In OSRIC, “treasure” comprises maps, coin, gemstones, jewellery, and magic items. In many cases, treasure will come from monsters the characters defeat (see Chapter V for details of the treasure each creature possesses). However, it may also be found in dungeons in other circumstances, either unguarded (rarely!) or protected by a trick or trap.
This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded reflects the difficulty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award!
There is no duty on the GM to award treasure for each and every challenge the party might overcome. Some monsters, particularly wandering monsters, should have no treasure at all! Likewise some tricks or traps may not be associated with any reward to the party.
Give thought to how an intelligent monster protects its treasure. As a rule, treasure will be carried on a creature’s person if it can use it (or might need to use it) at short notice, but treasure not immediately needed will be concealed somewhere.
d% roll | Treasure |
---|---|
01-35 | 1,500 cp per dungeon level |
36-65 | 750 sp per dungeon level |
66-80 | 250 gp per dungeon level |
81-90 | 100 pp per dungeon level |
91-95 | 1d3 gems per dungeon level |
96-97 | 1 piece of jewellery per dungeon level |
98-00 | 1 magic item (1d2 items below dungeon level 6) |
If a dungeon treasure is associated with no particular creature, the following table may be used to determine its nature:
(For fully randomly-generated dungeons, the treasure table in Chapter IV should be used instead.)
Maps do not feature in the random tables because the GM will need to prepare them in advance; they should appear in hand-crafted areas rather than randomly-rolled ones. They are, nevertheless, valuable treasure to a clever player character. A map could indicate the location of a treasure outside the dungeon, thus becoming an adventure in its own right—or it could not show a treasure at all, but indicate where a powerful vampire lairs, or the location of a particularly fiendish trap, in which case it will still be of value to the party.
Maps can be literal maps or charts where × marks the spot, but they do not need to be. A note that says “The wand is lost—I dropped it somewhere in the sewers” or “The Shield of Shadows must lie beyond the Green Portal” is a minor map of sorts.
Coin is the simplest treasure for the GM to administer, but should still be awarded intelligently. OSRIC coins are heavy, and weight is a significant drawback if the players locate a substantial sum in copper or silver. The GM should ensure the players feel the force of this drawback.
In an upper dungeon level, few treasures should consist of gold without silver or copper, or platinum without gold and silver, so if the dice indicate 500 gp on dungeon level 2, the GM might prefer to award 200 gp, 2,000 sp and 10,000 cp instead. In deeper dungeon levels, copper and silver will be relatively less frequent, although successful players will still have enormous piles of them on their hands.
There is no particular reason why coin should be awarded in round numbers; if the dice indicate 6,000 cp, the GM might decide there are 5,573 or 6,281 of them.
Consider adding flavour by having some alternative monetary systems, such as ancient coins from a previous empire, that do not convert to the standard coin types of your campaign on a 1-1 basis. In such cases the player characters will need to pay conversion costs, perhaps to the local money changers.
Where the GM wishes to determine the value of a gem, the following table may be used:
Gemstone Table |
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d% | Value (gp) | Average Value (gp) | Description |
01-30 | 4d4 | 10 | Ornamental Stone |
31-55 | 2d4 × 10 | 50 | Semi-Precious Stone |
56-75 | 4d4 × 10 | 100 | Fancy Stone |
76-90 | 2d4 × 100 | 500 | Precious Stone |
91-99 | 4d4 × 100 | 1,000 | Gem |
00 | 2d4 × 1,000 | 5,000 | Jewel |
Changing Gem Value from BaseThis table is provided to assist GMs in determining value when the base value only of a gem is known. Reroll on a result of 1 or 0 only, as indicated on the table. |
|
---|---|
1 | Value increases by 1 step. Reroll and ignore any result greater than 8.* |
2 | Value doubles. |
3 | Value triples. |
4-8 | No change to base value. |
9 | Stone decreases in value by 1d4 × 10% percent. |
0 | Value decreases by 1 step. Reroll and ignore a result of 1.** |
*No stone may increase in value more than 7 steps. Stones of 5,000 gp value or greater increase in value by the following increments: 5,000—10,000—25,000—50,000—100,000—250, 000—500,000—1,000,000 (the maximum value possible). **No stone may decrease in value more than 5 steps. Stones of 10 gp value or less decrease in value by the following steps: 10—5—1—10 sp—5 sp—1 sp (the absolute minimum value). |
Ornamental: Banded, eye, or moss agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tiger eye; turquoise; freshwater pearl.
