Generating Lair Treasure
To Generate Treasure in a Creature’s Lair:
Refer to the tabel that corresponds to the Creature’s Treasure Type. For
each row in the table: 1. Roll 1d100, if result is less that the % indicated
then that category of treasuer is present. 2. If the treasure is present,
roll the indicated dice to determine how many there are. 3. Continue to roll
on the tabels below for Gems, Jewellry, Maps or Magic Items if they are
present.
Treasure Types
Type A (Land)
Chance |
Treasure |
25% |
1d6 x 1000 Copper |
30% |
1d6 x 1000 Silver |
35% |
2d6 x 1000 Gold |
50% |
6d6 Gems |
50% |
6d6 Jewellry |
40% |
3 Maps or Magic Items |
Type A (Desert)
Chance |
Treasure |
20% |
1d4 x 1000 Copper |
25% |
1d4 x 1000 Silver |
30% |
1d6 x 1000 Gold |
50% |
1d4 x 10 Gems |
50% |
1d4 x 10 Jewellry |
60% |
3 Magic Items |
Type A (Water)
Chance |
Treasure |
60% |
5d6 x 1000 Gold |
60% |
1d6 x 10 Gems |
60% |
1d6 x 10 Jewellry |
50% |
1 Map |
Type B
Chance |
Treasure |
50% |
1d8 x 1000 Copper |
25% |
1d6 x 1000 Silver |
25% |
1d3 x 1000 Gold |
25% |
1d6 Gems |
25% |
1d6 Jewellry |
10% |
Magic Sword, Magic Armour, or misc. Magic Weapon |
Type C
Chance |
Treasure |
20% |
1d12 x 1000 Copper |
30% |
1d4 x 1000 Silver |
25% |
1d4 Gems |
25% |
1d4 Jewellry |
10% |
2 Maps or Magic Items |
Type D
Chance |
Treasure |
10% |
1d8 x 1000 Copper |
15% |
1d12 x 1000 Silver |
60% |
1d6 x 1000 Gold |
30% |
1d8 Gems |
30% |
1d8 Jewellry |
20% |
2 Maps or Magic Items, and 1 Potion |
Type E
Chance |
Treasure |
5% |
1d10 x 1000 Copper |
30% |
1d12 x 1000 Silver |
25% |
1d8 x 1000 Gold |
10% |
1d10 Gems |
10% |
1d10 Jewellry |
30% |
Any 3 Maps or Magic Items, and 1 Scroll |
Type F
Chance |
Treasure |
10% |
2d10 x 1000 Silver |
45% |
1d12 x 1000 Gold |
20% |
2d12 Gems |
20% |
2d12 Jewellry |
35% |
3 Maps or Magic Items (except weapons), 1 Potion, and 1 Scroll |
Type G
Chance |
Treasure |
75% |
1d4 x 10,000 Gold |
25% |
3d6 Gems |
25% |
1d10 Jewellry |
40% |
4 Maps or Magic item, and 1 Scroll |
Type H1
Chance |
Treasure |
25% |
3d8 x 500 Copper |
50% |
1d100 x 500 Silver |
75% |
1d6 x 5,000 Gold |
50% |
1d100 / 2 Gems |
50% |
1d4 x 5 Jewellry |
20% |
2 Maps or Magic Item, 1 Potion, or 1 Scroll |
Type H2
Chance |
Treasure |
25% |
3d8 x 1000 Copper |
50% |
1d100 x 1000 Silver |
75% |
1d6 x 10,000 Gold |
50% |
1d100 Gems |
50% |
1d4 x 10 Jewellry |
20% |
4 Maps or Magic Item, 1 Potion, and 1 Scroll |
Type H3
Chance |
Treasure |
25% |
3d8 x 2,000 Copper |
50% |
1d100 x 2,000 Silver |
75% |
1d6 x 20,000 Gold |
50% |
2d100 Gems |
50% |
1d4 x 20 Jewellry |
20% |
8 Maps or Magic Item, 2 Potions, and 2 Scrolls |
Type I
Chance |
Treasure |
50% |
2d8 Gems |
50% |
2d8 Jewellry |
20% |
1 Map or Magic Item |
Gems
Gems are defined by their value in Gold Pieces.
