Treasure

T o determine the amount of treasure that can be found in a monster’s hoard or when you create a dungeon and have a treasure as a result

(see below the creation of a dungeon), roll 2d6 thrice by adding the level of the dungeon to each result. One is for coins, the other is for non-coins

treasures (such as arts and gems) and the last is to determine the chance of obtaining magical item. Outdoor lairs count as a level equal a level one.

Civilized treasure or stronghold treasure, such as a merchant’s loot, is equal to a level two dungeon.

On a double, you can add a small magical consumable, such as a Dust of appearance/Disappearance, Potion of Healing, etc.

2d6 Coins Gems/Objects Bonus on the Magic Item Type 2 - 6 Nothing Carved Bone/Ivory/Jade Statuette (25 GP)

6 5d10 Small Gold Bracelet (50 GP)

7 10d10 Gold ring with a bloodstone/jade/turquoise (250GP)

8 5d10 x 10 Large well-made tapestry (250GP)

9 6d10 x 10 Silver chalice with moonstones/small diamonds (750GP)

10 7d10 x 10 Ceremonial electrum daggers with inlay (750GP)

11 8d10 x 10 Small gold/obsidian idol/statue (750 GP) +1 12 9d10 x 10 Painted gold war/art mask (750GP) +1 13 10d10 x 10 Fine gold chain set with a fire opal (2500 GP) +1 14 5d10 x 100 Old forgotten masterpiece painting (2500 GP) +2 15 6d10 x 100 Gold music box (2500 GP) +2 16 7d10 x 100 Platinum bracelet set with sapphire/diamond (2500 GP) +2 17 8d10 x 100 Jeweled gold crown (7500 GP) +3 18 9d10 x 100 Jeweled platinum ring (7500 GP) +3 19 10d10 x 100 Gold cup set with emeralds/diamonds (7500 GP) +4 20 5d10 x 1000 Gold jewelry box full of smaller rings set with stones (7500 GP) +5

To determine Magic Item Type, roll 1d20 + bonus. A creature with a huge lair, or a castle, etc. gives +1-3, according to the Referee’s whim.

d20 Magic Item Type 1 - 19 None 20 - 22 Uncommon Magic Item 23 - 24 Rare Magic Item 25 Very Rare Magic Item 26 Legendary Magic Item

You could probably adapt the list of magical item according to your edition or system. Here is one I made for a game of 5th ed.

d12/d10/d8/d6 Uncommon Rare Very Rare Legendary 1 Boots of Striding and Springing Amor +1 Cube of Force Holy Avenger 2 Cloak of Elven Kind Boots of Levitation Cloak of Arachnida Ring of Djinni Summoning 3 Gauntlets of Ogre Power Helm of Teleportation Dwarven Thrower Ring of Invisibility 4 Potion of Animal Friendship Potion of Gaseous Form Potion of Flying Ring of Spell Turning 5 Potion of Giant Strength Ring of Protection Potion of Speed Scarab of Protection 6 Rope of Climbing Scroll (level 1d6) Ring of Telekinesis Magical Sword (+3) 7 Potion of Resistance Staff of Healing Rod of Absorption

8 Staff of the Python Potion of Heroism Magical Sword (+2)

9 Wand of Secrets Wand of Fear



10 Non-Sword Weapon +1 Magical Sword (+1)



11 Shield + 1





12 Scroll (level 1d4)







Magical Swords are unique and legendary in their own way. According to their power level (+1, +2 or +3),

roll on the charts below, once for every column. They need a special name, a special look, a quirk, etc.

d20 Alignment Type Intelligence

(+2, +3) Language

(+2, +3),

only if Medium

or higher

intelligence Main Power

(+2, +3) Secondary

Power (+1, +3) 1 Chaos Ice Brand None Common Nothing Nothing 2 Chaos Ice Brand None Common Nothing Nothing 3 Chaos Lightning Brand None Common Nothing Nothing 4 Neutral Lightning Brand Low (Empathy) Common Nothing Detect magic 5 Neutral Flaming Low (Empathy) Common Clairaudience Detect magic 6 Neutral Flaming Low (Empathy) Common Clairvoyance Notes shifting

wall and rooms 7 Neutral Flaming Low (Empathy) Common Telekinesis Locate secret

doors 8 Neutral Magical Silver Low (Empathy) Common Immunity to …

(one random

condition,

including life drain) Detect sloping passage/shifting floor 9 Law Magical Silver Medium (Speech) Common +1 Teleportation Detect sloping

passage/shifting

floor 10 Law Magical Silver Medium (Speech) Common +1 X-Ray Vision Detect traps 11 Law Magical Silver Medium (Speech) Common +1 Illusion generation Detect traps 12 Law Magical Silver Medium (Speech) Common +1 Levitation Detect traps 13 Law Magical Silver Medium (Speech) Common +1 Flying See invisible

objects 14 Law Magical Silver Medium (Speech) Common +1 Healing See invisible

objects 15 Law Magical Silver Medium (Speech) Common +1, +1 Exotic Dispel on hit See invisible

objects 16 Law Of * Slaying

(only has bonus

against * type) Medium (Speech) Common +1, +1 Exotic Antimagic field Detect * creature 17 Law Light (aka Sun

Blade) Medium (Speech) Common +1, +1 Exotic Can slice through plane Detect * creature 18 Law of Charm High (Telepathy) Common +2, +2 Exotic Vorpal Detect * creature 19 Law Life Drain

(alignment

becomes Chaos if

it’s not already) High (Telepathy) Common +2, +2 Exotic Immunity to ESP and bonus against psionics Light 20 Law Cursed Sword

(have the sword

become stuck to

the player until the

curse is broken

with a heavy

disadvantage) High (Telepathy) All Invisibility Light

To determine the monster type of the * symbol in the chart, roll 1d8:



1: Troll

2: Lycanthrope

3: Vampire

4: Giant

5: Orc

6: Dragon

7: Psionics

8: Elemental

Then determine the use and history of the Magic Sword (inspired by DMG 5th). This can be also done for every magic items.