TEXT: Matt Dance (order #7020627)
  
  TABLE OF CONTENTS
  Hack & SlaSH compendium ii ................................................................................. 1
  On the Distribution of Wealth .................................................................... 2
  On Interesting Treasure Hoards ................................................................. 4
  What different kinds of hoards are there?  .................................................. 6
  On Treasure and the Economy .................................................................. 8
  The Economy .......................................................................................... 9
  Uses for Money ...................................................................................... 12
  On Interesting Treasure, Accomplished ....................................................... 13
  On Interesting Treasure Sets ...................................................................... 19
  On Missed Treasure ................................................................................ 22
  The Root of all Evil ................................................................................... 26
  Encumbrance, Storage, and Weight ........................................................... 30
  intereSting treaSure ............................................................................................. 33
  On Magical +1 Swords ............................................................................ 35
  On Magical +1 Weapons ......................................................................... 36
  Weird Swords and Not-Swords ................................................................. 38
  Magic Weapons Again. Magic Weapons Again? ........................................ 42
  On a Magical Shield ............................................................................... 45
  On Magical Hearts ................................................................................. 46
  Arrows of Zao ........................................................................................ 48
  d100 Minor Magical Items ....................................................................... 51
  On 50 Interesting Pieces of Treasure .......................................................... 56
  On 50 Unusual pieces of treasure .............................................................. 58
  random treaSure generation ................................................................................. 67
  A Procedure for Fast Random Treasure Values .............................................. 68
  Treasure Containers ................................................................................. 69
  Random Art Object Generation ................................................................. 70
  Bejeweled Items ..................................................................................... 72
  Goods .................................................................................................. 73
  Low value goods .................................................................................... 74
  High value goods ................................................................................... 75
  Furnishings ............................................................................................. 77
  Books and Scrolls .................................................................................... 78
  Coins .................................................................................................... 82
  Clothing ................................................................................................ 82
  Gems .................................................................................................... 84
  Magic Items ........................................................................................... 86
  Weapons ............................................................................................... 86
  Weapon Special Purpose ......................................................................... 89
  Armor ................................................................................................... 90
  On 10 ways to open a chest ..................................................................... 100
  Hack & 
  Slash
  Matt Dance (order #7020627)
  
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  HACK & SLASH COMPENDIUM II
  Collected Blog Posts 
  A compiled volume of information for players of Classic Fantasy Role-Playing games, including: 
  creating a functioning game economy, creating useful and interesting treasure, weights and 
  capacities for the transportation of valuable goods, hundreds of unique and interesting items, 
  the fast generation of random treasure values, and random generation of treasure containers, 
  art objects, bejeweled items, trade goods, furnishings, books and scrolls, coins, clothing, gems, 
  weapons and armor.
  By Courtney C. Campbell 
  With Arnold Kemp, John Bell, and Thomas Fitzgerald
  Copyright 2015 - Hack & Slash Publishing
  All Rights Reserved 
  Cover by Courtney C. Campbell  
  Illustrations by Courtney C. Campbell 
  Images in backgrounds are Creative Commons or out of copyright 
  Illustrators, when known, are credited
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  (175gp) or a stone bust (1,500gp) might be overlooked.
  There are several different stances in regard to treasure distribution. Any distribution will take its 
  clues from all three.
  Naturalistic: What type of treasure would logically be here? Who owned this building? What 
  does this culture of creatures collect? How strong are these monsters? What is the intelligence 
  level of the monsters? What industries are nearby? Where is anything regarded as treasure 
  likely to have come from?
  Narrative: What level are the characters? How powerful are they currently? How much 
  treasure do they need? Does your campaign require training? Does your campaign have taxes, 
  tariffs and fees? What upkeep costs are you charging your characters? Are these magical items 
  too powerful?
  Classic: What does the bestiary say in regards to treasure usually found in the lair? Is it a 
  horde? Do they carry Scrolls? Gems? Potions?
  Some things to be kept in mind:
  Treasure will not be accumulated in simple gold piles—or even piles of coins. The treasure of a 
  marauding band will include livestock, grain, personal goods, and assorted other objects. 
  These categories are Art, Jeweled Items, Goods, Coins, Furnishings (including clothing), Gems, 
  and Magic Items. Guides to generating these items are found in the rear of this compendium. 
  Note that just because you have discovered a gem or painting worth 1,000,000+ gp, you only 
  gain the experience when you turn that into coin, and good luck surviving the problems 
  inherent in that process.
  Random generation is an important part of this process, but by no means should it be used 
  blindly and without thought. The randomness that’s important is in things such as determination 
  of the type of magical weapon, less so the bonus. How useful is that +5 Halbred, when no one 
  is proficient in it? Randomly determining items makes choices like double and triple 
  specialization meaningful for the players.  Most ‘troublesome’ items upon a close reading of 
  the rules come with a variety of subtle drawbacks and controls to their use. Some items to be 
  cautious with are staves and rods, certain miscellaneous items (deck of many things, cube of 
  force, etc.), and artifacts. These can be made to work quite successfully, but each requires a 
  change in focus in the nature of the campaign.
  *It is perfectly acceptable to do the math and recalculate all encounters to be of a lower challenge and 
  change the default assumptions of the game so that treasure is not an assumed part of character power, or 
  using a system such as automatic bonuses on leveling or changing the game to an E6 scale. This is not the 
  default stance of the systems however. The default stance is as above, you need the treasure to be powered 
  appropriate to your level
  ON THE DISTRIBUTION OF WEALTH
  Let it be known: unless you hand out boarding passes for your campaign, the distribution of 
  treasure is an art not a science. 
  If you give agency to players, then players can die, players can mismanage treasure, and 
  players can miss treasure. You cannot control wealth distribution, just influence it. 
  What is the point of treasure? 
  In all older editions of the game treasure makes up the largest percentage of advancement 
  experience. This is eliminated in the later editions making treasure part of expected character power 
  level, turning it from an award into a pre-calculated part of the player advancement curve. 
  The primary purpose of treasure is to keep score. It also provides advancement (social 
  advancement in game as wealth accumulates, and as a means to increase personal power), 
  rewards, tools to solve problems, a method to drive adventure, and a means of changing the 
  scope of the game.
  Many of the techniques of interesting treasure design will actually be detrimental to a 
  encounter-heavy modern game (i.e. no empty rooms, all treasure is assumed to be found). 
  These techniques will merely obfuscate what treasure is for those games, a required power-up 
  that fits into a slot so that the character can engage encounters appropriate to his level. Many 
  of the advantages of ‘treasure’ have been internalized to the character build process. 
  The most efficient way to distribute treasure in modern games it to give out treasure in gold 
  pieces and/or residuum, and be prepared for any other items to be converted to their gold 
  piece value so that characters can quickly shop for or craft for the items they need; while 
  keeping in mind that any treasure you give the party that is useful to a specific member is 
  effectively giving them the same reward that a character who can craft items receives—full gold 
  value of the item.*
  hoW should treasure Be distriButed in an old school Game?
  It depends on the desired pace of advancement and scope of the game. What is important is 
  that there is enough treasure to provide for advancement in spite of player death (wasting 
  treasure advancement), mismanaged treasure (taking too many henchmen along, spending too 
  much money), and missed treasure. 
  My personal rule of thumb is to provide 4 times the amount of treasure the party needs to reach 
  the next level distributed among the rooms with treasure (usually around 20%, or 1 room in 5). I 
  usually start a campaign with around half a dozen adventure sites with perhaps 100 rooms 
  among them. Treasure is rarely in coin, and often down played in encounters. A leather sofa 
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  A door that only unlocks when fed gems. A temple that only rises when a gem of a certain 
  value is placed inside. A dwarf who will show you the way only in exchange for dwarven 
  forged gold. A trainer who will only accept the craftsmanship of the primitive Mabden as 
  payment. An undead guardian who will only accept grave goods as payment.
  desiGninG treasure hoards
  A treasure hoard is any grouping of found treasure within your campaign.
  All these things must be taken into account when designing treasure hoards. This means that 
  unless you are running a prepared setting, there’s a lot of work for you. What are the ancient 
  cultures? Who are the current craftsmen? What are the habitats and lairs of creatures?  etc.
  That’s creating work that doesn’t need to be done. You’ll already have the answers for the most 
  common questions.
  •	Who are the bad guys?
  •	Where do they live?
  •	Who used to live there?
  •	Who lives nearby?
  Answer those questions, and you’ll have the answers for treasure for your first 5 or 10 sessions 
  of play. You’ll need to answer them four or five times for a small sandbox.
  The great thing about treasure is that it’s hidden, so you can always add a new faction, culture, 
  idea, or other plot hook in the next treasure hoard the characters find.
  ON INTERESTING TREASURE HOARDS
  Interesting treasure hoards should intersect with the theme of the setting, the reality of play, and 
  the mechanics of the game.
  theme of the settinG
  This is treasure that provides information about the environment the players are in, e.g. What 
  do the men of the west craft? What does the armor of the elven green look like? It is impossible 
  to use a random table to generate this type of treasure without the setting being implicit in the 
  random table. This is one specific, concrete way game rules can be used to define setting 
  without laborious text or decadent pages of in-game fiction. It is a way that players must 
  engage the game world that improves the quality of play for them, exceptionally so for those 
  willing to invest more.
  reality of play
  This is treasure that does not break the players ability to suspend disbelief and provides cultural 
  and anthropological information of the setting through play. That monsters pit should contain 
  adventurer gear. A spellcaster will not be carrying a bunch of weapons and armor.
  The treasure describes the habits of creatures, their predilections, and grants in-game 
  information to the players that allows for better decision making.  Looking for pearls? The Men 
  of Merr have them. Gems? Those strange bat-like creatures like to collect them. How do we 
  know there’s Hobgoblins about? Hobgoblins covet jade.
  Treasure should be found in places that are logical or have some kind of believability. Burnt out, 
  water soaked ruins should not have unprotected valuable paintings or scrolls. Iron, steel, and 
  copper weapons underwater are not going to be in great shape. Organic materials such as 
  leather will probably not be found in a hoard of a creature that eats its prey whole. Any 
  treasure placed that doesn’t follow default assumptions can spark player interest.
  mechanics of the Game
  Treasure serves a purpose beyond keeping score. Games are much more engaging when there 
  are concrete options for what you can spend your treasure on, whether that is character 
  improvement, information, new resources or abilities, or access to new areas. It grants 
  ownership of the setting to the players.
  It is not necessary to simply have gold prices be the cost of training, learning special abilities, 
  spells, unlocking new areas. Sometimes the cost of unlocking those areas could be different 
  kinds of treasure:
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  Inorganic: Other creatures have the opposite problem, breaking down most organic 
  materials and only leaving valuable metals and worked goods, e.g Purple Worms.
  Weaponless hoard: Creatures are sometimes compelled to collect treasure, but due to their 
  methods or desires (rakshasa, shadows et. al.) are unlike to have any weapons or armor.
  Maps: Certain creatures are likely to have goods containing maps and books, e.g. Pirates, 
  Adventuring Parties, Sages.
  Trade Goods: Most creatures will not have access to trade goods, except those that A) raid 
  caravans or B) raid towns. Otherwise, they will not be found with large amounts of trade 
  goods, e.g. Bandits, Ogres, Manticores.
  Tombs: Certain creatures that exist or live in burial chambers are tombs are much more likely 
  to possess grave goods then other kind of treasure, e.g. Mummies, Wraiths, Ghasts, and other 
  undead.
  Liquids & Potions: Will frequently be found among humanoids, magically researching 
  creatures, and creatures too stupid to realize that the vial contains liquid, e.g. Alchemists, 
  Humanoids, monsters that collect sparkle treasure.
  Special: Certain types of creatures may have special requirements or treasure. Primitives may 
  have ivory or unworked gold. Giant animals may be treasure. Merchants may have a pay 
  chest.
  True Hoard: Certain creatures such as dragons will have true treasure hoards, containing 
  volumes of coins of various types, art, gems, jewelry and magic items.
  Lost Treasure: Certain types of creatures such as Will o’ the Wisps collect treasure over many 
  years. This causes their hoards to grow not only quite large, but also focus on items that have a 
  greater longevity.
  Rich Wealth: These are true hoards, collected so that only the most precious metals and 
  treasures are collected. Usually contains only gold, platinum, gems and jewelry. Different then 
  cherry picked hoards, because these collections are for their value, not their portability.
  Piles of Gold: Some monsters will just have piles of gold, because that’s what it means to be 
  a monster, e.g. Witches, Hags, Ettins.
  Intelligent undead: will also collect hoards, but they will shy away from items that require 
  life to use (potions, etc.) as well as weapons and armors worse than their natural abilities.
  WHAT DIFFERENT KINDS OF HOARDS ARE THERE? 
  Bandit/Smuggler: Weapons, Armor, Contraband goods (huge variety), Trade Goods, 
  Prisoners.
  Small Humanoid: Filth, Trinkets, Shiny Objects, Junk, e.g. Goblins.
  Dwarven:: Gold, Metallic treasure, Forged objects (weapons, armor), Thick brick-like objects, 
  All treasure solid and imposing. Ale, Beer, Grog, Hard Liquors.
  Elven: Precious metals, fine jewelry. Items of high quality workmanship. Magical items.
  Scrolls: Spell-casting creatures should have access to scrolls, e.g. Illithids, fae creatures.
  Sparkle Treasure: Certain animals and creatures will only collect object that catch light, 
  Gems, Clear Potion Bottles, Magic Items, e.g. Giant Ants, Giant Birds.
  Debris/Hunter: Certain monsters will only have the refuse from their kills. This will result in a 
  small chance of any variety of treasure, and small coin piles, e.g. Ankheg.
  Gems: Certain creatures are more likely to hoard gems than other creature types, e.g. 
  Brownies, Quasits, Cloud Giants, Pseudo-dragons.
  Cherry Picked Hoards: Some creatures will eliminate less valuable treasure and trade up to 
  collect more valuable and portable items. A rare and valuable find indeed!
  Pocket Lint: many creatures will carry small coins and usual items in their pockets, e.g. 
  Humanoids.
  Specific Coin Type: Certain creatures will hoard gold or a certain specific coin type, due to 
  compulsion or circumstance, e.g. Mordrons
  Mighty Hoards: Creatures great and powerful will have a wide spectrum of items available, 
  including multiple magic items of every type, e.g. Demon lords, Demigods.
  Faux Hoard: Weaker creatures will emulate the hoards of larger creatures, but with hoards of 
  less valuable metals, such as copper or silver coins, e.g. White Dragons, Kobold lairs.
  Organic: Certain creatures will collect coins and other treasures but are likely to not have any 
  forged weapons and armor, either due to a lack of use, or their nature causes it to be 
  destroyed, e.g. Basilisks, Remorhaz, Salamander
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  Note that players won’t often like those choices since they both seem to be bad to the player, 
  but the actual outcomes: the reduction of unreasonable amounts of treasure or new adventures 
  and motivations are actually positive outcomes.
  Providing treasure that is difficult to acquire or utilize is perfectly fine, especially if it adds 
  interest and challenge to the game. But if the game is designed to hand out treasure, and if you 
  don’t; then you are subverting both the game and the fun of the players. Getting treasure is fun. 
  Letting them enjoy it is memorable and part of play. Saying “Nope, no treasure here” because 
  it’s buried 200 yards away or in one of the creature’s 8 other unfindable lairs just so you feel 
  better about not handing out treasure is bad. We are playing a game. Choices should provide 
  interesting consequences.
  Player World oPtions
  Finally, gold can be spent on in-world items that provide new options for the player characters. 
  Perhaps the players could drain a swamp to gain access to a new adventure site. Maybe a cult 
  leader needs bribing. Or perhaps the characters could purchase an army or a castle to protect 
  themselves.  These are things that present new options and ways of dealing with problems.
  It is important that these expenses are always optional. Anytime you find yourself presenting 
  the players with a situation involving gold removal that doesn’t have at least 3 viable courses 
  of action, you’re better off just having them erase the money from their sheet, i.e. it costs X gold 
  to enter this site.
  THE ECONOMY
  The economy is about player interest and choice. It’s working if you can have interesting 
  treasure, interesting options for players to do things with treasure, and that it works within the 
  system given without straining disbelief. It’s also an economy which means it is both arbitrary 
  and actively designed and controlled. That’s your job.
  The problems with this system are by design. The experience point requirements to reach the 
  upper levels require characters to accumulate the equivalent to several hundred million dollars 
  every time they level. This is because in the original literature, huge hoards of treasure were a 
  feature. You can’t have dragons sleeping on a bed of 10,000 coins. A mid-sized dragon will 
  need a bed 20 feet or so in diameter and several feet high, requiring somewhere between 3-5 
  million coins. That’s excitement!
  If you give gold for experience, even at 5:1 ratio, you can’t have players going up levels every 
  100 experience points.
  However, this presents several challenges to the Dungeon Master. What happens to the local 
  economy? What do the players spend 5 million gold pieces on?
  ON TREASURE AND THE ECONOMY
  “Having too much treasure” was a concern all the way back in the earliest editions of the 
  game, given the copious advice given in the Dungeon Masters Guide and the expensive 
  training requirements.
  There’s three dimensions to treasure for a healthy functioning gaming economy: energon cubes, 
  hacking gold out of the system, and player world options.
  the three dimensions
  energon Cubes
  Energon cubes (coined in relation to Role-Playing Games by Scrap Princess) were cubes of 
  energy that the Transformers in the early cartoon series fought over. They served little purpose 
  other than as a device to drive conflict and something that could “power up” a person who 
  uses them. This is very similar to the purpose of treasure in Role-Playing Games.
  This dimension is about how treasure drives the player, not the character, to adventure. 
  Acquiring this treasure increases the power of the player’s character. Either it is converted into 
  experience, spent to increase the power of the character, spent as upkeep, or used to craft 
  magic items.
  HaCking gold out of tHe system 
  Another aspect of the treasure economy are steps taken to remove gold from the system, 
  without the players spending it. This consists of taxes, theft of gold or items, fees for currency 
  exchanges, commissions, and various other items.
  This was frequently a factor in older games, because the experience from the gold was gained 
  upon acquirement, and afterwords could (often) be spent again to increase player power. To 
  slow down this relationship, money was removed from the system without any benefit to the 
  players. That’s the key feature of hacking gold out—it is a tax and the player and character 
  receive no benefit at all.
  There is a way to do this well. Hacking gold out of the system is not something your players will 
  enjoy. You shouldn’t do it just because you gave out a lot of treasure. The point of hacking gold 
  out of the system is to provide an interesting choice to the players. Do we pay the king’s guard 
  and bow to his demand or do we slaughter his men? Do we smuggle the goods into town to 
  eliminate the tariff? Do we avoid the toll bridge? Do we track down the thief who took our 
  stuff? It’s always a choice between money and convenience. If it’s ever presented without any 
  options, then it shouldn’t be done in game. You should just tell the player to erase the gold off 
  of his sheet, because you said to.
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  the economy it entered. Who cares if your party of 5 adventures reach level 11 in AD&D. 25 
  million gold pieces added into the global economy is nothing. Assuming that’s pure gold, that’s 
  75 billion current dollars at the medieval value of gold (3,000$ an ounce). The modern GDP of 
  England is around 2 trillion dollars. But the gold pieces the characters will be pulling out of 
  ruins won’t be pure gold. 
  People complaining about the scale of the gold piece in a local economy haven’t really 
  considered how much wealth is in a local economy. That local inn owner makes thousands of 
  gold pieces a year. Nobles have tens and hundreds of thousands of gold pieces in estates and 
  troops. Other historical nations throughout history had great wealth and good economies. 
  Dumping 500 gold into a market fair? Yeah, that’s a lot of money, but how much business does 
  a monthly market fair do in a city of 30,000? 
  That noise you just heard was a small uptick in prices, not destabilizing inflation. It’s also 
  merchants fleecing the players for whatever they think they can get. 
  In 5th edition Dungeons & Dragons®, a poor lifestyle costs 2 silver pieces day. To be poor costs 
  over 70 gold a year. What the players spend isn’t going to destabilize anything. A single rare 
  magic item would support about 70 poor people a year.
  Whatever you decide to do, it has to be by design. You have to create the item sets, you have 
  to place the treasure, you have to decide if the players can train to use new talents and skills, 
  you have to decide what the costs and drawbacks are of requiring training to level, you have 
  to pick what actions the players can use money on the map to take.
  Hackmaster® 4th edition, which uses 1st edition Advanced Dungeons & Dragons® style training is 
  excellent. If you pay the very expensive cost to train, then you get some adventure hooks, 
  allies, and other random events along with several free skill boosts. If you don’t, you can buy 
  equipment and it costs more experience to level up. Interesting choices for the players. 
  You can have several areas on the map that require some expenditure of gold to access. A site 
  down a chasm that requires 15,000 gp to create some sort of rigging to easily access. It can 
  also be accessed by a risky climb or perhaps magic, but the players can make that choice. 
  Can you train up skills? I use Skills: The Middle Road which has the feature of diminishing 
  returns. This allows players to spend increasing amounts of money for decreasing (but still 
  significant) benefits. It also decouples skills from leveling. This is another example of interesting 
  economy design. Services in town can provide options. Is there an enchanter? An alchemist? 
  Spellcasters? A sage? Each of these can provide things for players to spend money on.
  If you have a well designed economy and are using set items, interesting treasure stays 
  interesting for the life of the character.
  The d20® family of games fixed this problem by making the gold in a dragons horde equal to 
  about a 2 liter bottle of gold coins. The coins are smaller and lighter; because experience is 
  tied to combat and treasure is limited by level, the treasure amounts are greatly reduced. You 
  could trivially fix this in old school games by dividing advancement experience by 100, 
  converting all in game treasure to silver, and keeping prices the same.
  So it’s really a question of do you want small hordes and straightforward (dull) treasure or giant 
  hordes and the associated economy issues with that?
  Personally, I’m very much in favor of both large hordes and interesting treasure, because they 
  help drive open campaign play, like sandboxes, hexcrawls, and mega-dungeons. The 
  “Problems” associated with it, always drive more adventure. The other option is expressly 
  better for more focused play, like adventure paths, because it prevents players from subverting 
  the path. Since little needs to be done with small hordes and straightforward treasure, let’s look 
  at how to solve the problems involved in large hoards.
  a functional Boom economy
  You have to actively design your system. The default rules as written for the major games all 
  address this economy and function as written. 1st edition Advanced Dungeons & Dragons® has 
  training costs equal to 1500 gold, times your class rating (1-5, one being the best), times your 
  level. D20® versions have magic item crafting and purchasing (and feats that make your 
  money go farther at the expense of combat utility). 5th edition Dungeons & Dragons® has 
  upkeep costs, that eat up thousands of gold per year, and allows training tool and language 
  proficiencies.
  The goal is to keep treasure interesting, provide more interesting choices for player characters, 
  and over time to change the nature of play.
  Simply making the numbers bigger makes everything feel pointless. If nothing substantially 
  changes over time, then advancement really isn’t advancement at all. This is one of the major 
  problems with the Christmas tree magic item effect. You need each new trinket in each new slot 
  just to keep pace. They don’t really improve the play experience for your character. Whatever 
  you add to the economy must actually provide a benefit (however small) and not simply be a 
  tax to keep pace.
  Too much treasure is NOT a system-wide destabilizing proposition. First, let’s ignore the fact 
  that this is a game and it doesn’t matter beyond the fact that it causes cognitive dissonance in 
  some people. Gygax addresses some of this in the 1st edition Dungeon Master’s Guide®. An 
  independent frontier town will become a boom town. Prices will skyrocket. The money will 
  work its way into the pockets of the proprietors in town and from there, back to larger bastions 
  of civilization. We have working models where this happened. It all comes out in the wash and 
  didn’t ruin the economy—because the treasure required had to be converted into wealth by 
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  ON INTERESTING TREASURE, ACCOMPLISHED
  I’ve been thinking about treasure for a long time. Almost as long as I’ve been gaming.
  It all started with Dungeon®, the board game. I didn’t play the wizard to play the wizard. I 
  played the wizard because he was the only character who was going to come back with the 
  diamond. I loved finding boots of speed in a level one room. I stared at the pictures on each 
  item, imagining what it would be like to hold or have such a thing.
  Here is what I have learned about treasure in my 30 some odd years of gaming:
  Players don’t care.
  An example of me handing out treasure:
  DM:”You open the steel coffer by clicking open the last pin on the Clip Chest Deadpin lock, 
  and find a pile of mixed coins, so—” 
  P1:”We start counting out the mixed coins.” 
  DM:”Do you want to do that? It will take a turn.” 
  P1: “Yes.” 
  DM:”Ok, you find 10,971 silver pieces, and 27 platinum pieces, A white marble gameset, 13 
  badger pelts, A granite helm with an inverted 5 point star diamond inserted in the top, A 
  pewter girdle engraved with concentric circles, and a shiny black sheepskin leather suit of 
  armor.” 
  P1:”We cast detect magic” 
  DM:”The leather armor glows, it’s magical.” 
  P1:”How much are the items worth?” 
  DM:”The helm is worth 6,529 gp, The girdle is worth 3,656 gp, The gameset is worth 2,400 
  gp,  and the beaver pelts are worth 3 gp each.” 
  P1:”Ok, no one needs leather armor so we go back to town and sell it all.”
  I just wasted everyone’s time. I could have just said, you find 15,856 gp in assorted treasure. 
  Players often don’t even want to keep the magic items, if they aren’t immediately useful.
  Now, there’s caveats of course. Treasure in different situation serves different purposes. Treasure  
  matters to the players in relation to portability and extraction from the megadungeon. What is 
  of interest to the players are the experience gained and what services they can buy to buff their 
  character. In Pathfinder®, what matters is what magic items you can craft or buy. In 1st edition 
  Advanced Dungeons & Dragons®, what matters is how much you have for experience, and in 
  1st & 5th edition Dungeons & Dragons®, what matters is what in-world purpose you can use the 
  money for. Players are concerned with what the treasure can do for them mechanically.
  The treasure itself? Unless it’s magical and somehow useful it is just unimportant.
  USES FOR MONEY
  Here are ideas of some things you can have players spend their money on.
  •	Consumable magic items.
  •	Improved equipment.
  •	Magic item construction.
  •	Poison.
  •	Upkeep, along with associated in-game effects.
  •	Carousing & orgies.
   
  — And as a consequence or aside, supporting a mistress.
   
  — Other carousing type choices include, research, gourmandizing, sacrificing, 
  philanthropy, clan hoards/donations.
  •	Information: Rumors, in game research, and asking sages questions.
  •	Bribes.
  •	Building construction.
  •	Purchasing vehicles, ships, and siege weaponry.
  •	Running a small business and the costs, quests, and accoutrements associated with that.
  •	Land or an organization (or access to an organization).
  •	Positions (Nobility, regency, dukedoms, secret society memberships, reputation).
  •	Clearing hexes and expenses associated with keeping them cleared.
  •	Taxes and other forms of tribute—tithes, dues, fees, maintenance costs.
  •	Protection, enhancements, or management of any of the above, constructions, businesses, 
  settlements, mines, etc.
  •	Followers, including technical (alchemists, engineers), hirelings (secondary/backup 
  players), henchmen (torch-bearers, treasure carriers, labors), hangers-on, support, 
  animals/pets/livestock and others. (Dungeon Chickens Crypt Cockerels mainly).
  •	Buying something for dear old mum, you heartless beggar. When was the last time you 
  even paid your old mum a visit. Are you even eating out there? And why don’t I have any 
  grandchildren?
  •	Horses are not cheap. Animals have upkeep expenses of their own.
  •	Purchasing spellcasting services, including larger rituals.
  •	Some mechanic for passing experience on to a new character.
  •	Talents research or spell research, allowing new powers in exchange for gold. (Note that 
  fighters should also get nice things here).
  •	Allowing training to increase statistic values (something that costs more each time you do it 
  is very useful here) .
  •	Training to increase levels with some benefit over just automatically leveling.
  •	Require more experience to level without training (or less if training).
  •	Allow bonuses to hit point rolls or some other level increased ability.
  •	Other services, like rumors, etc.
  Matt Dance (order #7020627)
  
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  hoW it Works
  There’s Gold, There’s Trade Goods, There’s Experience, There’s Magic Items, There’s 
  Consumables/Craftables, and finally, there are Set Items.
  A set item would be something like: 
   
   “A troll doll stitched from hydra skin, with round black opals for eyes, worth 120 gp.”
   It would arbitrarily belong to the sets:
   “[Troll doll trio]” 
   “[Four Dolls stitched from different fabric types]” 
   “[Three items using opals as decoration]” 
   “[A dozen Native/Primitive art items]”
  When selecting treasure, divide gold according to shares, and then divide magic items and set 
  items. Set items are picked at the same time as magic items.
  Once selected as a players magic item pick, they have several options.
  •	Set items may be sold for their gold piece value and the player gains experience equal to 
  that gold. 
  •	Or the player may sell the item to other players at whatever cost they can extort, and gain 
  experience equal to that gold total. 
  •	If a player sells an item for the listed gold piece value to a merchant, the merchant will resell 
  the item in one week for 2d4 times the base price, and if there is a player who wants it, 
  they can buy it from the merchant.
  •	OR the set item may be kept, and the set collected. Once a set is collected, the player 
  doesn’t have to sell the items, and they get the experience point value for the items, in 
  addition to bonus experience and additional bonus effects.
  If a player completes a group of set items, they get a multiple of the set value in bonus 
  experience, with one caveat:
  This bonus experience is deducted from the other player’s characters earned experience in 
  play.
  real interestinG treasure
  The reason treasure isn’t interesting is obvious now that I’ve been thinking about it for 30 years, 
  but it took discovering what players found exciting to see it.
  I worked hard to find a good balance on what players could do with gold besides buy magic 
  items. I’ve gotten a lot of feedback that these systems are successful. Players are excited when 
  they get treasure, because they can turn it into things they want. Players get excited about 
  opportunities to improve their characters. Not just mechanically, but concretely. It could be 
  building a fortified castle, or buying a lordship, or getting questions answered by a sage.
  Treasure is important to the degree to which it can do something for them, rather than as an 
  end, in and of itself.
  I’m interested in the treasure itself, for reasons unknown. Nostalgia, perhaps? Maybe because 
  the idea of treasure is awesome and generates a certain excitation. It’s lost art, hooks into the 
  world, an aesthetic item of beauty itself.  Unsurprisingly, I’m also interested in treasure that 
  makes players interested in the treasure itself.
  set pieces
  The problem with treasure is that there is no feature that is interesting to the player, beyond its 
  value, magical status, and sometimes weight. But other features also hold intrinsic value; The 
  culture that made this mask, what is engraved on this helm, what this statue represents. What 
  I’m proposing is that beyond gold, beyond “trade goods”, that there’s interesting treasure, and 
  this interesting treasure is divided into sets. And when you collect a set, your benefit increases. 
  It can’t be as simple as it simply being worth more as a set—that simply takes the reward and 
  makes players wait for it. That’s not interesting, that’s annoying. What we are looking for is to 
  generate interest in the actual treasure.
  The first step in doing this is to not assume that the characters all know and trust each other as 
  well as the players. In older games (and the relevant Appendix N fiction) characters would 
  often be known by and associated with the items that they carry. Elric didn’t hand out 
  Stormbringer just because he wasn’t going on this mission. The items recovered by the 
  character are a large part of the definition of that character. A modern iteration of this is the 
  idea of attunement in 5th edition. Items are a part of the character.
  This core assumption is important in making set items work. Each character is in competition 
  with each other character. They must all have their own separate resources, such as gold. We 
  are going to reinforce this mechanically, because without this, it isn’t interesting. it instead 
  becomes just like handing out a magic item, because the players will be working together to 
  (trivially) find the most effective result.
  Matt Dance (order #7020627)
  
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  rules
  •	Interesting items belong to a public list of sets.
  •	The public list contains the bonuses for acquiring a complete set. 
  •	Individual items may be sold and experience gained for the amount they sold for.
  •	They may be sold to merchants for the listed value or to other players for whatever you can 
  extort from them. The player selling the item gains experience points equal to the gold 
  value of this sale.
  •	Only the original owner of the item (the person who picked it at treasure distribution) may 
  gain experience points for items sold this way. There is no benefit to cyclically selling the 
  item back and forth within the group.
  •	Merchants will buy the item at the listed price and resell it in one week at 2d4 times that amount.
  •	When sets are collected, the collector receives experience equal to their total value, plus 
  the bonus multiplier, plus any bonus effects.
  •	The experience granted for the set item is subtracted from the other players experience point 
  totals. This does not cause a loss of levels, but does increase the experience point required to 
  reach the next level.
  •	If a set is completed and experience received, and it is sold or lost, the character loses the 
  experience gained from the set (though if sold, they do receive the base gold piece value, 
  plus the multiplier value in gold.)
   
