Difference between revisions of "Treasure"

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Heroes may quest for justice, for a higher purpose, for the salvation of their [[Princess Zelda|queen]] and [[Hyrule|country]], but just as many adventurers seek '''treasure'''—a horde of shiny [[rupees]], full armaments of powerful magic items, and jewels or gemstones hidden away long-forgotten dungeons.  As the Dungeon Master, you decide where treasure can be found and in what amount.
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<div style="max-width: {{EntryWidth}};">Heroes may quest for justice, for a higher purpose, for the salvation of their [[Princess Zelda|queen]] and [[Hyrule|country]], but just as many adventurers seek '''treasure'''&mdash;a horde of shiny [[rupees]], full armaments of powerful magic items, and jewels or gemstones hidden away long-forgotten dungeons.  As the Dungeon Master, you decide where treasure can be found and in what amount.{{a}}It may be important to remember that Legends of Hyrule is playable with or without treasure.  A party of capable adventurers can make it to 20th level without even earning a single rupee.  The more riches and magic items they earn, however, the more capably they can overcome obstacles along the way.  By contrast, a party that earned almost every magic item herein might find their adventures far too easy, but there would still be ways to challenge such an overpowered group of heroes.{{a}}Although you are empowered to award treasure and [[#Additional Rewards|additional rewards]] however you like, this section will focus on four methods of doing so: [[#Piecemeal Treasure|piecemeal]], [[#Treasure Chests|chests]], [[#Treasure Stockpiles|stockpiles]], and [[#Classic Treasure|classic]].</div>
 
 
It may be important to remember that Legends of Hyrule is playable with or without treasure.  A party of capable adventurers can make it to 20th level without even earning a single rupee.  The more riches and magic items they earn, however, the more capably they can overcome obstacles along the way.  By contrast, a party that earned almost every magic item herein might find their adventures far too easy, but there would still be ways to challenge such an overpowered group of heroes.
 
 
 
Although you are empowered to award treasure and [[#Additional Rewards|additional rewards]] however you like, this section will focus on four methods of doing so: [[#Piecemeal Treasure|piecemeal]], [[#Treasure Chests|chests]], [[#Treasure Stockpiles|stockpiles]], and [[#Classic Treasure|classic]].
 
  
 
===Piecemeal Treasure===
 
===Piecemeal Treasure===
Simply put, you award rupees, magic items, or other treasure without referencing any other materials or tables.  While there are no hard rules on how often or how much you award, the best games usually have the party earning modest but useful rewards early on, with increasingly powerful and game-changing benefits as the campaign progresses.  This creates a satisfying feeling of escalation through sequential adventures.
+
<div style="max-width: {{EntryWidth}};">Simply put, you award rupees, magic items, or other treasure without referencing any other materials or tables.  While there are no hard rules on how often or how much you award, the best games usually have the party earning modest but useful rewards early on, with increasingly powerful and game-changing benefits as the campaign progresses.  This creates a satisfying feeling of escalation through sequential adventures.</div>
  
 
===Treasure Chests===
 
===Treasure Chests===
This method might be best if your party gains [[level]]s primarily through [[experience points]] earned in [[combat]].
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<div style="max-width: {{EntryWidth}};">
 
