Treasure Generator

Post your scenarios, house rules, supplements, and anything else here
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Paco
Posts: 26
Joined: Wed Jan 09, 2019 12:35 am

Hi guys, I just created a javascript treasure generator at https://pacomiscelaneousstuff.blogspot. ... rator.html.

It borrows inspiration from the Treasure generator from http://www.windsofchaos.com/wp-content/ ... re-01.html and the armour and weapon generator at http://orteil.dashnet.org/randomgen/?ge ... w/JcxC8pMx.


It generates random valuables, clothes, coin containers, miscellaneous items and weapons. The items are priced for WFRP4 and some of them has Item Qualities. The description always has random parts.

It's still a work in progress so in a few days I will add Armours and Availability.
gaywitch
Posts: 5
Joined: Mon Aug 26, 2019 5:36 am

This is super neat! I think I'm going to use it to to stock shop inventories. I really want to avoid the dnd supermarket approach where standarized versions of everything in the book are available at a constant price. This will help give shopping some personality.
Paco
Posts: 26
Joined: Wed Jan 09, 2019 12:35 am

Thanks,
I just added a couple of extra types of treasure (up to 7), Encumbrance and the first version for Avalaibility.

I'll try to remember to create a check box for the rules on the Guild presence changes on Avalaibility.
Last edited by Paco on Mon Aug 26, 2019 4:53 pm, edited 1 time in total.
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Orin J.
Posts: 514
Joined: Wed Feb 06, 2019 10:39 pm

A useful little tool!

two things:
1: i found a typo " writting kit " fiddling with the others option
2: the simple value system feels like it doesn't fit the documents. i'd consider leaving the value of anything under a crown or "badly forged" off (documents are something of a subjective asset) and replace "it seems to be worth" with "an interested party might pay" if any of that is possible.
Paco
Posts: 26
Joined: Wed Jan 09, 2019 12:35 am

Fixed the typo and added additional entries here and there.
Now it also has Avalaibilty levels (modified by Qualities).

I also created a couple of random generators more:

NPC Generator
https://pacomiscelaneousstuff.blogspot. ... rator.html

Monster Generator
https://pacomiscelaneousstuff.blogspot. ... rator.html

Both use the Trait mechanism to add variation.
GeneralRykof
Posts: 16
Joined: Tue Jan 29, 2019 9:24 am

This is really awesome, i would legit pay somebody to make a random mutant and chaos spawn generator for 2nd edition that pulls from the Tome of Corruption d1000 list that let's you choose how many mutations you want and then automatically applies the stat changes for those mutations. Would save me so much time. 4th edition players are lucky to have you making this stuff!
FasterThanJesus
Posts: 342
Joined: Thu Jun 20, 2019 4:30 pm
Location: UK

It might be fun to make a database of chaos mutations and just keep compiling them from the community. There's a ton of fun mutations distributed through WFRP and WFB (and probably plenty of relevant ones from 40K, too), not to mention all the stuff that players and GMs alike will have thought up.
Knight of the Lady
Posts: 184
Joined: Mon Jan 07, 2019 11:04 am

Nice little thing there. I love generators and this is no exception. :)
Paco
Posts: 26
Joined: Wed Jan 09, 2019 12:35 am

I just added the Magic Item generation for 1st edition, the current version is very minimalistic and just generate items in a simple way (i.e. magic weapons only shows their first power).

https://pacomiscelaneousstuff.blogspot. ... rator.html
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Totsuzenheni Yukimi
Posts: 344
Joined: Mon Jan 07, 2019 12:38 pm

If i reduce the 'Amount' so that it's lower than a previous search (for example 3 instead of 10) then the (3) new items are generated over the (10) previous items, leaving behind (7) items from the previous search that weren't replaced in the new search.
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