  — In our example, selling those gems for 7,465 gold when they are actually worth 4,977 gp 
  might be something a player wishes to do, even at the expense of losing the experience
  further ideas
  What we have above is very basic. There are some further twists that might make it even more 
  exciting.
  Rumor, Class, and Race Bonuses: Each player receives a personalized version of the set 
  list, with bonuses that are available from each set only for their specific race or class. Or when 
  selecting rumors, the player may receive a rumor that provides them (and only them) with an 
  additional bonus to collecting the set. The worth of a set might not be equal to an elf wizard or 
  a dwarven fighter. Alternately, this information could be public. Each set should have different 
  effects for multiple classes and races to encourage players to compete against each other for 
  them.
  Turning in set restrictions: This places restrictions on turning in sets—whenever you turn in a 
  set it removes (or uses) your next treasure pick. So either you give up your first pick of the next 
  treasure haul, or during the pick process, you use your pick to turn in one of your sets.
  Restricted Set List: Provide a limited generic list of sets, and as interesting treasure is found 
  provide information about the sets to the players. This can be a gradual way to gain 
  knowledge of the setting.
  Let’s look at some basic set items:
  5 different Gemstones Worth 100 Gold pieces or more: When this set is complete, gain 1.5× 
  the value of the set in experience.
  3 different Gemstones Worth 1,000 Gold pieces or more: When this set is complete, gain 1.8× 
  the value of the set in experience and the friendship of a jewel-crafter who can increase the 
  value of your raw gemstones by 10%-60% by cutting them.
  Frank the cleric has a 1,200 gold piece pearl, and while adventuring finds a 225 gold piece 
  ruby and a 800 gp sapphire. Later he finds a 102 gp rock crystal, and a 200 gp ruby, and a 
  2,650 gold piece emerald.
  He has enough to complete the first set right now with a ruby left over, but doing so would 
  prevent him from completing his second set. Because the sets specify different gemstones, Frank 
  can’t use both rubies to complete the first set.
  We can see why he might want to wait, but let’s say Frank wants to go ahead and level, 
  because he’s close. So he turns in the first set. He gets a total of:
   Pearl 1,200 gp 
  + Ruby 225 gp 
  + Sapphire 800 gp 
  + Rock Crystal 102 gp 
  + Emerald 2,650 gp
  For a grand total of 4,977 experience, PLUS another 2,488 experience due to the multiplier. 
  This experience is deducted from the experience earned in the future by the rest of the party, 
  but not the player turning in the set. Or alternately, this total could be divided by the number of 
  other players and subtracted from everyone else’s experience point total for ease of record-
  keeping. They wouldn’t lose levels, but their experience total required for the next level would 
  be higher. Frank gets 7465 experience, and his 4 teammates subtract 1866.25 experience 
  each from their current totals.
  Suddenly, it seems like players will be very interested in the type and features of non-monetary 
  treasure!
  Matt Dance (order #7020627)
  
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  ON INTERESTING TREASURE SETS
  Here are some examples of generic sets and rewards. The #× is the multiplier to the gold value 
  of the items.
  Generic set items
  •	5 different gemS, wortH over 100 gp eacH: 1.5×
  •	any 5 gemS of tHe Same type and quality: 2×
  •	3 different gemS, wortH over 1,000 gp eacH: 1.8× and Jewelcutter contact.
  •	any 20 gemS: 1.2×
  •	4 fabric art itemS, made from different kindS of fabric: 2.5×
  •	any 3 itemS uSing tHe Same type of gem aS decoration: 2×
  •	any 6 native/primitive art itemS: 1.5×
  •	any 6 ancient empire itemS: 1.5×
  •	any group of 3 utenSilS: 10×
  •	any 3 art objectS: 2×
  •	any 3 pieceS of “treaSure” clotHing: 10×
  •	any 5 pieceS of armor or weaponS: 5×
  Following are some more specific (yet still somewhat generic) set items. A large part about how 
  these are created has to do with the specific lore of your setting. Each set should represent 
  some entity, power, culture, faction, religion or race either living or dead within your world. 
  Even the bonuses must remain somewhat generic considering the preponderance of systems 
  and clones—from the examples you should be able to trivially convert to whatever system you 
  are running.
  Each specific set should be designed to be useful for more than one character type/archetype, 
  in order to encourage competition over them. Effects listed stack, for characters that meet 
  multiple criteria. An elven ranger gets both the ranger and elf bonuses for vestment of the wild.
  The experience point multipliers for the generic sets are usually higher than the multipliers for 
  the specific sets with some outcome. This is to encourage conflict between saving up for a 
  specific set, versus turning it into usable experience right now. That 180 gp cloak might be very 
  useful to the druid once the vestment is completed, but it’s worth 1,800 xp to anyone turning in 
  an easier to get clothing set.
  The items themselves radiate faint alteration/transmutation magic. This is a simple way of 
  telling you that you simply tell the players out loud with your talking voice what set items are 
  and what (public) sets they belong to before treasure selection begins. Players have to have 
  that knowledge or they won’t be making informed choices. 
  sHould i design tHe sets based on WHat CHaraCters my Players CHoose to Play?
  My opinion is no. I’d design most of them before the campaign starts. But I encourage multiple 
  characters per player and sometimes have tables with up to 20 or 30 rotating players. Your 
  mileage may vary.
  Pitting tHe Players against eaCH otHer? losing exPerienCe? Have you gone mad?
  Set collecting as a game mechanic is neither thematic or interesting on its own. It’s only 
  interesting when there’s hidden knowledge (poker), competition for similar resources with a 
  penalty for not getting them (rummy) or a cost to collecting the set (ticket to ride).
  I think the above addresses that problem in a way that keeps it interesting, since in the long 
  run, the experience point differentials all come out in the wash (Shhhhhhhh!). 
  Wait. doesn’t tHis just make sets unusual magiC items you Have to Wait for? or alternately 
  treasure you Have to Wait for?
  It would, if each item only fit one set, and the players weren’t in competition for them. Because 
  any given item can fit more than one set, it means there are multiple choices all down the line. 
  This prevents it from just being a multi-part magic item.
  HoW Will tHey tell WHat is a set item and WHat isn’t? HoW do tHey knoW WHat items are in tHe 
  set?
  You tell them. Or you give them a handout.
  WHat’s tHe rationale for tHe exPerienCe Point Penalty?
  The purpose of the experience point penalty is to make the choices meaningful. If you simply 
  require the set collection for the bonus, that just makes treasure something annoying to track, 
  because the players will trivially solve for the best outcomes.
  This way, the players are incentivised to have their characters work against each other to 
  complete sets, which means that the choices are no longer obvious or trivial. Yes, everyone 
  wants the wizard to have the treasure power, but do they want to suffer the experience hit? 
  Instead I could take that item and sell it to him and offset that. Or I could work on completing 
  my own set. . .Without the competition, the choice is less interesting. 
  I’m assuming I’m playing with rational adults. The system isn’t hidden from the start of play, and 
  shouldn’t cause bad feelings since everyone is handed the set list. Nobody really loses 
  anything, except a temporary delay until they level, often made up for by turning in a complete 
  set!
  Matt Dance (order #7020627)
  
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  gear of tHe wandering minStrel
  •	A bent and battered harmonica made from brass inscribed in common with the phrase “A 
  rolling stone” (20 gp)
  •	A pair of elven boots, made from supple deer leather (40 gp)
  •	A weathered sash made from grey fine linen and olive green cotton (2 gp)
  •	A beret with a griffon feather, made of fine green linen (60 gp)
   
  — Effect: 2×, Grants a bonus to performance checks.
  Bards: grants a bonus to performance checks ×2.
  Elves: grants a bonus to reaction checks.
  raiment of tempuS
  •	Dwarf-forged breastplate of glistening steel, with the symbol of tempus in a circle. (500 gp)
  •	A set of heavy plate mail vambraces and boots, enameled with gold. (80 gp)
  •	A maximillian helmet of shining steel. (25 gp)
  •	A pair of hardwood bracers lined in dark steel with steel crossed spears across the wood 
  (25 gp)
  •	A black silken cloak, trimmed in cloth of gold (8 gp)
   
  — Effect: 1.1×, Armor as full plate, +1 to AC in the rain or bad weather
  Fighters: gain a +2 divine bonus that can be applied to a saving throw after the roll 1/day.
  Priests: gain +1 to hit while wearing this armor.
  Priests of Tempus: double their level to turn undead and can call lightning 1× day. They also 
  gain the priest bonus.
  veStment of tHe wild
  •	A darkwood breast plate, stained dark with the blood of dead goblins (600 gp)
  •	A forest green ankle length woolen cloak with a hood, lined in wolf fur (180 gp)
  •	Supple calf-high boots made from wyvern skin. (80 gp)
   
  — Effect: 1.1×, provides armor as breastplate
  Druids: Gain an additional use of Wild shape and an additional spell slot of their second 
  highest level.
  Rangers: Gain the ability to pass without trace and a +2 to their ability to track.
  Elves: Gain heightened senses in the wild. +5 to stealth and perception checks in wilderness 
  (surprised on a 0 in 6)
  Also note that any type of benefit and bonus is possible! This could be anything from allies, to 
  magical castle enchantments, to reaction rolls against certain creatures, to statistic boosts, to 
  psionic powers, to anything you can conceive. Drawbacks are also possible. Set bonuses and 
  modifiers could come from sellers, a certain merchant could pay more for a certain type of 
  treasure. Bonus areas or sub-levels could be opened.
  specific set items
  troll doll trio
  •	A troll doll stitched from hydra skin, with round black opals for eyes, worth 120 gp.
  •	A troll doll stitched from leather, with small pearl button eyes, and hair of yarn worth 80 gp.
  •	A troll doll stitched from human skin, with bone nails, and small, hard coals for eyes worth 
  35 gp.
   
  — Effect: 1.1×, plus use baleful eye 1/week.
  yelturb kernal SympHony
  •	Sonata of dirge of death part 1 (140 gp)
  •	Adagio of sorrow of grief (5 gp)
  •	Minuet of moment of rebirth (250 gp)
  •	Allegro of continuation of sin (950 gp)
   
  — Effect: 1.1×, + gain a +2 versus death saves
  Bards: Performing the symphony (or an arrangement of it) adds a +5 to performance checks 
  when making money.
  Spellcasters: Studying the symphony allows you to gain an additional 4th level spell slot, 
  useful for preparing/memorizing any Necromantic spell you know* (*Must be able to cast 4th 
  level spells)
  Necromancers: Your caster level is considered 5 higher for the purposes of animating 
  undead.
  coven coveringS
  •	A black felt conical hat, with a thin green band. (2 gp)
  •	A set of black diaphanous silk robes. (8 gp)
  •	An oaken broom, scarred by a lightning strike, with tightly leather-bound broomcom 
  bristles. (22 gp)
   
  — Effect: 5×, Fly on the broom 1/hour a night.
  Females: Gain 2 first level spell slots, or if already a spellcaster, an additional slot of your 
  highest level spell.
  Halflings: Gain the ability to grow to ogre size or shrink to mouse size 1/day
  Witches & Warlocks: One extra spell slot per level, plus an additional use of curse or potion 
  making abilities per day/week.
  Matt Dance (order #7020627)
  
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  can hook the frog and pull it towards the shore which you do. You now have a frog corpse near 
  the shore.
  Jordan: Is there anything on the frog corpse.
  DM: When you check the frog corpse --
  Jordan: I check it with a rock first, by the way. Hit it with a rock from 20' away.
  DM: That is going back in time, so let’s be careful about that. 
  {Simultaneously}
  Rachel: I already hit it with a grappling hook.
  Garth: Yeah, I don’t think it—
  DM: We are done with the introductory sections—
  Garth: I check the—
  DM: Now we are in the full-on player skill holding you to your word section.
  {End Simultaneous}
  DM: What exactly are you guys doing to the frog corpse.
  Garth: Try to pierce it with something. Does it look bloated?
  DM: Ok. It is fairly easy to pierce it with anything you wish. What are you doing?
  Rachel: I’m looking to see if there are any kind of wounds.
  DM: You do in fact see, near the lower stomach of the frog that there are these vagina like 
  gashes all over like it has been stabbed possibly with a spear or a short blade. The interesting 
  thing is, these wounds look like they’ve puffed out at the edges, like they are ragged.
  Garth: Don’t get stung by wasps.
  Rachel: Are they in a pattern?
  DM: They are in a pattern of randomly being stabbed.
  ON MISSED TREASURE
  DM: And there is the pond, here.
  Garth: I care most about the area under the planks and the pond.
  DM: Well, uh. The only thing you see under the planks is stale fetid water, and inside the pond, 
  you see a giant floating frog corpse about five feet in length.
  Rachel: Is in intact?
  DM: Fairly intact, yes. It’s in the water? So you would have to, I don’t know, either get in the 
  water or pull it towards you in some way.
  Rachel: How far into the water?
  DM: Well, the whole pond thing is maybe 25, 30 feet across, So 10-12 feet?
  Rachel: I bet we could throw, what do you call them? One of our grappling hooks.
  Garth: Do we want. . . a frog corpse?
  Rachel: Well we might be able to figure out how the frog died.
  Jordan: Did the frog corpse have anything on his person? Or is he just a naked frog.
  DM: Well, all you see is just the belly of a frog that’s about five feet long. And only just parts of 
  it, because it is kind of floating in the water.
  Jordan: And it’s obviously dead?
  DM: Well it doesn’t look alive no. You don’t normally see frogs like that, lying like that, upside 
  down and not moving.
  Jordan: Ok, Can I use my quarterstaff?
  DM: Not your quarterstaff, it’s about 7’ long.
  Rachel: All right, I take my grappling hook, with a rope and try and throw it out there.
  DM: Ok, you can grapple the frog. It makes a thicking *plctch* sound as it hits the water and 
  your rope goes into it. I mean it’s standing water because it’s separate from the river and you 
  Matt Dance (order #7020627)
  
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  25
  DM: Ok, you are able to make a cut in the frog. Now the frog has those wounds plus a cut. 
  Garth: Lifting it a little bit. Do I see any motion.
  DM: You don’t see any motion. It’s hard to see at the end of the spear anything other then 
  disgusting frog guts.
  Rachel: Where’s your sunrod?
  DM: It’s not cause it’s dark, it’s because it’s all disgusting frog guts.
  Garth: Let’s stop everything and run a dissection.
  Jordan: Fair enough. You’re better at dissecting stuff alchemist, go for it.
  Garth: Yeah, this is gross, I don’t want to do it. Let’s uh, leave.
  Rachel: Ok. Moving right along.
  DM: You’re leaving the frog—
  Garth: Footloose and fancy free.
  DM: with a cut in it on the side of the road.
  Garth: Sure.
  DM: Ok, what are you guys doing now?
  And thus ends the tale of how the body of the gnome Hyusi-bigglebag and his magical sword 
  (among other valuable possessions) killed by a giant frog who swallowed him and then died 
  from his repeated sword stabs was never discovered. The body was later eaten by a Grue.
  Garth’s Postscript: In our defense, we had recently encountered horrible flesh-burrowing 
  grubs that burst from another corpse. Also, I got to reference Moving Right Along.
  Rachel: So it’s not like teeth marks? 
  DM: No, no no no.
  Garth: it would be reasonable to assume that something came out of the frog?
  DM: That is reasonable.
  Garth: Don’t drink the water. Let’s um. . . {Short discussion about some other topic from 
  earlier}
  Rachel: Should we slice him open and see if we find any of the dead things that crawled out 
  of him?
  Garth: Maybe some of them didn’t crawl out. Sure, why not. Spear tip.
  Jordan: What are you doing?
  DM: Who’s doing what? {Silence} Oh, yeah? Who’s doing what?
  Rachel: It makes me nervous when he says that. It makes me want to back away.
  DM: We’re done with easy mode. We’re onto hard.
  Garth: With you guys nearby, with a spear tip I want to score the belly of the frog.
  Jordan: I’m standing back while he does that.
  DM: You score the belly of the frog.
  Garth: Hoping it’s rotted. Weakened.
  DM: It doesn’t bleed. It’s dead flesh. It’s like when you cut dead flesh.
  Garth: Ok. Cutting a little bit harder, I want to--
  DM: Ok, so like you’re {simulates cutting motion} trying to cut, open a frog, from five and a half 
  feet away, using a spear, how easy would that be to do, you think? I’m asking, I don’t know.
  Garth: Dead frog flesh is not leathery.
  Jordan: and it depends on how sharp the spear is.
  Matt Dance (order #7020627)
  
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  Roll 2d6 + 1 per thousand groats retrieved, a further +1 per special item
  2-7. Lucky. No hustlers but watch out for bandits.
  8. Local peons have various worm-eaten victuals and moldering accoutrements to sell at 
  inflated prices which they’ll attempt to press upon you with some degree of enthusiasm and 
  vehemence.
  2d4 appear. Demands: Triple normal prices for substandard shite
  9. A band of apothecaries, quacksalvers, barber-leeches and the likesuch worthless charlatans 
  descend, they will charge outrageous prices for ineffectual healing and dangerous remedies.
  2d6 appear. Demands: 50 groats per healing. Constitution check each time, if successful gain one 
  hit point, if unsuccessful lose one.
  10. A troupe of travelling players and tinkers gather, selling popinjays and jackanapes and 
  extravagant garb and flesh and mysteries and a hundred other things, hutling and gambling 
  and getting you drunk, the prices are high but not absurd and the dozens of laughing children 
  are all pickpockets.
  4d10 appear. Demands: double normal prices + 1d6 pickpocket attempts per party member.
  11. Desperate mothers with starving children in barrows and lepers and the scrofulous and 
  plaguey come clamourous for alms and mercy in the name of all the saints. They follow and 
  pluck at hems or prostrate themselves weeping in the path.
  3d6 appear. Demands: at least 5 groats apiece and they’ll leave you alone, any more and the 
  numbers will double each day, a random miasma will accompany them.
  12. A mob of drunken louts in clogs and rancid smocks and beshitten trews all armed with 
  swingle-flouts and cudgels and dung-forks come offering protection ‘gainst the unfriendly 
  world, eager to ensure the gold does not fall into the wrong hands. Their leader has an open 
  face and hard little eyes.
  4d8 appear. Demands: 10 groats apiece plus they’ll attempt robbery at first sign of weakness. Their 
  leader yearns to see gruesome and humiliating tortures enacted.
  THE ROOT OF ALL EVIL
  By tom fitzGerald of middenmurk
  I have a thing where I am fascinated and appalled by the ramifications of gold being the 
  source of all power in old school games. It makes me think of Blood Meridian and of Cortez 
  and all the things with which I am deeply emotionally entangled. I prance and caper at the 
  margins of the thing because I cannot stare into the heart of the mystery and cannot bear to try 
  to hold it for fear it might be crushed by my apish forepaws. It reminds me also of this bit of 
  Milton;
  There stood a hill not far, whose grisly top
  Belch’d fire and rolling smoke; the rest entire
  Shone with a glossy scurf, undoubted sign
  That in his womb was hid metallic ore,
  The work of sulphur. Thither, wing’d with speed,
  A num’rous brigad hasten’d; as when bands
  Of pioneers with spade and pickaxe arm’d,
  Forerun the royal camp, to trench a field,
  Or cast a rampart. Mammon led them on,
  Mammon, the least erected Spirit that fell
  From Heav’n; for ev’n in Heav’n his looks and thoughts
  Were always downward bent, admiring more
  The riches of Heav’n’s pavement, trodd’n gold,
  Than aught divine or holy else enjoy’d
  In vision beatific;
  So you’ve been tested in the crucible of direst peril and won wealth as seems beyond the 
  wildest dreams of mortal man. And now against unfeasible odds you’ve dragged it forth by the 
  exercise of will and cunning and the expenditure of blood and magicks and by the favour of 
  the gods. Here on the sunlit surface world you expect reward, staggering under the weight of 
  booty and wounded comrades, going back to town. Thinkest thou thy trouble done?
  Matt Dance (order #7020627)
  