To calculate the value of each gem, first roll a d20 on the following
table:
1d20 |
Gem Value Category in Gold Pieces |
1 or 2 |
10 |
3 to 5 |
50 |
6 to 15 |
100 |
16 to 18 |
500 |
19 or 20 |
1000 |
Then roll 1d6 and if the result is a 1 the gem is of the next higher value
category.
If there are large amounts of gems to value, divide them into groups of 5
or 10, roll onec for each group and assign the same value to all gemes in the
group.
Jewellery
Jewellery are defined by their value in Gold Pieces.
The value of Jewellery is determined by rolling 1d10 on the following
table:
1d10 |
Jewellery value in Gold Pieces |
1 or 2 |
3d6 * 100 |
3 to 8 |
1d6 * 1000 |
9 or 10 |
1d10 * 1000 |
Map or Magic Item
Roll for each item found, rolling on subsequent tables where
indicated.
1d20 |
Subsequent Table |
1 to 15 |
Magic Item |
16 to 20 |
Map |
Magic Item Table
1d20 |
Item |
1 or 4 |
Magic Sword |
5 to 7 |
Magic Armour |
8 |
Misc. Magic Weapon |
9 to 13 |
Magic Potion |
14 to 17 |
Magic Scroll |
18 |
Magic Ring |
19 |
Magic Wand or Magic Staff |
20 |
Misc. Magic |
Map Table
d10 Roll |
Map Type |
1 to 6 |
Map to Treasure |
7 to 9 |
Map to Magic Item |
10 |
Map to Magic Item & Treasure |
Magic Items
Magic Sword
d100 Roll |
Hit Modifier |
Hit and Damage Modifier vs. certain Creature types |
Additional Special Properties |
01 to 35 |
+1 |
- |
- |
36 to 40 |
+1 |
+2 vs. Lycanthropes |
- |
41 to 45 |
+1 |
+2 vs. Mages and Enchanted Creatures |
- |
46 to 50 |
+1 |
- |
Locating Objects Ability |
51 to 60 |
+1 |
+3 vs. Trolls (Clerics) |
- |
61 to 65 |
+1 |
+2 vs. Trolls (Pegasi, Hippogriffs, and Rocs), +3
vs. Undead (Treants) |
Flaming |
66 to 70 |
+1 |
- |
2d4 Wishes |
71 to 75 |
+1 |
+3 vs. Dragons |
- |
76 to 78 |
+2 |
- |
- |
79 to 80 |
+2 |
- |
Charm Person Ability |
81 to 82 |
+3 |
- |
- |
83 |
- |
- |
One Life Energy Draining Ability, Different alignment table |
84 to 00 |
-2 |
- |
Cursed |
Magic Armour
1d100 |
Magic Armour |
01 to 30 |
Magic Shield +1 |
31 to 60 |
Magic Armour +1 |
61 to 75 |
Magic Armour +1 and Magic Shield +1 |
76 to 83 |
Magic Shield +2 |
84 to 90 |
Magic Armour +2 |
91 to 97 |
Magic Armour +2 and Magic Shield +2 |
98 to 00 |
Magic Shield +3 |
Misc. Magic Weapons
1d100 |
Weapon |
01 to 25 |
10 Magic Arrows |
26 to 40 |
3d10 Magic Arrows |
41 to 55 |
Dagger: +1 vs. Human-Sized Opponents; +2 vs. Goblins, and
Kobolds |
56 to 60 |
Dagger: +2 vs. Human-Sized Opponents; +3 vs. Orcs,
Goblins, and Kobolds |
61 to 65 |
Magic Bow |
66 to 70 |
Axe +1 |
71 to 80 |
Mace +2 |
81 to 85 |
War Hammer +1 |
86 to 89 |
War Hammer +2 |
90 |
Dwarven War Hammer +3, 60 feet Throwing Range with Return |
91 to 96 |
Spear +1 |
97 to 99 |
Spear +2 |
00 |
Spear +3 |
Magic Potions
1d100 |
Potion |
01 to 04 |
Growth |
05 to 08 |
Diminution |
09 to 12 |
Giant Strength |
13 to 16 |
Invisibility |
17 to 20 |
Gaseous Form |
21 to 24 |
Polymorph (Self) |
25 to 28 |
Speed |
29 to 32 |
Levitation |
33 to 36 |
Flying |
37 to 38 |
Detect Thoughts |
39 to 40 |
Delusion |
41 to 44 |
Healing |
45 to 48 |
Longevity |
49 to 52 |
Clairvoyance |
53 to 55 |
Clairaudience |
56 to 60 |
Animal Control |
61 to 64 |
Undead Control |
65 to 68 |
Plant Control |
69 to 72 |
Human Control |
73 to 76 |
Giant Control |
77 to 80 |
Dragon Control* |
81 to 84 |
Poison** |
85 to 88 |
Invulnerability |
89 to 92 |
Fire Resistance |
93 to 96 |
Treasure Finding |
97 to 00 |
Heroism |
*Referee to roll to determine which of the six types of Dragons will be
controlled.
