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A5e SRD 17 Adventuring Rewards
A5e SRD 17 Adventuring Rewards
13–1 250 (1d4 × 100) gp 13–1 2 (1d4) 25 gp valuables 19 1d4 rolls on Table: Magic Items #5
6 6
17–2 350 (1d6 × 100) gp 17–2 75 gp valuable, 2 (1d4) 20 1d4 rolls on Table: Magic Items #6
0 0 10 gp gems
17–2 130 (2d12 × 10) pp 17–2 3 (1d6) 100 gp gems 20 1d4 rolls on Table: Magic Items #7
0 0
13–16 550 (1d10 × 100) gp, 13–16 4 (1d8) 250 gp 19 1d4 rolls on Table: Magic Items #5
195 (3d12 × 10) pp valuables
17–20 275 (5d10 × 10) pp 17–20 3 (1d6) 500 gp gems 20 1d4 rolls on Table: Magic Items #7
5–8 5,000 (2d4 × 1,000) 5–8 2 (1d4) 750 gp 8–12 1d6 rolls on Table: Magic Items #1
gp valuables
9–12 2,500 (1d4 × 1,000) 9–12 2 (1d4) 1,000 gp 13–1 2 rolls on Table: Magic Items #2,
gp, 500 (2d4 × 100) gems 8 1d2 rolls on Table: Magic Items #7
pp
13–1 900 (2d8 × 100) gp, 13–1 2,500 gp valuable, 2 19 1d4 rolls on Table: Magic Items #4
6 700 (2d6 × 100) pp 6 (1d4) 500 gp gems
17–2 1,100 (2d10 × 100) pp 17–2 5,000 gp gem 20 1d4 rolls on Table: Magic Items #8
0 0
5–8 4,500 (1d8 × 1,000) gp, 5–8 2 (1d4) 2,500 gp 7–11 1d6 rolls on Table: Magic Items #3
900 (2d8 × 100) pp valuables, 2 (1d4)
500 gp gems
9–12 5,500 (1d10 × 1,000) 9–1 7,500 gp valuables, 2 12–1 2 rolls on Table: Magic Items #2,
gp, 1,100 (2d10 × 100) 2 (1d4) 1,000 gp gems 8 1d2 rolls on Table: Magic Items #8
pp
13–1 2,500 (1d4 × 1,000) pp 13– 2 (1d4) 5,000 gp 19 1d4 rolls on Table: Magic Items #4
6 16 gems
17–2 11,000 (2d10 × 1,000) 17– 3 (1d6) 2,500 gp 20 1d4 rolls on Table: Magic Items #9
0 gp, 2,500 (1d4 × 1,000) 20 valuables, 6 (1d12)
pp 1,000 gp gems
5–8 25,000 (1d4 × 10,000) 5–8 3 (1d6) 7,500 gp 7–11 1d6 rolls on Table: Magic Items
gp, 2,500 (1d4 × 1,000) valuables #3
pp
9–12 5,000 (2d4 × 1,000) gp, 9–12 3 (1d6) 7,500 gp 12–1 2 rolls on Table: Magic Items #3,
5,000 (2d4 × 1,000) pp valuables, 2 (1d4) 8 1d2 rolls on
5,000 gp gems Table: Magic Items #10
13–1 25,000 (1d4 × 10,000) 13–1 3 (1d6) 7,500 gp 19–2 1d4 rolls on Table: Magic Items
6 gp, 5,000 (2d4 × 1,000) 6 valuables, 5 (1d10) 0 #9
pp 5,000 gp gems
5–8 70,000 (2d6 × 10,000) 5–8 10 (3d6) 7,500gp 6–10 1d6 rolls on Table: Magic Items
gp, 7,000 (2d6 × 1,000) valuables #3
pp
9–12 16,000 (3d10 × 1,000) 9–12 10 (3d6) 7,500 gp 11–1 2 rolls on Table: Magic Items
gp, 16,000 (3d10 × valuables, 7 (2d6) 7 #3, 1d2 rolls on Table: Magic
1,000) pp 5,000 gp gems Items #10
13–16 70,000 (2d6 × 10,000) 13–1 10 (3d6) 7,500 gp 18–2 1d4 rolls on Table: Magic Items
gp, 16,000 (3d10 × 6 valuables, 16 (3d10) 0 #10
1,000) pp 5,000 gp gems
Coins Gems
Caches of coins are found in denominations Use the following tables to determine the
of pp (platinum), gp (gold), ep (electrum), sp specific types of gemstones found in a
(silver), and cp (copper). Fifty of any treasure. Most often, caches of gemstones
denomination of coins weigh 1 pound. A contain only one or two types of gems.