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  17. Trumpets sound and bells toll and gleaming in gorgeous panoply of glory everlasting comes 
  an embassy of the Utmost Pontificate of the Ineffable Truth. Pale choristers step lightly through 
  the mud and upon their heels one comes clothed in the raiments of sainthood riding a brindled 
  nag. She accepts graciously the offer to sacrifice wordly cares to the construction of a new 
  cathedral upon this spot. Clad in light and thunder comes an angel in her wake.
  9th level cleric +2d100 in entourage + unpredictable angel. Demands: All wealth and perpetual 
  devotion to the Truth.
  18+. It seems that one has followed ever since we came out of the hole. A little man, gnarled 
  and hunched.
  1 dwarf. Demands: Your money and your life, and roll again.
  Additionally it needs to 
  be restated that all 
  treasure carries with it 
  the threat of avaricious 
  dwarfish claim: 1% per 
  hundred groats plus 
  20% per special item, 
  this is in addition to 
  other claimants.
  Yes, I am a bastard and 
  I think this is how it 
  would be. Tolkien was 
  right.
  13. A wheedling, reedy and peevish reeve of the ward comes bearing documents signed and 
  notarized by bonnet-lairds and burgomasters decreeing the immediate forfeiture of one half of 
  all that has been borne out of yonder hell-gate, citing fees and tarriffs and tolls payable. Seven 
  sneering horsemen accompany him of grim aspect and loaded crossbows.
  7 Horsemen & 1 Reeve appear. Demands: half of all treasure, The horsemen are 1st-level fighters.
  14. Painted blue and black, dark-eyed and tall comes a heathen warband thirty-strong. There 
  seems to be a degree of acrimony amongst them regarding whether outright murder be the 
  truest way but a sallow and sardonic bard among them comes forth to declare the land and its 
  underworld theirs and their chieftain’s by right and bloodline a hundred generations deep. All 
  goods and chattels are to be seized immediately and all saintish priestlings shorn of hair and 
  ears or the land will drink of thy drenching gore. 
  31 men. Demands: 100% of everything + d8 dmg to clerics, 30 Heathens plus 2nd-level leader
  15. Thunderously presaged by echoing hoofbeats comes a troop of heavy cavalry in rusted 
  harness and bearing heads on pikes and such other grisly trophies of long campaign as are 
  accumulated by those men to whom death and killing are a daily chore. They declare 
  themselves outriders of a vast and terrible vanguard on the march to unseat an apostate 
  demon-king from his ghastly throne and do vengeance to the night and all her legions. This 
  crusade is imperative and it is hungry. 
  Demands: 100% of all treasures or 80% +  joining the crusade, 20 3rd-level fighters plus 10,000 
  more soldiers on the march
  16. A huffing little herald and his dangerously slouching bodyguard come to declare each of 
  the party newly granted title and demesne in the name of the Emperor (in far-flung, squalid 
  and untameable districts) in recognition of their efforts in beating back the enemies of all. Of 
  course, the Empire requires ongoing pecuniary recompense for the building of roads and 
  aqueducts and the garrisoning and outfitting of troops.
  These titles are;
  The Baroness Impecuniary
  The Underking of the Blodsea
  The Landgrave of Kettlesprechen
  The Laird Grootmanke
  The Marquess of Netherclough
  Implacable Intransigent of the Erstwhile Fletches
  etc.
  Demands: 90% of treasure plus the same amount quarterly in perpetuity, the titles are worthless and 
  potentially hazardous.
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  hoW many coins in a chest?
  For purposes of calculation, due to impurities, all coins weigh .1 pounds, have a diameter of 1.5 
  inches, a thickness of .1 inch, a volume of approximately .18 cubic inches, and a specific gravity 
  of 15.66. These values give you 4 loose coins to the cubic inch. A cubic foot can hold 
  approximately 6400 coins. Containers (excepting chests) can not hold their maximum physical 
  capacity of weight in solid mass. Items will hold more then their listed capacity of weight, but 
  any attempt to move them when they are overfull, will cause them to rip, tear, crack and break. 
  There is no issue with changing this to 50 or 100 coins to the pound. If this is the case, assume 
  proportionately smaller and less dense coins. 
  hoW much can i carry?
  Human beings can carry a lot, for a long time. Many 
  systems use a weight by stone or Strength 
  encumbrance slot system, that make this question 
  easier to answer. However, if you’re using the 
  traditional weight system, the important questions to 
  answer are, “What is in my hands?” and “What bags 
  can I attach to my body?”
  A character can wear one backpack, one large belt pouch and four small belt pouches. or two 
  large belt pouches and two small belt pouches. More large belt pouches will make it too 
  difficult to walk. An animal has similar restrictions on saddlebags (one large and four small, or 
  two large and two small). Carrying sacks, chests, boxes, etc. require free hands. One hand for 
  a sack or two for a box, trunk or chest. Note that if things are being carried in the hands, 
  torches and weapons cannot be held. 
  “Mules and dungeon carts can carry 
  about the same load—say four cubic 
  feet, around 200 pounds—and are 
  guaranteed to attract monsters and 
  get in the way. I LOVE it when they 
  are used!” - Gary Gygax August 23, 
  2007
  ENCUMBRANCE, STORAGE, AND WEIGHT
  hoW much can i carry?
  A great deal of the value in some campaigns (hexcrawl, megadungeon) for providing unique 
  treasure is forcing the characters to find ways to transport it back to safety. Valuable potable 
  items (Gems, Jewelry, and Magic Items) are most rare. Certain devices exist to assist 
  adventurers with moving treasure. How much can these reasonably carry without becoming 
  useless? These containers may be able to physically hold more, but will tend to fall apart if 
  overloaded.  All weights are in pounds. Numbers to the right of the slash indicate maximum 
  loads.
  Container Capacity
  Backpack
  40 lbs.
  Pack Ape
  200/400 lbs.
  Small Belt Pouch
  10 lbs.
  Brown Bear
  300/600 lbs.
  Large Belt Pouch
  20 lbs.
  Camel
  400/600 lbs.
  Sack, Small
  10 lbs.
  Dog Sled
  300/600 lbs.
  Sack, Large
  40 lbs.
  Donkey
  150/250 lbs.
  Saddlebag, Small
  25 lbs.
  Elephant
  500/1,000 lbs.
  Saddlebag, Large
  100 lbs.
  Horse, Draft
  400/800 lbs.
  Box (per cubic foot)
  20 lbs.
  Horse, Light War
  300/500 lbs.
  Trunk (per cubic foot)
  60 lbs.
  Horse, Medium War
  400/650 lbs.
  Chests (per cubic foot)
  650 lbs.
  Horse, Heavy War
  500/750 lbs.
  Ship (per ton)
  100 lbs.
  Horse, Wild
  300/600 lbs.
  Cart, Small
  400 lbs.
  Mule
  500/750 lbs.
  Cart, Large
  600 lbs.
  Pony
  200/300 lbs.
  Chariot, Small
  400 lbs.
  Ram, Giant
  250/400 lbs.
  Chariot, Large
  550 lbs.
  Sheep 
  25/50 lbs.
  Wagon, Small
  850 lbs.
  Yak
  225/350 lbs.
  Wagon, Large
  1,200 lbs.
  Wagon, Large, 2-4 
  Horses
  1,500 lbs.
  hoW come a cart can’t hold as much WeiGht as a chest?
  Chests are specifically designed to hold large amounts of treasure. They are often small, metal 
  banded, and reinforced with steel or iron at the corners and other key points. A chest is not a 
  box or trunk. A cart is essentially a wood pallet over an axle - load up a small cart with more 
  than 400 pounds and you’ll start to put strain on the structure. The values for small carts are 
  quite generous considering historical norms. You can overload these if you’re willing to deal 
  with wooden wheels falling off or damage to the axle.
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  INTERESTING TREASURE
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  ON MAGICAL +1 SWORDS
  Swords should feel magical.
  BlackthumB
  This shortsword appears to have a metallic green blade that quickly darkens to black as it 
  moves towards the tip. Vegetation and plants near the wielder curl, rot, and wither as he 
  passes by. It can be stuck into earth to salt the soil, and does triple damage versus plants and 
  vegetative creatures. It has a scabbard made of stone and set with a single opal.
  fearflame
  This longsword is scorched and blackened. It is unwieldy and heavy making it somewhat 
  difficult to use with one hand. The blade appears to constantly weep some sort of thick viscous 
  substance. This substance with a modicum of effort can be set aflame by taking 1 round. When 
  aflame, the blade does an additional 1d6 points of damage to targets, and on a roll of 6 or if 
  the target is covered in oil, may set the target aflame. The blade is unharmed by this flame, but 
  it provides no protection to the wielder, who takes 1 point of damage per round the sword is 
  aflame, as well as taking 1-6 points of damage from fire on a roll of a ‘1’ to hit in combat.
  alchemist’s friend
  This short blade always appears immaculate and new. The round pommel of the sword 
  unscrews. and there is space for up to 3 doses of any alchemical reagent to be placed within 
  the sword. Once placed within the sword, the user may either have these alchemical items be 
  triggered on a successful hit, or, can attack any target they are in melee with the reagent at no 
  danger or penalty. This attack is with the alchemical item itself, usually requiring only a touch 
  attack versus the target, as opposed to having to bypass the armor class of the target (as the 
  effect triggered on a successful hit must accomplish).
  cat’s claW
  This short blade has a green cast to its metal. Anyone who wields this weapon for a substantial 
  amount of time finds their pupils becoming more and more vertical. When drawn and held 
  forth, the wielder can see in the dark up to 120'. Also the blade is light and agile. Any hit that 
  exceeds the targets armor class by 4 or more allows the user to immediately attack again once 
  per round. The weapon is too light to take advantage of a high Strength, Strength provides no 
  to hit or damage bonuses with this weapon, though any bonuses to Dexterity do provide a 
  bonus to hit and damage.
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  spear of force
  This is a Wizard weapon. It consists of no more than a 9" piece of arcane-wrought silvered-
  steel cylinder. When the command word is said (Munder-Ca, death lance in the old arcane 
  speech.) a 8' glowing shaft of force with a sharp point springs from the steel. This force is cool 
  to the touch and unbreakable. The tip is quite sharp and any wizard may use this weapon as if 
  he is proficient with it.
  orcish maul
  Yugish the smith of the bloodtooth clan forged this mighty maul. Those who chant the battle cry 
  of death to their enemies deal devastating blows. Each time the player is able to shout the 
  battle cry (TORK! TORK! TORK!) from the moment the damage die leaves their hand till it stops 
  rolling, can add 1 point of damage to the attack. They must yell this quite loudly, and there is a 
  1% chance per yell that their voice goes out for 2-24 hours.
  dWarven hammer
  This well-balanced hammer has the screaming face of a dwarf at the top, with arms going out 
  to either side, the heads of the weapon are the dwarf’s fists. When wielded by a dwarf it is 
  light and agile, granting a +1 to hit and damage, but it may also be thrown to do double 
  damage. The weapon need not be retrieved. There is a 25% chance per melee round that the 
  hammer returns to its scabbard, a golden ring that the hammer hangs from.
  BoW of Brilliance
  This shortbow is made from golden wood. It is unstrung. When drawn as a normal bow, it 
  produces a bowstring and arrow made from light. This missile is fired with no bonus from 
  strength to damage. It does normal damage, and it will also affect incorporeal targets and 
  targets only affected by magical weapons.
  daGGer of knives
  This appears to be a normal steel dagger. Along the blade are etchings of many blades. When 
  used in melee it functions as a normal dagger. However when thrown it exhibits its power. The 
  first time it is thrown, the dagger separates into two translucent knives. Each makes a separate 
  to hit roll. On each successful hit, each knife does 1 point of damage plus the relevant statistic 
  bonus (usually Strength for thrown weapons), and reappears in the wielders hand at the start of 
  the next round. Each additional time the same person is targeted, an additional split occurs, 
  granting an additional translucent dagger and to hit roll. The second time you throw at a 
  target, you roll to hit 3 times, etc. To a maximum of 6 knives. This weapon may be drawn and 
  thrown as a single attack.
  stinkshaft
  When wielding the sword, you smell like garbage. The scabbard is some kind of plastic sack 
  filled with filth. Any wound you cause with this sword has an 80% chance of getting a nasty 
  infection. Anyone who engages you in combat must save versus Poison or become weak and 
  nauseated, receiving a -1 on rolls and armor class for every round they engage you in combat. 
  Leaving the sword behind, attempting to hide the sword, or using perfumes and magic to mask 
  the scent does nothing. This affects all your social interactions providing a substantial penalty.
  temper’s edGe
  This sword pulses red when drawn. The wielder receives a penalty to Wisdom and becomes 
  extremely argumentative. They find themselves believing that people are plotting against them, 
  and start developing plans to murder or destroy people and things around them. They don’t 
  take action on these feelings, recognizing them as abnormal, but their patience is extremely 
  limited. During any encounter where the reaction is indifferent/neutral or worse, the bearer 
  must roll a saving throw versus Paralysis to avoid attacking. Once combat begins, the sword 
  glows and pulses red granting both an extra attack and a +2 bonus to damage against all 
  targets.
  ON MAGICAL +1 WEAPONS
  It’s not only swords that need the +1 love. 
  studded stunner
  This mace is notable because the ball that the rounded metal studs are attached to is invisible. 
  It is also known as Sharak-mok in dwarven low speech, as the weapon is of dwarven make. 
  When striking an opponent, a bright burst of light is released from this invisible ball with what 
  sounds like a clap of thunder, causing all low intelligence and lower creatures to immediately 
  make a morale check. On a critical the target hit by the mace must save versus Paralyzation or 
  be stunned for a moment, losing their next action. The mace is quite heavy, doing +1 damage 
  for those who can effectively wield it.
  scythe of Blood
  This is an ancient weapon, looking tarnished with use. It appears as a normal scythe, except in 
  the hands of a druid. When held by a druid it appears rich in color and vibrant, rather than an 
  ancient relic. Anyone struck by this weapon when wielded by a druid continues to take a point 
  of damage from bleeding every round. This blood flies through the air and into the scythe 
  which then grants that hit point to the druid. The bleeding and hit point absorption is 
  cumulative. When worn by a druid it is always mistaken for a tool and never a weapon.
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  Points of the Black Hand can never be removed, but if you’ve given the sword up, you might be 
  able to have the social reaction roll penalty temporarily suppressed.
  If you ever see a man or woman slouching in some corner of the tavern, with a midnight hand 
  gripping their cup of grog, know that their hand once touched true power, and then fell away.
  the mountain sledGe
  Two-handed warhammer, forged from a single piece of cobalt.  It is unadorned, except for a 
  shallow-relief sculpture of an elephant’s face on each side of the hammer’s head.  It’s long haft 
  is wrapped with a single strip of dragon leather.  If the leather is unwrapped, runes on the haft 
  tell the story of the weapon’s forging, as well as the spell Transmute Rock to Mud.
  If the leather is wrapped properly around the haft, according to the original knots and 
  overlaps, the Mountain Sledge grants the wielder a +1 to AC.
  Once per day, it can cast a very dramatic version of Knock by smashing open a door or portal.
  If it’s bearer ever kills a dwarf or is complicit in the murder of a dwarf, it will increase its weight to 5 
  tons, fall the ground, and refuse to allow itself to be picked up until either (a) the wielder atones for 
  their crime, or (b) a dwarven earthpriest appeases it with apologetic rituals and sacrifices of gems.
  When an adventurer finds the Mountain Sledge, odds are good that the leather won’t be 
  wrapped around the haft properly (although it might look impressive and orderly).  It might be 
  a whole second ordeal to find a dwarf who can teach you the proper way to wrap it.
  the fountain of infinite Gore
  Huge square greatsword, actually a giant’s cleaver with the handle replaced.  Heavy blade 
  with a triangular cross-section.  Red string is wound tightly around the tip of the handle, and a 
  golden ring dangles at the end of a 6" length of string.
  If the target kills a creature, it immediately gets another attack against an adjacent enemy.  If 
  the wielder already has this ability (Cleave) and kills a creature, it makes its cleave attacks with 
  a +2 bonus.
  Every time the wielder gets a killing blow on an enemy with this weapon, the wielder must eat 
  a fist-sized piece of the creature before he/she goes to sleep.  Failure to do so means that the 
  weapon will forever be a +0 weapon in his/her hands unless the wielder atones by killing and 
  eating one of their companions.
  Currently in the possession of a mass murderer who lives in some capitol city.  There is a 
  tremendous bounty on his/her head.
  WEIRD SWORDS AND NOT-SWORDS
  By arnold k. of GoBlin punch
  So here are some flavorful magic swords and other weapons.  I envision them as +1 swords 
  with a few more bonuses and penalties, but they would also work well as +0 swords with 
  interesting abilities.
  No attempt has been made to balance them.  They’re just interesting magic weapons.  Most of 
  them have some sort of drawback in addition to some sort of bonus.
  sWord of White Wind
  Hilt and scabbard of red bamboo.  No cross guard.  Blade is invisible when at rest, but takes 
  on the appearance of milky fog when it is swung.
  Can “throw” wind, cutting things up to 30' away, though with a -1 penalty to the attack roll.
  Shatters on a natural 2.  To restore it, you usually need to wave it through some fog or mist.
  The Sword of White Wind is a travelling sword.  After you accomplish some great deed with it, 
  it will vanish, and you will never find it again.  It is found in legends and myths around the 
  world, in unrelated places and times.  Its true origin is a mystery.
  the Blacker hand
  Hilt of polished bone, ending with a monkey’s paw, gripping an onyx sphere.  Wide, 
  rectangular scabbard is ebony hung with small gold chains.  Blade is polished steel, with a 
  distinctive squarish point.
  Everytime you crit with the Blacker Hand, it deals an additional 1d6 damage.  If this was part 
  of mortal combat, you also gain a point of the Black Hand.
  1 point of the Black Hand = fingertips of sword arm permanently turned black, as if stained with 
  ink or oil.  10 points of the Black Hand (maximum) = whole sword arm stained black.  Other 
  physical traits accompany it as well: pale skin, black veins, clammy skin, lank hair, poor 
  posture, all breathing becomes hollow and empty-sounding panting.
  For every 2 points of the Black Hand, you get -1 vs disease and -1 to social reaction rolls. (Max 
  -5.)
  If you ever get 10 points of the Black Hand, treat the sword as a sword +2.
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  The homunculus will fall apart into an unrotted corpse and a sword after 1d20 days have 
  passed.  Alternatively, it can be ended earlier if the wielder reaches into the homunculus’ chest 
  and pulls out the sword.  (Only the wielder can do this maneuver).
  The Cup is currently in the collection of a noble dilettante, who has no notion of its powers, but 
  knows that it is extremely valuable.  And yes, the homunculi are unsettling.
  skullfucker
  One-handed axe with a 6" spike on the backside of it.  Made from alchemical lead, but with a 
  polished cutting edge that feels like steel (though it’s still lead).  Much heavier than its size 
  belies.  There is an insignia on the side of a stylized fat man contemplating a skull.
  Whenever it gets a critical hit, it does an extra 1d6 damage and the wielder gains that many 
  pounds.
  Counts as a +3 weapon against skeletons.
  Wielder sinks like a stone in any body of water unless they make a Strength or Swimming 
  check.  Curiously, other non-water liquids don’t have the same effect.
  Currently in possession of an obese ogre.  Not a special ogre.  Just an ogre on your random 
  wandering monster table.
  cloudstuff
  The blade of this longsword appears to be made of chalk, and is utterly weightless, although it 
  still has mass.  (Like, it carries momentum when you swing it, but if you put it on a scale it 
  weighs nothing).  The handle and cross guard are made from polished bronze, forged into 
  deeply ridged rectangles.  The scabbard is bronze-bound leather.
  While carrying Cloudstuff, the wielder becomes slightly sleepy (-4 penalty to save vs. Sleep).  If 
  the wielder is an elf, they lose their elven resistance to sleep, and require as much sleep as a 
  human.  It also takes them an extra turn to wake up. While asleep the wielder is immune to 
  harmful spells that target them specifically. Enemies struck by Cloudstuff grow sleepy (-4 
  penalty to save vs. Sleep). Enemies that suffer critical hits by Cloudstuff fall asleep.
  If Cloudstuff is every buried up the hilt in soft white sand or powder (at least 60lbs) it will softly 
  hum, and speak aloud the dreams of all nearby sleeping creatures in a woman’s voice.
  Thought to be lost.  If found, the Monastery of Dreamers has offered an immense reward for it’s 
  safe return.  The 600 monks of the Monastery of Dreamers are all perpetually asleep, but if 
  you return the blade, a dream will tell you where to find your reward.
  God’s tonGue
  One-handed mace made from some unknown alloy by some unknown means.  Near the 
  handle, it appears to me made of pure silver. But near the tip it appears to be pure gold, with a 
  blending of the two metals in between.  The actual head of the mace, with its crushing flanges, 
  is hardened steel.
  If dropped, the weapon will hover an inch off the ground.  Dirt, grime, and blood will fall away 
  from it.  It is forever gleaming and clean.
  Sheds light twice as bright as any torch, but only when there is no other light source.
  If banged on the wall of a man-made building, the room will be filled with the sounds of hymns 
  and chanting, as if the room itself were a bell extolling God’s greatness.
  -4 penalty if used against an unarmed humanoid or a disarmed anything.  
  -4 penalty if used in a surprise attack.
  After Warlord Gutspill capturing the holy weapon, he exposed it to all sorts of humiliations, 
  mostly involving squalor and the murder of innocents.  He ceased that practice when he 
  realized that he couldn’t defile it permanently, and also it was giving him nightmares.  Now it 
  lays locked in a chest filled with feces on the lowest level of his dungeon, while he thinks of 
  something better to do with it.
  the cup of flesh
  This is an ostentatious rapier.  Intricate, organic sweepings of polished steel shield protect the 
  wielder’s hand.  A round, pink tourmaline is set into the front of the crossbar.  The scabbard is 
  soft, pale leather decorated with a pattern of leaves.  Examination reveals naked, dancing 
  women among the leaves, along with vaguely phallic clusters of grapes.
  If plunged into the heart of a dying humanoid that it previously wounded, the victim will die 
  and the sword will be “slurped” inside the victim’s body.  The two will combine into a full size 
  humunculus of the humanoid.
  Treat the homunculus as a level 1 version of the original creature with 6 in all of its physical stats 
  and 10 in all of its mental ones.  Beneath it’s (unscarred) skin it has no flesh nor blood, but rather 
  a homogenous, pink paste.  It looks exactly like the original humanoid, but is a middling actor 
  at best.
  The homunculus cannot speak.  The homunculus cannot stop smiling.  The homunculus cannot 
  disobey an order given to it by the wielder (the last person who wielded it).
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  the silken sleeves of slauGhter
  This is a silk robe, dyed blood red.  The sleeves are extremely long, and hang past the hands, 
  down to the knees.  The outside is plain, but the inside reveals a subtle motif woven with 
  orange threads: a nightingale swallowing a fox.  Small, jingly, bells hang from the hem.
  •	The wearer falls no more than 60' per round (slow enough to negate fall damage) and can 
  glide 3x as far horizontally as they fell vertically.
  •	Whenever the wearer takes piercing or slashing damage, they take an additional 1 
  damage as the robe drinks their blood.
  •	The wearer can attack as if with a whip, with a 15' range.
  •	The wearer can attack as if with a scimitar, with normal melee range.
  •	The wearer can yank unattended items into their hands from 15' away.
  •	The wearer can grab an attended item (such as a wielded sword) from up to 15' away with 
  a successful attack roll.  Although the sleeves are not strong enough to fully disarm the 
  person, they can hold the sword arm immobile until someone cuts the sleeve (automatic) or 
  lets go of the weapon.
  •	Cut sleeves regenerate immediately.
  •	The wearer cannot wield other items in their hands.  If the sleeves are bound around the 
  biceps or something, they stop being magical.
  hunGry teeth
  This is a set of six white, ceramic daggers.  They don’t look like daggers because they have 
  rectangular blades, but their enchantment allows them to work perfectly effectively despite 
  their weird shape.  The handles are made from yellow bone, and in the pommel of each is a 
  single rune letter.  It is said that there are thirty Hungry Teeth in all, and if they are ever all 
  assembled together, the rune letters will spell out his secret name.  At night, the daggers can be 
  heard rustling and clinking, all by themselves.
  •	When they deal damage, the wielder can choose to leave the dagger embedded in the 
  target and draw another hungry tooth for free.  A creature with multiple daggers in it can 
  remove one as an action.
  •	Each dagger does +1 damage for every other dagger currently in the target.  So if a target 
  has 4 daggers stuck in it, additional dagger attacks do +4 damage.
  •	If at least 3 daggers are stuck in a single foe, all critical hits automatically cut off a hand or 
  a foot (50% chance of each).  The appendage disappears from existence, and the sound 
  of chewing is heard/felt.
  •	 If at least 5 daggers are stuck in a single foe, all critical hits automatically cut off its head 
  (as vorpal).  The head disappears from existence, and the sound of chewing is heard/felt.
  •	Disappeared hands/feet/heads reappear that night, when the wielder of the Teeth vomits 
  out the pulped remains.
  MAGIC WEAPONS AGAIN. MAGIC WEAPONS AGAIN?
  By arnold k. of GoBlin punch
  trollhammer
  This is the severed hand of Ungus the Mountain, a great troll of great size and ill repute.  It has 
  been affixed to a 6' metal pole.  It can be wielded like a magic two-handed warhammer.  It 
  looks like one of those Incredible Hulk toy hands.  It wears a simple-but-large gold ring (worth 
  100 gp).  The Trollhammer will resist the ring’s removal, and if it is ever truly taken from the 
  hand, it will attack and must be beaten into submission (treat as 3HD creature).
  •	It cannot be used to deal damage to anything that is or is holding, fire or acid.  It shies 
  away.
  •	Drinking green blood from the hand will allow you to heal rapidly.  Over the next hour, you 
  will heal as if you had rested for a full night.  However, you will also need to eat 3 days 
  worth of rations during that time or suffer starvation as normal.
  •	The hand responds to several commands.  “näve” = fist, and while the hand is making a fist, 
  it can be used as a warhammer.  “grepp” = grab.  “krossa” = crush.  “öppet” = open.  It 
  has the strength of a normal troll.
  •	 If the Trollhammer is ever dropped or left unattended, it will try to scurry away.  However, if 
  the wielder has been killing dwarves, the trollhammer is content to remain.
  GoBlin Buzz-saW
  It’s pretty obvious that this is a goblin weapon.  This is used to cut down the huge, spongy 
  mushrooms that clot the sub-verdant byways of the deepest cryptocologies. 
  This is a two-person weapon.  It takes two people to use it properly, and it counts as a 
  2-handed weapon for each of them (it’s sort of a 4-handed weapon, y’see).  One person 
  swings the front part, and the other turns the crank.  When fighting, it goes on the slower 
  initiative count of the two wielders.
  •	On a natural 1, it deals 1d6 damage to you (in addition to normal fumble fuckery).
  •	It does 2d8 damage on a hit.
  •	The person in front contributes their Str and attack bonuses to the attack roll.  The person in 
  back contributes their Str and other bonuses (if applicable) to the damage roll.
  •	Extra damage “rolls over” to an adjacent enemy.  So if you deal 9 damage to a creature 
  with 5 HP, you can make another attack roll against another adjacent enemy which will 
  deal 4 damage on a hit, with its own chance to roll over.
  Matt Dance (order #7020627)
  
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  ON A MAGICAL SHIELD
  A shield provides protection, but it can do so much more.
  arcane Band
  This is a golden bracer worn on the forearm. It appears to be covered in some sort of flexible 
  transparent tube, surrounding the entire bracer out to a few millimeters. When worn, a floating 
  disc of translucent purple force surrounds the wearer providing protection as a basic shield. 
  This operates independently of wearer action allowing even those unskilled with shield to 
  receive the armor bonus.
  hypnosis shield
  As an action the shield bearer can activate the shield, turning the black and white spiral on the 
  front. All who see the shield and fail a save versus Paralyzation fall motionless, captivated by 
  the shield. Any who fail the save will take no action other than following the shield-holder at 
  half their movement speed. Any attack against the targets, obvious danger presented to the 
  targets or a successful attack against the shield-holder will snap them out of their reverie.
  throWinG shield
  The shield appears to be a regular shield with a series of concentric rings of red and blue 
  surrounding an astral star. On any round in which you miss with your primary melee attack, you 
  can throw your shield at a nearby target, though not at one you are in combat with. On a 
  successful hit, the target takes 1d4 damage and must save versus Paralyzation or be knocked 
  prone. The shield then returns to your arm immediately.
  shield of terror
  This shield has the face of a man. Once a day the face may come alive and yell at the 
  opponents. This can have one of three effects. The yelling can cause an immediate morale 
  check. This carries no cost. The other options are the face can become hideous and terrifying, 
  casting fear at your opponents, but the cost is drained from your life force. You take 1d4 
  damage for each creature affected by the fear (all targets in a 200 degree arc in front of the 
  shield out to 30') You must also make a save versus Death or permanently lose a single hit 
  point. The final ability of the shield is to shout. All targets in a 30 degree cone out to 30' take 
  2d8 points of sonic damage and fragile objects must save vs Crushing Blow or be broken. 
  However the user retains a ringing in their ears, causing total deafness for an hour, and a 
  penalty to their hearing of -1 for the space of 24 hours. This affects surprise rolls, listen checks, 
  and can cause spell failure.
  No matter which effect is activated by the Shield of Terror, it can only be activated once a day.
  Ballista arroWs
  These arrows have a blue spiral painted along their length.  Once fired from a bow, they 
  transform into full size ballista bolts.  Velocity is conserved.  This doesn’t increase the range or 
  accuracy. They deal 3d6 damage.
  the first Weapon
  It’s sort of a conical rock, well-suited to fit in the hand as a small club.  The top has been 
  daubed in ochre, and a few balls of dark stone are embedded in the surface, like peas floating 
  to the surface of porridge.  It’s possible to glance at it and not realize that it’s a weapon.  Treat 
  it as a club.
  •	As long as the wielder is not wearing, wielding, or carrying anything else, the wielder gets 
  +5 HP, +1 to hit, +1 to damage, and +1 to saves.
  •	Whenever the wielder attacks something dumber (lower Intellegence), the attack is made 
  at +2 to hit and +2 damage.
  •	Whenever the First Weapon gets a critical hit, the wielder forgets all written language and 
  most spoken language for 1d4 days.  They can only speak in monosyllabic words 
  (probably quite haltingly).  Multiple effects of this penalty might cause the wielder to 
  become permanently regressed, at the DM’s option.
  the second Weapon
  This is a small rock, about half the size of a fist.  It has a few balls of darker stone embedded in 
  the surface and a ring of ochre has been drawn around it’s circumference.  It’s possible to 
  glance at it and not realize that it’s a weapon.
  •	Don’t bother making an attack roll when you throw it.  It never misses.
  •	It does 1d6 + Str damage, which is pretty damn good for a rock.
  Matt Dance (order #7020627)
  
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  heart of Blood
  This heart is contained in a crystal glass case. When placed on the chest, the red liquid inside 
  slowly drains until empty, at which point the crystal case also dissolves into dust, being absorbed 
  into the skin. The user is no longer subject to disease, illness, or any bleeding effects. They receive 
  a +4 bonus (or advantage) on any death spells or effects, and their aging slows to 1/10th its 
  normal rate. They also regenerate 1 hit point a minute. The heart prevents any sort of protection 
  from scrying for operating. In addition, their blood works as a healing elixir, curing disease and 
  reducing aging by several months when drunk, as well as producing an overwhelmingly positive 
  feeling of well-being. It is also highly, highly, addictive, causing addiction after the first use and 
  dependence soon after. The people who are denied this substance will go to any lengths to 
  acquire it. This can be used to control people who become dependent on it, but there are no 
  cases in which it has not been known to backfire. Upon the users demise, the body turns to red 
  liquid, which then fills a crystal heart in the location of their corpse.
  crystal heart
  This is a heart of reflections and illusions. Any single illusion the caster performs that require 
  concentration to function can be assigned to the heart. For example, an illusionist could cast 
  two spells requiring concentration. Once a day the user can cast Mirror Image. Once a week 
  the user can cast Vanish (Use the heart to create an illusionary double of the caster in reaction 
  to an attack or at will, and turning the caster invisible). Any illusions cast by the caster have 
  their saving throw difficulty class improved by 2 OR provide a -2 penalty to the targets save. 
  The user also gets a +4 (or advantage) bonus on all deception rolls.
  The experience of bearing the heart is difficult. Reality seems to fluctuate, and often the user 
  gets glimpses into the shadow and ethereal plane. They become paranoid and isolative. They 
  begin to become uncertain about what is real and what is not. When killed the user turns to 
  crystal which crumbles, leaving behind only a crystal heart.
  fire heart
  This heart provides resistance to fire. Any spells you cast ignore the fire resistance of the target, 
  and cause immune targets to be considered resistant. You become vulnerable to cold. Also, 
  you become impassioned. You find it more difficult to stay calm, you mind often fixating on 
  anything upsetting causing you to become angry. You find it difficult not to lash out at people 
  and eventually become more and more chaotic. You must succeed at a DC 10 Constitution 
  check in order to get enough sleep to prepare/regain spells during a long rest. If you cannot 
  cast spells, you gain the ability to cast Fire Bolt at will as a ranged magical attack using 
  Intelligence if you don’t have another casting stat, Burning Hands 3 times and Scorcher once. 
  (Concentration up to 1 minute, 20' line of fire, does 5d8 damage to first target and 3d8 
  damage to all other targets, Dexterity save for half). These uses refresh after a long rest (or 8 
  hours of sleep).
  shield of toWers (coWard shield)
  This is a normal small metal shield in the shape of a square. If the wielder kneels, and tries to 
  cover their body with the shield a strange yellow force extends out from the edges of the 
  shield. It produces a barrier slightly larger than a tower shield, providing full cover to the 
  person “cowering” and one additional person. The wielder can take no other action other than 
  “cowering” or the effect disappears.
  shield of utility
  This is a normal large metal shield with the image of a large pillar on the front. When set out in 
  front of the user facing down, it floats within 5' of the wielder about 4' off the ground. It can 
  hold approximately 200 pounds. As the magic user spell floating disc.
  ON MAGICAL HEARTS
  These hearts replace your actual heart, and are used by placing them over the bare chest of 
  the subject. After an extremely painful minute, they replace the owners actual heart. Only one 
  heart may be used at any time. Often the hearts cause a death effect that prevents raise dead 
  from functioning.
  It is a serious thing to consider replacing your heart with magic.
  heart of Glass
  This heart is a mixed blessing. The user will automatically fail any saves versus any mind-
  affecting spells or enchantment effects, but all targets of the users spells must save at -4 (or 
  disadvantage)
  heart of iron
  This heart is a great boon to warriors, but robs them of their essential nature. Anyone 
  possessing this heart gains and additional 2 hit points per hit die and a +4 (or advantage) to 
  saves versus Poison or anything affecting the body (including death checks). In addition, the 
  time the wearer can hold their breath is tripled. However, their weight increases by +50%, and 
  over time their alignment shifts towards neutral evil as they slowly lose the ability to empathize 
  with those around them. Other people’s problems and concerns seem more and more 
  meaningless in relation to the users as each day passes, and his own needs seem more and 
  more important. When the bearer dies, their body turns to iron, from which the heart can be 
  extracted.
  Matt Dance (order #7020627)
  
