TEXT: TREASURE TYPES
  Treasure can consist of any, some or all of the following coins, gems, jewels, art objects, mundane
  items, treasure maps, spellbooks, and magic items. Treasure can be found in lost dungeons, hidden
  in a merchants pocket, or serve as the bed for an ancient red dragon.
  Treasure reflects the wealth that a character or monster owns or has acquired in a lair. In most
  cases, a creature keeps valuables in its home or lair, and carries little or no treasure when it travels.
  Intelligent creatures that own useful, portable treasure such as magic items tend to carry and use
  them, leaving bulky and valuable monies and gems in their lair. The following charts may be used to
  generate treasure for monsters and other adversaries.
  Table: Monster Treasure by Hit Dice
  Roll d% three times, once each for coins, goods, and items depending upon the HD of the monster.
  Further sub-tables for gems, art, mundane items, and magic items appear below.
      
  HD
  d%
  Money
  d%
  Gems/Art
  d%
  Items
  1
  01-14
  --
  01-90
  --
  01-71
  --
  15-29
  1d6x1,000 cp
  91-95
  1 gem
  72-95
  1 mundane 
  30-52
  1d8x100 sp
  96-100
  1 art
  96-100
  1 magic 
  53-95
  2d8x10 gp 
  96-100
  1d4x10 pp
  2
  01-13
  --
  01-81
  --
  01-49
  --
  14-23
  1d10x1,000 cp
  82-95
  1d3 gems
  50-85
  1 mundane 
  24-43
  2d10x100 sp
  96-100
  1d3 art
  86-100
  1 magic
  44-95
  4d10x10 gp
  96-100
  2d8x10 pp. 
  3
  01-11
  --
  01-77
  --
  01-49
  --
  12-21
  2d10x1,000 cp
  78-95
  1d3 gems
  50-79
  1d3 mundane
  22-41
  4d8x100 sp
  96-100
  1d3 art
  80-100
  1 magic 
  42-95
  1d4x 100 gp
  96-100
  1d10x10 pp
  4
  01-11
  -- 
  01-70
  --
  01-42
  --
  12-21
   3d10x1,000 cp
   71-95
  1d4 gems
  43-62
  1d4 mundane
  22-41
  4d12x1,000 sp
  96-100
  1d3 art
  63-100
  1 magic
  42-95
  4d10x10 gp
  96-100
  1d8x10 pp
  5
  01-10
  --
  01-60
  --
  01-57
  --
  11-19
  1d4x10,000 cp
  61-95
  1d4 gems
  58-67
  1d4 mundane 
  20-38
  1d6x1,000 sp
  96--100
  1d4 art
  68-100
  1d2 magic
  39-95
  1d8x100 gp
  96-100
  1d10x10 pp 
  6
  01-10
  --
  01-56
  --
  01-54
  --
  11-18
  1d6x10,000 cp
  57-92
  1d4 gems
  55-59
  1d4 mundane 
  19-37
  1d8x1,000 sp
  93-100
  1d4 art
  60-99
  1d2 magic
  38-95
  1d10x100 gp
  100
  1 magic
  96-100
  1d12x10 pp 
  
  HD
  d%
  Money
  d%
  Gems/Art
  d%
  Items
  7
   01-11
  --
   01-48
  --
  01-51
  --
  12-18
  1d10x10,000 cp
  49-88
  1d4 gems
  52-97
  1d3 magic
  19-35
  1d12x1,000 sp
  89-100
  1d4 art
  98-100
  1d4 magic 
  36-93
  2d6x100 gp
  94-100
  3d4x10 pp
  8
  01-10
  --
  01-45
  --
  01-48
  --
  11-15
  1d12x10,000 cp
  46-85
  1d6 gems
  49-100
  1d4 magic
  16-29
  2d6x 1,000 sp
  86-100
  1d4 art
  30-87
  2d8x100 gp
  88-100
  3d6x10 pp
  9
  01-10
  --
  01-40
  --
  01-43
  --
  11-15
  2d6x10,000 cp
  41-80
  1d8 gems
  44-91
  1d4 magic 
  16-29
  2d8x1,000 sp
  81-100
  1d4 art
  92-100
  1d6 magic
  30-85
  5d4x100 gp
  86-100
  2d12x10 pp 
  10
  01-10
  -- 
  01-35
  --
  01-40
  --
  11-24
  2d10x1,000 sp
  36-79
  1d8 gems
  41-88
  1d4 magic 
   25-79
  6d4x100 gp
   80-100
  1d6 art
  89-99
  1d6 magic
  80-100
  5d6x10 pp
  100
  1d2 magic
  11
  01-08
  --
  01-24
  --
  01-31
  --
  09-14
  3d10x1,000 sp
  25-74
  1d10 gems
  32-84
  1d4 magic 
  15-75
  4d6x100 gp
  75-100
  1d6 art
  85-98
  1d6 magic 
  76-100
  4d10x10 pp
  99-100
  1d2 magic
   
