TEXT: Treasure
  By Courtney Campbell
  
  Treasure tables suck.
  No really, it’s like a video game. I open the chest, what do I find? Wait, wait for it. 
  Gold.
  Gems. 
  Magic Items.
  Every time.
  There’s this cool list of items, with an extensive random table that doesn’t take into account the power level of your group or the environment at all. How 
  do I generate an appropriate list of items and treasure for an area without favoring certain PC’s? How can I match the treasure with the approximate 
  danger in the area? How can I randomly generate treasure that doesn’t instantly unbalance my game because of a bad random roll (1% chance of an 
  artifact I’m looking at you).
  So I like to run a game that feels, I don’t know, simulationist. And what did historical looters find of value?
  Art.
  Goods.
  Furnishings.
  Where are the tables for these things? Well, completely unsatisfied with every hodgepodge treasure table scattered all over the universe, I decided to 
  compile a little document that would help me when preparing my games. Now you can roll up an 800 gp armoire that the players will walk right past 
  when you roll that 20 for room contents. (Unguarded treasure?!) Now you can put more than enough treasure in the game for the players, and leave it 
  up to them if they want to sell their diamond bells, or try to figure out how to move their 500 pounds of iron ingots.  Now you can actually *know* how 
  difficult to move whatever they find actually is.
  The tables in this document are assuming that 60% or so of rooms are empty, and only 20% of the rooms contain treasure of any sort. All values are 
  vaguely accurate and are designed to not break the suspension of disbelief in play.
  There is little description. Most of the following should be fairly self-explanatory. Enjoy. If there isn’t a table for something, pick. Or roll 1d20 and count 
  words, cycling around till you run out of numbers.
  
  Determine Average Treasure Value: 
  To determine your treasure unit value, we will consider several things. 
  First your game system and its treasure requirements and second the 
  treasure level of your game. In systems where 1 gold piece is equal to 
  an experience point higher treasure values are given then in systems 
  where 5 gold pieces are equal to an experience point. In some modern 
  systems little to no experience is given for treasure and there are specific 
  expectations of how much wealth by level should be acquired.
  Low treasure games work well with a base value of 100-300 gold pieces 
  per treasure unit. Middle value treasure games and games that give 
  reduced experience for gold work well with treasure units from 400-
  800 gold pieces per treasure unit. High treasure games that give even 
  experience points for gold work well with 1000+ gold piece value treasure 
  units. This is just our base treasure value we use to determine specific 
  treasure values for encounters. You should calculate a modifier to this base 
  value from monster hit dice (Example 1), dungeon level (use the level as 
  a multiplier), or party level (Example 2). Take this modifier and multiply it 
  by the base treasure unit above. You may further modify this number by 
  rolling on the Base Value of the hoard table below. Alternately you may use 
  the values given on the treasure type ConVersion table.
  To determine the number of units you may use the treasure type ConVersion 
  table to find the size of the hoard, or roll on the hoard size table.  
  For each treasure unit, roll on the types of treasure Table. Then roll on the 
  appropriate tables on the following pages. If a value is rolled on this table 
  lower than 1 or higher then 20, consider it a 1 or 20.
  You may, of course forgo rolling on any of these tables and simply 
  select rational values for all choices. Note that this treasure method (of 
  determining the unit value) does cap the value of treasure discovered 
  before rolling. The randomness of discovering an artifact or a gem worth 
  1 million gold pieces is removed. Note that if this randomness is desired, it 
  is easily worked around by allowing results using “Gems”, “Art”, “Jeweled 
  items”, and “Magic Items” to cascade to increasing values.
  Example 1: We will determine the TREASURE UNIT size by enemy hit die totals. 
  A treasure is guarded by 8 Advanced Bullywugs and 34 Normal Bullywugs. 
  Advanced Bullywugs have 4 HD, and Bullywugs have 2 HD. To determine 
  the treasure level, total the hit dice and divide by the number of opponents. 
  The average guardian level is ((8*4) + (34*2))/42 = 2.38. This is a mid-value 
  treasure campaign so a TREASURE UNIT is equal to 2.38*500 or around 1190 
  gold pieces (gp). (You may round this value to 1000 gp. Slavish devotion to the 
  tables is NOT encouraged)
  Example 2: We determine the TREASURE UNIT size by party level. A party 
  consists of a 1st level monk, a 2nd level  magic-user, and a 3rd level thief, 
  a 3rd level cleric, and a 3rd level fighter. They have 4 1st level henchmen. 
  The average party level is (1+2+3+3+3+.5+.5+.5+.5)/5 = 2.8. This is a 
  low treasure campaign so a TREASURE UNIT is equal to 2.8*200 or 560 
  gp. (You may round this value to 600. Slavish devotion to the tables is NOT 
  encouraged) Note: Henchmen are considered an aspect of the character and 
  are not used to reduce the average party level. Henchmen levels count as half.
  Treasure Type Conversion 
  A: Massive Hoard. Average TREASURE UNIT 850 gp.
  B: Huge Hoard. Average TREASURE UNIT 250 gp.
  C: Huge Hoard, modifying the types of treasure table by adding 1 if you 
  roll 11 or over, and subtracting 1 if you roll 10 or under. This hoard will not 
  contain any Gold or Hard Silver. Average TREASURE UNIT 175 gp.
  D: Large Hoard, This Hoard will not contain any Hard Silver. If magic items 
  are present, 1 potion will be guaranteed. Average TREASURE UNIT 500 gp.
  E: Large Hoard With a +2 bonus on one roll of the types of treasure Table. 
  If magic items are present, 1 scroll will be guaranteed. Average TREASURE 
  UNIT 1000 gp.
  F: Huge Hoard, modifying the types of treasure table by adding 1 if you 
  roll 11 or over, and subtracting 1 if you roll 10 or under.  This hoard will not 
  contain any copper. Average TREASURE UNIT 1200 gp.
   G: Large Hoard, adding +50% to the base value of the hoard and modifying 
  the types of treasure table by adding 2 if you roll 13 or higher, and subtracting 
  2 if you roll 9 or lower. This hoard will not contain any copper or silver. 
  Average TREASURE UNIT 4000 gp. (Do not increase this value if you use it). 
  H: Gargantuan Hoard, doubling all TREASURE UNIT results, Average 
  TREASURE UNIT 2000 gp (Do not increase this value if you use it).
   I: Small Hoard that does not contain any Copper, Silver, Electrum or 
  Gold. Average TREASURE UNIT 500 gp.
  J, K, L, M, N, O, and P are all Individual treasure results. Average 
  TREASURE UNIT of 1-100 gp. 
  Q: Produces 1 TREASURE UNIT of Gems. Average Treasure unit 250 gp.
  R: Produces 1 TREASURE UNITS of potions, 1 TREASURE UNIT of Gems, and 1 
  TREASURE UNIT of Art. Average TREASURE UNIT 750 gp.
  S: Produces 2 TREASURE UNITS of potions. Average TREASURE UNIT 750 gp.
  T: Produces 1 TREASURE UNIT of scrolls. Average TREASURE UNIT 2500 gp.
  U: Produces 1 TREASURE UNIT of Gems, 1 TREASURE UNIT of Art, and 1 
  TREASURE UNIT of magic items. Average TREASURE UNIT 2000 gp.
  V: Produces 2 TREASURE UNITS of magic items.  Average TREASURE UNIT 
  5000 gp. 
  W: is a small hoard. Average TREASURE UNIT 1500 gp.
  X: Produces 1 TREASURE UNIT of Potions. Average TREASURE UNIT 1000 gp.
  Y: Produces 1 TREASURE UNIT of gold. Average TREASURE UNIT 700 gp.
  Z: is a Medium Hoard with all money types present. Average TREASURE 
  UNIT 2000 gp.
  hoard size (1d20) 
  1
  Individual Treasure
  1 TREASURE UNIT
  2-3
  Small (Unguarded) Hoard
  1-3 TREASURE UNITS
  4-7
  Small Hoard
  3 + 1d6-2 TREASURE UNITS (2-7)
  8-13
  Medium Hoard
  4 + 1d4-1 TREASURE UNITS (4-7)
  14-16
  Large Hoard
  6 + 1d4 TREASURE UNITS (7-10)
  17-18
  Huge Hoard
  6 + 2d4 TREASURE UNITS (8-14)
  19
  Massive Hoard
  6 + 3d4 TREASURE UNITS (9-18)
  20
  Gargantuan Hoard
  4*1d4+2 TREASURE UNITS (12-24)
  Base Value of the hoard 
  (1d100)
  01
  1%
  02-03
  10%
  04-08
  25%
  09-14
  50%
  15-24
  75%
  25-76
  100%
  77-86
  150%
  78-92
  200%
  93-97
  300%
  98-99
  500%
  00
  1000%
  types of treasure (1d20)
  1
  Art
  2-3
  Jeweled Items
  4-7
  Goods
  8-13
  Coins
  14-17
  Furnishings and clothing
  18-19
  Gems
  20
  Special and Magic Items
  