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:''See also: [[Generic Treasure Chests]]''
A typical monster in the [[bestiary]] has on its page a "Treasure Chest" table.  Simply enough, when that creature is subdued or slain, roll the die listed on the Treasure Chest table and award the listed result.  If the party's average level is 11 or higher, then instead roll twice and award both results.  If a monster doesn't have its own unique chest, you can instead use a [[Generic Treasure Chests|Generic Treasure Chest]] based on the monster's challenge rating.   
+
This method scales with [[experience points]] earned in [[combat]], so it may be best for a campaign which levels up with XP.{{a}}A typical monster in the [[bestiary]] has on its page a "Treasure Chest" table.  Simply enough, when that creature is subdued or slain, roll the die listed on the Treasure Chest table and award the listed result.  If the party's average level is 11 or higher, then instead roll twice and award both results.  If a monster doesn't have its own unique chest, you can instead use a [[Generic Treasure Chests|Generic Treasure Chest]] based on the monster's challenge rating.  Monsters award Treasure Chests based on their ''own'' rating individually, not the rating of the encounter.{{a}}Of course, the rolled treasure need not necessarily be in a literal chest.  It could be awarded immediately as loot found on the monster's body, loot found in a nearby area that was perhaps guarded, or "stored" to later be rewarded at a more thematic or appropriate time.  There's no need to force this treasure onto the party, either&mdash;the party should only get hidden treasure if they actually look for it.{{a}}Any creature's Treasure Chest table is based on the creature's XP value.  Whether it be rupees, spoils, gemstones, magic items, or something else, each entry on a Treasure Chest table is assigned a value in rupees.  The average result of a Treasure Chest will usually have a rupee value that is equal or nearly equal to the monster's XP value.{{a}}Compared to guidance from official D&D sources like the ''Dungeon Master's Guide'' and ''Xanathar's Guide to Everything'', Treasure Chests are more generous with magic items<!-- since in Hyrule magic items have a lower rupee value than they do in official material-->Aside from that, chests provide substantially more loot below 5th level<!-- up to double recommended value--> and less at higher levels<!-- down to half recommended value-->.  There is also a tendency to award a wider supply of low-tier magic items, and fewer monetary assets or high-tier magic items.{{a}}Treasure Chests don't scale to the "fourth tier" that starts when the party reaches 17th level.  If your campaign reaches this height, you may want to award each character one [[legendary major magic item]] and two [[legendary minor magic item]]s sometime during 17th to 20th level, in addition to any rolled from Treasure Chests.{{a}}Treasure Chests never award [[magic items]] of "master" rarity, nor any [[artifact]]s.</div>
 
 
Monsters award Treasure Chests based on their ''own'' rating individually, not the rating of the encounter.
 
 
 
Needless to say this treasure need not necessarily be in a literal chest.  It could be awarded immediately as loot found on the monster's body, loot found in a nearby area that was perhaps guarded, or "stored" to later be rewarded at a more thematic or appropriate time.  There's no need to force this treasure onto the party, either&mdash;if you decide the treasure is found on the monster's body, the party should only get that treasure if they actually look for it.
 
 
 
A Treasure Chest table is based on the corresponding monster's XP value.  Whether it be rupees, spoils, gemstones, magic items, or something else, each entry on a Treasure Chest table is assigned a value in rupees.  The average result of a table will usually have a rupee value that is equal or nearly equal to the monster's XP value. There are occasionally some exceptions; for example, a {{C|Champion Chilfos}} can award a {{MI|frostspear}}, which is normally too valuable for a monster like this but an exception is made for its thematic merit and the relatively low chance of rolling it.
 
 
 
You need not necessarily roll for a Treasure Chest table to make use of it.  The table may simply inspire options for you to award as [[#Piecemeal Treasure|Piecemeal Treasure]].
 
 
 
Compared to guidance from official D&D sources like the ''Dungeon Master's Guide'' and ''Xanathar's Guide to Everything'', Treasure Chests provide comparable levels of loot on average across the course of a campaign, but different amounts and typesChests provide more loot at low levels<!-- up to double recommended value--> and less at higher levels<!-- down to half recommended value-->.  Depending on the monsters faced, there is also a tendency to award a wider supply of low-tier magic items, and fewer monetary assets or high-tier magic items. From 17th level onward, Treasure Chests fail to provide enough compared to official sources&mdash;if your campaign reaches this height, you may want to award each character one [[legendary major magic item]] and two [[legendary minor magic item]]s sometime between 17th and 20th level, in addition to any rolled from Treasure Chests.
 
 
 
Treasure Chests never award [[magic items]] of "epic" rarity.
 
 
 
See also: [[Generic Treasure Chests]].
 
