Showing posts with label a hoard for every treasure type. Show all posts
Showing posts with label a hoard for every treasure type. Show all posts

Tuesday, 3 April 2012

A Hoard for Every Treasure Type - C

After the big hauls of the previous types, this one is a little on the small side. Here are the stats:

1000s of copper 1-12 20%
1000s of silver 1-6 30%
1000s of electrum 1-4 10%
1000s of gold nil
100s of platinum nil
Gems 1-6 25%
Jewellery 1-3 20%
Magic items Any 2 10%

No gold, no platinum. Odds are even against you for magic. Nevertheless, I have put my thinking cap on for you and behold, a veritable cornucopia of delights. Plus some plain weird stuff.

But before we kick off, let's just take a look at who might be hogging this little clinky clanky shiny lot...and if you thought Treasure Type B's guardians were an oddly assorted bunch, take a look at this lot.

Ankheg
Carnivorous Ape
Beaver
Boring Beetle
Blink Dog
Catoblepas
Type 2 Demon
Yeenoghu
Eagle, Giant
Ettin
Gargoyle
Gnome
Goblin
Griffon
Harpy
Hell Hound
Jackalwere
Lizard, Minotaur
Lurker Above
Wererat
Merman
Minotaur
Nixie
Orc
Owlbear
Rat, Giant
Roc
Sea Hag
Slithering Tracker
Giant Spider
Sprite
Strangleweed
Su Monster
Ice Toad
Triton
Wind Walker


Well, that's who's looking after it. But what's in the pile?


209 copper pieces in a sack which has also been used to store meat in by the creature that had the treasure before its current custodian. Whilst the meat is quite rancid and riddled with maggots, it is generally only unpleasant, not dangerous, unless of course some of those maggots are rot grubs.

A small leather pouch, about the size of a book. Unfastened, it reveals inside several sheets of fine writing paper, a wooden stylus, a wax tablet, two quills and a pen-knife plus a small bottle of ink. The whole set is worth 500 copper pieces; however, an examination of one of the sheets of paper will reveal that it bears the impression of what was written on the sheet above it (now long gone). This will be the first half of a letter that gives some tantalising hints regarding a mystery of the DM’s choosing.

A set of copper bars, each with a hole at each end. There are twenty of them and they are of varying lengths. They are in fact components of a glockenspiel and if assembled and played in a glissando, they will generate sounds that can calm aerial attackers, be they birds, stirges, harpies or other such creatures. The value of the copper itself is 60cp but this assumes that the true function is not realised.

An earthenware jar that holds 231 copper pieces; they appear to be coins but are in fact tokens that can be purchased for use at a fertility festival at a temple in the port city of Kloccir. The design on the jar is of a priapic fellow in hot pursuit of several scantily clad nymphs.

A chest containing a set of robes (5 in all) that have been embroidered with the emblem of a local deity.
They are worth 300cp as vestments alone. Sewn into the hem of one of them is a small key that has the number 796 engraved on its bow.

A straight-edge razor with a handle inlaid with mother-of-pearl and set at one end with a small gem (worth 5gp if removed). The blade is engraved with the legend “Fear the Edge of Pain”, the motto of a notorious serial killer who haunted the harbour and docks of Gallimstaal. Rumour has it that the razor is but one of his tools of torture and death and before he was hanged, drawn and quartered, he pledged to return from beyond the grave to recover and begin his killing again. The razor itself is worth 23sp but to a collector of such things, considerably more.

A pair of handcuffs, made of what appears to be iron. They have a peculiar lock mechanism that appears simple but is worked on a spring tightening mechanism. If a person is so foolish as to place his wrists inside the cuffs and close them, they cannot be opened again and any attempt to extract the hands by force will cause the cuffs to tighten. 1d6 tightenings will start to crush the wrists of the unfortunate captive, and they will complete their task in a further 1d4 tightenings. They are worth 30 silver pieces.

2 silver pieces, each with the head of a gryphon on it.

An exquisitely fashioned silver doll with finely-assembled ballgown and corsetry, inlaid with tiny pave diamonds. She has a keyhole in her back which, when wound up, causes her to unfold her clothing a layer at a time until her full glory is revealed. These automata were very popular in the Palatine Fastnesses of Hthulmoz where, it is said, gnome and dwarf worked side by side, transforming the treasures of the earth. The doll is worth 970 silver pieces if she has the key with her; if not, about 200sp less.

A walking stick, shod with silver and with the head of an eagle as its handle. The eagle’s head once had two garnets for eyes but these have long since become mislaid. Its value is 25sp. If the head is grasped firmly and unscrewed, it will reveal a long but thin container which can be used to store liquor.

A set of revealing and erotic ladies’ underwear, bundled up and stuffed into a canvas sack. On their own, cleaned and mended, they might fetch 5 electrum pieces but a careful inspection will reveal that slipped into a seam of the corset is a piece of parchment that bears the legend “Lady Rumilla’s House of Games, Admit One”. The House of Games is a top quality entertainment salon and the price of admission can often be hundreds of silver pieces. The ticket will fetch 25 electrum pieces to the right buyer.

