Domains at War: Requisitioning, Looting, Pillaging

As I'm sure many of you are aware, my campaign currently involves my PCs with a small contingent of platoon-scale mercenaries wandering the wilderness.  I'm trying my best to collect our expierences and report on them, but I'm not quite done with my document yet.

In the meantime, I've come across a situation and I just can't quite parse the rules, so I have to ask.

Background: the party has a very real chance of conquering an ogre domain.  The domain was based on info from Axioms 2.  There are 3 ogre clanholds taking up 4 hexes (I think elsewhere I've put there were 4 clanholds but I just caught my own error. oops!).  The ogre chieftain operates from a ruined dwarven stronghold that was once worth 120,000gp, but is currently in such a state of disrepair it's only worth 60,000gp. There are effectively 608 families since, according to Axioms 2, Ogre families count as 4 families.

It seems very unlikely, if the players win, they'll do anything other than pluck every possible goldpiece from the realm and take over the fort for themselves.  The question is, how much do they get?

 

In Domains at War: Campaigns, in Chapter 3, under Requisitioning Supplies, on page 58

An army that is out of supply can requisition or loot supplies from peasants in the domains it passes through. An orderly requisition of supplies will yield 40gp of supplies per peasant family. This will leave the peasants with sufficient supplies to survive. Supplies can only be requisitioned once every 6 months.Any additional supplies taken must be looted. Looting will yield up to 20gp of supplies per peasant family, but the more that is taken the less remains for the peasants to survive on. For each 20gp of supplies looted, one peasant family is lost. This represents the flight of farmers to the woods, starvation from soldiers stealing all the food, and losses from resistance to the looting. A domain can be looted until no peasant families remain, yielding supplies totaling 60gp per family (40gp from requisition and 20gp from looting). Such a domain is usually pillaged to boot; see Pillaging Domains, p. 64

And on page 64 we find information for pillaging, with times and required army sizes, but on page 65 we find out what happens when you repeatedly pillage:
A domain can be pillaged repeatedly. Each time the effects of the Results of Pillaging table should be applied based on the current size of the domain. Pillaging a domain until nothing remains (“salting the earth”) takes four times the required time, while yielding 20gp in plunder, 50gp in supplies, and 1 prisoner per family in total. The domain is then destroyed and cannot be looted any further.

My question is: what's the total value you can extract? it seems like the answer could either be 40gp + 20gp +20gp = 80gp per family (plus prisoners), or 40gp + 20gp = 60gp (if the 20gp from looting is actually the same 20gp you can get from pillaging).

It also sounds like if you loot the full value, you wipe out the domain... but you also wipe out the domain if you pillage the whole value.  The main difference, I think, is that you can loot without conquering the domain, but pillaging requires you to conquer first.  that being said, it also seems the occupied lord can send out their army to resist looters, but if they don't, what's to stop the looter from wiping out every peasant?  Also, while pillaging is marked as counting as spoils of war, it's not clear if requisitioning or looting is.  the examples for requisitioning and looting seem to be focused on keeping a large army in supply.

One other thing.  Normally, an ogre lair would have a treasure type of L per warband.  Axioms 2 gave me my numbers of average ogre families, which worked out to the averages from the monster entry.  With 3 clanholds at the average, these ogres would have been expected to have 16 or 17 treasure type Ls.  Should this treasure be present in addition to what can be taken with looting and pillaging, or should it be assumed to be contained within the value being looted and pillaged?

These are great questions!

My question is: what's the total value you can extract? it seems like the answer could either be 40gp + 20gp +20gp = 80gp per family (plus prisoners), or 40gp + 20gp = 60gp (if the 20gp from looting is actually the same 20gp you can get from pillaging).

if you loot a peasant family, you get 60gp in supplies, and the family is destroyed.

If you pillage a peasant family, you get 50gp in supplies, 20gp in plunder, 1 prisoner, and the family is destroyed.

So the most you can get is 70gp + prisoner. Requisitioning and looting, being a slightly more organized process, yields more supplies. Pillage yields more total wealth but you have to have conquered the domain first. 