Semi-Precious: Bloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite, jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon.
Fancy: Amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red spinel, red-brown or deep green spinel; tourmaline.
Precious: Alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz.
Gem: Emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire; star ruby.
Jewel: Clearest bright green emerald; blue-white, canary, pink, brown, or blue diamond; jacinth.
Where the GM wishes to determine the nature of a piece of jewellery, the table overleaf may be used. Roll d% to determine the form of the jewellery (whether the players have found a goblet or a ring, for example), and a d10 to determine its composition (whether it be plain silver or gem-encrusted gold, for example).
Jewellery Table |
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---|---|---|---|---|---|---|---|
Roll d% and d10 | Silver 1d10 ×100 gp |
Silver & gold 2d6 ×100 gp |
Gold 3d6 ×100 gp |
Silver & gems 5d6 ×100 gp |
Gold & gems 2d4 ×1,000 gp |
Exceptional 2d6 ×1,000 gp |
|
Roll | Item | ||||||
01-03 | Amulet | 1-4 | 5-7 | 8-9 | 10 | ||
04 | Anklet | 1-3 | 4-6 | 7-8 | 9 | 10 | |
05-07 | Arm-ring | 1-4 | 5-6 | 7-8 | 9 | 10 | |
08-10 | Belt | 1-4 | 5-6 | 7-8 | 9-10 | ||
11-12 | Box | 1-4 | 5-7 | 8-9 | 10 | ||
13-17 | Bracelet | 1-3 | 4-6 | 7-8 | 9 | 10 | |
18-20 | Brooch | 1-3 | 4-6 | 7-8 | 9 | 10 | |
21-23 | Buckle | 1-4 | 5-7 | 8-9 | 10 | ||
24-25 | Chain | 1-4 | 5-7 | 8-9 | 10 | ||
26-27 | Chalice | 1-3 | 4-6 | 7-8 | 9 | 10 | |
28-30 | Choker | 1-4 | 5-7 | 8-9 | 10 | ||
31-32 | Clasp | 1-4 | 5-6 | 7-8 | 9-10 | ||
33-35 | Comb | 1-3 | 4-6 | 7-8 | 9 | 10 | |
36-37 | Coronet | 1 | 2 | 3-4 | 5-8 | 9 | 10 |
38 | Crown | 1 | 2 | 3 | 4 | 5-7 | 8-10 |
39-40 | Diadem | 1-3 | 4-6 | 7-8 | 9 | 10 | |
41-46 | Earring | 1-3 | 4-6 | 7-8 | 9 | 10 | |
47-49 | Goblet | 1-3 | 4-6 | 7-8 | 9 | 10 | |
50-51 | Idol | 1-2 | 3-4 | 5-7 | 8-9 | 10 | |
52-54 | Knife | 1-4 | 5-7 | 8-9 | 10 | ||
55-58 | Locket | 1-3 | 4-5 | 6-7 | 8-9 | 10 | |
59-60 | Medal | 1-4 | 5-7 | 8-10 | |||
61-64 | Medallion | 1-3 | 4-6 | 7-9 | 10 | ||
65-69 | Necklace | 1-3 | 4-6 | 7-8 | 9 | 10 | |
70-73 | Pendant | 1-3 | 4-6 | 7-8 | 9 | 10 | |
74-77 | Pin | 1-3 | 4-6 | 7-8 | 9 | 10 | |
78 | Orb | 1 | 2 | 3 | 4-5 | 6-8 | 9-10 |
79-87 | Ring | 1-3 | 4-6 | 7-8 | 9 | 10 | |
88 | Sceptre | 1 | 2 | 3 | 4-5 | 6-8 | 9-10 |
89-92 | Seal | 1-4 | 5-7 | 8-9 | 10 | ||
93-94 | Statuette | 1-3 | 4-6 | 7-8 | 9 | 10 | |
95 | Tiara | 1-3 | 4-6 | 7-8 | 9 | 10 | |
96-97 | Toe-ring | 1-3 | 4-6 | 7-8 | 9 | 10 | |
98-00 | Weapon-hilt | 1-3 | 4-6 | 7-8 | 9 | 10 |
Note: The description of the item as “silver,” “gold,” etc. is a guideline and the GM should interpret it to represent a broad category of value rather than its literal composition. A gold item could actually be high-quality filigree silver, ivory, or even enamelled bronze of superb workmanship. “Exceptional” quality may mean that the item is fashioned of platinum, mithril or some other extremely rare and valuable substance, or it may simply mean a very fine example of gem-encrusted gold.
