Markdown

Adventuring Rewards

Experience and Other Rewards

The primary way that adventurers are rewarded is with experience points (gaining new class levels the more they accrue) and treasure like gold or magic items. These aren’t the only ways that they can advance in level however, nor the only way the Narrator can reward the party.

Experience Points

TABLE: CHARACTER ADVANCEMENT

EXPERIENCE LEVEL PROFICIENCY BONUS
0 1st +2
300 2nd +2
900 3rd +2
2,700 4th +2
6,500 5th +3
14,000 6th +3
23,000 7th +3
34,000 8th +3
48,000 9th +4
64,000 10th +4
85,000 11th +4
100,000 12th +4
120,000 13th +5
140,000 14th +5
165,000 15th +5
195,000 16th +5
225,000 17th +6
265,000 18th +6
305,000 19th +6
355,000 20th +6

As adventurers face deadly monsters, solve puzzles, explore new locations, overcome challenges, and navigate complex social situations they earn experience points that represent the knowledge and learning they’ve gained. All characters involved in an encounter divide the experience earned evenly and apply it to their experience point total. If the party was assisted by NPCs, count any NPCs as party members when dividing.
When an adventurer accumulates an amount of experience points determined by their character level, they advance a level in their current class or may select a level in a new class if multiclassing.
After winning a combat encounter, the party gains the total experience of all monsters and encounter elements in the encounter (treating encounter elements as monsters of a CR equal to their difficulty increase) divided up by the number
of adventurers and NPCs in the party.

Objectives

Instead of awarding experience points after each encounter, the Narrator can also award experience for completing objectives. Objectives are divided into major objectives or minor objectives. When planning an adventure, identify two or three major objectives and four to six minor objectives. For purposes of experience points, treat major objectives as hard encounters and minor objectives as easy encounters
As an option, the Narrator might ask the party to choose a major objective or a couple of minor objectives unrelated to the adventure at the beginning of each game session. This gives them some narrative control, rewards them for engaging with the story, and further ties them to the setting.

Major Objectives

Major objectives represent the major story beats, pivotal encounters, or significant side quests.

Minor Objectives

Minor objectives should represent smaller plot points, optional moments, or ancillary goals. When using a prepublished adventure, try to map them to goals rather than specific encounters. This creates flexibility in how the party accomplishes the objectives rather than dictating a specific set of encounters.

Leveling Without Experience

Some Narrators eschew standard experience points all together, either because they find tracking it to be tedious or because it better suits a campaign’s narrative structure.
By Session. With session based leveling, consider having the adventurers level after each 4 hour session in tier 1, after two sessions in tier 2, after 3 sessions in tier 3, and after 4 sessions in tier 4. This system is easy to track but does not always mesh well with story beats.
Over Time. The Narrator may decide that the adventurers level after time passes in-game. In tier 1, PCs might level at the end of each month. In tier 2, they might level at the end of each season. In tier 3, the party might level at the end of each year. In tier 4, the adventurers might level after 2 or five years. Be sure to tie the timeframe to the narrative beats of the campaign.
Simplified Experience. Encounter points can also be used as an alternative to standard experience points. Whenever a party fights a battle, each adventurer gains XP equal to the encounter point cost of a battle (for example no matter their level, an easy battle is worth half a point of XP, a medium battle is worth 1 XP, a hard battle is worth 2 XP, and so on.) For every 15 XP that an adventurer accumulates they gain a level.
Story-Based. With story-based leveling, the adventurers level after significant accomplishments during the campaign.

Other Rewards

The below list offers examples of rewards beyond experience points and treasure.
Prestige. While saving a village might not be the most lucrative of ventures, word of the party’s deeds might increase their Prestige ratings.
Property, Assets, and Businesses. Homes, castles, strongholds, ships, and businesses are all fine rewards that can expand adventurers’ scope of operations or add a new facet to the game.
Relationships. Over the course of their adventure the PCs form relationships with individuals and communities. Consider granting them the use of favors.
Room and Board. Adventurers touch the lives of common folk and business owners. While these grateful people might lack wealth, they can ensure that heroes never go hungry or without a roof over their heads. This could grant the party a moderate lifestyle at no cost within a particular town or region.
Secret Knowledge. Some individuals may offer knowledge as a reward. This could take the form of a key knowledge, the location of something of interest, or an important secret.
Services. Religious or magical organizations might offer adventurers free or reduced cost spellcasting, and trading companies might allow PCs to travel more safely or at no cost.
Status or Titles. Rulers may bestow status or titles on deserving adventurers. While this can result in privileges, respect, and holdings, many rulers use this as a way to establish a hold over useful individuals.
Supernatural Boons. Supernatural creatures might grant some of their power to deserving adventurers. This could replicate the benefit of a magic item that does not require attunement or provide the use of a spell.
Treasure. Treasure covers artwork, coins, gems, and jewelry, as well as magic items.

Treasure

With great risk comes great reward. Hoards of coins, glittering precious jewels, enchanted weapons, and magical trinkets await those who smite monsters or delve in forgotten labyrinths.
Adventurers earn treasure by accomplishing something notable. Dangerous adversaries, such as legendary monsters and long-standing enemies, guard treasure hoards. Allies might give rewards to the PCs in exchange for performing great deeds.
Treasure comes in two main forms: wealth (coins, gems, and salable valuables like jewelry, equipment, and art) and magic items (such as magic weapons, rings of invisibility, and so on). Treasures are physical objects. Information, allies, fame, and fulfillment of the party’s goals and ambitions are desirable, and can often be earned along with treasure, but are not treasure.

How Much Treasure to Give?

TABLE: TREASURE BY LEVEL

CHAR. LEVEL GOLD ACQUIRED THIS LEVEL MAGIC ITEMS ACQUIRED THIS LEVEL
1 50 gp 60% Magic Items Tables #1–2, 35% Magic Items Tables #4–6
2 150 gp 60% Magic Items Tables #1–2, 35% Magic Items Tables #4–6
3 500 gp 60% Magic Items Tables #1–2, 35% Magic Items Tables #4–7
4 600 gp 60% Magic Items Tables #1–2, 35% Magic Items Tables #4–7
5 800 gp 60% Magic Items Tables #1–2, 35% Magic Items Tables #4–7
6 1,000 gp 75% Magic Items Tables #1–2, 35% Magic Items Tables #4–7
7 1,500 gp 75% Magic Items Tables #1–2, 35% Magic Items Tables #4–7
8 2,000 gp 75% Magic Items Tables #1–2, 35% Magic Items Tables #4–8
9 3,000 gp 80% Magic Items Tables #1–3, 40% Magic Items Tables #4–8
10 4,000 gp 80% Magic Items Tables #1–3, 40% Magic Items Tables #4–8
11 5,000 gp 80% Magic Items Tables #1–3, 40% Magic Items Tables #4–8
12 6,000 gp 80% Magic Items Tables #1–3, 40% Magic Items Tables #4–9
13 8,000 gp 85% Magic Items Tables #1–3, 45% Magic Items Tables #4–9
14 10,000 gp 85% Magic Items Tables #1–3, 45% Magic Items Tables #4–9
15 15,000 gp 85% Magic Items Tables #1–3, 45% Magic Items Tables #4–9
16 20,000 gp 85% Magic Items Tables #2–3, 45% Magic Items Tables #4–10
17 30,000 gp 100% Magic Items Tables #2–3, 45% Magic Items Tables #4–10
18 40,000 gp 100% Magic Items Tables #2–3, 45% Magic Items Tables #4–10
19 50,000 gp 100% Magic Items Tables #2–3, 45% Magic Items Tables #4–10
20 60,000 gp 100% Magic Items Tables #2–3, 45% Magic Items Tables #4–10

The Narrator decides how much treasure to give out as rewards, but there is no requirement that adventurers must earn a certain amount of wealth—it depends on the style of game and scale of the campaign. The High and Low Treasure Campaigns section below has more information on departing from default treasure levels.
The Treasure by Level table shows the rate of treasure adventurers acquire if their rewards are generated randomly or use the sample treasures given in a monster’s description. The Narrator can vary widely from these numbers without seriously affecting game balance.
The Gold Acquired This Level column indicates how much wealth, in gold pieces, a single adventurer is likely to find or earn during the course of that character level. This accounts for their share of the coins found as well as the value of nonmagical treasure.
The Magic Items Acquired This Level column indicates the probability that an adventurer finds one or more magic items each level (roll 1d100 to determine which), and lists the treasure tables that offer appropriate magic rewards for that level. Over the course of their career, an adventurer should find about 24 magic items: 18 consumable magic items or enchanted trinkets as well as 6 permanent magic items.

Creating Treasure Rewards

The Narrator can give out treasure in one of three ways: crafting unique treasure rewards, rolling on the tables in this chapter to create random treasure, or granting the listed treasure for a particular encounter in a monster’s entry.

