Currently working on finishing the Deadly Dragons Dire and Daunting zine which will be part of the Axian Library book.
It is a LARGE set of tables and tools, and today I want to share this group, which tackles the dragon's treasure hoard.
It is designed to be compatible with Old-School Essentials and so, as usual, it is compatible with BX D&D and similar editions and retroclones.
Treasure Table 1: Value
Alternate Tables: All dragons in Old-School Essentials have treasure type H, with average value 60,000gp. This and the following tables aim at generating a dragon’s hoard more quickly, while maintaining randomness, and also at making it interesting.
Roll 2d6 to establish the overall value of the dragon’s hoard. Apply modifiers resulting from the dragon’s age, if any.
2 | Nothing! The dragon’s hoard has been stolen and it is obviously mad about it. |
3 | 5,000gp |
4 | 10,000gp |
5 | 25,000gp |
6 | 40,000gp |
7 | 60,000gp |
8 | 70,000gp |
9 | 80,000gp |
10 | 90,000gp |
11 | 100,000gp |
12 | 110,000gp |
Treasure Table 2: Composition
Roll 1d20 to establish the general composition of the dragon’s hoard.
1 | Mostly silver and copper coins |
2-3 | Mostly silver and electrum coins |
4-7 | Mostly electrum and gold coins |
8-11 | Mostly gold and platinum coins |
12 | About half the value in coins (roll a d10 on this table to determine type of coins), and half in gems with an average value of 500gp |
13 | Mostly gems, with an average value of 500gp |
14 | Mostly jewels, with an average value of 1,000gp |
15 | About half the value in coins (roll a d10 on this table to determine type of coins), and half in unusual precious items: fine porcelain or glassware (easily broken); rare spice (ruined by water); cloth, tapestry, paintings, ancient books and scrolls of great artistic or historical value (all highly flammable). Each item is worth 1,000gp. |
16 | About half the value in coins (roll a d10 on this table to determine type of coins), and half in jewels with an average value of 1,000gp |
17 | About half the value in gems with an average value of 500gp, and half in jewels with an average value of 1,000gp |
18 | The value is divided in roughly equal parts between coins (roll a d10 on this table to determine type of coins), gems with an average value of 500gp, and jewels with an average value of 1,000gp |
19 | About 25% of the value of the treasure is in a single exceptional gem. Roll 1d12 on this table to establish the composition of the other 75%. Examples of exceptional gems: star crystal, moon pearl, ethereal diamond, astral amethyst, blood ruby, nether diamond. |
20 | About 50% of the value of the treasure is in a single exceptional jewel. Roll 1d12 on this table to establish the composition of the other 50%. Exceptional jewels may be made of platinum or even rarer, more precious metals, and may be studded with dozens of gems, or even exceptional gems (see above). They may also be dragon-sized! |
Treasure Table 3: Magic Items
Alternate Table: All dragons in Old-School Essentials have treasure type H, which has a 15% chance to include 1d4 magic items plus 1 potion and 1 scroll.
This table determines in a single roll both if any magic item is present in the hoard, and the item type, making treasure generation easier and faster. The results are also more varied, and tied to the dragon’s HD.
Roll 1d20 and add the dragon’s HD.
1-10 | no magic items |
11 | 1 magic item |
12 | 1 scroll |
13 | 1 potion |
14 | 1 potion, plus 1 scroll |
15 | 1 magic item, plus 1 scroll |
16 | 1 magic item, plus 1 potion |
17 | 1 magic item, plus 1 potion, plus 1 scroll |
18 | 2 magic items, plus 1 scroll |
19 | 2 magic items, plus 1 potion |
20 | 2 magic items, plus 1 potion, plus 1 scroll |
21 | 3 magic items, plus 1 scroll |
22 | 3 magic items, plus 1 potion |
23 | 3 magic items, plus 1 potion, plus 1 scroll |
24 | 4 magic items, plus 1 scroll |
25 | 4 magic items, plus 1 potion |
26 | 4 magic items, plus 1 potion, plus 1 scroll |
27 | 5 magic items, plus 1 potion, plus 1 scroll |
28 | 5 magic items, plus 2 potion, plus 1 scroll |
29 | 5 magic items, plus 1 potion, plus 2 scroll |
30 | 5 magic items, plus 2 potion, plus 2 scroll |
31 | 6 magic items, plus 2 potion, plus 2 scroll |
32 | 6 magic items, plus 3 potion, plus 2 scroll |
33 | 6 magic items, plus 2 potion, plus 3 scroll |
34 | 6 magic items, plus 3 potion, plus 3 scroll |
35 | 7 magic items, plus 3 potion, plus 3 scroll |
Treasure Table 4: Origin
Roll 1d20 to determine whence the dragon’s hoard came from.
1 | It was an ancient dwarf king’s treasure. Add 2d6 gems with an average value of 500gp. |
2 | It was an elven queen’s treasure. Add 2d6 jewels with an average value of 1,000gp.
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3 | It was a giant king’s treasure. Add 1 giant-sized jewel worth 5,000 gp. |
4 | It is a collection of several princes’ and princesses’ ransoms. Add 1,000pp to the treasure. |
5-6 | It is the accumulation of tolls extorted to travelers crossing the area around the dragon’s lair. |
7-8 | It is the accumulation of tributes of enslaved or defeated humanoid tribes. Roll an additional humanoid tribe on the Allies table. |
9 | It is the accumulation of donations from several cities that paid to be spared. Add 20.000gp to the treasure. |
10 | It is the treasure of a long lost civilization. |
11 | It is the heirloom of the dragon’s ancestry. |
12 | It was the hoard of another, now dead dragon. Add a dragon skull! |
13-14 | It is the accumulation of riches taken from assaulted merchant caravans or ships. Add 2d6 items as listed in entry n. 15 of the Treasure Composition table. |
15-16 | It is the accumulation of donations and gifts from the dragon’s allies. Add 2d6 items as listed in entry n. 15 of the Treasure Composition table. |
17-18 | It is the accumulation of spoils of dead would-be dragonslayers. Add two more rolls on Treasure Table 3: Magic Items. |
19-20 | Roll twice! |
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good stuff! I love the origins table. adds tons of flavor and could be tweaked to throw in some implied setting/history. Very nice.
ReplyDeleteThat's exactly the idea with these tables and the others in the complete zine, to have bits and pieces (enemies and allies, motivations, hooks and rumors, etc) that a referee can use to set up complete scenarios and adventure locales.
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