The base
value of gems found in a treasure can be determined in whole or by lots
of 5 or 10 stones by rolling d%:
Die Score | Base Value | Description | (or Size) | <Enc.(theory)> |
01-25 | 10 g.p. each | Ornamental Stones | very small | 1 |
26-50 | 50 g.p. each | Semi-precious Stones | small | 1 |
51-70 | 100 g.p. each | Fancy Stones | average | 2 |
71-90 | 500 g.p. each | Fancy Stones (Precious) | large | 3 |
91-99 | 1,000 g.p. each | Gem Stones | very large | 4 |
00 | 5,000 g.p. each | Gem Stones (Jewels) | huge | 5 |
Value of a gem depends upon
its type, quality and weight.
A huge semiprecious stone
- carnelian, for example - is worth as much as an average gem stone, quality
being equal.
Size may vary from stone
to stone, a 50 g.p. ornamental stone being of above average size,
while a 50 g.p. gem stone
would most likely be very small.
Ulaa (goddess of gems)
<
Encumbrance Value of Gems
very small & small =
0.1#
average = 0.2# (2 is an
easier number to work with than 3)
large = 0.3#
very large = 0.4#
huge = 0.5 #
>
<
As a quick rule of thumb,
all gems start out at average size: increase this or decrease this by one
size category for each increase or decrease in base value.
>
<go with the Enc.(theory)
above: this is a good example of where game school takes precedence
over realism/simulation.>
<it ain't like that in
real life - thanks to bloatedblowfish for pointing this out!>
Increase
Or Decrease Of Worth Beyond Base Value:
If you do not place specific
value on each gem in a treasure, showing rather the base value of each
gem instead, then variation in the worth of each stone should be allowed.
This variation will generally
result in some increase, although there is a chance for decreasing value
as well (see below).
To find if a gem increases
in value, roll a d10 for each stone, and consult the table below:
Die | Result |
1 | Stone increases to next
higher base value; roll again ignoring results above 8.
Stones above 5,000 gold piece value progress as follows: 10,000 GP, 25,000 GP, 50,000 GP, 100,000 GP, 250,000 GP, 500,000 GP, and 1,000,000 GP -- the absolute maximum. No stone may increase beyond 7 places from its initial base value. |
2 | Stone is double base value. Do not roll again. |
3 | Stone is 10% to 60% above base value. Roll d6 to find new value. Do not roll again on this table. |
4-8 | Base value shown is unchanged. |
9 | Stone is 10% to 40% below base value. Roll d4 to find new value. Do not roll again on this table. |
0 | Stone decreases to next
lower base value; roll again on this table, ignoring any result below 2.
Stones below 10 gold piece value are: 5 GP, 1 GP, 10 SP, 5 SP, and 1 SP. No stone may decrease beyond 5 places from its initial base value. |
When base value only is known,
use the table above, and roll for each stone.
Stones for which a 1 or
a 0 is rolled must be diced for again on the table, but all others are
excluded from such rolls.
If large numbers of stones
are in question, it is suggested that they be diced for in groups in order
to make the process less time-consuming.
KEY
TO GEM PROPERTIES
transparent (no notation)
translucent (italics)
opaque (*)
<>
ORNAMENTAL
STONES, Base Value 10 g.p.:
d12 | Name | Reputed Magical Property | Weight |
1. | Azurite*:
mottled deep blue
|
- | - |
2. | Banded
Agate: striped brown and blue and white and reddish <compress image>
|
Restful and safe sleep | - |
3. | Blue Quartz: pale blue | - | - |
4. | Eye
Agate: circles of gray, white, brown, blue and/or green
|
Restful and safe sleep | - |
5. | Hematite*:
gray-black
|
Aids fighters, heals wounds | - |
6. | Lapis
Lazuli*: light and dark blue with yellow flecks
|
Raises morale, courage | - |
7. | Malachite*:
striated light and dark green
|
Protection from falling, Wards off spells, evil spirits, and poisons | - |
8. | Moss
Agate: pink or yellow-white with grayish or greenish "moss markings"
|
Restful and safe sleep | - |