Crafting Unique Treasure Rewards

To determine the gold piece value of all the treasures a party finds at a given level, multiply the number of adventurers by the appropriate amount of wealth from the Gold Acquired This Level column of the treasure table above. Narrators don’t have to stick to this number rigorously by any means—there’s enough latitude to give anywhere between twice this amount and none based on the demands of the story.
With a total gold piece value worked out, the Narrator divides it into one, two, three, or more individual treasure hoards, each a reward for overcoming a different obstacle. Instead of granting each treasure hoard in gold pieces, these can be customized by using different coin denominations, gems, and valuables of all kinds. See the Treasure Descriptions section below for inspiration.
To determine the average number of magic items found over the course of a level, multiply the number of adventurers by the percentages in the Magic Items Acquired This Level column of the Treasure by Level table. Narrators may halve or double these numbers—granting anywhere between 1 and 4 expendable magic items, and 0 and 2 permanent magic items—without straying too far from the default rate of treasure acquisition.

Rolling for Random Treasure

Instead of doling out parcels of treasure, many Narrators like to randomly generate wealth or adopt a hybrid random-custom method: randomly generating a hoard and then altering it by swapping out pieces of wealth and magic items appropriate to the story.
To create a random treasure hoard, use the Random Treasure Tables section on pages 178–180. On average, a typical party finds roughly 1 to 3 random treasure hoards per character level. The Narrator decides the location of each treasure. An important adversary, such as a legendary or elite monster, might guard a massive cache which consists of two random treasure hoards.

Using Premade Treasure

Many monter descriptions include an Encounters section listing one or more treasures, broken down by encounter difficulty. Narrators can use one of these treasures as it stands or modify it to better fit a campaign. When using premade treasure, it’s important to remember that not every encounter gives out treasure! As with random treasure, the average party finds 1 to 3 treasures per level, and additional encounters might yield no treasure or only incidental treasure (see below).

Varying Treasure

Whenever considering treasure, the Narrator should customize rewards to the needs of the game, the logic of the ongoing story, and the party’s desires.

Customizing Magic Items

Randomly assigned treasure doesn’t take into account the party’s classes or favorite weapon types. Some Narrators like to swap randomly assigned magic items for those that are more useful to their adventurers.

Incidental Treasure

Sometimes the party stumbles into a small amount of wealth that doesn’t constitute a treasure hoard. They might pickpocket a noble, defeat a beast in its lair, or ransack a merchant’s storeroom, but Narrators don’t need to count or keep track of incidental treasure. Grant an incidental treasure whenever it feels appropriate. When in doubt about whether incidental treasure is present (such as after defeating a minor adversary or after searching a room), roll a 1d6. On a roll of 4–6, incidental treasure is found.
To randomly determine incidental treasure, generate a treasure with a Challenge Rating of the party’s average level – 1d6 (minimum 0). A low-level party defeating a bandit sentry is likely to find a handful of silver or gold coins while tier 4 adventurers might win a few hundred platinum in a dice game—in either case, what’s gained is a fairly insignificant amount of money to the party.

High and Low Treasure Campaigns

When using the standard treasure rules, an adventurer finds an average of 6 or so permanent magic items over 20 character levels, along with enough money to buy a seventh, legendary item. Narrators might prefer more frequent treasure rewards and more fabulously wealthy adventurers, or to run a campaign with a lower level of magic or even no magic items at all.
Narrators that consistently grant more than double the amount of treasures per level (say, one treasure hoard per character per level) should raise the difficulty of combat encounters and exploration challenges. A well-equipped party of mid-level or higher can easily handle a steady diet of hard encounters, and probably has enough tricks to consistently succeed on medium and hard ability checks. Raise the level of challenge by including more deadly combats and more difficult obstacles to overcome, as well as encounter elements (pages 48–52).
When running a low-treasure campaign with few magic items, Narrators can expect a combat that’s rated medium to provide a stiff challenge. A combat that’s rated as a hard challenge may offer significant peril. Magic-poor adventurers don’t have as many ways to escape the consequences of failure (extra healing, teleportation, and so on), and the Narrator should design challenges with the awareness that failure is a real possibility.

Treasure for Large and Small Groups

The above random and pre-computed treasure guidelines assume a party consisting of 4 or 5 adventurers. Smaller parties won’t find enough treasure using these guidelines, and large parties will find too many high-level magic items. Use the following modifications to give small parties fewer but richer treasure hoards and large parties more but poorer treasure hoards.
Crafting Unique Treasure Rewards. No changes are necessary to the way treasure is given or crafted, making it a great choice for unusually large or small groups. Just grant the desired amount of treasure per party member.
Rolling for Random Treasure. For small parties of 2 or 3 adventurers, the PCs only find an average of 1 random treasure hoard per level. To generate each hoard, after determining the Challenge Rating of a combat encounter or quest, use the treasure table one band higher. For example, if a treasure’s Challenge Rating is 6 (the Treasure for Challenge Ratings 5–10 table), instead use the Treasure for Challenge Ratings 11–6 table.
For large parties (6 or more adventurers), roll on a random treasure table 3 or 4 times per level (perhaps combining two or three treasure rolls into a single monster’s hoard or quest reward). For each roll on the treasure table, after determining the Challenge Rating of a combat encounter or quest, use the treasure table one band lower. For example, if a treasure’s Challenge Rating is 6 (Treasure for Challenge Ratings 5–10 table), Treasure for Challenge Ratings 3–4 table.
Using Premade Treasure. Narrators can apply the same rules as for generating random treasure when using premade treasure suggestions. Small groups find around 1 hoard per level, using the treasure for the next hardest encounter, while large groups find 3 or more hoards, each of which uses treasure from the next easiest encounter. If there is no harder or easier encounter, or when using a published adventure module, instead double (for small groups) or halve (for large groups) the number of coins, gems, and valuables they find.

Random Treasure Tables

The following tables allow Narrators to generate an appropriate treasure for a combat or noncombat challenge. There are nine tables, each with a reward for encounters of different challenge ratings.
Some treasure hoards are won by defeating monsters in battle. To randomly determine the treasure belonging to enemy combatants, total the Challenge Ratings of all the combatants to get the treasure’s Challenge Rating.
Other treasures are discovered through exploration, given as a reward, or otherwise earned through noncombat encounters. Quests like these can be assigned a Challenge Rating just as combat encounters can. A simple task or a small treasure has a Challenge Rating equal to the party’s average character level. A difficult or rewarding quest can have a Challenge Rating up to twice the party’s average character level.
Once a treasure’s Challenge Rating has been determined, find the matching Random Treasure Table and roll a d20 three times: once for coins, once for other wealth, and once for magic items. Each price category of gem and valuable (such as ‘10 gp gem’ or ‘25 gp valuable’) has its own subtable, as does each of the random magic item tables, numbered from 1 to 10.

TABLE: AVERAGE TREASURE VALUES

CHALLENGE RATING AVERAGE VALUE
0 30 gp
1–2 100 gp
3–4 300 gp
5–10 1,000 gp
11–16 3,000 gp
17–22 10,000 gp
23–30 30,000 gp
31–40 100,000 gp
41+ 300,000 gp

TABLE: TREASURE FOR CHALLENGE RATING 0

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–5 35 (1d6 × 10) cp 1–17 1–18
6–10 130 (2d12 × 10) sp 18 10 gp gem 19 1d4 rolls on Table: Magic Items #1
11–15 21 (2d20) gp 19–20 25 gp valuable 20 Table: Magic Items #4
16–20 70 (2d6 × 10) gp

TABLE: TREASURE FOR CHALLENGE RATINGS 1–2

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–5 900 (2d8 × 100) cp, 450 (1d8 × 100) sp 1–10 1–8
6–10 700 (2d6 × 100) sp 11–15 2 (1d4) 10 gp gems 9–12 1d6 rolls on Table: Magic Items #1
11–15 250 (1d4 × 100) sp, 70 (2d6 × 10) gp 16–20 25 gp valuable 13–18 2 rolls on Table: Magic Items #2, 1d2 rolls on Table: Magic Items #4
16–20 130 (2d12 × 10) gp 19 1d4 rolls on Table: Magic Items #5
20 1d4 rolls on Table: Magic Items #6

TABLE: TREASURE FOR CHALLENGE RATINGS 3–4

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–4 4,500 (1d8 × 1000) cp, 1,100 (2d10 × 100) sp 1–4 1–8
5–8 700 (2d6 × 100) sp, 350 (1d6 × 100) ep 5–8 25 gp valuable 9–12 1d6 rolls on Table: Magic Items #2
9–12 350 (1d6 × 100) sp, 210 (2d20 × 10) gp 9–12 50 gp gem 13–18 2 rolls on Table: Magic Items #1, 1d2 rolls on Table: Magic Items #4
13–16 250 (1d4 × 100) gp 13–16 2 (1d4) 25 gp valuables 19 1d4 rolls on Table: Magic Items #5
17–20 350 (1d6 × 100) gp 17–20 75 gp valuable, 2 (1d4) 10 gp gems 20 1d4 rolls on Table: Magic Items #6

