* Restricted Information: DMs and characters with specialist knowledge only

Random Treasure Generation

treasure chest

The following tables may be used as a DM'ing aid to generate treasure at random.  They do not necessarily correspond to the frequency with which treasure of different kinds may be obtained as a result of encounters in Anarea.  The DM's discretion must always be used.  As an obvious example, wandering monsters are much less likely to be carrying treasure than those killed in their lairs.  If an item that is inappropriate for the area or is odd is generated, the DM may re-roll it at his discretion.  It should be noted however that some odd items do exist; possibly as a result of Chaos, their being created by Madmen, or simply due to poor wording of Pacts.

This information is Restricted because most characters will not know what Magic Items exist, due largely to their rarity.  Weapons, Armour and Potions are generally well-known.  Magic-Users may be aware of the Items within their specialities, but even then only those who have studied such matters will know much about them, as they are not normally covered in Initial Basic Training.  Binders and specialist Magic-Item dealers who traffic in such Items may know more, but often only of the Items of which they have experience.  Most Items cannot readily be purchased (check the Shops).

Table T: Treasure Type %age chance of its occurring (roll for each separately)
Cash: go to Table C 90%: 11 -100
Gems and Jewellery: go to Table G 10%: 91 - 100
Magic Items, Potions and Scrolls: go to Table M1 5%: 96 - 100

The above chances may be modified depending on the type of encounter.

Table C: Cash %age chance of its occurring (roll for each separately)
Copper: d100 / 2 CP FRU 25%: 01 - 25
Silver: d6 * d100 SP 50%: 01 - 50
Gold: d1002 GP 90%: 11 -100
Platinum: d100 PP 5%: 96 - 100
Mithril: d30 MP < 1% (roll up 100)

If none of the above occur, there is no cash after all.

Table G: Gems and Jewellery %age chance of its occurring (roll for each separately)
Gems: d6 rolls on the Random Gem Generation Table at the Jeweller's Shop 50%: 51 - 100
Jewellery: d4 items each of value d1002 / 2 GP FRU 20%: 81 - 100

If none of the above occur, there are only paste replicas.

Table M1: Number of Magic Items, Potions and Scrolls %age roll (roll once only)
0 <= 9 *
1 10 - 49
2 50 - 69
3 70 - 84
4 85 - 94
5 95 - 99
<= 6 100 + add 1 Item for each time rolled up

* If the result is 0, roll up a number of Magic Items equal to the &age result, but they will be non-Magical look-alikes (e.g. non-Magical weapons and armour).

If the result is a number, generate that many Items on the following Tables:

Table M2: Type of Magic Item, Potion or Scroll %age roll (roll once only)
Cursed Item: reroll for what it appears to be 1%: <= 01
Weapon: go to Table W1 20%: 02 - 21
Armour: go to Table A1 15%: 22 - 36
Ring: go to Table R 10%: 37 - 46
Wand or Staff: go to Table WS 5%: 47 - 51
Other Magic Item: go to Table O 10%: 52 - 61
Potion: go to Table P 33%: 62 - 94
Scroll: go to Table S 5%: 95 - 99
Bound Higher Power: reroll for form It takes (Potion will be Bound in a bottle, Scroll will be a Pact to Bearer) 1%: >= 100

 


