TEXT: From the simplest bit of polished bone on a thong, 
  to glittering crowns, gem-hilted swords, sparkling earrings, 
  impressive amulets, ofﬁ cial signet rings, holy torcs, and 
  the myriad elaborately-tooled accoutrements of the 
  conspicuously well-off: personal adornments do much 
  more than store wealth. Jewels form a part of culture that 
  predates and supersedes language itself, asserting status, 
  legitimizing power, displaying marriageability, soothing 
  the ego, and assuring suspicious folk of your ability to pay 
  for your own drinks or funeral. The tables below allow 
  randomizing and valuating thousands of different jewels for 
  any fantasy game. The sections can be used independently 
  or all together, as the referee prefers.
  The cash value of any precious stones appears in the 
  descriptions below, but for details, JEWELS works best with 
  All the Treasures of the World Part I: GEMS, also from 
  Faster Monkey Games™. Countless other luxury items 
  appear in Part III: OBJETS D’ART.
  Section 1 gives common and uncommon types of 
  jewelry, including relative size. Section 2 generates the base 
  material the jewel is made from. Section 3 describes the 
  artistic value of the piece, while Section 4 adds the chance 
  of one or more gems.
  CONTENTS
  1. Types of Jewels
  2. Materials and Value
  3. Style, Patterns, and Motifs
  4. Gems
  Terms to note:
  Size is an abstract measure of a jewel’s decorative heft 
  and impressiveness, more closely related to surface area than 
  mass but admitting of no ﬁ xed relation to either. Jewels—
  that is to say, decorative items meant to be worn—range 
  from Size 1 for a stud or wire ring to 6 for massive crowns 
  and chest-plates.
  Decor Class ranks the general expense and prestige 
  of a material as a Roman numeral from I (the cheapest) to 
  V (the fanciest). These categories prevent wildly deviant 
  results, such as silver decorated with tin.
  ©2010 Joel Sparks
  Faster Monkey Games™
  Editor: Shelley Harlan
  ALL THE TREASURES OF THE WORLD: PART II
  Labyrinth Lord™ is copyright 2007–2009, Daniel Proctor. Labyrinth Lord™ and 
  Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. These trademarks 
  are used under the Labyrinth Lord™ Trademark License 1.1 available at 
  www.goblinoidgames.com.
  FMATW2
  
  2
  1. Types of Jewels
  Table 1.1, the starting point, shows that most jewels 
  are bracelets, necklaces, and rings, with the occasional pin, 
  pendant, brooch, or earring. On a result of 20, however, use 
  Table 1.2 to generate a less common item.
  A die roll listed in the Size column means the total 
  Size of the item or items, not the number of items. For 
  example, a result of “beads, loose” with a rolled Size of 3 
  is probably hundreds of beads in a pile, box, or pouch, or 
  even scattered at the bottom of a chest.
  Table 1.1 Common Items
   d20 Item 
  Size
   1–2 bangle / bracelet, ﬁ ne 
  2
   
  3 
  bracelet, beads 
  2
   
  4 
  bracelet, thick 
  3
   
  5 
  brooch 
  3
   
  6 
  earring / piercing ring, small 
  1
   7–8 ear stud / piercing stud 
  1
   
  9 
  necklace, beads 
  3
   
  10 
  necklace, ﬁ ne chain 
  2
   
  11 
  necklace, heavy segments 
  4
   12–13 pendant † 
  3
   14–15 pin 
  2
   16–19 ring 
  2
   
  20 
  Uncommon Item (Table 1.2) 
  Table 1.2 Uncommon Items
  d100 Item 
  Size
   01–03 amulet, mystical † 
  3
   04–06 ankle cuff 
  3
   07–10 armband 
  3
   11–12 badge, ofﬁ cial † 
  2
   13–14 beads, loose 
  1d4
   
