Castle Oldskull: Oldskull Treasure Trove (d20)
The most ambitious old school treasure system¸ at your fingertips...
Are you weary of plopping down unimaginative treasures that read "1¸000 gold pieces" or something similar? More detail would be great¸ but how do you get there? Do you have enough game and historical information to provide your players with intricate details on acid types¸ unholy symbols¸ perfume types¸ and realistic spices? Can you provide enough variety to fuel an entire campaign replete with hundreds or thousands of different treasure hoards?
The challenge is a daunting one. How can you keep your players intrigued and exploring the endless intricacies of your world if every lair they visit is a predictable slot machine with only four vending bins for coins¸ gems¸ jewelry¸ and magic items? The game's treasure system is set up to provide you with easy and hackneyed results¸ but it hints at so much more. The problem with those hints however is that they're vague¸ scattered¸ nebulous and conflicting. Very few Game Masters take the laborious steps to turn those hundreds of hints into a working cohesive set of interlocking systems.
However¸ I have good news: I've done all of the hard work for you. This deluxe supplement features tens of thousands of non-magical treasure entries through 219¸000+ words and nearly 800 pages. Herein you will find details for acid vials¸ armor¸ books¸ clothing¸ dyes¸ furs¸ gold nuggets¸ healing herbs¸ holy and unholy symbols¸ incense¸ ingots¸ inks¸ ivory¸ parchment¸ perfumes¸ poison flasks¸ rare coins¸ shields¸ silks¸ spices¸ statuettes¸ treasure maps (to the nth degree)¸ weapons¸ wine barrels¸ and much more.
The OLDSKULL TREASURE TROVE has been developed over the last 15 years from my own FRPG campaign. My complete system runs to nearly 3¸000 pages¸ so this first tome comprises only coins and miscellaneous non-magical treasures. Book II¸ detailing gems and jewelry¸ is in preparation.
Enjoy!