  12
  01-08
  --
  01-17
  --
  01-27
  --
  09-14
  3d12x1,000 sp
  18-70
  1d10 gems
  28-82
  1d6 magic
  15-75
  1d4x1,000
  71-100
  1d8 art
  83-97
  1d6 magic
  76-100
  1d4x100 pp
  98-100
  1d4 magic
  Table: Gems
  d%
  Value
  Average
  Example 
  01-25
  4d4 gp
  10 gp
  Banded eye or moss agate 
  26-50
  2d4x10 gp
  50 gp
  Bloodstone
  51-70
  4d4x10 gp.
  100 gp    
  Amber
  I 
  71-90
  2d4x100 gp
  500 gp
  Black pearl
  91-99
  4d4x 100 gp
  1,000 gp
  Emerald 
  100
  2d4x1,000 gp
  5,000 gp
  Green emerald
  
  Table: Art Objects
  d%
  Value
  Average
  Example 
  01-10
  1 d10x10 gp
  55 gp
  Silver or ivory
  11-25
  3d6x10 gp
  105 gp
  Cloth of gold
  26-40
  1d6x100 gp
  350 gp
  Large well-done wool tapestry
  41-50
  1d10x100 gp
  550 gp
  Silver comb with moonstones
  51-60
  2d6x 100 gp
  700 gp
  Carved exotic wood
  61-70
  3d6x100 gp
  1,050 gp
  Gold dragon comb w/garnet eyes
  71-80
  4d6x100 gp
  1,400 gp 
  Fire opal pendant
  81-85
  5d6x100 gp
  1,750 gp
  Embroidered silk
  86-90
  1d4x 1,000 gp
  2,500 gp
  Embroidered and bejeweled glove 
  91-95
  1d6x1,000 gp
  3,500 gp
  Golden circlet with four aquamarines
  96-99
  2d4x1,000 gp
  5,000 gp.
  Jeweled gold crown
  100
  2d6x1,000 gp
  7,000 gp
  Gold and ruby ring
  Roll on the chart below to determine how powerful the magical weapon found is. Once the
  magical bonus of the weapon is determined, roll on the below chart to determine the type of weapon.
  As with any magical item the CK should feel free to choose one of the following if that suits the game
  purpose.
  Table:  Weapons 
  d%
  Weapon Bonus
  d%
  Weapon Type
  01-50
  +1
  01-50
  Swords
  51-85
  +2
  51-100
  Miscellaneous Weapons
  86-100
  +3
  Table:  Swords
  d%
  Sword Type
  01-15
  Bastard Sword
  16-30
  Broad Sword
  31-50
  Short Sword
  51-80
  Long Sword
  81-90
  Two Handed Sword
  91-100
  Special Sword *
  d%
  Special Sword Type
  01-15
  +4 Defender
  16-30
  +3 Wounding 
  31-60
  +1 Flaming Sword
  61-90
  +2 Frost Sword
  91-95
  Vorpal Sword
  96-100
  Dragon Slayer
  * Roll again on Sword chart to determine what type 
  of sword the special blade is, ignoring rolls 91-100.
  