  15 
  beauty spot, adhesive 
  1
   16–19 bracer 
  4
   20–23 buckle 
  1d3+1
   
  24 
  chain links, loose † 
  1d3
   25–27 chain, ankle 
  2
   28–29 chain, waist 
  3
   30–33 chain, wrist 
  2
   34–37 charms, 2d4 † 
  1–2
   38–39 chest-plate † 
  6
   40–42 circlet, head 
  5
   43–46 cloak clasp / ﬁ bula 
  4
   47–49 collar, thick 
  5
   50–51 crown (2d4 x 2 points) 
  1d4+2
   52–53 earclip 
  2
   54–57 ear-dangle 
  2
   58–60 ﬁ llet for hair 
  3
   61–62 fob-chain, one foot 
  3
   63–64 hairnet / snood 
  4
   65–66 imitation coins † 
  1d4
   67–69 locket, hinged † 
  3
   
  70 
  medal, agricultural competition † 
  3
   71–72 medal, military †* 
  3
   
  73 
  medal, sports † 
  3
   
  74 
  monocle † 
  1
   
  75 
  nose clip 
  2
   
  76 
  pasties, pair 
  2
   77–81 ring, fat / chunky 
  3
   82–83 ring, signet * 
  2
   
  84 
  rings, joined, for 1d3+1 ﬁ ngers 
  4
   85–86 scarab 
  2
   87–90 smashed or melted jewel, 
  unrecognizable [X] 
  1d6
   
  91 
  spectacles † 
  2
   
  92 
  spurs, pair 
  6
   
  93 
  tiara 
  4
   94–95 toe-ring 
  2
   96–98 torc 
  5
   99–00 wire or cord, ﬂ exible 
  1d3
  * 1 in 6 chance to depict a crown of 2d4+1 points. See 
  Heraldic Jewelry in Section 3.
  † This item has a 50% chance to be found on a tether 
  of some kind: a Size 1 item. Determine material on d100 on 
  Table 2, with a result of 01–09 indicating worthless twine. 
  The loop or chain has no styling, gems, or motif.
  [X] Roll on Table 2 for material, followed by a 30% 
  chance of a roll on Table 3.2.1. No other tables in Section 3 
  apply, and total value is halved before checking for gems.
  Dangles.
  
  3
  2. Materials and Value
  Decorative items come in almost any imaginable 
  material. To generate only the more worthwhile treasures, 
  use 2d4 on the Precious Metals column on Table 2. For a 
  wider variety, roll d100.
  Other Metals
  Nickel and zinc, in a typical fantasy setting, are never 
  found in isolated form, but occur in natural alloys such 
  as copper-nickel and brassy ores. Thus no nickel- or zinc-
  plated jewelry appears in Table 2. Aluminum extraction lies 
  beyond fantasy technology. Likewise, rhodium, palladium, 
  iridium, and similar metals are unknown, existing perhaps in 
  platinum or other ore, unrecognized and inseparable.
  Coins and Precious Metals
  Giant coins form a standard fantasy trope, generally 
  reckoned at ten to the pound. In a world where precious 
  metals are actually precious, the dirty little secret of such 
  coins must be their utter debasement. Each standard coin 
  is a Size 2 item, generally a core of cheap metal with thin 
  surface wash of something more attractive.
  Melting down coins to sell the metal as bullion is always 
  a losing proposition. Assuming a likely set of alloys, so-
  called copper pieces and silver pieces are virtually worthless 
  as raw metal. Electrum and platinum pieces contain metal 
  worth about half their face value. A gold coin, melted down, 
  yields bronze and gold worth about 90% of face value, 
  which is why the gold piece is the standard unit of currency.
  The state reserves to itself the right to stamp cheap 
  metal with a higher face value.
  Table 2 Random Jewelry Materials
   Precious 
  All 
   