TABLE: TREASURE FOR CHALLENGE RATINGS 5–10

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–4 3,500 (1d6 × 1000) sp 1–4 1–8
5–8 1,350 (3d8 × 10) sp, 450 (1d8 x 10) gp 5–8 75 gp valuable 9–12 1d6 rolls on Table: Magic Items #1
9–12 700 (2d6 × 100) gp 9–12 4 (1d8) 50 gp gems 13–18 2 rolls on Table: Magic Items #2, 1d2 rolls on Table: Magic Items #5
13–16 700 (2d6 × 100) gp, 35 (1d6 × 10) pp 13–16 250 gp valuable 19 1d4 rolls on Table: Magic Items #4
17–20 130 (2d12 × 10) pp 17–20 3 (1d6) 100 gp gems 20 1d4 rolls on Table: Magic Items #7

TABLE: TREASURE FOR CHALLENGE RATINGS 11–16

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–4 5,500 (1d10 × 1000) sp, 550 (1d10 × 100) gp 1–4 4 (1d8) 100 gp gems 1–7
5–8 1,650 (3d10 × 100) gp 5–8 750 gp valuable 8–12 1d6 rolls on Table: Magic Items #1
9–12 700 (2d6 × 100) ep, 165 (3d10 × 10) pp 9–12 1,000 gp gem 13–18 2 rolls on Table: Magic Items #2, 1d2 rolls on Table: Magic Items #6
13–16 550 (1d10 × 100) gp, 195 (3d12 × 10) pp 13–16 4 (1d8) 250 gp valuables 19 1d4 rolls on Table: Magic Items #5
17–20 275 (5d10 × 10) pp 17–20 3 (1d6) 500 gp gems 20 1d4 rolls on Table: Magic Items #7

TABLE: TREASURE FOR CHALLENGE RATINGS 17–22

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–4 3,500 (1d6 × 1,000) gp 1–4 3 (1d6) 500 gp gems 1–7
5–8 5,000 (2d4 × 1,000) gp 5–8 2 (1d4) 750 gp valuables 8–12 1d6 rolls on Table: Magic Items #1
9–12 2,500 (1d4 × 1,000) gp, 500 (2d4 × 100) pp 9–12 2 (1d4) 1,000 gp gems 13–18 2 rolls on Table: Magic Items #2, 1d2 rolls on Table: Magic Items #7
13–16 900 (2d8 × 100) gp, 700 (2d6 × 100) pp 13–16 2,500 gp valuable, 2 (1d4) 500 gp gems 19 1d4 rolls on Table: Magic Items #4
17–20 1,100 (2d10 × 100) pp 17–20 5,000 gp gem 20 1d4 rolls on Table: Magic Items #8

TABLE: TREASURE FOR CHALLENGE RATINGS 23–30

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–4 11,000 (2d10 × 1,000) gp 1–4 5,000 gp gem 1–6
5–8 4,500 (1d8 × 1,000) gp, 900 (2d8 × 100) pp 5–8 2 (1d4) 2,500 gp valuables, 2 (1d4) 500 gp gems 7–11 1d6 rolls on Table: Magic Items #3
9–12 5,500 (1d10 × 1,000) gp, 1,100 (2d10 × 100) pp 9–12 7,500 gp valuables, 2 (1d4) 1,000 gp gems 12–18 2 rolls on Table: Magic Items #2, 1d2 rolls on Table: Magic Items #8
13–16 2,500 (1d4 × 1,000) pp 13–16 2 (1d4) 5,000 gp gems 19 1d4 rolls on Table: Magic Items #4
17–20 11,000 (2d10 × 1,000) gp, 2,500 (1d4 × 1,000) pp 17–20 3 (1d6) 2,500 gp valuables, 6 (1d12) 1,000 gp gems 20 1d4 rolls on Table: Magic Items #9

TABLE: TREASURE FOR CHALLENGE RATINGS 31–40

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–4 35,000 (1d6 × 10,000) gp 1–4 4 (1d8) 5,000 gp gems 1–6
5–8 25,000 (1d4 × 10,000) gp, 2,500 (1d4 × 1,000) pp 5–8 3 (1d6) 7,500 gp valuables 7–11 1d6 rolls on Table: Magic Items #3
9–12 5,000 (2d4 × 1,000) gp, 5,000 (2d4 × 1,000) pp 9–12 3 (1d6) 7,500 gp valuables, 2 (1d4) 5,000 gp gems 12–18 2 rolls on Table: Magic Items #3, 1d2 rolls on Table: Magic Items #10
13–16 25,000 (1d4 × 10,000) gp, 5,000 (2d4 × 1,000) pp 13–16 3 (1d6) 7,500 gp valuables, 5 (1d10) 5,000 gp gems 19–20 1d4 rolls on Table: Magic Items #9
17–20 9,000 (2d8 × 1,000) pp 17–20 4 (1d8) 7,500 gp valuables, 6 (1d12) 5,000 gp gems

TABLE: TREASURE FOR CHALLENGE RATINGS 41+

D20 COINS D20 OTHER WEALTH D20 MAGIC ITEMS
1–4 100,000 (3d6 × 10,000) gp 1–4 13 (3d8) 5,000 gp gems 1–5
5–8 70,000 (2d6 × 10,000) gp, 7,000 (2d6 × 1,000) pp 5–8 10 (3d6) 7,500gp valuables 6–10 1d6 rolls on Table: Magic Items #3
9–12 16,000 (3d10 × 1,000) gp, 16,000 (3d10 × 1,000) pp 9–12 10 (3d6) 7,500 gp valuables, 7 (2d6) 5,000 gp gems 11–17 2 rolls on Table: Magic Items #3, 1d2 rolls on Table: Magic Items #10
13–16 70,000 (2d6 × 10,000) gp, 16,000 (3d10 × 1,000) pp 13–16 10 (3d6) 7,500 gp valuables, 16 (3d10) 5,000 gp gems 18–20 1d4 rolls on Table: Magic Items #10
17–20 27,000 (6d8 × 1,000) pp 17–20 13 (3d8) 7,500 gp valuables, 19 (3d12) 5,000 gp gems

Coins

Caches of coins are found in denominations of pp (platinum), gp (gold), ep (electrum), sp (silver), and cp (copper). Fifty of any denomination of coins weigh 1 pound. A stack of 2,000 coins weighs 40 pounds and is considered to be one bulky item for the purposes of carrying capacity.
Each ‘coins’ result on the treasure table lists the average number of coins found, and then in parentheses lists the dice expression used to generate a random number of coins. For instance, a result of ‘700 (2d6 × 100) sp’ indicates that 700 silver pieces, or 2d6 × 100 silver pieces, are found.

Other Wealth

Treasures can contain non-monetary wealth: gems and valuables. ‘Valuables’ is a catch-all term for jewelry, works of art and craft, and other costly but nonmagical objects.

Gems

Use the following tables to determine the specific types of gemstones found in a treasure. Most often, caches of gemstones contain only one or two types of gems. Large, flawless, or unusually colored gems might be worth as much as ten times the usual price for their type.

Rare Spells as Treasure

Whenever adventurers find a spell scroll, there’s a 50% chance they discover a rare version of a spell. During the course of adventuring from 1st to 20th level, the average party should find around 1 rare spell scroll per spellcaster.