The appraisal of jewellery is a complex and difficult skill. Gnomes frequently have the best eye for these matters, although thieves, assassins and dwarfs may also be able to hazard a guess. The GM should allow a possibility (depending on the circumstances) that a character may seriously underestimate or overestimate an object’s value. For example, a gnomish thief assessing a silver ring might be accurate 99 times out of 100, but a dwarfish fighter assessing an exceptional orb might only have a 25% chance of doing so accurately.
If the players appraise the value of the jewellery incorrectly, they will more than likely be fleeced when attempting to re-sell.
d20 | Result |
---|---|
01-03 | Armour and Shield |
04-06 | Miscellaneous Magic |
07-09 | Miscellaneous Weapons |
10-13 | Potions |
14 | Rings |
15 | Rods Staves and Wands |
16-18 | Scrolls |
19-20 | Swords |
Random determination of magic items needs to be tempered with GM judgment and discretion. Lucky (or very unlucky) rolls on the treasure table should not be permitted to unbalance the game, and the GM should ensure that the party’s power remains in proportion to their level of experience.
Note: Many magic items are restricted in who can use them. Where this applies, the character classes are listed in abbreviated form within the item description. The following notation is used: Item (Classes) where, under “classes,” “A” means “assassin,” “C” means “cleric,” “D” means “druid,” “F” means “fighter,” “I” means “illusionist,” “M” means “magic user,” “P” means “paladin,” “R” means “ranger,” and “T” means “thief.”
Armour and Shield Table 1: Form | ||
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d20 | Result | Base Value (gp) |
01 | Banded | 4,000 |
02-04 | 01-90 Chain Mail 91-00 Elfin Chain |
3,500 5,500 |
05-06 | Leather | 2,000 |
07-09 | Plate Mail | 5,000 |
10 | Ring Mail | 2,500 |
11-12 | Splinted | 4,000 |
13-14 | Scale Mail | 3,000 |
15 | Studded Leather | 2,250 |
16-20 | Shield | 2,500 |
Armour and Shield Table 2: Properties |
||
---|---|---|
d20 | Result | Value Modifier |
01-10 | +1 | ×1 |
11-15 | +2 | ×2 |
16 | +3 | ×3 |
17 | 01-65 +4 66-00 +5 |
×4 ×5 |
18 | Cursed | — |
19-20 | Special | Variable |
Miscellaneous Weapons Table 1: Form |
|
---|---|
d20 | Result |
1-3 | Arrow |
4-5 | Axe |
6 | Bolt |
7 | 01-50 Bow 51-00 Crossbow |
8-11 | Dagger |
12 | Flail |
13 | Hammer |
14 | Javelin |
15-16 | Mace |
17 | 01-33 Military Pick 34-66 Morning Star 67-00 Pole Arm |
18 | Scimitar |
19 | Spear |
20 | 01-50 Trident 51-00 Sling |
Miscellaneous Weapons Table 2: Properties |
||
---|---|---|
d20 | Result | Value (gp) |
01-10 | +1 | 2,000 |
11-15 | +2 | 8,000 |
16 | +3 | 18,000 |
17 | 01-65 +4 66-00 +5 |
32,000 50,000 |
18 | Cursed | — |
19-20 | Special | Variable |
Potions Table 1: Properties |
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---|---|---|
d20 | Result | Value (gp) |
01 | 01-50 Animal Control 51-00 Clairaudience |
400 400 |
02 | 01-50 Clairvoyance 51-00 Climbing |
500 500 |
03 | 01-50 Cursed 51-00 Delusion |
