Treasure Tables
Use these tables to determine what treasure is found. For generating interesting items, see Generators.
Treasure by Dungeon Level
Roll d6 + Dungeon Level to determine the hoard.
| Roll | Gold | Items |
|---|---|---|
| 2–3 | 15d10 gp (avg 150) | 1 Minor |
| 4 | 30d10 gp (avg 300) | 1 Minor |
| 5 | 45d10 gp (avg 450) | 2 Minor |
| 6 | 60d10 gp (avg 600) | 2 Minor |
| 7 | 75d10 gp (avg 750) | 3 Minor |
| 8 | 90d10 gp (avg 900) | 1 Major |
| 9 | 120d10 gp (avg 1,200) | 1 Major + 1 Minor |
| 10 | 150d10 gp (avg 1,500) | 1 Major + 2 Minor |
| 11 | 180d10 gp (avg 1,800) | 2 Major |
| 12 | 210d10 gp (avg 2,100) | 2 Major + 1 Minor |
| 13 | 240d10 gp (avg 2,400) | 1 Epic |
| 14 | 300d10 gp (avg 3,000) | 1 Epic + 1 Minor |
| 15 | 360d10 gp (avg 3,600) | 1 Epic + 1 Major |
| 16 | 450d10 gp (avg 4,500) | 2 Epic |
| 17 | 600d10 gp (avg 6,000) | 2 Epic + 1 Minor |
| 18 | 900d10 gp (avg 9,000) | 3 Epic |
| 19 | 1,200d10 gp (avg 12,000) | 3 Epic + 2 Major |
| 20+ | 1,500d10 gp (avg 15,000) | 3 Epic + 3 Major + 2 Minor |
Note: A level 1 dungeon rolls d6+1 (range 2–7). A level 5 dungeon rolls d6+5 (range 6–11). Deep dungeons yield greater rewards.
Treasure Tiers
Minor (Common)
Single-use items, limited effects, or simple enhancements.
- Potions and scrolls
- +1 weapons and armor
- Items with one trick
Major (Rare)
Reliable powers, multiple uses, or significant abilities.
- +2 weapons and armor
- Wands and rods (limited charges)
- Permanent items worth keeping
Epic (Legendary)
Named artifacts with histories, feared or coveted.
- +3 weapons and armor (rare even here)
- Items that shape campaigns
- Cannot be bought or easily replicated
What Kind of Item?
When you need to determine what type of item is found:
| d6 | Item Type |
|---|---|
| 1 | Potion |
| 2 | Scroll |
| 3 | Weapon |
| 4 | Armor or Shield |
| 5 | Wondrous Item |
| 6 | Wondrous Item |
For weapons and armor, use the Generators to determine appearance. For wondrous items, roll on the generator tables to create something unique.
Potions (d6)
| d6 | Minor | Major | Epic |
|---|---|---|---|
| 1 | Healing (1d6+1) | Greater Healing (2d6+2) | Supreme Healing (4d6+4) |
| 2 | Climbing | Invisibility | Invulnerability |
| 3 | Water Breathing | Gaseous Form | Etherealness |
| 4 | Darkvision | Haste | Giant Strength |
| 5 | Resistance (1 type) | Heroism | Longevity |
| 6 | Antidote | Fire Resistance | Flying |
Weird potions: Use the Generators with Effect + Form for strange potions. “Whispering + Vial” might be a potion that lets you hear distant conversations.
Scrolls (d6)
Roll spell tier based on treasure tier:
- Minor: Tier 1–2 spells
- Major: Tier 3–4 spells
- Epic: Tier 5–6 spells
| d6 | Scroll Contains |
|---|---|
| 1–2 | Arcane spell (Magic-User list) |
| 3–4 | Divine spell (Cleric list) |
| 5 | Druid spell |
| 6 | Protection scroll (vs specific creature type) |
Mundane Treasure
Not all treasure is magical. Use Generators to make mundane treasure interesting.
| d6 | Type | Minor Value | Major Value | Epic Value |
|---|---|---|---|---|
| 1 | Gemstones | 20–200 gp | 200–1,000 gp | 2,000+ gp |
| 2 | Coins | Ancient, unusual | Trade bars | Royal mint |
| 3 | Map | Fragment | Complete | Legendary location |
| 4 | Art object | Decorative | Masterwork | Priceless |
| 5 | Trade goods | Spices, dyes | Rare materials | Unique components |
| 6 | Documents | Letters, deeds | Contracts, secrets | State secrets |
Make it specific: Roll on the generator tables even for mundane treasure. “Gemstones worth 200gp” becomes “six polished amber stones, each carved with a weeping face.” Specificity creates questions. Questions create adventures.
Placing Treasure
Not every room has treasure. When stocking a dungeon:
- Monster lairs: Usually have treasure (they collected it)
- Empty rooms: 1-in-6 chance of hidden treasure
- Trapped areas: Often guard something valuable
- Boss chambers: The biggest hoard
Quick Reference
- Roll d6 + dungeon level for hoard size
- Roll d6 to determine each item type
- Use Generators to describe items
- Name Epic items and give them history