  Value 
  Decor
   Metals (2d4) (d100) 
  Material 
  per Size 
  Class
   
   
  01–02 
  Wood 
  1 cp 
  I
   
   
   03 
  Clay 
  2 cp 
  I
   
   
  04–06 
  Bone 
  3 cp 
  I
   
   
   07 
  Ceramic (ﬁ nished clay) 
  4 cp 
  I
   
   
  08–09 
  Stone 
  5 cp 
  I
   
   
  10–15 
  Leather 
  6 cp 
  I
   
   
  16–18 
  Iron 
  1 sp 
  II
   
   
  19–24 
  Tin 
  12 cp 
  II
   
   
  25–28 
  Steel (about 98% iron) 
  2 sp 
  II
   
  2 
  29–34 
  Brass (about 80% copper, 20% zinc) 
  3 sp 
  II
   
  3 
  35–43 
  Bronze (about 85% copper, 15% tin) 
  4 sp 
  III
   
  4 
  44–55 
  Copper 
  5 sp 
  III
   
   
  56–61 
  Ivory 
  1 gp 
  III
   
  5 
  62–73 
  Silver 
  2 gp 
  IV
   
   
  74–75 
  Red gold (half copper) 
  5 gp 
  IV
   
  6 
  76–82 
  Electrum (about 55% gold, 45% silver) 
  6 gp 
  IV
   
   
  83–84 
  Rose gold (about 25% copper) 
  7 gp 
  IV
   
   
   85 
  Green gold (25% silver) 
  8 gp 
  IV
   
   
  86–88 
  White gold (about 15% copper-nickel) 
  9 gp 
  V
   
  7 
  89–96 
  Gold (22k, or about 8% copper) 
  10 gp 
  V
   
  8 
  97–00 
  Platinum 
  50 gp 
  V
  Elaborate pin.
  Simple earring.
  
  4
  3. Style, Patterns, and Motifs
  For greater detail, and potential increase in value, the 
  tables in this section allow randomization of a jewel’s style 
  of construction, decoration, and possible illustrative motifs. 
  Start with Table 3.1. 
  METALLED ITEMS
  Metalling includes plating and other methods of using a 
  more expensive material to dress up a cheaper object. Find 
  the item’s Decor Class on Table 3.2.1 and roll 1d20 to see 
  what metal is added to it for decoration. Note the base value 
  increase for that material, for each Size of the item.
  Table 3.2.1 Metalling Material, d20
  (with base value added per Size)
   
   
   
  I 
  II 
  III 
  IV
  Iron (+1 cp) 
  1–3 
   
   
  Tin (+1 cp) 
  4–5 
   
   
  Steel (+2 cp) 
  6–7 
   
   
  Brass (+3 cp) 
  8–10 
   
   
  Bronze (+4 cp) 
  11–14 
   
   
  Copper (+5 cp) 
  15–16 
  1–10 
   
  Silver (+2 sp) 
  17–18 
  11–18 
  1–13 
  Electrum (+6 sp) 
  19 
  19–20 
  14–16 
  Gold (+1 gp) 
  20 
   
  17–19 
  1–13
  Platinum (+5 gp) 
   
   
  20 
  14–20
  Find the metalled object’s Decor Class and roll 1d20 
  on Table 3.2.2 to see what style of metalling applies. Most 
  styles multiply the base value added per Size. For example, 
  gold plating adds a total of 3 gp per Size.
  Table 3.2.2 Metalling Style, d20
  (with value multiplier)
   
  I 
  II 
  III 
  IV
  Inlaid/Traced (x1) 
  1-6 
  1–6 
  1–6 
  1–13
  Bossed/Studded (x2) 7–13 
  7–12 
  7–12 
  Foiled/Parcelled (x2) 14–20 
   
  Plated (x3) 
   
  13–20 
  13–18 
  14–20
  Sectioned/Woven (x3) 
   
   
  19–20 
  Foiled or parcelled items have the pricier metal applied 
  only to part of the object, or “parcel-plated.”
  Gold-plated silver is known as vermeil. Gold-plated 
  brass, bronze, or copper is called ormolu.
  Sectioned or woven items actually have solid parts made 
  entirely of the pricier metal.
  Plated items are completely covered. For the other 
  styles, if patterened, the metalling usually forms the pattern.
  Table 3.1 Style and Value increase per Size
   
   
   
