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The Mother of All Treasure Tables
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Credits
Design:
Daniel Brakhage, Vicki Potter
Art Direction:
Bill Webb
Writing:
Christopher A. Field, K. H. Keeler, Rodney Lucas
John Walsh, Steve Honeywell, Martin Ralya
Deborah Balsam, Darren Pearce, Daniel M. Brakhage
Vicki Potter
Layout and Typesetting:
Steve Johansson
Interior Art:
Stephan Poag
Developer:
Bill Webb
Front Cover Art:
Ed Bourelle
Producer:
Clark Peterson
Front & Back Cover Design:
Steve Johansson
Copyeditors:
Vicki Potter, Marcella Ganow
J. Elizabeth Brakhage, Timothy Ganow
Additional Material by:
Mark Potter, Marcella Ganow, Nicholas Brakhage
Timothy Ganow, Randon Eliason
J. Elizabeth Brakhage
Assistant Editors:
Shannon Bennett and Josh Rensch
Product Update Password for The Mother of all Treasure Tables: Tabletop
This product requires the use of the
Dungeons and Dragons® Player’s Handbook,
published by Wizards of the Coast®.
This product utilizes updated material from the v.3.5 revision.
In Association with
©2006 Necromancer Games, Inc. All rights reserved. Reproduction without the written permission of the
publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc., the Necromancer Games
logo, and The Mother of all Treasure Tables are trademarks of Necromancer Games, Inc. All rights reserved.
All characters, names, places, items, art and text herein are copyrighted by Necromancer Games, Inc. D20
System and the D20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of
the D20 Trademark License contained in the Legal Appendix. The mention of or reference to any company or
product in these pages is not a challenge to the trademark or copyright concerned. Dungeons and Dragons and
Wizards of the Coast are trademarks of Wizards of the Coast, and are used in accordance with the Open Game
and D20 Trademark Licenses contained in the Legal Appendix. The Kenzer and Company logo is a trademark
of Kenzer and Company. The Tabletop Adventures logo is a trademark of Tabletop Adventures.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are
fiction and intended for entertainment purposes only. Reader discretion is advised.
Check out Necromancer Games online at http://www.necromancergames.com
Check out Kenzer and Company online at http://www.kenzerco.com
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Distributed for Necromancer Games by Kenzer and Company.
NECROMANCER
GAMES
THIRD EDITION RULES,
FIRST EDITION FEEL
PRINTED IN CHINA
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Table of Contents
Introduction
3
Table I: 10 Gold Pieces or Less
8
Table II: 50 Gold Pieces
15
Table III: 100 Gold Pieces
22
Table IV: 500 Gold Pieces
39
Table V: 1,000 Gold Pieces
61
Table VI: 5,000 Gold Pieces
86
Table VII: 10,000 Gold Pieces
114
Table VIII: 30,000 Gold Pieces
133
Table IX: 50,000 Gold Pieces
142
Table X: Epic Treasure
147
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Introduction
Welcome to the Mother of
All Treasure Tables!
We have gone to the farthest corners of the known
world to gather together wondrous treasures to tanta-
lize the imagination and boggle the mind. (“How in
the world am I going to get that in my saddlebag?”)
This is quite possibly going to become one of the most
useful game master tools you have ever purchased. We
congratulate you on your obvious great wisdom and
excellent taste.
Picture this. You have just set up a great encounter
you know your players will love. It will be a challenge
for the heroes. Someone may even die, but the
rewards will be worth it, right? Oh, yeah, the rewards;
there should be some sort of treasure as unique and
interesting as the rest of the incident. Well, here is a
sack of gold, a few gems, maybe a masterwork sword.
Hmmm, just more of the same stuff they got last time.
Maybe a really big gem? Somehow, it just does not
meet the same standard. If you are looking for some-
thing more than just a list of gold pieces and gems
your characters can add to their ledger of money, then
you have come to the right place! To make compara-
ble treasures you could spend hours working on the
details (we know, because we did), or you could turn
to the Mother of All Treasure Tables! Finally you
have treasures worthy of the great adventures you
have created and all are just a die roll away.
though. Not every treasure will fit every circum-
stance, and some have unusual aspects which may not
work in every situation. Skim through the selections
before you start reading them to your players, to be
sure you know exactly what you are giving away!
3) Inspiration—A third way to use the book would
be for inspiration. Why does the tiny doll have a
secret pocket sewn into her stomach? What happened
to the owner of that bridal dress? How did that car-
riage end up here? If you already know what the
heroes will be fighting, take a look at a treasure and
ask yourself: If these creatures have accumulated this
treasure, where did it come from? Read through some
treasures, (especially ones with larger value,) and let
them inspire you with ideas for adventures. Some of
the treasures can lead to entire story lines. For
instance, the adventurers are trying to sell a box with
a special crest on it. Little do they know that Duke
Lostandpresumedead owned that box and now the
authorities believe the characters are responsible for
his disappearance. Perhaps the heroes want to return
a treasure they recovered. (Hey, it is possible – though
maybe not likely. The paladin does not need it any-
way, right?) The treasures you find here could inspire
stories, points of history, or possible interests or moti-
vations for NPCs who will interact with the heroes.
What This Book is Not
Now let us mention some of the things this book is
not. Since we had limited space we had to narrow our
options, therefore no magic items are included. (In
fact, these treasures would be perfect for a low-magic
world; they are full of things which do not need magic
to make them interesting and useful.) It should be rel-
atively easy to add magic items using the base treas-
ures as a guide; there is further explanation on this
below. Alternatively, you could take masterwork items
in the treasure, add some magical bonus to them and
use the descriptions we have provided. There are a
goodly number of masterwork items included in the
treasure and they would also make fine items for the
players to enchant, if they were looking to make their
own magic items.