  Table:  Miscellaneous Weapons
  d%
  Weapon Type
  01-05
  Arrow *
  06-10
  Bolt *
  11-15
  Bow *
  16-20
  Club
  21-25
  Crossbow *
  26-30
  Dagger
  41-45
  Hammer *
  46-50
  Hand Axe
  51-55
  Javelin
  56-60
  Lance
  61-65
  Mace *
  66-70
  Morningstar 
  71-75
  Quarterstaff
  76-80
  Scimitar
  81-85
  Sling 
  86-90
  Spear *
  91-95
  Trident
  96-100
  Roll on Special Weapon Table
  * Castle Keepers Choice
  d%
  Special Weapon Type
  01-15
  Dagger of Venom
  16-30
  Dwarven Thrower
  31-60
  Javelin of Lightning
  61-90
  Mace of Terror
  91-95
  Trident of Fish Command
  96-100
  Slaying Arrow
  Table:  Potions and Scrolls
  d%
  Potion Type
  d%
  Scroll Type
  01-10
  Healing
  01-10
  1 Spell Level *
  11-20
  Clairaudience/Clairvoyance
  11-20
  2 Spell Levels *
  21-30
  Flying
  21-30
  3 Spell Levels *
  31-40
  Giant Strength
  31-40
  4 Spell Levels *
  41-50
  Invisibility
  41-50
  5 Spell Levels
  51-60
  Neutralize poison
  51-60
  7 Spell Levels
  61-70
  Longevity
  61-70
  Restoration Spell
  71-80
  Levitation
  71-80
  Protection Spell
  81-90
  Protection from Alignment
  81-90
  Anti-Magic Field
  91-100
  Speed
  91-100
  Heal
  * The CK can choose any number of magic spells that
  equal the number given.  For example for the 3 spell
  levels the CK may choose to have 1 first and 1 second 
  level spell.
  
  Table:  Rings
  d%
  Ring Type
  01-10
  Animal Friendship
  11-24
  Invisibility
  25-40
  Protection (+1-3)*
  41-50
  Regeneration
  51-60
  Spell Storing (6 Spells)*
  61-70
  Spell Turning
  71-80
  Telekinesis
  81-90
  Teleportation
   91-100
  Three Wishes
  *  Castle Keepers Choice
  Table:  Miscellaneous Magic
  d%
  Item Type
  01-10
  Amulet of the Planes
  11-24
  Bag of Holding
  25-34
  Boots of Elvenkind 
  35-44
  Brooch of Shielding
  45-59
  Crystal Ball
  60-69
  Decanter of Endless Water
  70-74
  Gauntlets of Ogre Power
  75-84
  Horn of Valhalla
  85-100
  Robe of Useful Items
  Table:  Rods, Staves & Wands
  d%
  Item Type
  01-14
  Rod of Cancellation
  15-20
  Rod of Lordly Might * 
  21-30
  Rod of Rulership
  31-44
  Staff of Divination
  45-59
  Staff of Healing 
  60-69
  Staff of Size Alteration 
  70-79
  Wand of Fireballs
   