  Treasure Containers:
  Reference Appendix A for an extensive list of materials to aid in description 
  (such as different types of woods and metals).
  Bags and Sacks: These constructed out of the following fabrics:
  Woven:  Barkcloth, Broadcloth, Burlap, Calico, Cambric, Canvas, 
  Cheesecloth, Chiffon, Cloth of gold, Crape, Denim, Flannel, Gauze, 
  Haircloth,Herringbone, Himroo, Hodden, Khaki, Longcloth, Moleskin, Muslin, 
  Oilskin, Ottoman, Oxford, Samite, Sateen, Satin, Scarlet, Seersucker, Silk, Tweed, 
  Twill, Brocade, Corduroy, Plush, Fleece, Terrycloth, Velvet, Velveteen, Wadmal 
  Non-Woven: Felt, Cedar Bark.
  Knitted: Velour
  Netted: Fishnet, Lace
  Bags and sacks may be woven, knitted, crocheted, braided, laced, or felted.  
  Security: Bags and sacks may be sealed by a rope ties, snaps, buckles, or knots.
  Barrels or Casks: These are usually made from vertical wooden staves. 
  They are bound by wooden or metal hoops. Barrels and casks are found 
  in a variety of sizes. From the gallon (1 gallon) to the barrel (32 Gallons) to 
  the hogshead (48-63 Gallons) to the tun (252 Gallons). 
  Security: Barrels or Casks may be sealed by wax seals or brands.
  Coffers, Chests, Huge Chests, and Trunks: These may be composed of 
  the following materials: Bronze, Wood (Carved, Cheap, Painted, Sturdy), 
  Copper, Gold, Iron, Leather, Lead, Marble, Silver, Slate, Steel, Stone or Magical 
  Energy. They may be bound by any of the above substances, they may be 
  warped, or they may be wrapped in chains or straps.  
  Security: Coffers, Chests, Huge Chests, and Trunks may be sealed by 
  latches, clasps, locks, rope ties, buckles or padlocks
  Jars and Urns: These may be made from the following materials: Glass, 
  Wood, Metals, Pottery and Ceramics.  
  Security: Jars and Urns may be sealed by wax seals, stoppers, or lids.
  Niches: These may be found in either the floors, walls, or ceilings. 
  Security: They may be concealed, or protected by latches, locks, and 
  padlocks.
  Loose treasure may be stacked, organized, piled or scattered.
  There is a 1 in 20 chance of a container having treasure being trapped. 
  (You may apply a -4 modifier for chests with results equal or less than 1 
  indicating a trap). There is a 1 in 20 chance of treasure being hidden.
  Concealed: This indicates the treasure is hidden from sight, perhaps 
  inside a drawer, underneath a blanket, or shoved under a bed.
  How much can I carry?
  A great deal of the value in providing unique treasure is forcing the characters 
  to find ways to transport it out of the dungeon. Valuable potable items (Gems, 
  Jewelry, and Magic Items) are most rare. Certain devices exist to assist 
  adventurers with moving treasure. How much can these reasonably carry 
  without becoming useless? These containers may be able to physically hold 
  more, but will tend to fall apart if overloaded.  All weights are in pounds. 
  Numbers to the right of the slash indicate maximum loads.
  Backpack   
  Small Belt Pouch 
  Large Belt Pouch 
  Sack, Small 
  Sack, Large 
  Saddlebag, Small 
  Saddlebag, Large 
  Box (Per cubic foot) 
  Chests (Per cubic foot) 
  Ship (Per ton) 
  Cart (Small) 
  Cart (Large) 
  Chariot (Small) 
  Chariot (Large) 
  Wagon (Small) 
  Wagon (Large) 
  Wagon (Large, 2-4 
  Horses)
  40  
  10 
  20 
  10 
  40 
  25 
  100 
  20 
  650 
  100 
  400 
  600 
  400 
  550 
  850 
  1200 
  1500
  Pack Ape 
  Brown Bear 
  Camel 
  Dog Sled  
  Donkey 
  Elephant 
  Horse, draft 
  Horse, light war 
  Horse, medium war 
  Horse, heavy war 
  Horse, wild 
  Mule 
  Pony 
  Ram, Giant 
  Sheep 
  Yak
  200/400 
  300/600 
  400/600 
  300/600 
  150/250 
  500/1000 
  400/800 
  300/500 
  400/650 
  500/750 
  300/600 
  500/750 
  200/300 
  250/400 
  25/50 
  225/350
  Treasure is contained in
  1
  Bags or Sacks
  2
  Barrels or Cask
  3
  Coffer or Kist
  4
  Chest
  5
  Huge Chest
  6
  Trunk
  7
  Urn
  8
   Jar
  9
  Niche
  10
  Loose
  Treasure is trapped by
  1
  Contact Poison on Treasure
  2
  Contact Poison on Container
  3-4
  Poisoned needles in lock
  4-6
  Poisoned needles in handle
  7-8
  Poisoned spring darts in front
  9-10
  Poisoned spring darts on top
  11-12
  Poisoned Spring darts from inside lid
  13-14
  Poisoned spring darts from inside bottom
  15
  Blade scything across top
  16
  Poisonous vermin (insects, reptiles)
  17
  Poison Gas released
  18
  Trap door opens
  19
  Stone block drops
  20
  Magic
  Treasure is hidden by
  1-2
  Concealed
  3
  Invisible
  4
  Secret space under container
  5
  Secret compartment
  6
  Inside an ordinary item in plain view
  7
  Disguised to appear as something else
  8
  Under a heap of trash or dung
  9
  Under a loose stone in the floor or wall
  10
  In a nearby secret or concealed room.
  
