Treasure I (d12)

d12 Result

1

Minor Magic Item

2

One set of thieves’ picks & tools or crowbar (1d6 damage, proficiency as club)

3

Gems

4

Purse - DMs should add occasional oddities to ‘straight’ currency, such as a ring of pierced coins - usually 20 gp joined by a brass ring or silver trade bar typically worth 25 gp. Additional monetary treasure may be hidden elsewhere on the person, i.e. money-belts, hollow boot-heels, cloak hems, neck pouches underneath hair, etc.)

5

5. Wooden mallet (1d4 damage, proficiency as Warhammer) and 1d4 + 6 iron spikes, or Food (typically a 1-gallon wineskin, a wheel of cheese, and a round, hard loaf of bread)

6

6. Lantern, hooded, (and 6 candles, 2 lighting-tapers, flint & steel), or Food (typically a half- gallon skin of water laced with lime juice, a whole spiced sausage, two whole pickles wrapped in oiled cloth, and a handful of nuts and radishes)

7

7. Sack(s): heavy-duty canvas with drawstrings, 1d6 in number

8

8. Gauntlets: 1 pair; heavy-duty waxed, reinforced leather (prevents all rope-burn and abrasive damage, and negates the damage of one exposure or one round of harm from acid, flaming oil, or non-magical fire)

9

9. Brass finger-ring: 15% chance that it is magical or contains a feature of interest (poison fang, key, etc.); avoid features that the bearer could have used against the PCs.

10

10. Grappling hook, folding, with black waxed climbing cord (length of cord is 2d4 x10’)

11

11. Dagger, +1

12

12. Potion of Healing: stainless steel, cork-stoppered and wax-sealed flask emblazoned with two overlapping, linked circles – “Airndoa,” the rune for healing.