   
   DECOR CLASS
   d100 
  Style 
   I 
   II 
   III 
   IV 
   V
  01–35 Plain 
   – 
   – 
   – 
   – 
   –
  36–50 Metalled ^ 
   var 
   var 
   var 
   var 
   –
  51–55 Beaded, grained, or bumpy * 
  +5 cp 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp
  56–60 Braided in 1d3+1 strands * 
  +5 cp 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp
  61–65 Hammered * 
  +5 cp 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp
  66–70 Hatched in ﬁ ne grid * 
  +5 cp 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp
  71–75 Mirror-bright polish 
  +5 cp 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp
  76–79 Stamped or chiseled † 
  +5 cp 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp
  80–82 Banded or sectioned * 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp 
  +2 gp
  83–85 Enameled with colored glass † 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp 
  +2 gp
  86–88 Painted or stained † 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp 
  +2 gp
  89–91 Pierced or cut-out (ajoure) † 
  +1 sp 
  +2 sp 
  +5 sp 
  +1 gp 
  +2 gp
  92–94 Twisted of ﬁ ne threads (ﬁ ligree) * +1 sp 
  +2 sp 
  +5 sp 
  +1 gp 
  +2 gp
  95–97 Cloisonné † 
  +2 sp 
  +5 sp 
  +1 gp 
  +2 gp 
  +5 gp
  98–00 Engraved † 
  +2 sp 
  +5 sp 
  +1 gp 
  +2 gp 
  +5 gp
  ^ Treat Decor Class V items as Plain instead. For others, see Table 3.2.1.
  * 50% chance to be patterned as per Table 3.3.
  † Always patterned. See Table 3.3.
  “Butterﬂ y” brooch.
  
  5
  PATTERNED ITEMS
  Before rolling on Table 3.4, the referee may wish to 
  determine if the jewel might feature more than one pattern 
  in combination.
  Table 3.3 Number of  Patterns
   d20 
  Patterns
   1–17 
  One
   18–19 
  Two
   20 
  Three
  Roll on Table 3.4 for each pattern, but only the highest 
  value multiplier applies.
  Table 3.4 Pattern Type
  (with value multiplier and motif  table)
   d100 
  Pattern type 
  Value 
  Table
   01–25 
  Abstract, basic 
  x1 
  3.5
   26–50 
  Abstract, skillfully-done 
  x2 
  3.5
   51–82 
  Artistic representation 
  x2 
  3.6
   83–98 
  Artistic representation, skillful 
  x4 
  3.6
   99–00 
  Artistic representation, masterful x8 
  3.6
  Table 3.5 Motifs, Abstract
   d20 
  Motif
   1–2 
  Checkerboard
   3–4 
  Circle #
   
  5 
  Egg-shape #
   
  6 
  Honeycomb / hexagons
   
  7 
  Meander, complex, curves
   
  8 
  Meander, complex, square
   
  9 
  Meander, simple, curves
   10–11 
  Meander, simple, square
   12 
  Oval #
   13 
  Rectangle #
   14–15 
  Spiral #
   16 
  Square #
   17–19 
  Stripe #
   20 
  Triangle #
  #: Roll 1d4: 1, single shape; 2–4, 1d4 x Size shapes
  Table 3.6 Motifs, Artistic Representations
  d100 
  Motif
   01 
  Acorn #
   02 
  Anchor
   03–04 
  Animal, elongated #
   05 
  Balls, three, in triangular arrangement
   06 
  Beer stein #
   07 
  Bird, duck or goose #
   08 
  Bird, raptor *#
   09–10 
  Bird, songbird *
   11 
  Brick / stonework texture
   12–13 
  Bull *
   14 
  Cameo, child’s proﬁ le ^
   15 
  Cameo, man’s proﬁ le ^
   16–17 
  Cameo, woman’s proﬁ le ^
   18 
  Cat *
   19 
  Clover #
   20 
  Comet / Shooting Star #
   21 
  Cow *
   22–23 
  Crest ^
   24 
  Crown, 2d4+1 points
   25–26 
  Deer *
   27 
  Demon / devil face #
   28 
  Eye #
   29 
  Fake ore-nugget or bark texture
   30 
  Feather / Quill #
   31–32 
  Fish / Whale *#
   33 
  Flame #
   34–35 
  Flower #
   36 
  Goblet / Chalice #
   37 
  Grain, sheaf #
   38–39 
  Grapes, bunch #
   40 
  Green Man
   41 
  Hand #
   42–44 
  Heart #
   45–46 
  Helm ^
   47 
  Horse *#
   48–49 
  Horseshoe #
   50 
  Human ﬁ gure, working #
   51–52 
  Human ﬁ gure, female nude #
   53 
  Human ﬁ gure, male nude #
   54–55 
  Knot #
   56–57 
  Leaf # 
   58–59 
  Lion *
   60 
  Mailed ﬁ st
   61 
  Mermaid #
   62–63 
  Moon, crescent #
   64 
  Moon, full, with face
   65 
  Rabbit / Hare *#
   66–67 
  Scene: castle or town ^
   68 
  Scene: farm, riverside, or temple
  Three classic
  meander patterns.
  
