# The Treasure Phase
## *what the dead leave behind*
The fight ends. Bodies cool on the ground, and everything those enemies carried is still on them. The Treasure Phase is where the Fell take it.
You run this once, after the last enemy falls, before the table moves on. It goes fast. A player rolls, you roll, and the item lands.
## Who Rolls
Only a Fell who rolled a Fellmark, or was granted [[The Luck|Luck]], since their last rest or the end of their last battle.
You grant Luck for play that genuinely impressed the table, and it counts the same as a Fellmark here. Fellstrikes change nothing. A Fell who has neither takes nothing from the phase.
That gate carries the whole economy. Loot does not scale to the enemy's Shatter Rating and it does not scale to the Crucible's size, so a pack of fodder can pay out the same as a Forsaken. What keeps fodder from becoming a farm is the gate itself. Every Fell still has to land a Fellmark or earn your grant of Luck, and clearing fodder impresses no one.
> [!note] The two rolls
>
> The Treasure Roll is the player's. It is a single d6, rolled in the open and never Lucky, and that number names the table.
>
> The Draw is yours. Roll as many d6 as the number they rolled, add them, and read the sum on that table.
A player rolls a 4, you pick up four dice. They come up 6, 5, 3, and 2 for a sum of 16, and Band 4 row 16 is what they get. A player rolls a 1, you roll one die.
The dice count climbing with the player's roll is most of what makes this feel good at the table. Let them see you pick up the handful.
A Harfolk's lineage bonus is an extra lucky die on Treasure Rolls, so a Harfolk rolls two d6 and keeps the higher. It is the one Treasure Roll that is Lucky.
## Reading the Pool
Every enemy that died in that Crucible leaves its kit on the ground. Its abilities at all three tiers, its infusions, its augmentations, and its Affliction. When a Draw lands on one of the rows below, you decide which piece of that kit comes up, based on what those enemies actually carried.
| Row | What you hand over |
| --- | --- |
| Potion or Tablet | An ability sealed for direct use, a [[Potion]] if it was a spell, a [[Tablet]] if it was a weapon strike |
| Trap or Rune | The same ability set to trigger where it is placed, a [[Trap]] for a strike, a [[Rune]] for a spell |
| Facet | One infusion off the enemy's weapon, your pick |
| Rivet | One augmentation off the enemy's armor, your pick |
| Glyph | The enemy's Affliction, pinned to a [[Glyph]] |
| Skill Utility | The one matching that enemy's primary attribute |
No pool tracking and no depletion. You know what you built in [[Building Crucibles|the Crucible]], so you know what the corpse is good for.
Vessels arrive at the tier the row names. A Potion at Tier 2 carries a Tier 2 spell. Facets, Rivets, and Glyphs have no tiers.
The point of half this table is [[Imprinting]]. Hand these over knowing the Fell can burn a [[Skyvault Shard]] and make them permanent.
## Band 1
The player rolled a 1. Roll 1d6.
| Sum | Loot |
| --- | --- |
| 1 | Glyph |
| 2 | Caltrops |
| 3 | Lodestone |
| 4 | Reading Wheel |
| 5 | Skyvault Shard |
| 6 | Food Portion |
## Band 2
The player rolled a 2. Roll 2d6.
| Sum | Loot |
| --- | --- |
| 2 | Stifling Soles |
| 3 | Revealing Powder |
| 4 | Spellsewn Robes |
| 5 | Potion or Tablet, Tier 1 |
| 6 | Trap or Rune, Tier 1 |
| 7 | Facet |
| 8 | Rivet |
| 9 | Glyph |
| 10 | Rootgreaves |
| 11 | Uncrossing Oil |
| 12 | Smoke Bomb |
## Band 3
The player rolled a 3. Roll 3d6.
| Sum | Loot |
| --- | --- |
| 3 to 4 | Augur |
| 5 | Gloomcowl |
| 6 | [[Aurum]], see below |
| 7 | Camp Kettle |
| 8 | Potion or Tablet, Tier 1 |
| 9 | Trap or Rune, Tier 1 |
| 10 | Facet |
| 11 | Rivet |
| 12 | Glyph |
| 13 | Talisman |
| 14 | Kindlestone |
| 15 | Fleetsoles |
| 16 | Spell Magnifier |
| 17 to 18 | Water Skin |
## Band 4
The player rolled a 4. Roll 4d6.
| Sum | Loot |
| --- | --- |
| 4 to 6 | Grappling Hook |
| 7 | Ash Salt |
| 8 | Amber Amulet |
| 9 | Treasure Key |
| 10 | Aether Lens |
| 11 | Overture |
| 12 | Potion or Tablet, Tier 2 |
| 13 | Trap or Rune, Tier 2 |
| 14 | Facet |
| 15 | Rivet |
| 16 | Glyph |
| 17 | Bracewell |
| 18 | Scabbard |
| 19 | Mantle |
| 20 | Cloak |
| 21 | Astral Prism |
| 22 to 24 | Quiver |
## Band 5
The player rolled a 5. Roll 5d6.
| Sum | Loot |
| --- | --- |
| 5 to 8 | Whetstone |
| 9 | Shield |
| 10 | Butcher Knife |
| 11 | Marrow Tap |
| 12 | Flensing Hook |
| 13 | Skill Utility |
| 14 | Upgrade Kit |
| 15 | Potion or Tablet, Tier 3 |
| 16 | Trap or Rune, Tier 3 |
| 17 | Facet |
| 18 | Rivet |
| 19 | Glyph |
| 20 | Potion or Tablet, Tier 2 |
| 21 | Dragonscale Heart |
| 22 | Unbroken Cuirass |
| 23 | Skeleton Key |
| 24 | Swifting Sash |
| 25 | Lore Manual |
| 26 | Resonant Tuner |
| 27 to 30 | Wispin Coin |
## Band 6
The player rolled a [[Fellmark]]. They take a [[Paragon Points|Paragon Point]].
No Draw. Nothing to choose. A Treasure Roll turns up a Fellmark one roll in six, so a Paragon Point is common enough that the Fell will chase it and rare enough that spending one still hurts.
## Aurum
Band 3, row 6. Count the bodies and pay by rating.
| Enemies | Coin |
| --- | --- |
| Each Minion | 1 Oro |
| Each Elite | 1 Arca |
| Each Champion | 1 Atla |
| Each Epic or Forsaken | 1 Zurith |
A Crucible of four Minions, two Elites, and a Champion pays 4 Oro, 2 Arca, and 1 Atla. The numbers are already on your sheet from building the fight.
A small skirmish pays close to nothing, and a finale pays like a finale. Both are working as intended.
## How the Tables Are Shaped
Worth knowing so you can improvise inside them.
The middle of every band is where the imprintable loot sits, because summed dice cluster toward the middle and that is where you want the Facets, Rivets, Glyphs, and vessels landing. The edges of each band hold the ordinary gear, and the outermost rows are merged so nothing sits on a result nobody will ever roll.
Two Treasure Rolls in five turn up something a Fell can imprint. More than one in four turns up an infusion, an augmentation, or an Affliction specifically.
If you are placing loot by hand rather than rolling, that is the pattern to keep. The corpse gives up what it fought with first, and the odds and ends after.