An ornately carved pipe, its bowl fashioned into the head of a satyr; the expression on the face of the satyr is one of malicious pleasure. If the pipe is used for smoking tobacco without cleaning it out first, the user will be plunged into vivid and powerful dreams wherein he is being pursued across a moonlit landscape by baying hounds. The user must also make a System Shock roll or suffer a psychosomatic heart attack and lapse into a coma that will be hard to distinguish from death. The pipe is worth 5 electrum pieces

A large iron box (56 electrum pieces in value) inside which can be found seven lengths of dyed silk. Each length is worth 20 electrum pieces. The whole lot, box and silk is therefore worth 196 electrum pieces. The box has three locks and sealing material set into the edge of the lid to prevent moisture and pests entering and ruining the contents. The box is not currently locked. On the side of the box are the remnants of a customs seal that shows the box was last used six years ago and gives partial identification of the shipper.

19 electrum pieces in a small pouch that has the name ‘Buknard’ embroidered on it The misspelling should be enough to alert the finder to the fact that it is a crude fake.

Banded agate, worth 10gp

A quiver made of stiffened leather, bound with iron and decorated with fine silver trim. Inlaid into the leather are several runic symbols that appear to show horsemen riding into battle. Inside the quiver are fourteen crossbow bolts, each of which has a tiny sigil engraved on the head. This gives them a bonus of +2 to hit and a similar damage bonus. It will be noticed that the quiver is larger than is necessary to hold the fourteen bolts; in fact, six have already been used and it is possible that they may be found if a search is conducted within a hundred feet of the room in which they were found. The DM will need to decide if they can be located, depending on the monster that has the treasure (some more likely than others). During the search, the shattered and rusted remains of a crossbow might be found. If examined, it will bear similar runic designs to that of the quiver; the whole set once belonged to a horse khan of the dreaded Fire Raiders, who swept out of the east several centuries ago, destroying at least three civilisations in the process. They are reputed to have hauled large quantities of slaves and loot back to their homelands where they buried their wealth in huge, booby-trapped kurgans. The runic designs may give clues as to the locations of at least one kurgan, although it is in an area where the Fire Raiders’ descendants still roam.

A glass bottle enclosed in a gold clasp that keeps its lid on. It was once a perfume bottle but was later recycled as a container for a Potion of Climbing. It should be noted that prolonged storage in that container has led to a slight contamination of the potion, with possible (20%) side effects (1d8) which include

1. The arms of the drinker will grow by 50%
2. The fingers of the drinker will acquire a sticky coating that will prove impossible to remove
3. The drinker will acquire the scent of the perfume originally stored in the bottle.
4. The drinker will find him/herself able to leap up to 300% higher than normal humans, although the %ge will vary on each attempt (d30 x 10)
5. The drinker’s skin will become covered in a mass of wiry black bristles, akin to those of a spider
6. The drinker’s skin will take on the colour and texture of peach satin.
7. The drinker will become irresistible to female birds of prey
8. The drinker will gain the ability to walk on walls but find it impossible to use floors

Thursday, 8 March 2012

A Hoard for Every Treasure Type - B

Another week, another treasure type. Let's take a look at the basic stats first:

1000s of copper 1-8 50%
1000s of silver 1-6 25%
1000s of electrum 1-4 25%
1000s of gold 1-3 25%
100s of platinum nil
Gems 1-8 30%
Jewellery 1-4 20%
Magic items Sword, armour or misc. weapon 10%

Higher on the copper, much less rewarding at the gold/platinum end of the spectrum. Yes, there are gems and jewellery but substantially down on the lapidarist's squee-fest that was Treasure Type A. Those who like their hoards magic-rich had better get ready to be disappointed.

Where might we find this hoard? Well, a veritable mixed bunch this week, which might mean that the hoard I've written up may need to be adjusted depending on environment. Where else might you find hobbits, werewolves and shambling mounds rubbing shoulders?

Bugbear
Carrion Crawler
Type 1 Demon
Couatl
Dragonne
Dragon Turtle
Ghast
Ghoul
Hobbit (Halfling)
Hydra
Lizard, Fire
Wereboar
Werewolf
Berserker
Mind Flayer
Spirit Naga
Ogre
Peryton
Purple Worm
Sea Lion
Shambling Mound
Wight


And so to the hoard.

870 copper pieces. 240 of these are in fact triangular and have a symbol at each corner of the coin. If six of them are laid together to form a hexagon, they will emit a soothing tone which will aid restful sleep and induce calm in those who hear it.

1357 copper pieces are locked inside a chest which has a security mechanism. If an unsuccessful attempt is made to pick the lock, a container of acid in the lid opens and dissolves the contents into a stinking and noxious sludge. If the lock is ignored in favour of smashing open the lid, the acid will turn into a corrosive gas that will cover a 30’ x 30’ space in one round. Save vs. Breath or take burns to the face that will remove 1d3 of CHA.

A tatty-looking raven in an iron cage. It is worth perhaps 4cp but if kept for more than a few hours, it will caw a phrase that sounds like the name of a legendary but dangerous dungeon, reputed in myth to house a treasure of immense proportions. Speak with Animals will allow the caster to have a conversation with the raven, during which it will give more clues as the location of the dungeon in return for privileges and better treatment.