TABLE: 10 GOLD GEMSTONES

D6 GEMSTONE DESCRIPTION
1 Agate Usually translucent green, brown, and yellow (fire agate is iridescent)
2 Lapis lazuli Deep blue, sometimes flecked with gold
3 Malachite Opaque, mottled green, often found in copper deposits
4 Obsidian Opaque black, produced from lava
5 Quartz Usually clear or subtly colored and transparent (rose quartz is light pink)
6 Turquoise Opaque, blue-green

TABLE: 50 GOLD GEMSTONES

D6 GEMSTONE DESCRIPTION
1 Bloodstone Opaque, dark green stone with blood-red spots
2 Carnelian Opaque orange, red, or brown
3 Citrine Transparent yellow or orange
4 Jasper Opaque, sometimes banded, often green or brown
5 Moonstone Translucent bluish-white
6 Onyx Opaque black or white

TABLE: 100 GOLD GEMSTONES

D8 GEMSTONE DESCRIPTION
1 Amber Translucent yellow-orange, made of fossilized tree resin
2 Amethyst Transparent purple
3 Coral Opaque red, made of polished sea coral
4 Garnet Usually transparent red, but other colors are possible
5 Jade Translucent green
6 Jet Opaque black, made of fossilized wood
7 Pearl Opaque white, or very rarely black, produced by oysters and similar creatures
8 Tourmaline Transparent, nearly any color

TABLE: 500 GOLD GEMSTONES

D4 GEMSTONE DESCRIPTION
1 Aquamarine Transparent pale blue
2 Peridot Transparent green or olive
3 Spinel Transparent red, blue, purple, or pink
4 Topaz Transparent, any color but most often yellow to red

TABLE: 1,000 GOLD GEMSTONES

D6 GEMSTONE DESCRIPTION
1–2 Opal Transparent, iridescent, many colors including white, black, blue, red, and green
3–4 Sapphire Transparent and usually blue, but can be green, pink, yellow, or purple (star sapphires have white star-shaped inclusions)
5–6 Emerald Transparent green

TABLE: 5,000 GOLD GEMSTONES

D6 GEMSTONE DESCRIPTION
1–2 Diamond Transparent and clear (the most prized diamonds have no visible inclusions or flaws)
3–4 Jacinth Transparent red-orange
5–6 Ruby Transparent red (star rubies have white star-shaped inclusions)

Valuables

Valuables include jewelry, equipment, art, and other objects, and can come in nearly limitless varieties. Each of the following tables contains some examples. Of all forms of treasure, valuables are the most useful for showing the characteristics and history of a treasure hoard or its owner. These may include items that point the way to further adventures, like letters and treasure maps.

TABLE: 25 GOLD VALUABLES

D12 VALUABLES EXAMPLES
1 Arms and armor Rapier or shortbow
2 Artwork Competent portrait or tavern sign
3 Bracelet Bronze torque or silver bangle
4 Clothing Fine fur-trimmed cloak or floppy feathered hat
5 Earrings Silver and malachite pendants or tiny gold skulls
6 Equipment A dulcimer or navigator’s tools
7 Useful object Copper pot, silver hatpin, or nonmagical crystal ball
8 Ring Copper and garnet ring or plain gold band
9 Statuary Painted wooden knight or stone elephant statuette
10 Trade goods Bolt of cloth or 7 pounds of cloves
11 Vial of liquid Acid or holy water
12 Writing Ordinary book or local map

TABLE: 75 GOLD VALUABLES

d12 VALUABLES EXAMPLES
1 Ring Gold band set with a moonstone or lion-headed gold ring
2 Bracelet Electrum chain or silver and obsidian band
3 Earrings Chalcedony pendants or small gold or silver studs
4 Necklace Gold locket or thick silver chain
5 Clothing Stylish cap or gloves
6 Statuary Marble figurine or pair of bronze dragon bookends
7 Artwork Watercolors or worn tapestry of rare plants
8 Trade goods 5 pounds of saffron or fifteen 1-pound silver bars
9 Arms and armor Concealable boot dagger or silver-hilted longsword
10 Useful object Gold-framed mirror, silver and quartz chalice, or silver snuff box
11 Writing Bestiary or map of a distant land
12 Vial of liquid Antitoxin or medicinal salve

TABLE: 250 GOLD VALUABLES

D12 VALUABLES EXAMPLES
1 Ring Mithral band or pearl solitaire
2 Bracelet Gold armlet or silver and pearl bracelet
3 Earrings Gold hoops or pearl pendants
4 Necklace Dragontooth necklace or fine gold chain hung with gold leaves
5 Clothing Pointy-toed shoes or a stylish silk doublet
6 Statuary Marble bust or small silver idol
7 Artwork Excellent portrait of a famous person or fine tapestry
8 Trade goods 5 pinches of diamond dust or five 1-pound gold bars
9 Arms and armor Gold-hilted sword or silver helmet
10 Useful object Set of gold buttons, silver ewer, or silver jewelry box
11 Writing Rare book or treasure map which leads to the discovery of a rare spell of at least 2nd-level
12 Vial of liquid Faerie dragon euphoria gas (acts as the breath weapon if inhaled) or shadow elf poison (200 gp)

TABLE: 750 GOLD VALUABLES

D12 VALUABLES EXAMPLES
1 Ring Black pearl nose ring or peridot ring carved with a family crest
2 Bracelet Gold bangle or platinum chain
3 Earrings Dangling platinum earrings or white and black pearl pendants
4 Necklace Coral bead necklace or thick gold chain
5 Regalia Gold tiara or silver scepter
6 Clothing Gold-buckled belt or high fashion hat
7 Statuary Gold idol or jade statuette
8 Artwork Gold-threaded tapestry or masterpiece painting
9 Trade goods Bolt of fine silk or 1-pound mithral bar
10 Arms and armor Gold-handled sword stick (acts as rapier) or half plate
11 Useful object Gold ewer, gold harp, or gold incense burner
12 Vial of liquid Two doses oil of taggit (400 gp each) or pale tincture (650 gp)

TABLE: 2,500 GOLD VALUABLES

D10 VALUABLES EXAMPLES
1 Ring Gold band set with a single emerald or with a dozen tiny opals
2 Earrings Blue or yellow sapphire earrings
3 Necklace Ruby pendant or string of pearls
4 Clothing Royal dress or robe
5 Statuary Figurine carved from emerald or gold idol
6 Useful object Gem-studded gold goblet, gold jewelry box, or fine mithral-inlaid lute
7 Regalia Platinum orb or silver and topaz crown
8 Vial of liquid Purple worm poison (2,000 gp) or two doses of wyvern poison (1,250 gp each)
9 Writing Undiscovered masterpiece play or deed to a fort
10 Arms and armor Ceremonial gold-etched full plate or royal greatsword with gem-studded hilt

TABLE: 7,500 GOLD VALUABLES

D8 VALUABLES EXAMPLES
1 Ring Diamond solitaire or ruby and platinum ring
2 Earrings Diamond studs or platinum and black sapphire earrings
3 Necklace Flawless jacinth pendant or string of black pearls
4 Statuary Life-sized silver statue or platinum statuette
5 Useful object Bloodstone and jade chess set, gold and ruby warhorn, or gold bejeweled ewer
6 Regalia Gemmed gold crown or gold scepter
7 Writing Full royal pardon for one unspecified crime or legendary tome of magical theory which leads to the discovery of a rare spell of at least 5th-level
8 Trade goods 8-pound adamantine meteorite or ore of some exotic metal from a different plane (examples: cloudsilver, efreeti brass, glassteel)

TABLE: 25,000 GOLD VALUABLES

D6 VALUABLES EXAMPLES
1 Necklace Necklace of rubies or diamonds
2 Jewelry Adamantine mask or platinum armlet studded with jacinths
3 Statuary Gold statuette with ruby eyes or life-sized masterpiece bronze statue
4 Regalia Gemmed gold breastplate or mithral crown
5 Useful object Black dragon egg, mithral and gold chest with a masterwork lock, or portable door which opens to a permanent demiplane
6 Writing Bank note for 25,000 gp from a bank in a major city, map that leads to a fabled treasure, mythical city, or the discover of a rare spell of at least 8th-level

Magic Item Tables

When generating treasure hoards, use the following tables to randomly choose a magic item. The items in these tables are described in Chapter 8: Enchanted Gear. The Narrator can customize magical treasure by choosing items instead of rolling randomly or by using items from other sources. An adventure—whether published or invented by the Narrator—may also feature unique magic items like a +1 weapon with a power related to the events of the adventure, or mysterious magical objects with which the adventurers can interact.
Expendable Magic Items. The first three magic item tables consist of expendable items like potions and scrolls, with Table: Magic Items #1 most suitable for beginning adventurers, Table: Magic Items #2 for mid-level parties, and Table: Magic Items #3 for high-level PCs.
Enchanted Trinkets. Table: Magic Items #4 consists of magical trinkets, which are minor items which can be given freely to characters without upsetting game balance.
Permanent Magic Items. Table: Magic Items #5–#10 are composed of successively more powerful permanent items. Items on Table: Magic Items #5 are appropriate for 1st level adventurers, while items on Table: Magic Items #10 are most often earned only with great difficulty by the highest-level characters.
When a roll on a treasure table calls for 3 or more expendable items, the items are often of the same type. For example, a result of 3 items on Table: Magic Items #1 might be 3 potions of healing or 3 spell scrolls which each contain a different spell.
Note that magic items marked with a C are cursed.