It also sounds like if you loot the full value, you wipe out the domain... but you also wipe out the domain if you pillage the whole value.  The main difference, I think, is that you can loot without conquering the domain, but pillaging requires you to conquer first.  that being said, it also seems the occupied lord can send out their army to resist looters, but if they don't, what's to stop the looter from wiping out every peasant?

Nothing. If a conquering army wants to slaughter the peasantry, and the defending lord doesn't lift a finger to protect them, then the conquering army will slaughter the peasantry. (Note that infirm, elderly, young, etc. might be spared, and some peasants might survive but be crippled, and some might survive but flee as refugees, etc., but for game purposes the "family" is gone. I leave it to Judges to interpret this to their taste.)

Now you might ask why you can't also pillage the domain, too, if the lord isn't coming out to help? The answer is a bit of an approximation. The peasants might put up some resistance if you haven't crushed their lord and showed your invincibility. Or they might have hidden their gold and belongings in the local forts. And your own men won't be as aggressive if they know the enemy could sortie out to oppose them. So there's enough differences between the two situations to treat them different mechanically. But if you wanted to collapse it into one game mechanic I think you could. 

 Also, while pillaging is marked as counting as spoils of war, it's not clear if requisitioning or looting is.  the examples for requisitioning and looting seem to be focused on keeping a large army in supply.

If you've conquered the domain and pillage it, it's spoils of war and you get XP.

If you've haven't conquered the domain and you just take supplies, you don't get XP.

It's similar to how if you send a caravan out and it earns money you don't get XP, but if you personally lead the caravan, you do. It's a bit odd, I know. But no one writes in the history books "And then the dread Genghis Khan conducted an orderly requisition of supplies that struck terror into the peasantry." 

 

 

 

Thanks for the clarification, Alex!

Is it reasonable to assume requisitioning and looting takes roughly the same amount of time as pillaging?

Also, any thoughts on how the treasure types associated with monsters relate to the GP values of monstrous domains?  One would expect 3 ogre villages with 16 ogre warbands to have treasure roughly worth 99,000gp, but at 70gp per family (assuming 1 ogre family = 4 peasant families), we're looking at maybe half that at ~42,000.  Right now I'm thinking the difference is what will be found in the ogre cheiftain's fortress, but that's an ad hoc idea, so i'm curious how other people would do it.

 

edit: I just realized i forgot the 1 prisoner, which would be another 40gp or a total of 110gp if fully ransomed, so my number should be ~67,000gp instead.

Oh, one more thing, assuming the players don't care if they get XP from pillaging and aren't interested in conquering a domain, it seems like a common scenario would be this:

"Ok, you've entered the enemy domain and are occupying it"
"Great, we go to the fort"
"The fort is fully staffed, you can initiate a fight, but you'll make all your rolls at -2 and they at +2"
"Yuck, no thanks.  Ok, we'll just loot the countryside instead"
"Alright, the lord refuses to let you loot and attempts to stop you"
"Great, so now we fight them on the open field!"

Do I have that about right?

Historically, this is precisely the reason why towns started growing inside castle walls instead of outside.

Also, on prisoner value, L&E tells us that an adult ogre is worth 275 gp (versus the 40 gp of an adult human), so the ogre prisoners should be more valuable. 150 ogre prisoners is worth 41,250 gp, which brings us a lot closer to the expected 99,000 (at 83,250). I have a suspicion that if we accounted for the theoretical greater ransom value of the sub-chieftains, champions, chieftains, and all that, we would end up with an average of 99,000 or very close to it.

So when they defeated some ogres in open combat, i did use the 275gp value from L&E, but because I am already counting 1 ogre family as 4 peasant families, it didn't make sense to deviate from the 40gp number.  I suppose that would only be 160gp, so we could assume every actual ogre prisoner is worth 275gp rather than 160gp.

[quote="Jard"]

Thanks for the clarification, Alex!

Is it reasonable to assume requisitioning and looting takes roughly the same amount of time as pillaging?