  Art:
  These two tables will give some indication as to the medium and subject of 
  the art. Woodwork is covered under Furnishings. 
  If you wish more information about the piece roll on the following tables.
  These various factors can also modify the value of the art.  
  The base cost is set by the value of the TREASURE UNIT, you can select 
  multiple pieces, or alter their age or condition to reflect their value.
  1-2
  Paper art (prints, calligraphy, illustrated manuscript)
  3-4
  Fabric art (tapestry, embroidery, quilt)
  5-6
  Painting (watercolor, oils, acrylics, enamels) 
  7-8
  Crafts (Doll making, Bookbinding)
  9-10
  Carving (woodwork, scrimshaw, bone, ivory, scales)
  11-12
  Ceramics (pottery, urns, statuary, china)
  13-14
  Glasswork (decanters, chandeliers, goblets, pipes, bowls, windows)
  15-17
  Stonework (Statues, birdbaths, plaques)
  18-19
  Metalwork (sculpture, furnishings, decorative)
  20
  Magical
  1
  Abstract (-2 Value)
  2
  Monster (-1 Value)
  3
  Humanoid
  4-5
  Natural
  6
  Supernatural
  7-9
  Local
  10-12
  Historical
  13-17
  Religious
  18-19
  Wealthy/Noble (+1 Value)
  20
  Royalty (+2 Value)
  Names of Artists: Bedlam 
  Shroud,  
  Eleanor Manuela Francis, 
  Merz Damnmuck,  
  Adam Von Bargen,  
  Bauaet, 
  Rexak Ghostcarver 
  Grosscraft, 
  Dacthamei, 
  Cariloadsem, 
  Htarc Anvilworker, 
  Anadalong, 
  Condati, 
  Greenpine, 
  Hazel Hudson, 
  The Moolah Thief, 
  Carolina Eunice Lester, 
  Malik Montgomery, 
  Zane Vondrak, 
  Tob, 
  Fanaungi, 
  Benedict Cobb, 
  Mel Arden Mercado, 
  Ernie Hays, 
  Michael Moreau, 
  Xavier Nix 
  Zar’tsokegorh, 
  Nadnozmaciel, 
  Zoron 
  The Unholy Earl That 
  Prefers the Pretender, 
  Carnage of the Mysterious 
  Vortex, 
  The Ambassador Who 
  Hates the Dreamer
  Various Examples of Art: 
  Paper Arts: Pastel chalk or oil, Charcoal, Colored 
  pencil, Conte, Crayon, Graphite, Ink, Colored ink doing 
  Calligraphy, Printing, or Illustrating a manuscript, letter, or 
  drawing on Paper, Canvas, Wood, Plaster, or Metal.
  Fabric Arts: Applique, Beadwork, Crochet, Cross-stitch, 
  Dying, Embroidery, Felting, Knitting, Lace, Macrame, 
  Nalebinding, Needlework, Patchwork, Passementerie, 
  Quilting, Rope, Rugmaking, Sewing, Tapestry, Textile 
  printing, Weaving.
  Painting: Acrylic, Oil or Enamel Paint, Encaustic (wax), 
  Fresco, Gesso, Glaze, Gouache, Ink, Sumi, Tempera, 
  Watercolor on Buildings, Canvas, Clay, Cloth, Glass, 
  Lacquer, Metal, Paper, Wood, or Ceramic.
  Crafts: Bracelets, Lace, Origami, Scrap-booking, Wood 
  burning, Egg Decorating, Mosaic,
  Carving: Bone, Gourd, Ice, Ivory, Scrimshaw, Stone, Wood.
  Ceramics: Figures/Statuary, Tiles, Tableware/China, 
  Pottery, 
  Glasswork: Beads, Decanters, Lamps/Chandeliers, 
  Goblets, Crystal, Pipes, Bowls, Windows, Stained, Flowers, 
  Tiles, Etched and Engraved.
  Stonework: Sculpture, Statues, Carvings, Engravings, 
  Lapidary,  Pietra dura, and Fountains, from Brick, Gems, 
  Marble, Slate, Granite, Travertine, Limestone and 
  Sandstone.
  Metalwork: Sculpture, Furnishings, Miniatures, Tools, and 
  Tableware.
  Renown of the artist:
  1-3
  Unknown (-3)
  4-6
  Obscure (-2)
  7-10
  Locally known (-1)
  11-14
  Regionally known (0)
  15-18
  Nationally known (+1)
  19
  Continentally known (+2) 
  20 (1-16)
  World renowned (+3)
  20 (17-20)
  Ubiquitous (+4)
   
  Size of the Art Object:
  1
  Tiny (-3)
  2
  Very Small (-2)
  3-5
  Small (-1)
  6-13
  Average (0)
  14-17
  Large (+1)
  18
  Very Large (+2) 
  19
  Huge (+3)
  20 (1-14)
  Massive (+4)
  20 (15-20)
  Gargantuan (+5)
   
  Quality of Materials:
  1
  Awful (-3)
  2
  Poor (-2)
  3-5
  Below Average (-1)
  6-13
  Average (0)
  14-17
  Above Average (+1)
  18
  Good (+2) 
  19
  Excellent (+3)
  20 (1-14)
  Finest (+4)
  20 (15-20)
  Unique (+5)
   
  Quality of the work:
  1
  Awful (-3)
  2
  Poor (-2)
  3-5
  Below Average (-1)
  6-13
  Average (0)
  14-17
  Above Average (+1)
  18
  Good (+2) 
  19
  Excellent (+3)
  20 (1-14)
  Brilliant (+4)
  20 (15-20)
  Masterpiece (+5)
   
   
  Age:
  1
  Avant-garde (-3)
  2
  Current (-2)
  3-5
  Recent (-1)
  6-13
  Contemporary (0)
  14-17
  Modern (+1)
  18
  Old (+2) 
  19
  Antique (+3)
  20 (1-14)
  Venerable (+4)
  20 (15-19)
  Archaic (+5)
  (20)(1-18)
  Antediluvian (+6)
  (20)(19-20)
  Primordial (+7)
   
  Condition of the work:
  1
  Badly Damaged (-3)
  2
  Damaged (-2)
  3-5
  Worn (-1)
  6-13
  Average (0)
  14-17
  Good (+1)
  18
  Excellent (+2) 
  19
  Near Perfect (+3)
  20 (1-14)
  Perfect (+4)
  20 (15-20)
  Flawless (+5)
  Value Categories:
  1 copper 
  1 silver 
  5 silver 
  1 gold 
  10 gp 
  25 gp 
  50 gp 
  75 gp 
  100 gp 
  150 gp 
  200 gp 
  300 gp 
  400 gp 
  500 gp 
  750 gp 
  1000 gp
  1500 gp 
  2000 gp 
  3000 gp 
  4000 gp 
  5000 gp 
  7500 gp 
  10,000 gp 
  20,000 gp 
  40,000 gp 
  80,000 gp 
  150,000 gp 
  250,000 gp 
  400,000 gp 
  800,000 gp 
  1 Million gp 
  Priceless
  