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  3.) Rose Arrow.  Charm effect on the target (remember the -2 penalty to the effect for combat).  
  Faeries of fond of them.  Red fletching, green wood.  Turns into a rose upon a hit.
  4.) Arson Arrow.  Ignites when nocked.  Splashes a small amount of lamp oil on a hit, so it just 
  doesn’t do extra fire damage, it also makes sure that you’re on fire.
  5.) Loyal Arrows.  Can steer this arrow with whistling.  Among other things, the first time this 
  arrow misses, you can whistle to make a second attack roll.
  6.) Armada Arrow.  When fired, splits into 6 different arrows.  Make 6 different attack rolls, each 
  with a -2 penalty.
  7.) Exploding Arrow.  Explodes with a 5d6 fireball wherever it hits.
  8.) Messenger Arrow.  Whisper a message into the fletching.  Whatever is struck receives the 
  message in their mind.
  9.) Twin Soul Arrow.  Splits into two arrows when fired: one mundane arrow and one incorporeal arrow.
  10.) Smoke Arrow.  Disintegrate after striking, leaving no evidence.  All who witness the arrow 
  must then save or forget that they ever saw it.
  11.) Rat Arrow.  Actually a mutated rat, not an arrow.  On a hit, begins gnawing the target for 1d3 
  damage per turn until the target spends an action yanking it out.
  12.) Gregarious Arrow.  Can automatically hit any location where another gregarious arrow is lodged.
  13.) Phantom Zone Arrow.  A target hit by this arrow is removed from the universe for 1d6 rounds.
  14.) Snake Arrow!  It’s a snake.  It bites.  It’s poisonous.  Even works if the target catches the arrow!
  15.) Frog Crotch Arrow.  Never misses a rope.  Does double damage to amphibians.
  16.) Humanbane Arrow.  Double damage against humans.  If it kills a king or leader, their castle 
  will fall down.
  17.) Bird Arrow.  Imitates a birdcall of your choice when fired.  It it hits a bird, it will painlessly 
  remove feathers from the bird, suitable for use as fletching.
  18.) Coffin Nail Arrow.  Ignores armor.  Can pin small targets to the wall if they fail a Constituion check.
  19.) Silver Arrow.  It’s made of silver.
  20.) Cloud Arrow.  Creates 20' diameter cloud on impact.
  21.) Shadow Arrow.  Must be fired at target’s shadow.  Deals 1d6 Charisma damage and 
  immobilizes target (pins their shadow to the floor) until the arrow is removed.
  22.) Light Arrows.  Create a light effect where they hit.
  23.) Sun Arrows.  Create a daylight effect where they hit.  If fired into the sun (AC as unarmored) the 
  ambient light will increase in the area, as the sun shines brighter.  If fired into the moon, the moon 
  will shine as bright as the sun for 10 minutes.  (The effect is only local, say within a 1 mile diameter.)
  24.) Grappling Hook Arrow.  On a hit, conjures a rope, one end looped around your bow hand, and 
  the arrow turns into a grappling hook lodged into whatever you hit. Yes, you get to keep the rope.
  25.) Talking Arrow.  Roll up a personality like a hireling.  Knows lots of interesting things.  Wants to be fired.
  26.) Ice Arrows.  Can extinguish a torch simply by passing near it, or hitting the person carrying 
  it.  Sometimes used by drow or gretches.
  27.) Infinity Arrow.  No range penalty.  Must still have line of sight.  Length of arrow seems to 
  change each time you measure it.
  28.) Holy Arrows.  Create a light effect where they hit and deal double damage to undead + demons.
  29.) Deathstroke Arrows.  Does normal arrow damage.   If the target has 2d6 or less HP 
  afterwards, it dies.
  ice heart
   You become immune to compulsions and mind-affecting effects. You become immune to 
  charm. You have resistance to ice. You are vulnerable to fire. The ambient temperature around 
  you drops by 20 degrees fahrenheit. Your alignment shifts towards neutral evil over time as you 
  become less concerned with the welfare of other living beings. You can create and shape ice at 
  will, requiring your focus and giving you a level of fatigue per every significant creation of ice 
  (i.e. 10’ x 10’ x 10’ cube in 1 minute). Going slower or reducing the amount of ice created or 
  used will reduce the fatigue cost.
  Black heart
  This heart is condensed evil. Once absorbed, the user becomes immune to fear, and their eyes 
  turn red, their hair black, and their veins turn black. Their blood is black and anyone attacking 
  them with a non-reach piercing or slashing weapon must make a DC 10 Dexterity (DC 14 
  Reflex) save or take 1d6 acid damage. The user gains +2 Strength and Constitution, above 
  normal human limits. Their alignment changes to Chaotic Evil instantly. The user gains 
  Darkvision and rolls intimidation checks with advantage. The user can also spit acidic bile on 
  one target within 10' once per day as a ranged attack. It does 2d8 damage per point of 
  proficiency bonus (2d8 per 4 levels).
  Note that several of these contain vague effects, such as shifting your alignment over time and 
  powerful effects that are loosely defined. This requires some discussion and agreement 
  between the Dungeon Master and the player about what works best for the game. Allowing a 
  specific use to avoid fatigue of the ice heart (such as using it to ride on a path of ice through the 
  air) should be worked out as specifics between the Dungeon Master and the player. Perhaps 
  one such effect can be gained per level or a few (or one in Pathfinder) could be granted by a 
  feat. Mechanical effects of some of the drawback are left up to individual Dungeon Masters 
  also. A player who’s unwilling to portray the change over time as the heart affects them is 
  probably not a good candidate for these magical items.
  ARROWS OF ZAO
  By arnold k. of GoBlin punch
  Each hunting party will have a leader.  The leader will have 1d6-2 (min 0) magic arrows with 
  her.  50% all same type, 50% all different. Back home, inventing magic arrows is a favorite 
  past time.  Huntresses trade them like baseball cards, and prize them highly.
  1.) Fire Arrow.  Ignites when nocked.
  2.) Headless Arrows.  Deal damage as if they were magic, but only damage things that require 
  magic arrows to be hit.
  Matt Dance (order #7020627)
  
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  D100 MINOR MAGICAL ITEMS
  By arnold k. of GoBlin punch
  All suitable for level 1 characters.
  1.) Wooden Spoon.  Carved with rune for “food”.  When tapped on an inert organic or semi-
  organic material (wood, dirt) it turns that stuff into edible foodstuffs, although it will be mushy and 
  unpalatable.
  2.) Amulet of Hope.  Shines as bright as a candle, but only when there are no other light sources.  
  Light points back towards dungeon entrance, vaguely.  Hums reassuringly when clutched, and 
  warms your hand.
  3.) Orphan’s Top.  Cannot be spun if there are any invisible undead nearby.  
  4.) Ring of the Adventurous Limb.  If worn on a hand, the entire arm will vanish.  It will return after 
  24 hours have elapsed.  Roll a d10: 1) tattoo on arm, 2) arm injured, 3) gained a ring, probably a 
  wedding ring, 4) ring missing, 5-10)nothing special.  It will have a similar effect on legs.
  5.) Dust of De-Appearance.  Can make things invisible, but wears off if the object moves, is 
  moved, or even wiggles a bit.  Best used on inanimate objects or people who can hold really, 
  really, still.
  6.) Paired Scrolls.  Whatever is written on one appears on the other.  Give players a 3" × 5" card 
  to write on, to limit how much they can write.
  7.) Statuette of Baal.  Can be “fed” gold to grow larger, adding to its.  Starts out the size of a 
  gold coin.  Becomes more complex as it grows larger, adds features and companions.  If grown to 
  the size of 100,000 gp, golden tablet reveals great secret.  (Does not create or destroy gold, just 
  absorbs it.)  If grown to 1,000,000 gp, it will come alive and try to take over the world.
  8.) Book of Epic Boredom.  When reading, save vs Sleep.
  9.) Black Cigarette.  When smoked, it creates a huge cloud of smoke and allows the smoker to 
  see through smoke and fog.  Can be smoked for 5 minutes (or 5 one-minute segments).
  10.) Colorthief’s Brush.  This paintbrush has a needle on the back.  If you prick something, you 
  steal all the color from it, but can later paint with those same brilliant colors (stored in the brush, 
  controlled by imagination).  If a book is pricked, it will steal the words.  The book can then be 
  reconstructed, but it takes a few days of writing for it to be recovered.
  11.) Sleeping Draught.  Sleep TWICE AS HARD for four hours.  You get a full night’s rest, but 
  cannot be woken up.  Unwilling targets get a save.
  12.) Love Potion.
  13.) Exploserous Carnelian.  When activated, begins to glow hotter and hotter.  Explodes like a 
  stick of dynamite after 1d2+2 rounds.
  14.) Mighty Acorn.  When thrown on the ground, immediately grows into a 20' oak.
  15.) Mechanical Torchbearer.  Follows the associated amulet, or whoever is wearing it.  Can hold 
  6 torches, and relight a new one as the old one burns out.  Looks like a mechanical spider, 5’ in 
  diameter.
  16.) Penguin tokens (1d6).  Summons an 80 lb emperor penguin.  On land, cannot do anything 
  except waddle to where you direct.  In water, can attack as a 1 HD creature.  Is destroyed/killed if 
  it takes any damage.  Reverts to a small (1") wooden token after 1 minute.
  30.) Screeching Arrows.  Screeches like a rutting harpy when fired.
  31.) Banshee Arrows.  Shrieks when fired.  All in a 50' cone in front of arrow subject to fear (as spell).
  32.) King of Arrows.  Once fired, any normal arrow that passes within 10' will change course in 
  order to land beside the king of arrows.
  33.) Secret Giant Arrow.  Doubles in size once fired in order to deal 2d6 damage.
  34.) Arrows of the Infernal Instructor.  If this arrow kills a target, you gain 100 XP.  If it misses the 
  target, you lose 50 XP, you memories drained away to feed the Abyss.
  35.) Traveller’s Arrow.  After firing this arrow, you teleport to the nearest safe spot adjacent to 
  where the arrow landed.
  36.) Acorn Arrow.  If buried in the ground, will grow into an oak tree overnight, and produce 
  enough acorns to feed 1d6 people.  Requires baking or grinding.  If shot into a treant, it must save 
  or turn into a mundane tree.
  37.) Bully Arrow.  Hits hard enough to shove an orc 20' back.
  38.) Black Arrow.  Does normal arrow damage +1 per target’s HD.
  39.) White Arrow.  Denatures any natural poison the target has inside its body (making poisonous 
  snakes non-poisonous).  If stabbed into someone’s chest (1d6 damage) like in Pulp Fiction, it’ll 
  cure any poison they are suffering from.
  40.) Eagle Arrow.  Turns into an eagle mid-flight and attacks the target.  Stats as eagle.  Lasts 1 min.
  41.) Slaying Arrow.  Does double damage against (d6): 1) dragons, 2) demons, 3) undead, 4) fey, 
  5) beasts, 6) orcs.
  42.) Chicken Arrow.  White-fletched.  Target must save or flee in fear.  If you sit on one for a full 
  minute, it’ll turn into a white chicken.
  43.) Evil-seeking Arrow.  Flies unerringly towards the most evil creature within range.
  44.) Gravity Arrow.  When embedded in a creature, that creature is affected as if the gravity 
  were +50% stronger.  Enough to slow them down -25%, but multiple arrows stack.
  45.) Wind Arrow.  When fired, the wind will blow in that direction for 10 minutes.  Other arrows 
  get -2 to hit in this wind.  Wind arrows are not affected by wind.
  46.) Immovable Arrows.  On a hit, target must save or be immobilized for 1d6 rounds.  As 
  immovable rod, except it affects the target’s center of mass.
  47.) Blood Arrows.  On a hit, this arrow converts some of the target’s blood into a new arrow, 
  giving birth.  Basically, for every arrow that hits an opponent, you can recover 2 arrows after 
  combat.  As soon as you roll a 1, all blood arrows in a “family” melt into sticky blood.
  48.) Queen of Arrows.  On a hit, target must save or be unable to use any type of projectile 
  weapons.  Basically, nothing that requires a ranged attack roll.  Lasts 10 minutes.
  49.) Phase Arrows.  Arrows pass through everything except flesh and bows.  Ignore all walls, 
  cover, and armor (except armor that is part of the creature, like scales, since those count as flesh.)
  50.) Skydoom Arrows.  When fired straight up (requires no ceiling within 200'), a rain of arrows 
  will fall, making 2 attack rolls against all creatures within 200' of the shooter.  Each arrow is +5 to 
  hit and does 1d6 damage.  If fired into the moon, there are 3 attack rolls per creature instead.  If 
  fired into the sun, the arrows are fire arrows, and each does an additional +1d6 fire damage.
  Matt Dance (order #7020627)
  