stack of 2,000 coins weighs 40 pounds and Large, flawless, or unusually colored gems
is considered to be one bulky item for the might be worth as much as ten times the
purposes of carrying capacity. usual price for their type.
Each ‘coins’ result on the treasure table
lists the average number of coins found,
and then in parentheses lists the dice Rare Spells as Treasure
expression used to generate a random
Whenever adventurers find a spell scroll,
number of coins. For instance, a result of
there’s a 50% chance they discover a rare
‘700 (2d6 × 100) sp’ indicates that 700 silver
version of a spell. During the course of
pieces, or 2d6 × 100 silver pieces, are
adventuring from 1st to 20th level, the
found.
average party should find around 1 rare
spell scroll per spellcaster.
Other Wealth
Treasures can contain non-monetary
wealth: gems and valuables. ‘Valuables’ is a
catch-all term for jewelry, works of art and
craft, and other costly but nonmagical
objects.
3 Malachite Opaque, mottled green, often 4 Topaz Transparent, any color but most
found in copper deposits often yellow to red
6 Carpet of flying (5 × 7 ft.) 43 Long fang of the moon 80–82 Staff of power
7 Carpet of flying (6 × 9 ft.) 44–45 Luck blade 83–85 Staff of the magi
Some people that witnessed the adventurers The party gains a fan who asks them for a new
overcome the obstacle tell everyone about it, story or autograph or souvenir at every turn.
12 and for the next month the PCs gain an This might be a merchant, a young traveler, or
expertise die on Charisma checks made in this 16 just a commoner in a town that gets a lot of
region. foot traffic. While the fan is with them, the
adventurers’ Prestige rating is increased by 1
point.
Follower The ghost of a fallen traveler finds the party
To randomly flesh out the follower’s and haunts them, pulling harmless pranks such
heritage, name, and other details, see as blowing off their hats and scaring their pack
Social Encounters on page 103. The 17 animals. Despite this, the ghost warns the
expertise of the follower is based on the party of danger and can answer questions
about
region’s tier (tier 0–1: inexperienced, tier
2–3: seasoned, tier 4: expert). A boon the region.
follower typically remains with the party until
A friendly nature spirit takes a liking to the
they leave the current region.
party and leads them towards safe paths with
TABLE: BOON FOLLOWERS pleasant smells or other signs or wards them
18 away from danger with bad odors or noises.
D2 While in this region, the adventurers gain an
0 FOLLOWER expertise die on Survival checks made to find
their way.
1 Apothecary
A pixie decides to tag along with the party until
2 Bodyguard 19
it gets bored.
3 Cook A wandering knight travels with the party for a
20 while, regaling them with stories about their
4 Diviner
heroic deeds.
5 Footpad
6 Healer
7 Interpreter
22–24 Trees offer ripened sweet fruits that are An adventurer stumbles into a honey
a desired trade item with local cultures, 55–57 bee hive but none of the insects attack
them. The hive makes 1 gold worth of
The adventurers acquire a fundamental Gaming set that contains dice and the
piece of planar essence from another 82–84 rules for a game that is about to
dimension. The form it takes — an become a popular local pastime.
58–60
elemental gem, an imp, a sentient
thought — is at the Narrator’s Locket containing a portrait of a lovely
85–87
discretion. tiefling.
The party stumbles upon a witch’s hut. A bizarre skull that seems not of this
88–90
Its owner (use mage statistics) takes a world.
liking to one of the adventurers — if
61–63 Unmistakably beloved wedding ring
they return her advances, they awaken
the next morning healed of all curses 91–93 half-buried in the muck. An engraving
and diseases. on the inside reads “K+R”.