  Jeweled Items:
  Most jewelry are plain items enhanced by precious metals and gems. There are many ways to enhance the value of an item, some common methods are 
  listed below: You can increase the quality of the material, you can increase the quality of the manufacture. You may remove things from it (ornate carving, relief, 
  beveling, fretwork). You may add things to it (Upholstering, inlaying precious metals and gemstones, adding a fur fringe, encasing it in valuable skin, embroidery). 
  Things may be done to enhance the value of the object (Polishing, finishing, dying, coloring, painting), Social factors can also play a role in value, as any urban 
  setting value will be dictated by culture and fashion.
  There are many different types of utensils that can be enhanced as above. Here is a list of some items that can be selected on a roll of utensils, or in lieu 
  of the above list: Adhesive, Adze, Ankus (to prod animals with), Anvil, Auger, Awl, Balls, Bangles, Bell, Bellows, Block and Tackle, Bottle, Bow Drill, Bowl, Branding 
  Iron, Brush, Buckle, Stopper, Candelabra, Candlestick, Cards, Carding Comb, Carpenter’s square, Cauldron, Chisel, Coffin, Combs, Corckscrew, Crowbar, Cup, 
  Dice, Drill bits, Drill, Drinking Jack, Drinking Horn, Dolls, Door Handles, Ewers, Eye-patch, File, Fingerpick, Fish-hooks, Flagon, Forge, Fork, Game Pieces, Grindstone, 
  Goblet, Hammer, Hilt, Hoe, Hollow Reed, Kettle, Key Ring, Knives, Ladle, Loom, Mallet, Mantle, Masks, Mirrors, Molds, Mortar & Pestle, Monocle, Mug, Nails, 
  Paint, Pan, Peg-legs, Pickaxe, Pitcher, Pitchfork, Pen Case, Planner, Platters, Pliers, Plow, Pots, Potters Wheel, Pouches and small boxes, Pulley, Rake, Rope, Salt cellar, 
  Saw, Scissors, Scepters, Shepherd’s Crook,  Sledge, Spade, Spit, Spoon, Stein, Thimble, Tiles, Trays, Tongs, Toys, Vestments, Wedge, Wheelbarrow, Whetstone, 
  Whitewash, Wire, Whistle.
  01-02
  Anklet
  34-35
  Goblet
  68
  Chatelaine
  03-05
  Armband
  36-37
  Headband (fillet)
  69
  Cuff link
  06-07
  Belt
  38
  Idol
  70
  Lapel Pin
  08-09
  Small Box
  39-40
  Locket
  71
  Grill
  10-14
  Braclet
  41
  Medal
  72
  Bangles
  15-17
  Brooch
  42
  Medallion
  73
  Body Piercing 
  18
  Buckle
  43-45
  Necklace
  74
  Prayer Beads
  19
  Chain
  46
  Pendant
  75
  Puzzle
  20
  Chalice
  47
  Pin
  76
  Aiguillette (decorative cord / ribbon tip)
  21
  Choker
  48
  Orb
  77
  Cock Ring
  22
  Clasp
  49-53
  Ring
  78
  Pectoral
  23
  Collar
  54
  Scepter
  79
  Zierscheibe (ornamental disc)
  24
  Coffer
  55
  Seal
  80
  Icon (small animal, symbol)
  25
  Comb
  56
  Statuette
  81
  Egg
  26
  Coronet
  57
  Tiara
  82-85
  Weapon
  27
  Crown
  58-59
  Mask
  86-89
  Armor
  28
  Decanter
  60
  Nose Ring/Stud
  90-93
  Tool
  29
  Diadem
  61-62
  Circlet
  94-99
  Roll on again on type of treasure table, Reroll 
  coin results, new item is bejeweled.
  30-32
  Earring
  63-64
  Torc
  00
  Treasure container is bejeweled.
  33
  Fob
  65-67
  Utensils
  
  Goods:
   
   Low value goods are useful to the Dungeon Master in several situations. 
  These are particularly effective if you are looking to screw your party out 
  of treasure, if you want them to walk past the treasure in the adventure, 
  or if they desperately need natural resources. The value to weight of low 
  value goods means that the low value goods table should be restricted 
  to the lower character levels, or certain specific situations in higher level 
  campaigns. (i.e. “Yes, there are things of value in there, but it’s not worth 
  your time to retrieve.”) These tables are also very useful for determining 
  the contents of ships, caravans, merchants and general goods.
  Low value goods:
  Cotton/Wool/Flax: Cotton is 1 gold piece per pound, Wool is 3 copper 
  pieces per pound, Flax is worth 5 silver pieces a pound.
  Furs/Hides/Skins: Depending on the animal and the quality of the fur, the 
  value of these varies wildly. These refer to the un-worked tanned furs hides 
  and skins of animals. See clothing for worked fur clothing. Small common 
  animals have furs valued between 3 - 10 silver pieces per pound. Larger 
  Common animals have furs valued at 1 - 2 gold pieces per pound. Rare 
  animals have skins valued at 3 - 5 gold pieces per pound. Exotic animals 
  and monsters have hides valued at 10 - 500 gold pieces per pound. See 
  the appendix for a list of creatures furs, skins and hides.
  Ingots Iron/Copper/Bronze/Lead/Tin: An Ingot is a pound. Iron is 2 
  copper pieces per pound, Copper is 1 silver pieces per pound, Bronze is 6 
  copper pieces per pound, Lead is 6 copper pieces per pound, and Tin is 1 
  gold piece per pound, 
  Lumber: lumber is found in cords. A full cord measures 4 feet high by 4 
  feet wide by 8 feet long (4’x4’x8’) and has a volume of 128 cubic feet. 
  It has a value of 10 gold pieces a cord, and weighs between 2000 and 
  4000 pounds a cord. It takes up approximately 1/4 a ton of space in a 
  ship.
  Wine/Ale/Beer/Liquor: A gallon of liquid will weigh between 8 and 
  10 pounds. Wine and Liquor will be in bottles or casks, Beer and will 
  be in casks or barrels. Barrels and casks are found in a variety of sizes. 
  From the Gallon (1 gallon) to the barrel (32 Gallons) to the hogshead 
  (48-63 Gallons) to the tun (252 Gallons). The alcoholic liquid inside will 
  be valued at 1 copper piece to 300 gold pieces a pound (or 10 copper 
  pieces to 3000 gold pieces a gallon) based on the rarity and difficulty 
  of manufacture in your setting. Wine made from grapes crushed by the 
  feet of young elven female virgins, or beer made by a dwarf over one 
  thousand years old might be more difficult to procure and more expensive 
  as a result.
  Grain/Foodstuffs: Foodstuffs and grain vary wildly in cost and weight. 
  The worth starts at 1 copper piece per pound and increases to a maximum 
  of 10 gold pieces per pound.
  Livestock/Slaves: Assuming slavery is legal, the value of a slave depends 
  on the local market and their condition. If they are skilled, young, talented, 
  healthy or of an unusual race they are worth much more. They are usually 
  sold for the approximate value to rent their services for 2 years. This value 
  varies from 2 gold pieces to 500 gold pieces or more. Livestock varies by 
  the beast. Cows will sell for 10 gold pieces, whereas a Chicken is worth 
  a copper piece. Use the value for beasts of burden in your role-playing 
  system for more detail.
  Sugar/Spices/Hemp/Jute/Pipeweed/Herbs/Salt: Sugar and Salt are 
  1 gold piece per pound. (Sugar may be found in cane form which cuts it’s 
  value by 1/2 per pound). Spices and Herbs range from 1 copper piece to 
  20 gold pieces a pound. Hemp and Jute run approximately 2 silver pieces 
  a pound. Pipeweed goes for 20-500 gold pieces a pound (and is usually 
  found in ounce and quarter-ounce quantities).
  Dressed Stone: This is worth between 2 - 5 silver pieces a cubic foot. 
  Each cubic foot of stone weighs 100 pounds. (Good luck)
  Cloth/Fabric: This also varies in price. 1 pound of material is 
  approximately 2 square yards. It varies in price between 1 gold piece and 
  30 gold pieces per pound. There are literally dozens of different types of 
  fabric. The most common are cotton and wool, followed by cloth made 
  from the soft fur of animals. See the appendix for a full listing.
  Leather Goods: These can vary in price depending on the actual source 
  of leather. 1 pound of material is approximately 2 square yards. It has a 
  value of 10 gold pieces per pound for cow leather. The value can range 
  from 5-100 gold pieces per pound for more exotic leathers.
  Low Value Goods
  01-08
  Cotton/Wool/Flax 
  09-18
  Furs/Hides/Skins
  19-22
  Ingots: Iron/Copper/Lead/Tin
  23-26
  Lumber
  27-35
  Wine/Ale/Beer/Liquor
  36-48
  Grain/Foodstuffs
  49-52
  Livestock/Slaves
  53-65
  Sugar/Spices/Hemp/Jute/Pipeweed/Herbs/Salt*
  66-69
  Dressed Stone
  70-73
  Cloth/Fabric*
  74-79
  Leather Goods
  80-87
  Pewter/Bronze/Copperware/Ceramics
  88-95
  Wooden Items
  96-00
  Steel Bar Stock
  High Value Goods
  01-12
  Armor/Weapons
  13-16
  Coffee/Tea
  17-20
  Exotic Fruits
  21-30
  Leathers/Silks/Fabrics
  31-33
  Gold/Silver/Electrum/Platinum Bars
  34- 37
  Ivory
  38-40
  Narcotics/Medicine
  41-46
  Perfumes
  47-48
  Ingots, Rare Metals
  49-50
  Rare Woods
  51-63
  Religious Artifacts
  64-85
  Scrolls/Books
  86-90
  Ingots, Electrum/Silver/Gold/Platinum
  91-98
  Laboratory Items
  99-00
  Magical Components
  