  
 
===Treasure Stockpiles===
 
===Treasure Stockpiles===
This method awards treasure at similar pacing and ratios to official guidance from the ''Dungeon Master's Guide'' and ''Xanathar's Guide to Everything.''
+
<div style="max-width: {{EntryWidth}};">This method awards treasure at similar pacing and ratios to official guidance from the ''Dungeon Master's Guide'' and ''Xanathar's Guide to Everything.''{{a}}For every player-character in the party, you have a "stockpile" of rupees and magic items based on the character's current level.  Under this guidance, make available about that much treasure before they reach the next level.  This treasure can be spread throughout the level, awarded all at once, or even saved for later levels.  If you're using [[level milestones]], it might be thematically appropriate for each chapter or level to end with a hefty reward of all the level's treasure at once in one huge hoard.  This amount needn't at all be shoved into the party's face; if they fail to find a hidden chest or don't finish a quest, they don't get the treasure you allotted to that, simply enough.{{a}}This following table represents the "stockpile" that accumulates at each level.  The table meant to represent each individual character.  So if there are three characters in the party all of the same level, for example, then triple the amount or roll three times as much.  If there's a 2nd-level character and a 5th-level character in the same party, you roll for them separately since their levels are different, but you can add the results together and divide them evenly&mdash;this can help the 2nd-level character catch up.{{a}}While the rupee values are straightforward, the magic items have a bit of luck involved.  At some point during each level, roll a two d20s for each character.  One d20 is for minor magic items ("consumables"), while the other is for major magic items.  As shown in the following table, if the roll equals a result in the level's row, one or two magic items are earned.  You could even decide to give [[advantage]] or [[disadvantage]] to these rolls just like you would any other, as the situation dictates, since above-median rolls are always better.{{a}}This table is just one means of evenly distributing magic items at a ratio suggested in official material, but there's no need to stick to it precisely.  It's only a guide.</div>
 
 
For every player-character in the party, you have a "stockpile" of rupees and magic items based on the character's current level.  Under this guidance, make available about that much treasure before they reach the next level.  This treasure can be spread throughout the level, awarded all at once, or even saved for later levels.  If you're using [[level milestones]], it might be thematically appropriate for each chapter or level to end with a hefty reward of all the level's treasure at once in one huge hoard.  This amount needn't at all be shoved into the party's face; if they fail to find a hidden chest or don't finish a quest, they don't get the treasure you allotted to that, simply enough.
 
 
 
This following table represents the "stockpile" that accumulates at each level.  The table meant to represent each individual character.  So if there are three characters in the party all of the same level, for example, then triple the amount or roll three times as much.  If there's a 2nd-level character and a 5th-level character in the same party, you roll for them separately since their levels are different, but you can add the results together and divide them evenly&mdash;this can help the 2nd-level character catch up.
 
 
 
While the rupee values are straightforward, the magic items have a bit of luck involved.  At some point during each level, roll a two d20s for each character.  One d20 is for minor magic items ("consumables"), while the other is for major magic items.  As shown in the following table, if the roll equals a result in the level's row, one or two magic items are earned.  You could even decide to give [[advantage]] or [[disadvantage]] to these rolls just like you would any other, as the situation dictates, since above-median rolls are always better.
 
 
 
This table is just one means of evenly distributing magic items at a ratio suggested in official material, but there's no need to stick to it precisely.  It's only a guide.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan=2| Level !! rowspan=2| [[Rupees]] & [[Spoils]] !! colspan=5| [[Minor magic items|Minor Magic Items]] !! colspan=4| [[Major magic items|Major Magic Items]]
 
! rowspan=2| Level !! rowspan=2| [[Rupees]] & [[Spoils]] !! colspan=5| [[Minor magic items|Minor Magic Items]] !! colspan=4| [[Major magic items|Major Magic Items]]
Line 325: Line 299:
 
===Classic Treasure===
 
===Classic Treasure===
 
{{stub}}
 
{{stub}}
If desired, you can completely use the guidance from the ''Dungeon Master's Guide'' or ''Xanathar's Guide to Everything.''  Due to copyright protection, the exact guidance in those books will not be reproduced here.
+
<div style="max-width: {{EntryWidth}};">If desired, you can completely use the guidance from the ''Dungeon Master's Guide'' or ''Xanathar's Guide to Everything.''  Due to copyright protection, the exact guidance in those books will not be reproduced here. Just replace any amount of gold pieces earned with ten times as many [[rupee]]s earned.  E.g., earn 1,000 rp instead of 100 gp.</div>
 
 
Easily enough, replace any amount of gold pieces earned with ten times as many [[rupee]]s earned.  E.g., earn 1,000 rp instead of 100 gp.
 