** Referee will mislead by naming any of the other Potions, but if
carefully questioned should give it a singular feature.
Magic Scrolls
d100 Roll |
Scroll |
1 to 4 |
1 Spell |
5 to 7 |
2 Spells |
8 or 9 |
3 Spells |
10 |
7 Spells |
11 or 12 |
1 Curse |
13 or 14 |
Protection: Lycanthropes |
15 or 16 |
Protection: Undead |
17 or 18 |
Protection: Elementals |
19 or 20 |
Protection: Magic |
- Curse Scroll
-
Each curse has a 15 foot radius range.
The curse takes effect immediately upon reading the Scroll.
To determine the type of curse use the table below:
1d8 |
Curse |
1 or 2 |
Any Creature of the referee’s choice appears within range. |
3 or 4 |
Each creature withing range is afflicted with a desease. This
desease causes death in 3 turns. This desease can only be cured by
a Cure Diseas spell. |
5 or 6 |
Each character in range is polymorphed into an insect of
referee’s choice. |
7 |
All characters in range are transported 1,000 miles in a random
direction. |
8 |
All characters in range are transported to another planet. |
- Spell Scroll
-
Each Spell Scroll will contain spells either from the Mage or Cleric
list. Roll on the table below to determine which type the scroll is:
1d4 |
Spell List |
1 to 3 |
Mage |
4 |
Cleric |
Magic Rings
1d100 |
Ring |
01 to 09 |
Invisibility |
10 to 15 |
Mammal Control |
16 to 21 |
Human Control |
22 to 30 |
Weakness |
31 to 39 |
Protection |
40 to 49 |
Three Wishes |
50 to 60 |
Delusion |
61 to 70 |
Water Walking |
71 to 80 |
Fire Resistance |
81 to 85 |
Protection, 5 foot radius |
86 to 90 |
Regeneration |
91 to 92 |
Djinn Summoning |
93 to 94 |
Telekinesis |
95 to 96 |
X-Ray Vision |
97 to 98 |
Spell Turning |
99 |
Spell Storing |
00 |
Many Wishes (4d6) |
Magic Wands and Staves
Wands are usable by Mages only.