  80-89
  Wand of Dispel Magic
  90-100
  Wand of Suggestion
  *  Fighter Only
  
  MAGIC TREASURE
  Magic items are divided into categories armor, weapons, potions, rings, rods/staves/ wands,
  scrolls, and miscellaneous magic items. In addition, some magic items are cursed or intelligent.
  Armor and Shields:  Magic armor (including shields) offers improved, magical protection to the
  wearer. Some of these items confer abilities beyond a benefit to Armor Class.
  Weapons:  Magic weapons are created with a variety of combat powers and almost always
  improve the attack and damage rolls of the wielder as well.
  Potions:  A potion is an elixir concocted with a spell like effect that affects only the drinker.
  Rings:  A ring is a circular metal band worn on the finger (no more than two rings per wearer)
  that has a spell like power (often a constant effect that affects the wearer).
  Rods:  A rod is a scepter-like item with a special power unlike that of any known spell. Rods cast
  as 6th level casters.
  Staves:  A staff has a number of different (but often related) spell effects. A newly created staff
  has 50 charges, and each use of the staff depletes one or more of those charges. Staves cast as 6th
  level casters.
  Wands:  A wand is a short stick imbued with the power to cast a specific spell. A newly created
  wand has 50 charges, and each use of the wand depletes one of those charges. Wands cast as 5th
  level casters.
  Scrolls:  A scroll is a spell magically inscribed onto paper or parchment so that it can be used
  later.
  Miscellaneous Magic Items:  These are various types of items with unique special powers.
  Using Magic Items
  To use a magic item, it must be activated. Some items, once donned, function constantly. In most
  cases, using an item requires an action, either by command word, using the item, or triggering or
  casting a spell with the item. Command word activation means that a character speaks the word and
  the item activates. Use activation is self-explanatory, simply use the item to activate it. The casting
  time of the corresponding spell is the time required to activate the same power in an item, unless the
  item description states otherwise.
  Limit on Magic Items Worn
  Only so many items of a certain kind can be worn and be effective at the same time. The limits
  include the following 1 helmet; 1 cloak, cape, or mantle; 1 amulet, brooch; 1 suit of armor; 1 robe; 1
  pair of bracers; 1 pair of gloves or gauntlets; 2 rings; 1 belt; 1 pair of boots.
  Size
  When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an
  issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to
  the wearer. Size should not keep characters of various kinds from using magic items. There may be
  rare exceptions, especially with racial specific items.
  Armor and Weapon Sizes:  Armor and weapons that are found at random have a 30% chance of
  being Small (01-30), a 60% chance of being Medium (31-90), and a 10% chance of being any other size
  (91-100).
  
  Charges and Multiple Uses
  Rods, staves and wands an possess charges. Each of these items can have up to 50 charges. Some
  can be recharged by casting similar spells into them, while others cannot be recharged and simply
  dissolve when the last charge is expended.
  Armor & Weapons
  In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic
  armor bonuses never rise above +3, and stack with regular armor bonuses (and with shield and
  magic shield enhancement bonuses).
  Magic weapons have bonuses ranging from + 1 to +3. They apply these bonuses to both attack
  and damage rolls when used in combat. Weapons come in two basic categories, melee and ranged.
  Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their
  enhancement bonus applies to either type of attack.
  Special Swords
  +4 Defending: A defending weapon allows the wielder to transfer some or all of the sword's bonus to
  his AC.
  +3 Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it
  hits a creature.
  +2 Flaming: Upon command, a flaming weapon is sheathed in fire. The fire does not harm the
  wielder. The effect remains until another command is given. A flaming weapon deals an extra 1 d6
  points of fire damage.
  +2 Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the
  wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6
  points of cold damage.
  Vorpal:  This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon
  a roll of natural 20, the weapon severs the opponents head (if it has one) from its body. Some
  creatures, such as many aberrations and an oozes, have no heads. Others, such as golems and
  undead creatures other than vampires, are not affected by the loss of their heads. Most other
  creatures, however, die when their heads are cut off.
  Dragon Slayer: The dragonslayer is normally a +2 sword, but when pitted against any dragon it
  becomes +4.
  Special Miscellaneous Weapons
  Dagger of Venom:  This black + 1 dagger has a serrated edge. It allows the wielder to use a poison
  effect upon a creature struck by the blade once per day.
  Dwarven Thrower:   This weapon commonly functions as a +2 warhammer. In the hands of a
  dwarf, the warhammer gains an additional + 1 (for a total enhancement bonus of +3) and gains the
  returning special ability. It can be hurled with a 30-foot range increment. When hurled, it deals an
  extra 2d8 points of damage against giants or an extra 1d8 points of damage against any other target.
  Javelin of Lightning:  This javelin becomes a 5d6 lightning bolt when thrown. It is consumed in
  the attack.
  