  Pewter/Bronze/Copperware/Ceramics: These functional items fetch 
  approximately 1 silver piece to 2 gold pieces a pound. To determine the 
  item, you can use the utensil entry in the appendix. 
  Wooden Items: These items average approximately 1 gold piece a 
  pound. To determine the item, see the utensil entry in the Appendix. 
  Steel Bar Stock: Standard bars are 400 ounces, equal to 25 pounds. Each 
  pound of steel is equivalent to 10 gold pieces. A Steel Bar is worth 250 
  gold pieces. 
  High value goods:
  Armor/Weapons: Refer to the costs and weights of armor and weapons 
  in your gaming system.
  Coffee/Tea: Coffees and teas vary between 1 gold piece and 5 gold 
  pieces a pound.
  Exotic Fruits: Fruits vary between 1 silver piece and 10 gold pieces a pound.
  Leathers/Silks/Fabrics: These refer to expensive or rare fabrics, or 
  embroidered or enhanced leathers and fabrics. Again 1 pound is equal to 
  2 square yards of material. The prices on these items range from 20-40 
  gold pieces a pound. A list of some fabrics may be found in the Appendix.
  Gold/Silver/Electrum/Platinum Bars: Each bar is 400 ounces, weighing 
  approximately 25 pounds. A gold bar is worth 1250 gold pieces, a silver 
  bar is worth 125 gold pieces, an Electrum bar is worth 625 gold pieces, 
  and a Platinum Bar is worth 6250 gold pieces
  Ivory: has a value of 5 - 25 gold pieces per pound depending on 
  availability. The value of ivory increases as the size of the piece increases, 
  large pieces may double, triple or quadruple the price per pound. The 
  source of the ivory may also be a factor. Ivory from fantastic creatures 
  is most valuable, followed by that from elephants. Ivory from hippos, 
  walruses and such is less so.
  Narcotics/Medicine: Narcotics vary wildly in price. They are worth 
  between 50 and 5000 gold pieces a pound. They may be illegal, and it 
  may be difficult to procure a purchaser. Some examples include vitamins, 
  fertility drugs, antibacterials, depressants, euphoriants, hallucinogens, 
  hypnotics/sedatives, and stimulants.
  Perfume: Perfumes are priced by the ounce. They are worth between 2 
  silver pieces and 20 gold pieces an ounce.
  Ingots, Rare Metals: An ingot is a pound. Mithral is 75 gold pieces per 
  pound, Adamantine is 750 gold pieces per pound, Dwarven Iron, is 10 
  gold pieces per pound, Fine steel is worth 15 gold pieces a pound (or as 
  it is more likely to be found,  375 gold pieces per steel bar), Alchemical 
  Silver is 15 gold pieces a pound, Cold Iron is 1 gold pieces a pound, 
  Orichalcum is 500 gold pieces a pound.
  Rare Woods: These are 2x - 10x the cost of normal wooden items. Assume 
  a cord of rare wood has a value between 20 - 100 gold pieces Items 
  made from rare woods are 10 gold pieces to the pound. Many of these 
  can be used to make magical weapons and armors.
  Religious Artifacts: These include a variety of items, such as altars, altar 
  cloth, bells, braziers, candelabras, candles, candlestick holders, cassocks, 
  censers, chalices, chimes, altar cloths, drums, fonts, holy/unholy symbols, holy 
  relics (bones, vials of blood, bloodstained cloths)idols, incense, incense burners, 
  kneeling bench, lamps, lecterns, mosaics, offertory containers, reliquaries, 
  screens, shrines, snuffing bells, thuribles, tripods, vestments, votive lights, and 
  whistles. These items can be made from or covered by linen, velvet, silk, 
  gold brocade, dyed cloth, bronze, iron, silver, gold, platinum, brass, wood, or 
  granite. Most of these items weigh a few pounds or less except for altars 
  (10-2000 pounds),  Braziers (5-200 pounds), Kneeling benches (3-20 
  pounds), Lecterns (20-150 pounds) and Reliquaries (5-50 pounds).
  Scrolls /Books: These include a wide variety of items. The writings 
  on these documents can cover any conceivable topic. A list of topics 
  follows: Autobiographies, Biographies, Botanical, Common (Accounting, 
  Letters, Lists),  Entomological, Engineering, Erotica (Stories, Pictures, Lyrics, 
  Poetry), Herpetological, Historical, Ichthyological, Legal Texts (Contracts, 
  Writs, and Subpoenas), Letters of credit, Literature (Epics, Novels, Plays, 
  Poetry), Ornithological, Planar, Religious (Scriptures, Tracts, Hymnals), 
  Spellcraft, Trade Secrets, Warfare, Zoological and Sage (For each race, 
  Human, Elven, Dwarven, Gnome, Halfling, Orc: Art & Music, Biology, 
  Demography, History, Languages, Legends & Folklore, Law & Customs, 
  Philosophy & Ethics, Politics & Genealogy, Psychology, Sociology, Theology 
  & Myth. Physical and Supernatural Universe: Architecture, Astronomy, 
  Chemistry, Geography, Geology & Mineralogy, Mathmatics, Meterorology & 
  Climatology, Oceanography, Physics, Topography & Cartography, Amphibians, 
  Arachnids, Avians, Cephalopods & Echinoderms, Crustaceans & Mollusks, 
  Ichthyoids, Insects, Mammals, marsupials, Reptiles, Bushes and Shrubs, Flowers, 
  Fungi, Grasses & Grains, Herbs, Mosses & Ferns, Trees, Weeds, Astrology & 
  Numerology, Cryptography, Divination, Dweomercraft, Heraldry, Signs & SIglis, 
  Medicine, Metaphysics, Inner Planes, Outer Planes). There is a 25% chance of 
  the books or scrolls having value towards an Arcane library. There is a 5% 
  chance one of the documents is a map or puzzle that leads to some sort of 
  treasure. There is a (1%) possibility of spell books or scrolls within the cache.
  Ingots Electrum/Silver/Gold/Platinum: An Ingot is a pound. Electrum 
  is 5 gold pieces per pound, Silver is 1 gold pieces per pound, Gold is 10 
  gold pieces per pound, Platinum is 50 gold pieces per pound.
  Laboratory Items: These include a wide variety of items, such as 
  adhesives, alembics, astrolabes, balances and weights, beakers, bellows, 
  bladders, bottles, bowls, boxes, braziers, cages, caldrons, candles, 
  candlesticks, carafes, chalk, crucible, cruet, crystal balls, decanters, desks, 
  dishes, flasks, funnels, furnaces, horns, hourglasses, ink, inkwells, jars, jugs, 
  kettles, ladles, lamps, lenses, maps, mortar and pestle, pans, paper, parchments, 
  papyrus, pentacles, pentagrams, phials, pipettes, pots, prisms, quills, retorts, 
  stirring or mixing rods, scroll tubes, sheets, skins, skulls, spatulas, measuring 
  spoons, stands, stools, stuffed animals, tanks, tongs, tripods, tubes, tweezers, 
  vellum, vials, waterclocks, wax, wires, and workbenches. These items are 
  usually made of glass, iron, and steel. There may well be alchemical 
  materials, poisons, and potions among the supplies.
  Magical Components: These are magical components, useful in creating 
  scrolls, crafting magic items, and researching spells. Specifics are left to 
  the Dungeon Master. Their cost (increased by the lack of a need to kill 
  the monster to retrieve them) varies greatly. Obviously goblin blood is a 
  little more common then a dozen basilisk eyes. This also includes poisons, 
  alchemical materials, and potions, as well as spell components. 
  