Also, any thoughts on how the treasure types associated with monsters relate to the GP values of monstrous domains?  One would expect 3 ogre villages with 16 ogre warbands to have treasure roughly worth 99,000gp, but at 70gp per family (assuming 1 ogre family = 4 peasant families), we're looking at maybe half that at ~42,000.  Right now I'm thinking the difference is what will be found in the ogre cheiftain's fortress, but that's an ad hoc idea, so i'm curious how other people would do it.

 

edit: I just realized i forgot the 1 prisoner, which would be another 40gp or a total of 110gp if fully ransomed, so my number should be ~67,000gp instead.

[/quote]

Yes, requisitioning/looting take roughly the same time.

If there is excess treasure held by the ogre warbands over what's listed for the peasants, that would represent wealth held by commanders, chiefs, and so on, which wouldn't be reflected in the same way. Let me use an explanatory analogy:

Imagine you have a player character with a castle. In his castle he keeps his various magic items and his own personal wealth, which is ample. Around his castle are 500 peasant families. While he's off adventuring, an opposing army comes in, conquers his domain, and pillages it. They get (70gp x 500) 35,000gp in plunder/supplies, and 500 families. They also get whatever he keeps as personal treasure in the stronghold.

Does that make sense?

Yep, that all adds up and it sounds like what I was thinking I would do. 

 

Let me show my work for the benefit of others:

 

To review, using Axioms 2 I determined that a 24 mile hex contains (among other things) 3 ogre clanholds. I decided they're all part of 1 domain, and the each take up 1.3 6-mile hexes, so call it 4 hexes.

Axioms 2 says there's about 38 ogre families per clanhold, so 114 total.  It also says Ogre families are effectively 4 regular peasant families, so that's effectively 456 regular families for the purpose of domains at war calculations.  I think at one point I was doing the math as though I had 4 ogre clanholds so these numbers might not perfectly align with what i posted above.

Alright, so if we've got 456 families, domains at war: campaigns tells us we can either: 

1) loot supplies worth up to a total of  60gp * 456 = 27,360gp, wiping out the domain, or

2)  pillage the domain (if it's been conquored) to the tune of 70gp * 456 = 31,290gp.  Additionall there will be 456 prisoners handled as either

 A) treat these as effectively identical to prisoners from human peasant families: 40gp * 456 = 18,240gp (total 49,530gp) OR

B) treat every 4 prisoners as an ogre prisoner, which Lairs & Encounters tells us is worth 275gp: 275*114 = 31,350gp (total 62,640gp)

In either of the pillaging cases, the stronghold securing the domain would be reduced by 31,290gp (not super relevant to this discussion, but it is a part of the pillage)

So that's what domains at war tells us.

The core rulebook says that ogre lairs are composed of 1d10 warbands of 1d3 gangs of 1d6 ogres.  if you take the averages you get 5.5 * 2 * 3.5 = 38.5, same as the average ogre families (and Axioms 2 makes it clear that in the tribal beastman societies 1 family = 1 warrior)  this suggests each clanhold has about 5.5 warbands, and core tells us each warband has treasure type L  (it also says each individual ogre has 1d6*100gp in their pocket, but let's ignore that for now).

Ok, 5.5 warbands per clanhold, 3 clanholds, that's 16.5 TT Ls.  Both the core rulebook and the upcoming Heroic Fantasy Handbook put a TT L at an average value of 6,000gp.  so 16.5 * 6,000gp = 99,000gp.  Not counting prisoners, this is 67,700gp more than what's described by the families.

This certainly makes a fair bit of sense: here we have an ogre cunning and strong enough to unite 3 clanholds, surely he's off raiding somewhere (Axioms 2 suggests raiding is a reguirement to gain bonuses to growth).

I think what I'll do is roll up the average 99,000gp of the 16.5 TT Ls, including trade goods, probably using the modified HFH tables since they're more fun, and then siphon off 31,290gp starting with the bulkier trade goods and then probably an proportional take of each coin type.  If anyone's interested, I'd be happy to post my results!

Do post your results - and thank you for posting your analysis!