Another thing this book will not do for you is tell
you how much treasure to give. It is defined by the
treasure tables in the DMG and there you will find
guidance as to how much treasure to give based upon
the challenge level of the encounter which your char-
acters have experienced. It is probably one of the best
ways to decide how much treasure you should give
from this book. However, the actual amounts are
always up to you.
This book will not tell you whether specific items of
treasure are appropriate for a particular encounter or
Ways to Use This Book
This book could be used in several different ways. 1)
You can use it to pre-plan the treasure so you know
exactly what the characters are going to find before
their swords even leave their scabbards; or, 2) you can
use it to flesh out random encounters during play–the
monster is dead, and now it is time for the treasure–
“What did these things have anyway?”; and 3) you
can use this book as an inspiration for adventure.
l) Pre-planning—This may be the best way to use
this resource. It speeds the pre-game preparation by
giving you a myriad of treasure possibilities at your fin-
gertips. When you plan an encounter and some type
of treasure is called for, you can then turn here to
develop it. Anything from a pocketful of odds and
ends to a cavern full of treasure is not only possible,
but readily available and prepared in advance for your
use.
2) On the Fly—This resource also works well to
flesh out treasures ‘on-the-fly’ during a game. The
monster is dead, the puzzle solved, and now it is time
for the reward; roll a few dice and just read the
descriptions. A little caution would be in order,
3
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INTRODUCTION
for your individual campaign world. You have to make
that decision, and as the GM you are free at any time
to remove or revise any item. If a treasure includes
something you think is not workable in your world,
feel free to tweak it so it fits or to replace it with the
equivalent value in coins. (We recommend replacing
a troublesome item rather than just removing it, to
keep the overall value of the treasure the same.)
However, just because an item is unusual, do not auto-
matically assume it could not be found in your cam-
paign. Remember, jade statues from the Far East have
been found even in the Scandinavian burial sites of
the Vikings. Valuable items have a tendency to find
their way across the world.
Treasures can be selected either by the GM rolling
randomly on the tables or by reading through and
selecting the treasures to use. To roll results randomly
on the tables of the Mother of All Treasures Tables
you will need percentile dice (d%), a twenty-sided die
(d20), and a ten-sided die (d10). Most of the tables
have 100 entries and so require the d%, but the larg-
er treasures toward the end are not used as often so
they have a smaller number of entries and so may call
for a d20 or d10. (To roll percentile dice, or hundred-
sided dice, use two ten-sided dice of different colors.
Designate one color as the tens digit and one color as
the ones digit, roll the dice and read them in the prop-
er order. Some ten-sided dice are numbered 00-90,
specifically to be used to supply the tens digit in a 1 to
100 roll. A roll of all zeros – ‘0, 0’ or ‘00, 0’ – is read
as 100.)
As we mentioned above, first determine how much
treasure you need to provide to keep your players from
rebelling and storming the GM’s house with torches
and pitchforks. Once you have decided on the
amount, select something from the tables or roll for
appropriate treasures.
Making Changes
There may be specific circumstances where the
treasure described may not seem to fit the encounter.
In that case, the items could be replaced or the
description could be changed to reflect the circum-
stances. For instance, if there were fine silk hangings
in the treasure description and the treasure was in a
goblin lair, the hangings could still be there but they
could be described as very dirty and in need of clean-
ing. If you really want to get creative and you pick the
treasures in advance, you could embellish the situa-
tion even more. ‘Fine silk hangings have been gath-
ered around what looks like the chief’s seat and it is
being used as a make-shift throne.’ Weapons listed in
the treasure could be used by the monsters who are
fighting. “Hey, Thorvald, this goblin has a masterwork
sword with a gold hilt and jeweled scabbard.” “Really?
How do you know?” “He is swinging it at me!” “Oh,
they are SOOOO dead! Let’s kill them and see what
else they have!”
Determining Treasure Value
To decide how much treasure to use for a given
encounter, refer to the table of Treasure Values per
Encounter. This lists the average amount of treasure
recommended for each encounter level. (This list can
also be found in the DMG, Chapter 3.)
Cross-reference the level of the treasure on the left
with the average value of the treasure. The level of
the treasure is equal to the Challenge Rating (CR) of
the monster in the encounter, or the Encounter Level
if more than one monster in involved.
How to Use this Book
There are ten tables in this book, arranged by the
value of the treasures therein. As you can see, the
higher the table number in the Mother of All
Treasure Tables, the higher the value of the total
treasure. Also, in general, the higher the number of
the table, the higher the value of specific items in the
treasure.
Treasure Values per Encounter
Encounter
Treasure
Encounter
Treasure
Level
per Encounter
Level
per Encounter
1
300 gp
11
7,500 gp
2
600 gp
12
9,800 gp
3
900 gp
13
13,000 gp
4
1,200 gp
14
17,000 gp
5
1,600 gp
15
22,000 gp
6
2,000 gp
16
28,000 gp
7
2,600 gp
17
36,000 gp
8
3,400 gp
18
47,000 gp
Treasure Values for Each Treasure Table
Table
9
4,500 gp
19
61,000 gp
Treasure Value (plus or minus 2%)
10
5,800 gp
20
80,000 gp
Table I
Less than 10 gp
Table II
50 gp
Although this chart is not the one usually used to
determine treasure content, with the Mother of All
Treasure Tables, this table is your guide. It is not
important to match these amounts exactly, but they
give guidance about which tables in the Mother of All
Treasure Tables to use. Following are some examples.
Table III
100 gp
Table IV
500 gp
Table V
1,000 gp
Table VI
5,000 gp
Table VII
10,000 gp
Table VIII
30,000 gp
Table IX
50,000 gp
Table X
Epic treasures — 100,000 gp and up
4
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