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  33.) Quiet Bell.  This 2" tall silver bell prevents all sound within 1'.
  34.) Palette of All Colors.  Contains 7 mundane palettes (ROYGBIV) and 1 color that is invisible to 
  humans.  If the invisible color is painted on a wall, it allows people to see through it.  Can paint up 
  to a 3' diameter spot, or 10 3" peepholes.  Penetrates no more than 6".  Getting it on someone’s 
  face blinds them.
  35.) Slimming Cone.  When touched to a creature, it instantly and harmless sucks out all the 
  excess fat from them, ejecting it onto the floor in a big mass.
  36.) Grass Whistle.  When blown, roll for a random encounter.  If the location has no encounter 
  table (some cities, maybe), the PCs will meet someone interesting who wants something.
  37.) Naiad-hair Ring.  50% cursed.  When worn, PC treats all water as if it had the consistency of 
  a gas.  (Don’t fall off a boat.)  Water is still unbreathable.
  38.) Ring of Swimming.  Wearer treats air as if it had the consistency of water.  You can “fly” by 
  swimming through the air, but the air is too thick to breath.  Other water penalties also apply.
  39.) Belt of Cat Imprisonment.  When laid on the ground, felines are compelled to sit in the center 
  of it.  As charm.
  40.) Endless Boots.  Cannot stop walking.  Will never tire from walking.  Cannot run.  Walk walk walk.
  41.) Spike of Woodland Suicides.  Sort of like a hunter’s trap.  When left in the woods, wild 
  animals will come and impale themselves on it.  A verdant forest yield 1d10 rations worth per day, 
  but must be moved daily.  Fey will fucking hate you, though.
  42.) Salt Block.  Any food you carry will never spoil.  Doesn’t have to be on your person.  Applies 
  to a captain and his ship’s cargo, for example.
  43.) Log of Alarum.  This 300 lb. log protects those who sleep with their heads against it.  If they 
  would be attacked in their sleep, the log has a 90% chance of waking them up (by making bird song).
  44.) Demonic Muffin.  When eaten, reverses your gravity for 1d6 minutes.
  45.) Everice.  Never melts.
  46.) Chest of the Mundane.  Anything placed inside it is covered with an illusion that makes it 
  look worthless and boring.  Currently holding 3 peridots worth 10gp each.
  47.) Boots of Devouring.  Cursed.  As soon as you put one on your foot it starts fucking eating you 
  like a garbage disposal.  Feeding it lots of booze causes it to vomit out everything in its stomache 
  (which may include some treasure).  
  48.) Fox-in-a-Bag.  Sleeps all the time.  As soon as it touches the ground, it will run around like 
  crazy.  Dex 18, AC as plate because of high Dexterity + foxy nature.  If you pick it up (good luck) it 
  will fall back asleep.
  49.) Feather of Bravado.  When placed in a hat, it points in the direction of the nearest deadly foe 
  capable of killing the PCs.  When placed in the bottom of one’s shoe, allows them to run slightly faster.
  50.) Gossip Cookies.  Each one contains either a random rumor from the most relevant rumor 
  table or “You will be killed by [random monster from most relevant random encounter table]”.  
  50% chance of each.
  51.) A small silver figurine that, when given away, will return to your pocket after 1d6 minutes.  
  The only way to permanently get rid of it is for the recipient to similarly give it away before the 
  1d6 minutes expire.   (Alternatively, the original owner could die.)  Yes, this is great for scamming 
  people.  Apparent value: 1d100 silver.
  17.) Saint’s Bones.  About the size of a cigar box.  Contains mandible + some carpals.  Will rattle 
  ominously when a lie is uttered nearby.
  18.) Amber Comb.  Any lightning attack within 10' is diverted to the comb instead.  If the comb 
  takes 6 or more damage (it is not immune to lightning), it shatters.
  19.) Chewed Bone.  When chewed, it fills the air with the smell of delicious fresh meat.  This is 
  strong enough to mask other odors.
  20.) Bottle of Light.  When swung overhead (a small chain is attached for this purpose) the bottle 
  absorbs ambient light.  Later, the bottle can be unstoppered to allow the light back out again.  
  Can hold up to 5 rounds of light.  Special properties of light are preserved: moonlight can induce 
  lycanthropy, for example.
  21.) Silver silk handkerchief.  3' on a side.  On the command word, it becomes as hard as thick 
  steel.  A second command word reverts.
  22.) Silver silk rope.  As above, except a rope.  25'.
  23.) Goggles of the Clown.  When worn, everything looks like a clown, and speaks in a mocking, 
  clowning voice.  It is very difficult to tell people apart.  You can barely tell a knight apart from his 
  horse (which appears as a four-legged clown).  In combat, you must make a Wisdom check every 
  round or lose track of which clown is which.  On the upside, you are immune to the beauty of 
  nymphs and the ugliness of catoblepas.
  24.) Vial of Nightshade.  When drunk, it puts the body into a deep coma and ejects the spirit.  
  You can now roam around, incorporeal, until you return to your body.  There is a 1-in-6 chance 
  each hour that some mishap befalls you (body possessed by outsider, soul lost forever, etc).  
  Coma lasts for 1d3 days.
  25.) Grinning Amulet.  Anyone who laughs—even a snicker—near this amulet must make a save 
  or laugh uncontrollably for the next minute.  Careful, it’s contagious—if a player laughs during this, 
  so does their character.
  26.) Trollwax.  Tacky and unpalatable.  Anything that tastes it must succeed on a check, or be so 
  disgusted that it cannot taste it again.  (Takes a week to fully leave the tongue.)
  27.) Cheater’s Coin.  When flipped, it will give whatever result the owner wishes.  This is not 
  limited to heads/tails—it can also give results of king, dragon, treasury, pilgrims, etc.
  28.) Boots of Independence.  When you remove these boots and fail to restrain them (put them in 
  a pack, etc) they will walk back the way they came, all the way back to where you first put them 
  on, with more-or-less the same cadence and sounds.  If you walked in a loop somewhere along 
  the line, the boots will get stuck in the loop and repeat.
  29.) Tiny tree.  Produces three fat apples every day (enough to feed 1 person).  Must be watered with 1 cup 
  of blood each day, or it will die.  If dead, can be revived with water.  Probably found dead/in a chest.
  30.) Skeleton gourd.  This gourd has a peephole.  Anyone holding the gourd up to their face and 
  looking into the peephole will be paralyzed while their brain is filled with visions of dancing skeletons.
  31.) Ring of Petrification.  Putting this ring on will turn a person to stone, except for the ring.  
  Someone else can remove the ring, and thereby return them to flesh.
  32.) Party Book.  This book creates audible illusions imitating a party.  The state of the party 
  depends on the page the book is opened to.  If the book is turned to page 1, you’ll hear a couple 
  people setting up silverware.  Middle of the book, raucous carousing.  Near the end, mostly 
  snores and a few people taking shots.
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  78.) Library Box.  When a non-magical book is placed inside it, another of the same type will be 
  found there the next day.
  79.) Monocle of Entropy.  If you stare at something long enough, it will fall over.  1 round for a 
  candlestick, 1 minute for a sleeping cow, 1 hour for a small tree, 1 day for a cottage or large tree, 1 
  week for a castle.  Must be within 100'.
  80.) Girdle of Masculinity/Femininity.  Non-cursed because that’s way more fun.
  81.) Stick of the Titan.  Hits for 2d8, then breaks.
  82.) Singing frog.  Knows 1d6 songs.  Good for a free round of drinks in pretty much any bar you 
  walk in to, with only a 20% chance that someone will try to steal it from you at the end of the night.
  83.) Perpetual motion machine.  Utterly unremarkable in a world filled with magic, but still cool.
  84.) Seed of Moon Ice.  If dropped in a body of water, will “freeze” an area up to 20' diameter.  
  If swallowed, you die.  If touched, save or die.  Leaves awesomely frozen corpses that are not 
  cold to the touch and never thaw.
  85.) Small broom.  When activated, will attempt to clean the dirtiest thing nearby.
  86.) Black cat, winged.  When you tap it on the nose, it enters stasis.  (This is why you found it in 
  a treasure chest.)
  87.) Blindfold of the Spirits.  When worn, you can attack incorporeal things as if they weren’t.  
  Also, you’re blind.
  88.) Night’s Black Windchimes.  25% chance of alerting you when attacked during the night.  If one of 
  the 1d6+1 chimes is broken in half, a refreshing (but also quite cold) breeze blows through the area.
  89.) Dust of Vermicide.  When thrown, does 1 damage to everything in a 5' diameter area.  
  Alternatively, does 2d6 damage against a swarm.
  90.) Sovereign Glue.
  91.) Universal Solvent.
  92.) Goblin cloak.  Invisible while in shadowy areas, but stinks like a mound of goblin shit.
  93.) Miser’s Flute.  When played, all unsecured coins in 20’ will leap up and roll after you.  They will 
  follow you as long as you play, and as fast as normal running speed.  Uphill is fine, stairs are not.
  94.) Donkey Legs.  These wooden donkey legs can be attached to anything (but are not strong 
  enough to carry literally anything).  Once attached, the thing will follow you around like a loyal 
  donkey.  For example, you can attach them to a heavy statue and then have it walk itself out of 
  the dungeon.  Donkey legs are as strong as two donkeys!
  95.) Giant’s Ochre.  Anything painted with this pigment will double in size.  Washes off easily 
  with water or sweat.  (If you paint yourself, it’ll wash off after 1d6 rounds of sweaty combat).
  96.) Mask of the Jester.  Seeing it for the first time forces a save vs charm or be compelled to attack.
  97.) Eye of Zin.  This jewel pressed into the forehead, turns the wearer’s eyes jet black, they gain 
  darkvision, and are blinded by even small amounts of light (a nearby torch, for example).
  98.) Metal Eye Mask.  Wearing this mask obscures you normal vision, but allows you to see from above, 
  like an orbital satellite.  At sea level, you can see an area 200' in diameter, centered on the mask.
  99.) Pink Bead.  When smashed on the ground, immediately turns into a huge mountain of fluffy 
  bubbles, similar in consistency to a mass of fused marshmallows.  Can cushion a fall or block a 
  hallway or something.  10' in diameter, can be cut through with 6 slashing attacks, lasts 1d6 minutes.
  100.) Animate rope with the personality of a loyal dog.  50'.  Must be taught knots the way a 
  dog must be taught tricks.
  52.) A rock that, when thrown, always hits its target.  Always.  Cannot do anything that you 
  couldn’t conceivably do with a really lucky throw.
  53.) A saddle that turns any animal into a horse when it is strapped on.  The horse cannot remove 
  the saddle on its own.  Currently owned by a bounty hunter who is fond of riding his bounties 
  back to town.
  54.) A key that can unlock any door, but cannot be removed from the mechanism until the door is relocked.
  55.) A mug that points the way to the nearest tavern when it is balanced on its edge.
  56.) An egg cup that can hatch any egg that is placed atop it.
  57.) A ring that gives the wearer a magnificent mustache/beard, depending on which finger it is 
  worn on.  The left ring finger, for example, always yields a Van Dyke.
  58.) A ring that makes your eyeball pop out.  This is not a problem, and you can continue to see 
  through the eye just fine, like a spy-eye.  Reversible if the ring is removed.
  59.) A ring that makes you invisible, but not your equipment or clothing.
  60.) An umbrella that allows you float downwards at 60'/round when open, negating fall damage.
  61.) Chicken Arrows (1d6).  On a hit, target must save vs fear (first arrow only).  If sat upon like an 
  egg, quickly turns into an adult chicken.  Fletched with white feathers.
  62.) Bag of Infinite Manure.  Useful for campfires.
  63.) Wand of Necromantic Cooking.  Can enchant a corpse or cut of meat to cut, prepare, 
  marinate, and cook itself.  A slaughtered pig will seek out gravy to roll around in.  Sausages will 
  jump into the saucepan, and then seek out your plate when cooked.
  64.) Omnidress.  Can turn into any type of dress (can even imitate leather armor, but not metal).
  65.) Indelible Pen.  Can write on anything.  Writing is permanent.  Works 1d6 times.
  66.) Ring that makes the wearer appear to be dead and rotten.
  67.) Scones (1d6).  When broken in half, it erupts into 1d100 scones (10 scones = food for a day).  
  Alternatively, it can be eaten to restore 1d6 HP.
  68.) Wooden hand.  1/day, can turn into a living-but-disembodied hand for 1 hour.  Will obey your 
  commands for the duration.  Str 1, can climb most walls.  Int 6, can see normally, but cannot speak.
  69.) Locket.  Woman’s face inside the amulet always looks towards Meltheria.
  70.) Box of paired snails.  When one snail dies, so does its mate.  Normally used to send very 
  crude, binary messages.  There are 1d6 pairs of snails.  Feed them leaves.
  71.) Hungry coin.  Cursed.  Will attempt to eat other coins that it comes into contact with.  Eats 
  100 coins an hour.
  72.) Armor of Glamour.  Looks like a fancy dinner suit.  Is actually a suit of plate mail.
  73.) Ring of Good Omen.  The first time you fail a save against a curse or other magic, the ring 
  breaks and you instead make your save.
  74.) Prayer of the Seal.  When this sheet of paper is attached to a door or portal, it become 
  locked (until the paper is removed or destroyed.)
  75.) Boots of the Aristocrat.  When you click them together, your clothes become clean, your skin 
  becomes perfumed, and your hair is styled.
  76.) Cursed matches (1d6). When lit, the match does not ignite.  Instead, whatever the PC is 
  looking at catches fire.  (Tiny match-sized fire.  Does no damage unless allowed to progress.)
  77.) Preservative jar.  Anything placed in this jar enters stasis.  Cannot hold anything bigger than 
  a toad.  Currently holds a toad.
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  hearts, gifts, etc.
  26.) A series of five carved gems, a ruby carved in the shape of a strawberry, an emerald 
  carved in the shape of an apple, a sapphire carved in the shape of a blueberry, a topaz carved 
  in the shape of a banana and a diamond carved in the shape of an onion.
  27.) A pair of burnished steel gauntlets shaped like giant ogre fists, studded with octagon cut 
  agates around the wrist.
  28.) A waist high ebony sculpture of a pair of hooves of a large animal, with a hollow interior, 
  such that one could put ones feet into them.
  29.) A small haversack filled with gold dust.
  30.) An electrum sleeping mask shaped like the eyes and nose bridge of a cow.
  31.) A hollow globe depicting the planet, that hangs over a small brass candle stand and chain. 
  Wax covers the small brass candle stand.
  32.) A set of small silver figures, each representing a different circus performer in a different pose. 
  There is the Master of Ceremonies with his arms outspread, a strongman lifting up a barbell, an 
  acrobat standing on her hands, a lion tamer with a lion, and a monkey riding an elephant.
  33.) A small ceramic piggy bank, unbroken, shaped like an orc.
  34.) A taxidermied goblin that is strikingly realistic.
  35.) A golden mechanical songbird. It plays three different tunes.
  36.) A thick leather collar, plated in sections of silver, each inset with four small oval-cut 
  sapphires. There is a large iron ring where the collar attaches
  37.) A toe ring made of gold-plated iron, that is set with a marble claw. Around the base of the 
  claw are a dozen pinhead-sized common cabochon cut topaz.
  38.) A neck chain of small bones strung on a wire. On each is carved a different pair of letters. 
  Several of the bones appear to be broken off or missing, rendering the goblin inscription illegible. 
  39.) An oaken backscratcher set with 4 high cabochon-cut rectangular jade.
  40.) A mirror set in a silver pointed starburst setting with wide triangular leaves.  The top has a large 
  round intaglio black opal, and each of the wings are cameo-set with round moonstone and onyx.
  41.) A crystal beaker with the measurements in some long forgotten standard, etched in platinum. 
  42.) A knife block carved from jade, holding four knives, each with a handle made from jade and 
  set with pearl fasteners. The blades are of bright, sharp, steel.
  43.) A platinum mug, set with a star sapphire that has a needle brilliant cut and enameled in 
  gold. The interior is dark, polished maple.
  44.) A small sack made of supple, high quality leather, with a dyed design that makes the entire 
  pack when carried look like a chicken.
  45.) A 120 piece puzzle in a large oak box, inlaid with jet. The pieces are made from different 
  pieces of rock crystal and quartz, that form an abstract pattern.
  46.) A painting of an ogre eating a sheep that has a dark somber quality to it. The frame is made 
  from silver and is set with a handful of intaglio-cutstar roze quartz
  47.) A small steel box, set with a single piece of coral on the top. Each side of the interior is mirrored.
  48.) A set of china plates, inlaid with gold, each with a different zodiac symbol enameled in the bottom.
  49.) A finely wrought chain barding covered in a knitted sweater for a dog.
  50.) A pair of giant brass door knockers shaped like the faces of the fairy king and queen.
  ON 50 INTERESTING PIECES OF TREASURE
  The values for such items can be set as you wish, or determined by rolling one to three dice and 
  multiplying by 10 gp, 100 gp, or 1000 gp. “Random” random items can have a quite samey 
  feel after a while. Some of the most interesting tables are those formed by simply abulafiaing 
  an already interesting random table of items. Since we actually don’t need to generate an 
  infinite amount of treasure for our games, tables like the following can be quite useful. 
  1.) A polished obsidian orb.
  2.) A lantern with a bejewled hood, when lowered, it casts a multi-colored shadow.
  3.) An engraved platinum toilet sponge rod.
  4.) An onyx comb, shaped like a raven that has common cabochon ruby eyes.
  5.) A bone clip inlaid with gold that resembles the teeth of some long dead rat.
  6.) A small silver coffer set with three agates in a uneven triangle. The sides are sculpted to 
  resemble tiger paws.
  7.) A porcelain doll that looks like a troll.
  8.) A pair of brass bookends shaped like ram’s heads.
  9.) A small marble birdbath, inlaid with gold.
  10.) A thin silver crown set only with a very small diamond. It has an inscription in elvish that 
  reads, “stature is not the veracity of faith.”
  11.) A marionette with a ceramic face that has a long hook nose and blue eyes, covered in 
  flowing multi-colored silk, and a cross of light blue-silver metal and resilient strings made of the 
  same. The toy is 5 feet from top to bottom.
  12.) A battered iron helm made for a boar, with an set of three ivory spikes jutting from it.
  13.) A supple wineskin, died a rich red-gold, with a polished maple drink spout. Water kept in 
  this container tastes particularly wonderful.
  14.) A curved horn of dragon bone, inlaid with gold. Produces a rich brassy tone.
  15.) A small wooden box, filled with a dozen polished turquoise buttons.
  16.) A pair of bronzed child’s boots.
  17.) A small platinum sculpture of thin bent cylindrical twists that form the shape of an egg. At 
  the center rests a golden topaz.
  18.) A dwarven iron bracelet inscribed in runic dwarvish “Our bond is that of metal”
  19.) A stack of golden coins, each meticulously defaced and crudely carved with the face of a grinning goblin.
  20.) An earring shaped like a demons ear, made of finely worked light gold and set with 
  point-cut rubies. It fits over the rear of the ear changing the shape of the wearer’s ear.
  21.) An ebony statue of a bear standing of exquisite workmanship. A small fairy ring of 
  mushrooms cast in silver rests in the base
  22.) An incense burner of the grim reaper sitting in a tree, holding a snake and a crystal ball. Two skeletons 
  kneel in front of him. It is made of ceramic and set with tiny simple rose-cut diamonds and rubies.
  23.) A set of salt and pepper shakers shaped like the front and back half of a unicorn, made of 
  porcelain and inlaid with gold and silver
  24.) A meticulously woven reed mat, with the phrase “YOU GO AWAY! YOU DIE!” written in goblin.
  25.) A small series of molds for baking, each shaped like different holiday features, roses, 
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  found there was only a ‘mild magical emanation’ from the ring and said you could have it. It is 
  beautiful, but so dark and cold. You just can’t seem to get the ring warmed up. Also, you don’t seem 
  to recall eating or drinking since acquiring the ring. No matter, surely it will fetch a pretty penny. 
  Onyx ring set with black opal will sell for 1300 gp to a jeweler. Slightly less on an open 
  market.
  6.) You found it with a ribbon wrapped around it in your yard. It must be a sign! Off to the 
  alehouse, to hell with adventuring today. 
  The gift cup will cause any money you receive for this object to become coal. Any substance 
  drunk causes no hangover or other negative effect.
  7.) You’ve been killing dozens of these horrible slime beasts. After a lucky blow, a gleam caught 
  your eye and you discovered each had a beautiful jewel surrounded by gold inside their slimy 
  brains! So far you’ve collected 12 of these, though when you check your pack, you only count 9. 
  Nothing to worry about through, you’ll still make a hefty profit. 
  The brain jewel is worth 250 gold pieces to an ignorant buyer.
  8.) This ring was found on the hand of a warrior that did not carry a shield. The rest of your party 
  says it isn’t magic, but you know better. 
  Silver Shield Ring, 220 gold pieces to an interested buyer.
  9.) You thought a skull was a strange place to find this. However it’s coated with diamonds and 
  sapphires. You’re not even worried about anyone seeing you have it -- your helm seems a natural 
  place to store this until you get back to town to sell it. 
  Assuming you can survive to sell it, the Sapphire Skull Broach has a fair market value of 8,600 
  gold pieces
  10.) This delicate wooden carving is of a snail. It is obviously elvish in origin. It will fetch a 
  handsome price at market, however any elves you run across when you mention that you wish to 
  sell it respond only with an arched eyebrow. You don’t give a second thought to what the fae 
  aren’t telling you. . . 
  Wooden snail gold piece value 800 gp.
  11.) You may be a hireling, but you’re no fool. They left you to guard the mules and the supplies 
  in a room with golden wall tiles. Let them risk their life. You’re going to pry this one off and retire. 
  Golden wall tile, worth 420 gold each.
  12.) Counting coins is such a crap job, though occasionally you come across a treasure like this, 
  all too easily missed. 
  Ruby coin with engraving of a sculptor worth 5,000 gold coins.
  13.) Gold and rubies. You will likely make a bundle when this gets sold in town. You know a 
  jeweler who specializes in bracelets. When you get there, you’re a bit surprised because he tells 
  you it’s not a bracelet, but a belt for trickster fae, and he won’t have anything to do with it. Now 
  how are you going to unload this thing? 
  Golden Fae Belt, worth 2,000 gold coins
  14.) You know what you find a lot of in a tavern or inn? Broken glass. Apparently it took an extinct 
  non-human culture to come up with the idea of creating non-slip surfaces for drunk people. Now 
  if you can just get all these glass cups back to town you’re going to make a bundle! 
  Glass beer chalice gold piece value, 20 gold per glass.
  1.) Jade Bowl
  2.) Emerald Clip set with Diamonds
  3.) Golden Flagon
  4.) The Wood Wolf
  5.) Death Onyx Ring
  6.) The Gift Cup
  7.) The Brain Jewel
  8.) Silver Shield Ring
  9.) Sapphire Skull Brooch
  10.) Wooden Snail
  11.) Golden Wall Tile
  12.) Ruby Disc
  13.) Golden Bracelet
  14.) Glass Beer Chalice
  15.) Golden Letter Opener
  16.) The Snake Ring
  17.) Sapphire Golden Ring
  18.) Bejeweled Dragonfly
  19.) The Bell Face
  20.) Ith Bracelet
  21.) Little Buddy
  22.) Guardian Rooster
  23.) Ancient Grimoire
  24.) Effigy Vessel
  25.) Oinochoe Flask
  26.) Crystal Sphere
  27.) Obsidian Rune
  28.) Alabaster Box
  29.) Wooden Monkey
  30.) Goldmani Maikp Ornament
  31.) Idol of Ilkos
  32.) The Warriors Bronze
  33.) The Spectral Aryballos
  34.) The Horse Scarab
  35.) The Golden Glass
  36.) The Rare Star
  37.) The Wooden Brain Mask
  38.) The Simple Copper Helm
  39.) The Jewel Box
  40.) The Plated Skull
  41.) The Silver Ring of Amon
  42.) The Golden Bee
  43.) The Wooden Child
  44.) Marriage Chair
  45.) Patchwork Raptor
  46.) The Golden Statue of Sor-Pathis
  47.) Copper Key
  48.) Ancient Brass Calandar
  49.) Cat’s Broach
  50.) Magic Item
  ON 50 UNUSUAL PIECES OF TREASURE
  1.) You didn’t find anything but some dead dirty humanoids and some sort of ancient kitchen. An 
  ancient kitchen where apparently they all ate off jade dinnerware.  
  Jade bowl, 800 gp
  2.) Diamonds! Around a cut emerald. Priceless. Well, not really. 
  Emerald clip set with diamonds, 4,500 gp
  3.) That little man on top is gonna announce the hell out of your success when you get back to 
  town. You are selling the rest of your loot but keeping this. It’s not like your going to keep drinking 
  and whoring till you’re out of money this time is it? 
  Gold flagon with figurine on top, 750 gp
  4.) What a beautiful carving! The wizard you filched it from will never notice it missing. It even 
  appears to be magical. Every time you sell it, it reappears in your possession the next day. It has 
  made the last few weeks a bit exciting for you. Now if they can just get someone to kill that 
  hideous beast that’s terrorizing the countryside at night, everything will come up roses! 
  The wood wolf, warm to the touch (except the skull in his paws) 750 gold
  5.) Your party slew that hideous desiccated corpse that attacked you. The blasted thaumaturge 
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  Guardian rooster, gold piece value: 80
  23.) Ancient books are covered in mildew. They often contain minutia of little interest to the brave 
  adventurer.  At first, this book appears to be a book of nothing but records. Materials in and out, 
  like a log book, of receipts. Seems worthless. A closer look reveals a strange set of ingredients. 
  Each entry contains such oddities as 
  1 grd Brb D. Horn 
  20 ct. Ruby 
  10 d. pwd. G 
  12 H. Hnd. Teeth 
  They are grouped in small dates. What could happen if you collected those materials? 
  Ancient grimoire gold piece value: 2 gold pieces to a book dealer; 200+ gold pieces to an 
  interested alchemist.
  24.) This strange cup obviously depicts a Mabden who has strongly interbreeding ancestry with 
  Karasu tengu. Perhaps his children commissioned this piece, for it clearly would not be something the 
  man himself would commission. Would he? It is difficult to know, you cannot ask the Mabden for now 
  they are the endless hungry dead, and killing them forever prevents the questioning of their spirit. For 
  now you will never know. Your only question is whether to keep this ancient crafted vessel or sell it. 
  Effigy vessel gold value: 8 gold.
  25.) This wine flask is crafted from glass. Though dusted with age, it appears to be in pristine 
  condition. A Zunel influenced Mabden culture certainly made this. Sadly you are far from home 
  and it is made from glass. 
  Oinochoe flask sale price (Undamaged): 1200 gold 
  Oinochoe flask sale price (Moderately damaged): 300 gold 
  Oinochoe flask sale price (Broken): 8 copper
  26.) The mages went predictably compulsive when they saw this, detecting magic before anyone 
  else in the party could do anything. But no dice. Disappointed, they walked away without giving 
  it a second glance.   You too almost walked off, until you realized that a head sized perfect crystal 
  sphere on a platinum display would have to be sold in a larger town, because no one locally 
  could afford it. What’s more, it’s even easy to carry! Now if you just could relax and stop thinking 
  you’re going to drop it. 
  Crystal sphere sale price 10,000 gold pieces.
  27.) Whatever long forgotten culture that created this was older then even the corrupt 
  Go’ta’thorians. The symbols are meaningless and have no power. Stranger yet, it appears to have 
  frequent offers for purchase. Are these men aware of something you are not?  
  Obsidian rune sells for 10 gold, but if kept the offers keep increasing. . .
  28.) This beautiful alabaster box has four square compartments. The top is square and the bottom 
  is gently rounded. It is a human carving inspired by the hand of the Zunel. This is an old piece. 
  The stone itself is worth 80 gold. An art collector will possibly pay double for this Alabaster box
  29.) This appears to be a statue of a carved monkey. Upon close inspection it appears to be a 
  painted mischievous monkey. Sometimes when set down for a little while, small hairs are found 
  near the statue. Previous owners have complained that small objects have gone missing. Wise 
  people have attributed this to unreliable staff. Others say the small statue is cursed. It’s a 
  wonderful piece and the Wooden monkey goes for 5 gold on the open market.
  15.) This small blade is similar to the types used to open letters. It is well made and feels cool in 
  the hand. The rumors of mysterious deaths of the authors of letters when this is used to open them 
  are just nonsense. 
  The golden engraved letter opener is quite valuable and will fetch 1,200 gold pieces at 
  market, more to a collector.
  16.) Legend tells of a snake ring. This ring when worn can answer many questions about ancient 
  and forgotten lore. It can learn nearly everything about a person with a quick touch and answer 
  questions with a quick squeeze or two for yes or no. Sometimes these rings are even said to come 
  alive and scout for the user, carrying a bite that can incapacitate a large man. Sadly, this ring 
  appears to be simple jade and carries no magical properties. That you can tell. Probably. 
  Snake ring, gold value: 300 gp
  17.) There is nothing unlucky about this ring. Even if it was forged on the night of a Friday on the 
  13th day on the 13th week of a year, under the light of a blood moon. 
  Sapphire golden ring Worth 8,600 gold pieces to anyone unaware of its history.
  18.) This broach is beautiful and is clearly valuable. it even radiates a warmth and detects mildly 
  of magic (requiring three turns of study). However, if identified, it is difficult to determine what 
  exactly the item is just supposed to do. It appears to provide some sort of protection, but the effect 
  is barely discernible. However any spell user wearing this or within 10' of it will not notice but 
  their spells are marginally less effective (hidden -1 point of damage or +1 to opponents saves). 
  The dragon fly is collecting magical energy, and once powered, will become alive, and serve 
  whoever provided the final energy. Of course, it has a high market value outside of this purpose. 
  Bejeweled dragonfly broach Sale price: 8,000 gp 
  Sale price to a mage if the faint magic is detected: 14,000 gp
  19.) There is nothing suspicious about this bronze bell. Certainly nothing unusual. It most certainly 
  does not sound like screams of the dying when rung, and that face on the bell most certainly does 
  not animate and writhe in pain. The very idea that it whispers, begs, and pleads with you to do 
  nefarious tasks is absurd. Clearly it is worth 60 gold. 
  Bronze bell gold piece value: 60 gold?
  20.) Not all Mabden tribes were violent murderers. One tribe, long subjugated by the Cartepyans 
  called the Ith were nature dwellers, living at one with the land as the ancient Zunel were said to. 
  This is an ancient relic of that forgotten time. The faces of the old wise men decorate the length of 
  this bracelet. Its size indicates perhaps the Mabden were once larger then us. Who’s to say if 
  that’s the only way they were once superior. . . 
  The Ith bracelet is worth 120 gold, you could get triple that from a collector or historian.
  21.) It’s a bronze statue of a little man! He’s giving you the thumbs up! Worth about 20 gold to 
  local buyers, this statue brightens spirits. A closer examination reveals several interesting features, 
  armor, a small cross. Could this figure be religious? If so, of what religion? Is it even still worshiped 
  any more? He’s so cute though! What could go wrong? 
  Little buddy gold piece value: 20 gold
  22.) Reminiscent of the terrifying roostercat, this hollow bronze statue shows little wear. It is worth 
  80 gold to a local museum or curio shop. Close inspection reveals a small seam. At one point the 
  statue might have been separated? Perhaps there is something inside. Perhaps not, after all, the 
  seam is very small and might be nothing. 
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  planes. The duration is set by the fastening and unfastening of the buckles and travel is managed 
  by the metal studs. It can function a limited number of times before it must be recharged in the 
  light of a full moon. It is said this design is copied from ancient memories of inter-planar travelers.  
  The rare star has a gold piece value of 20 gp Magical version: 18,000 gp.
  37.) This mask is made of wood. Dried hide of some unknown creature is stretched over and 
  covering the face and neck, which is decorated with several black grooves. The hide has a 
  painted line on the forehead, and then there are the five tentacle-horn projections extending 
  above the head. Anyone is welcome to wear this mask, the Dungeon Master is responsible for 
  determining what heinous event occurs next. The use of a random table is suggested.  
  The wooden brain mask sells as a curiosity (“Will you look at that thing!?”) for 800 gold pieces.
  38.) This is a simple old copper helm, notable for two things.  Its age makes it appear to be 
  worthless, and may be discarded by a callous delver. However, any armorsmith will note the 
  repousse  from the peak, and the bands around the base. Extremely observant characters will 
  note that the helm has been damaged and then later repaired. Scholars will note that this style of 
  helm design is from the legendary Godforge (Goddtaalomar) dwarf clan, said to have 
  descended from Moradin himself.  
  The simple copper helm sold as a damaged rusted helm: 1 copper piece 
  The simple copper helm sold as an ancient dwarven helm: 10 gold pieces 
  The simple copper helm sold as a representation of forging techniques from the Godforge clan: 
  6,000 gold pieces to an interested smith. 
  The simple copper helm sold as an ancient dwarven artifact to a dwarven smith after a long 
  discussion about how you are sure you didn’t steal it and are just trying to return it to their rightful 
  owners: A favor from the dwarves.
  39.) Lying in a small chamber on a low pedestal sits a small coffer. It is made of metal, latched, 
  and covered thick with dust. It is not trapped and if opened, is empty except for the tail of a rat 
  and several small spheres of what appear to be dirt. The tail is the tail of a dead rat. The spheres 
  are balls of rat shit. If the coffer is dusted off however, it begins to gleam. The body is made from 
  silver, and the entire lid is made from gold. It is studded with Lapis Lazuli, Turquoise, and coral. It 
  is studded with several small but valuable rubies, emeralds, and aquamarines. There are several 
  ancient motifs, 12 dancing human figures, a naga, and even monkeys. If anyone tries to sell the 
  tail or the rat droppings, they are worthless.  
  The jewel box is worth 8,500 gold pieces to any buyer.
  40.) It appears to be a skull made from some rare colorful stone, covered in silver plates with fine 
  engravings. The metal jaw of lead is attached to the base of the irregular sphere. The fine work 
  and craftsmanship give this high value, and initial delvers will assume that this is some sort of art 
  or artifact created by whatever long dead society once lived among these halls. However the 
  Vordoz, specifically Larnik the Insufferable, begs to differ with their assumption. His crystaline 
  body, deprived of a head, but not of life, still endlessly searches for where his head is hidden. If it 
  is somehow removed from the protective wards in the chamber that it lies in, he will surely have a 
  much easier time locating it. 
  The plated skull gold piece value: 4,000 gold pieces to an interested party, 800 gold pieces as 
  a curiosity.
  30.) This is a miniature emblem made from gold in the shape of a panther head. It once was said 
  to dwell on the Rhyton of the lord of panthers, though this claim is much contested. It maintains a 
  relatively high polish and the eyes are embossed to shimmer and appear alive. Perhaps the lord 
  of panthers watches through this emblem, or perhaps it is just a trick of the light. 
  The Goldmani Maikp ornament is worth 25 gold pieces, perhaps 100 to an interested sage.
  31.) This ancient electrum amulet shows the feline incarnation of Ilkos, resting upon an Aegis 
  representing the chaotic planes of death, disorder, and entropy. The bearer of this amulet often 
  finds that cats stop activities and watch the bearer. Any attempt to approach and they flee. If 
  ignored, they just stare at the bearer as if awaiting something. 
  Idol of Ilkos is worth 200 gold to a collector, or 15 gold as a curiosity, but rapidly degrades in 
  value as bearer after bearer attempts to sell or dispose of the piece.
  32.) This ancient plaque depicts two Mabden Warriors. Only the warriors aren’t depictions. They 
  fought an ancient beast, the Nahad, ancestor to the gorgon; the Nahad who’s gaze shrunk you to 
  a fraction of your size and who’s breath turned you to stone. The bronze carving is exquisite. If 
  anyone were in possession of a metal to flesh spell, they would have two very thankful, confused, 
  violent, servants of outstanding character and loyalty; surprisingly not worse for the wear.  The 
  plaque radiates transmutation magic so faint that one turn of examination must be conducted 
  before it is noticed. Otherwise, The warriors bronze is worth 300 gold pieces on the open 
  market, or 1,500 to a collector.
  33.) This beautiful Zunel flask does not actually contain spirits, either the metaphysical or the 
  alcoholic kind. Indeed it is an Aryballos who’s purpose is to hold perfume or oil. It is small and 
  portable, designed to be carried. But the Zunel were a strange and ephemeral species. It is said 
  that each of their four eyes saw a different dimension. Anyone covered in oil or perfume stored in 
  this flask may experience strange sensations, not the least of which is alien or long dead 
  phantasmal forms appearing speaking strange tongues or perhaps with ancient imperatives.  
  The spectral aryballos is Worth 300 gold pieces on the open market, 1,200 to a collector.
  34.) This is treasure, plain and simple. This is a small glass scarab depicting a horseman running 
  a chariot. It is a small window into an ancient time—not literally of course. The glass is colored 
  blue, and there is small hatching around the corner.  
  As an ancient art curiosity, The horse scarab is easily worth 500 gold pieces on the open market.
  35.) This is an ancient glass flask. It is likely of Mabden make. The Mabden were an ancient 
  warlike people. Scholars quibble about the purposes of such flasks. The item itself is made of 
  blown glass, but the coloration remains a mystery. Some say that this flask was used in ancient 
  fertility rituals, where male spend was collected. Others say that this was a holy relic used by their 
  priests to spread communion. Still others say that it served both these purposes. Players will find 
  that it has an odd smell. Anyone drinking anything from this flask must make a save versus poison 
  or be at -1 to all rolls for six turns.  
  Due to the fragile nature of the object, the golden glass is worth 100 gold pieces to a collector.
  36.) This unassuming shirt has a red cotton collar. The front is decorated with metal triangles and 
  studs. There are four metal buckles on the lapel. There is a silver ribbon woven into the bottom of 
  the shirt. It is very comfortable and the make is very high quality. To a decent tailor it will sell for 
  20 gold pieces. However this shirt design is also a model derived from an interplanar ideal. 
  Certain rare formulations of this shirt allow travel through the astral, ethereal or in rare cases shadow 
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  45.) The Patchwork Raptor made by the long dead ancient master smith Glimzig Dalkor was said 
  once long ago in legend to be a living bird. Anyone who discovers this strange creature made 
  from silver, pearl, and quartz will be surprised to discover that the pieces are not merely attached, 
  but are in fact interlocking and fit together as a puzzle. Woe to anyone brave enough to 
  disassemble the bird for the interlinkings are so complicated to stymie the attempts of even the 
  wisest sages to attempt to understand how they interact. It is said that the raptor still is missing a 
  few crucial pieces, lost over the ages. What is to happen if those pieces were returned remains 
  unknown to this day. 
  Patchwork raptor gold piece value: 650 gold pieces 
  Gold Piece Value to a Gnome or sage aware of its status as a work of Glimzig Dalkor: 1,280 gp
  46.) Found in an ancient snake man temple, this sculpture is of the demon Sor-pathis. It depicts his 
  two wheeled chariot and the barrel of hearts. Every winter solstice Sor-pathis would travel among 
  the creches of the snake men young and distribute his barrel of treasure. The barrel was filled with 
  the bloody hearts of the slave races who had escaped the yoke of serpent man rule. They were 
  tracked down by Sor-pathis and slain, their hearts gleefully collected and returned to all 
  ophidian-kind as a symbol of their eternal dominance over the mammalian slave folk. This statue 
  represents the physical aspect of Sor-pathis, who has long been banished to a sub-world far from 
  the prime material where he has lain long dormant.  Perhaps this statue’s recovery will change 
  that. . .  
  The golden statue of Sor-Pathis gold piece value: 450 gp
  47.) This strange key is made from copper. It is on a silver chain and bound with silver thread. 
  Attached to the bow are 12 platinum chain links leading to a unique copper gear. The origin of 
  this key is uncertain—is it simply decorative or does it actually function? If it does, do the extra 
  gears and attachments serve any purpose? 
  Copper key gold piece value: 35 gold pieces
  48.) This brass plate contains detailed engravings. The engravings are of a high quality and 
  represent a calendar of the ancients.  The center represents various periods throughout history 
  and the future and has numerical significance with the markings contained within certain angular 
  ratios. The plate is interesting because it is one of the few brass artifacts found from this ancient 
  civilization and this indicates part of the plates special purpose as a tool. It is part of an ancient 
  timekeeping mechanism and allows you to interpret the data in that hidden sepulchre. Perhaps 
  another artifact nearby has clues to the location of this ancient mechanism. 
  Ancient brass calendar gold piece value: 80 gold pieces 
  Gold piece value to a collector: 1,000+ gold pieces
  49.) This small (1") obsidian broach is delicately carved in the shape of a feline. It is inlaid with 
  platinum filigree, around thin slices of gemstone shaped like fall leaves. One tiny flawless ruby sits 
  as an eye, a tiny amethyst is used as the nose. The obsidian is carved as if to resemble fine hairs. 
  It may possibly have magical qualities relating to cats or faeries.  
  Cat’s broach gold piece value: 600 gold pieces
  41.) The double crossed ring of Amon, deity of purity are often found. The rings are pure silver, 
  and would be worth about 10 gold if not for their special qualities. The first is as the bearer 
  becomes more physically unclean the ring produces a burning sensation for the user, reminding 
  penitents of Amon the virtue in cleanliness.  If touched to less then 3 cups of water, it will purify 
  them of any foul humors once per sun cycle. Finally, it has been said that those who remain both 
  physically and spiritually pure may sometimes be protected by the ring. Anyone meeting the 
  criteria may be given a warning before any imminent harm threatens the wearer. (Once annually 
  against an unexpected attack or effect the wearer may roll 2 twenty sided-dice for a saving 
  throw and take the better roll).  
  Gold piece value of the silver ring of Amon, 120 gold coins.
  42.) This treasure is always comes in a pair. First, inside a small crystal case, an intricate golden 
  bee rests on red velvet. It is made from some golden alloy and set with rubies for eyes. Any close 
  observer of the bee will soon notice that it is not still. Occasionally it turns its head and its wings 
  flutter intermittently as if testing the air. Those who find one of these had best take care to locate 
  its companion. Always nearby there will be another crystal case, this one of blue velvet and 
  inside rests a bee. As with the first case, close observers will note that although the bee remains 
  perfectly still and does not move it does appear to be a living bee. If either of the containers is 
  moved too far away from the other, the treasure is ruined. For the still living bee shudders and falls 
  over, instantly drying out and rests leaving a desiccated corpse, while the golden bee thrashes 
  about as it slowly turns into gold dust. The velvet bottoms of both crystal cases then fade to grey, 
  becoming thin and worn. No one knows the original purpose of the bees. It is believed that they 
  were created by the ancient lost Meleckstchuppin (Me-lek-stuppin) gnome clan, long ostracized 
  by accusations of Dwarven interbreeding. 
  The golden bee gold piece value for the pair: 800gp
  43.) It is said that the wood elves know no art but that of archery and death, and yet like all elves 
  they leave traces of their passing. Seeking an earlier age of innocence and youth, a wood elf will 
  often craft a wooden child. These 1'-3' intricate wooden sculptures often seem to take on a life of 
  their own. Indeed it is said the soul of a wood elf can be viewed through the eyes of these children. 
  If that is simple allegory or if one is able to see through the eyes of the Sylvan people using this item 
  or even if this grants control over their forest creators is unknown. In an unrelated fact, these remain 
  rare and tend to disappear due to the frequency of mysterious and coincidental death of the owners.  
  The wooden child gold piece value: 1,200 gold pieces, Weight, 80-350 lbs.
  44.) This 3' relic of the Yate people is highly sought after and difficult to find. During their 
  marriage ceremonies the headpiece of the bride was removed and doused in the blood of her 
  other suitors. Once this headpiece was placed upon the marriage chair the bride was said to be 
  unable to refuse any wish of her husband. The back is of pure soft gold and polished sliver. The 
  cushion is covered in the skin of the rare purple mushroom of the Yate. It is decorated with the 
  polished bone spheres of infant nightingales. The bottom is set with pearls and more polished 
  steel. Is is unknown if the legendary subservience of Yate wives was due to this enchantment or 
  the aggressive highly dominate nature of their men. Regardless, the legend causes high demand 
  for such a treasure by nobles. Few remain in existence and those that do are so delicate as to be 
  at constant risk of destruction. 
  The marriage chair, gold piece value: 8,400 gold pieces
  Matt Dance (order #7020627)
  
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  RANDOM TREASURE GENERATION
  Matt Dance (order #7020627)
  
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  There is a 1 in 20 chance 
  of a container having 
  treasure being trapped. 
  There is a 1 in 4 chance 
  of a chest being 
  trapped. There is a 1 in 
  10 chance of treasure 
  being hidden. (You may 
  subtract or divide a D20 roll to calculate these chances) 
  Bags and Sacks: Bags and sacks may be woven, knitted, crocheted, braided, laced, or felted.  
  Woven:  Barkcloth, Broadcloth, Burlap, Calico, Cambric, Canvas, Cheesecloth, Chiffon, Cloth of 
  gold, Crape, Denim, Flannel, Gauze, Haircloth,Herringbone, Himroo, Hodden, Khaki, Longcloth, 
  Moleskin, Muslin, Oilskin, Ottoman, Oxford, Samite, Sateen, Satin, Scarlet, Seersucker, Silk, Tweed, 
  Twill, Brocade, Corduroy, Plush, Fleece, Terrycloth, Velvet, Velveteen, Wadmal 
  Non-Woven: Felt, Cedar Bark. Knitted: Velour Netted: Fishnet, Lace 
  Security: Bags and sacks may be sealed by a rope ties, snaps, buckles, or knots. 
  Barrels or Casks: These are usually made from vertical wooden staves. They are bound by 
  wooden or metal hoops. Barrels and casks are found in a variety of sizes. From the gallon (1 
  gallon) to the barrel (32 Gallons) to the hogshead (48-63 Gallons) to the tun (252 Gallons). 
  Security: Barrels or Casks may be sealed by wax seals or brands. 
  Coffers, Kists, Chests, Huge Chests, and Trunks: These may be composed of the following 
  materials: Bronze, Wood (Carved, Cheap, Painted, Sturdy), Copper, Gold, Iron, Leather, Lead, 
  Marble, Silver, Slate, Steel, Stone or Magical Energy. They may be bound by any of the above 
  substances, they may be warped, or they may be wrapped in chains or straps.  
  Security: Chests may be sealed by latches, 
  clasps, locks, rope ties, buckles or padlocks. 
  Jars and Urns: are made from: Glass, 
  Wood, Metals, Pottery and Ceramics.  
  Security: Wax seals, stoppers, or lids. 
  Niches: These may be found in either the 
  floors, walls, or ceilings.  
  Security: Concealed, or latches, locks, and 
  padlocks. 
  Loose: Treasure may be stacked, organized, 
  piled or scattered. 
  Concealed: This indicates the treasure is 
  hidden from sight, perhaps inside a drawer, 
  underneath a blanket, or shoved under a bed.
  TREASURE 
  CONTAINERS
  Treasure is contained in
  1
  Bags or Sacks
  2
  Barrels or Cask
  3
  Coffer or Kist
  4
  Chest
  5
  Huge Chest
  6
  Trunk
  7
  Urn
  8
   Jar
  9
  Niche
  10
  Loose
  Treasure is hidden by
  1-2
  Concealed
  3
  Invisible
  4
  Secret space under container
  5
  Secret compartment
  6
  Inside an ordinary item in plain view
  7
  Disguised to appear as something else
  8
  Under a heap of trash or dung
  9
  Under a loose stone in the floor or wall
  10
  In a nearby secret or concealed room.
  Treasure is trapped by
  1
  Contact Poison on Treasure
  2
  Contact Poison on Container
  3-4
  Poisoned needles in lock
  4-6
  Poisoned needles in handle
  7-8
  Poisoned spring darts in front
  9-10
  Poisoned spring darts on top
  11-12
  Poisoned Spring darts from inside lid
  13-14
  Poisoned spring darts from inside bottom
  15
  Blade scything across top
  16
  Poisonous vermin (insects, reptiles)
  17
  Poison Gas released
  18
  Trap door opens
  19
  Stone block drops
  20
  Magic
  A PROCEDURE FOR FAST RANDOM TREASURE VALUES
  By John Bell of the retired adventurer
  I use a variety of generators to create random treasure—amethyst plates with intaglio portraits, 
  bronze idol-gears, hallucinogenic spices of incredible piquancy, etc. Often there is no 
  straightforward comparison to items in the various treasure guides and referee manuals to 
  elucidate what the value should be. As well, the actual guidelines in the various referee 
  manuals out there are often fairly convoluted. I strongly dislike the method in Swords and 
  Wizardry, for example, which involves generating a total value for the hoard then calculating 
  random percentages of magical items, then swapping things in and out, and takes forever, and 
  leaves you with a hoard that has a value far distant from the original value calculated.
  I have developed a different method, which I will offer here for your use as you please. It relies 
  on a simple die progression: d0/d4/d6/d8/d10/d12/d20/d100, which has eight values.
  To generate the value of a hoard: 
  Roll a d6. This tells you the number of significant digits in the hoard’s value. If you plan to 
  feature hoards of 1 million gp or greater in value, you may adjust the die type upwards as you 
  please.
  To generate the value of specific items in the hoard:
  Roll a d8 and a d4. The d4 tells you how many significant digits in the item’s value, and the d8 
  tells you which die type from the above progression to roll for the leftmost significant digit (the 
  “head”). If an exact value is required, based on a use of the Appraise skill or whatever other 
  method you prefer, roll 1d10 for each remaining significant digit. “0” on the d10s is read as 
  zero, not ten.
  e.g. You roll a 6 on the d8 and a 4 on the d4. This means the item is worth roughly d12 x 1000 
  gp. The d12 comes up 10. The item is worth roughly 10,000gp. A PC uses the appraise skill, so 
  3d10 are rolled, generating 3, 0, and 5. The item is worth 10,305 gp.
  One continues using this process until the total value of the individual items in the hoard has the 
  same number, or greater, as the number of significant digits in the total hoard value.
  Notes: I typically roll the head and the d10s simultaneously to speed this method up. After 
  using this in my own games extensively, I find that I often simplify it mentally to a statement like 
  “This item is worth d6+2d10” which means a value between 100 gp and 699.
  I often use multiple similar or identical lower value items—so you might find 2d6 busts of similar 
  value in a single hoard, which also helps speed things up.
  Matt Dance (order #7020627)
  