A figure made of twisted fragments of copper wire. It is in the shape of a bird-headed human and although it seems to be many hundreds of years old, it is in fact a fake that has been aged to appear antique. Nevertheless, it will still fool anybody who is not an expert on the art of the period. Its metal value is 21cp but it can be sold for a good deal more to the right (i.e. uninformed) buyer.

A set of spoons, thirteen in number. Each is topped with a tiny figure that represents one of the Immortal Heroes of an eastern cult that is thought to be extinct. In that cult, the spoons are considered a valuable prize that proves the courage and skill of its members. The value of the set to an interested buyer will be in the region of 120sp.

Three flasks of oil (1gp each) – one of these has a hairline crack in it that will cause it to shatter (save v Crushing Blow) as it is about to be used.

57 silver pieces contained in a leather cap, tied up with gut. It makes a handy carrying bag but the cap is actually a Weaver’s Coif and will store the dreams of whoever wears it, then replay a random dream into the head of the next wearer.

A tatty, stained and marked book that has lost its cover and has been repaired with string. However, it is well worth its value of 600sp since it bears the title “Onn notte gettygne caughte; I wille revele to ye secrettes of the meckanicks of trappes and in soe doinge mayeke of ye a bettere thiefe”
It is as good as its word and a thorough perusal thereof will allow the bearer to increase their “Find/Remove Traps” skill by 3 levels. If the reader is not a thief, they will acquire the skill level of a 2nd level thief.

A charming bridle for a lady’s riding horse, made of silver and finely finished leather. Worth 24sp

A set of pewter tankards, five in all, which have various pictures of historic castles and their coats of arms. On the back of each tankard is a verse which, if deciphered, will reveal a ribald and amusing fact
about the holders of the coats of arms. The total value of this set is 75sp

A wooden box that, when opened, has a very fragrant scent indeed. Inside, wrapped in tissue paper of a rose pink colour are 12 blocks of soap which, if used to wash with, will nullify the user’s personal scent so that they cannot be tracked by any creature which uses smell to do so. The value of this box is 60sp

257 electrum pieces sewn into the lining of a jerkin that is covered in plates of poor-quality steel. The jangling of the plates may well mask the sound of the coins as they move inside the jerkin.

A wooden box which, if opened out will form a chessboard. Inside the box are two sets of figures, one made of electrum, the other of jet. One pawn and a knight are missing from the electrum set, a bishop and a rook from the jet. The whole set is worth 350ep, even missing its pieces. If all the pieces are obtained and a game is played, whoever checkmates the opponent’s king will cause that figure to animate, bow low to the victor and recite a rhyme that is a clue to the burial site of Pqaa, the set’s maker. He was a jeweller of rare skill and ability and many of his works were buried with him.

A set (6) of small leather pouches, each of which contain a pale blue powder which, if touched to the tongue, taste slightly of vanilla sugar. The powder is actually a revolutionary weight-loss drug which, if taken before bedtime, causes the user to lose 1-20% of their body mass by the morning. As can be imagined, this is much in demand amongst the nobility and therefore each pouch is worth 5 ep each.

308 gold pieces, 87 of which are in a metal tin that is shaped to resemble an eastern potentate’s palace. It once contained exotic spices and there is still a faint scent from the tin.

An alabaster vase that has bas-relief figures of goddesses in skimpy clothing in provocative poses. It is worth perhaps 25gp but to the right collector, much more. The goddesses are in fact the handmaidens of the Martyr Prophet and even to depict them clothed is a right arrogated to the Prophet’s priesthood. The vase itself would be counted a blasphemy by the Prophet’s followers.

A silver monstrance, set with gold detail, intricate in its design and covered with tiny curlicues that resemble angelic beings. It was looted from a Lawful Good monastery many years ago, sawn off at its base (where the silver is ragged and sharp) but despite this, its value is 45gp and if returned to the heirs of the monks, would fetch probably twice that.

A box made of cedarwood, with silver hinges and a clasp (worth 17sp on its own). Inside this is a golden spectacle frame (worth 7gp on its own) and a set of lenses (6) in different colours. The coloured lenses, if fitted into the frames, perform the following functions

Red – magnify the object looked at by 10
Green – reveals the presence of out-of-phase objects and creatures
Blue – slows down what is looked at by a factor of 10
Yellow – reveals the trail of any precious metal (up to six hours previously) as a diaphanous pattern in the air.
Purple – causes the presence of any disease to show up as a patch of darkness when a person is looked at
Orange – replicates the infravision ability

The lenses are quite fragile and may be broken by sudden impacts unless stored in the cushioning safety of the box.

The whole box, lenses and all will increase the value to 90gp

A piece of malachite, worth 10gp, carved into the shape of a human skull. It is fascinatingly beautiful. Legend has it that it is one of the fabled Talking Skulls of Haaquool, made over seven centuries ago for a temple hacked from basalt on the rim of an extinct chain of volcanoes. This is not true as the skulls in question were several times larger and the sound of the wind as it blew through the cavities of the skulls made what sounded like voices. This particular skull is perhaps half the size of a human fist and has no obvious properties apart from the visual.

A lovely thing, isn't it? Find more just like it here

An earring, made of wrought silver and ivory. The design appears to be two sinuous female forms, touching at the hands, which are extended above their heads (this is where the clasp is) and the feet. A pair would be worth 500gp but a single one is worth only 200gp. Depending on the guardian, the earring could still be attached to a human ear which is itself threaded onto a piece of twine and hung around the monster’s neck.