— 150 |
04 | 01-65 Diminution 66-00 Dragon Control |
500 see entry |
05 | ESP | 850 |
06 | 01-35 Extra-Healing 36-00 Fire Resistance |
800 400 |
07 | 01-50 Flying 51-00 Gaseous Form |
750 400 |
08 | 01-50 Giant Control 51-00 Giant Strength |
see entry see entry |
09 | Growth | 300 |
10 | Healing | 400 |
11 | 01-50 Heroism 51-00 Human Control |
500 900 |
12 | 01-50 Invisibility 51-00 Invulnerability |
500 500 |
13 | 01-50 Levitation 51-00 Longevity |
400 1,000 |
14 | 01-50 Oil of ætherealness 51-00 Oil of Slipperiness |
1,500 750 |
15 | 01-50 Philtre of Love 51-00 Philtre of Persuasiveness |
300 850 |
16 | 01-65 Plant Control 66-00 Polymorph |
300 350 |
17 | 01-50 Speed 51-00 Super-Heroism |
450 750 |
18 | Sweet Water | 250 |
19 | 01-75 Treasure Finding 76-00 Undead Control |
2,000 2,500 |
20 | Water Breathing | 900 |
Rings Table 1: Properties |
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---|---|---|
d20 | Result | Value (gp) |
01 | Charisma | 1,000 |
02-03 | Feather Falling | 5,000 |
04 | Fire Resistance | 5,000 |
05 | Free Action | 5,000 |
06 | Genie Summoning | 20,000 |
07 | Invisibility | 7,500 |
08-12 | Protection | see entry |
13 | 01-25 Regeneration 25-00 Spell Storing |
40,000 25,000 |
14 | Spell Turning | 17,500 |
15 | Swimming | 5,000 |
16 | 01-50 Telekinesis 51-00 Three Wishes |
10,000 15,000 |
17 | Warmth | 5,000 |
18-19 | Water Walking | 5,000 |
20 | Wizardry | 50,000 |
Determine the ring’s appearance, apparent gold piece value, and gemstone (if any) using the jewellery table.
Rods Staves & Wands Table 1: Properties |
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---|---|---|
d20 | Result | Value (gp) |
01 | Rod of Absorption | 40,000 |
02-03 | Rod of Cancellation | 15,000 |
04 | 01-25 Rod of Captivation 26-75 Rod of Lordly Might 76-00 Rod of Resurrection |
30,000 20,000 35,000 |
05 | 01-50 Rod of Rulership 51-00 Rod of Striking |
35,000 15,000 |
06 | 01-50 Staff of Compulsion 51-00 Staff of Healing |
25,000 25,000 |
07 | 01-25 Staff of Power 26-00 Staff of the Serpent |
60,000 35,000 |
08 | 01-75 Staff of Withering 76-00 Staff of Wizardry |
35,000 75,000 |
09 | Wand of Detecting Magic | 25,000 |
10 | Wand of Detecting Minerals & Metals |
7,500 |
11 | Wand of Detecting Traps & Secret Doors |
40,000 |
12 | Wand of Enemy Detection | 10,000 |
13 | 01-50 Wand of Fear 51-00 Wand of Fire |
15,000 25,000 |
14 | 01-50 Wand of Ice 51-00 Wand of Light |
50,000 10,000 |
15 | 01-50 Wand of Illusion 51-00 Wand of Lightning |
20,000 30,000 |
16 | Wand of Magic Missiles | 35,000 |
17 | Wand of Negation | 15,000 |
18 | Wand of Paralysation | 25,000 |
19 | Wand of Polymorphing | 25,000 |
20 | 01-50 Wand of Summoning 51-00 Wand of Wonder |
10,000 10,000 |
Scrolls Table 1: Type |
|
---|---|
d20 | Result |
01-12 | Spell |
13-19 | Protection |
20 | Cursed |
Scrolls Table 2: Spells |
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d20 | Result | Value (gp) |
01-03 | Cleric | 300/level |
04-05 | Druid | 300/level |
06-07 | Illusionist | 300/level |
