* Restricted Information: DMs and characters with specialist knowledge only

Random Treasure Generation

treasure chest

The following tables may be used as a DM'ing aid to generate treasure at random.  They do not necessarily correspond to the frequency with which treasure of different kinds may be obtained as a result of encounters in Anarea.  The DM's discretion must always be used.  As an obvious example, wandering monsters are much less likely to be carrying treasure than those killed in their lairs.

This information is Restricted because most characters will not know what Magic Items exist, due largely to their rarity.  Weapons, Armour and Potions are generally well-known.  Magic-Users may be aware of the Items within their specialities, but even then only those who have studied such matters will know much about them, as they are not normally covered in Initial Basic Training.  Binders and specialist Magic-Item dealers who traffic in such Items may know more, but often only of the Items of which they have experience.  Most Items cannot readily be purchased (check the Shops).

Table T: Treasure Type %age chance of its occurring (roll for each separately)
Cash: go to Table C 90%: 11 -100
Gems and Jewellery: go to Table G 10%: 91 - 100
Magic Items, Potions and Scrolls: go to Table M1 5%: 96 - 100

The above chances may be modified depending on the type of encounter.

Table C: Cash %age chance of its occurring (roll for each separately)
Copper: d100 / 2 CP FRU 25%: 01 - 25
Silver: d6 * d100 SP 50%: 01 - 50
Gold: d1002 GP 90%: 11 -100
Platinum: d100 PP 5%: 96 - 100
Mithril: d30 MP < 1% (roll up 100)

If none of the above occur, there is no cash after all.

Table G: Gems and Jewellery %age chance of its occurring (roll for each separately)
Gems: d6 rolls on the Random Gem Generation Table at the Jeweller's Shop 50%: 51 - 100
Jewellery: d4 items each of value d1002 / 2 GP FRU 20%: 81 - 100

If none of the above occur, there are only paste replicas.

Table M1: Number of Magic Items, Potions and Scrolls %age roll (roll once only)
0 <= 9 *
1 10 - 49
2 50 - 69
3 70 - 84
4 85 - 94
5 95 - 99
<= 6 100 + add 1 Item for each time rolled up

* If the result is 0, roll up a number of Magic Items equal to the &age result, but they will be non-Magical look-alikes (e.g. non-Magical weapons and armour).

If the result is a number, generate that many Items on the following Tables:

Table M2: Type of Magic Item, Potion or Scroll %age roll (roll once only)
Cursed Item: reroll for what it appears to be 1%: <= 01
Weapon: go to Table W 20%: 02 - 21
Armour: go to Table A 15%: 22 - 36
Ring: go to Table R 10%: 37 - 46
Wand or Staff: go to Table WS 5%: 47 - 51
Other Magic Item: go to Table O 10%: 52 - 61
Potion: go to Table P 33%: 62 - 94
Scroll: go to Table S 5%: 95 - 99
Bound Higher Power: reroll for form It takes (Potion will be Bound in a bottle, Scroll will be a Pact to Bearer) 1%: >= 100

 

Table W: Type of Weapon 1st roll for Class:   Then roll for Type:
Daggers   Dagger  
      Dagger of SOROK
    Stiletto  
    Throwing Knife  
Swords   Short Sword  
    Scimitar / Tulwar  
    Broad Sword  
    Bastard Sword  
    Great Sword  
Axes   Hand Axe  
    Taper Axe  
    Broad Axe  
    Great Axe  
Hammers, Maces & Picks   Light Hammer  
    Light Mace  
    Light Spiked Mace  
    Heavy Hammer  
    Heavy Mace  
    Heavy Spiked Mace  
    War Hammer  
    Military Pick  
Whips & Flails   Whip  
    Barbed Whip  
    Flail  
    Morningstar  
    Spiked Morningstar  
Staves, Spears & Polearms   Quarterstaff  
    Short Spear / Javelin  
    Spear  
    Trident  
    Lance / Pike  
    Halberd  
    Polearm  
Bows   Short Bow  
    Horse Bow  
    Longbow  
    Composite Bow  
Crossbows   Light Crossbow (5% chance underwater treated)  
    Heavy Crossbow (5% chance underwater treated)  
Slings   Sling  
    Staff Sling  
Ammo   d6 Short Bow arrows  
    d6 Horse Bow arrows  
    d6 Longbow arrows  
    d6 Composite Bow arrows  
    d6 Light Crossbow quarrels  
    d6 Heavy Crossbow quarrels  
    d6 Sling stones  
Specialist   Throwing Star  
    Net  
    Bolas  
    Harpoon  
    Blowpipe  