A longsword that sits in the bony hand of a withered skeleton. It has a hilt made of carved black wood, the crossguard in the shape of a human legbone. The skull’s face is still fixed in a snarl of anger and frustration. Its armour is hewn, dented and pierced in several areas with ragged holes. Whoever the dead man was certainly put up a hell of a fight. By his side, scrawled in dried blood with one bony finger is the phrase “Free at last!”
His scabbard is still attached to his belt; it is of black leather, decorated with silver fittings and studded with small carved pieces of jet.
The sword is in fact a -2 sword, its owner cursed always to use it against their enemies. This is what happened to the dead man, overwhelmed by his foes, much as he would have loved to have thrown his weapon aside and surrendered. If a sword could be said to look smug, this one would do so. Its name is Attekal.
[DG note – if the treasure is found in the lair of a creature which would have valued this or stored it, the skeleton will not be present, merely the sword and scabbard]

Tuesday, 21 February 2012

A Hoard for Every Treasure Type - A

Okay, and after last week’s introduction, let’s get started and where better to begin than with Treasure Type A.

What kind of treasure type is it? Well, the settings for the major coin types are set around the 1/3 mark, which, according to my trusty calculator, gives an average gp/xp haul of 3182 (rounding up). That’s not much for a party of five or so (which I tend to use as my standard party number, two fighters, a magic user, a cleric and a thief) – each of them would get 636xp each, which – when you look at the type of monster who’s going to be guarding said treasure - is poor reward; particularly if it’s a Lich.

Brigands and troglodytes might be an easier match.

But wait! Check out those gems and jewellery amounts! This is where a seemingly low-set treasure becomes a veritable haul. An average of 13 gems can range anywhere from 130gp value to 65,000gp worth, depending on the luck of the dice. I’ve rolled some up so you can go with those or do your own. Eight items of jewellery flesh out what is now becoming a very rich treasure type indeed. It also becomes an easily-portable haul, since the majority of the reward is going to be in the gems and jewellery rather than the oh-so-heavy coin.

The magic item percentage is a low third or so – that’s a 70% chance of there being no magic in the haul whatsoever. I’ve assumed that all three are present and you can include them or not as the fancy takes you.

Here are the stats for you again, just for information.

A

1000s of copper 1-6 25%
1000s of silver 1-6 30%
1000s of electrum 1-6 35%
1000s of gold 1-10 40%
100s of platinum 1-4 25%
Gems 4-40 60%
Jewellery 3-30 50%
Magic items Any 3 30%

Who has it

As previously mentioned, there is an assortment of guardians that ranges from the insanely tough to the rather easy. Find a gang of brigands, kill them (and their 9th level fighter leader, of course – but he is only one man) and take their lovely gems and jewellery. However, being smaller items, they may well be easier to hide as well. I’m surprised that the Lich doesn’t have more in the way of scrolls – adding treasure type T to his repertoire would be an easy adjustment to make. After all, he used to be a magic user (or cleric).
And I’m getting an underwater vibe for the locathah and the giant squid – anyone up for a spot of diving?

Lich
Locathah
Brigand
Giant Squid
Troglodyte


The Hoard


Anyway, without further ado, here is my take on Treasure Type A. Plenty of hooks, quirks and twists in there for DMs to ponder and perhaps use.



215 copper pieces that have been battered, bent, chewed or otherwise mutilated, treated as the poor cousins of the coin world. 26 are housed within a human skull that has been covered with childish scribblings in charcoal.

A large copper jug with odd markings on the side. It is perhaps over three thousand years old and is worth only 75cp unless it is offered to a collector, who may pay a good deal more. The odd markings are a form of writing that is very difficult to translate but if this is done, the script is an account of a burial ceremony for a priest-king who was laid to rest with a large collection of grave goods including precious stones and metals.
The copper jug appears to be stoppered with a substance not unlike pitch. If it is opened, it will reveal 807 silver pieces, struck in the reign of an emperor who died over fifteen hundred years ago. The coins and the jug are not otherwise connected.

127 silver pieces that date to the last seventy years or so. None is particularly noteworthy.

A wooden case that is filled with straw and in which can be found, with a fair degree of rummaging around, six bottles of fine brandy (worth 20sp each). They are well over thirty years old and have aged marvellously. There are very few of this vintage now left in the world and if the party played on their rarity, they could well bump the price up considerably. Hiding in the straw is a nest of spiders who will not take kindly to being disturbed.

736 electrum pieces in, of all places, a tarnished brass chamber pot that has been fashioned to resemble a particularly unpleasant and corrupt politician of the previous generation. The pot itself might fetch a reasonable price from a collector of such things.

Four cedarwood boxes, inlaid with lapis lazuli (worth 30 electrum pieces each) contain partially used blocks of holy incense. This is very fine incense in its own right but it is said that if it is anointed with blood from a virgin (who does not have to be killed to obtain it) and then burnt and inhaled, it will bestow mystical and revelatory dreams. As such, the incense itself is worth 75 electrum pieces per portion.