9. | Obsidian*: black | - | - |
10. | Rhodochrosite*: light pink | - | - |
11. | Tiger
Eye: rich brown with golden center under-hue
|
- | - |
12. | Turquoise*:
light blue-green
|
Aids horses in all ways (but stone shatters when it operates) | - |
SEMI-PRECIOUS
STONES, Base Value 50 g.p.:
d13
(d20, reroll) |
Name | Reputed Magical Property | Weight |
1. | Bloodstone*: dark gray with red flecks () | Weather control | - |
2. | Carnelian*:
orange to reddish brown (also called Sard)
|
Protection from evil (Benefits wisdom) | 5 |
3. | Chalcedony*: white <image> | Wards off undead | - |
4. | Chrysoprase:
apple green to emerald green
|
Invisibility | - |
5. | Citrine:
pale yellow brown
|
- | - |
6. | Jasper*: blue, black to brown () | Protection from venom | - |
7. | Moonstone: white with pale blue glow () | Causes lycanthropy | - |
8. | Onyx': bands of black and white or pure black or white () | Causes discord amongst enemies | - |
9. | Rock
Crystal: clear
|
- | - |
10. | Sardonyx*:
bands of sard (red) and onyx (white) or sard*
|
Benefits wisdom + Causes discord amongst enemies | - |
11. | Smoky Quartz: gray, yellow, or blue (Cairngorm), all light | - | - |
12. | Star Rose Quartz: translucent rosy stone with white "star" center | - | - |
13. | Zircon: clear pale blue-green () | - | - |
FANCY STONES, Base Value 100 to 500 g.p.:
<
Quick Generation (100
gp gems)
1. Amber
+
2. Alexandrite
+
3. Amethyst
+
4. Chrysoberyl
+
5. Coral
+
6. Garnet
+
7. Jade
+
8. Jet
+
9. Pearl
+
10. Spinel
+
11. Tourmaline
+
>
<
Quick Generation (500
gp gems)
1. Aquamarine
+
2. Garnet
(violet)
3. Pearl
(pure black)
4. Peridot
(Chrysolite) <?>
5. Spinel
(very deep blue)
6. Topaz
+
>
d14
(d20, reroll) |
Name | Reputed Magical Property | Weight |
1. | Amber: watery gold to rich gold (100) | Wards off diseases | - |
2. | Alexandrite: dark green (100) | Good omens | - |
3. | Amethyst:
deep purple (100)
|
Prevents drunkenness or drugging | - |
4. | Aquamarine:
pale blue green (500) ()
|
Wards off foes | - |
5. | Chrysoberyl: yellow green to green (100) () | Protection from possession | - |
6. | Coral*: crimson (100) | Calms weather,
safety in river crossing, cures madness,
stanches bleeding |
- |
7. | Garnet: red, brown-green, or violet (the most prized) (100) (500) () | - | - |
8. | Jade:
light green, deep green, green and white, white (100)
|
Skill at music and musical instruments | - |
9. | Jet*:
deep black (100)
|
- | - |
10. | Pearl*:
lustrous
white, yellowish,
pinkish,
etc. to pure black (the most prized) (100)
() (500)
|
- | - |
11. | Peridot:
rich olive green (Chrysolite)
(500) <>
|
Wards off enchantments (Wards off spells) | - |
12. | Spinel: red, red-brown, deep green, or very deep blue (the most prized) (100) (500) | - | - |
13. | Topaz:
golden yellow (500)
|
Wards off evil spells | - |
14. | Tourmaline:
green pale, blue pale, brown pale, or reddish pale (100)
|
- | - |
<peridot, chrysolite: is that 2 different gems? if so, make 2 different entries>
GEM STONES, 1,000 or more g.p. Base Value
<
Quick Generation (1000
gp gems)
1. Black
Opal
2. Emerald
3. Fire
Opal
4. Opal
5. Oriental
Amethyst +
6. Oriental
Topaz +
7. Sapphire
8. Star
Ruby
9. Star
Sapphire
0. Roll again
>
<
Quick Generation (5000
gp gems)
1. Black Sapphire
2. Diamond
3. Jacinth
4. Oriental Emerald
5. Ruby
6. Roll again
>
<with regards to quick
generation, an extended table could be done, that has individual entries
for each of the color variants.
the color of a gem is important
when one wants to TALK with azer>
<
Note that corundum gems
are extremely hard.
They should get a save bonus
(+2? +4?) vs. crushing blow & normal blow -- see DMG.80.III & DMG.81.DMS.
>
Dang, Treebor!
That's impressive to me, especially because I love gemstones,
mainly the colored ones...perhaps set off by diamonds or pearls...
I'd love a chest full of diamonds, corundum and other
colored gemstones to admire even if those stones were a penny a carat!