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Treasure Trove 2 - Challenge 2 Treasures
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Treasure Trove 2 - Challenge 2 Treasures


Better treasures, faster, with less time needed to create them.

This book is specifically devoted to fixing and addressing one of the clunkier and slower aspects of Fifth Edition.

Players want their characters to grow more powerful, and to be rewarded for quality play.  Rewards come through experience points and magic items, and those rewards come from treasure hoards guarded by XP-granting monsters.  But when was the last time you really thought about the nature of treasure in your world?  It is one of the most important variables in the game.  Do you design treasures the long way for quality – burning valuable prep time to do so – or do you sacrifice quality to keep the game moving?

A 5E treasure hoard can take up to 45 dice rolls to create:  four rolls for coins, one roll for gem category, a roll for number of gems found, 1 to 18 rolls for gem type, a roll for magic item category, 1 to 10 rolls for magic item types, and up to 10 more rolls for magic item sub-type or spell selection.  It can take 2 to 4 hours to create all of a dungeon’s treasures.  And that’s fine, unless your design and game preparation time is valuable and you want to move on to more creative things.  During play, random encounters featuring treasure can drag the action to a halt while you roll up the particulars.  Do your players feel rewarded if you cut corners?  Are impulsive and arbitrary selections from the magic item table the best way to advance the power of heroes throughout the lifespan of your campaign?  Or do you want more quality results – results you can think about and prepare for – with less time taken to create them?

All of this assumes that the official system does not have flaws, but it does:  there are only four types of hoards (regardless of party level); there are no electrum pieces in “official” hoards; gem types and jewelry types are repetitive and lacking; magic item entries are vague (the entry “Weapon, +1, +2 or +3” covers dozens of items with no GM guidance); and there are fewer than 50 art objects described in the game.  To improve these deficiencies, I have created a Treasure Trove system with many improvements and have generated all of the treasure hoard s you will need at the beginning at your campaign.

This book is the first to feature that custom system.  It includes 100 full treasure hoards for Challenge Rating 2, over 200 gem types, and over 100 unique art types.  Future volumes in this series will include over 800 more valuable gem types and 2,000 greater art types.  The system also draws from over 5,000 magic item sub-types (with delineations for charges, scroll spells, sub-types of resistance potions, +1 weapons and armor of every type, and so forth).  If a treasure looks too weak or too powerful, you can simply reroll once.  Your treasures will always be more detailed and interesting, and you will never bog down in dice rolls.

Future volumes in this series will delineate hoards for higher Challenge Ratings, all the way up to CR 20+.  Enjoy your better treasures and extra prep time!

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File Last Updated:
May 25, 2016
This title was added to our catalog on May 25, 2016.