08-20 | Magic User | 300/level |
Scrolls Table 3: Warding |
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d20 | Result | Value (gp) |
01-02 | Acid | 5,000 |
03-04 | Demons | 12,500 |
05-06 | Devils | 12,500 |
07-09 | Elementals | 7,500 |
10-11 | Lycanthropes | 5,000 |
12-14 | Magic | 7,500 |
15-16 | Petrifaction | 10,000 |
17-18 | Polymorph | 7,500 |
19-20 | Undead | 7,500 |
Swords Table 1: Type |
|
---|---|
d20 | Result |
01 | Bastard Sword (20% chance of 2-handed sword instead) |
02-05 | Broadsword |
06-19 | Longsword |
20 | Shortsword (20% chance of a scimitar instead) |
Swords Table 2: Properties |
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d20 | Result | Value (gp) |
01-10 | +1 | 2,000 |
11-15 | +2 | 4,000 |
16 | +3 | 7,000 |
17 | 01-65 +4 66-00 +5 |
10,000 15,000 |
18 | Cursed | — |
19-20 | Special | Variable |
Special Magic Swords |
||
---|---|---|
d% | Result | Value (gp) |
01 | Bleeding Sword | 22,000 |
02-06 | Dancing Sword | 22,000 |
7-16 | Defender | 15,000 |
17-21 | Dragonbane | 4,500 |
22-31 | Flaming Blade | 4,500 |
32-36 | Frost Brand | 8,000 |
37-46 | Giantbane | 4,500 |
47-51 | Holy Sword | 20,000 |
52-53 | Keenblade | 35,000 |
54-69 | Luck Blade | 5,000 |
70-74 | Magebane | 3,000 |
75-79 | Nine Lives Stealer | 8,000 |
80-84 | Trollbane | 4,000 |
85-89 | Vampire Blade | 25,000 |
90 | Vorpal Blade | 50,000 |
91-95 | Werebane | 3,500 |
96-99 | Wyrmbane | 4,000 |
00 | Unusual Sword | Variable |
Special Magic Miscellaneous Weapons |
||
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d% | Result | Value (gp) |
01-05 | Arrow of Slaying | 2,500 |
06-15 | Axe of Hurling | 4,500 |
16-30 | Crossbow of Accuracy | 12,000 |
31-40 | Crossbow of Range | 7,500 |
41-50 | Crossbow of Speed | 7,500 |
51-60 | Dagger of Venom | 3,000 |
61-70 | Hammer of the Dwarfs | 15,000 |
71-75 | Holy Mace | 17,500 |
76-85 | Sling of the Halfling | 7,000 |
86-00 | Trident/Fork | 12,500 |
Miscellaneous Magic Items Master Table |
|
---|---|
d% | Result |
01-50 | Table I: Common |
51-70 | Table II: Less Common |
71-90 | Table III: Uncommon |
91-99 | Table IV: Rare |
00 | Roll Twice, Ignoring This Result |
Table I: Common Miscellaneous Magic Items |
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---|---|---|
d% | Result | Value (gp) |
01 | Incense of Meditation (1d4+1 cones) | 4,900 |
02 | Javelin of the Raptor | 3,000 |
03 | Thunder Spear | 7,500 |
04 | Boots of Elvenkind | 2,500 |
05 | Candle of Invocation | 8,400 |
06 | Dust of Appearance | 1,800 |
07 | Dust of Disappearance | 3,500 |
08 | Rope of Climbing | 3,000 |
09 | Scarab of Protection | 38,000 |
10 | Slippers of Spider Climbing | 4,800 |
11 | Strand of Prayer Beads1 | 3,000 |
12-13 | Amulet of Natural Armour | see entry |
14-15 | Blessed Book | 12,500 |
16-17 | Brooch of Shielding | 10,000 |
18-19 | Hat of Disguise | 1,800 |
20-21 | Horn of Valhalla2 | 50,000 |
22-23 | Periapt of Proof Against Poison | 27,000 |
24-25 | Phylactery of Faithfulness | 1,000 |
26-27 | Robe of Blending | 30,000 |