Three altar cloths, made of finest velvet and embroidered with gold thread. They show scenes of a sacred nature. If they are carefully examined, they will reveal details of a temple building that has long since been destroyed in inter-religious wars but the temple’s location can be determined by geographical landmarks. The temple is the one from which the orb, decanter, goblet and medallion were looted. The altar cloths are worth 55 electrum pieces each but they are also known to the successor cults of the temple as holy artefacts and members of those cults will be looking for them.
At the DM’s discretion, one of the cloths may show the inside of the temple with details of the number and type of the altar services that were once used there.

Nine chests made of ebony, the hinges and catches of silver. They are offertory chests, and while they are easily opened with the right key, smashing them or attempting to force the lock will trigger the release of a minor spirit who will attempt to seize the thief’s heart with its fingers (DM’s discretion as to whether it succeeds or not). If it does, then the thief will suffer from a minor curse until this is lifted by a cleric. Inside each of the chests is
282gp – contained in small linen bags, each holding 20gp. Each linen bag is marked with a script that proclaims the contents to be the property of a particularly tough and vengeful bank.
401gp – 65gp of which is made up of coins that have been cut in two
760gp – 201 of these coins bear the legend of a deposed prince and possession of them is in fact a capital offence, tantamount to treason. Only the desperate or the greedy will take them as payment.
389gp – 77gp of these are coins in the shape of wheels, with no other writing or image on them. 131 have the image of a clenched fist and the legend “Issue of the Protectorate” on them.


Four jars of unguent. The jars are carved from alabaster and are worth 25gp each; the unguent within is much valued by those with chronic skin conditions and will raise the value of the jars to 75gp each, a total value of 300gp

8 platinum pieces, each struck with the image of a high priest who was connected with the destroyed temple. The name of the priest, if researched in archives, may present some fragments of the legend of the temple.

A collection of four exquisitely made statuettes, each representing a season of the year. Each is worth 15pp. If the four are sold together, they will triple their value. If each is sold separately, 15pp is all the seller will get. They will also attract the attention of collectors and their henchmen, since the presence of one will imply knowledge of the whereabouts of the others. They were made for a nobleman, long since dead, whose house was constructed in a cruciform shape, each wing representing a different season.

Fire Opal – this orange gemstone seems to glow with an inner fire, scattering the light across its many intricate facets. Whoever cut this stone did so with an expertise that is nowadays rarely seen. In fact, it was the work of Gethikkar Huun, a gnomish gem-cutter of superlative skill who is said to have perished when the fire giants and salamanders overran the last gnomish city three hundred years ago. Whilst a gem of this quality and beauty would allow whoever holds it to pass unmolested by fire-using creatures (if the gem was left as a gift, of course), it is of greater value to gnomes whose reactions to its discovery will range from animated interest, through covetousness to an avarice that will prompt them to seek the gem at all costs. Its market value is 1000gp but as can be guessed from the foregoing, its worth is far higher.

A large Star Ruby that gleams with a inner fire due to the phenomenon of asterism. This ruby was once one of the eyes of an idol that stood in a temple dedicated to a dark and bloodthirsty god on the Isle of Bronze in the Sea of Fallen Stars. Whilst the cult that prayed to this god has long since been eradicated, there are still those who believe that when the idol has both its eyes restored, it may grant boons to those who have done it the service – or at least not kill them instantly when it awakes. The gem is worth 1000gp on the open market.

A Sapphire of deep cerulean blue, worth 1000gp. It is known in lore as the Tear of the Clouds and is said to have once belonged to a King of the Cloud Giants, before they waged war against the Ki-Rin and were cast down for their pride. It is also said that if the gem is taken to a place where the sky is the same colour, then looking through it will show the lost hiding place of the Cloud Giants’ treasure.

A piece of crimson coral carved into the shape of a shark. It is worth 100gp.

A clay statue, in the form of a man with a Phrygian cap, an elongated chin and nose and a sardonic expression. His eyes are cut glass which resemble gems and down his chest and stomach are three other cut glass imitation gems. This is an image of Phuukh, an ancient god of trickery and jest. Some hieroglyphs are scratched on his back and legs but apart from that, there is nothing of interest on the statue. Inside the clay, however, are three real gems, a piece of jet worth 500gp, a topaz of similar value and a bloodstone that is worth 50gp. They can only be obtained if the statue is broken and when it is, a peal of mocking laughter will ring out and slowly fade away.

A piece of eye agate that may be worth 10gp

A flake of obsidian that has been turned into an arrow head. It is worth 10gp for its gem properties but if it is bound to an arrow shaft, it will give a bonus of +2 to hit and damage, good for one use only.

A cheap necklace made of what appears to be brass. From it hang three gems, a moss agate, a blue quartz and a piece of malachite. Each gem is worth 10gp if removed from their mounts. The necklace is of such poor quality that it actually makes the gems look cheaper than they are.

The jewellery

A pair of very ornate earrings made of solid silver set with gems. The materials alone will make them worth 5000gp but research into their origin turns up an engraving that appears to show a military conquest returning from an expedition into the uncharted southern jungles carrying the severed head of what they claimed was a snake queen; she wears the very same earrings.

A ring made of gold, delicate and fragile in appearance. It loops twice around the finger and then ends in a flourish which appears to be a flower in abstract. It was the property of a celebrated courtesan called the Azure Rose, once a favourite of kings. She lost the ring when a client turned out to be a master thief and swore vengeance. She is now a lot older but nevertheless strikingly good-looking and with a very classy establishment of her own. She would be most pleased to get the ring back. Its sale value is 4000gp.