Magic Weapon Generation

Table W1: Weapon Types 1st roll for Class:   Then roll for Type (after which go to Table W2):
Daggers 8%: 01 - 08 Dagger 60%: 01 - 60
    Stiletto 10%: 61 - 70
    Throwing Knife 30%: 71 - 100
Swords 25%: 09 - 33 Short Sword 30%: 01 - 30
    Scimitar / Tulwar 10%: 31 - 40
    Broad Sword 45%: 41 - 85
    Bastard Sword 10%: 86 - 95
    Great Sword 5%: 96 - 100
Axes 16%: 34 - 49 Hand Axe 15%: 01 - 15
    Taper Axe 70%: 16 - 85
    Broad Axe 10%: 86 - 95
    Great Axe 5%: 96 - 100
Hammers, Maces & Picks 8%: 50 - 57 Light Hammer 10%: 01 - 10
    Light Mace 10%: 11 - 20
    Light Spiked Mace 25%: 21 - 45
    Heavy Hammer 10%: 46 - 55
    Heavy Mace 10%: 56 - 65
    Heavy Spiked Mace 25%: 66 - 90
    War Hammer 5%: 91 - 95
    Military Pick 5%: 96 - 100
Whips & Flails 2%: 58 - 59 Whip 25%: 01 - 25
    Barbed Whip 50%: 26 - 75
    Flail 8%: 76 - 83
    Nunchuck 2%: 84 - 85
    Morningstar 5%: 86 - 90
    Spiked Morningstar 10%: 91 - 100
Staves, Spears & Polearms 8%: 60 - 67 Quarterstaff 10%: 01 - 10
    Short Spear / Javelin / Assegai 20%: 11 - 30 (27 - 28 = Assegai / 29 - 30 = Elvish)
    Spear 40%: 31 - 70 (67 - 70 = Elvish)
    Trident 10%: 71 - 80
    Lance / Pike 5%: 81 - 85
    Halberd 10%: 86 - 95
    Polearm 5%: 96 - 100
Bows 8%: 68 - 75

(30% chance found with Magic Ammo)

Short Bow 20%: 01 - 20
  Horse Bow 10%: 21 -30
  Longbow 50%: 31 - 80
  Elven Bow 10%: 81 - 90
  Composite Bow 10%: 91 - 100
Crossbows 16%: 76 - 91

(20% chance found with Magic Ammo)

Light Crossbow (5% chance underwater treated) 40%: 01 - 40
  Heavy Crossbow (5% chance underwater treated) 55%: 41 - 95
  Harpoon Crossbow 5%: 96 - 100
Slings 1%: 92

(40% chance found with Magic Ammo)

Sling 67%: 01 - 67
  Staff Sling 34%: 68 - 100
Ammo 6%: 93 - 98

(of same type as Ranged Weapon if found with one)

d6 Short Bow arrows 8%: 01 - 08
  d6 Horse Bow arrows 4%: 09 - 12
  d6 Longbow / Elven Bow arrows 35%: 13 - 47
  d6 Composite Bow arrows 4%: 48 - 51
  d6 Light Crossbow quarrels 20%: 52 - 71
  d6 Heavy Crossbow quarrels 25%: 72 - 96
  d6 Sling stones 4%: 97 - 100
Specialist 2%: 99 - 100 Throwing Star 20%: 01 - 20
    Net 20%: 21 - 40
    Bolas 20%: 41 - 60
    Lassoo 10%: 61 - 70
    Harpoon 10%: 71 - 80
    Blowpipe 20%: 81 - 100

Then roll for pluses:

Table W2: Weapon Pluses %age roll (after which go to Table W3):
+0 (but may still have non-Plus enchantments) 6%: 01 - 06
+1 54%: 07 - 60
+2 27%: 61 - 87
+3 9%: 88 - 96
+4 3%: 97 - 99
+5 1%: 100

Then roll for enchantments:

Table W3: Weapon Enchantments Melee Weapons (+n to A, DAM, P) Ranged Weapons (+n to A) Thrown Weapons & Ammo (+n to A, DAM)
0 Separate 60% chance if a +0 Melee Weapon was rolled (still counts as a Magic Weapon)    
1 20%:01 - 20 60%: 01 - 60 30%: 01 - 30
2 20%: 21 - 40 30%: 61 - 90 60%: 31 - 90
3 40%: 41 - 80 10%: 91 - 100 10%: 91 - 100
4 19%: 81 - 99    
5 1%: 100    

The enchantments will be the Plus from Table W2 to each of the attributes specified for the Weapon in Row 1 of Table W3 (in that order; e.g. a Magic Broad Sword + 2 with 2 enchantments has +2A, +2DAM, but +0P), with any additional enchantments rolled being determined by rolling on Table W4:

Table W4: Weapon Enchantment Types Melee Weapons Ranged Weapons Thrown Weapons & Ammo
Mithril (not technically an enchantment, but counts as one for the purpose of these Tables) if "+0" with 1 enchantment   if "+0" with 1 enchantment
Flaming 20%: 01 - 20   2%: 01 - 02
Flaming vs Undead (only) 5%: 21 - 25   3%: 03 - 05
Cold 5%: 26 - 30   1%: 06
Lightning 3%: 31 - 33   2%: 07 - 08
Poison 3%: 34 - 36 Blowpipes only: 5%: 01 - 05 3%: 09 - 11
Fester Wounds 3%: 37 - 39 Blowpipes only: 5%: 06 - 10 3%: 12 - 14
Unholy Drain Life (Evil, roll Alignment on L/C Axis only) 3%: 40 - 42    
(Un)Holy +s vs (by Alignment): roll again on Table W2 for extra +s 20%: 43 - 62 not Blowpipes: 10%: 01 - 10 6%: 15 - 20
Dagger of SOROK Daggers only: 5%: 63 - 67    
+s vs (by Species): roll again on Table W2 for extra +s Daggers: 5%: 68 - 72
not Daggers: 10%: 63 - 72
6%: 11 - 16 8%: 21 - 28
Slaying (by Species) 10%: 73 - 82 3%: 17 - 19 16%: 29 - 44
Sharpness (edged Weapons, arrows and quarrels only) 2%: 83 - 84   2%: 45 - 46
Vorpal (edged Weapons, arrows and quarrels only) 1%: 85   1%: 47
Dancing 3%: 86 - 88    
* 2 Shots   15%: 20 - 34 8%: 48 - 55
* 2 Range   15%: 35 - 49 15%: 56 - 70
Auto-arm (not Ammo) 10%: 89 - 98 10%: 50 - 59 5%: 71 - 75
Auto-reload (may be quivers / cases / bags for Ammo)   30%: 60 - 89  
Auto-return     20%: 76 - 95
Shoot through trees   Elven Bows & Blowpipes only: 10%: 90 - 99 Elven Spears, Arrows & Assegai only: 5%: 96 - 100
Shoot through obstacles   not Elven Bows or Blowpipes: 10%: 90 - 99 not Elven Spears, Arrows or Assegai: 5% 96 - 100
Bound Higher Power 2%: 99 - 100 1%: 100  

Notes:

  1. Flaming / Cold / Lightning do extra d6s (d4s for Daggers, Hand Axes &  Ammo) of Fire / Cold / Lightning DAM.  To determine no. of Dice of Damage, roll on Table W2, treating the Plus as no. of Dice.  If +0, roll again but it will only do the result against Fire / Cold / Lightning Vulnerable opponents (unless already vs Undead, when just roll again).
  2. To determine Alignment, roll d6 twice on Table Al.
  3. To determine Species, roll d100 on Table Sp.
Table Al: Alignment of Holy Weapons - d6 Roll: Alignment
1 Good
2 Neutral on G/E Axis
3 Evil
4 Lawful
5 Neutral on L/C Axis
6 Chaotic

 

Table Sp: Target of anti-Species Weapons - d100 Roll: Species
5%: 01 - 05 Humans
5%: 06 -10 Elves
5%: 11 - 15 Dwarves
12%: 16 - 27 Orcs
10%: 28 - 37 Goblins
12%: 38 - 49 Lycanthropes
2%: 50 - 51 Bears
Ranged Weapons & Ammo only: 2%: 52 -53 Birds
not Ranged Weapons & Ammo: 2%: 52 -53 Cats
2%: 54 - 55 Boars
4%: 56 - 59 Rats
4%: 60 - 63 Scorpions
2%: 64 -65 Spiders
2%: 66 -67 Snakes
4%: 68 - 71 Wolves
6%: 72 - 77 Saurians
12%: 78 - 89 Dragons (incl. Wyverns)
5%: 90 - 94 Giants (incl. Ogres)
1%: 95 Creatures of Madness
2%: 96 - 97 Balrogs
2%: 98 - 99 Demons
1%: 100 Random (roll on Encounter Tables)