  Coins & Furnishings:
  Coins:
  Copper coins in particular, and coins in general are a trap. Their weight 
  in comparison to their value very rarely makes them worth taking in any 
  fantasy game you might be playing in.
  If you do not use Hard Silver in your game, simply read all Hard Silver 
  results as Gold. (Hard Silver is a mix of Platinum and Gold).
  For purposes of calculation, due to impurities, all coins weigh .1 pounds, 
  have a diameter of 1.5 inches, a thickness of .1 inch, a volume of 
  approximately .18 cubic inches, and a specific gravity of 15.66. These 
  values give you 4 loose coins to the cubic inch. A cubic foot can hold 
  approximately 6400 coins. Containers (excepting chests) can not hold 
  their maximum physical capacity of weight in solid mass. Items will hold 
  more then their listed capacity of weight, but any attempt to move them 
  when they are overfull, will cause them to rip, tear, crack and break. There 
  is no issue with changing this to 50 or 100 coins to the pound. If this is the 
  case, assume proportionately smaller coins.
  Furnishings:
  Furniture may be ornate, engraved, inlaid with precious metals, carved, 
  burned, beveled, have fretwork, be upholstered or be made more valuable 
  in a variety of ways. It may be made out of a variety of valuable woods, 
  fabrics, and metals (q.v.). References are in the Appendix. Notes on 
  individual furnishings are below.
  Armoire and Closets: This may contain a selection of clothing as part of 
  it’s value (or other items).
  Bed: Do not forget the value of the mattress, linens, and sheets.
  Bench: These may be upholstered with valuable fabrics (and expensive 
  nails or tacks).
  Carpet and Rug: There are a huge variety of types of these. Methods of 
  rug and carpet making include, but are not limited to: Woven, Needlefelt, 
  Knotted, Tufted, Flatweaved, Hooked, and Embroidered. Types of rugs are 
  often associated with earth cultures and include Chinese, Persian, Turkish, 
  Pakistani, Azerbaijani, Turkmen, Oriental, Spanish, French, and English.
  Chest of Drawers, Cupboard, and Desk: May double as a treasure 
  container.
  Clothing: 
  Clothing may be made out of expensive fabrics (silk) or rare furs. This will 
  often increase the price and value of clothing. It may also have gems 
  and rare metals for buttons and decoration which may also increase the 
  value. Examine the lists of fabrics, metals, gems, skins, and furs to create 
  the value of the clothing. Clothing from a specific designer, or made of a 
  certain quality will also greatly increase or decrease the cost. The base 
  price for clothing is a few slivers. 
  Furs generally have a given value for a pelt in the range of 1 silver piece 
  - 10 gold pieces. This value is multiplied by 10 if the fur is used to trim 
  an item, by 100 if a cape or jacket is made from the fur(s) or skin(s), and 
  by 200 if a coat, robe or blanket is made from the fur. These values are 
  subject to two major factors, the frequency of appearance of the animal, 
  and the difficulty in acquiring usable fur for large garments. It is this 
  reason, say, mink is worth 30, 900, and 1800 times it’s base value (for 
  trimming, cape, and coat respectively). If an animal is both small and rare, 
  increase the value accordingly
  Valuable Furs: Aurumvorax, Bear, Beaver, Bobcat, Bunyip, Caterwaul, 
  Chinchilla, Devil Dogs, Ermine, Fisher, Fox (hoar/red/silver), Giraffe, Lynx, 
  Marten, Mink, Musk-ox, Muskrat, Nonafel, Otter, Owlbear, Panther Sable, Seal, 
  Snow leopard, Spotted cats, Tiger, Winter Wolf, Wolf, Wolverine, Yeti, Zebra
  Valuable skins: Bulk Hides (Cattle, Bison, Mammoths, Mastodons, Caribou) 
  Behemoth, Blink Dog, Dragon*, Dragon Horse, Dragonfly, Dragonne, Displaced 
  Tentacle Cat, Gorgon, Hippopotamus, Ki-rin, Neo-otyugh, Otyugh, Reptiles 
  (Snake, Crocodile, Lizard, Turtles, Dinosaurs) 
  *Dragon hides have many special qualities
  Ivory Producing animals: Baku, Behemoth, Catoblepas, Elephant, 
  Hippopotamus, Hollyphant, Mammoth, Mastodon, Narwhal, Oliphant, Walrus, 
  Walrus Giant.
  Quality: Poor, Average, Fine, Superior and Royal
  1-2
  Copper
  3-5
  Silver
  6-7
  Electrum
  8-10
  Gold
  11
  Hard Silver
  12
  Platinum
  01
  Altar
  52
  Dais
  02
  Armchair
  53-56
  Desk
  03-05
  Armoire
  57
  Fountain
  06
  Arras
  58
  Fresco
  07-10
  Bed
  59-60
  Hamper
  11-12
  Bench
  61-63
  Idol
  13-15
  Blanket
  64
  Loom
  16-17
  Box
  65-68
  Mat
  18-19
  Braizer
  69-70
  Mattress
  20
  Bucket
  71-73
  Pallet
  21
  Buffet
  74-75
  Pedestal
  22-23
  Bunks
  76-78
  Pillow
  24-25
  Cabinet
  79-80
  Quilt
  26-27
  Candelabrum
  81-84
  Rug
  28-30
  Carpet
  85-86
  Screen
  31
  Chandelier
  87-88
  Shelves
  32-36
  Chair
  89
  Shrine
  37-38
  Chair, Padded
  90
  Sofa
  39
  Armchair, Padded
  91-93
  Stool
  40-42
  Chest of drawers
  94-96
  Table
  43-45
  Closet (Wardrobe)
  97
  Throne
  46
  Couch
  98
  Tub
  47
  Cresset
  99
  Wall Basin
  48-49
  Cupboard
  00
  Work Bench
  50-51
  Cushion
  