A buckle made of wrought silver and gold. It shows two bears fighting, one of silver, one of gold. It illustrates a legend regarding warrior kings from centuries ago and on the back, scratched in a very fine script is a short verse that appears to be very similar to one in the major mythology of the party’s home state. The buckle is worth 700gp

A headband made of silver, set with four pink sapphires. Its provenance is unknown but it is worth 2000gp

There are four items that were once part of the altar service of the lost temple detailed on the altar cloths.

There is a gold decanter, set with gems, worth 6000gp, a platinum medallion, also set with gems, worth 7000gp, an orb, fashioned from gold and gems, worth 4000gp and a small goblet made of wrought gold, worth 700gp.

Each of these items matches the style of the others, covered with intricate spirals, whorls and curlicues. The gems are amethysts but of a particular type sacred to the cult whose temple they graced. If the items are handled by unbelievers, they will begin to alter in hue, becoming redder as if blood is curdling within them. If the DM decides to allow one of the altar cloths to show the details of the services, the party can estimate just how much more sacred treasure there is out there, somewhere – an interesting quest beckons if they have the inclination to research further.

Scroll of Protection against All Elementals – a relative youngster amongst the ancient treasure in which it is found, this scroll not only gives protection against all types of elemental but, in a codicil, lists several of their true names. There appear to be, at the very end of the scroll, three lines of script that may be the beginning of another roll. They appear to be some kind of preamble that, if the party looks further into it, matches similar kinds of binding spells.

Plate Mail; this suit of armour is of a style that is centuries old and a person wearing it would appear odd alongside their contemporaries. It was the property of one of the militant clerics of the lost temple, one of the last of his line. Quite what it is doing alongside four holy items from his sanctuary is anyone’s guess. He may have been fleeing with them to save them from harm or he may have been hunting down the thieves that looted them. It has a bonus of +3

A dagger that is housed inside a sheath made of scuffed and scratched leather. The weapon itself has a slightly curved blade inlaid with gold in a savage and spiky pattern. The hilt is in the shape, albeit distorted, of the shoulders (crossguard), neck (hilt) and head (pommel) of a fearsome looking humanoid who, if the design is investigated, will be revealed as a fire giant. The pommel is inset with two rubies, about a quarter of an inch across, which glow vividly if illuminated. It was made by a race plagued by continual wars with giants of various varieties and was intended for use against them, hence its normal bonus of +2 is augmented to +3 if it is used against larger creatures (originally planned for use against the giants but by extension all large creatures). Its name, in the pattern of sigils on its blade is Gwaltashar.

Tuesday, 14 February 2012

Coming soon...

I've been working on a new series, akin to An Adventure for Every Monster inasmuch as it borrows an element therefrom and develops it.

Inspired by the ars ludi post "Treasure Tells a Story" (a marvellous post; go read it now), and the way in which I've been individualising the treasure in the AAfEM series, I've decided to work my way through the treasure types at the back of the Monster Manual and do something similar for them.

The rules I'm working to are:

Rather than dice for the percentage chance of a particular coin type, gem or jewellery appearing, I'm multiplying the %ge chance by the average amount of coin indicated by the book. So, for example, if the treasure type has "1000s of silver pieces, 1-10, 50%" rather than have an all-or-nothing roll, I'm saying 5.5 x 1000 x 50% or 2,750.

This would, I assume (my maths is not brilliant) average out in the long run and I think it'd be that little bit fairer than hacking through an army of orcs to find that the dice say that they had nothing there.

I am, however, listing the full magic for that treasure type and the DM can then dice to see if said items are there (or use them as listed, it's up to them).

I'll be trying to create hooks and ideas to arise from the hoard which may make finding treasure that little bit more interesting than just rushing back to town to cast Identify.

Hope it all works out. I'm aware that many others have tried something similar so this is just my take on the whole thing, with some hooks that might be of use.

Anyway, to kick things off, for those of you that haven't got access to the MM Treasure Type tables, here is my transcription thereof.

A

1000s of copper 1-6 25%
1000s of silver 1-6 30%
1000s of electrum 1-6 35%
1000s of gold 1-10 40%
100s of platinum 1-4 25%
Gems 4-40 60%
Jewellery 3-30 50%
Magic items Any 3 30%

B
1000s of copper 1-8 50%
1000s of silver 1-6 25%
1000s of electrum 1-4 25%
1000s of gold 1-3 25%
100s of platinum nil
Gems 1-8 30%
Jewellery 1-4 20%
Magic items Sword, armour or misc. weapon 10%

C
1000s of copper 1-12 20%
1000s of silver 1-6 30%
1000s of electrum 1-4 10%
1000s of gold nil
100s of platinum nil
Gems 1-6 25%
Jewellery 1-3 20%
Magic items Any 2 10%

D
1000s of copper 1-8 10%
1000s of silver 1-12 15%
1000s of electrum 1-8 15%
1000s of gold 1-6 50%
100s of platinum nil
Gems 1-10 30%
Jewellery 1-6 25%
Magic items Any 2 plus 1 potion 15%

