A Better Treasure System

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As I’ve written about before, the old D&D treasure system is a mishmash of different treasures that gives away too much treasure, in my opinion. I’ve created what I think is a better system, where different kinds of treasure each have their own type. With this system, each monster would have more than one treasure type.

Treasure Types

Each type is a different type of treasure entirely. Each has four levels: paltry, small, medium, and large, or 1, 2, 3, and 4.

  • A peasant with just a few silver pieces would have type S1.
  • A goblin chieftain might have “T2, O1”, meaning medium trade goods, paltry object of art.
  • The treasure type of a vampire might be “S4, G3, J3, (50%) I2”, meaning large silver, medium gold, medium jewels, and a 50% chance of having a magic item of level 4 to 6.
  • The treasure type of a troll might be “B 100 gp; H (blood) 100 gp; incidental”, meaning a bounty of 100 gp and a harvest value of 100 gp for its blood. The last part means that while the troll itself doesn’t purposely collect treasure, there may be incidental treasure among the remains of a victim nearby.
  • The treasure type of a creature might include “W (1d3+1)”, meaning you should roll 1d3+1 for the level of magic weapon found.

Categories

Coins & Jewels

Treasure Type S: Silver

  1. 1d6 sp
  2. 1d6 x10 sp (may include simple rings)
  3. 2d6 x100 sp (may include cup and plate)
  4. 2d6 x1000 sp (may include bars)

Treasure Type G: Gold

  1. 1d6 gp
  2. 1d6 x10 gp (may include simple rings)
  3. 2d6 x100 gp (may include cup and plate)
  4. 2d6 x1000 gp (may include bars)

Treasure Type J: Jewelry & Gems

  1. 1d6 ornamental stones each worth 1d10 gp… (1d6: 1=opal; 2=zircon; 3=tourmaline; 4=citrine; 5=peridot; 6=amber)
  2. 1d6 semi-precious jewels each worth 1d100 gp… (1d6: 1=amethyst; 2=lapis lazuli; 3=aquamarine; 4=garnet; 5=pearl; 6=amber with bug)
  3. 1d6 pieces of jewelry each worth 1d4 x100 gp… (1d6: 1=ring; 2=necklace; 3=earrings; 4=bracelet; 5=cloak pin; 6=brooch); roll above for which semi-precious stone
  4. 1d4 precious jewels/jewelry each worth 1d4 x1000 gp… (1d6: 1=sapphire; 2=diamond; 3=ruby; 4=emerald; 5=necklace; 6=tiara); for necklace and tiara, roll 1d4 again for most prominent gem

Bounty & Harvest

Keep in mind that for many monsters their body parts may be the bulk if not all of their value as treasure (eyes, horns, teeth, blood, heart, etc.).

Treasure Type B: Bounty

The value of the bounty is stated, such as “B: 100 gp” and is typically per head; creatures with more than one head may be treated differently. A bounty is typically paid by the constable of a city or by the county sheriff. For dragons and such, the bounty typically comes from the king directly, and is paid out by the Royal Exchequer upon viewing the head or carcass.

Treasure Type H: Harvest

The value and body part is stated, such as “H: (heart) 50 gp”. This is typically paid by an apothecary (who does the butchering and sells to alchemists and wizards). An alchemist or wizard might contract for a body part beforehand and specify if the carcass or part should be delivered to them personally or to an apothecary, or even to an unflappable local butcher.

And certain creatures may have value for their hide for a gentleman’s exotic boots. Or even for their flesh for a noble’s exotic feast. These might be delivered to a tanner or butcher of particular renown for such exotic wares or even directly to a noble’s chef. Nobles in the Middle Ages ate both owls and bears; they’d certainly have eaten owlbears. And the feathered skin could make an exotic cloak–perhaps the foundation of a cloak of flying.

Magic Items

If a magic item is indicated, it’s important that you not always just roll it up, or the ones the heroes get will be so random that they don’t make sense. Instead, plan on certain magic items being available on the adventure (perhaps known as part of the adventure hook), and have one of those be found when a magic item is randomly indicated as part of the treasure. You can still roll up some magic items truly at random, especially potion ingredients, since those can be used to make multiple potions and so have an inherent meaningful choice built in for the players.

