Basic Treasure Generation

Treasure

To 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. 

d20/d8
Created by… (optional: reroll to determine “to destroy …” or “to gift to …”) d20
History d8
1
Aberration
Arcane
2
Human
Bane
3
Human
Heroic
4
Human
Ornement
5
Human
Prophecy
6
Human
Religious
7
Celestial
Sinister
8
Dragon
Symbol of Power
9
Elemental Air

10
Elemental Earth

11
Elemental Fire

12
Elemental Water

13
Psionics

14
Fey

15
Fiend

16
Giant

17
Undead

18
Undead

19
Machines

20
Unknown/Forgotten

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