  Mace of Terror:  On command, this +2 mace causes the wielders clothes and appearance to
  transform into an illusion of darkest horror such that living creatures in a 30-foot radius become
  panicked as if by a fear spell.
  Trident of Fish Command:  The magical properties of this +1 trident with a 6-foot-long haft enable
  its wielder to charm up to 14 HD of aquatic animals, no two of which can be more than 30 feet apart.
  The wielder can use this effect up to three times per day. The wielder can communicate with the
  animals as if using a speak with animals spell. Animals making their saving throw are free of
  control, but they will not approach within 10 feet of the trident. 
  Slaying Arrow:  This +1 arrow is keyed to a particular type of creature. If it strikes such a creature,
  the target must make a save or die instantly. The CK determines the particular type of creature.
  Potions
  A potion is a magic liquid that produces its effect when imbibed. Potions are like spells cast upon
  the imbiber. The character taking the potion doesn't get to make any decisions about the effect --the
  caster who brewed the potion has already done so. The person applying an oil is the effective caster,
  but the object is the target.
  A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a
  tight stopper.  The stoppered container is usually no more than 1 inch wide and 2 inches high. Vials
  hold 1 ounce of liquid.
  In addition to the standard methods of identification, PCs can sample from each container they
  find to attempt to determine the nature of the liquid inside. An experienced character learns to
  identify potions by memory.
  Healing: The CK should roll a d6 to determine which type of potion the healing potion is:
  1-2  cure light wounds
  3-4  cure serious wounds
  5-6  cure critical wounds
  The potion acts as the spell if the entire flagon is consumed.
  Clairaudience/Clairvoyance:   Drinker  can  hear  or  see  known  locale  at  any  distance  for  5
  min./level of the potions creator.
   
  Flying:  Quaffing this potion allows the character to fly at a speed of 90 for 10 minutes.
  Giant Strength:  This potion conveys a strength of 19 or higher, determined by rolling a d6. It lasts
  10 minutes.  Roll 1d6 to determine the strength score granted:
  1  STR 19 (+3)
  2  STR 20 (+4)
  3  STR 21 (+4)
  4  STR 22 (+5)
  5  STR 23 (+5)
  6  STR 24 (+6)
  Invisibility:  A potion of invisibility can be used up to three times. Drinking a third of the potion
  makes the character invisible for 1 hour or until it attacks. Drinking the whole potion makes the
  character invisible for a full day.
  Neutralize Poison: Detoxifies venom in or on target.
  
  Longevity:  An elixir of youth. If an entire potion of longevity is consumed the character becomes
  younger, shedding 2-12 years off of their age. There is a small percentage chance that the potion will
  have the reverse affect and age the character 1-6 years.
  Levitation:  Drinking a potion of levitation allows the character to move up and down at their own
  direction. It lasts 10 minutes.
  Protection from Alignment:  (i.e. Protection from Chaos/Evil/Good/Law) Once drank the character
  gains +2 AC and saves against chosen aspect for 2 rds/lvl. It lasts 10 minutes.
  Speed:  Drinking this potion allows the recipient to move at twice their normal speed and to make
  one extra attack per round. It lasts 10 minutes.
  Rings
  Rings bestow magical powers upon their wearers. Anyone can use a ring. A character can only
  effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing
  two magic rings.
  Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone,
  the vast majority of rings are forged from metal--usually precious metals such as gold, silver, and
  platinum.
  Animal Friendship:  On command, this ring affects an animal as if the wearer had cast charm
  animal.
  Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the
  spell.
  Protection: This ring offers continual magical protection in the form of a bonus of +1 to +3 to AC.
   
  Regeneration: This ring continually allows a living wearer to heal 1 point of damage every hour
  rather than every day. If the wearer loses a limb, an organ, or any other body part while wearing this
  ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is
  regenerated.
  Spell Storing: A ring of spell storing contains up to six levels of spells that the wearer can cast.
  Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not
  provide any material components or focus to cast the spell.
  Spell Turning: Up to three times per day on command, this simple platinum band automatically
  reflects the next five levels of spells cast at the wearer
  Telekinesis:  This ring allows the caster to use the spell telekinesis on command.
  Teleportation:  This ring allows the wearer to use the spell teleport 3 times per day.
  Three Wishes:  This ring is set with three rubies. The wishes must be dealt with carefully in order
  to not unbalance the game. Characters should be required to recite their specific wishes and the CK
  should be very strict in interpreting the wishes themselves. Any manner of harm can be caused by
  this device, and rarely little good. When an the wishes are used, the ring becomes a nonmagical item.
  