 


Magic Armour Generation

Table A1: Type of Armour 1st roll for Class:   Then roll for Type (after which go to Table A2):
Complete Suits 50%: 01 - 50 Reinforced Plate (roll 3d6 for Sz) 10%: 01 - 10
    Platemail (roll 3d6 for Sz) 30%: 11 - 40
    Ringmail (roll 3d6 for Sz) 10%: 41 - 50
    Chainmail (roll 3d6 for Sz) 15%: 51 - 65
    Scale (roll 3d6 for Sz) 5%: 66 - 70
    Leather (roll 3d6 for Sz) 25%: 71 - 95
    Quilt (roll 3d6 for Sz) 4%: 96 - 99
    Combat Suit (roll 3d6 for Sz) 1%: 100
Shields 25%: 51 - 75 Buckler 40%: 01 - 40
    Shield 55%: 41 - 95
    Tilt Shield 5%: 96 - 100
Helmets 8%: 76 - 83 Steel helmet with vision slot (roll 3d6 for Sz) 10%: 01 - 10
    Steel helmet with visor  (roll 3d6 for Sz) 30%: 11 - 40
    Steel helmet with nasal (roll 3d6 for Sz) 10%: 41 - 50
    Open faced steel helmet (roll 3d6 for Sz) 30%: 51 - 80
    Steel 'pot' helmet (roll 3d6 for Sz) 20%: 81 - 100
Pieces 15%: 84 - 98 Plate front breastplate (roll 3d6 for Sz) 25%: 01 - 25
    Plate Gauntlets (roll 3d6 for Sz) 6%: 26 - 31
    Ringmail Hauberk (roll 3d6 for Sz) 4%: 32 - 35
    Ringmail Byrnie (roll 3d6 for Sz) 4%: 36 - 39
    Chainmail Hauberk (roll 3d6 for Sz) 6%: 40 - 45
    Chainmail Byrnie (roll 3d6 for Sz) 6%: 46 - 51
    Scale Hauberk (roll 3d6 for Sz) 2%: 52 - 53
    Scale Byrnie (roll 3d6 for Sz) 2%: 54 - 55
    Leather Hauberk (roll 3d6 for Sz) 15%: 56 - 70
    Leather Byrnie (roll 3d6 for Sz) 15%: 71 - 85
    Leather Skirt (roll 3d6 for Sz) 5%: 86 - 90
    Leather Gauntlets (roll 3d6 for Sz) 10%: 91 - 100
Horse Armour 2%: 99 - 100 Plate Barding for Heavy Warhorse 33%: 01 - 33
    Plate Barding for Medium Warhorse 33%: 34 - 66
    Scale Barding for Heavy Warhorse 17%: 67 - 83
    Scale Barding for Medium Warhorse 17%: 84 - 100

Armour will comfortably fit up to one Size out from wearer's Sz, and uncomfortably fit up to two Sizes out from wearer's Sz.  An armourer can modify armour by up to 2 Sizes down or 1 Size up.

Then roll for pluses:

Table A2: Armour Pluses %age roll (after which go to Table A3):
+0 (but may still have non-Plus enchantments) 6%: 01 - 06
+1 54%: 07 - 60
+2 27%: 61 - 87
+3 9%: 88 - 96
+4 3%: 97 - 99
+5 1%: 100

Then roll for enchantments:

Table A3: Armour Enchantments Armour (+n to ADS) Horse Armour (+n to ADS) Shields (+n to ADS, Interpose)
1 60%:01 - 60 90%:01 - 80 30%: 01 - 30
2 20%: 61 - 80 19%: 81 - 99 60%: 31 - 90
3 16%: 81 - 96 1%: 100 10%: 91 - 100
4 3%: 97 - 99    
5 1%: 100    

1 enchantment will be the Plus from Table A2 to ADS.  For Shields, 2 Enchantments will be the Plus from Table A2 to ADS and to Interpose (B, S or T), with any additional enchantments rolled being determined by rolling on Table A4.

