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Use the Treasure Items column for gems or jewelry, but the d20 result can't be greater than the dungeon level. The number rolled equals the number of gems or jewelry items found; determine the base value (10 x the value from the Dungeon Level 1 column) for each batch of five, then roll 1d6 to 5d6 for the items in that batch: each 1 rolled shifts the value of that gem or piece of jewelry one column to the left, each 6 shifts it one column to the right.
Magic Items are handled the same way as gems, but the die roll can't be greater than half the dungeon level. The number rolled equals the number of times to roll on the magic item table, six times maximum; extra items are maps.
For troves, use two d20 rolls for each coin type (copper, silver, gold); the first roll is a 5 in 20 chance that the coin type will be present, the second roll is the value from the Trove Value column. Each type of trove has a "Favorite Coin", which has double the odds of being present (10 in 20;) furthermore, the odds of gold being found in a hoard are tripled (15 in 20.) For gems, jewelry, and magic items, use a single roll for each with an effective "dungeon level" of 5, doubling this for magic items in an adventurer's trove (the kind bandits like,) or halving it for a cache. Number of magic items equals the d20 result rolled, except for the Individual Items trove type.
There will be optional subtype tables for Adventure's Trove and Cache in alphabetical order, so that the single-letter treasure types in standard resources will have equivalents in the Liber Zero tables; just look it up as the first letter of the trove type or cache subtype.
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