1d100 |
Wand or Staff |
01 to 15 |
Metal Detection |
16 to 20 |
Enemy Detection |
21 to 25 |
Magic Detection |
26 to 30 |
Secret Doors and Traps Detection |
31 to 35 |
Illusion |
36 to 40 |
Fear |
41 to 45 |
Cold |
46 to 50 |
Paralyzation |
51 to 55 |
Fire Balls |
56 to 60 |
Lightning Bolts |
61 to 65 |
Polymorph |
66 to 70 |
Negation |
71 to 80 |
Staff of Healing* |
81 to 85 |
Staff of Commanding** |
86 to 90 |
Snake Staff* |
91 to 95 |
Staff of Striking** |
98 to 99 |
Staff of Power*** |
96 to 97 |
Staff of Withering* |
00 |
Staff of Wizardry*** |
*Clerics only
**Both Clerics and Mages
***Mages only
Misc Magic Items
1d100 |
Magic Item |
01 to 04 |
Crystal Ball |
05 to 06 |
Crystal Ball with Clairaudience |
07 |
Crystal Ball with Detect Thoughts |
08 to 12 |
Medallion of Detect Thoughts, 3” Range* |
13 to 15 |
Medallion of Detect Thoughts, 9” Range* |
16 to 18 |
Amulet vs. Crystal Balls and Detect Thoughts* |
19 to 24 |
Scarab of Protection from Evil High Priests* |
25 to 29 |
Bag of Holding* |
30 |
Censer Controlling Air Elementals |
31 |
Stone Controlling Earth Elementals |
32 |
Brazier Commanding Fire Elementals |
33 |
Bowl Commanding Water Elementals |
34 to 35 |
Efreet Bottle* |
36 to 38 |
Displacer Cloak* |
39 to 47 |
Elven Cloak and Boots* |
48 to 52 |
Boots of Speed* |
53 to 57 |
Boots of Levitation* |
58 to 62 |
Boots of Traveling and Leaping* |
63 to 67 |
Broom of Flying |
68 to 72 |
Helm of Reading Magic and Languages* |
73 to 75 |
Helm of Telepathy* |
76 |
Helm of Teleportation |
77 to 87 |
Helm of Chaos (Law)* |
88 |
Flying Carpet* |
89 |
Drums of Panic, 24” Range* |
90 |
Horn of Blasting, 10” Range* |
91 to 97 |
Gauntlets of Ogre Power* |
98 to 99 |
Girdle of Giant Strength* |
00 |
Mirror of Life Trapping |
*Usable by Characters of any Vocation
Maps
Treasure Maps
All items will be guarded by appropriate Creatures. Roll on the Creature
Level Tables to determine which.
1d8 Roll |
Map to |
1 |
1d4 * 10,000 Silver |
2 |
5d6 * 1,000 Gold |
3 |
1d4 * 10,000 Silver, and 5d6 * 1,000 Gold |
4 |
1d4 * 10,000 Silver, and 2d10 Gems |
5 |
5d6 * 1,000 Gold, and 5d6 Gems |
6 |
1d4 * 10,000 Silver, 5d6 * 1,000 Gold, and 1d100 Gems |
7 |
1d6 * 10 Gems, and 2d10 Jewelry |
8 |
1d4 * 10,000 Silver, 5d6 * 1,000 Gold, 1d6 * 10 Gems, and 2d10
Jewelry |
Magic Maps
All items will be guarded by appropriate Creatures. Roll on the Creature
Level Tables to determine which.
1d8 Roll |
Map leading to |
1 to 3 |
1 Magic Item |
4 to 5 |
2 Magic Items |
6 |
3 Magic Items but no Magic Swords |
7 |
4 Magic Items and 1 Potion |
8 |
5 Magic Items, 1 Scroll, and 1 Potion |
Magic and Treasure Maps
All items will be guarded by appropriate Creatures. Roll on the Creature
Level Tables to determine which.
1d8 Roll |
Map leading to |
1 |
1d4 * 10,000 Silver, and 1 Magic Item |
2 |
5d6 * 1,000 Gold, and 1 Magic Item |
3 |
1d4 * 10,000 Silver, 5d6 * 1,000 Gold, and 2 Magic Items |
4 |
1d6 * 10 Gems, 2d10 Jewelry, 3 Magic Items but no Magic Swords |
5 |
5d6 * 1,000 Gold, 5d6 Gems, and 2 Magic Items |
6 |
1d4 * 10,000 Silver, and 1 Magic Item |
7 |
1d4 * 10,000 Silver, 5d6 * 1,000 Gold, 1d100 Gems, 5 Magic Items, 1
Scroll, and 1 Potion |
8 |
1d4 * 10,000 Silver, 5d6 * 1,000 Gold, 1d6 * 10 Gems, 2d10 Jewelry,
4 Magic Items, and 1 Potion |