TABLE: MAGIC ITEMS #1

D100 MAGIC ITEM
1–10 +1 ammunition
11–12 Dust of disappearance
13–14 Dust of dryness
15–16 Dust of sneezing and choking
17–20 Elemental gem
21–22 Fizzy lifter
23–24 Oil of slipperiness
25–26 Philter of love
27–28 Potion of animal friendship
29–30 Potion of climbing
31–32 Potion of giant strength (hill giant)
33–34 Potion of growth
35–63 Potion of healing
64–65 Potion of poison
66–67 Potion of resistance
68–69 Potion of water breathing
70–71 Pumpkin bomb
72–75 Restorative ointment
76–77 Skull liqueur
78–82 Spell scroll (cantrip)
83–87 Spell scroll (1st-level)
88–92 Spell scroll (2nd-level)
93–97 Spell scroll (3rd-level)
98–100 Vial of beauty

TABLE: MAGIC ITEMS #2

D100 MAGIC ITEM
1–10 +2 ammunition
11–12 Bag of beans
13–14 Chime of opening
15–24 Feather token
25–26 Necklace of fireballs
27–28 Oil of etherealness
29–30 Potion of clairvoyance
31–32 Potion of diminution
33–34 Potion of gaseous form
35–36 Potion of giant strength (frost giant)
37–38 Potion of giant strength (stone giant)
39–58 Potion of greater healing
59–60 Potion of heroism
61–70 Potion of mind reading
71–85 Potion of superior healing
86–90 Spell scroll (4th-level)
91–95 Spell scroll (5th-level)
96–100 Spell scroll (6th-level)

TABLE: MAGIC ITEMS #3

D100 MAGIC ITEM
1–10 +3 ammunition
11–15 Arrow of slaying
16–18 Bead of force
19–22 Candle of invocation
23–25 Liquid luck
26–28 Marvelous pigments
29–32 Oil of sharpness
33–36 Potion of flying
37–40 Potion of giant strength (cloud)
41–44 Potion of giant strength (storm)
44–48 Potion of invisibility
49–52 Potion of speed
53–77 Potion of supreme healing
78–81 Sovereign glue
82–86 Spell scroll (7th-level)
87–91 Spell scroll (8th-level)
92–96 Spell scroll (9th-level)
97–100 Universal solvent

TABLE: MAGIC ITEMS #4

D100 MAGIC ITEM
1 Aerodite the Autumn Queen’s true name
2 Alliance rings
3 Amber wings
4 Amulet of the pleasing bouquet
5 Anthology of Enhanced Radiance
6 Archaic creedC
7 Atlas to libation
8 Badge of seasons
9 Bag of cheese
10 Barbed devil’s bracelet
11 Barrow bread
12 Birdsong whistle
13 Blackbird pie
14 Borrower’s bookmarkC
15 Box of bees
16 Bubble wand
17 Cage of folly
18 Candle of the surreptitious scholar
19 Charcoal stick of aversion
20 Clockwork calendar
21 Compendium of many colors
22 Confidante’s journal
23 Contract of indentured service
24 Culdarath the Ninth Ring’s true name
25 Draconic dioramaC
26 Dreamscrying bowl
27 Enchanted music sheet
28 Essay on efficient armor management
29 Ever-shifting map
30 Explorer’s chalk
31 Faerie love letter
32 Family scrapbook
33 Fathomer’s ring
34 Finder gremlin
35 Fizzy rocks
36 Flask of inebriation
37 Focusing eye
38 Friendly joybuzzer
39 Gallow hand
40 Glass ring
41 Glasses of rodentius
42 Gossip earring
43 Hat of grand entrances
44 Humour realignment transfiguration
45 Hungry quasit
46 Inkpot of the thrifty apprentice
47 Inspiring pahu
48 Ivory knights
49 Jade tiger
50 Jarred brain
51 Legerdemain gloves
52 Library scar
53 Listening quills
54 Lockpicks of memory
55 Lucky halfling foot
56 Marble of direction
57 Maternal cameo
58 Message whistle
59 Meteorological map
60 Midnight pearls
61 Mourning medallion
62 Mug of warming
63 Oil of cosmetic enhancement
64 Opera-goer’s guise
65 Organizer gremlin
66 Paramour’s daisy
67 Perdita Ravenwing’s true name
68 Perfect disguise
69 Perfume vile
70 Plague doctor’s mask
71 Preserved imp’s head
72 Prismatic gown
73 Protean needlepoint
74 Quick canoe paddle
75 Sack of sacks
76 Satyr boots
77 Scrap of forbidden textC
78 Seafarer’s quill
79 Second-light lantern
80 Security gremlin
81 Seven-sided coin
82 Shoulder dragon brooch
83 Sinner’s ashes
84 Skeleton key
85 Snake-eye bones
86 Stick awl
87 Tailored suit of armor
88 That Which Spies From Infinity’s true name
89 Timekeeper gremlin
90 Tome of the Endless Tale
91 Tome of Triumphant Tavern Keeping
92 Tools of the hidden hand
93 True weight gloves
94 Unliving runeC
95 Wand of cobwebs
96 Wand of the scribe
97 Waystone
98 Wig of styling
99 Wood woad amulet
100 Zlick’s message cushion

TABLE: MAGIC ITEMS #5

D100 MAGIC ITEM
1 Air charmC
2–15 Bag of holding
16 Bag of tricks (blue)
17 Bag of tricks (gray)
18 Bag of tricks (green)
19 Bag of tricks (rust)
20 Bag of tricks (tan)
21 Bead of tracking
22 Book of storing
23–25 Boots of elvenkind
26 Boots of striding and springing
27 Boots of the winterlands
28 Bottle of fizz
29 Box of party tricks
30 Bracers of archery
31–33 +1 breastplate
34 Brooch of shielding
35 Cantrip wand
36–38 +1 chain shirt
39 Circlet of blasting
40 Cloak of the manta ray
41 +1 cloth brigandine
42 Cunning tools
43 Decanter of endless water
44 Describing gremlins
45 Efficient quiver
46 Eversmoking bottle
47 Eyes of charming
48 Eyes of minute seeing
49 Eyes of the eagle
50–52 Gauntlets of ogre power
53 Glamoured padded leather
54 Glove of swift return
55 Gloves of missile snaring
56 Gloves of swimming and climbing
57 Gremlin translator
58 Guide to Respecting Social Mores
59–61 Hat of disguise
62 +1 hauberk
63 Helm of comprehending languages
64 +1 hide
65 Ice riders
66 Immovable rod
67 Ironweed rope (50 feet)
68 +1 leather brigandine
69 Luminescent gum
70 Magic mirror (pocket)
71 Medallion of thoughts
72 Message stones
73 Necklace of adaptation
74 +1 padded cloth
75 +1 padded leather
76–78 Pearl of power
79 Periapt of health
80 Periapt of wound closure
81 Pipes of the sewers
82 Portraiture gremlin
83 Quiver of the hunt
84 Ring of jumping
85 Ring of swimming
86 Robe of useful items
87–88 +1 scale mail
89 Spindle of spinning
90 Stone of good luck (luckstone)
91 Vicious weapon
92 Wand of magic detection
93 Wand of secrets
94–99 Wand of the war mage +1
100 Wind fan

TABLE: MAGIC ITEMS #6

D100 MAGIC ITEM
1–9 Armor of resistance
10 Berserker axeC
11 Boots of levitation
12–13 +2 chain shirt
14–17 Cloak of elvenkind
18–22 Cloak of protection
23 +2 cloth brigandine
24 Death’s essence pendant
25 Deck of illusions
26 Earth charmC
27 Elemental quiver
28 Figurine of shared affliction
29 Figurine of wondrous power (silver raven)
30 Fire charmC
31 Gem of brightness
32 Goggles of night
33–34 Headband of intellect
35 Helm of telepathy
36 +2 hide
37 Horn of valhalla (silver)
38 Instrument of irresistible symphonies
39 Ioun stone (protection)
40 Ioun stone (reserve)
41 Ioun stone (sustenance)
42 Iron bands of binding
43–45 Javelin of lightning
46 +2 padded cloth
47 Periapt of proof against poison
48 Pipes of haunting
49 Ring of mind shielding
50–54 Ring of protection
55–57 Ring of resistance
58 Ring of warmth
59 Ring of water walking
60 Rope of climbing
61 Seeds of necessity
62–67 +1 shield
68 Slippers of spider climbing
69 Spellcasting symphony (harp of harmony)
70 Spirit lantern
71–72 Staff of the python
73 Trident of fish command
74 Wand of elocution
75 Wand of erudition
76–78 Wand of magic missiles
79 Water charmC
80–100 +1 weapon

