Random Treasure Generator


Pathfinder First Edition General Discussion


1 person marked this as a favorite.

I'm building a treasure generator, using the rules laid out in the Core book, and it'll also be highly configurable. Just wondering about misc treasure items, stuff like armor, weapons, etc.

So far, when mundane gear comes up as a portion of treasure, then often i get things like 3000 clay jugs or 500 shields. Does this strike anyone as ridiculous? Of course, if you don't like a given result, it's simple enough to generate a brand new one.

Grand Lodge

not sure how your coding it, so it may or may not work, but a cap based on item might be a good idea. 3000 clay jugs would be odd, but 57 of them in a dungeon pantry wouldn't be...

perhaps some way to override the quantity and send it back to get more items to fill the count... change 3000 to 57 and it goes back and adds 6423 spoons... hummm, lets make that 84 spoons... so then it goes and grabs something else to fill the GP gap...

again, without more specifics of the workings it's hard to give suggestions.


CrankyRWMage wrote:
not sure how your coding it, so it may or may not work, but a cap based on item might be a good idea. 3000 clay jugs would be odd, but 57 of them in a dungeon pantry wouldn't be...

The quantity would also depend on the room's purpose as well as whomever the occupant was. Several hundred clay jugs inside an abandoned kitchen in a keep wouldn't be out of place but probably would look funny inside an old barracks.

The core book recommends limiting mundane treasure to 1000 gp or less, but if you group armor & weapons as mundane items, then this 1k gold limit could be too low. Especially if this generator should come up with items like non-magical bejeweled breastplates and the like.

I'm building this tool in Excel. As soon as I get it finished, I'll furnish a link for dl'ing.


A few suggestions you can feel free to use or ignore depending on how much effort you want to put in.

Database it: That is make a list of all the different treasures e.g. gold harp, woven silver dress, wooden spoon and give them a list of descriptive terms e.g. common (regualarly produced found in large quantities), rare (only a few examples still remain the rest having been lost in various incidents), unique (one of a kind), mundane (Non magical item), magical (self explanatory really) and so on.

This will allow

Item Categories: Aseful selection tool if you want to provide a specific type or treasure for example If you tick "Abandoned Keep" it will generate a treasure from all the availability categories because anything might be lying there. However if you click on abandoned hut it'll only spawn items with the Common and Mundane descriptors. Similarly if you want a specific type of item e.g. your looking for a magical instrument you can just click on "Instruments" and generate a random sampling of X GP worth to pick the one you want. Simlarly you could just get a random generation of all appropriate treasures up to GP value X of CR X or below.

Remember

Treasure isn't always good: Include cursed items in the treasure generation as that mysterious object the party recovered could be very bad and a very useful plot hook. You find a clear box containing a number of blue dice with glimmering sparkles in them. The party has found the cursed dice of Agromar which always return to their chosen master and which teleport to replace any dice used in a 200' radius of said master. The effect of the dice being . . .

D4: 1d4 imps are summoned and relesed with no controls.
D6: Roller randomly transforms 1 = Male, 2 = Female, 3 = Dog, 4 = Horse, 5 = Troll, 6 = Psychopathic killer (mental change).
D8: a random creature of CR 1-8 appears and starts trying to kill everything around it.
D10: 1d10 bars of fools gold appear glittering appealingly on the nearest surface.
D12: The D12 people closest to the dice must save or die.
D20: 1D20 nearby animals are suddenly transformed into dire versions of themselves.
D100: A random D100 people within 200' of the dice's master are suddenly struck by an overwhealming urge to kill the master of the dice and all his friends and ONLY them.

Don't Forget the Flavour Text: A nice bit of treasure generation aside from the precious gems and metals is the flavour text its not just an old suit of armour its the armour of St Cuthbert one of the church's greatest saints and as such its pricess. Specifically the church expects you to hand over that ancient artifact of their order as a tithe or token of good will.


I'm making quite a bit of progress on this project. It's taken much longer than I expected, but it should come in very handy for impromptu encounters, like if you get those a lot via sandbox campaigns. Right now, it will generate a variety of trade goods, mundane gear, jewelry, gems, coins, and any magic item (except for armor & cursed. those are the last items).

I've got a rules question, just to verify my math. The generator will create various items of different sizes and materials. The question I've got is if I'm coming up with the costs correctly.

For example (and this is a ridiculous example), a Nunchaku costs 2 gp and weighs 2 lbs. But, if it's made of mithral AND is sized for a tiny humanoid, how much would it cost?

I'm coming up with 52 gp. Mithral adds 500 gp/lb, but this object at a Tiny size would weigh .2 lbs and mithral objects weigh half normal, so it's down to .1 lbs. (.1 X 500) + 2, the base item cost, = 52.

Have I got that right?

Thanks, all, for the suggestions! It's good to know there's interest in the work. I'll make this tool available as soon as it's ready.


I'm no expert but it seems right to me its just when you get into enchantments and the like that you start adding large sums with no modification as in those Nunchaku as a +1 weapon would cost 1052GP. 52GP may seem low for a mithril item but its still something like 25 times the cost of a non-mithral one. Of course its not really worth making something that light out of Mithral but you could do it.


Liam Warner wrote:
I'm no expert but it seems right to me its just when you get into enchantments and the like that you start adding large sums with no modification as in those Nunchaku as a +1 weapon would cost 1052GP. 52GP may seem low for a mithril item but its still something like 25 times the cost of a non-mithral one. Of course its not really worth making something that light out of Mithral but you could do it.

