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In OSRIC, “treasure” comprises maps, coin, gemstones, jewel-lery, and magic items. In many cases, treasure will come from monsters the characters defeat (see Chapter V for details of the treasure each creature possesses). However, it may also be found in dungeons in other circumstances, either unguarded (rarely!) or protected by a trick or trap.

This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded ref l ects the diff i culty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award!

There is no duty on the GM to award treasure for each and every challenge the party might overcome. Some monsters, particularly wandering monsters, should have no treasure at all! Likewise some tricks or traps may not be associated with any reward to the party.

Give thought to how an intelligent monster protects its treas-ure. As a rule, treasure will be carried on a creature’s person if it can use it (or might need to use it) at short notice, but treasure not immediately needed will be concealed somewhere.

If a dungeon treasure is associated with no particular creature, the following table may be used to determine its nature:

d% roll treasure 01-35 1,500 cp per dungeon level 36-65 750 sp per dungeon level 66-80 250 gp per dungeon level 81-90 100 pp per dungeon level 91-95 1d3 gems per dungeon level 96-97 1 piece of jewellery per dungeon level 98-00 1 magic item (1d2 items below dungeon level 6)

(For fully randomly-generated dungeons, the treasure table in Chapter IV should be used instead.)