There's a Monster:Man entry over here:http://autarch.co/forums/ask-autarchs/demihuman-conscripts-and-militia

That says 4.5 in a gang, 3.5 gangs in a warband, 5.5 bands per manor == 86.625 per manor, with a type E/1000gp treasure per. That's about 5.3 manors at 456 families, so, 5,300gp on the average? That's well below the pillage value; which would tell me that the treasure type entry is concentrated in the hands of the more elite individuals of the location.

EDIT Well, I'm a big dummy. That's Type E/1kgp per band. 5.3 manors at 5.5 bands each is ~29 bands, so that's 29,000gp on average.

That does more-or-less equate to the looting profits, so, for maybe HD 1, things work out? It might be worth running this for humanoid HD types from 1/2 to 4-ish, just to see how this tracks. May or may not be an artifact of how HD/XP/GP scales?

 

The High Ogrelands


In the rainy highlands where once a great dwarven kingdom stood, Kang’Bo the Ogre King now rules the over the ruins.

 

A dwarven fortress built into the side of a mountain was once enough to secure 4 wilderness hexes, 128,000gp.  However, whether from years of neglect or wanton looting, it has been reduced to half, 64,000gp, riddled with broken and breached walls. (like the picture below, but with even more wall breaches)


like this, but with even more breaches

Kang’Bo is the most cunning and powerful of the Bleeding Hook ogre clan, who dominate 2 other lesser clanholds.  Each clanhold on it’s own boasts 38 ogre families and covers 1 and 1/3rd of a 6-mile hex, creating a small domain of 4 hexes and 114 ogre families. Because Ogres are so large and often keep slave labor, the realm is comparable to a human realm with 456 families.

Because he rules a chaotic realm, Kang’Bo can at any time summon forth 1 tribal warrior for every family he rules.  If there were 120 ogre families, Kang’Bo would get 70 ogre light infantry and 50 ogre heavy infantry.  Because his raids have made him wealthy, and because he hates math, Kang’Bo uses his substantial wealth to hire ogre mercenaries so that he as 75 ogre light infantry and 45 ogre heavy infantry, or 5 and 3 units at the platoon scale.  He has also kept a band of 5 giants in his employ, having seen the devastating power of man’s siege engines and being cunning enough to want that kind of power for himself.  

 

Finally, after decades of brutal slave rule,  Kang’Bo and his ogres have taken a generation from the realm’s dwarf slaves and turned them into “loyal” crossbowmen.  The young dwarves nervously attend to their crossbows while being forced to chant “I am loyal or I am dead” in ogrish dialect.  In total, Kang’Bo commands 120 slave dwarf crossbowmen.

 

Kang’Bo regularly sends out half of his force into raids against other nearby beastmen domains.  While still somewhat animalistic in intelligence, Kang’bo has figured out that raiding those who raid civilized settlements tends to prevent an army from marching into his realm.  His two lesser chieftains, Slavemaster Prongles and Yobo the Ravenous, vie for the right to lead the raiding party each month.

 

Each ogre clanhold is roughly equivalent to an average lair in the ACKs core rulebook, meaning they have 5.5 warbands, each possessing Treasure Type L, worth an average of 6,000gp.  In total, Kang’Bo’s realm holds 99,000gp in (relatively) liquid wealth. Of this, 31,290gp is spread out amongst the ogre families and lesser holds, while he keeps the other wealth to himself.  Below are the calculations to determine the worth of all this treasure, followed by which money and goods would likely be held by the population vs. which would be held in the ancient dwarven vault that Kang’Bo uses for himself.

Kang’Bo has picked the finest items for himself: wielding it like a dagger, he holds a Manslaying Short Sword +2 (+3 vs. Humans), a +3 Shield, and his dwarven servants have created a set of belts that allows him to drape a set of +1 plate armor over himself, effectively functioning as Lamellar. He also wears a ring of protection +1 and keeps a large selection of potions on his person.  At least one mage attempting to harry him from the air on a magic carpet has been foiled by his potions of flight.

 

Kang’Bo is attended to by his Ogre Shaman, Go’Chall, who wears masterwork plate (made for him by the slave craftsmen) and wields the staff of healing in service of Kang’Bo.  The remaining magic and masterwork weapons and armor are distributed among Slavemaster Prongles, Yobo, and Kang’Bo’s sub-chieftain bodyguards.