  6
   69 
  Scroll #
   70–71 
  Shield, heraldic ^
   72 
  Shield, plain #
   73 
  Ship, sailing
   74 
  Skull, horned #
   75–76 
  Skull, human †
   77–78 
  Snake *
   79 
  Spade #
   80 
  Star, 3d4 points #
   81–82 
  Star, 5-pointed #
   83 
  Sun with face
   84 
  Sunburst #
   85 
  Sword #
   86–87 
  Symbol #, **
   88 
  Tower ^
   89 
  Tree #
   90 
  Trefoil #
   91 
  Unicorn *
   92–93 
  Vine
   94–95 
  Wave #
   96 
  Wings, pair
   97–98 
  Wolf/Hunting dog *#
   99–00 
  Words **
  * 50% full body, 50% head only
  # Roll 1d6: 1–4, large single depiction; 5–6, 1d4 objects 
  shown per Size of jewel
  *# Roll 1d6:
   
  1–3 
  Single animal, full body
   
  4–5 
  Head of single animal
   
  6 
  1d4 small animals per Size, full body
  ^ This motif has a 1 in 6 chance to include a crown or 
  coronet of 2d4+1 points. See Heraldic Jewelry.
  † Roll 1d12:
   
  1–3 
  1d4 plain skulls per Size
   
  4–8 
  Skull, plain
   
  9–10 
  Skull with staring eyes
   
  11 
  Skull with leering eyes and fancy hat
   
  12 
  Skull with crown of 2d4+1 points. See 
  Heraldic Jewelry.
  ** Symbols/Words: Difﬁ cult to adjudicate on the ﬂ y. 
  Common examples: A mystic rune, a religious symbol, 
  initials (1d3), an encrypted colophon, a noble last name, a 
  common full name, two ﬁ rst names, a date, a family motto, 
  the name or motto of an organization, or even a short 
  poem. The referee may ﬁ nd it easiest to say that the runes, 
  script, or language are unfamiliar to the characters, and 
  provide a translation later.
  Gendering
  The referee can roll to see whether the jewelry appears 
  to be designed in a particularly feminine or masculine style. 
  Table 3.7 Gendering, d20
   1–11 Feminine / delicate / soft
   12–14 Masculine / heavy / square
   15–20 Neutral
  Heraldic Jewelry
  Technically only a monarch or heir apparent wears 
  a “crown,” but for our purposes, the term includes the 
  “coronet” worn by other nobles. A crown or coronet with 
  more points indicates a higher noble rank. Depending on 
  setting, a detailed representation may show “points” shaped 
  like leaves, balls, spikes, spear-heads, or two such shapes in 
  alternation. An actual, three-dimensional crown or model 
  has more points than a ﬂ at depiction can show: twice as 
  many, less two. For example, a baronial coronet has six 
  points; a picture of it always shows four. The largest crown 
  motif in these rules, showing nine points, indicates actual 
  headgear with 16 points.
  With a crown, coronet, crest, heraldic shield, noble 
  name, or family motto, PCs may be able to determine, with 
  research, to what noble or family the jewelry belongs. The 
  piece may have historical signiﬁ cance, or an extant family 
  may be happy to buy it back, or a powerful personage may 
  simply accept it as tribute without paying anything, perhaps 
  conferring a measure of favor on the donor. In some 
  cases, possession of a heraldically-signiﬁ cant item could be 
  evidence of a lost heir, grass parentage, or other connection.
  Large buckle.
  