  
 
You can also replace the ''DMG'''s Magic Item Tables with corresponding Hyrulean tables:
 
You can also replace the ''DMG'''s Magic Item Tables with corresponding Hyrulean tables:

Latest revision as of 20:46, 28 December 2020

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Heroes may quest for justice, for a higher purpose, for the salvation of their queen and country, but just as many adventurers seek treasure—a horde of shiny rupees, full armaments of powerful magic items, and jewels or gemstones hidden away long-forgotten dungeons. As the Dungeon Master, you decide where treasure can be found and in what amount.
     It may be important to remember that Legends of Hyrule is playable with or without treasure. A party of capable adventurers can make it to 20th level without even earning a single rupee. The more riches and magic items they earn, however, the more capably they can overcome obstacles along the way. By contrast, a party that earned almost every magic item herein might find their adventures far too easy, but there would still be ways to challenge such an overpowered group of heroes.
     Although you are empowered to award treasure and additional rewards however you like, this section will focus on four methods of doing so: piecemeal, chests, stockpiles, and classic.

Piecemeal Treasure

Simply put, you award rupees, magic items, or other treasure without referencing any other materials or tables. While there are no hard rules on how often or how much you award, the best games usually have the party earning modest but useful rewards early on, with increasingly powerful and game-changing benefits as the campaign progresses. This creates a satisfying feeling of escalation through sequential adventures.

Treasure Chests

See also: Generic Treasure Chests
This method scales with experience points earned in combat, so it may be best for a campaign which levels up with XP.
     A typical monster in the bestiary has on its page a "Treasure Chest" table. Simply enough, when that creature is subdued or slain, roll the die listed on the Treasure Chest table and award the listed result. If the party's average level is 11 or higher, then instead roll twice and award both results. If a monster doesn't have its own unique chest, you can instead use a Generic Treasure Chest based on the monster's challenge rating. Monsters award Treasure Chests based on their own rating individually, not the rating of the encounter.
     Of course, the rolled treasure need not necessarily be in a literal chest. It could be awarded immediately as loot found on the monster's body, loot found in a nearby area that was perhaps guarded, or "stored" to later be rewarded at a more thematic or appropriate time. There's no need to force this treasure onto the party, either—the party should only get hidden treasure if they actually look for it.
     Any creature's Treasure Chest table is based on the creature's XP value. Whether it be rupees, spoils, gemstones, magic items, or something else, each entry on a Treasure Chest table is assigned a value in rupees. The average result of a Treasure Chest will usually have a rupee value that is equal or nearly equal to the monster's XP value.
     Compared to guidance from official D&D sources like the Dungeon Master's Guide and Xanathar's Guide to Everything, Treasure Chests are more generous with magic items. Aside from that, chests provide substantially more loot below 5th level and less at higher levels. There is also a tendency to award a wider supply of low-tier magic items, and fewer monetary assets or high-tier magic items.
     Treasure Chests don't scale to the "fourth tier" that starts when the party reaches 17th level. If your campaign reaches this height, you may want to award each character one legendary major magic item and two legendary minor magic items sometime during 17th to 20th level, in addition to any rolled from Treasure Chests.
     Treasure Chests never award magic items of "master" rarity, nor any artifacts.