  Rods
  Rods are scepter like devices that have unique magical powers and do not usually have charges.
  Anyone can use a rod. Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and
  are usually made of iron or some other metal.
  Rod of Cancellation:  This dreaded rod is a bane to magic items, for its touch drains an item of an
  magical properties. The item touched must make a successful save to prevent the rod from draining
  it. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the
  rod itself becomes brittle and cannot be used again.  Drained items are only restorable by wish. 
  Rod of Lordly Might:  This rod has functions that are spell-like, and it can also be used as a magic
  weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal,
  thicker than other rods, with a flanged ball at one end and six studlike buttons along its length.
  (Pushing any of the rods buttons is equivalent to drawing a weapon.) It weighs 10 pounds. The
  following spell-like functions of the rod can each be used once per day.
  • Hold  person  upon  touch, if  the  wielder  so commands.  The  wielder  must
  choose to use this power and then succeed on a melee touch attack to activate
  the power. If the attack fails, the effect is lost.
  • Fear upon an enemies viewing it, if the wielder so desires. Invoking this
  power is a standard action.
  • Deal 2d4 hit points of damage to an opponent on a successful touch attack
  and cure the wielder of a like amount of damage. The wielder must choose to
  use this power before attacking, as with hold person. 
  The following weapon functions of the rod have no  limit on the  number of times they  can be
  employed. 
  • In its normal form, the rod can be used as a +2 light mace.
  • When button 1 is pushed, the rod becomes a + 1 flaming longsword. A blade
  springs from the  ball, with the  ball itself becoming the swords hilt. The
  weapon lengthens to an overall length of 4 feet.
  • When button 2 is pushed, the rod becomes a +4 battle-axe. A wide blade
  springs forth at the ball, and the whole lengthens to 4 feet.
  • When button  3 is pushed, the  rod becomes a +3 spear. The  spear blade
  springs forth, and the  handle can  be  lengthened up  to  12 feet (wielders
  choice), for an overall length of from 6 feet to 15 feet. At its 15-foot length, the
  rod is suitable for use as a lance. 
  The following other functions of the rod also have no limit on the number of times they 
  can be employed. 
  • Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in
  granite is extruded from the ball, while the other end sprouts three sharp
  hooks. The rod lengthens to anywhere between 5 and 50 feet in a single
  round, stopping when button 4 is pushed again. Horizontal bars three inches
  long fold out from the sides, 1 foot apart, in staggered progression. The rod is
  firmly held by the spike and hooks and can bear up to 4,000 pounds. The
  wielder can retract the pole by pushing button 5.
  • The ladder function can be used to force open doors. The wielder plants the
  rods base 30 feet or less from the portal to be forced and in line with it, then
  pushes button 4.
  
  • When button 6 is pushed, the rod indicates magnetic north and gives the
  wielder a knowledge of his approximate depth beneath the surface or height
  above it. 
  Rod of Rulership:  This rod looks like a royal scepter worth at least 5,000 gp in materials and
  workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet
  when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but
  creatures with Intelligence scores of 12 or higher are entitled to saving throw. Ruled creatures obey
  the wielder as if they were their absolute sovereign. Still, if the wielder gives a command that is
  contrary to the nature of the creatures commanded, the magic is broken.
  Staves
  A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide
  variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when
  created.
  A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds.
  Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.)
  Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are
  often decorated with carvings or runes.
  Staff of Divination:  Made from a supple length of willow, often with a forked tip, this
  staff allows use of the following spells:
  • Detect secret doors (1 charge)
  • Locate object (1 charge)
  • Tongues (1 charge)
  • Locate creature (2 charges)
  • True seeing (3 charges)
  Staff of Healing This white ash staff, with inlaid silver runes, allows use of the following spells:
  • Lesser restoration (1 charge)
  • Cure serious wounds (1 charge)
  • Cure blindness/deafness (2 charges)
  • Cure disease (3 charges)
  Size Alteration Stout and sturdy, this staff of dark wood allows use of the following spells
  • Alter Size (1 charge)
  Wands
  A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50
  charges when created, and each charge expended allows the user to use the wands spell one time. A
  wand that runs out of charges is just a stick.
  A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more
  than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic,
  but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are
  decorated with carvings or runes.
  Fireballs:  Exploding ball of fire causing 1d6 HP/lvl in 25x25 ft area; save for half damage.
  Dispel Magic:  Cancels magical spells and effects on creature, object, or 25x25 ft. area.
  Suggestion:  Compels subject to follow stated course of action.
  