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  names of artists
  Bedlam Shroud,  
  Eleanor 
  Manuela Francis, 
  Merz Damnmuck,  
  Adam Von Bargen,  
  Bauaet, 
  Rexak Ghostcarver 
  Grosscraft, 
  Dacthamei, 
  Cariloadsem, 
  Htarc Anvilworker, 
  Anadalong, 
  Condati, 
  Greenpine, 
  Hazel Hudson, 
  The Moolah Thief, 
  Carolina Eunice 
  Lester, 
  Malik 
  Montgomery, 
  Zane Vondrak, 
  Tob, 
  Fanaungi, 
  Benedict Cobb, 
  Mel Arden 
  Mercado, 
  Ernie Hays, 
  Michael Moreau, 
  Xavier Nix 
  Zar’tsokegorh, 
  Nadnozmaciel, 
  Zoron 
  The Unholy Earl 
  That Prefers the 
  Pretender, 
  Carnage of the 
  Mysterious 
  Vortex, 
  The Ambassador 
  Who Hates the 
  Dreamer
  various examples of art: 
  Paper Arts: Pastel chalk or oil, Charcoal, 
  Colored pencil, Conte, Crayon, Graphite, 
  Ink, Colored ink doing Calligraphy, 
  Printing, or Illustrating a manuscript, letter, 
  or drawing on Paper, Canvas, Wood, 
  Plaster, or Metal.
  Fabric Arts: Applique, Beadwork, 
  Crochet, Cross-stitch, Dying, Embroidery, 
  Felting, Knitting, Lace, Macrame, 
  Nalebinding, Needlework, Patchwork, 
  Passementerie, Quilting, Rope, Rugmaking, 
  Sewing, Tapestry, Textile printing, 
  Weaving.
  Painting: Acrylic, Oil or Enamel Paint, 
  Encaustic (wax), Fresco, Gesso, Glaze, 
  Gouache, Ink, Sumi, Tempera, Watercolor 
  on Buildings, Canvas, Clay, Cloth, Glass, 
  Lacquer, Metal, Paper, Wood, or Ceramic.
  Crafts: Bracelets, Lace, Origami, 
  Scrap-booking, Wood burning, Egg 
  Decorating, Mosaic.
  Carving: Bone, Gourd, Ice, Ivory, 
  Scrimshaw, Stone, Wood.
  Ceramics: Figures/Statuary, Tiles, 
  Tableware/China, Pottery,  
  Glasswork: Beads, Decanters, Lamps/
  Chandeliers, Goblets, Crystal, Pipes, 
  Bowls, Windows, Stained, Flowers, Tiles, 
  Etched and Engraved.
  Stonework: Sculpture, Statues, Carvings, 
  Engravings, Lapidary,  Pietra dura, and 
  Fountains, from Brick, Gems, Marble, Slate, 
  Granite, Travertine, Limestone and 
  Sandstone.
  Metalwork: Sculpture, Furnishings, 
  Miniatures, Tools, and Tableware. 
  Magical: Images, sounds, energies, or 
  sensations triggered or transferred 
  magically. Examples include, Moving 
  image, Items that float or spin, water 
  running in a circle, spheres that sing, 
  dioramas that 
  move, etc. 
  Value Categories
  1
  1 cp
  17
  1,500
  2
  1 sp
  18
  2,000
  3
  5 sp
  19
  3,000
  4
  1 gp
  20
  4,000
  5
  10 gp 21
  5,000
  6
  25
  22
  7,500
  7
  50
  23
  10,000
  8
  75
  24
  20,000
  9
  100
  25
  40,000
  10
  150
  26
  80,000
  11
  200
  27
  150,000
  12
  300
  28 250,000
  13
  400
  29 400,000
  14
  500
  30 800,000
  15
  750
  31
  1 Mil
  16 1,000 32
  Priceless
  RANDOM ART OBJECT GENERATION
  Type
  1-2
  Paper art (prints, calligraphy, illustrated manuscript)
  3-4
  Fabric art (tapestry, embroidery, quilt)
  5-6
  Painting (watercolor, oils, acrylics, enamels) 
  7-8
  Crafts (Doll making, Bookbinding)
  9-10
  Carving (woodwork, scrimshaw, bone, ivory, scales)
  11-12
  Ceramics (pottery, urns, statuary, china)
  13-14
  Glasswork (decanters, chandeliers, goblets, pipes, bowls, windows)
  15-17
  Stonework (Statues, birdbaths, plaques)
  18-19
  Metalwork (sculpture, furnishings, decorative)
  20
  Magical
  Subject
  1
  Abstract (-2 Value)
  2
  Monster (-1 Value)
  3
  Humanoid
  4-5
  Natural
  6
  Supernatural
  7-9
  Local
  10-12
  Historical
  13-17
  Religious
  18-19
  Noble (+1 Value)
  20
  Royalty (+2 Value)
  Age
  1
  Avant-garde (-3)
  2
  Current (-2)
  3-5
  Recent (-1)
  6-13
  Contemporary (0)
  14-17
  Modern (+1)
  18
  Old (+2) 
  19
  Antique (+3)
  20 (1-14)
  Venerable (+4)
  20 (15-19)
  Archaic (+5)
  (20)(1-18)
  Antediluvian (+6)
  (20)(19-20)
  Primordial (+7)
  Condition
  1
  Badly Damaged (-3)
  2
  Damaged (-2)
  3-5
  Worn (-1)
  6-13
  Average (0)
  14-17
  Good (+1)
  18
  Excellent (+2) 
  19
  Near Perfect (+3)
  20 (1-14)
  Perfect (+4)
  20 (15-20)
  Flawless (+5)
  Size
  1
  Tiny (-3)
  2
  Very Small (-2)
  3-5
  Small (-1)
  6-13
  Average (0)
  14-17
  Large (+1)
  18
  Very Large (+2) 
  19
  Huge (+3)
  20 (1-14)
  Massive (+4)
  20 (15-20)
  Gargantuan (+5)
  Quality of Materials
  1
  Awful (-3)
  2
  Poor (-2)
  3-5
  Below Average (-1)
  6-13
  Average (0)
  14-17
  Above Average (+1)
  18
  Good (+2) 
  19
  Excellent (+3)
  20 (1-14)
  Finest (+4)
  20 (15-20)
  Unique (+5)
  Artist Renown
  1-3
  Unknown (-3)
  4-6
  Obscure (-2)
  7-10
  Locally known (-1)
  11-14
  Regionally known (0)
  15-18
  Nationally known (+1)
  19
  Continentally known (+2) 
  20 (1-16)
  World renowned (+3)
  20 (17-20)
  Ubiquitous (+4)
  Quality
  1
  Awful (-3)
  2
  Poor (-2)
  3-5
  Below Average (-1)
  6-13
  Average (0)
  14-17
  Above Average (+1)
  18
  Good (+2) 
  19
  Excellent (+3)
  20 (1-14)
  Brilliant (+4)
  20 (15-20) Masterpiece (+5)
  Art Value Tracker
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  +1
  +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9
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  GOODS
  Low value goods are useful to the Dungeon Master in several situations. These are particularly 
  effective if you are looking to screw your party out of treasure, if you want them to walk past 
  the treasure in the adventure, or if they desperately need natural resources. The value to weight 
  of low value goods means that the low value goods table should be restricted to the lower 
  character levels, or certain specific situations in higher level campaigns. (i.e. “Yes, there are 
  things of value in there, but it’s not worth your time to retrieve.”) These tables are also very 
  useful for determining the contents of ships, caravans, merchants and general goods. See the 
  following page for a description of each of the good types, including weight and value.
  Low Value Goods
  01-08
  Cotton/Wool/Flax 
  09-18
  Furs/Hides/Skins
  19-22
  Ingots: Iron/Copper/Lead/Tin
  23-26
  Lumber
  27-35
  Wine/Ale/Beer/Liquor
  36-48
  Grain/Foodstuffs
  49-52
  Livestock/Slaves
  53-65
  Sugar/Spices/Hemp/Jute/
  Pipeweed/Herbs/Salt*
  66-69
  Dressed Stone
  70-73
  Cloth/Fabric*
  74-79
  Leather Goods
  80-87
  Pewter/Bronze/Copperware/
  Ceramics
  88-95
  Wooden Items
  96-00
  Steel Bar Stock
  High Value Goods
  01-12
  Armor/Weapons
  13-16
  Coffee/Tea
  17-20
  Exotic Fruits
  21-30
  Leathers/Silks/Fabrics
  31-33
  Gold/Silver/Electrum/Platinum Bars
  34- 37
  Ivory
  38-40
  Narcotics/Medicine
  41-46
  Perfumes
  47-48
  Ingots, Rare Metals
  49-50
  Rare Woods
  51-63
  Religious Artifacts
  64-85
  Scrolls/Books
  86-90
  Ingots: Electrum/Silver/Gold/
  Platinum
  91-98
  Laboratory Items
  99-00
  Magical Components
  BEJEWELED ITEMS
  01
  Aiguillette
  30
  Coronet
  59
  Pendant
  02
  Anklet
  31
  Crown
  60
  Pin
  03
  Ankle Chain
  32
  Cuff link
  61
  Prayer Beads
  04-05
  Armband
  33
  Decanter
  62
  Puzzle
  06
  Armlet
  34
  Diadem
  63
  Orb
  07
  Bangle(s)
  35-37
  Earring
  64-70
  Ring
  08-09
  Belt
  38
  Egg
  71
  Scepter
  10
  Body Piercing 
  39
  Fob
  72
  Seal
  11
  Button
  40-41
  Goblet
  73
  Statuette
  12
  Small Box
  42
  Grill
  74
  Tiara
  13-14
  Braclet
  43-44
  Headband (fillet)
  75-76
  Torc
  15-16
  Brooch
  45
  Idol
  77
  Toe Ring
  17
  Buckle
  46
  Icon (small animal, symbol) 78-84
  Utensils
  18
  Chain
  47
  Lapel Pin
  85
  Zierscheibe (ornamental disc)
  19-20
  Chalice
  48-49
  Locket
  86-89
  Weapon
  21
  Chatelaine
  50
  Mask
  90-93
  Armor
  22
  Choker
  51
  Medal
  94-98
  Tool
  23-24
  Circlet
  52
  Medallion
  99
  Roll on again on type of 
  treasure table, Reroll coin 
  results, new item is bejeweled.
  25
  Clasp
  53
  Navel Jewel
  26
  Cock Ring
  54
  Neck Chain
  27
  Collar
  55-56
  Necklace
  00
  Treasure container is 
  bejeweled.
  28
  Coffer
  57
  Nose Ring/Stud
  29
  Comb
  58
  Pectoral
  Most jewelry are plain items enhanced by precious metals and gems. There are many ways to 
  enhance the value of an item, some common methods are listed below: Increase the quality of the 
  material, Increase the quality of the manufacture. Remove things from it (ornate carving, relief, beveling, 
  fretwork). Add things to it (Upholstering, inlaying precious metals and gemstones, adding a fur fringe, encasing 
  it in valuable skin, embroidery). Enhance the value of the object (Polishing, finishing, dying, coloring, painting), 
  Social factors can also play a role in value, as any urban setting value will be dictated by culture and fashion.
  Here is a list of some items that can be selected on a roll of utensils, or in lieu of the above list: 
  Adhesive, Adze, Ankus (to prod animals with), Anvil, Auger, Awl, Balls, Bangles, Bell, Bellows, Bottle, 
  Bow Drill, Bowl, Branding Iron, Brush, Buckle, Stopper, Candelabra, Candlestick, Cards, Carding 
  Comb, Carpenter’s square, Cauldron, Chisel, Coffin, Combs, Corckscrew, Crowbar, Cup, Dice, Drill 
  bits, Drill, Drinking Jack, Drinking Horn, Dolls, Door Handles, Ewers, Eye-patch, File, Fingerpick, 
  Fish-hooks, Flagon, Forge, Fork, Game Pieces, Grindstone, Goblet, Hammer, Hilt, Hoe, Hollow Reed, 
  Kettle, Key Ring, Knives, Ladle, Loom, Mallet, Mantle, Masks, Mirrors, Molds, Mortar & Pestle, 
  Monocle, Mug, Nails, Paint, Pan, Peg-legs, Pickaxe, Pitcher, Pitchfork, Pen Case, Planner, Platters, 
  Pliers, Plow, Pots, Potters Wheel, Pouches and small boxes, Pulley, Rake, Rope, Salt cellar, Saw, Scissors, 
  Scepters, Shepherd’s Crook,  Sledge, Spade, Spit, Spoon, Stein, Thimble, Tiles, Trays, Tongs, Toys, 
  Vestments, Wedge, Wheelbarrow, Whetstone, Whitewash, Wire, Whistle.
  Matt Dance (order #7020627)
  
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  75
  Dressed Stone: This is worth between 2 - 5 silver pieces a cubic foot. Each cubic foot of stone 
  weighs 100 pounds. (Good luck)
  Cloth/Fabric: This also varies in price. 1 pound of material is approximately 2 square yards. It 
  varies in price between 1 gold piece and 30 gold pieces per pound. There are literally dozens 
  of different types of fabric. The most common are cotton and wool, followed by cloth made 
  from the soft fur of animals. See the appendix for a full listing.
  Leather Goods: These can vary in price depending on the actual source of leather. 1 pound of 
  material is approximately 2 square yards. It has a value of 10 gold pieces per pound for cow 
  leather. The value can range from 5-100 gold pieces per pound for more exotic leathers.
  Pewter/Bronze/Copperware/Ceramics: These functional items fetch approximately 1 silver piece 
  to 2 gold pieces a pound. To determine the item, you can use the utensil entry in the appendix. 
  Wooden Items: These items average approximately 1 gold piece a pound. To determine the 
  item, see the utensil entry in the Appendix. 
  Steel Bar Stock: Standard bars are 400 ounces, equal to 25 pounds. Each pound of steel is 
  equivalent to 10 gold pieces. A Steel Bar is worth 250 gold pieces. 
  HIGH VALUE GOODS
  Armor/Weapons: Refer to the costs and weights of armor and weapons in your gaming 
  system.
  Coffee/Tea: Coffees and teas vary between 1 gold piece and 5 gold pieces a pound.
  Exotic Fruits: Fruits vary between 1 silver piece and 10 gold pieces a pound.
  Leathers/Silks/Fabrics: These refer to expensive or rare fabrics, or embroidered or enhanced 
  leathers and fabrics. Again 1 pound is equal to 2 square yards of material. The prices on these items 
  range from 20-40 gold pieces a pound. A list of some fabrics may be found in the Appendix.
  Gold/Silver/Electrum/Platinum Bars: Each bar is 400 ounces, weighing approximately 25 
  pounds. A gold bar is worth 250 gold pieces, a silver bar is worth 25 gold pieces, an Electrum 
  bar is worth 125 gold pieces, and a Platinum Bar is worth 1,250 gold pieces
  Ivory: has a value of 5-25 gold pieces per pound depending on availability. The value of ivory 
  increases as the size of the piece increases, large pieces may double, triple or quadruple the 
  price per pound. The source of the ivory may also be a factor. Ivory from fantastic creatures is 
  most valuable, followed by that from elephants. Ivory from hippos, walruses and such is less so.
  LOW VALUE GOODS
  Cotton/Wool/Flax: Cotton is 1 gold piece per pound, Wool is 3 copper pieces per pound, 
  Flax is worth 5 silver pieces a pound.
  Furs/Hides/Skins: Depending on the animal and the quality of the fur, the value of these varies 
  wildly. Small common animals have furs valued between 3-10 silver pieces per pound. Larger 
  common animals have furs valued at 1 - 2 gold pieces per pound. Rare animals have skins 
  valued at 3-5 gold pieces per pound. Exotic animals and monsters have hides valued at 10 - 
  500 gold pieces per pound. See the appendix for a list of creatures furs, skins and hides.
  Ingots Iron/Copper/Bronze/Lead/Tin: An Ingot is a pound. Iron is 2 copper pieces per 
  pound, Copper is 1 silver pieces per pound, Bronze is 6 copper pieces per pound, Lead is 6 
  copper pieces per pound, and Tin is 1 gold piece per pound, 
  Lumber: lumber is found in cords. A full cord measures 4 feet high by 4 feet wide by 8 feet 
  long (4'×4'×8') and has a volume of 128 cubic feet. It has a value of 10 gold pieces a cord, 
  and weighs between 2000 and 4000 pounds a cord. It takes up approximately 1/4 a ton of 
  space in a ship. It can be used to offset building costs of wooden structures.
  Wine/Ale/Beer/Liquor: A gallon of liquid will weigh between 8 and 10 pounds. Wine and Liquor will 
  be in bottles or casks, Beer and will be in casks or barrels. Barrels and casks are found in a variety of 
  sizes. From the gallon (1 gallon) to the barrel (32 Gallons) to the hogshead (48-63 Gallons) to the tun 
  (252 Gallons). The liquid inside will be valued at 1 copper piece to 300 gold pieces a pound (or 10 
  copper pieces to 3000 gold pieces a gallon) based on the rarity and difficulty of manufacture. Wine 
  made from grapes crushed by the feet of young elven female virgins, or beer made by a dwarf over 
  one thousand years old might be more difficult to procure and more expensive as a result.
  Grain/Foodstuffs: Foodstuffs and grain vary wildly in cost and weight. The worth starts at 1 
  copper piece per pound and increases to a maximum of 10 gold pieces per pound.
  Livestock/Slaves: Assuming slavery is legal, the value of a slave depends on the local market 
  and their condition. If they are skilled, young, talented, healthy or of an unusual race they are 
  worth much more. They are usually sold for the approximate value to rent their services for 2 
  years. This value varies from 2 gold pieces to 500 gold pieces or more. Livestock varies by the 
  beast. Cows will sell for 10 gold pieces, whereas a Chicken is worth a copper piece. Use the 
  value for beasts of burden in your role-playing system for more detail.
  Sugar/Spices/Hemp/Jute/Pipeweed/Herbs/Salt: Sugar and Salt are 1 gold piece per 
  pound. (Sugar may be found in cane form which cuts it’s value by 1/2 per pound). Spices and 
  Herbs range from 1 copper piece to 20 gold pieces a pound. Hemp and Jute run 
  approximately 2 silver pieces a pound. Pipeweed goes for 20-500 gold pieces a pound (and 
  is usually found in ounce and quarter-ounce quantities).
  Matt Dance (order #7020627)
  
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  Magical Components: These are magical components, useful in creating scrolls, crafting 
  magic items, and researching spells. Specifics are left to the Dungeon Master. Their cost 
  (increased by the lack of a need to kill the monster to retrieve them) varies greatly. Obviously 
  goblin blood is a little more common then a dozen basilisk eyes. This also includes poisons, 
  alchemical materials, and potions, as well as spell components. 
  FURNISHINGS
  Furniture may be ornate, 
  engraved, inlaid with 
  precious metals, carved, 
  burned, beveled, have 
  fretwork, be upholstered or 
  be made more valuable in 
  a variety of ways. It may 
  be made out of a variety  
  of valuable woods,  
  fabrics, and metals (q.v.). 
  References are in the 
  Appendix. Notes on 
  individual furnishings are 
  below.
  Armoire and Closets:  
  This may contain a 
  selection of clothing as part 
  of it’s value (or other items).
  Bed: Do not forget the 
  value of the mattress, 
  linens, and sheets.
  Bench: These may be 
  upholstered with valuable fabrics (and expensive nails or tacks).
  Carpet and Rug: There are a huge variety of types of these. Methods of rug and carpet 
  making include, but are not limited to: Woven, Needlefelt, Knotted, Tufted, Flatweaved, Hooked, 
  and Embroidered. Types of rugs are often associated with earth cultures and include Chinese, 
  Persian, Turkish, Pakistani, Azerbaijani, Turkmen, Oriental, Spanish, French, and English.
  Chest of Drawers, Cupboard, and Desk: May double as a treasure container.
  01
  Altar
  52
  Dais
  02
  Armchair
  53-56
  Desk
  03-05
  Armoire
  57
  Fountain
  06
  Arras
  58
  Fresco
  07-10
  Bed
  59-60
  Hamper
  11-12
  Bench
  61-63
  Idol
  13-15
  Blanket
  64
  Loom
  16-17
  Box
  65-68
  Mat
  18-19
  Braizer
  69-70
  Mattress
  20
  Bucket
  71-73
  Pallet
  21
  Buffet
  74-75
  Pedestal
  22-23
  Bunks
  76-78
  Pillow
  24-25
  Cabinet
  79-80
  Quilt
  26-27
  Candelabrum
  81-84
  Rug
  28-30
  Carpet
  85-86
  Screen
  31
  Chandelier
  87-88
  Shelves
  32-36
  Chair
  89
  Shrine
  37-38
  Chair, Padded
  90
  Sofa
  39
  Armchair, Padded
  91-93
  Stool
  40-42
  Chest of drawers
  94-96
  Table
  43-45
  Closet (Wardrobe)
  97
  Throne
  46
  Couch
  98
  Tub
  47
  Cresset
  99
  Wall Basin
  48-49
  Cupboard
  00
  Work Bench
  50-51
  Cushion
  Narcotics/Medicine: Narcotics vary wildly in price. They are worth between 50 and 5,000 
  gold pieces a pound. They may be illegal, and it may be difficult to procure a purchaser. Some 
  examples include vitamins, fertility drugs, antibacterials, depressants, euphoriants, 
  hallucinogens, hypnotics/sedatives, and stimulants.
  Perfume: Perfumes are priced by the ounce. They are worth between 2 silver pieces and 20 
  gold pieces an ounce.
  Ingots, Rare Metals: An ingot is a pound. Mithral is 75 gold pieces per pound, Adamantine is 
  750 gold pieces per pound, Dwarven Iron, is 10 gold pieces per pound, Fine steel is worth 15 
  gold pieces a pound (or as it is more likely to be found, 375 gold pieces per steel bar), 
  Alchemical Silver is 15 gold pieces a pound, Cold Iron is 1 gold piece a pound, Orichalcum is 
  500 gold pieces a pound.
  Rare Woods: These are 2×-10× the cost of normal wooden items. Assume a cord of rare wood 
  has a value between 20-100 gold pieces Items made from rare woods are 10 gold pieces to 
  the pound. Many of these can be used to make magical weapons and armors.
  Religious Artifacts: These include a variety of items, such as altars, altar cloth, bells, braziers, 
  candelabras, candles, candlestick holders, cassocks, censers, chalices, chimes, altar cloths, drums, 
  fonts, holy/unholy symbols, holy relics (bones, vials of blood, bloodstained cloths)idols, incense, 
  incense burners, kneeling bench, lamps, lecterns, mosaics, offertory containers, reliquaries, screens, 
  shrines, snuffing bells, thuribles, tripods, vestments, votive lights, and whistles. These items can be 
  made from or covered by linen, velvet, silk, gold brocade, dyed cloth, bronze, iron, silver, gold, 
  platinum, brass, wood, or granite. Most of these items weigh a few pounds or less except for 
  altars (10-2000 pounds),  Braziers (5-200 pounds), Kneeling benches (3-20 pounds), Lecterns 
  (20-150 pounds) and Reliquaries (5-50 pounds).
  Scrolls /Books: See Books/Scrolls section
  Ingots Electrum/Silver/Gold/Platinum: An Ingot is a pound. Electrum is 5 gold pieces per 
  pound, Silver is 1 gold piece per pound, Gold is 10 gold pieces per pound, Platinum is 50 gold 
  pieces per pound.
  Laboratory Items: These include a wide variety of items, such as adhesives, alembics, astrolabes, 
  balances and weights, beakers, bellows, bladders, bottles, bowls, boxes, braziers, cages, caldrons, 
  candles, candlesticks, carafes, chalk, crucible, cruet, crystal balls, decanters, desks, dishes, flasks, 
  funnels, furnaces, horns, hourglasses, ink, inkwells, jars, jugs, kettles, ladles, lamps, lenses, maps, mortar 
  and pestle, pans, paper, parchments, papyrus, pentacles, pentagrams, phials, pipettes, pots, prisms, 
  quills, retorts, stirring or mixing rods, scroll tubes, sheets, skins, skulls, spatulas, measuring spoons, 
  stands, stools, stuffed animals, tanks, tongs, tripods, tubes, tweezers, vellum, vials, waterclocks, wax, 
  wires, and workbenches. These items are usually made of glass, iron, and steel. There may well 
  be alchemical materials, poisons, and potions among the supplies.
  Matt Dance (order #7020627)
  
  78
  79
  Topics
  01-04
  Autobiographies
  05-12
  Biographies
  13-20
  Botanical / Flora
  21-30 Common Works (1-10 Accounting, 11-18 Letters/
  Diary, 19-20 Lists)
  31-40
  Erotica (1-5 Stories, 6-10 Lyrics, 11-15 Pictures, 
  16-20 Poetry)
  41-48
  Historical (1-15 Local, 16-18 Regional, 19-20 
  World; 1-5 Location, 6-10 Cultural/Societal, 
  11-15 Warfare, 16-20 Myth)
  49-50 Travel (Travelogues, Journals, Gazetteers, Logs)
  51-53
  Legal Texts (1-10 Contracts, 11-18 Writs, 19-20 
  Subpoenas) 
  54-57
  Letters of Credit
  58-64 Literature (1-5 Epics, 6-14 Novels, 15-17 Plays, 
  18-20 Poetry)
  65-75 Religious (1-10 Scripture, 11-15 Tracts, 16-20 Hymnals)
  76-79
  Philosophy (Manifestos, Discourses, Rants)
  80-81
  Magic/Spell Craft/Alchemy (Encoded)
  82-84 Medicine (1-12 Herbal, 13-16 Pharmacological, 
  17-20 Anatomy)
  85-86 Trade Secrets (Randomly Select Skill/Proficiency)
  87-90
  Zoological/Fauna
  91-00
  Sage* (1-12 Racial, 13-20 Physical and 
  Supernatural Universe)
  Sage Text Topics
  Sage Texts
  Racial Topics
  1
  Human
  1
  Art & Music
  2
  Dwarven 2
  Biology
  3
  Elven
  3
  Demography
  4
  Gnome
  4
  History
  5
  Halfling
  5
  Languages
  6
  Orc
  6
  Legends & Folklore
  7-8
  Other
  7
  Law & Customs
  8
  Philosophy & Ethics
  9
  Politics & Geneology
  10
  Psychology
  11
  Sociology
  12
  Theology & Myth
  1-2 Sciences
  3-4 Biology
  5-6 Supernatural
  1
  Architecture
  1
  Amphibians
  1
  Astrology & Numberology
  2
  Astronomy
  2
  Arachnids
  2
  Cryptography
  3
  Chemistry
  3
  Avians/Ornithological
  3
  Divination
  4
  Engineering
  4
  Cephalopods & Echinocherys
  4
  Dweomercraft
  5
  Geography
  5
  Ichthyoids
  5
  Heraldy
  6
  Geology & Mineralogy
  6
  Insects/Entomological
  6
  Signs & Sigils 
  7
  Mathematics
  7
  Mammals
  7
  Metaphysics
  8
  Medicine
  8
  Marsupials
  8
  Dimensions & Planes
  9
  Meteorology & Climatology
  9
  Reptiles/Herpotological
  10
  Oceanography
  10
  Bushes & Shrubs
  11
  Physics
  11
  Flowers
  16
  Trees
  12
  Topography & Cartography
  12
  Fungi
  17
  Weeds
  13
  Grasses & Grains
  18
  Magical Flora
  14
  Herbs
  19
  Magical Fauna
  15
  Mosses & Ferns
  20
  Bestiary
  BOOKS AND SCROLLS
  A detailed method for determining the contents of libraries.
  Assume for any shelf that all topics are similar.
  Spellbooks and magic scrolls are generally given on the result of “Magic Items” 
  Scrolls: A scroll usually consists of papyrus, paper, or parchment in a roll that someone has painted, 
  drawn or written on, either to store information  or for decoration. Occasionally they are divided 
  up into pages that are glued together at the edges, but more often they are a continuous roll. 
  Books: A book is made of paper, parchment or similar material bound together to hinge at 
  one side. It’s contents are written, illustrated, printed or blank sheets. A single page is called a 
  leaf, and each side of the leave is called a page. Sometimes called a codex. 
  Tomes: A large scholarly book. Separated out due to unusual size and thickness. These will 
  often be as large as four feet on a side, and it is possible they may be almost a foot thick. 
  Special: This encompasses any unusual writing or storage material including animal bones, 
  stone tablets, papyrus scrolls, metal sheets, silk ribbons, tanned hides, dried bark, wooden 
  sticks, woven cloth, wax tablets, or silk rope. 
   