  7
  4. Gems
  A roll of d100 on Table 4.1 determines the number 
  of gems, if any, on a jewelled item. Listed under the item’s 
  Decor Class is the gold piece value (gpv) of each gem, or, in 
  the case of a matched pair, their worth together.
  Nonpareils
  A nonpareil is an extraordinary piece of jewelry, 
  encrusted with gemstones that serve to highlight a single 
  exceptional gem. The main gem is the Glory, closely 
  ringed or braced by a Surround of multiple valuable gems, 
  itself contained in a Setting of many lesser stones. All the 
  Surround stones are of the same kind, increasing their 
  value by 20%, and all the Setting stones are of 1d3 kinds, 
  generally increasing their value by 20% as well. Table 4.2 
  shows the value of the gems by Decor Class.
  Example: A platinum ring (Size 2) bearing a single 
  fabulous 2,500 gpv sapphire, surrounded by ten small 100 
  gpv diamonds (total value 1,200 gp) and twenty-four 10 gp 
  gem of two types: small pearls and garnets (total value 288 
  gp), for a gem value of 3,988 gp. The ring itself would be 
  worth at least 100 gp, but the referee might well choose to 
  simply round the overall value to 4,000 gp.
   Table 4.1 Gems and Value Added 
   
  DECOR CLASS
   d100 
  Gems (number) 
   
  I 
   
  II 
   III 
   
  IV 
   
  V
   01–45 
  No gems 
   
  – 
   
  – 
   
  – 
   
  – 
   
  –
   46–56 
  Pip (one cheap stone) 
  1/2 gpv 
  1 gpv 
  10 gpv 
  50 gpv 
  250 gpv
   57–66 
  Studding (2 per Size) 
  1/2 gpv 
  1 gpv 
  10 gpv 
  50 gpv 
  250 gpv
   67–75 
  Channel (2d6 per Size) 
  1/10 gpv 1/2 gpv 
  5 gpv 
  25 gpv 
  100 gpv
   76–83 
  Solitaire (one stone) 
  1 gpv 
  5 gpv 
  25 gpv 
  100 gpv 
  500 gpv
   84–88 
  Pavé (2d12 per Size) 
  1/10 gpv 1/2 gpv 
  5 gpv 
  25 gpv 
  100 gpv
   89–93 
  Cluster (2d4) 
  1/2 gpv 
  1 gpv 
  10 gpv 
  50 gpv 
  250 gpv
   94–97 
  Glory (one good stone) 
  10 gpv 
  25 gpv 
  100 gpv 
  500 gpv 
  1,000 gpv
   98–99 
  Matched pair** 
  12 gp 
  24 gp 
  120 gp 
  600 gp 
  1,200 gp
   00 
  Nonpareil 
   ——————— Table 4.2 ———————
  ** Together, two or more matched stones are worth 20% more than a simple total of their 
  gold piece value. For example, the 12 gp result for Decor Class I means two gems of 5 gpv, for 
  a combined value of 10 gp plus 20%.
  Table 4.2 Nonpareils 
  Glory 
  Surround 
  Setting
   
  (Single gem) 
  (2d4 gems x Size) 
  (2d10 gems x Size)
  Decor Class I 
  100 gpv 
  5 gpv 
  1/10 gpv
  Decor Class II 
  250 gpv 
  10 gpv 
  1/2 gpv
  Decor Class III 
  500 gpv 
  25 gpv 
  1 gpv
  Decor Class IV 
  1,000 gpv 
  50 gpv 
  5 gpv
  Decor Class V 
  2,500 gpv 
  100 gpv 
  10 gpv
  Pin with central 
  gemstone.
  