  Scrolls
  A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll
  can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll
  is basically like casting a spell, though a spell caster of any level can cast the spells on the scroll IE a
  first level cleric could cast a 3rd level cleric spell scroll.
  A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 10 inches wide and
  12 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips
  of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same
  width but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are
  usually fitted with reinforcing rods at each end rather than simple strips of leather.
  To decipher a scroll with arcane magic spells on it, a wizard must first cast read magic. Once the
  wizard successfully casts read magic, they can attempt to add the new spell to their spell book, or,
  use the scroll by casting the spell from it.
  Restoration:  This spell acts as the 4th level cleric spell.
  Protection:  A scroll of protection contains a magical spell which serves to protect the caster. The
  nature of the magical protection is only limited by the CKs imagination. The protection can be, but is
  not  limited  to,  one  of  the  following  types  of  protective  spells  evil/good/chaos/law,  the  undead,
  Lycanthropes and magic. The spell acts as the first level cleric spell but for 8 turns.
  Anti-Magic Shell:  This spell acts as the 6th level wizard spell and negates an magic within mobile
  20-ft. diameter sphere around caster for 10 turns.
  Heal:  The heal spell scroll heals an damage to the recipient, including broken bones.
  Miscellaneous Magic
  This is a catch-all category for anything that doesn't fall into the other groups. Anyone can use a
  miscellaneous item (unless specified otherwise in the description).
  Amulet of the Planes:  This device usually appears to be a black circular amulet, although any
  character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to
  utilize plane shift. However, this is a difficult item to master. The user must make an Intelligence
  check in order to get the amulet to take them to the plane (and the specific location on that plane)
  that they want. If they fail, the amulet transports them to a random location on that plane (01--60 on
  d%) or to a random plane (61-100).
  Bag of Holding:  This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of
  holding  opens  into  a  non-dimensional  space;  its  inside  is  larger  than  its  outside  dimensions.
  Regardless of what is put into the bag, it weighs a fixed amount of 10 lbs. The bag can hold up to
  1000 lbs of weight.
  Boots of Elvenkind:  These soft boots enable the wearer to automatically move silently in virtually
  any surroundings.
  Brooch of Shielding:  This appears to be a piece of silver or gold jewelry used to fasten a cloak or
  cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or
  spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts
  and becomes useless.
  
  Crystal Ball:  This is the most common form of scrying device, a crystal sphere about 6 inches in
  diameter. A character can use the device to see over virtually any distance or into other planes of
  existence.
  Decanter of Endless Water:  If the stopper is removed from this ordinary-looking flask and a
  command word spoken, an amount of fresh or salt water pours out. Separate command words
  determine the type as well as the volume and velocity.
  • Stream pours out 1 gallon per round.
  • Fountain produces a 5-foot-long stream at 5 gallons per round.
  • Geyser produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
  The force of the geyser deals 1d4 points of damage but can only affect one
  target per round. The command word must be spoken to stop it.
  Gauntlets of Ogre Power:  These gauntlets are made of tough leather with iron studs running
  across  the  back  of  the  hands  and  fingers.  They  grant  the  wearer  great  strength,  raising  the
  characters STr score to 19. Both gauntlets must be worn for the magic to be effective.
  Horn of Valhalla: This magic instrument comes in four varieties. Each appears to be normal until
  someone speaks its command word and blows the horn. Then the horn summons a number of human
  barbarians to fight for the character who summoned them. Each horn can be blown just once every
  seven days. Roll d% and refer to the table below to see what type of horn is found. The horns type
  determines what barbarians are summoned and what prerequisite is needed to use the horn. Any
  character who uses a horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians
  she herself summoned.
  d%
  Type of Horn
  Barbarians Summoned 
  01-40
  Silver
  2d4+2, 2nd level 
  41-75
  Brass
  2d4+1, 3rd level 
  76-90
  Bronze
  2d4, 4th level
  91-100
  Iron
  1d4+1, 5th level
  Summoned barbarians arrive with the starting equipment for barbarians. They attack anyone the
  possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour
  has elapsed, whichever comes first.
  Robe of Useful Items:  This appears to be an unremarkable robe, but a character who dons it notes
  that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see
  these patches, recognize them for what items they become, and detach them. One patch can be
  detached each round. Detaching a patch causes it to become an actual item, as indicated below. A
  newly created robe of useful items always has two each of the following patches
  • Dagger
  • Bullseye lantern (filled and lit)
  • Mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • Pole (10-foot length)
  • Hempen rope (50-foot coil)
  • Sack
  In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then
  roll for each patch on the table below to determine its nature.
  
