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Need some treasure so that you can suitably reward your intrepid adventurers? Haven't a foggy idea of what to give them? Have a variety of dice? Then these charts are for you!
Note: The D6 treasure tables offer more detail. These tables are a faithful rendition of the old treasure tables.
Need tables that print more nicely? Here's a Word version.
Gold! Gold! Gold!
Bright and yellow,
hard and cold.
- Thomas Hood, 1864
Level | Silver Coins | Gold Coins | Gems/Jewels | Magic |
---|---|---|---|---|
1 | 1d6 * 10 | 1d6 * 10 | 5% chance for each | 5% |
2 - 3 | 1d6 * 20 | 1d6 * 10 | 10% chance for each | 5% |
4 - 5 | 1d6 * 50 | 1d6 * 20 | 20% chance for each | 10% |
6 - 7 | 1d6 * 100 | 1d6 * 50 | 30% chance for each | 15% |
8 - 9 | 1d6 * 200 | 1d6 * 100 | 40% chance for each | 20% |
10 - 12 | 1d6 * 500 | 1d6 * 200 | 50% chance for each | 25% |
13 | 1d6 * 1000 | 1d6 * 500 | 50% chance for each | 30% |
Roll (1d100) | Result |
---|---|
01 - 10 | 10 |
11 - 25 | 50 |
26 - 75 | 100 |
76 - 90 | 500 |
91 - 00* | 1000 |
If you roll 91 - 00, roll 1d6. Continue until you fail to roll a 1. Every time you roll a 1, move to the next highest value on the following list: 5,000; 10,000; 25,000; 50,000; 100,000; 500,000. If you can roll six 1s in a row, you can get a gem worth 500,000.
Roll (1d100) | Result |
---|---|
01 - 20 | 3d6 * 100 |
21 - 80 | 1d6 * 1000 |
81 - 00 | 1d10 * 1000 |
Wing it