 

When a raid isn’t happening, the ogre chieftains drink and eat to excess in the inner keep, attended to by their 7 captured slave servants and entertained by a Hateara, who had been along with a nobleman as a mistress on a military campaign until Kang’Bo crushed their forces and took her for himself.  Several fine rugs and furs are slung without respect all around the rooms of the keep, while most of the coins, gold, and jewels are kept in the vault.

 

Each day, the 18 laborers and 4 craftsman are given the impossible task of trying to repair the damage to the fort, but rarely make progress, as their scaffolding is often destroyed by drunk angry ogres who like the convenience of the breach in a wall.

 

The full amount of treasure is described below.

 

Note: Below are my notes for what I calculated as the remainder of the treasure. I’m using the modified tables from Heroic Fantasy Handbook, and due to the high number of dice, i’ll just be using the average rather than actual rolls.  Crossed out items are considered to be distributed out with the families and must be looted or pillaged to be gained.  All magic and masterwork items and their numbers are listed (there are so many!).  Assume any item not mentioned above is simply kept in the vault.


 

16.5 Treasure Type L:

 

Treasure Type  & Avg. Value

1000s of

		<p><strong>Copper</strong></p>
		</td>
		<td style="vertical-align:bottom">
		<p><strong>1000s of</strong></p>

		<p><strong>Silver</strong></p>
		</td>
		<td style="vertical-align:bottom">
		<p><strong>1000s of</strong></p>

		<p><strong>Electrum</strong></p>
		</td>
		<td style="vertical-align:bottom">
		<p><strong>1000s of</strong></p>

		<p><strong>Gold</strong></p>
		</td>
		<td style="vertical-align:bottom">
		<p><strong>1000s of</strong></p>

		<p><strong>Platinum</strong></p>
		</td>
		<td style="vertical-align:bottom">
		<p><strong>Gems</strong></p>
		</td>
		<td style="vertical-align:bottom">
		<p><strong>Jewelry</strong></p>
		</td>
		<td style="vertical-align:bottom">
		<p><strong>Magic Items</strong></p>
		</td>
	</tr>
</tbody>

 

L

Raider

		<p><em>6,000gp</em></p>
		</td>
		<td style="vertical-align:top">
		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">80% 3d20</span></p>
		</td>
		<td style="vertical-align:top">
		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">60% 4d6</span></p>
		</td>
		<td style="vertical-align:top">
		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">60% 1d8</span></p>
		</td>
		<td style="vertical-align:top">
		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">50% 1d6</span></p>
		</td>
		<td style="vertical-align:top">
		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">None</span></p>
		</td>
		<td style="vertical-align:top">
		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">60% 1d6</span></p>

		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">gems</span></p>
		</td>
		<td style="vertical-align:top">
		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">40% 1d4</span></p>

		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">jewelry</span></p>
		</td>
		<td style="vertical-align:top">
		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">80% 2d8 common, 60% 1d4 uncommon,</span></p>

		<p><span style="background-color:transparent; color:rgb(0, 0, 0)">25% 1 rare, 10% 1 very rare, 1% 1 legendary</span></p>
		</td>
	</tr>
</tbody>

 

16.5 * 80% * 3 * 10.5 * 1000 ~= 416,000 copper pieces (416 lots, 137 among populace)

Copper Lots  

208,000 just copper pieces (191,000 in vault, 17,000 among families)

20 lots of 100 silver = 2,000sp

(everything else is 20 lots times the average)

420 bags of grain or vegetables, worth 5sp each (4 stone each)
40 barrels of preserved fish or pork, worth 5gp each (8 stone each)
40 tenths of a cord of hardwood log, worth 5gp each (8 stone each)    

420 wheels of cheese, worth 3sp each (1/3 stone each)
40 half-barrels of beer, worth 5gp each (4 stone each)            
280 bricks of salt, worth 7sp each (1/2 stone each)        
210 ingots of common metals, worth 1gp each (1/2 stone each)    
    
40 quarter-barrels of preserved meats, worth 5gp each (2 stone each)
20 rolls of roughspun cloth, worth 10gp each (4 stone each)