28-30 | Pipes of the Sewers | 1,150 |
31-33 | Restorative Ointment | 4,000 |
34-36 | Robe of Useful Items | 7,000 |
37-39 | Vest of Escape | 5,200 |
40-42 | Cloak of Elvenkind | 2,500 |
43-46 | Wings of Flying | 54,000 |
47-55 | Cloak of Resistance | see entry |
56-65 | Feather Token3 | see entry |
66-75 | Figurines of Wondrous Power* | see entry |
76-00 | Bracers of Armour** | see entry |
1Roll 1d6: 01-04 = Strand, 05 = Lesser Strand, 06 = Greater Strand 2Roll 1d4: 1 = Silver, 2 = Brass, 3 = Bronze, 4 = Iron 3Roll 1d6: 01 = Anchor, 02 = Bird, 03 = Fan, 04 = Swan Boat, 05 = Tree, 06 = Whip *Roll 1d10: 01 = Bronze Griffon, 02 = Ebony Fly, 03 = Golden Lions, 04 = Ivory Goats, 05 = Marble Elephant, 06 = Obsidian Steed, 07 = Onyx Dog, 08 = Serpentine Owl, 09 = Silver Raven, 10 = Reroll, ignoring this result. **Roll d% 01-35 = +1, 36-60 = +2, 61-75 = +3, 76-85 = +4, 86-91 = +5, |
Table II: Less Common Miscellaneous Magic Items |
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---|---|---|
d% | Result | Value (gp) |
01 | Arrow of Direction | 17,500 |
02 | Brazier of Commanding Fire Elementals | 100,000 |
03 | Cape of the Mountebank | 10,080 |
04 | Cloak of the Manta Ray | 7,200 |
05 | Decanter of Endless Water | 9,000 |
06 | Dust of Dryness | 850 |
07 | Elixir of Swimming | 250 |
08 | Gloves of Arrow Snaring | 4,000 |
09 | Gloves of Swimming and Climbing | 6,250 |
10 | Goggles of Night | 12,000 |
11 | Horseshoes of Speed | 3,000 |
12 | Necklace of Adaptation | 9,000 |
13 | Orb of Storms | 48,000 |
14 | Periapt of Health | 7,400 |
15 | Pipes of Haunting | 6,000 |
16 | Ring Gates | 40,000 |
17 | Robe of Bones | 2,400 |
18 | Unguent of Timelessness | 150 |
19-20 | Universal Solvent | 50 |
21-22 | Amulet of Proof Against Detection/Location | 35,000 |
23-24 | Boots of Speed | 12,000 |
25-26 | Boots of Striding and Springing | 5,500 |
27-28 | Bracers of Archery, Lesser | 5,000 |
29-30 | Candle of Truth | 2,500 |
31-32 | Cloak of Displacement, Minor | 24,000 |
33-34 | Cloak of the Bat | 26,000 |
35-36 | Dark Skull | 60,000 |
37-38 | Dust of Tracelessness | 250 |
39-40 | Elixir of Truth | 500 |
41-42 | Elixir of Vision | 250 |
43-44 | Glove of Storing | 10,000 |
45-46 | Horn of the Tritons | 15,100 |
47-48 | Necklace of Fireballs1 | see entry |
49-50 | Periapt of Wound Closure | 15,000 |
51-52 | Phylactery of Undead Turning | 11,000 |
53-54 | Rope of Entanglement | 21,000 |
55-56 | Stone Horse, draft Stone Horse, heavy war |
10,000 14,800 |
57-58 | Stone of Alarm | 2,700 |
59-60 | Sustaining Spoon | 5,400 |
61-62 | Wind Fan | 5,500 |
63-65 | Bag of Holding2 | see entry |
66-68 | Boots of Levitation | 7,500 |
69-71 | Bottle of Air | 7,250 |
72-74 | Broom of Flying | 17,000 |
75-77 | Crystal Ball | 42,000 |
78-80 | Elixir of Fire Breath | 1,100 |
81-83 | Elixir of Hiding | 250 |
84-86 | Handy Haversack | 2,000 |
87-89 | Harp of Charming | 7,500 |
90-92 | Helm of Comprehend Languages/Read Magic | 5,200 |
93-95 | Helm of Underwater Action | 24,000 |
96-98 | Horn of Fog | 2,000 |