  d%
  Result 
  01-08
  Bag of 100 gold pieces
  09-15
  Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  16-22
  Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side--must be placed
  upright, attaches and hinges itself)
  23-30
  Gems, 10 (100 gp value each)
  31-44
  Ladder, wooden (24 ft. long)
  45-51
  Mule (with saddle bags)
  52-59
  Pit, open (10 ft. by 10 ft. by 10 ft.)
  60-68
  Potion of cure serious wounds
  69-75
  Rowboat (12 ft. long)
  76-83
  Minor scroll of one randomly determined spell
  84-90
  War dogs, pair (treat as riding dogs)
  91-96
  Window (2 ft. by 4 ft., up to 2 ft. deep)
  97-100
  Portable ram
  Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.
  
  Experience Points
  After characters defeat monsters or acquire treasure, they earn experience points (xp).  The
  Castle Keeper is free to award experience points in whatever manner desired, but the following is a
  recommended general method.
  Monsters:  Using the table below, the CK adds the value of an monsters defeated or overcome on the
  adventure. Each monster has a base xp value, and a bonus value should be given for each special
  ability of the monster. The total xp are then divided by the number of characters that defeated the
  monsters.
  Money:  Although not an Cks do so, some award xp for non-magical treasure. The CK should award
  1 xp to the party for every 1 gp value of non-magical treasure such as money, gems, art, and other
  items acquired during the adventure.
  Magic Items:  Like monsters, magic items have a xp value. The CK should award a magic items xp
  value to a character who possesses and uses the item for a period of time, based upon the table
  below, awarding the bonus value for each special ability.
  Story:  The CK should assign a xp value to each adventure and award that total to each character
  who completed the adventure successfully. An easy way to determine the story xp value is by
  assigning the adventure a HD and then referencing the monster table below.
  Role-Playing:   The CK can also award specific characters xp bonuses for good role-playing (or
  penalties for bad). Like the story award, using the special ability bonus in the monster chart is a
  good measure for bonus xps, with the HD column in the table reflecting the level of the adventure or
  the characters involved.
  Table:  XP for Monsters
  HD
  Base Value
  Sp. Ability Bonus
  1
  15
  10 
  2
  30
  20 
  3
  50
  30
  4
  75
  45  
  5
  110
  60
  6
  175
  75  
  7
  250
  90 
  8
  350
  125 
  9
  650
  175
  10
  950
  225
   
  11
  1300
  300
  12
  1600
  37
  Table:  XP for Magic Items
  Item Type Base
  each “+”
  Each Special Ability
  Armor
  250
  100
  100-300
  Weapon
  100
  100
  100-300
  Potion
  50
  100/spell level
  Ring
  350
  100
  100/spell level
  Rods, etc.
  150
  10/charge
  100-1000
  Scrolls
  50
  100/spell level
  Misc. Magic
  500
  --
  100-1000    35
  
  This document contains material originally published in the Monsters & Treasure Collector's Edition, Copyright © 2004, Troll Lord Games, under version
  1.0a of the Open Game License, below.  The Open Game Content appearing in this document is derived from the System Reference Document v 3.0,
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SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades CK Charts/Castles & Crusades Treasure Types.pdf