Note that the maximum Plus to ADS of a piece or suit of Armour is equal to its normal max. ADS; e.g. Leather Armour is max. +2, Plate Armour is max. +5.

Table A4: Armour Enchantment Types Armour Horse Armour Shields
Mithril (not technically an enchantment, but counts as one for the purpose of these Tables) if "+0" with 1 enchantment (not Leather or Quilt)   if "+0" with 1 enchantment
Weightlessness 15%: 01 - 15 25%: 01 - 25 10%: 01 - 10
Displacement + to D & RD: roll again on Table A2 for +s 20%: 16 - 35 35%: 26 - 60  
Invulnerability (60% Inv 1 / 30% Inv 2 / 10% Inv 3) 10%: 36 - 45 12%: 61 - 72 10%: 11 - 20
(Un)Holy +s vs (by Alignment): roll again on Table A2 for extra +s 20%: 46 - 65   40%: 21 - 60
Immunity to Undead 12%: 66 - 77 22%: 73 - 94  
Immunity to Species (roll on Table Sp) 8%: 78 - 85    
Auto-arm     20%: 61 - 80
Auto-Interpose     10%: 81 - 90
Missile Turning 3%: 86 - 88 2%: 95 - 96 6%: 91 - 96
Spell Turning 2%: 89 - 90 1%: 97 3%: 97 - 99
Regeneration 2%: 91 - 92    
Speed 2%: 93 - 94 2%: 98 - 99  
Levitation     1%: 100
Flying 1%: 95 1%: 100  
Gaseous Form 1%: 96    
Invisibility 1%: 97    
Phasing 2%: 98 - 99    
Planewalking 1%: 100    

 


 

Table WS: Type of Wand or Staff 1st roll for Class:   Then roll for Type:
Binder's Staff      
Clerical Staff      
Druidic Staff      
Elementalist Wand     Activated Elemental Wand
       
Elementalist Staff     Activated Elemental Staff
       
Demon-Given Wand      
Demon-Given Staff      

Demon-Given Wands and Staves are usable by anyone.  Binder, Clerical or Elementalist ones are usable only by those respective Classes of Magic-User.

Table O: Type of Other Magic Item 1st roll for Class:   Then roll for Type:
Fighter Items      
Thievish Items     Shadowman
Binder Items      
Changer Items      
Clerical Items      
Druidic Items      
Elementalist Items      
      Cloak of Invisibility
      Displacer Cloak
Chaos Items      
Dreamer Items     Mirror of Life Trapping
Madness Items      
Demon-Given Items      

Demon-Given Items are usable by anyone.  Those Classes of Item referencing a Character Class are generally usable only by those respective Character Classes.

Table P: Type of Potion 1st roll for Class:   Then roll for Type:
Potions Standard: 57%: 44 - 100   Roll on Random Potion Generation Table
  Non-Standard: 3% 41 - 43    
Acids, Fire Bombs & Poisons 20%: 21 - 40 Acids (d6 for level)  
    Fire Bombs (d8 for level)  
    Poisons (d10 for level)  
    Blade Venoms (d12 for level)  
    Poison Antidotes (d10 for level)  
    Gas Bombs (d8 for level)  
    "Special" Bombs (d10 for level)  
Other Items 20%: 01 - 20 Antidote, Disease  
    Antidote, Paralysis  
    Aphrodisiacs  
    Body Grease  
    Burning (Oil of)  
    Dust of Appearance  
    Dust of Sneezing  
    Dust of Sneezing & Choking  
    Flash Pellets  
    Sleeping Draughts  
    Stink Bombs  
    Tanglefoot Pills  
    Water Purifier  

 

Table S: Type of Scroll %age roll (roll once only)
Alchemical Recipe  
Binder Grimoire (with True Name)  
Demon Pact to Bearer  
Clerical Spell to learn  
Clerical Spell to Cast  
Druidic Spell to learn  
Druidic Spell to Cast  
Elementalist Spell to learn  
Elementalist Spell to Cast  

Spells to learn and Cast are usable only by the stated Classes of Magic-User.


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