  Gems & Magic Items: 
  Instead of rolling randomly for gems, you have the value, so select the 
  gems based on their core value, modified by their size and quality.
  Ornamental Stones (value 1-25 gold pieces): Azurite, Banded Agate, Blue 
  Quartz, Bone, Eye Agate, Hematite, Lapis Lazuli, Malachite, Moss Agate, 
  Obsidian, Pyrite, Rhodochrosite, Tiger Eye, Turquoise, Mother of Pearl.
  Semi-Precious Stones (Value 25-75 gold pieces): Amazon Stones, 
  Bloodstone, Carnelian, Chalcedony, Chrysoprase, Citrine, Jasper, Moonstone, 
  Onyx, Rock Crystal, Sardonyx, Serpentine, Smoky Quartz, Star Rose Quartz, 
  Variscite.
  Fancy Stones (Value 76-250 gold pieces): Amber, Alamandines, Alexandrite, 
  Amethyst, Chrysoberyl, Coral, Diopside, Garnet, Idicolite, Jade, Jet, Morganite, 
  Nephrite, Pearl, Spinel, Spessarite, Sugilite (luvulite), Rubellite Tourmaline, Zircon.
  Precious stones (Value 251-750 gold pieces): Aquamarine, Garnet, Black 
  Pearl, Peridot, Spinel, Kunzite, Hiddenite, Topaz, Zoisite (Tanzanite).
  Gems (751-2,500 gold pieces): Black Opal, Emerald, Fire Opal, Garnet, 
  Opal, Oriental Amethyst, Oriental Topaz, Sapphire, Star Ruby, Star Sapphire.
  Jewels (2,501-10,000 gold pieces) Ammolite, Black Sapphire, Diamond, 
  Jacinth, Oriental Emerald, Ruby
  Types of Gemstone Cuts: Step Cut, Rose Cut, Table Cut, Cabochon Cut 
  (round), Emerald Cut, Brilliant Full Cut, Eight Cut, Scissors Cut.
  Each of the above modifiers will increase or decrease the value of the 
  stones by 1 category each. These gemstones may be found cut or uncut. 
  Cut gemstones will rise in value to the next category of value. Stones 
  increase in value past the category values (Ornamental, Semi-Precious, 
  Fancy, et. al.) by these increments, 10,001-20,000; 20,001-40,000; 
  40,001-80,000; 80,001-200,000; 200,001-400,000; 400,001-
  800,000; 800,001-1,000,000+. Stones lower in value by these 
  increments, 1 gold piece, 5 silver pieces, 1 silver piece, 1 copper piece. 
  Stones that have a value of 1 copper piece or less are known as ‘rocks’.
  There are extensive magic item lists for every game systems. Use the 
  TREASURE UNIT value to select an appropriate item. In the case of 
  Special, consider such options as Deeds, Treasure Maps, Monster Eggs, 
  Monster Carcasses, Monster Servants, Monster Guards. The value for 
  many of these things is in the thousands of gold pieces and dictated more 
  by campaign considerations so set your prices accordingly. These are not 
  only excellent rewards more valuable than gold (would you trade 12,000 
  coin for a baby Thessalhydra to guard your fortress?), and can often lead 
  to many other adventures.
  Weapons:
  Magical weapons are a special consideration. Here are some details and 
  alterations to create unique magical weapon descriptions. 
  Materials: They may be constructed from any Metal, Wood, or Stone 
  listed in the Appendix, Stainless, High Carbon, Damascus, and Layered Steel, 
  Crystal, Glass, Obsidian, Ceramic, and Bone.
  Blade shapes: Straight, Curved, Tapered, Wavy (Kris), Blood grooves (Fullers), 
  Notches, Spikes/Protrusions, Saw, Jagged
  Hand Guards: (Reference Appendix for Materials) Arched, Animals, Body 
  parts, Flora, Fauna, Gods 
  Handle: Organic (Ivory, Bone, Wood, Antler), Inorganic (Stone, Ebony, Metal), 
  Wrapped in Fabric, Fur, or Leather. 
  Handle Shapes: Straight, Tapered, Fluted, Grooves (Straight/Spiral), Prism, 
  Hand Imprint, Hollow. 
  Pommel Materials and Shapes: (Reference Appendix for Materials), Heads 
  (Monster, Human, Gods), Crosses, Skulls, Holy Symbols, Limbs, Hand or Paw, 
  Short Blade. 
  Accents: Word Engravings, Picture Carvings, Runes, Metal Inlays, Jewels and 
  Gems. 
   
  To describe magical weapons give them a name, value, legend, 
  appearance, combat statistics, magical abilities, intelligence, ego, 
  alignment, method of communication, and personality.
  01
  Apron
  51-52
  Jerkin
  02-03
  Belt
  53
  Jupon
  04-05
  Blouse / Chemise
  54-55
  Kerchief
  06-07
  Bodkin
  56
  Kirtle
  07-08
  Boots
  57-58
  Leggings
  09
  Braies 
  59-60
  Linen (drawers)
  10-11
  Buskins
  61-62
  Linen (Undershirt)
  12-13
  Cap
  63
  Mantle
  14-15
  Cape
  64-65
  Pantaloons
  16-17
  Caul / Barbette & Fillet
  66-67
  Petticoat
  18-19
  Cloak
  68-69
  Pouch/Purse
  20-21
  Coat
  70-71
  Robe
  22-23
  Coif
  72-73
  Sandals
  24-25
  Doublet
  74-75
  Scarf
  26-27
  Dress
  76-77
  Shawl
  28
  Fez
  78-79
  Shift
  29-30
  Frock/Pinafore
  80-81
  Slippers
  31-32
  Garter
  82-83
  Smock
  33-34
  Gauntlets
  84-85
  Stockings
  35-36
  Girdle
  86-87
  Surcoat
  37-38
  Gloves
  88
  Toga
  39-40
  Gorget
  89-91
  Trousers
  41-42
  Gown
  92-94
  Tunic
  43-44
  Hat
  95-96
  Veil
  45-46
  Habit
  97-98
  Vest
  47-48
  Hood
  99
  Wallet
  49-50
  Hose
  00
  Wrapper
  Size of the Gem:
  1
  Tiny (-3)
  2
  Very Small (-2)
  3-5
  Small (-1)
  6-13
  Average (0)
  14-17
  Large (+1)
  18
  Very Large (+2) 
  19
  Huge (+3)
  20 (1-14)
  Massive (+4)
  20 (15-20)
  Gargantuan (+5)
  Quality of the Gem:
  1
  Badly Flawed (-3)
  2
  Flawed (-2)
  3-5
  Minor Inclusions (-1)
  6-13
  Average (0)
  14-17
  Good (+1)
  18
  Excellent (+2) 
  19
  Near Perfect (+3)
  20 (1-14)
  Perfect (+4)
  20 (15-20)
  Flawless (+5)
  