  For each work and/or shelf, roll to see if it has a special quality
  Determine the language that the works are in. This is highly dependent on the culture of your 
  world, so no assistance has been provided. 
  Books & Scrolls
  1-6
  A single work
  7-14
  Several works (1-6 books)
  15-19
  A collection of works (2-12 books)
  20 (1-16)
  A shelf of books *
  20 (17-20)
  A library (1-100 shelves) 
  Contents of Shelves
  1-15
  Scrolls
  10-100
  16-19
  Books
  10-60
  20 (1-10)
  Tomes
  1-4
  20 (11-19)
  Special*
  1-10
  20 (20)
  Roll Again (contains 
  magical works)
  -
  Possible Special Quality of Book or Shelf
  1-14
  Normal Book
  15-19
  Has value towards Arcane Library
  20 (1-19)
  Treasure Map or Puzzle
  20 (20)
  Spellbook, magical scroll, or magic tome
  Security on Tomes & Spell-books
  1
  None
  2-10
  Locks only
  11-15
  Traps/Magic
  16-20
  Locks and Traps
  Type of Locks on Tomes
  1-4
  Simple key lock
  5-8 
  Hidden lock (design pressed to release latch)
  9-11
  Combination lock (dial, et. al)
  12-15
  Hidden combination lock (press design in sequence)
  16-19
  Hidden combination key lock (press design in sequence to reveal lock)
  20
  Word lock
  Matt Dance (order #7020627)
  
  80
  81
  The Sex Life of Goblins: New Theories: This limp bound book has a leather-like cover made from some 
  unknown flesh. The original text seems to be written by an ancient sage, Penior-sung Kjarkutanson, and 
  contains extensive investigation and discussion on the sexual and mating habits of Goblins. Two things are of 
  note about the book. First is that goblins do not mate sexually, and are instead spawned in nature from the 
  evil thoughts of men. Second, is that several dozen of the pages have had the writing scraped off and 
  replaced with detailed and explicit pictures of sex acts of human people who have their heads replaced with 
  the heads of goblins.
  Abridged Essays of Naval Warfare: This leather bound sewn book, contains six “abridged” essays on naval 
  warfare, by a variety of generals. The shortest of the essays is 80 pages, and the longest runs to 290. The 
  Essays are as follows: Ships of Steel, Outmaneuvered by Hormus Cang; The Art of Distance by Yaz Fitch; 
  Profitable Privateering by Wylie “Parrot Charmer” Haul; Victories of the Line By Admiral Hurk; Windward 
  Victories, By Gorthur Yanganglangfangman; and The Utility of Monsters of the Sea by the Sorcerer Guyee. 
  Anyone who can manage to finish the book can then speak credibly on only mildly out of date military topics.
  Wizardries for Magi: This smyth sewn book has strange flexible lattice covers. It covers a variety of 
  esoteric theories of magic and drops hints about the mysterious author. The book contains several bookmarks 
  and pieces of paper with notes which appear to indicate relations between passages that appear unrelated.
  The Reproductive Habits of Demi-humans, An Illustrated Guide: This book is written in halting, 
  strangely structured common, next to some unknown language. It is illustrated, somewhat badly, and nothing 
  within the book seems to be an accurate depiction of any races sexuality.
  An Expose of the Minor Dictators of the Frontiers: This short saddle-stitched book contains a one page 
  reference for a variety of petty demi-humans and humanoids running bandit camps or who act as minor 
  warlords or raiders. It is slightly out of date. There is a map stuck haphazardly in the book, upon which are 
  several marks which may or may not indicate the location of some of these minor dictators.
  The Cave of Transformations, by Zao: This long stitched book, covered in thin sheets of slate contains a 
  philosophical treatise on the nature of spiritual advancement leading to physical change. It appears at first to 
  make a very many powerful claims and follows that up with writing that makes it sound reasonable. Further 
  reading is difficulty and hard to understand. Taking the effort to read the book reveals that it is primarily 
  nonsense. Continuing to study the book provides insight that the writer, Zao, is a pseudonym and appears to be 
  aware that the book is nonsense. There is a small note in the book that appears to contains some kind of code.
  The Blessings of the Winter Gods: This is a small saddle-stitched book with a cloth cover, containing short 
  psalms and prayers to minor winter gods. These petty divinities are active and value the worship and 
  recitation of their blessings.
  Ancient History of Ancient Art by Brad Folk: This strange book is sewn bound in strange hide and 
  contains a well illustrated series of discussions on ancient artifacts. All of the artifacts are unfamiliar, as well 
  as the cultures they describe. There are a series of notes from several well respected and living scholars in 
  the margins discussing the nature of these essays, with no resolution.
  Health, The Songs: A saddle stitched pamphlet with no cover of a series of songs that form a musical 
  performance about bodily hygiene and health. It is simultaneously explicit, obvious, trite and repulsive. 
  Selections include “How many things live in my mouth” “you say brush your hair, i say brush between your 
  toes, he says use the same brush for both!” “Cleansing does an rectum good” “Cats have the right idea, let’s 
  clean each other with tongues” and “Bodily secretions are more useful outside than in”.
  a short listinG of traps that can Be placed on Books:
  01-03
  Alarm
  57-58
  flammable, acidic,or poisonous pages
  04-05
  Explosive Runes
  59
  explosive with shrapnel cover
  06-07
  Contingency
  60-61
  Animate book
  08-09
  Symbol
  62
  Poverty geas
  10-11
  Dusty pages (spores, disease)
  63-65
  Yellow mold dust
  12-13
  Contact poison
  66-67
  Analine ink
  14
  Book is inside prismatic sphere
  68
  Trap the soul in an object in a 'cutout'
  15
  Ink Golems
  69
  Dimensional portal
  16-17
  Cloud of a million papercuts 
  (Targeting eyes, nose, and mouth.)
  70
  Certain page sucks the reader into the 
  book
  18-20
  Imprisonment spell
  71-72
  A book shaped poison container
  21-22
  Mimics
  73-74
  Cause feeblemind
  23-24
  Contents in code
  75-76
  A deadly creature inside book
  25
  Beartraps
  77-78
   Animate nearby objects
  26-28
  Cursed
  79-80
  Drain
  29
  Superglue
  81-82
  Alters the user
  30
  Teleport trap
  83
  Gain a emnity
  31
  Book has teeth
  84
  Gain a phobia
  32-33
  Electric shock
  85
  Gain a mental quirk
  34
  A book bomb.
  86
  Gain an insanity
  35-37
  Keyed to owner
  87
  Scrys on a mirror of opposition or soul 
  trapping.
  38-40
  Snake Sigil
  88
  Pages with razor edges
  41-43
  Forcecage + monster summoning
  89-90
  Fire trap
  44-45
  Magic mouth
  91-92
  Book is guarded
  46
  A book of random spells, one you 
  turn a page, the previous page is 
  changed.
  93
  Spells scribed incorrectly to fail or 
  backfire
  47-52
  Traditional traps on the cover.
  94
  Book is illusion, actually green slime
  52
  Book is disguised using ‘item’ and 
  ‘magic aura’
  95
  Twisted spells (harmful unless code/key 
  is known)
  53-54
  A lock lurker
  96
   Illusory script
  55-56
  Arcane marked
  97-00
  Arcane lock on a mundane lock
  some unique Books
  Church of the Titans: This coptic bound book has a cover made of aged and lacquered birch, covered in a worn 
  and thin ancient cloth. It is bound with what appears to be snakeskin rope. The text describes various unheard of 
  demigods that match no known culture or history. The text is in an ancient and archaic language. Scrawled notes lie 
  in the margins in a strange and foreign language. If comprehend languages is cast it warns of the demigod coming 
  to life and remaking the world to theirs if their entries are read.
  Matt Dance (order #7020627)
  
  82
  83
  jesters, metal, skull, soft, stocking, round, round/
  billed, tented, tented/billed) Crown 
  (cylindrical/brimmed, hemispherical/brimmed, 
  onion, oval, pagoda, pyramidal, rectangular, 
  square, triangular)
  Cloth Patterns: Appliquéed (stitched together), 
  Color Spotted (plain, twill, or herringbone weave 
  of 2 colors), Dots, Embroidered/Latticed, 
  Lozenged (diamond pattern), Parti-colored, Plaid, 
  Plain, Printed, Stripes (feint checking, diagonal, 
  horizontal, vertical
  Furs generally have a given value for a pelt in 
  the range of 1 silver piece–10 gold pieces. This 
  value is multiplied by 10 if the fur is used to trim 
  an item, by 100 if a cape or jacket is made from 
  the fur(s) or skin(s), and by 200 if a coat, robe or 
  blanket is made from the fur. These values are 
  subject to two major factors, the frequency of 
  appearance of the animal, and the difficulty in 
  acquiring usable fur for large garments. It is this 
  reason, say, mink is worth 30, 900, and 1800 
  times its base value (for trimming, cape, and 
  coat respectively). If an animal is both small and 
  rare, increase the value accordingly
  Valuable Furs: Aurumvorax, Bear, Beaver, 
  Bobcat, Bunyip, Caterwaul, Cheetah, Chinchilla, 
  Cougar, Devil Dogs, Ermine, Fisher, Fox (hoar/
  red/silver), Jaguar, Giraffe, Lamb, Leopard, Lion, 
  Lynx, Marten, Mermot, Mink, Musk-ox, Muskrat, Nonafel, Ocelot Otter, Owlbear, Panther Sable, 
  Puma, Seal, Snow leopard, Spotted cats, Tiger, Winter Wolf, Wolf, Wolverine, Yeti, Zebra
  Valuable skins: Bulk Hides (Cattle, Bison, Mammoths, Mastodons, Caribou) Behemoth, Blink Dog, 
  Dragon*, Dragon Horse, Dragonfly, Dragonne, Displaced Tentacle Cat, Gorgon, Hippopotamus, 
  Ki-rin, Neo-otyugh, Otyugh, Reptiles (Snake, Crocodile, Lizard, Turtles, Dinosaurs) 
  *Dragon hides have many special qualities
  Ivory Producing animals: Baku, Behemoth, Catoblepas, Elephant, Hippopotamus, Hollyphant, 
  Mammoth, Mastodon, Narwhal, Oliphant, Walrus, Walrus Giant.
  Quality: Poor, Average, Fine, Superior and Royal
  01
  Apron
  51-52
  Jerkin
  02-03
  Belt
  53
  Jupon
  04-05
  Blouse / 
  Chemise
  54-55
  Kerchief
  06-07
  Bodkin
  56
  Kirtle
  07-08
  Boots
  57-58
  Leggings
  09
  Braies 
  59-60
  Linen (drawers)
  10-11
  Buskins
  61-62
  Linen (Undershirt)
  12-13
  Cap
  63
  Mantle
  14-15
  Cape
  64-65
  Pantaloons
  16-17
  Caul / Bar-
  bette & Fillet
  66-67
  Petticoat
  18-19
  Cloak
  68-69
  Pouch/Purse
  20-21
  Coat
  70-71
  Robe
  22-23
  Coif
  72-73
  Sandals
  24-25
  Doublet
  74-75
  Scarf
  26-27
  Dress
  76-77
  Shawl
  28
  Fez
  78-79
  Shift
  29-30
  Frock/ 
  Pinafore
  80-81
  Slippers
  31-32
  Garter
  82-83
  Smock
  33-34
  Gauntlets
  84-85
  Stockings
  35-36
  Girdle
  86-87
  Surcoat
  37-38
  Gloves
  88
  Toga
  39-40
  Gorget
  89-91
  Trousers
  41-42
  Gown
  92-94
  Tunic
  43-44
  Hat
  95-96
  Veil
  45-46
  Habit
  97-98
  Vest
  47-48
  Hood
  99
  Wallet
  49-50
  Hose
  00
  Wrapper
  COINS
  Copper coins in particular, and coins in general are a trap. Their weight in comparison to their 
  value very rarely makes them worth taking in any fantasy game you might be playing in.
  For purposes of calculation, due to impurities, all coins weigh .1 pounds, have a diameter of 1.5 
  inches, a thickness of .1 inch, a volume of approximately .18 cubic inches, and a specific gravity 
  of 15.66. These values give you 4 loose coins to the cubic inch. A cubic foot can hold 
  approximately 6400 coins. Containers (excepting chests) can not hold their maximum physical 
  capacity of weight in solid mass. Items will hold more then their listed capacity of weight, but 
  any attempt to move them when they are overfull, will cause them to rip, tear, crack and break. 
  There is no issue with changing this to 50 or 100 coins to the pound. If this is the case, assume 
  proportionately smaller coins.
  Historical and Slang Names of Coins and Money: Abas, Akçe, Akhter, Argento, Angelot, Artiluc, 
  Asarioni,  Ashrafi, Aspra, Augustalis, Banovac, Banana, Bar, Batzen, Batter, Bele, Bezant, Bracteate, 
  Bread, Cabbage, Candareen, Cash, Chip, Chinna, Chuckrum, Columnarios, Condor, Coppers, 
  Crown, Crusado, Daddler, Delog/Dilog, Deaner/Dener, Denier, Dibs, Dobla, Doit, Dollar, Doubloon, 
  Drachma, Dreyling, Ducat, Duggani, Eagle, Écu, Fals Farthing, Florin, Franc, Frizatik, “g’s”, Greens, 
  Groat, Grosso, Grzywna, Guilder, Guiena, Haga, Harf, Hog, Hryvnia, Huizi, Hyperpyron, Itzebu, 
  Jack, Jiaozi, Jital, Job, Joey, Jrimilik, Kani, Kakin, Kasu, Katis, Kahavanu, Kibosh/Kybosh, Kick, Knicker, 
  Koban, Kraków groz (grossi cracovienses), Kreutzer, Kroner, Laurel, Livre, Libertine, Mancus, 
  Maravedí, Marchetto, Mark, Medza/Medzer, Measures, Mina, Moola, Mon, Mun, Ned, Nicker, 
  Noble, Nugget, Obol, Oncer, Onza, Oxford, Pagoda, Penny, Perper, Pice, Pistole, Poppy, Pound, 
  Pratapas, Quarter, Quid, Quattle, Readies, Rin, Royal, Rupies, Schinderling, Sequin, Sheckle, Shilling, 
  Silver, Simoleon,Smackeroos, Sobs, Sol, Solidus, Sou, Sovereign, Squid,  Stamini, Tanner, Tael, Tara, 
  Thaler, Tirce, Tornesel/Tornesol/Tornese, Tremissis, Varaha, Vintem, Yarmaq, Yuzluk, Zehner, Zlot
  CLOTHING
  Clothing may be made out of expensive fabrics (silk) or rare furs. This will often increase the 
  price and value of clothing. It may also have gems and rare metals for buttons and decoration 
  which may also increase the value. Examine the lists of fabrics, metals, gems, skins, and furs to 
  create the value of the clothing. Clothing from a specific designer, or made of a certain quality 
  will also greatly increase or decrease the cost. The base price for clothing is a few slivers. 
  Belting: Balderic, Bandoleer, narrow, Wide, Crossbelt, Girdle, Harness, Sasah, Suspenders
  Boots: Cleated, Fishing, Hip, Hobnailed, Knee (hard, soft), Midcalf (hard, soft), Riding, Spiked, 
  Moccasins, Mukluks, Sandals, Shoes (Ankletop (hard, soft) Cleated (hard, soft)), Spitted, Slippers 
  (normal, dress), Snowshoes, Tabi, Zoris
  Hat: Arming, Bascinet (pig faced), Bear, Bret, Bicorner, Bomet, Busby, Cap (billed, feathered, hunting, 
  Matt Dance (order #7020627)
  
  84
  85
  Size of the Gem
  1
  Tiny (-3)
  2
  Very Small (-2)
  3-5
  Small (-1)
  6-13
  Average (0)
  14-17
  Large (+1)
  18
  Very Large (+2) 
  19
  Huge (+3)
  20 (1-14)
  Massive (+4)
  20 (15-20) Gargantuan (+5)
  Quality of the Gem
  1
  Badly Flawed (-3)
  2
  Flawed (-2)
  3-5
  Minor Inclusions (-1)
  6-13
  Average (0)
  14-17
  Good (+1)
  18
  Excellent (+2) 
  19
  Near Perfect (+3)
  20 (1-14)
  Perfect (+4)
  20 (15-20)
  Flawless (+5)
  Ornamental Stones
  1
  Azurite
  2
  Banded Agate
  3
  Blue Quartz
  4
  Bone
  5
  Eye Agate
  6
  Hematite
  7
  Lapis Lazuli
  8
  Malachite
  9
  Moss Agate
  10
  Obsidian
  11
  Pyrite
  12
  Rhodochrosite
  13
  Tiger Eye
  14
  Turquoise
  15
  Mother of Pearl
  16-20
  Reroll
  Semi-precious stones
  1
  Amazon Stones
  2
  Bloodstone
  3
  Carmealian
  4
  Chalcedony
  5
  Chrysoprase
  6
  Citrine
  7
  Jasper
  8
  Moonstone
  9
  Onyx
  10
  Rock Crystal
  11
  Sardonyx
  12
  Serpentine
  13
  Smoky Quartz
  14
  Star Rose Quartz
  15
  Variscite
  16-20
  Reroll
  Semi-Precious Stones
  1
  Amber
  2
  Alamadines
  3
  Alexandrite
  4
  Amethyst
  5
  Chrysoberyl
  6
  Coral
  7
  Diopside
  8
  Garnet
  9
  Indicolite
  10
  Jade
  11
  Jet
  12
  Morganite
  13
  Nephrite
  14
  Pearl
  15
  Spinal
  16
  Spessarite
  17
  Sugilite (Luvulite)
  18
  Rubellite
  19
  Tourmaline
  20
  Zircon
  Precious Stones
  1
  Aquamarine
  2
  Violet Garnet (Rhodolite)
  3
  Black Pearl
  4
  Peridot
  5
  Deep Blue Spiral
  6
  Kunzite
  7
  Hiddenite
  8
  Topaz
  9
  Zoisite (Tanzanite)
  0
  Reroll
  Gems
  1
  Black Opal
  2
  Emerald
  3
  Fire Opal
  4
  Opal
  5
  Oriental Amethyst
  6
  Oriental Topaz
  7
  Sapphire
  8
  Star Ruby
  9
  Star Sapphire
  0
  Re-roll
  Jewels
  1
  Ammolite
  2
  Black Sapphire
  3
  Diamond
  4
  Jacinth
  5
  Oriental Emerald
  6
  Ruby
  Modifiers will increase or decrease 
  the value of the stones by 1 category 
  each. These gemstones may be found 
  cut or uncut. Cut gemstones will rise in 
  value to the next category of value.
  Gem Value Tracker
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  0
  +1
  +2
  +3
  +4
  +5 +6 +7
  +8
  +9
  GEMS
  Instead of rolling randomly for gems, you have the value, so select the gems based on their 
  core value, modified by their size and quality.
  Ornamental Stones (value 1-25 gold pieces): Azurite, Banded Agate, Blue Quartz, Bone, 
  Eye Agate, Hematite, Lapis Lazuli, Malachite, Moss Agate, Obsidian, Pyrite, Rhodochrosite, Tiger Eye, 
  Turquoise, Mother of Pearl.
  Semi-Precious Stones (Value 25-75 gold pieces): Amazon Stones, Bloodstone, Carnelian, 
  Chalcedony, Chrysoprase, Citrine, Jasper, Moonstone, Onyx, Rock Crystal, Sardonyx, Serpentine, 
  Smoky Quartz, Star Rose Quartz, Variscite.
  Fancy Stones (Value 76-250 gold pieces): Amber, Alamandines, Alexandrite, Amethyst, 
  Chrysoberyl, Coral, Diopside, Garnet, Idicolite, Jade, Jet, Morganite, Nephrite, Pearl, Spinel, 
  Spessarite, Sugilite (luvulite), Rubellite Tourmaline, Zircon.
  Precious stones (Value 251-750 gold pieces): Aquamarine, Garnet, Black Pearl, Peridot, 
  Spinel, Kunzite, Hiddenite, Topaz, Zoisite (Tanzanite).
  Gems (751-2,500 gold pieces): Black Opal, 
  Emerald, Fire Opal, Garnet, Opal, Oriental Amethyst, 
  Oriental Topaz, Sapphire, Star Ruby, Star Sapphire.
  Jewels (2,501-10,000 gold pieces) Ammolite, 
  Black Sapphire, Diamond, Jacinth, Oriental 
  Emerald, Ruby
  Types of Gemstone Cuts: Step Cut, Rose Cut, 
  Table Cut, Cabochon Cut (round), Emerald Cut, 
  Brilliant Full Cut, Eight Cut, Scissors Cut.
  Or, you can select gem type randomly.
  1-5
  Ornamental
  6-10
  Semi-Precious
  11-14
  Fancy
  15-17
  Precious
  18-19
  Gems
  20
  Jewels
  Value Categories
  1
  Rocks
  10
  750-2,500
  2
  1 cp
  11
  2,500-10,000
  3
  1 sp
  12
  10,000-20,000
  4
  5 sp
  13
  20,000-40,000
  5
  1 gp
  14
  40,000-80,000
  6
  1-25
  15
  80,000-200,000
  7
  25-75
  16
  200,000-400,000
  8
  75-250
  17
  400,000-800,000
  9
  250-750
  18 800,000-1,000,000
  Matt Dance (order #7020627)
  
  86
  87
  Blade Shapes (1d20)
  1-8
  Straight
  9-11
  Curved
  12-14
  Tapered
  15
  Kris (Wavy)
  16
  Fullers (Blood Grooves)
  17
  Notches
  18
  Spikes/Protrustions
  19
  Saw
  20
  Jagged
  Hilt Materials
  1
  1-6
  Steel
  2
  1-3
  Wood
  2 4-6
  Slate
  3
  1-2
  Ivory
  3
  3-4
  Bone
  3
  5-6
  Antler or Coral
  4
  1
  Marble
  4
  2
  Obsidian
  4
  3
  Quartz
  4
  4
  Iron
  4
  5
  Bronze
  4
  6
  Lead
  5-6 1-2
  Wrapped in Fabric (reroll 
  1d4+1d6)
  5-6 3-4 Wrapped in Leather (reroll 
  1d4+1d6
  5-6 5-6
  Wrapped in Fur (reroll 
  1d4+1d6)
  Pommel Materials (1d6+1d6)
  As Hilt Material table for results 1-4, 
  replace 5-6 with:
  5
  1-2
  Nickle
  5
  3-4
  Brass
  5
  5-6
  Copper
  6
  1-2
  Electrum
  6
  3-4
  Silver
  6
  5
  Gold 
  6
  6
  Platinum
  Crossguard Shape (1d20)
  1-4
  Arched
  5-8
  Crossed (T-Shaped)
  9-12
  Bowed
  13-14
  Domes
  15-16
  Depicts Fauna (leaping 
  gazelles, lizards, etc.)
  17
  Body Parts (hands, arms, etc.
  18
  Flora (Vines, Flowers)
  19-20
  Gods
  Handle Shape
  1-3
  Straight
  4
  Tapered
  5
  Fluted
  6
  Straight Grooves
  7
  Spiral Grooves
  8
  Prism Shaped
  9
  Hand Imprint
  10
  Hollow
  Pommel Shapes
  1-8
  Sphere
  9-11
  Shapes (Pyramid, Cube)
  12
  Monster head
  13
  Human head
  14
  God head
  15
  Crosses
  16
  Skulls
  17
  Holy Symbols
  18
  Limbs
  19
  Hand, Claw, Paw or Talon
  20
  Pommel is Short Blade
  Accents
  1-4
  None
  5
  Word Engravings
  6
  Picture Carvings
  7
  Runes
  8-10
  Precious Metal Inlays
  11-12
  Jeweled/Gemed
  MAGIC ITEMS
  There are extensive magic item lists for every game systems. In the case of Special magical 
  items, consider such options as Deeds, Treasure Maps, Monster Eggs, Monster Carcasses, 
  Monster Servants, Monster Guards. The value for many of these things is in the thousands of 
  gold pieces and dictated more by campaign considerations so set your prices accordingly. 
  These are excellent rewards more valuable than gold (would you trade 12,000 coin for a baby 
  Thessalhydra to guard your fortress?) and can often lead to many other adventures.
  Note that the following tables require a lot of rolls, many of which will result in fairly normal or 
  plain magical weapons. These results are used for large environments like hexcrawls or 
  megadungeons, where many minor magical items might be found. If designing a magical 
  weapon, use these tables as inspiration for the design and effects of a powerful intelligent 
  weapon, instead of rolling randomly.
  WEAPONS
   
  Magical weapons are a special consideration. 
  Here are some details and alterations to create 
  unique magical weapon descriptions. 
  Materials: They may be constructed from any 
  Metal, Wood, or Stone listed in the Appendix, 
  Stainless, High Carbon, Damascus, and Layered 
  Steel, Crystal, Glass, Obsidian, Ceramic, and Bone. 
  Blade shapes: Straight, Curved, Tapered, Wavy 
  (Kris), Blood grooves (Fullers), Notches, Spikes/
  Protrusions, Saw, Jagged 
  Hand Guards: (Reference Appendix for Materials) Arched, 
  Animals, Body parts, Flora, Fauna, Gods 
  Handle: Organic (Ivory, Bone, Wood, Antler), Inorganic (Stone, Ebony, 
  Metal), Wrapped in Fabric, Fur, or Leather. 
  Handle Shapes: Straight, Tapered, Fluted, Grooves (Straight/Spiral), 
  Prism, Hand Imprint, Hollow. 
  Pommel Materials and Shapes: (Reference Appendix for 
  Materials), Heads (Monster, Human, Gods), Crosses, Skulls, Holy 
  Symbols, Limbs, Hand or Paw, Short Blade. 
  Accents: Word Engravings, Picture Carvings, Runes, Metal Inlays, 
  Jewels and Gems. 
   