 

16.5* 60% * 4 * 3.5 * 1000 ~= 139,000sp (139 lots, 46 among families)

Silver Lots

69,000sp
700gp
70,000cp
(everything else is 7 lots)
735gp of livestock (roll 1d6 on Animals table of Trade Goods)
35 jars of lamp or cooking oil, worth 20gp each (6 stone per jar)
18 captured or enslaved laborers, worth 40gp each (12 stone each if unconscious)
140 yards of woven textiles, worth 5gp each (1 stone each)
50 bundles of common fur pelts (such as beaver, fox, or rabbit), worth 15gp each (1 stone per 5gp value)
7 captured or enslaved domestic servants, worth 100gp each (12 stone if unconscious)    
126 common animal antlers, horns, and tusks (such as boar, bull, or ram) worth 1d10gp each (1 stone per 10gp value)
14 jars of dyes and pigments, worth 50gp each (5 stone each)        
14 quarter-barrels of fine spirits or liquor, worth 50gp each (4 stone each)
10 bags of loose tea or coffee, worth 75gp each (5 stone each)            
14 half-crates of terra-cotta pottery, worth 50gp each (2 3/6 stone each)

 

16.5 * 60% * 4.5 * 1000 = 44,550ep (44 lots)

Electrum Lots

26,550ep (24.5 lots)
10,000sp (2 lots)
1,000gp (2 lots)
(everything else is 2 lots)
4 captured or enslaved craftsmen or merchants, worth 1d4x100gp each (12 stone each if unconscious)
4 crates of armor and weapons, worth 225gp each (10 stone each)        
200 bottles of fine wine, worth 5gp each (1 stone per 5 bottles)
40 rugs of common fur pelts (such as beaver, fox, and rabbit) worth 2d4x5gp each (1 stone per 25gp value)
5000 common bird feathers (such as goose, owl, or swan) worth 1d3sp each (1 stone per 150 feathers)
15 bundles of large common fur pelts (such as black bear, hyena, or wolf) worth 1d8x15gp each (1 stone per 30gp value)
13 uncommon animal antlers, horns, and tusks (such as sabre-tooth tiger) worth 3d4x10 gp each (1 stone per 40gp value)
5 crates of glassware, worth 200gp each (5 stone each)
4 bundles of large uncommon fur pelts (such as ape, lion, or polar bear) worth 2d4x50gp each (1 stone per 50gp value)

 

16.5 * 50% * 3.5 * 1000 = 28,875gp (28lots)

Gold Lots

10,000gp (10 lots)
1,400sp (1.4 lots)
280pp (1.4 lots)
(everything else is ~1.4 lots)
1 metamphora of preserved special components, worth 4d4 x 100gp (1 stone per 60gp value)    
5 fresh monster carcasses, with special components worth 1d10 x 50gp each (1 stone per 60gp value)    
110 monster feathers (such as griffon, hippogriff, or roc), worth 1d6x1d6gp each (1 stone per 80gp value)
6 monster horns and tusks (such as basilisk, dragon, or wyvern) worth 1d8 x 50gp each (1 stone per 80gp value)
30 pieces of elephant ivory, worth 1d100gp each (1 stone per 100gp value)    
14 bundles of healing herbs, worth 100gp each (1 stone each)
4 rolls of silk, worth 400gp each (4 stone each)
3 bundles of rare fur pelts (such as ermine, mink, or sable), worth 2d4x100gp each (1 stone per 100gp value)
1 captured equerry or lady-in-waiting or enslaved hetaera or odalisque, worth 2d4x200gp (10 stone if unconscious)
3 crates of fine porcelain, worth 500gp each (5 stone each)
20 rugs of large common fur (such as black bear, hyena, or wolf), worth 1d4x30gp each (1 st per 150gp value)

 

16.5 * 60% * 3.5 = 35 gems

Gem Lots

18 gems (18 lots)
(everything else is ~3.4 lots)
3 pouches of black lotus, worth 200gp each (1 item each)
3 sets of superior thieves’ tools, worth 200gp each     (1 item each)
9 sets of engraved teeth, worth 2d6x10gp each (1 item each)
7 vials of rare perfume, worth 1d6x25gp each (1 item each)
40 sticks of rare incense, worth 5d6gp each (1 stone per 100 sticks)

 

16.5 * 40% * 2.5 = 16.5 jewelry

Jewelry Lots

8 Jewelry (8 lots)
(everything else is ~1.65 lots)
7 trinkets (1 item each)
1 cape of large animal fur (such as black bear, hyena, or wolf), worth 2d4x200gp (1 stone each)
9 vials of common poison (animal venom or plant toxin) worth 2d6x25gp each (1 item each)
3 statuettes, worth 1d10x100gp (1 stone per 1d3 statuettes)
3 items of masterwork quality, worth 2d6x100gp each (1 item each)


 

Magic Items:

 

Common: 16.5 * 80% * 2d8 = 118

 

Armor, Masterwork

7

Miscellaneous Weapon, Masterwork

7

Oil of Bane-Rune

3

Oil of Sharpness

3

Oil of Slipperiness

3

Oil of Vitriolic Infusion

3

Potion of Alter Self

3

Potion of Chameleon

4

Potion of Cure Light Wounds

8

Potion of Cure Moderate Wounds

4

Potion of Eldritch Armor

2

Potion of Jump

3

Potion of Resist Cold

1

Potion of Resist Fire

2

Potion of Righteous Wrath

1

Potion of Silent Step

5

Potion of Speaking With Animals

2

Potion of Spider Climb

2

Potion of Swift Sword

1

Potion of Swimming

3

Rechargeable Trinket, Level 1 (4d4)

5

Rechargeable Trinket, Level 2 (2d4)

3

Rechargeable Trinket, Level 3 (1d6)

4

Rechargeable Trinket, Level 4 (1d4)

1

Rechargeable Trinket, Level 5 (1d2)

3

Rechargeable Trinket, Level 6 (1)

1

Shield, Masterwork

4

Spell Scroll (1 spell level)

14

Spell Scroll (2 spell levels)

4

Sword, Masterwork

8

Waybread (1d2 slices)

4

 

Uncommon: 16.5 * 60% * 1d4 = 25

 

Armor +1

2

Crossbow Bolts +1, 2d6 (7)

1

Oil of Stone to Flesh

2

Potion of Cold Immunity

1

Potion of Cure Major Wounds

1

Potion of Flying

1

Potion of Greater Clairvoyance

1

Potion of Guise Self

1

Potion of Invisibility

1

Potion of Necromantic Invulnerability

1

Potion of Trollblood

2

Rechargeable Trinket, Level 6 (2d4)

2

Shield +1

2

Spell Scroll (3 spell levels)

1

Spell Scroll (4 spell levels)

2

Sword +1

2

Talisman +1

1

Treasure Map (1d4x1,000gp)

1

 

(I’ll actually roll these)

Rare: 7

Ring of Protection +1
Short Sword +2, +3 versus humans
Treasure Map (6d6x1,000gp)
Staff of Healing [DE]
Censer of Controlling Air Elementals
Talisman +5
Polearm +2

 

Very Rare: 1

Shield +3

 

Legendary: 0


Taking Away a chunk:
Total estimated worth: 99,000gp
Estimated worth among the families: 31,290gp
Percent to remove: 31.6%, just call it 1/3rd
Let’s italicize the lots that are among the families (italics are little too subtle, we’ll have to do strikethrough)
416 copper lots => 137 lots
139 silver lots => 46 lots
44 electrum => 15
28 gold => 9
35 gem = 12
16.5 jewelry => 5





 

my takeaway:
 

i think if i were doing this over, i would definitely roll up the 16.5 treasure type Ls, worth an average of 6,000gp, into half as many treasure type Os, worth an average of 12,000gp, if only to cut back on the insane number of low level magic and masterwork items.  also, i probably should have grouped lots to the nearest factor of 1000 rather than taking averages.  so for example, instead of 416 lots of 1000copper, i probably should have actually rolled for 4 lots of 100,000cp each.  

Good stuff.  Only in ACKs is the math this interesting..