E
1000s of copper 1-10 5%
1000s of silver 1-12 25%
1000s of electrum 1-6 25%
1000s of gold 1-8 25%
100s of platinum nil
Gems 1-12 15%
Jewellery 1-8 10%
Magic items Any 3 plus 1 scroll 25%

F
1000s of copper nil
1000s of silver 1-20 10%
1000s of electrum 1-12 15%
1000s of gold 1-10 40%
100s of platinum 1-8 35%
Gems 3-30 20%
Jewellery 1-10 10%
Magic items Any 3 except swords or miscellaneous weapons, + 1 potion and 1 scroll 35%

G
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold 10-40 50%
100s of platinum 1-20 50%
Gems 5-20 30%
Jewellery 1-10 25%
Magic items Any 4 plus one scroll 35%

H
1000s of copper 5-30 25%
1000s of silver 1-100 40%
1000s of electrum 10-40 40%
1000s of gold 10-60 55%
100s of platinum 5-50 25%
Gems 1-100 50%
Jewellery 10-40 50%
Magic items Any 4 plus 1 scroll and one potion 15%

I
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum 3-18 30%
Gems 2-20 55%
Jewellery 1-12 50%
Magic items Any 1 15%

J
1000s of copper 3-24 pieces per individual
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items nil

K
1000s of copper nil
1000s of silver 3-18 piece per individual
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items nil

L
1000s of copper nil
1000s of silver nil
1000s of electrum 2-12 pieces per individual
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items nil

M
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold 2-8 pieces per individual
100s of platinum nil
Gems nil
Jewellery nil
Magic items nil

N
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum 1-6 per individual
Gems nil
Jewellery nil
Magic items nil

O
1000s of copper 1-4 25%
1000s of silver 1-3 20%
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items nil

P
1000s of copper nil
1000s of silver 1-6 30%
1000s of electrum 1-2 25%
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items nil

Q
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems 1-4 50%
Jewellery nil
Magic items nil

R
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold 2-8 40%
100s of platinum10-60 50%
Gems 4-32 55%
Jewellery 1-12 45%
Magic items Nil

S
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items 2-8 potions, 40%

T
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items 1-4 scrolls, 50%

U
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems 10-80 90%
Jewellery 5-30 80%
Magic items 1 of each magic excluding potions and scrolls 70%

V
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items 2 of each magic excluding potions and scrolls, 85%

W
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold 5-30 60%
100s of platinum 1-8 15%
Gems 10-80 60%
Jewellery 5-40 50%
Magic items 1 map, 55%

X
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold nil
100s of platinum nil
Gems nil
Jewellery nil
Magic items 1 miscellaneous magic and one potion 60%

Y
1000s of copper nil
1000s of silver nil
1000s of electrum nil
1000s of gold 2-12 70%
100s of platinum nil
Gems nil
Jewellery nil
Magic items nil

Z
1000s of copper 1-3 20%
1000s of silver 1-4 25%
1000s of electrum 1-4 25%
1000s of gold 1-4 30%
100s of platinum 1-6 30%
Gems 10-60 55%
Jewellery 5-30 50%
Magic items Any 3 magic, 50%


As well as this list, I've also gone through the MM and listed, under each treasure type, the monsters that hold it (bear in mind that there are multipliers that I've not put in e.g. Q x 10). It's an interesting anaylsis and shows the most common treasure types and the ones that nobody seems to bother with.

A
Lich
Locathah
Brigand
Giant Squid
Troglodyte

B
Bugbear
Carrion Crawler
Type 1 Demon
Couatl
Dragonne
Dragon Turtle
Ghast
Ghoul
Hobbit (Halfling)
Hydra
Lizard, Fire
Wereboar
Werewolf
Berserker
Mind Flayer
Spirit Naga
Ogre
Peryton
Purple Worm
Sea Lion
Shambling Mound
Wight


C
Ankheg
Carnivorous Ape
Beaver
Boring Beetle
Blink Dog
Catoblepas
Type 2 Demon
Yeenoghu
Eagle, Giant
Ettin
Gargoyle
Gnome
Goblin
Griffon
Harpy
Hell Hound
Jackalwere
Lizard, Minotaur
Lurker Above
Wererat
Merman
Minotaur
Nixie
Orc
Owlbear
Rat, Giant
Roc
Sea Hag
Slithering Tracker
Giant Spider
Sprite
Strangleweed
Su Monster
Ice Toad
Triton
Wind Walker

D
Centaur
Cockatrice
Type 3 Demon
Displacer Beast
Hill Giant
Stone Giant
Gnoll
Groaning Spirit (Banshee)
Hobgoblin
Intellect Devourer
Lamia
Leucrotta
Lizard Man
Weretiger
Mummy
Water Naga
Scorpion, Giant
Stirge
Troll
Yeti

E
Type 4 Demon
Baalzebul
Doppleganger
White Dragon
Ghost
Cloud Giant
Fire Giant
Frost Giant
Storm Giant
Gorgon
Manticore
Hieracosphinx
Phase Spider
Titan
Wraith
Wyvern

F
Basilisk
Chimera
Type 6 Demon
Leprechaun
Rakshasa
Remorhaz
Salamander
Shadow
Criosphinx
Vampire