99 | Roll Twice on Table I | |
00 | Roll Twice, Ignore Results >98 | |
1 Roll 1d8: 1 = Level I, 2 = Level 2 and so on. On a result of 8, reroll. On a second roll of 8, roll new item. 2 Roll 1d4: 1 = Type I, 2 = Type II, 3 = Type III, 4 = Type IV |
Table III: Uncommon Miscellaneous Magic Items |
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---|---|---|
d% | Result | Value (gp) |
01 | Ahmek’s Copious Coin Purse | 30,000 |
02 | Alchemy Jug | 12,000 |
03 | Amulet of Health | 2,000 |
04 | Amulet of the Planes | 120,000 |
05 | Apparatus of the Lobster | 35,000 |
06 | Bag of Tricks, gray1 Bag of Tricks, rust Bag of Tricks, tan |
900 3,000 6,300 |
07 | Bead of Force | 3,000 |
08 | Blemish Blotter | 1,000/charge |
09 | Boots of the Winterlands | 2,500 |
10 | Bowl of Commanding Water Elementals | 100,000 |
11 | Bracelet of Friends | 19,000 |
12 | Bracers of Archery, Greater | 25,000 |
13 | Carpet of Flying2 | see entry |
14 | Censer of Controlling Air Elementals | 100,000 |
15 | Chime of Interruption | 16,800 |
16 | Chime of Opening | 3,000 |
17 | Circlet of Blasting, Minor | 6,480 |
18 | Circlet of Persuasion | 4,500 |
19 | Cloak of ætherealness | 55,000 |
20 | Cloak of Arachnida | 14,000 |
21 | Cloak of Charisma | 4,000 |
22 | Cloak of Displacement, Major | 50,000 |
23 | Cube of Force | 62,000 |
24 | Cube of Frost Resistance | 27,000 |
25 | Cubic Gate | 164,000 |
26 | Deck of Illusion | 8,100 |
27 | Dimensional Shackles | 28,000 |
28 | Drums of Panic | 30,000 |
29 | Dust of Illusion | 1,200 |
30 | Efficient Quiver | 1,800 |
31 | Elemental Gem3 | 2,250 |
32 | Eyes of the Eagle | 2,500 |
33 | Gauntlets of Ogre Power | 4,000 |
34 | Gauntlet of Rust | 11,500 |
35 | Gloves of Dexterity | 4,000 |
36 | Goggles of Minute Seeing | 1,250 |
37 | Headband of Intellect | 4,000 |
38 | Helm of Telepathy | 27,000 |
39 | Horn of Goodness/Evil | 6,500 |
40 | Horseshoes of the Zephyr | 6,000 |
41 | Instant Fortress | 55,000 |
42 | Iron Bands of Binding | 26,000 |
43 | Iron Flask | 170,000 |
44 | Lantern of Revealing | 30,000 |
45 | Mantle of Faith | 76,000 |
46 | Mantle of Magic Resistance | 90,000 |
47 | Marvellous Pigments (1d4 pots) | 4,000/pot |
48 | Mask of the Skull | 22,000 |
49 | Medallion of Thoughts | 12,000 |
50 | Pearl of Power | see entry |
51 | Pearl of the Sirines | 15,300 |
52 | Periapt of Wisdom | 4,000 |
53 | Pipes of Pain | 12,000 |
54 | Pipes of Sounding | 1,800 |
55 | Plentiful Vessel | 3,500 |
56 | Robe of Stars | 58,000 |
57 | Scabbard of Keen Edges | 16,000 |
58 | Scarab of Golem Bane | 2,500 |
59 | Silversheen | 250 |
60 | Sovereign Glue | 2,400 |
61 | Stone of Controlling Earth Elementals | 100,000 |
62 | Stone of Good Luck | 20,000 |
63 | Stone Salve | 4,000 |
64 | Vestment, druid’s | 10,000 |
65 | Well of Many Worlds | 82,000 |
66-75 | Roll Twice on Table I | |
76-85 | Roll Once on Table I & Once on Table II | |
86-95 | Roll Twice on Table II | |
96-99 | Reroll & Ignore Results >65, Roll Once on Table II | |
00 | Roll Twice, Ignore Results > 65 | |