Treasure Stockpiles

This method awards treasure at similar pacing and ratios to official guidance from the Dungeon Master's Guide and Xanathar's Guide to Everything.
     For every player-character in the party, you have a "stockpile" of rupees and magic items based on the character's current level. Under this guidance, make available about that much treasure before they reach the next level. This treasure can be spread throughout the level, awarded all at once, or even saved for later levels. If you're using level milestones, it might be thematically appropriate for each chapter or level to end with a hefty reward of all the level's treasure at once in one huge hoard. This amount needn't at all be shoved into the party's face; if they fail to find a hidden chest or don't finish a quest, they don't get the treasure you allotted to that, simply enough.
     This following table represents the "stockpile" that accumulates at each level. The table meant to represent each individual character. So if there are three characters in the party all of the same level, for example, then triple the amount or roll three times as much. If there's a 2nd-level character and a 5th-level character in the same party, you roll for them separately since their levels are different, but you can add the results together and divide them evenly—this can help the 2nd-level character catch up.
     While the rupee values are straightforward, the magic items have a bit of luck involved. At some point during each level, roll a two d20s for each character. One d20 is for minor magic items ("consumables"), while the other is for major magic items. As shown in the following table, if the roll equals a result in the level's row, one or two magic items are earned. You could even decide to give advantage or disadvantage to these rolls just like you would any other, as the situation dictates, since above-median rolls are always better.
     This table is just one means of evenly distributing magic items at a ratio suggested in official material, but there's no need to stick to it precisely. It's only a guide.
Level Rupees & Spoils Minor Magic Items Major Magic Items
com. unc. rare v. rare legend unc. rare v. rare legend
1st 700 (2d6 × 100) 12-17 18-19 20 20
2nd 1,100 (2d10 × 100) 9-15 16-17 20 19-20
3rd 1,300 (2d12 × 100) 9-16 17-19 20 18-20
4th 2,600 (4d12 × 100) 3-11 12-14 15-16 17-20
5th 18,000 (4d8 × 1,000) 1-12 12-20 18-20 17-20
6th 27,000 (6d8 × 1,000) 1-9 10-18 17-19 20 16-19 20
7th 33,000 (6d10 × 1,000) 1-9 10-18 17-19 20 16-19 20
8th 39,000 (6d12 × 1,000) 1-8 9-18 17-19 20 16-19 20
9th 42,000 (4d20 × 1,000) 1-6 7-17 14-19 20 16-19 20
10th 50,000 (2d4 × 10,000) 1-6 7-17 14-19 20 16-19 20
11th 70,000 (2d6 × 10k) 1-5 6-10 11-17 17-19 20 16-17 18-19 20
12th 100,000 (4d4 × 10k) 1-4 5-9 10-16 17-19 15 16 17-18 19 20
13th 140,000 (4d6 × 10k) 1-3 4-9 10-16 17-19 20 16 17 18-19 20
14th 180,000 (4d8 × 10k) 1-2 3-8 9-15 16-19 20 16 17 18-19 20
15th 270,000 (6d8 × 10k) 1 2-5 6-13 14-19 20 16-17 18-19 20
16th 390,000 (6d12 × 10k) 1-4 5-13 14-19 20 16-17 18-19 20
17th 1,000,000 (4d4 × 100k) 1-7 8-18 14-20 15 16-17 18-20
18th 1,400,000 (4d6 × 100k) 1-5 6-17 14-20 14 15-16 17-20
19th 1,800,000 (4d8 × 100k) 1-4 5-15 13-20 13 14-16 17-20
20th+ 2,200,000 (4d10 × 100k) 1-4 5-15 13-20 12-13 14-16 17-20

Classic Treasure

This page or section is incomplete, and will eventually be expanded with more information.
If desired, you can completely use the guidance from the Dungeon Master's Guide or Xanathar's Guide to Everything. Due to copyright protection, the exact guidance in those books will not be reproduced here. Just replace any amount of gold pieces earned with ten times as many rupees earned. E.g., earn 1,000 rp instead of 100 gp.

You can also replace the DMG's Magic Item Tables with corresponding Hyrulean tables:

Table of Common Minor Magic Items replaces Magic Item Table A
Table of Uncommon Minor Magic Items replaces Magic Item Table B
Table of Rare Minor Magic Items replaces Magic Item Table C
Table of Very Rare Minor Magic Items replaces Magic Item Table D
Table of Legendary Minor Magic Items replaces Magic Item Table E
Table of Uncommon Major Magic Items replaces Magic Item Table F
Table of Rare Major Magic Items replaces Magic Item Table G
Table of Very Rare Major Magic Items replaces Magic Item Table H
Table of Legendary Major Magic Items replaces Magic Item Table I

Additional Rewards

Although treasure is tangible and renowned, adventurers may seek or find rewards of a less distinct nature.

This page or section is incomplete, and will eventually be expanded with more information.