G
Type 5 Demon
Yeenoghu
Dwarf
Elf
Morkoth
Ogre Mage
Shedu
Trapper
Umber Hulk

H
Geryon
Black Dragon
Blue Dragon
Brass Dragon
Bronze Dragon
Tiamat
Copper Dragon
Gold Dragon
Green Dragon
Bahamut
Red Dragon
Silver Dragon
Guardian Naga

I
Beholder
Centaur
Couatl
Succubus
Yeenoghu
Asmodeus
Horned Devil
Bahamut
Ki-Rin
Sahuagin
Satyr
Water Weird
Winter Wolf

J
Bugbear
Pit Fiend
Gelatinous Cube
Hobgoblin
Kobold
Lizard, Minotaur
Dervish
Merchant
Pilgrim/Monk
Pilgrim Cleric
Pilgrim Thief
Manta Ray
Huge Spider
Large Spider
Giant Water Spider
Strangleweed


K
Bugbear
Gelatinous Cube
Goblin
Hobbit (Halfling)
Lizard, Minotaur
Berserker
Buccaneer
Merchant
Merchant Mercenary
Pilgrim Cleric
Manta Ray
Huge Spider
Large Spider
Giant Water Spider
Strangleweed

L
Bugbear
Gelatinous Cube
Gnoll
Lizard, Minotaur
Nomad
Merchant
Pilgrim Fighter
Pilgrim Magic User
Orc
Manta Ray
Huge Spider
Large Spider
Giant Water Spider
Strangleweed

M
Bugbear
Centaur
Dryad
Dwarf
Gargoyle
Gelatinous Cube
Gnoll
Gnome
Hobgoblin
Lizard, Minotaur
Brigand
Merchant
Merchant Mercenary leader
Pilgrim Fighter
Pilgrim Cleric
Ogre
Manta Ray
Huge Spider
Large Spider
Giant Water Spider
Strangleweed

N
Elf
Gelatinous Cube
Lizard, Minotaur
Merchant
Pilgrim Magic User
Pilgrim Thief
Manta Ray
Sahuagin
Huge Spider
Large Spider
Giant Water Spider
Strangleweed

O
Brownie
White Dragon
Weed Eel
Ettin
Kobold
Lizard, Subterranean
Orc
Sahuagin
Water Weird
Xorn

P
Brownie
Juiblex
Orcus
Weed Eel
Ixitxachitl
Lizard, Subterranean
Medusa
Sahuagin
Water Weird
Xorn

Q
Giant Ant
Brownie
Centaur
Dispater
Succubus
Ice Devil
Dryad
Dwarf
Eagle, Giant
Ghast
Cloud Giant
Storm Giant
Gnoll
Gnome
Hippogriff
Hobgoblin
Kobold
Lizard, Fire
Lizard, Minotaur
Lizard, Subterranean
Weretiger
Medusa
Merchant
Pilgrim Magic User
Pilgrim Thief
Nixie
Nymph
Ogre
Orc
Owl, Giant
Pseudo-dragon
Purple Worm
Quasit
Manta Ray
Rust Monster
Sahuagin
Spectre
Huge Spider
Giant Water Spider
Strangleweed
Sylph
Titan
Treant
Wasp, Giant
Xorn

R
Boring Beetle
Demogorgon
Juiblex
Asmodeus
Baalzebul
Erinyes
Geryon
Ice Devil
Pit Fiend
Gold Dragon
Bahamut
Dragon Turtle
Dwarf
Weed Eel
Eye of the Deep
Ghast
Ixitxachitl
Lammasu
Werebear
Merman
Octopus
Ogre Mage
Pixie
Gynosphinx
Titan
Triton
Wind Walker

S
Giant Ant
Boring Beetle
Beholder
Demogorgon
Orcus
Dispater
Blue Dragon
Bronze Dragon
Tiamat
Copper Dragon
Gold Dragon
Bahamut
Red Dragon
White Dragon
Dragonne
Dragon Turtle
Elf
Ghast
Ghost
Storm Giant
Gnoll
Griffon
Ixitxachitl
Ki-Rin
Lammasu
Lizard, Fire
Wereboar
Mind Flayer
Ogre
Ogre Mage
Orc
Pixie
Satyr
Treant
Triton

T
Boring Beetle
Beholder
Centaur
Demogorgon
Orcus
Bronze Dragon
Tiamat
Gold Dragon
Bahamut
Red Dragon
Silver Dragon
Dragonne
Dragon Turtle
Elf
Ghast
Ghoul
Ki-Rin
Lammasu
Werebear
Mind Flayer
Spirit Naga
Pixie
Shambling Mound
Triton

U
Orcus
Asmodeus
Tiamat
Ixitxachitl
Androsphinx

V
Demogorgon
Asmodeus
Baalzebul
Bahamut
Dragon Turtle

W
Buccaneer

X
Werebear
Medusa
Mind Flayer
Spirit Naga
Nymph
Owl, Giant
Pixie
Purple Worm
Manta Ray
Sahuagin
Satyr
Shambling Mound
Spectre
Gynosphinx
Sylph
Triton
Unicorn
Xorn

Y
Ettin
Lurker Above
Medusa
Sahuagin
Sea Hag
Spectre
Su Monster
Water Weird
Xorn

Z
Dervish
Nomad
Will o the Wisp