TABLE: MAGIC ITEMS #7

D100 MAGIC ITEM
1 Armor of vulnerabilityC
2 Assassin’s ring
3 Assembling armor
4–5 Belt of hill giant strength
6–8 Boots of speed
9 Bowl of commanding water elementals
10 Bracers of defense
11 Brazier of commanding fire elementals
12–13 +2 breastplate
14 Broom of flying
15–17 Cape of the mountebank
18 Censer of controlling air elementals
19 +3 chain shirt
20 +3 cloth brigandine
21 Cord of spirit stealing
22 Dagger of venom
23 Devil’s eye ring
24 Dimensional shackles
25 Fellow candlestick
26 Gauntlets of summer
27–28 +1 half plate
29–38 Handy haversack
39 +2 hauberk
40 +3 hide
41 Lantern of revealing
42 +2 leather brigandine
43 Magic mirror (handheld)
44 Necklace of prayer beads
45 Orb of chaotic assault
46 Orb of the dragon breaker
47 Osseous plate
48 Osseous warhammer
49 +3 padded cloth
50 +2 padded leather
51 Poisoner’s almanac
52 Quiver of the endless hunt
53 Ring of animal influence
54 Ring of evasion
55 Ring of feather falling
56 Ring of free action
57 Ring of x-ray vision
58 Robe of eyes
59 Rope of entanglement
60 Rose of the enchantress
61 +2 scale mail
62–64 Schooled weapon
65 Sea witch’s amulet
66 Spellcasting symphony (defending drum)
67 +1 splint
68 Survivor’s cloak
69 Sword of life stealing
70 Wand of enemy detection
71 Wand of paralysis
72–76 Wand of the war mage +2
77–79 Wand of web
80–98 +2 weapon
99 Winged boots
100 Wings of flying

TABLE: MAGIC ITEMS #8

D100 MAGIC ITEM
1 Aegis of the eternal moon
2 Amulet of health
3 Amulet of proof against detection and location
4 Angel eyes
5–6 Animated shield
7 Arrow-catching shield
8 Belt of dwarvenkind
9 Cloak of displacement
10 Cloak of the bat
11 Cloak of the shadowcaster
12 Cube of force
13 Demon armorC
14 Echo force
15–16 Elven chain
17 Figurine of wondrous power (bronze griffin)
18 Figurine of wondrous power (ebony fly)
19 Figurine of wondrous power (golden lions)
20 Figurine of wondrous power (ivory goats)
21 Figurine of wondrous power (marble elephant)
22 Figurine of wondrous power (onyx dog)
23 Figurine of wondrous power (serpentine owl)
24–26 Flame tongue
27 Flicker dagger
28 Folding boat
29–30 +1 full plate
31 Gem of seeing
32–34 Giant slayer
35 +3 hauberk
36 Horn of blasting
37 Horn of valhalla (brass)
38 Horseshoes of speed
39 Impossible cube
40 Mace of disruption
41 Mace of smiting
42 Mace of terror
43 Madam yolanda’s prison
44 Mantle of spell resistance
45 Mask of the white stag
46 Necklace of hungerC
47–49 Oathbow
50–61 Portable hole
62 Pouch of emergency healing
63 Red cloak of riding
64–66 Ring of spell storing
67 Rod of rulership
68–70 Scimitar of speed
71–76 +2 shield
77 Shield of missile attractionC
78 Spellcasting symphony (triangle of terror)
79 +2 splint
80 Staff of charming
81 Staff of gravity bending
82 Staff of healing
83 Staff of swarming insects
84 Staff of the web-tender
85 Staff of the woodlands
86 Staff of withering
87 Steelsilk mantle
88 Stone of controlling earth elementals
89–91 Sun blade
92 Sword of wounding
93 Wand of binding
94 Wand of fear
95–97 Wand of fireballs
98–99 Wand of lightning bolts
100 Wand of wonder

TABLE: MAGIC ITEMS #9

D100 MAGIC ITEM
1 Absurdist web
2 Bag of devouring
3 Belt of fire giant strength
4–5 Belt of frost or stone giant strength
6 +3 breastplate
7 Carpet of flying (3 ft. × 5 ft.)
8 Carpet of flying (4 ft. × 6 ft.)
9 Celestial aegis
10 Cloak of arachnida
11 Dancing sword
12–14 Dragon scale mail
15–17 Dragon slayer
18 Dwarven plate
19 +1 dwarven plate (stone)
20 Dwarven thrower
21 Efreeti bottle
22 +3 elven breastplate (mithral)
23 +1 elven plate (mithral)
24 +2 elven plate (mithral)
25 Emperor’s blade
26 Figurine of wondrous power (obsidian steed)
27–29 Frost brand
30 Frost giant’s plate
31 +2 full plate
32 Ghost metal axe
33 Goblin mask
34 +2 half plate
35 +3 half plate
36 Hopeful slippers
37 Horn of valhalla (bronze)
38 Horseshoes of a zephyr
39 Infernal carapace
40 Instant fortress
41 Ioun stone (absorption)
42 Ioun stone (agility)
43 Ioun stone (awareness)
44 Ioun stone (greater absorption)
45 Ioun stone (insight)
46 Ioun stone (intellect)
47 Ioun stone (leadership)
48 Ioun stone (strength)
49 +3 leather brigandine
50 Magic mirror (wall)
51 Manual of Bodily Health
52 Manual of Gainful Exercise
53 Manual of Guardians
54 Manual of Quickness of Action
55 Mirror of life trapping
56 Nine lives stealer
57 Obsidian butterfly knife
58 +3 padded leather
59 Ring of shooting stars
60–63 Ring of telekinesis
64 Ring of the ram
65 Robe of scintillating colors
66 Rod of alertness
67 +3 scale mail
68 Sonic staff
69 Spellcasting symphony (flute of the wind)
70 Spellguard shield
71 +3 splint
72 Staff of fire
73 Staff of frost
74 Staff of striking
75 Staff of thunder and lightning
76–77 Sword of sharpness
78 Tyrant’s teeth
79 Vekeshi blade
80 Wand of polymorph
81–84 Wand of the war mage +3
85– 100 +3 weapon

TABLE: MAGIC ITEMS #10

D100 MAGIC ITEM
1 Amulet of the planes
2 Apparatus of the crab
3 Armor of invulnerability
4 Belt of cloud giant strength
5 Belt of storm giant strength
6 Carpet of flying (5 × 7 ft.)
7 Carpet of flying (6 × 9 ft.)
8–12 Crystal ball
13 Cubic gate
14 Deck of many things
15–16 Defender
17 Dragonslaying lance
18–19 +2 dwarven plate (stone)
20 +3 dwarven plate (stone)
21 +3 elven plate (mithral)
22 Excalibur
23 Excalibur’s scabbard
24 Eye of elsewhere
25 Grappling gun
26–27 +3 full plate
28–29 Hammer of thunderbolts
30 Harvest
31 Helm of brilliance (half charged)
32 Helm of brilliance (fully charged)
33 Helm of teleportation
34–36 Holy avenger
37 Horn of valhalla (iron)
38 How to Make Fiends and Influence People
39 Ioun stone (fortitude)
40 Ioun stone (mastery)
41 Ioun stone (regeneration)
42 Iron flask
43 Long fang of the moon
44–45 Luck blade
46 Mindrazor
47 Mirror shield
48 Orb of elsewhere
49 Plate armor of etherealness
50 Ring of djinni summoning
51 Ring of elemental command (air)
52 Ring of elemental command (earth)
53 Ring of elemental command (fire)
54 Ring of elemental command (water)
55–57 Ring of invisibility
58–59 Ring of regeneration
60 Ring of spell turning
61–62 Ring of three wishes
63 Robe of stars
64–65 Robe of the archmagi
66–67 Rod of absorption
68 Rod of lordly might
69 Rod of security
70 Scarab of protection
71–75 +3 shield
76 Skrivena MocC
77–78 Spellcasting symphony (lute of legends)
79 Sphere of annihilation
80–82 Staff of power
83–85 Staff of the magi
86 Star heartC
87 Talisman of pure good
88 Talisman of the sphere
89 Talisman of ultimate evil
90 The Traveling Chest
91 Tome of Clear Thought
92 Tome of Leadership and Influence
93 Tome of Understanding
94 Transforming cloak (gnome)
95 Transforming cloak (salamander)
96 Transforming cloak (sylph)
97 Transforming cloak (undine)
98 Vorpal sword
99 Warpblade
100 Well of many worlds

Boons and Discoveries

When the adventurers overcome a great obstacle or are triumphant in the face of a difficult struggle they deserve to be rewarded. Boons and discoveries are a different way for Narrators to reward the party, and although they sometimes result in coin or an enchanted trinket, their greater purpose is to make journeys all the more memorable.
When the party gains a boon or discovery, the Narrator can invent one or roll 1d10 on the following table. Note that not all boons and discoveries are appropriate for all tiers of play, and the Narrator should reroll when a reward is too powerful (for a lower tier party) or insignificant (for higher tier adventurers).