Powerful magic items should be more carefully planned, generally to the point that you know exactly where it can be found, because it should often be used against the heroes before they get their hands on it. That demonstrates its power and capabilities and makes it more satisfying to win.

Unwanted magic items can be donated to the church, resulting in a divine vision of where to find an item the player want. They should have a little list and not just one particular item, so the vision is a surprise. And getting the item should be part of the next adventure. This goes hand-in-hand with the above.

Treasure Type A: Armor

  1. 1 magic armor of level 1d3
  2. 1 magic armor of level 1d3+3
  3. 1 magic armor of level 1d3+6
  4. 1 magic armor of level 1d3+9

Treasure Type I: Items

  1. 1 magic item of level 1d3
  2. 1 magic item of level 1d3+3
  3. 1 magic item of level 1d3+6
  4. 1 magic item of level 1d3+9

Treasure Type P: Potions

  1. 1 magic potion of level 1d3
  2. 1 magic potion of level 1d3+3
  3. 1 magic potion of level 1d3+6
  4. 1 magic potion of level 1d3+9

Treasure Type W: Weapons

You can roll up a magic weapon.

  1. 1 magic weapon of level 1d3
  2. 1 magic weapon of level 1d3+3
  3. 1 magic weapon of level 1d3+6
  4. 1 magic weapon of level 1d3+9

Exotic Items

Treasure Type D: Documents

  1. 1 document… (1d6: 1=legal document; 2=notes/letters about a faction; 3=notes/letters detailing a scandal; 4=notes on puzzles and/or traps in a low-level dungeon; 5=notes on the history of the location where found; 6=tome worth 1d10 x10 gp)
  2. 1 document… (1d6: 1=legal document; 2=notes/letters about a faction; 3=notes/letters detailing a scandal; 4=notes on puzzles and/or traps in a dungeon; 5=tome worth 2d10 x10 gp; 6=partial map of a dungeon)
  3. 1 document… (1d6: 1-2=spell book of level 1d4+1; 3=map to a treasure; 4-6=tome worth 2d6 x100 gp)
  4. 1 document… (1d6: 1-2=spell book of level 1d6+3; 3=document revealing a dark secret about the world; 4-5=tome worth 1d6+6 x100 gp; 6=enchanted tome)

Treasure Type F: Finery

An outfit might be a dress, tunic and leggings, shirt and jerkin and pantaloons, etc.

  1. Good item… (1d6: 1=leather boots; 2=leather gloves; 3=leather belt; 4=wool cloak; 5=wool robes; 6=wool outfit) worth 2d6 gp
  2. Fine item… (1d6: 1=leather boots; 2=leather gloves; 3=leather belt; 4=wool cloak; 5=wool robes; 6=linen outfit) worth 2d6 x10 gp
  3. Velvet/silk fabric or exotic hide (troll, wyvern, leopard, lion, etc.) item… (1d6: 1=hide boots; 2=hide or fabric gloves; 3=hide belt; 4=fabric cloak; 5=fabric robes; 6=fabric outfit) worth 2d6 x100 gp
  4. Luxury (giant spider silk, brocade, pearl-sewn, gold-threaded, etc.) or highly exotic hide (tiger, griffon, dragon, etc.) item… (1d6: 1=boots; 2=gloves; 3=belt; 4=cloak; 5=robes; 6=outfit) worth 2d6 x1000 gp

Treasure Type O: Objects of Art

You can roll up motifs for art objects.