  To describe magical weapons give them a name, value, legend, appearance, combat 
  statistics, magical abilities, intelligence, ego, alignment, method of communication, and 
  personality.
  Blade material (1d20)
  1-4
  High Carbon Steel
  5-7
  Folded Steel
  8-9
  Layered Steel
  10
  Crystal
  11
  Bronze
  12
  Glass
  13
  Obsidian
  14
  Ceramic
  15
  Bone
  16-20 Roll again, if this result reoccurs, then the 
  blade is made from a special material
  Special Materials (1d10)
  1
  Mithril
  2
  Adamantite
  3
  Cold Iron
  4
  Alchemical Silver
  5
  Star Metal
  6
  Orichalcum
  7
  Hell Metals
  8
  Astral Metals
  9
  Ice Metals
  10
  Solid Gemstone
  Matt Dance (order #7020627)
  
  88
  89
  1.) Defeat diametrically 
  opposed alignment*
  2.) Defeat Good*
  3.) Defeat Evil*
  4.) Defeat Law*
  5.) Defeat Chaos*
  6.) Defeat Neutrality*
  7.) Slay Clerics
  8.) Slay Druids
  9.) Slay Shamans
  10.) Slay Paladins
  11.) Slay Monks
  12.) Slay Fighters
  13.) Slay Rangers
  14.) Slay Barbarians
  15.) Slay all warriors
  16.) Slay Wizards
  17.) Slay Magic Wielders
  18.) Slay Thieves
  19.) Slay Bards
  20.) Slay all Rogues
  21.) Slay Devas 
  22.) Slay Planetars
  23.) Slay Solars
  24.) Slay Devils
  25.) Slay Demons
  26.) Slay Daemons
  27.) Slay all Celestial Beings
  28.) Slay all Demonic Beings
  29.) Slay Neutral Outsiders
  30.) Slay all Ousiders
  31.) Slay Dragons
  32.) Slay Avians
  33.) Slay Reptiles
  34.) Slay Amphibians
  35.) Slay Fae
  36.) Slay Giants
  37.) Slay Non-humanoid Monsters
  38.) Slay Humans
  39.) Slay Elves
  40.) Slay Dwarves
  41.) Slay Gnomes
  42.) Slay Goblins
  43.) Slay Orcs
  44.) Slay Gnolls
  45.) Slay Hobgoblins
  46.) Slay Vermin
  47.) Slay Undead
  48.) Slay Golems
  49.) Slay Monster*** 
  50.) Slay Demi-human**
  51.) Slay Humanoid**
  52.) Slay Insectoid Monsters
  53.) Slay all Aquatic Creatures
  54.) Slay all Flying Creatures
  55.) Slay Magic using Monsters
  56.) Slay Monstrous Plants
  57.) Slay Psionic Creatures
  58.) Slay Intelligent Undead
  59.) Slay Bizarre Monsters
  60.) Slay Constructs
  61.) Slay Subterranean Monsters
  62.) Slay Subterranean Humanoids
  63.) Slay Shapchangers
  64.) Slay Swarms
  65.) Slay Elementals 
  66.) Acquire Gold
  67.) Win Duels
  68.) Slay for Profit
  69.) Destroy Spellbooks
  70.) Conquer Kingdoms
  71.) Enforce Justice
  72.) Seek Knowledge (DM selects)
  73.) Defend Group (DM selects)
  74.) Slay Friends
  75.) Control/Influence Men (roll 
  again for reason)
  76.) Oppress/Imprison 
  Humanoids/Demi-Humans 
  (specific type)
  77.) Garner Fame
  78.) Cause/Seek War
  79.) Destroy Specific Culture/People
  80.) Seek Honor ****
  81.) Seek Truth (Cannot Lie)****
  82.) Avoid Honesty (only lie)****
  83.) Destroy Religion
  84.) Seek Travel 
  85.) Defend Location (DM Selects)
  86.) Become King 
  87.) Spread/Enforce Religion 
  (DM Selects)
  88.) Destroy Wealth
  89.) Destroy Objects (Caravans, 
  Castles, etc.)
  90.) Avoid Violence 
  91.) Gain Friends (Power of Heart!)
  92.) Destroy Technology
  93.) Experience/Gain Pleasure 
  94.) Prevent or Cause Event (DM 
  Selects - End of World, Docking of 
  Ships, whatever)
  95.) Slay Any (DM Selects)
  96.) Slay Sentient (Souldrinker)
  97.) Slay All (Lifedrinker)
  98.) Roll Twice
  99.) Roll Three Times
  100.) Roll Twice Times and +1 
  bonus power
  * Will be able to detect type 
  ** Pick one native to your 
  campaign, or have them slay 
  all demi-humans/humanoids 
  *** Pick a common deadly 
  monster  
  **** Roll again (1-50) for purpose  
  Roll a 1-6 for an alignment 
  based sword 
  Roll d100 and divide by 2 for 
  a ‘basic’ magic sword type. 
  Roll d100 for a weird or 
  powerful purpose 
  Note that alignment can influence 
  the above purposes (an evil sword 
  that ‘acquires gold’ may take it 
  from anyone, but a good/lawful 
  sword may take it from the rich)
  WEAPON SPECIAL PURPOSE
  Drips
  1
  Ichor
  2
  Sap
  3
  Blood
  4
  Tears
  5
  Fire
  6
  Poison
  7
  Water
  8
  Wax
  Color
  1
  White
  2
  Gold
  3
  Silver
  4
  Green
  5
  Blue
  6
  Red
  7
  Purple
  8
  Rose
  Surrounded
  1
  Motes
  2
  Dust
  3
  Wind
  4
  Steam
  5
  Smoke
  6
  Leaves
  Sounds
  1
  Shriek
  2
  Thunder
  3
  Laughter
  4
  Single Note
  5
  Humm
  6
  Animal Roar or Growl
  Visual Display
  1
  Sparks
  2
  Stars
  3
  Light Burst
  4
  Fire
  5
  Electricity
  6
  Cold
  Marks
  1
  Frozen flesh
  2
  Charred flesh
  3
  Metallic flesh
  4
  Rotted flesh
  5
  Arcane marks, or burns
  6
  Boils or diseased flesh
  Odors
  1
  Musky—perfumes/aftershave
  2
  Putrid—rotten eggs
  3
  Pungent—vinegar
  4
  Ethereal—chemicals
  5
  Floral—roses
  6
  Pepperminty—mint gum
  Magical Effects and Weirdness (10+ on d20)
  1-29
  Weapon glows (see color)
  30-34
  Weapon glows in certain conditions (see color)
  35-39
  Weapon drips (See drips table)
  40-44
  When swung the weapon leaves tracers (see color)
  45-49
  Sword is surrounded by (see surrounded by)
  50-54
  Blade is colored force (see color)
  55-59
  Sounds occur when blade strikes (see sounds)
  60-64
  A visual display occurs when blade strikes (see visual display)
  65-69 A strike against target leaves marks around wounds (see marks)
  70-75
  Blade exudes an exotic but pungent scent (see odors)
  76-78
  Blade of weapon is invisible (all the time/during daylight/
  above ground/below ground)
  79
  Weapon hums
  80
  Weapon vibrates
  81
  Weapon whistles
  82
  Weapon chuckles
  83
  Weapon whispers secrets
  84
  Runes appear on weapon
  85
  Runes appear in air near weapon
  86
  Shines
  87
  Always polished
  88
  Always bloody
  89
  Blade swivels
  90
  Liquid in blade
  91
  Blade drinks in blood
  92
  Blade is like a liquid conforming to a solid shape
  93
  Weapon is translucent
  94
  Blade is made of metal scales that sometimes pulse open
  95
  Weapon causes those nearby to feel an emotion
  96
  Weapon flutters in the breeze like a silk ribbon
  97
  Weapon sprouts spikes transitorily and intermittently
  98
  Weapon is weightless
  99
  Roll twice
  100
  Roll three times
  Matt Dance (order #7020627)
  
  90
  91
  Table A: Fur Type
  1-20
      Bear
  21-23
  Cat, Bobcat
  24-26
  Cat, Cheeta
  27-29
  Cat, Cougar
  30-32
  Cat, Jaguar
  33-35
  Cat, Leopard
  36-40
  Cat, Lion
  41-42
  Cat, Lynx
  43-45
  Cat, Puma
  46-52
  Cat, Tiger
  53-54
  Cat, Snow Leopard
  55-60
  Dog
  61-75
  Wolf
  76
  Wolf, Winter
  77-81
  Fox
  82
  Varmit, Chinchilla
  83
  Varmit, Ermine
  84
  Varmit, Martin
  85
  Varmit, Mermot
  86
  Varmit, Mink
  87
  Varmit, Muskrat
  88
  Varmit, Ocelot
  89
   Varmit, Beaver
  90-92
  Varmit, Wolverine
  93
  Game Animal, Giraffe
  94
  Game Animal, Musk Ox
  95
  Game Animal, Seal
  96
  Game Animal, Zebra
  97-98
  Special, Auromavorax
  99
  Special, Devil Dogs
  00
  Special, Yeti
  Table C: Metal Table
  1-11
  Steel
  12-13
  Iron
  14
  Bronze
  15
  Gold
  16
  Electrum
  17
  Silver 
  18
  Titanium
  19
  Platinum
  20
  Special (Roll again 
  on table to left)
  Table D: Scale Table
  1-11
  Roll on Table C: Metal Table
  12-15
  Dragon
  16
  Ankheg
  17
  Behir
  18
  Beetle
  19
  Bulette
  20
  Naga
  Special Material
  1-2
  Bone
  3
  Coral
  4-6
  Mithral
  7-8
  Adamantine
  9-11
  Cold iron
  12-13
  Star metal
  14
  Orichalcum
  15
  Elemental Fire
  16
  Elemental Water
  17
  Elemental Earth
  18
  Elemental Air
  19
  Elemental Life (Wood/
  Plants)
  20
  Force (Roll for Color)
  ARMOR
  Type of Armor (1d10)
  1-8
  Suit
  9-0
  Individual armor piece
  Suit
  1
   Furs (Table A: Fur Type)
  2
  Padded Armor (1-3 Cotton, 4 Feathers)
  3-4
  Leather (Table B: Leather Type)
  5
  Studded Leather (Table B: Leather Type)
  6
  Ring Mail (Table C: Metal Type) 
  7
  Hide (Table B: Leather Type
  8
  Scale (Table D: Scale Type)
  9
  Brigandine (Table C: Metal Type) 
  10-12
  Chain (Table C: Metal Type)
  13
  Banded or Splint (Table C: Metal Type)
  14-15
  Breast Plate (Table C: Metal Type)
  16-18
  Plate Mail (Table C: Metal Type)
  19
   Field Plate (Table C: Metal Type)
  20
  Full Plate (Table C: Metal Type)
  Individual Armor Pieces
  1-10  
  Shield, Buckler
  11-20
  Shield, Small
  21-40
  Shield, Medium
  41-50
  Shield, Body
  51      
  Cap, Padded
  52-53
  Cap, Leather
  54-56
  Cap, Plate
  57       
  Coif, Leather
  58-60
  Coif, Chain
  61      
  Gorget, Leather
  62     
   Gorget, Plate
  63-68
  Helmet, Bascinet (w/Aventail)
  69-70
  Helmet, Closed (w/Aventail)
  71-72
  Helmet, Great (w/Aventail)
  73      
  Gloves, Cloth
  74-76
  Gloves, Leather
  77      
  Gauntlets, Leather
  78      
  Mittens, Chain
  79      
  Gauntlets, Chain
  80      
  Gauntlets, Plate
  81      
  Cannons, Leather
  82      
  Cannons, Plate
  83      
  Vambraces, Plate
  84      
  Shoes
  85      
  Sandals
  86-87
  Boots, Soft
  88-89
  Boots, Hardshod
  90-92
  Boots, High
  93      
  Sabatons, Chain
  94      
  Sabatons, Plate
  95      
  Cuisses, Leather
  96      
  Cuisses, Splint
  97      
  Cuisses, Plate
  98      
  Greaves, Leather
  99-00
  Greaves, Plate
  Roll below on the appropriate type of material 
  table (Tables A-D), If you don’t use separate armor 
  pieces, roll d100 and divide by 2.
  Table B: Leather Type
  1-40
  Cow
  41-45
  Bison
  46-50
  Ox
  51-55
  Deer
  56-58
  Dog
  59-68
  Snake
  69-79
  Crocodile
  80-90
  Lizard
  91-94
  Dinosaur
  95
  Hippo
  96
  Otyugh/Neo-Otyugh
  97
  Kirin
  98
  Gorgon
  99
  Displacer Beast
  00
  Blink Dog
  Matt Dance (order #7020627)
  
  92
  93
  Color
  1
  White
  2
  Gold
  3
  Silver
  4
  Black
  5
  Green
  6
  Red
  7
  Purple
  8
  Rose
  Animal
  1
  Lion
  2
  Wolf
  3
  Snake
  4
  Bird
  5
  Cat
  6
  Dog
  7
  Fox
  8
  Dragon/Other mythical beast
  Substance
  1
  Motes
  2
  Dust
  3
  Wind
  4
  Steam
  5
  Smoke
  6
  Leaves
  Noise
  1
  Squeek
  2
  Thunder
  3
  Rustling
  4
  Tone
  5
  Hum
  6
  Grinding
  Symbols
  1
  Religious Symbols
  2
  Runes
  3
  Skulls
  4
  Plants
  Protrusions
  1
  Spikes
  2
  Blades
  3
  Teeth
  4
  Saws
  Color
  1
  Musky- perfumes/aftershave
  2
  Putrid- rotten eggs
  3
  Pungent- vinegar
  4
  Camphoraceous- mothballs
  5
  Ethereal- dry cleaning fluid
  6
  Floral- roses
  7
  Pepperminty- mint gum
  Magical Weirdness and Armor Quality (12+ on d20)
  1-10
  Aura (roll color)
  11-20
  Always spotless
  21-25
  Chimerical (appears as normal clothing when worn)
  26-30
  Light (weighs half normal)
  31-35
  Weightless (has no weight at all)
  36-40
  Comfortable (does not feel like wearing armor)
  41-45
  Brilliant design (easy to get in and out of armor)
  46-48
  Armor has a scent (roll scent)
  49-50
  Armor makes a noise (roll noise)
  51-52
  Armor appears greasy or slick
  53-60
  Armor is crafted in the form of an animal head (roll animal)
  61-63
  Armor is crafted with many protrusions (roll protrusion)
  64
  Armor is cool to the touch
  65
  Armor is warm to the touch
  66
  Armor is heavy and bulky
  67-68
  Armor is translucent
  69-75
  Armor is an unusual color (roll color)
  76-77
  Armor is surrounded by substance (roll substance)
  78-79
  Armor exudes substance (roll substance)
  80
  Armor only provides partial coverage (grill, cage, etc.)
  81-90
  Armor is engraved with symbols (roll symbols)
  91
  Armor is stylish
  92
  Armor is fluid looking/malleable 
  93
  Armor appears as if it is constantly moving
  94-96
  Armor is highly reflective
  97
  Armor appears blurred
  98
  Armor contains liquid
  99
  Roll two times
  00
  Roll three times
  Matt Dance (order #7020627)
  
  94
  95
  Fabrics: Woven:  Barkcloth, Broadcloth, Burlap, Calico, Cambric, Canvas, Cheesecloth, Chiffon, 
  Cloth of gold, Cloth of Silver, Crape, Denim, Flannel, Gauze, Haircloth,Herringbone, Himroo, Hodden, 
  Khaki, Longcloth, Linen, Moleskin, Muslin, Oilskin, Ottoman, Oxford, Samite, Sateen, Satin, Scarlet, 
  Seersucker, Silk, Tweed, Twill, Brocade, Corduroy, Plush, Fleece, Terrycloth, Velvet, Velveteen, Wadmal 
  Non-Woven: Felt, Cedar Bark 
  Knitted: Velour 
  Netted: Fishnet, Lace
  Metals: Bronze, Brass, Copper, Electrum, Gold, Iron, Lead, Platinum, Silver, Steel, Titanium, Cobalt, 
  Nickel, Palladium, Tungsten. Alunminum, Antimony, Bisthmuth, Magnesium, Mecury, Pewter, Tin, Zinc 
  Organics: Coral, Bone, Shell, Nut, Claws, Teeth 
  Fantasy Metals: Mithral, Adamantine, Cold Iron, Starmetal, Orichalcum, Hell Metals (Green Steel/
  devil, Morghuth Iron/daemon, Bloodiron/demon), Astral metals (Ferroplasm, Driftmetal), Ice metals 
  (Blue, Stygian, Rimefire) 
  Stones: Marble, Slate, Basalt, Obsidian, Pumice, Quartz, Chalk, Coal, Flint, Lignite, Sandstone, Shale. 
  Granite, Limestone
  Utensils: Adhesive, Adze, Ankus (to prod animals with), Anvil, Auger, Awl, Balls, Bangles, Bell, Bellows, 
  Block and Tackle, Bottle, Bow Drill, Bowl, Branding Iron, Brush, Buckle, Stopper, Candelabra, 
  Candlestick, Cards, Carding Comb, Carpenter’s square, Cauldron, Chisel, Coffin, Combs, Corckscrew, 
  Crowbar, Cup, Dice, Drill bits, Drill, Drinking Jack, Drinking Horn, Dolls, Door Handles, Ewers, Eye-patch, 
  File, Fingerpick, Fish-hooks, Flagon, Forge, Fork, Game Pieces, Grindstone, Goblet, Hammer, Hilt, Hoe, 
  Hollow Reed, Kettle, Key Ring, Knives, Ladle, Loom, Mallet, Mantle, Masks, Mirrors, Molds, Mortar & 
  Pestle, Monocle, Mug, Nails, Paint, Pan, Peg-legs, Pickaxe, Pitcher, Pitchfork, Pen Case, Planner, Platters, 
  Pliers, Plow, Pots, Potters Wheel, Pouches and small boxes, Pulley, Rake, Rope, Salt cellar, Saw, Scissors, 
  Scepters, Shepherd’s Crook,  Sledge, Spade, Spit, Spoon, Stein, Thimble, Tiles, Trays, Tongs, Toys, 
  Vestments, Wedge, Wheelbarrow, Whetstone, Whitewash, Wire, Whistle.
  Musical Instruments: Bagpipes, Bells, Blocks, Chimes, Cymbals, Didgeridoo Drums, Dulcimers, 
  Fiddles, Fifes, Flute, Gongs, Harp, Horns, Hurdy-Gurdy, Lutes, Lyres, Mandolins, Ocarina, Organ, Pan 
  Pipes, Recorders, Tambourine, Triangle, Trumpet, Whistle, and Xylophone.
   Livestock: Alpacas, Apes, Baboons, Bats, Bears, Bison, Boars, Bulls, Camels, Cats, Chickens, Cows, 
  Dogs, Deer, Dolphins, Donkeys, Ducks, Eagles, Elephants, Falcons, Ferrets, Foxes, Goats, Geese, 
  Giraffe, Hare, Hawk, Hen, Horse, Lamb, Lizard, Llama, Mammoth, Monkey, Mule, Otter, Owl, Ox, 
  Partridge, Peacock, Pheasant, Pig, Pigeon, Pony, Ram, Rat, Raven, Rhinoceros, Rooster, Sheep, Snake, 
  Songbird, Swan, Toad, Weasel, Wolf, Wolverine, 
  Gold piece value for eggs is given in parenthesis, double this value (at least) for 
  live young. Steed Monsters and Eggs: Camel, Dragonnel (2500) Eel, Giant (2000), 
  Elephant, Giant Strider (1500), Griffon (2000), Hippocampus (1500), Hippogriff (1000), Wild 
  Horse, Mammoth, Mastodon, Oliphant, Pegasus (3000), Roc (4000), Sea Horse, Sphinx (4000+) 
  Unicorn (No egg, but worth 10,000 gp for live young), Wyvern, (2500).
  appendix a:
  Woods: softwoods: Pine, Cedar, Cypress, Fir, Yew, Hemlock, Larch, Redcedar, Redwood, Spruce 
  Hardwoods: Alder, Applewood, Ash, Aspen, Balsa Beech, Birch, Basswood, Blackwood, Boxwood, 
  Buckeye, Cherry, Chestnut, Cottonwood, Dogwood, Ebony, Elm, Eucalyptus, Gum, Hickory, Ironwood, 
  Locust, Maple, Oak, Poplar, Sandalwood, Sassafras, Teak, Walnut, Willow 
  Boreal: Alder Grey/Common/Red, Balsam Fir, Douglas Fir, Larch, Pine Cembran/Red/White, White 
  Poplar, Norway Spruce, Serbian Spruce, Bog Willow, 
  Desert: Aloe, Cactus, Catclaw, Juniper, Mesquite, Paloverde 
  Jungle: Almond, Brazil Nut, Cacao, Colatree, Orchid, Purpleheart, Rubbertree, Saltree, Zebrawood 
  Savanna: Baobob, Cottonwood, Mesquite, Peppertree, Pinyon, Tamarind, Black Wattle, Coyote 
  Willow, Silver Willow 
  Swampland: Beefwood, Cypress, Fishpoison, Sea Grape, Water Locust, Red Mangrove, Lime 
  Prickly-Ash, Ramin, Poison Sumac, Black Tupelo, Coastel Willow, Swamp Willow 
  Temperate: Apple, Ash, Basswood, Common Beech, Birch, Casuarina, Cedar, Black Cherry, Sour 
  Cherry, Chestnut (Buckeye), Devil Walkingstick, Persimmon Ebony. English Elm, Fluttering Elm, 
  Hawthorn, Club hercules, Shagbark Hickory, Hornbeam, Horseapple, Ironwood, Black Locust, Honey 
  Locust, Maple Norway/Sugar/Sycamore, Oak Bur/English/White, Peach, Pear, Pecan, Plum, Prickly 
  Ash, Giant Sequoia, Sycamore, Black Walnut, English Walnut, Pussy Willow, Weeping WIllow, White 
  WIllow, Yew 
  Tropical: Allspice, Avocado, Banyan, Camphor, Cashew, Cinnamon, jacaranda, Mahogany 
  (bigleaf), Palm Andes/Betel/Cabbage/Coconut/Date/Ivory Nut/Latan/Royal/Sago, Teak 
   
  Fantasy Woods: Realms Bluewood (errie blue leaves, burns bright blue, silver hue to wood), 
  Duskwood (smoky gray wood, hard as iron, fire resistant), Hiexel (Bark is useful as paper), Laspar 
  (golden yellow wood), Phendar (green-brown wood with thin black grain lines), Shadowtop (strong 
  fibrous wood, good for ropemaking, unsuitable for carving or loadbearing; it splits), Silverbark (dry, 
  brittle weak wood), Suth (hard durable wood, hard to work with, very strong), Vundwood (red-brown 
  with a spicy smell), Weirwood (will not burn in a normal fire, resilient durable wood), Zabunter (black 
  bark and wood, strong, easily worked) Other Darkwood (weighs half as much as normal wood), 
  Ironbark (as strong as metal)
  Fabrics: Animal: Sinew or Tendon, Wool, Wollen Wool, Worsted Wool, Goat (Cashmere 
  (Pashmina), Mohair), Alpaca, Vicuna, llama, Camel (Alpaca, Guanaco, Vicuña), Rabbit (Angora), 
  Wadmal, or Silk (Worm, Spider). Bison Down, Mollusc (Byssus), Catgut, Dog (Chiengora), Musk Ox 
  (Qiviuq),  
  Plant: Abacá (Manila Hemp), Kenaf, Grass, Rush, Hemp, Sisal, Coconut (Coir), Straw, Bamboo, 
  Cotton, Flax, Ramie, Jute (Burlap), Linen, or the tree fabrics, Model, Kapok, Piña Raffia Palm, Ramie, 
  Wood 
  Mineral: Asbestos 
  Hides: Buffalo, Bull, Deer, Doe, Elk, Horse, Kid, Pig, Rawhide, Shark, Reptile
  Matt Dance (order #7020627)
  
  96
  97
  Onyx: Black or white quartz. 
  : Colorless transparent quartz. 
  Sardonyx: Quartz containing sard (Carnelian) and Onyx so clear with flesh and white inclusions. 
  Serpentine: This refers to several types of materials (williamsite, ricolite, verde-antique, 
  picrolite, taxoite, bovenite, etc.). It is light pure green to a dirty green color. 
  : Grey-brown to brown-black. Most are clear, this stone is sometimes called 
  “cairngorm”. 
  Star Rose Quartz: This stone is the only valuable form of rose quartz. It is a rose-pink 
  translucent stone with a whitish-grey star. 
  Variscite: Deep green to pale yellowish-green. 
   
  Fancy (Value 76-250gp, roll d300/2 + 75) 
  : Primarily transparent yellow resin, but may range from opaque frothy white to 
  translucent black. This ‘stone’ may contain petrified plants and insects. 
  Alamandines: Marbled brown 
  Alexandrite: Rich purple to blue stone 
  : Pale to deep purple quartz. 
  : Green-yellow to green. There exist rare snowflake forms of this gem. 
  Coral: Polyp colony skeleton. Jewel form is free from pores and may be white to dark red. It is 
  also colored black and blue. 
  : Bronze to purple-red-brown. This stone is also black and green. The violet form is the 
  precious version. 
  : A striking aqua blue. 
  Jade: This stone has an oily luster, green shades, occasionally with streaks or inflections of color. 
  Jet: This is a glossy black stone that is very hard and dense. It is a form of compacted carbon (coal). 
  Morganite: A translucent pink to peach stone. 
  Nephrite: A jade like opaque green 
  Pearl: This stone is formed when a mollusk emits secretions around irritants that get inside it’s 
  shell. Normally white but also yellow to pale rose. 
  : Grey-green to blue-black to purple to deep red to rose. 
  : These vary in color from very dark-red to bright yellow-orange 
  : Light brownish-yellow, purple, violet, reddish violet, pale pink, colorless 
  : A true Rubellite color is a medium to dark saturated red/red, red/purple, to red/
  purple/very slight peach 
  : There are many types and varieties of colors. 
  : Pale blue-green or orange-red are the most valueable colors of this stone. it also comes 
  in brown-yellow, red-brown, green & purple. Orange-red is called “lesser/common hyacinth” 
  or “lesser jacinth” and the smoky form is called “jargoon” 
   
  There are a *large* number of ways to increase the value of an item. A list of some of the most 
  common follow: 
  You can increase the quality of the material, you can increase the quality of the manufacture. 
  You may remove things from it (ornate carving, relief, beveling, fretwork). You may add things 
  to it (Upholstering, inlaying precious metals and gemstones, adding a fur fringe, encasing it in 
  valuable skin, embroidery). Things may be done to enhance the value of the object (Polishing, 
  finishing, dying, coloring, painting), Social factors can also play a role in value, as any urban 
  setting value will be dictated by culture and fashion.
  appendix B: 
  Gem Type Descriptions. Outlined gems are transparent, Italicized gems are translucent, Bold 
  gems are opaque. 
   
  Ornamental Gems (Value 1-25 gp, roll 2d12 & add 1): 
  Azurite: Deep blue color - it is a form of copper ore. 
  : Layered. Brown, white, black, pale blue, red orange and other colors are 
  thinly layered. 
  : Pale to medium blue crystalline quartz. 
  Bone: This is human or animal bone, polished. It is a yellowed ivory color usually, but takes on 
  the color properties of substances nearby after time. 
  : As banded agate, but often cut and resembles an eye. 
  Hematite: Grey-black Iron Ore. 
  Lapis Lazuli: Medium to deep blue color with better value for deeper blues. 
  Malachite: Striated light and dark green. This is a form of copper ore. 
  : Clear to yellow or pink, possibly smoky quartz. Often it has green or grey 
  inclusions that tendril in giving the appearance of moss. 
  Obsidian: Can be semi opaque or smoky. This is sharp volcanic glass. 
  Pyrite: golden stone. Often called “fools gold”. 
  Rhodochrosite: Pale pink to medium-red. 
  Tiger Eye: Massive quartz in rich golden brown color with an “eye pupil” of pure golden yellow. 
  Mother of Pearl: Iridescent
  Semi-Precious (Value 25-75 gp, roll 1d100/2 + 25) 
  Amazon Stones: Luminescent purple to turquoise to green. 
  Bloodstone: Dark green with red flecks. It is a form of Jasper called heliotrope. 
  Carnelian: Yellow-brown to brown-red quartz. It appears flesh colored. This gem is also 
  known as sard. 
  Chalcedony: Pale blue, from blue-white to blue-gray quartz. It is even colored and translucent. 
  Chrysoprase: Apple-green quartz. This gem sometimes occurs with brown vein-like inclusions. 
  : Pale yellow to clear yellow-brown. 
  Jasper: Comes in all colors, this gemstone is a quartz with an oily luster. 
  Moonstone: White. This stone occasionally is colored red-brown or green and grey. 
  Matt Dance (order #7020627)
  
  98
  99
  appendix c:
  David F. Godwin (December 1983) “How Many Coins in a Coffer?” Dragon Magazine TSR, 
  Inc. 
  Ed Greenwood (December 1983) “Treasures Rare and Wondrous” Dragon Magazine TSR, 
  Inc. 
  Charles Rodgers (April 1992) “Not Another Magical Sword!?!” Dragon Magazine TSR, Inc. 
  Mark Plemmons and Brian Jelke (2004). Goods and Gear: The Ultimate Adventurers 
  Guide. Kenzer and Co. 
  David Howery (September 1988) “Treasures of the Wilds” Dragon Magazine TSR, Inc. 
  Gygax, Gary (1979). Advanced Dungeons & Dragons Dungeon Master’s Guide. TSR, Inc. 
  Ed Greenwood (April 1983) “Gems Glore” Dragon Magazine TSR, Inc. Michael Lowery (April 
  1994) “The Many Facets of Gems” Dragon Magazine TSR, Inc.
  Courtney lives in Arkansas. He wishes you would visit his web page, http://hackslashmaster.
  blogspot.com/ and see all the awesome stuff that is going on over there. If you like content like 
  this, you can get a bunch for free, purchase other things I’ve got for sale, or even become a 
  Patreon to increase the amount of free content available..
  Precious Stones (Value 251-750 gp, roll d100/2 * 10 + 250) 
  : This stone is a pale, blue-green. 
  : As Garnet. 
  Black Pearl: As Pearl. 
  : This stone is a Clear yellow-green, but can range from emeral to olive. It is sometimes 
  called “chrysolite”. 
  : As Spinel. 
  : a pink to lilac colored gemstone. 
  : A pale to emerald green stone. 
  : This stone is a brown to yellow to golden yellow color. Rarely it is found colorless or in 
  shades of pink or blue. 
  : A white, gray, greenish brown, greenish gray, pink, blue, purple.
  Gems (Value 750-2500 gp, roll d8 * 250 + 500) 
  Black Opal: This gem is smoke black, deep green and dark blue. It is also opalescent in 
  character. 
  : This gem is a deep bright green. 
  Fire Opal: This gem is mottled and translucent. 
  Opal: These are pale blue-white with red, yellow and green highlights. It is where the term 
  opalescent comes from.  
  t: This gem is actually corundum. It is pale to deep purple and rarely is found 
  with a cat’s eye and star forms. 
  : This gem is also corundum. It is yellow as topaz and sometimes called “Golden 
  Sapphire”. 
  : This stone is moderate to deep clear blue. It is also corundum. 
  Star Ruby: This is as a ruby, but with a whitish star in the center. 
  Star Sapphire: As sapphire, but with a whitish star in the center.
  Jewels (Value between 2500 and 10,000 gp, roll d4 * 2500) 
  Ammolite: This is a Gray to brown stone, with primarily red to green iridescence. 
  : This stone is a deep blue-black. It approaches translucence. 
  : This stone is clear blue-white, clear white, or clear off white. It can also be found in 
  mauve, pink, peach, or chartreuse.  
  : Traditionally orange to fiery red. This is also corundum. It is known as the ‘true greater 
  jacinth’, ‘orange sapphire’ or ‘greater/oriental hyacinth’. 
  : This is actually corundum. This stone is a deep green and is sometimes called 
  the ‘green sapphire’ 
  : Moderate to deep red. This is corundum. 
  Matt Dance (order #7020627)
  
  100
  ON 10 WAYS TO OPEN A CHEST
  “But assuming it was a treasure hunting expedition (and the lower floors of the tower were 
  reasonably cleared, with a path of escape blocked only by wandering monster rolls) what 
  would a party need to do in one of your games to safely open a chest?”
  here are 10 Ways to open a chest safely!
  10. Pour acid in the lock.
  9. Use a pick and chisel to break apart the lock mechanism.
  8. Use a crowbar and specialized tools to pry the lock out of the chest.
  7. Saws!
  6. Carry the chest back to town and pay the thieves guild to open it.
  5. Hammers!
  4. Knock!
  3. Unscrew the lid hinges.
  2. Pry off the back of the lid!
  And the number one way to open a chest safely?
  1. Have the thief open it, there’s always more where they came from!
  Why don’t they just do these things by default? They are time consuming, loud, or require 
  heavy encumbrance penalties.
  Matt Dance (order #7020627)
  
SOURCE: textdata/thevault/_GM Books/Courtney Campbell - Hack&Slash Publishing/Hack&Slash Blog Compendium II.pdf