Because of its open drop in / drop out format, Lair of the Invincible Legion of Evil requires a non-standard loot distribution system with some things abstracted in order to make it fair for all participating players. For the purposes of these rules, a “delve” is a single journey to and from the dungeon, beginning and ending in Caverntown. A single delve may last for multiple sessions, and different characters may be present on each of those sessions as part of the same party, their exchange between the sessions simply handwaived away. Loot is distributed within the scope of individual delves, with all characters participating in a delve for at least one session getting a portion of the proceeds. Characters who weren’t present for a specific delve do not get to take part in its loot distribution.
- Will be tracked on a Google Sheet.
- On each session, characters present for that session decide among themselves who gets to keep which item, among the items found during that session. Keeping useful items a character can’t reasonably use isn’t allowed (no hoarding).
- All other items get thrown into the “pot” to be sold after the delve is completed.
- All loot retrieved from the dungeon is converted into $. See below how the nominal $ value of items is determined.
- Each character gets a take ($) in proportion to how many sessions of the delve they were present for. Total delve take is based on sale price of items which itself is a percentage of the nominal value adjusted for Wealth (see below).
- Low-value items left in the pot can be directly kept by any character present for the delve.
- More valuable items (magical ones, very high value nonmagical gear) from the pot get put up for auction (see below).
- The sale price of any item directly kept by a character (during a session or from the pot) gets deduced from their take.
- Caverntown gate tax (based on nominal worth of items) is applied to each character’s take in proportion to how many sessions of the delve they were present.
- After this process each character must pay a single weekly Cost of Living (150$) unless they can avoid it (see below).
Determining the nominal value of items
- For most loot except coins and completely off-the-rack items, knowing their value is not automatic.
- For such items, a character present on the session may roll the appropriate skill when the item is found, but if no present characters have the appropriate skill, after the delve the GM will roll for the character with highest skill who participated in the delve.
- On success, the item will be sold at the appropriate price. On a failure, it will be sold at a sub-par price determined by the GM (not by a lot on an ordinary failure, but very underpriced on a crit miss).
- Each class of items requires a different skill, as per DF2 p. 14 or DFRPGE p. 74-79. The GM will tell you which skills to roll.
Adjusting the take for Wealth
- Wealthy characters increase the whole take for the delve in proportion to their level of Wealth and how many sessions they attended.
- A reaction roll is made for the delver with highest Wealth for each session, on 16 or more their Wealth effectively increases by 1 (up to Very Wealthy) for that session only for the purpose of the above calculation.
- If noone has Wealth for a given session, roll for the person with the best reaction bonus.
Valuable item auctions
- Starting price will be the sale price of the item as determined on the take sheet.
- Bidding will be in increments set by the GM individually for each item (you can count on a minimum increment of 100$).
- Auctions will last for about a week of real time after a delve’s last session. Items without bids end up being sold in Caverntown (this is alrady included in the takes above; winning an auction effectively means compensating other delvers for the portion of the take they would “lose” if the item wasn’t sold).
- We’ll still have to see how exactly we’re gonna do this, options are in the game’s channel on the GURPS Discord server, or through Google Forms and Sheets (place bids though the form and see all placed bids on the sheet)
Avoiding the weekly Cost of Living
The following options are available:
- A successful Urban Survival roll. Failure still avoids CoL but the character also starts their next delve with 1d HP injury. It can’t be healed by First Aid since it is considered that it has already been applied.
- Rolling 14 or less if you have Clerical Investment. You must pay CoL on failure.
- Serving a week in the Town Watch:
- Roll 3d. On 3 or 18 the character starts their next delve with 2d HP of injury (~1% chance). On 4-5 and 16-17, with 1d HP (~8%), on 6-7 and 14-15 with 1 HP (~22%). As for Urban Survival, this can’t be healed by First Aid.
Using Survival (Underground) is not possible because you’d have to camp in the tunnels outside of Caverntown and would get eaten by monsters.