Mundane, or non-magical, weapons & armor can be made out of special materials. See pg 154 of the CRB. Of course, magical weapons & armor are constructed from special materials, too ... and this generator I'm building will randomly create examples of both.

I agree that typically no-one will ever need or want a tiny sized mithral nunchaku, but now that that thought is in my head, I can see a formation of ninja pixies flying straight for my PCs ...


I suppose you never know what might be out there, personally I've got houserules incorporated from the black company RPG which has a bigger range of item creation randing from really bad to really good which gives you a range of points that you use to purchase positive and negative bonuses. Things like ornamental for weapons that give you a bonus to diplomacy with certain groups because your weapons look so pretty or well crafted that give you the traditional bonuses of masterwork.

One of my favorite items I've made is the idol of random wishes.

Crafted by a slightly mad mage stranded on an island, he'd set himself up as a the priest of a god and to help his case he built an idol that would randomly (10% chance) grant a wish made by anyone in 50' once a month. If the wish wasn't used it could build up a charge of 3 wishes. He'd minister to his flock with his "divine spells" and if someone trully needy approached him he'd let them pray an ancient prayer starting with the mysterious words "I wish" (in his language not theirs to keep them from realizing what they were saying). Some of their prayers were granted while other's weren't according to the gods will. Eventualy he passed away and various priests followed him until one lazy one didn't bother stopping a child who snuck in and wished they could see what a volcano was like. Several years after that an expedition dug up the mysterious idol and other relics of this island culture then were set up on by pirates. Now it lies in a chest along with other treasure buried by Calico Bess Rackham.

Every now and then I'll have a party retrieve it and its fun watching them try to figure it out since its heavily protected to keep its secrets the normal low level identify type spells don't give away how it works. In the meantime every time someone makes a wish within 50' of it there's a 10% chance it'll grant it and when its dug up it has a full 3 charges to use.


Quick update: it's nearly finished! I need to add Cursed Items, and I definitely need to debug 'Armor' as a magic item option. There's also a few quirky items that need some customization, like shield spikes. I'm not sure if it's really worth it to fool with those though.

However, mission creep has settled in. There's several other things I've found useful and so I'm bundling them up into this tool:

- time tracker, which will also display customizable lunar phases and tracks any custom event you may need (like reminders about disease saves, villain spell durations,etc); it also displays custom names for days of the week and for month names.

- a simple random encounter generator, that would be tied to the time tracker, so that reminders about any wandering monsters automatically show up in a list of future events

- a random generator for Arcane KNO rolls about monsters: I really like this one, cause I've added text for flavor. So, instead of telling a player that a given monster has fire resistance, the text may say something like 'The famous elven explorer Altanith describes seeing raw flames lick the hide of the beast to no effect'. The script on this will take several random known tidbits, add them to a single string, and then copy them to the Windows clipboard. It's handy cause then I can simply paste as a 'Whisper' to a specific player(s) in Maptool.

- a weather generator, which, ye gods, shouldn't be so difficult. This piece has proven to be a general pain in the you-know-where, but doggone it, I want random weather to go with the random encounters. I hate it when players complain 'oh, why are you doing this to us?'. Yeah, you could just pick the weather, but my preference is to say that the chips fall where they may. So, why has this piece been so painful? There's several reasons why, which could make a post of its own, but mainly cause weather is boring. For the most part, it has little mechanical effect, but when a nasty storm blows through, I want all the reminders about those effects close at hand.

- I also want a piece to help with overland movement, that would take terrain, weather effects, and the presence/absence of trails & roads into account. This shouldn't be terribly difficult to add, but it would tie into the weather piece.

I know there's a few sites out there that do some of this stuff, but what I'm building is a single tool that will handle a lot of mundane stuff that I had been tracking in several different files.


Sounds good as the mundane details can really add life to a campaign. Compare ...

Day 1: You find a campsite.
Day 2: You find a campsite.

With ...

Day 1: You find a clearing on a small hill with a nearby steam offering fresh water.
Day 2: As eavening falls you still haven't found a suitable place to camp. Do you stop now and try to clear a campsite or push on in hopes of something better?

With regards to things like the shields if its possible maybe add a notes section. For example you generate a treasure and get something like ...

Mundane treasure
a) 14 shields, may be rusty, broken, have spikes, have a crest and may be bucklers or small as GM desires.

Hmmm now there's a thought a generator that has a useless items option to generate XGP of broken, rusted, torn, spoilt and otherwise unuseable treasure that doesn't count to the GP limit but can be sprinkled in and on the actual treasure.


Weellll, I haven't actually put anything in to come up with random terrain details like campsites. Certainly, that's doable. What you've got in mind sounds like the tables on pages 224 - 225 of the GMG - things on the roadside, scenic spots, etc. So, good thought ... I could certainly add these things. And, the list itself is editable, so new stuff can always be thrown in there.

As far as mundane treasures, anything that is indicated as being size-able or subject to different materials will get those variables. So, yes, shields can be small, large, tiny, etc., as well as made of darkwood, mithral, etc.

I don't have anything in there about broken or useless items, but that's not a bad idea. Essentially, an item could have the broken condition and perhaps mend-able via a Craft or some sort of Profession check?

Yes, when you mention 'mundane details', you really nailed it. I want something to handle the boring minute details, like weather, that are always in the background, so that when they're important, the players can't accuse me of 'making that up'.

Dark Archive

Did this project dies or has there been any progress?

Dark Archive

Did this project die or has there been any progress?

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Random Treasure Generator All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion