Random Treasure

What you find besides the fixed treasure the story puts in place: random magic items and potions in containers, and the spoils of fights. Each place rolls its share the first time you come, from your playthrough's seed, and keeps it.

In a place's containers

  • Magic items: none 10% of the time, one 40%, two 50%; a place with 3 or more containers gets one more 50% of the time.
  • Potions: none 25% of the time, one 50%, two 25%. Each is a healing potion for your tier 60% of the time, else any potion of the place's rarity.

Fights

Story fights you win leave coins by each foe's Challenge Rating and one find (a healing potion, a gem or a spell scroll). Beasts, plants, oozes and mindless creatures carry no coins. Strahd's visits, road fights and arrests leave only their own spoils.

Rarity by party level

Party levelUncommonRareVery rareLegendary
1–2100%
3–495%5%
5–775%25%
8–1055%38%7%
11–2025%45%25%5%

Party level by region

Each region's containers roll for this party level (a place can set its own).

How the rolls work

Random magic item placement (story/treasure.gd, ADR 0012). The party's level in each region (from the region design docs) decides the rarities, following the 2024 DMG's treasure guidance: tier 1 (levels 1-4) mostly common and uncommon items, tier 2 (levels 5-10) mostly uncommon and rare with the odd very rare one. A location can name its own level with "treasure_level". No common items (owner, 2026-10-08: early commons become uncommon, later ones rarer): the DMG's common share goes to uncommon.

A roll picks a rarity, then a theme (arcana, armaments, implements, relics) evenly, then an item in it by weight. A theme whose pool at that rarity weighs less than theme_full_weight gets a share in proportion, so a theme with one or two items doesn't hand them out in a quarter of all rolls (owner, 2026-10-12).