TABLE: BOONS AND DISCOVERIES

D10 BOON
1 Animal: An animal accompanies the adventurers for the rest of this region.
2 Blessing: The adventurers receive divine or local favor.
3 Follower: The adventurers gain a temporary follower who aids them in some way.
4 Herbs and Medicinals: The adventurers find some rare herbs or medicinals.
5 Route: The adventurers discover a shortcut, reducing their journey time by 1 day (to a minimum of 1 day).
6 Secret: The adventurers learn some rare or secret information.
7 Shelter: The adventurers find a cave or other location which can be used as a haven.
8 Supply: The adventurers find Supply equal to 1d4 + 1 Supply per adventurer.
9 Treasure: These discoveries are either coins, valuables, or magic items.
10 Other: Roll on the Unusual Items table (page 203).

Animal

Animals which accompany the adventurers typically do so for as long as they remain in this region. The animal assists in combat, uses its senses and other abilities to aid the adventurers, and if large enough will allow the adventurers to use it as a mount. When bloodied, a boon animal flees.
The Challenge Rating of the animal is based on the region’s tier. Select one animal appropriate to the environment, or one animal per adventurer from a lower tier.
A boon animal does not generally possess intelligence greater than those of a regular animal of its type, but there is a 50% chance that an animal understands basic commands and engages in crude attempts at communication.
Flying animals such as birds are especially good at warning adventurers of impending danger, and additionally grant advantage on ability checks made to avoid being surprised.
The Narrator is encouraged to invent colorful or thematic ways for the animal to be introduced. Some examples follow.

TABLE: BOON ANIMALS

TIER CHALLENGE RATING EXAMPLES
0 0–1/2 Ape, axe beak, baboon, black bear, camel, cat, eagle, wolf
1 1–2 Brown bear, dire wolf, giant eagle, giant spider, hippogriff, lion, raptor, tiger, giant boar, polar bear, giant elk, saber-toothed tiger
2 3–4 Ankylosaurus, griffon, winter wolf, elephant
3 5–6 Mammoth, triceratops
4 7–8 Giant ape, tyrannosaurus rex

Blessing

The gods are pleased with the party’s actions. These boons are sometimes the result of divine favor, or sometimes reflect approval of local communities.

TABLE: BLESSING BOONS

D12 BLESSING
1 The adventurers discover an enchanted spring. When a creature consumes water directly from the spring, for the next hour it gains advantage on Strength checks and doubles its carrying capacity. Water that is bottled or otherwise stored for later retains this blessing for 1 hour.
2 Spirit who wants to give the adventurers a gift. The item appears to be extremely mundane, but has an immense situational benefit (such as an arrow of dragon slaying or waterskin with a secret compartment holding a potion of superior healing).
3 Something the party did not intend frees a trapped spirit or undoes an ancient curse, granting each of them good fortune for 1 week. While an adventurer has good fortune, the next time they roll a natural 1 on a d20 they reroll the die, expending their good fortune.
4 The party witnesses an aurora in the night sky that rejuvenates them, granting the benefits of a long rest after they complete their next short rest.
5 Butterflies follow the party. If an adventurer holds out a finger, a butterfly lands on it and they gain an expertise die on their next saving throw. Once 1d4+1 butterflies have granted this boon the rest disappear.
6 The next time the party uses healing magic the location around them becomes a holy site infused with radiant power. The faithful begin traveling far and wide to rest at this site. Any living creature that spends 24 hours in the area regains 2d4 hit points.
7 One adventurer finds an important trophy or trinket that grants them inspiration (though they lose the keepsake after the inspiration is used).
8 An air elemental impressed by the party lightens their burdens. Each adventurer increases their Speed by 5 feet until the next time they finish a short or long rest.
9 The adventurers find a book filled with stories about their quests and successes. Once per week, a new paragraph appears on its pages and after reading it one PC gains an expertise die on an ability check (whichever member of the party chooses to use it first).
10 One of the adventurers gets bitten by an insect that leaves a wound in a geometric shape which won’t go away. The next time they fail a Wisdom saving throw against a spell, they succeed instead and the bite mark disappears.
11 Clouds of pollen (well known to locals) permanently stain the cuffs and hems of the party’s clothing. The party gains an expertise die on Charisma checks made against people local to the area.
12 Some people that witnessed the adventurers overcome the obstacle tell everyone about it, and for the next month the PCs gain an expertise die on Charisma checks made in this region.

Follower

To randomly flesh out the follower’s heritage, name, and other details, see Social Encounters on page 103. The expertise of the follower is based on the region’s tier (tier 0–1: inexperienced, tier 2–3: seasoned, tier 4: expert). A boon follower typically remains with the party until they leave the current region.

TABLE: BOON FOLLOWERS

D20 FOLLOWER
1 Apothecary
2 Bodyguard
3 Cook
4 Diviner
5 Footpad
6 Healer
7 Interpreter
8 Minstrel
9 Porter
10 Sage
11 Smith
12 Squire
13 Teamster
14 Torchbearer
15 The party meets a traveling trade caravan or circus which journeys with them, sharing their meals in exchange for help on the road and the security offered in numbers.
16 The party gains a fan who asks them for a new story or autograph or souvenir at every turn. This might be a merchant, a young traveler, or just a commoner in a town that gets a lot of foot traffic. While the fan is with them, the adventurers’ Prestige rating is increased by 1 point.
17 The ghost of a fallen traveler finds the party and haunts them, pulling harmless pranks such as blowing off their hats and scaring their pack animals. Despite this, the ghost warns the party of danger and can answer questions about the region.
18 A friendly nature spirit takes a liking to the party and leads them towards safe paths with pleasant smells or other signs or wards them away from danger with bad odors or noises. While in this region, the adventurers gain an expertise die on Survival checks made to find their way.
19 A pixie decides to tag along with the party until it gets bored.
20 A wandering knight travels with the party for a while, regaling them with stories about their heroic deeds.

Herbs and Medicinals

The party discovers a small patch of vegetation that can be harvested and used as an herbal remedy or potion.

TABLE: HERBS AND MEDICINAL DISCOVERIES

D20 DISCOVERY
1 1d4 doses of adderwort which can be prepared to make adderwort roots.*
2 1d6 doses of fairy cap.
3 1d6 doses of ironwood acorn.*
4 1d4 doses of lavender which can be crushed into lavender paste.*
5 10 doses of spiderbulb which can be made into pressed spiderbulb.*
6 1d4 doses of sycamore, the petals of which can be made into a poultice.*
7 1d6 doses of yewclaw which can be prepared to make dried yewclaw bark.*
8 1 dose of antitoxin.*
9 1 rare magewrist flower. When a creature uses a bonus action to inhale the flower’s magical pollen, the next spell it casts within 1 minute increases in range by one step (from self to touch, touch to short, and so on). The spell must have a casting time of 1 action.
10 2d4 flower blossoms with healing properties. A creature can use a bonus action to eat one of the blossoms and regain 1d6 hit points.
11 1 very rare dose of angelus root which can cure any nonmagical disease.*
12 1 dose of moon clovers, which undead cannot come within 10 feet of. Once picked, this plant permanently loses its efficacy in 1 week.
13 A patch of 1d4 saffron lilies. A creature can use a bonus action to eat a saffron lilly and gain resistance to poison damage for one hour.
14 2d4 fireroots. It takes an hour to crush and prepare one of these warm, red roots, but when ingested they provide immunity to the effects of cold weather until the creature has taken a long rest.
15 Leeches sufficient to fill one jar.
16 A mix of rare ingredients which can be combined to make a single dose of laudanum.*
17 Roots which can be pulped to make a medicinal salve.*
18 A rare combination of plants which form a single basic healing potion.*
19 A rare combination of plants which form a single greater healing potion.*
20 A rare combination of plants which form a single superior healing potion.*
*These plants must be prepared before use, which requires 1 hour and a DC 10 Intelligence (Nature) check.

Route

The adventurers discover a shortcut, reducing their journey time by 1 day (to a minimum of 1 day).

TABLE: ROUTE DISCOVERIES

D6 DISCOVERY
1 The stars align showing unique paths when a map is held up to the sky.
2 An animal shows the adventurers a new route.
3 Discarded backpack with a local map, a distant map, and a frontier map. One of these maps depicts the region around the adventurers.
4 Runes or glyphs carved into nearby trees or rocks point out a shortcut.
5 A local tells the adventurers of a better path.
6 Unusual tracks reveal a secret path.

Secret

Something mysterious is revealed to the party.

