bludgeoning damage by 10
92Wax Tablet of the Patient Scribemagic3 uses. Records a minute of nearby speech, verbatim, in whatever language it hears
93Sling of the Boy KingmagicOnce per dawn, a hit deals an extra 2d6 and knocks a Large or smaller target prone (DC 13 Strength)
94Threshold NeedlemagicOnce per hour, points back to the last doorway you walked through. Nothing further
95Vial of Dictaean DewmagicOnce per dawn, one creature's blinded or deafened condition ends
96Fleece Scrap of ColchismagicOnce per dawn, 10 temporary hit points for 1 minute. A thumb's width of the real thing

97–100 · Rare but narrow

d100ItemTierNotes
97Gorgon-Glass MirrorrareReflects one petrifying gaze back at its source (DC 15), then shatters
98Drakon-Tooth JavelinrareOnce per dawn, +3d6 piercing against a creature with a breath weapon. It cannot break
99Wax of the UnfallenrareOne use: a creature at 0 hit points stabilises and regains 1 hit point
100Minos's Lesser SealrareOpens 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
Aegis Splinter
Nymph-Woven Himation
Ferryman's Obol
Kithara String of Calm
Lamp of the Long Watch
Salt-Iron Nail
Cord of Nine Knots
Bull-Hide Wrappings
Wax Tablet of the Patient Scribe
Sling of the Boy King
Threshold Needle
Vial of Dictaean Dew
Fleece Scrap of Colchis
Gorgon-Glass Mirror
Drakon-Tooth Javelin
Wax of the Unfallen
Minos's Lesser Seal
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