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Version 1.25
  • Home
    • Revision History
  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
    • Intelligence
    • Wisdom
    • Dexterity
    • Constitution
    • Charisma
  • Character Races
    • Dwarf
    • Elf
    • Gnome
    • Half-elf
    • Halfling
    • Half-orc
    • Human
    • Racial Preferences
  • Character Classes
    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
    • Money
    • Character Expenses
    • Armor
    • Weapon Proficiency
    • Weapon Attributes
    • Missile Weapons
    • Melee Weapons I
    • Melee Weapons II
    • Weapon Descriptions
    • Miscellaneous Equipment
    • Encumbrance
  • Additional Rules
    • Alignment
    • Character Traits
    • Time
    • Distance
    • Movement
    • Exploration
    • Adjudicating Actions
    • Languages
    • Pursuit and Evasion
  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
    • Encounter Reaction
    • Declare Intentions
    • Initiative
    • Combat Actions
      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
  • Magic
    • Preparing Spells
    • Casting Spells
    • Acquiring Spells
    • Spell Books
    • Adjudicating Spells
    • Magic Resistance
    • Spell Research
  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
    • Encounter Design
    • Conducting the Game
    • The Campaign
    • Monsters and Organization
    • Construction and Siege
  • Playing the Game
    • Sample Dungeon I
  • Adventures
    • Dungeon/Underground Environments
    • Wilderness/Outdoor Environments
    • Aerial Environments
    • Waterborne Environments
    • Underwater Environments
    • Extraplanar Environments
  • Non-player Characters
    • Special Roles of the Dungeon Master
    • Player Character Interactions
    • Hirelings
    • Henchmen
    • Loyalty
  • Treasure and Magic Items
    • Treasure Tables
    • Potions
    • Scrolls
    • Rings
    • Rods, Staves, & Wands
    • Miscellaneous Magic Items
    • Armor and Shields
    • Swords
    • Miscellaneous Weapons
    • Fabrication of Magic Items
  • Conditions
  • Deities
    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
  • Random Encounters
    • Dungeon Generation
    • Wilderness Generation
    • Dungeon/Underground Encounters
    • Underwater Encounters
    • Astral/Ethereal Encounters
    • Outdoor Encounters
    • Waterborne Encounters
    • Airborne Encounters
    • City/Town Encounters
  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Introduction | Ability Scores | Character Races | Character Classes | Equipment | Additional Rules | Combat | Magic | Spells | Dungeonmastering | Playing the Game | Adventures | Non-player Characters | Treasure and Magic Items | Conditions | Deities

Treasure and Magic Items

Treasure

Value and Reputed Properties of Gems and Jewelry

Gems | Jewelry | Reputed Magical Properties of Gems | Values of other Rare Commodities

Gems

The base value of gems found in a treasure can be determined in whole or by lots of 5 or 10 stones by rolling percentile dice:

Value of a gem depends upon its type, quality and weight. A huge semiprecious stone - carnelian, for example - is worth as much as an average gem stone, quality being equal. Size may vary from stone to stone, a 50 g.p. ornamental stone being of above average size, while a 50 g.p. gem stone would most likely be very small.

Increase Or Decrease Of Worth Beyond Base Value: If you do not place specific value on each gem in a treasure, showing rather the base value of each gem instead, then variation in the worth of each stone should be allowed. This variation will generally result in some increase, although there is a chance for decreasing value as well (see below). To find if a gem increases in value, roll a d10 for each stone, and consult the table below:

* Stones above 5,000 gold piece value progress as follows: 10,000 g.p., 25,000 g.p., 50,000 g.p., 100,000 g.p., 250,000 g.p., 500,000 g.p., and 1,000,000 g.p. - the absolute maximum. No stone may increase beyond 7 places from its initial base value.

** Stones below 10 gold piece value are: 5 g.p., 1 g.p., 10 s.p., 5 s.p., and 1 s.p.. No stone may decrease beyond 5 places from its initial base value.

When base value only is known, use the table above, and roll for each stone. Stones for which a 1 or a 0 is rolled must be diced for again on the table, but all others are excluded from such rolls. If large numbers of stones are in question, it is suggested that they be diced for in groups in order to make the process less time-consuming.

Key to Gem Properties

  • transparent (no notation)
  • translucent (italics)
  • opaque (*)

Jewelry

The base value of jewelry is determined by percentile dice roll, just as with gems:

Once jewelry’s base value is determined, each piece should be checked for workmanship and design by rolling a 10-sided die. Each “1” rolled indicates the piece of jewelry in question is of exceptional value and thus either goes to the highest possible value in its class or to the next higher class (where its base value is re-determined and its workmanship and design are again checked). Any piece of jewelry set with gems must also be checked for the possibility of an exceptional stone in the setting. Any score of “1” on an 8-sided die indicates that the value of the piece of jewelry increases by 5,000 gold pieces, and these exceptional pieces are further checked by rolling a 6-sided die, each successive “1” doubling the increase, i.e., 10,000 g.p., 20,000 g.p., 40,000 g.p., 80,000 g.p., to a maximum of 640,000 gold pieces.

The Dungeon Master can, of course, name what each piece of jewelry is (bracelet, brooch, crown, earrings, necklace, pendant, ring, tiara, etc.), giving its substance and the number and value of its stones.

Reputed Magical Properties of Gems

Note regarding the magical properties of gems, herbs, et. al.: Regardless of what qualities gems, herbs, and other substances are purported to possess, the mere possession of a score of a type of gem or a bale of some herb will convey absolutely no benefit of magical nature to the character concerned. These special qualities are given herein merely as information for Dungeon Master use in devising special formulae for potions, inks, etc. The information might also prove useful in other ways, particularly with regard to description of magic items, laboratories, and so on. Under no circumstances should you allow some player to convince you to the contrary!

Values of other Rare Commodities

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