  8
  Examples
  1. Completely random jewel
  Starting with Table 1.1, a roll of 4 yields “bracelet, 
  thick” with Size 3.
  Table 2, with a d100 roll of 39, comes up Bronze, worth 
  4 sp per Size. The basic object is worth 1.2 gp so far. 
  Bronze has Decor Class III. An 87 on Table 3.1 results 
  in “Painted or stained.” This result adds 5 sp per size to 
  a Decor Class III item, so the bracelet is decorated with 
  colorful painting of some kind and worth 2.7 gp so far.
  A painted item always has a pattern. A roll of 11 on 
  Table 3.3 indicates a single pattern.
  On Table 3.4, a roll of 60 means that the paint is in the 
  form of an artistic representation of something, not just 
  abstract shapes. This level of skill doubles the item’s value, 
  to 5.4 gp.
  A roll of 89 on Table 3.6 indicates “tree.” Following the 
  footnote, a d6 result of 5 indicates multiple objects. The d4 
  comes up 3, so there are three trees painted per Size of the 
  object, or nine total.
  Checking for gems on Table 4.1, a roll of 51 indicates a 
  “pip” or cheap stone, worth 10 gp.
  Putting it all together, the item is a heavy bronze 
  bracelet with small trees painted in green all around it and a 
  small green gem. Total value of 15.4, rounded to 15 gp.
  2. Creating a valuable treasure
  This time the referee wants to generate a piece worth 
  ﬁ ghting for, combining choices with random rolls for 
  inspiration. He scans the tables in Section 1 and decides on 
  a military medal of Size 3. Per the footnotes, he decides not 
  to include a crown image, but the item will be on a loop of 
  some kind.
  On Table 2, using 2d4 gives more valuable resuls. A 6 
  indicates Electrum, worth 6 gp per Size and having Decor 
  Class IV. Starting value: 18 gp.
  Randomizing the decoration on Table 3.1, a roll of 42 
  suggests metalling. A metalled medal.
  Not wanting to meddle with the results needlessly, the 
  referee proceeds to Table 3.2.1 to see what sort of metal 
  combination is at work. Few metals are worth adding to an 
  electrum item, and a roll of 3 indicates gold. The gold adds 
  a base of +1 gp per Size. Value so far: 21 gp.
  Per Table 3.2.2, a Decor Class IV item can only be 
  inlaid, traced, or completely plated. Finding the idea of a 
  gold-plate medal dull, the referee chooses to pursue the 
  former option. The medal is inlaid with gold, not enough 
  to increase the price beyond the basic +1 gp per Size. The 
  medal is still worth 21 gp.
  From Tables 3.3 and 3.4, the referee decides to 
  try combining two patterns, one abstract and one 
  representational, both skillful. The artistic pattern gives the 
  higher multiple: x4, increasing the object’s worth to 84 gp.
  For the abstract pattern, he selects a simple square 
  meander from Table 3.5, to run around the outside of the 
  medal as a border. On Table 3.6, a roll of 76 gives a random 
  motif of “skull, human.” The d12 roll indicates a single, 
  plain image.
  On Table 4.1, a roll of 40 says no gems, but the referee 
  decides to run with the skull theme and put a gem in each 
  eye. For a truly rich item, he could use the 250 gpv gems in 
  the “matched pair” row for Decor Class IV. Scanning to the 
  “solitaire” row, he instead decides on more modest stones at 
  100 gpv each. With the 20% increase for matching, the eye-
  stones add 240 gp in value, for a total of 324 gp.
  Finally, the referee remembers to go back and roll on 
  Table 2 for the material of the cord hanging the medal. A 
  45 says “copper,” worth only half a gold. The grand total 
  of 324.5 rounds to 325 gp for this award from some grim 
  battle: an electrum medal on a copper chain, inlaid with a 
  gold border, and carved with a skull sporting black gems for 
  eyes (red being too obvious).
  What could those eye-gems be, exactly?
  Thereʼs a way to ﬁ nd out...
  fastermonkeygames.com
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Equipment and Treasure/LL - All the Treasures of the World part 2 Jewels.pdf