  1. Item worth 3d10 gp… (1d6: 1=silver dining items [pitcher, tray, pair of goblets, pair of candlesticks]; 2=silver brush/comb; 3=silver chain; 4=silver hand mirror; 5=carved wooden box; 6=ornamental stone figurine [jade, onyx, jet, marble])
  2. Item worth 2d10 x10 gp… (1d6: 1=fine vase/urn; 2=marble bust of a revered figure; 3=set of silver bells; 4=gold hand mirror; 5=gold chain; 6=spyglass)
  3. Item worth 1d10 x100 gp… (1d6: 1=gold dining items [pitcher, tray, pair of goblets, pair of candlesticks]; 2=fine clock; 3=ornate musical instrument [lute, violin, trumpet, harp, hammered dulcimer, portable organ]; 4=silver and gold pitcher; 5=carved ivory box; 6=famous or magical painting)
  4. Item worth 1d10 x1000 gp… (1d6: 1=large bronze bell [300 pounds]; 2=scepter; 3=ornate tapestry; 4=unicorn horn; 5=crown jewels; 6=famous and magical painting)

Treasure Type R: Religious Items

  1. Item worth 3d10 gp… (1d6: 1=small silver idol; 2=ceremonial silver chain; 3=sacred scrolls in a bone case; 4=silver candlesticks; 5=set of silver hand bells; 6=silver ritual object [see below])
  2. Item worth 2d10 x10 gp… (1d6: 1=large silver idol; 2=religious tapestry; 3=illuminated sacred scrolls in an ivory case; 4=silver-threaded vestments; 5=silver holy water font; 6=semi-precious-stone-encrusted silver ritual object [see below])
  3. Item worth 1d10 x100 gp… (1d6: 1=small gold idol; 2=relic of a minor saint in silver reliquary; 3=two-foot marble religious statue; 4=gold holy water font; 5=illuminated sacred scrolls in a gold and silver case; 6=gold ritual object [see below])
  4. Item worth 1d10 x1000 gp… (1d6: 1=large gold idol; 2=relic of a great saint in gold reliquary; 3=gem-encrusted gold-threaded vestments; 4=seven-foot marble religious statue; 5=religious masterpiece painting; 6=gem-encrusted gold ritual object [see below])

Ritual objects… (1d6: 1=cup or pitcher; 2=holy symbol; 3=ceremonial dagger; 4=holy water sprinkler; 5=incense censer; 6=symbol of authority [scepter, orb, etc.]).

Treasure Type M: Mundane Items of Substantial Value

You can roll up motifs for decoration on these items.

  1. 1 mundane item worth 2d10 gp… (1d6: 1=large magnet; 2=gaming set [chess, go, ur, backgammon, tarot, dice & cup]; 3=horse saddle; 4=cloak; 5=abacus; 6=wooden or bone scroll case)
  2. 1d6+1 mundane items worth 2d10 gp… (1d6: 1=mirror; 2=reading glasses; 3=leather shoes; 4=lock and key; 5=set of brass hand bells; 6=silver wine decanter)
  3. 1d6 mundane items worth 2d10 x10 gp… (1d6: 1=ornate book stand; 2=fine lock and key; 3=silver hand bell; 4=fine musical instrument [flute, harp, lute, violin, vielle]; 5=hourglass; 6=bottle of exotic perfume)
  4. 2d6 mundane items worth 2d12 x10 gp… (1d6: 1=spyglass; 2=compass; 3=large mirror; 4=eclipse-predictor device; 5=fine griffon saddle; 6=astrolabe device)

Treasure Type T: Trade Goods

  1. Trade goods worth 1d10 x10 gp… (1d6: 1=flour [wheat, rye, oats]; 2=wine; 3=copper bar; 4=canvas; 5=cow leather; 6=sheep skin)
  2. Trade goods worth 1d10 x100 gp… (1d6: 1=kid leather; 2=wool fabric; 3=linen fabric; 4=furs; 5=calf leather; 6=mythril bar)
  3. Trade goods worth 2d12 x100 gp… (1d6: 1=sugar; 2=nutmeg; 3=broadcloth fabric; 4=silk fabric; 5=velvet fabric; 6=dragon hide)
  4. Trade goods worth 2d4 x1000 gp… (1d6: 1=pepper; 2=cinnamon; 3=cloves; 4=ginger; 5=saffron; 6=nutmeg)


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