 

Table A: Type of Armour 1st roll for Class:   Then roll for Type:
Complete Suits   Reinforced Plate (roll 3d6 for Sz)  
    Platemail (roll 3d6 for Sz)  
    Ringmail (roll 3d6 for Sz)  
    Chainmail (roll 3d6 for Sz)  
    Scale (roll 3d6 for Sz)  
    Leather (roll 3d6 for Sz)  
    Quilt (roll 3d6 for Sz)  
    Combat Suit (roll 3d6 for Sz)  
Shields   Buckler  
    Shield  
    Tilt Shield  
Helmets   Steel helmet with vision slot (roll 3d6 for Sz)  
    Steel helmet with visor  (roll 3d6 for Sz)  
    Steel helmet with nasal (roll 3d6 for Sz)  
    Open faced steel helmet (roll 3d6 for Sz)  
    Steel 'pot' helmet (roll 3d6 for Sz)  
Pieces   Plate front breastplate (roll 3d6 for Sz)  
    Plate Gauntlets (roll 3d6 for Sz)  
    Ringmail Hauberk (roll 3d6 for Sz)  
    Ringmail Byrnie (roll 3d6 for Sz)  
    Chainmail Hauberk (roll 3d6 for Sz)  
    Chainmail Byrnie (roll 3d6 for Sz)  
    Scale Hauberk (roll 3d6 for Sz)  
    Scale Byrnie (roll 3d6 for Sz)  
    Leather Hauberk (roll 3d6 for Sz)  
    Leather Byrnie (roll 3d6 for Sz)  
    Leather Skirt (roll 3d6 for Sz)  
    Leather Gauntlets (roll 3d6 for Sz)  
Horse Armour   Plate Barding for Heavy Warhorse  
    Plate Barding for Medium Warhorse  
    Scale Barding for Heavy Warhorse  
    Scale Barding for Medium Warhorse  

Armour will comfortably fit up to one Size out from wearer's Sz, and uncomfortably fit up to two Sizes out from wearer's Sz.  An armourer can modify armour by up to 2 Sizes down or 1 Size up.

Table WS: Type of Wand or Staff 1st roll for Class:   Then roll for Type:
Binder's Staff      
Clerical Staff      
Druidic Staff      
Elementalist Wand     Activated Elemental Wand
       
Elementalist Staff     Activated Elemental Staff
       
Demon-Given Wand      
Demon-Given Staff      

Demon-Given Wands and Staves are usable by anyone.  Binder, Clerical or Elementalist ones are usable only by those respective Classes of Magic-User.

Table O: Type of Other Magic Item 1st roll for Class:   Then roll for Type:
Fighter Items      
Thievish Items     Shadowman
Binder Items      
Changer Items      
Clerical Items      
Druidic Items      
Elementalist Items      
Chaos Items      
Dreamer Items      
Madness Items      
Demon-Given Items      

Demon-Given Items are usable by anyone.  Those Classes of Item referencing a Character Class are generally usable only by those respective Character Classes.

Table P: Type of Potion 1st roll for Class:   Then roll for Type:
Potions Standard: 57%: 44 - 100   Roll on Random Potion Generation Table
  Non-Standard: 3% 41 - 43    
Acids, Fire Bombs & Poisons 20%: 21 - 40 Acids (d6 for level)  
    Fire Bombs (d8 for level)  
    Poisons (d10 for level)  
    Blade Venoms (d12 for level)  
    Poison Antidotes (d10 for level)  
    Gas Bombs (d8 for level)  
    "Special" Bombs (d10 for level)  
Other Items 20%: 01 - 20 Antidote, Disease  
    Antidote, Paralysis  
    Aphrodisiacs  
    Body Grease  
    Burning (Oil of)  
    Dust of Appearance  
    Dust of Sneezing  
    Dust of Sneezing & Choking  
    Flash Pellets  
    Sleeping Draughts  
    Stink Bombs  
    Tanglefoot Pills  
    Water Purifier  

 

Table S: Type of Scroll %age roll (roll once only)
Alchemical Recipe  
Binder Grimoire (with True Name)  
Demon Pact to Bearer  
Clerical Spell to learn  
Clerical Spell to Cast  
Druidic Spell to learn  
Druidic Spell to Cast  
Elementalist Spell to learn  
Elementalist Spell to Cast  

Spells to learn and Cast are usable only by the stated Classes of Magic-User.


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