  Appendix A:
  Woods: softwoods: Pine, Cedar, Cypress, Fir, Yew, Hemlock, Larch, Redcedar, 
  Redwood, Spruce.  
  Hardwoods: Alder, Applewood, Ash, Aspen, Balsa Beech, Birch, Basswood, 
  Blackwood, Boxwood, Buckeye, Cherry, Chestnut, Cottonwood, Dogwood, 
  Ebony, Elm, Eucalyptus, Gum, Hickory, Ironwood, Locust, Maple, Oak, Poplar, 
  Sandalwood, Sassafras, Teak, Walnut, Willow. 
  Fantasy Woods: Realms Bluewood (errie blue leaves, burns bright blue, silver 
  hue to wood), Duskwood (smoky gray wood, hard as iron, fire resistant), Hiexel 
  (Bark is useful as paper), Laspar (golden yellow wood), Phendar (green-brown 
  wood with thin black grain lines), Shadowtop (strong fibrous wood, good for 
  ropemaking, unsuitable for carving or loadbearing; it splits), Silverbark (dry, 
  brittle weak wood), Suth (hard durable wood, hard to work with, very strong), 
  Vundwood (red-brown with a spicy smell), Weirwood (will not burn in a 
  normal fire, resilient durable wood), Zabunter (black bark and wood, strong, 
  easily worked) Other Darkwood (weighs half as much as normal wood), 
  Ironbark (as strong as metal)
  Fabrics: Animal: Wool, Wollen Wool, Worsted Wool, Goat (Cashmere, 
  Mohair), Alpaca, Vicuna, llama, Camel (Alpaca), Rabbit (angora), Wadmal, or 
  Silk (Worm, Spider). 
  Plant: Grass, Rush, Hemp, Sisal, Coconut (Coir), Straw, Bamboo, Cotton, Flax, 
  Ramie, Jute (Burlap), Linen, or the tree fabrics, Model, Kapok, Pina.
  Fabrics: Woven:  Barkcloth, Broadcloth, Burlap, Calico, Cambric, Canvas, 
  Cheesecloth, Chiffon, Cloth of gold, Crape, Denim, Flannel, Gauze, 
  Haircloth,Herringbone, Himroo, Hodden, Khaki, Longcloth, Moleskin, Muslin, 
  Oilskin, Ottoman, Oxford, Samite, Sateen, Satin, Scarlet, Seersucker, Silk, Tweed, 
  Twill, Brocade, Corduroy, Plush, Fleece, Terrycloth, Velvet, Velveteen, Wadmal 
  Non-Woven: Felt, Cedar Bark
  Knitted: Velour
  Netted: Fishnet, Lace
  Metals: Bronze, Brass, Copper, Electrum, Gold, Iron, Lead, Platinum, Silver, 
  Steel, Titanium, Cobalt, Nickel, Palladium, Tungsten. And, uh, Coral (It doesn’t 
  really fit in anywhere) 
  Fantasy Metals: Mithral, Adamantine, Cold Iron, Starmetal, Orichalcum, Hell 
  Metals (Green Steel/devil, Morghuth Iron/daemon, Bloodiron/demon), Astral 
  metals (Ferroplasm, Driftmetal), Ice metals (Blue, Stygian, Rimefire)
  Stones: Marble, Slate, Basalt, Obsidian, Pumice, Quartz, Chalk, Coal, Flint, 
  Lignite, Sandstone, Shale.
  Utensils: Adhesive, Adze, Ankus (to prod animals with), Anvil, Auger, Awl, 
  Balls, Bangles, Bell, Bellows, Block and Tackle, Bottle, Bow Drill, Bowl, Branding 
  Iron, Brush, Buckle, Stopper, Candelabra, Candlestick, Cards, Carding Comb, 
  Carpenter’s square, Cauldron, Chisel, Coffin, Combs, Corckscrew, Crowbar, 
  Cup, Dice, Drill bits, Drill, Drinking Jack, Drinking Horn, Dolls, Door Handles, 
  Ewers, Eye-patch, File, Fingerpick, Fish-hooks, Flagon, Forge, Fork, Game 
  Pieces, Grindstone, Goblet, Hammer, Hilt, Hoe, Hollow Reed, Kettle, Key Ring, 
  Knives, Ladle, Loom, Mallet, Mantle, Masks, Mirrors, Molds, Mortar & Pestle, 
  Monocle, Mug, Nails, Paint, Pan, Peg-legs, Pickaxe, Pitcher, Pitchfork, Pen 
  Case, Planner, Platters, Pliers, Plow, Pots, Potters Wheel, Pouches and small 
  boxes, Pulley, Rake, Rope, Salt cellar, Saw, Scissors, Scepters, Shepherd’s Crook,  
  Sledge, Spade, Spit, Spoon, Stein, Thimble, Tiles, Trays, Tongs, Toys, Vestments, 
  Wedge, Wheelbarrow, Whetstone, Whitewash, Wire, Whistle.
  Musical Instruments: Flute, Harp, Bagpipes, Chimes, Cymbals, Horns, Drums, 
  Dulcimers, Fiddles, Fifes, Gongs, Bells, Hurdy-Gurdy’s Lutes, Lyres, Mandolins, 
  Ocarina, Organs, Pan Pipes, Recorder, Tambourine, Triangle, Trumpet, Whistle, 
  Xylophone, Organ, Blocks.
   Livestock: Alpacas, Apes, Baboons, Bats, Bears, Bison, Boars, Bulls, Camels, 
  Cats, Chickens, Cows, Dogs, Deer, Dolphins, Donkeys, Ducks, Eagles, 
  Elephants, Falcons, Ferrets, Foxes, Goats, Geese, Giraffe, Hare, Hawk, Hen, 
  Horse, Lamb, Lizard, Llama, Mammoth, Monkey, Mule, Otter, Owl, Ox, 
  Partridge, Peacock, Pheasant, Pig, Pigeon, Pony, Ram, Rat, Raven, Rhinoceros, 
  Rooster, Sheep, Snake, Songbird, Swan, Toad, Weasel, Wolf, Wolverine, 
  Gold piece value for eggs is given in parenthesis, double this value 
  (at least) for live young. Steed Monsters and Eggs: Camel, Dragonnel 
  (2500) Eel, Giant (2000), Elephant, Giant Strider (1500), Griffon (2000), 
  Hippocampus (1500), Hippogriff (1000), Wild Horse, Mammoth, Mastodon, 
  Oliphant, Pegasus (3000), Roc (4000), Sea Horse, Sphinx (4000+) Unicorn 
  (No egg, but worth 10,000 gp for live young), Wyvern, (2500).
  There are a *large* number of ways to increase the value of an item. A list 
  of some of the most common follow: 
  You can increase the quality of the material, you can increase the quality 
  of the manufacture. You may remove things from it (ornate carving, relief, 
  beveling, fretwork). You may add things to it (Upholstering, inlaying 
  precious metals and gemstones, adding a fur fringe, encasing it in 
  valuable skin, embroidery). Things may be done to enhance the value of 
  the object (Polishing, finishing, dying, coloring, painting), Social factors 
  can also play a role in value, as any urban setting value will be dictated 
  by culture and fashion.
  Appendix B:
  David F. Godwin (December 1983) “How Many Coins in a Coffer?” 
  Dragon Magazine TSR, Inc.
  Ed Greenwood (December 1983) “Treasures Rare and Wondrous” Dragon 
  Magazine TSR, Inc.
  Charles Rodgers (April 1992) “Not Another Magical Sword!?!” Dragon 
  Magazine TSR, Inc.
  Mark Plemmons and Brian Jelke (2004). Goods and Gear: The 
  Ultimate Adventurers Guide. Kenzer and Co.
  David Howery (September 1988) “Treasures of the Wilds” Dragon 
  Magazine TSR, Inc.
  Gygax, Gary (1979). Advanced Dungeons & Dragons Dungeon 
  Master’s Guide. TSR, Inc.
  Courtney lives in Arkansas. He wishes you would visit his web page, 
  http://hackslashmaster.blogspot.com/ and check out some of his other 
  downloads.
  
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