Handing the PCs 200gp as a treasure reward is OK, but it can be rather boring. It inspires players' imaginations far more to give them a lieutenant's purse containing 100sp, cartographer's tools, four books describing various ship captains' explorations of the Moonshae Isles with bookmarks in all the illustrations and maps, a broken quill pen, and a loaded hand crossbow. That second treasure hoard - though it's the same value - is also a potential plot hook!
This table is a distillation of all of the 5th edition Basic Rules equipment for players. It includes items worth a good amount of money, items that may be useful that the PCs that they wouldn't usually buy (like a magnifying glass), various animals and vehicles, and the more expensive weapons and armor.
Mundane Items of Interest
|
Gold Piece Cost
|
Leatherworker's Tools
|
5
|
Healer's Kit
|
5
|
Lantern, Bullseye
|
10
|
Lock and Key
|
10
|
Rations (1d6 weeks worth), 5sp/day
|
10
|
Shield
|
10
|
Cartographer's Tools
|
15
|
Forgery Kit
|
15
|
Cart
|
15
|
Smith's Tools
|
20
|
Sled
|
20
|
Military Saddle
|
20
|
Pigs, 2d6, 3gp/pig
|
20
|
Ginger, 20lb bag, 1gp/lb
|
20
|
Cinnamon, 10lb box, 2gp/lb
|
20
|
Vial of Acid
|
25
|
Climber's Kit
|
25
|
Spell Component Pouch
|
25
|
Flask of Holy Water
|
25
|
Hourglass
|
25
|
Jeweler's Tools
|
25
|
Disguise Kit
|
25
|
Dulcimer (instrument)
|
25
|
Navigator's Tools
|
25
|
Thieves' Tools
|
25
|
1d6 Mules, 8gp/mule
|
25
|
Scimitar
|
25
|
Rapier
|
25
|
Shortbow
|
25
|
Light Crossbow
|
25
|
Viol (instrument)
|
30
|
Bagpipes (instrument)
|
30
|
Lyre (instrument)
|
30
|
Pony
|
30
|
Cows, 1d6, 10gp/cow
|
30
|
Greataxe
|
30
|
Ring Mail
|
30
|
Lute (instrument)
|
35
|
Wagon
|
35
|
Canvass sailcloth, 400
sq yds, 1sp/yd
|
40
|
Studded Leather Armor
|
45
|
Alchemist's Fire
|
50
|
Vial of Antitoxin
|
50
|
Potion of Healing
|
50
|
Blank Spellbook
|
50
|
Alchemist's Supplies
|
50
|
Tinker's Tools
|
50
|
Poisoner's Kit
|
50
|
Rowboat or Canoe
|
50
|
Oxen, 1d6, 15gp/ox
|
50
|
Cotton Cloth, 100yd roll, 5sp/yd
|
50
|
Longbow
|
50
|
Heavy Crossbow
|
50
|
Greatsword
|
50
|
Chain Shirt
|
50
|
Scale Mail Armor
|
50
|
Draft Horse with pack
saddle
|
55
|
Camel with pack saddle
|
55
|
Griffin (or other
monster) saddle
|
60
|
Saffron, 5lb box
|
65
|
Hand Crossbow
|
75
|
Chain Mail
|
75
|
Books (1d6), 25gp/book
|
80
|
Riding Horse with saddle
and tack
|
87
|
Magnifying Glass
|
100
|
Vial of Basic Poison
|
100
|
Carriage
|
100
|
Linen, 20yd bolt, 5gp/yd
|
100
|
Barding, Studded Leather
|
180
|
Elephant
|
200
|
Splint Mail
|
200
|
Chariot
|
250
|
Barding, Chain Mail
|
300
|
Breastplate
|
400
|
War Horse with military
saddle
|
420
|
Half Plate
|
750
|
Spyglass
|
1,000
|
Plate Mail
|
1,500
|
Keelboat
|
3,000
|
Sailing Ship
|
10,000
|
A few notes:
- Some items are listed in random quantity (such as 1d6 weeks worth of rations). The unit price for these items is in the item description, and the approximate value of the random quantity, rounded to a neat figure, is in the "Gold Piece Cost" column.
- Arms and armor usually sell for half their cost. If the PCs want specific arms and armor, give them what they want. If the PCs already have the arms and armor they want, you could give them alternative weapons and armor. Otherwise, you can encourage the players to be creative with this loot. Give a crossbow to the village mayor to help defend the town. Arm the party's henchmen with random weapons you find. Et cetera.
- You can use tools without being proficient in them. Even if nobody in the party is proficient in leatherworking tools, they might still welcome them, if only to modify, repair, and decorate their leather armor.
- Gems, art objects, precious metals, and so forth are another issue. You can give out gems with particular gold piece values. There's probably such a thing as a 10gp diamond (small and flawed) and a 100,000gp diamond (huge, finely cut, and perfectly clear).
- Feel free to use the Pathfinder version of this guide, too. There's no reason you can't import some of the items from there into 5th edition.
According to this Redditor, here's the value of a Hoard, based on an average roll. For hoards, you can add mundane items to hoards up through CR 10:
- CR 0-4 is about 180gp
- A vial of poison and three 25gp books on alchemy
- CR 5-10 is about 690gp
- Breastplate, a greatsword, and 180gp and 200sp
CR 11+ hoards are too valuable to fill up with mundane items. You'll need to add magic items. I recommend packing it with consumable restorative items (diamonds for revivify and raise dead spells, potions of greater healing, etc.).
- CR 11-16 is about 4,700gp
- CR 17+ is about 16,000gp
Magic item values (DMG) for your convenience:
- Common 50-100gp
- Uncommon 101-500gp
- Rare 501-5,000gp
- Very rare 5,001-50,000gp
- Legendary 50,001+gp
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