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Anwyn

Novus 2nd Edition

Novus 1st Edition

Treasure Table
Treasure Type Level of Foe
1 to 3 4 to 6 7 to 9 10 to 15 15 to 20 21 to 25 26 to 30 31+
Money                
  cp 1d10 1d10 1d10 1d10 1d10 1d10 1d10 1d10
  bp 2d10 2d10+5 3d10+5 3d10 3d10 3d10 3d10 3d10
  sp ≥15—1d10 1d10 3d10 4d10 5d10 5d10 6d10 7 d10
  gp ≥18—1d5 ≥15—1d5 ≥15—1d10 ≥15—2d10 2d10 3d10 4d10 5d10
  pp 0 ≥18—1d2 ≥18—1d3 ≥15—1d5 1d5 1d10 2d10 3d10
  Gems 0 0 ≥18—1d4 ≥15—1d10 1d10 1d10+1d5 2d10 3d10
  Jewelry 0 0 ≥20—1 ≥18—1d3 ≥15—1d5 ≥13—1d5 ≥15—1d10 1d10+1d3
Magic Items                
  Combat ≥18—1 ≥15—1d2 ≥11—1d3 1d4 1d4+ 2d3+ 2d4++ 2d5++
  1 Use Item ≥20—1 ≥18—1 ≥15—1d2 ≥14—1d3 ≥12—1d5 1d5 2d5 2d5+1d3
  Minor Item 0 ≥20—1 ≥18—1d2 ≥16—1d3 ≥14—1d4 1d5 2d4 2d5+2
  Major Item 0 0 0 ≥20—1 ≥18—1 ≥16—1d2 ≥14—1d3 ≥12—2d4
  Artifact 0 0 0 0 ≥20—1 ≥19—1 ≥18—1d2 ≥17—1d2

Treasure Table Key

Money (cp, bp, sp, gp, pp): These are the various types of coins. They are listed on the table from lowest denomination to the highest. Since copper pieces are the lowest denomination of coin, it is presumed that a character would only have a few of them on his person, carrying the more common bronze piece except for those few instances where copper is needed.

Gems: Valuable stones of any sort. Suggested total value of all gems is 1d10 gp times the level of the creature or character who has the stone. This value should be divided among the number of gems found.

Jewelry: Various items created from precious stone and/or metals. Suggested values for all pieces of jewelry found are 1d100 gp times the level of the creature or character that has the item. This value should be divided among the number of items of jewelry found.

Combat: This is armor, shields or weapons of a magical nature. The “+” means that the item or items may have higher than a +3 bonus to hit or damage, or that it has bonuses to both, or that it might have other additional abilities. The “++” means the item or items definitely have additional capabilities in addition to their bonuses.

1 Use Item: This is an herbal remedy, a potion, a scroll, or some other item that is consumed by its usage.

Minor Item: This is an item that is enchanted with charges, with each charge allowing one use of the item, or items that are permanently enchanted with a single ability or bonus. Minor items can also include items that only have a limited number of uses per day. Charged items must be magically recharged in order to regain their ability to be used again.

Major Item: Major items have from 2 to 4 permanent magical abilities or bonuses. This is usually one primary ability, with one or more, lesser secondary abilities. This can include abilities that have charges that automatically regenerate over time, or limited uses per day on the secondary abilities, etc.

Artifact: Artifacts are items that have multiple permanent abilities of kind considered to be “primary” for Major Items.

Treasure Table Notes

There are two main types of entries on the Treasure Table. The first is a basic dice notation (i.e. 2d10 or 2d10+5) which means that you should roll the dice and that the result is how much of that type of treasure the creature is likely to have.

The second notation (i.e. ≥15—1d10) has 2 parts. The first part is the basic chance of the creature having that type of treasure. A listing of "≥15" means that you should roll 2d10 without any modifiers, and if the total is 15 or greater, then the creature has that type of treasure, and the section on the other side of the dash (i.e. 1d10) is used to determine how much of that particular type of treasure the creature has.

The Treasure Table included dice notations other than d10, however the only dice that you will need in using the Treasure Table are your d10s. The variant dice sizes can be handled through the application of a little math as follows:

1d5: roll 1d10 and divide the result by 2, rounding up.

1d4: roll 1d5 and subtract 1 from the result. Any result of 0 should be treated as a result of 1.

1d3: roll 1d10 and divide the result by 3, rounding up. Treat any result of "0" or "10" as a 3.

1d2: roll 1d10 and divide the result by 5, rounding up.