TABLE: SECRET DISCOVERIES

D12 DISCOVERY
1 The adventurers find a warning of dangers in the area etched into stone or painted on a wooden sign. For the rest of the day the party cannot be surprised by monsters.
2 Half-filled out or outdated map (roll 1d4: on a 1–2 it’s a frontier map, on a 3 it’s a distant map, and on a 4 it’s a local map) that is only useful half of the time. If the map is useful and local, it can be used as a Route result.
3 Wizard’s spellbook containing either four 1st-level spells, a 1st-level spell and 3rd-level spell, two 2nd-level spells, or one 4th-level spell. These spells are chosen by the Narrator.
4 Letter containing a piece of information that would be very valuable in the right hands.
5 Old journal containing scandalous rumors about acquaintances that was written by the current governor of a local town decades ago when she was a young woman.
6 Map case containing an accurate map of an unexplored location (roll 1d4: on a 1–2 it’s a frontier map, on a 3 it’s a distant map, and on a 4 it’s a local map). There is a slit in it as if a knife was driven through it to mark a point. If the map is local, it can be used as a Route result.
7 Someone has carved a prophecy into the bark of a tree.
8 One of the adventurers receives a dream with information about an item, locale, or creature they’ve been seeking.
9 A spirit that has been bound to the area since losing its life there is finally freed and as thanks it answers one question for the party (as the divination spell but with a plain and straightforward response).
10 The adventurers pick up a few basic phrases of the local language if they do not already know it, making it easier for them to communicate simple concepts.
11 The adventurers uncover an ancient stone carving that has a prophecy etched out in an obscure language, and when deciphered it reveals something useful for their current quest.
12 The secret formula to a rare spell etched in the walls of a cave.

Shelter

These discovered shelters can all be used as havens.

TABLE: DISCOVERED SHELTERS

D10 SHELTER
1 A homestead belonging to a married couple of halfling ranchers. They offer to sell common supplies to the party (none of which has a cost greater than 10 gold).
2 A warm, dry cave, safe from the elements and monsters.
3 A massive dead tree with a hollowed-out interior that is comfortable.
4 A tranquil grove protected by a dryad.
5 A sailing vessel that makes for a perfect place to take shelter in.
6 A shortcut that just so happens to go by an inn or trading post.
7 A ruined temple which radiates an aura of comfort and peace.
8 An abandoned cottage or farmhouse. There is no sign of the occupants, who clearly left a long time ago.
9 An old military fort or watchtower built by some conquering army or ancient civilization.
10 A tiny village of fey folk who offer the adventurers a night’s food and rest.

Supply

The adventurers find Supply equal to 1d4 + 1 Supply per adventurer. Roll 1d10 to determine the nature of the Supply.

TABLE: DISCOVERED SUPPLY

D10 SUPPLY
1 A grove of edible mushrooms.
2 A prime fishing spot.
3 Prey dangling from a hunter’s snare.
4 Tracks from either hooves or paws lead to a stream of clear, potable water.
5 A well-tended campsite with food and a friendly note.
6 A berry bush with ripe and very tasty pieces of filling fruit.
7 A smashed wagon.
8 An abandoned hut with a stocked larder.
9 An animal leads the adventurers to a cache of nuts and berries.
10 A friendly adventuring party offers the adventurers a meal at their camp.

Treasure

Roll on the treasure table for a Challenge Rating equal to the CR of the encounter or challenge, or of the average character level (see Treasure on page 176). The table below can be used to describe how the treasure is revealed to the adventurers.

TABLE: DISCOVERED TREASURE

D8 NATURE OF THE DISCOVERY
1 Coins lead to a dropped coin purse or other treasure.
2 Travelers whose lives were made easier by the actions of the adventurers give them treasure as thanks.
3 Desiccated remains of an adventuring party. There may be clues to what they were doing.
4 A shepherd or other local who witnessed the party’s success gives them rare treasures.
5 An animal leads the adventurers to a hidden cache.
6 A wagon stands abandoned with scorch marks and multiple arrows embedded in it.
7 An adventurer receives a vision from a pleased god or powerful being, who claims to have hidden a surprise along their path.
8 The adventurers spot a symbol on their map that they hadn’t noticed before. It leads to a cache of buried treasure.

Other

The value of an unusual item is based on the region’s tier (tier 0: 50 gold, tier 1: 150 gold, tier 2: 600 gold, tier 3: 1,500 gold, tier 4: 4,000 gold).

TABLE: UNUSUAL ITEMS

D100 UNUSUAL ITEM
1–3 Pocket watch that tells perfect time and never needs to be wound.
4–6 Portable sundial made with gilded wood. Anyone carrying the sundial always knows what time it is while the sun is up.
7–9 Sheet music to a rousing song that when played inspires great confidence in those who hear it. The performer chooses any number of creatures that can hear them. These creatures gain an expertise die on the next ability check, attack roll, or saving throw they make before the beginning of the performer’s next turn. Once performed, the sheet music burns up out of existence and further performances of the song have no benefit.
10–12 A half dozen thick vines that are 20 feet long and as strong as hemp rope (roll separately for each vine). The vines dry out after 1 week unless treated daily with water by a druid or ranger.
13–15 Strange mechanical device that walks about after being wound, delighting children and often adults as well.
16–18 Beautiful lute with a recognizably noble name engraved on the handle in a sturdy leather case.
19–21 Sentient magical ring of uncommon rarity. It is blind and able to communicate with any creature wearing it, but it has a rather abrasive personality and no other magical properties.
22–24 Trees offer ripened sweet fruits that are a desired trade item with local cultures, though they spoil within 1d4 days of being plucked.
25–27 Mysterious chunk of ore that has never been encountered before worth gold when melted down.
28–30 A single silver bell. When a creature uses an action to ring it, an otherworldly guide and vehicle appear to transport the party (as the teleport spell). After the first time it is rung the bell loses any magical properties.
31–33 The adventurers find a plant with 1d4 + 2 leaves that are Huge-sized, durable (AC 15, 12 hit points), lightweight (1 pound), and waterproof. After 1 week the leaves harden in whatever shape they have been kept in.
34–36 Mask made from simple materials that turns the wearer’s head into that of an animal common to the region. While wearing the mask, an adventurer gains an expertise die on Animal Handling checks made against that type of animal.
37–39 The uniform of local law enforcement or security, or the raiments of a local religious sect — perfect for disguises.
40–42 Unbroached cask of a rare gnomish mead.
43–45 Beautiful lute with a recognizably noble name engraved on the handle in a sturdy leather case.
56–48 Abandoned length of silk rope that seems perfectly serviceable measuring 60 feet.
49–51 A shadow on a tree stump and refracted sunlight give away the presence of an invisible dagger.
52–54 Explorer’s pack that also has a natural magnetic stone, ball bearings, a pouch full of talc, a mirror, and a curious glass prism.
55–57 An adventurer stumbles into a honey bee hive but none of the insects attack them. The hive makes 1 gold worth of honey each month, and if destroyed the insects inside spill out in a swarm to surround the adventurer for 10 minutes, granting half cover and damaging creatures within reach.
58–60 The adventurers acquire a fundamental piece of planar essence from another dimension. The form it takes — an elemental gem, an imp, a sentient thought — is at the Narrator’s discretion.
61–63 The party stumbles upon a witch’s hut. Its owner (use mage statistics) takes a liking to one of the adventurers — if they return her advances, they awaken the next morning healed of all curses and diseases.
64–66 A minstrel witnessed the adventurers’ success. For the next month, whenever the party is in a tavern roll 1d20. On a result of 17 or higher they hear a performer sing their own exploits, albeit much exaggerated, and when their presence becomes known their drinks are free.
67–69 Breadcrumb trail that when followed leads to a pair of young siblings who are hopelessly lost. They are the children of rich nobles who will reward the adventurers handsomely.
70–72 A cadre of constructs sit around a flame made of bizarre energies — not fire but cold, necrotic, psychic, thunder, or another type of energy. When a weapon spends 1 minute or longer placed in the flame, for the next 24 hours it deals an extra 1d6 fire damage on a hit. Before they will share their strange flame however, the constructs want their mechanical engine fueled first.
73–75 Single, divinely perfect and surprisingly large feather that inspires awe in all who see it.
76–78 At the end of their next long rest, each member of the party finds a playing card in their pocket that depicts a skill or tool kit they are proficient with. An adventurer can use a bonus action to pull out the playing card and gain an expertise die when they make an ability check using the depicted skill or tool kit, after which the playing card disappears.
79–81 Shedded crystalline antler.
82–84 Gaming set that contains dice and the rules for a game that is about to become a popular local pastime.
85–87 Locket containing a portrait of a lovely tiefling.
88–90 A bizarre skull that seems not of this world.
91–93 Unmistakably beloved wedding ring half-buried in the muck. An engraving on the inside reads “K+R”.
94–96 Seeds from a rare or unidentifiable plant.
97–100 The next time one of the adventurers casts a spell, instead of its normal effects the spell takes on a life of its own! The living spell has an AC of 10 + spell level, hit points equal to spell level × 10, a fly speed equal to spell level × 5 feet (hover), and a 10 in each ability score. A cantrip counts as a 1st-level spell. In addition, the living spell can cast itself a number of times equal to 10 – spell level, using the spell attack bonus or spell save DC of the adventurer that originally cast it. Until it fades away the next time the sun sets, the living spell becomes an ally of the party (controlled by the Narrator).