Gems and enchanted items, the pale gleam of gold in rotted treasure chests, great piles of coins shifting beneath the scaly bulk of a dragon's body – what adventurer can resist the lure of treasures? The amount of treasure a monster owns or guards is usually related to the monster's Challenge Level. As a general guideline, the monetary value of a treasure ought to be about 2–4 times the monster's value in experience points Keep in mind that hunting and patrolling monsters likely will not be carting their treasure around with them. If the characters cannot find the monster's lair, they may get none of the treasure. Also, it obviously does not make sense for every wild boar and wolf to have a cache of treasure hidden away somewhere. Averaging the treasure out over several of the monsters in an adventure is a good way of making sure the characters get the right amount of experience points from treasure. Perhaps the goblin treasure hoard contains some “extra” treasure to account for the wolves in the area. If the characters avoid the wolves and kill the goblins, so much the better. If they have to fight the wolves and never find the goblins, those are the breaks. You cannot make the game perfectly fair, trying too hard is not worth your time, and too much fairness feels artificial to the players, too. Generating a Random Treasure HoardBegin by multiplying the total XP value of the monsters by 1d3+1. This is the total gp value of the hoard for purposes of determining what is in it. Then check the table below, in which there is a chance to “trade out” some of that gold for more interesting (and possibly more valuable) types of treasure such as gems and magic items. Do not start subtracting gold until you have checked for all three types of trades (100 gp, 1,000 gp, and 5,000 gp). After doing the trade outs, when you know the remaining gold piece value of the coins, divide that value into whatever denominations (platinum, gold, silver, copper, or other) you wish. For each 100 gp there is a 10% chance to substitute a roll for a 100gp Tradeout for 100gp of the treasure (see 100gp below for the possible Tradeouts). AND For each 1,000 gp there is a 10% chance to substitute a roll for a 1000gp Tradeout for 1,000gp of the treasure For each (see below for the possible Tradeouts) AND For each 5,000 gp there is a 10% chance to substitute a roll for a 5000gp Tradeout for 5,000gp of the treasure (see below for the possible Tradeouts)