1Roll 1d6: 1-2 = Grey, 3-4 = Rust, 5-6 = Tan 2Roll 1d6: 1-2 = 5 × 5 ft, 3-4 = 5 × 10 ft, 5-6 = 10 × 10 ft 3Roll 1d4: 1 = Clear, 2 = Brown, 3 = Bright Red, 4 = Turquoise |
Table IV: Rare Miscellaneous Magic Items |
||
---|---|---|
d% | Result | Value (gp) |
01-02 | Afreeti Bottle | 145,000 |
03-04 | Amulet of Life Protection | 20,000 |
04-05 | Amulet of Mighty Fists | 6,000 |
06-07 | Belt of Dwarfkind | 14,900 |
08-09 | Belt of Giant Strength | see entry |
10-11 | Boat, Folding | 7,200 |
12-13 | Boots of Teleportation | 49,000 |
13-14 | Boots, Winged | 16,000 |
15-16 | Brooch of Instigation | 1,000 |
17-18 | Circlet of Blasting, Major | 23,760 |
19-20 | Eversmoking Bottle | 5,400 |
21-22 | Eyes of Charming | 56,000 |
23-24 | Eyes of Doom | 25,000 |
25-26 | Eyes of Petrifaction | 98,000 |
27-28 | Gem of Brightness | 13,000 |
29-30 | Gem of Seeing | 75,000 |
31-32 | Golem Manual, Flesh Golem Manual, Clay Golem Manual, Stone Golem Manual, Iron |
8,000 12,000 22,000 35,000 |
33-34 | Helm of Brilliance | 125,000 |
35-36 | Helm of Teleportation | 73,500 |
37-38 | Horn of Blasting | 20,000 |
39-40 | Horn of Blasting, Greater | 70,000 |
41-32 | Ioun Stones1 | see table IV-A |
43-44 | Lyre of Building | 13,000 |
45-46 | Manual of Bodily Health | 4,000 |
47-48 | Manual of Gainful Exercise | 4,000 |
49-50 | Manual of Quickness of Action | 4,000 |
51-52 | Mattock of the Titans | 23,348 |
53-54 | Maul of the Titans | 25,305 |
55-56 | Mirror of Life Trapping | 200,000 |
57-58 | Mirror of Mental Prowess | 175,000 |
59-60 | Mirror of Opposition | 92,000 |
61-62 | Oil of Famishing | — |
63-64 | Portable Hole | 20,000 |
65-66 | Robe of Eyes | 120,000 |
67-68 | Robe of Scintillating Colours | 27,000 |
69-70 | Robe of the Archmagi | 75,000 |
71-72 | Sagacious Volume | 50,000312 |
73-74 | Shrouds of Disintegration | 6,600 |
75-76 | Tome of Clear Thought | 27,500 |
77-78 | Tome of Leadership and Influence | 27,500 |
79-80 | Tome of Understanding | 27,500 |
81-85 | Roll Twice On Table III | |
86-90 | Roll Again & Roll Misc. Magic Weapon | |
91-95 | Roll Again & Roll Magic Sword | |
96-00 | Roll On Cursed Items Table2 | |
1Consult Sub-Table IV-A: Ioun Stones 2Use the Specific Cursed Items table, or create your own using Cursed Items section of these rules. |
Sub-Table IV-A: Ioun Stones |
||
---|---|---|
d% | Result | Value (gp) |
01-06 | Clear Spindle | 4,000 |
07-12 | Dusty Rose Prism | 5,000 |
13-18 | Deep Red Sphere | 8,000 |
19-24 | Incandescent Blue Sphere | 8,000 |
25-30 | Pale Blue Rhomboid | 8,000 |
31-36 | Pink Rhomboid | 8,000 |
37-42 | Pink & Green Sphere | 8,000 |
43-48 | Scarlet & Blue Sphere | 8,000 |
49-54 | Dark Blue Rhomboid | 10,000 |
55-60 | Vibrant Purple Prism | 36,000 |
61-66 | Iridescent Spindle | 18,000 |
67-72 | Pale Lavender Ellipsoid | 20,000 |
73-77 | Pearly White Spindle | 20,000 |
78-83 | Pale Green Prism | 30,000 |
84-89 | Orange Prism | 30,000 |
90-96 | Lavender & Green Ellipsoid | 40,000 |
97-99 | Reroll twice, ignoring results > 96 | |
00 | Reroll thrice, ignoring result > 96 |