II. Map Table

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I. Map or Magic Determination
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II. Map Table
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III. Magic Items
II.A. Monetary Treasure
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II.B. Magic Treasure
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II.C. Combined Hoard
Treasure
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DMG

II. MAP TABLE
Dice Result
01-05 False Map
06-70 Map to monetary treasure
71-90 Map to magic treasure
91-00 Map to a combined hoard

If a map is indicated, you must generate a number between 01and 00 to
discover what the map leads to. However, the contents of the map itself
are a problem, for how can it be possible to direct each DM properly considering
the infinite number of possibilities under which the map will be
located? The answer is that this writer can only suggest. A map should
never list its treasure, only show its location.

When a map is purposely placed by the DM i t is obviously incumbent upon
him or her to satisfy both its requirements - to what i t leads and where it
leads. Randomly discovered maps are not an overwhelming problem. In
the dungeon they can show a route down, up or (if the lair is at an edge of
the level map) off into an area you have not yet drawn.
Use the RANDOM DUNGEON GENERATION tables to set out a course which their map will
"show". There is no reason why the treasure cannot be guarded, or why
monsters cannot be encountered along the way, as long as the whole fits
reasonably together, i.e. the map owner placed the guards or was unable
to get the treasure because of these monsters. Generally, the whole route
can be quite long or only a few hundred feet. If the treasure is particularly
rich you might wish to have it hidden leagues away in another lost
dungeon, along the course of a long underground river, or something
similar. The direction of your campaign is strictly your own province.

Maps found outdoors in a monster's lair can lead into an underground
labyrinth, a few miles in the wilderness to some hidey-hole, lair, ruins, or
even in a town. Direction is easily determined by a quick roll of d8, basing
the compass on 1 being north (or whatever) and simply counting round (2
is northeast, 3 is east, etc.). The table below may be used as a guide if you
wish:
 
01-20 labyrinth of caves found in the lair
21-60* outdoors, 5-8 miles distant
61-90* outdoors, 10-40 miles distant
91-00* outdoors, 50-600 miles distant

* Treasure shown on the map is:
 
01-10 buried and unguarded
11-20 hidden in water
21-70 guarded in a lair
71-80 somewhere in a ruins
81-90 in a burial crypt
91-00 secreted in a town

Elaborate as you see fit. For containment, concealment and trapping, refer
to the tables given with the RANDOM DUNGEON GENERATION.

Note that relatively low-value treasures will not be as well guarded as those of great value.
 


II.A. MONETARY TREASURE
Dice Result
1-2 20,000-80,000 copper pieces (2d4), 20,000-50,000 silver pieces 
3-5 5,000-30,000 electrum pieces (5d6) 
6-10 3,000-18,000 gold pieces (3d6) 
11-12 500-2,000 platinum pieces (5d4) 
13-15 10-100gems (d10 X 10) 
16-17 5-50 pieces of jewelry (5d1O)* 
18 Roll twice, discounting rolls above 17 
19 Roll thrice, discounting rolls above 17 
20 Each monetary item above 

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* Specific types of jewelry can be determined on the Jewelry and Items Typically Bejewelled Table (part of Appendix 1, DUNGEON DRESSING) if desired.

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This table shows the parameters for each sort of goods to be found in a
treasure of this sort. Random number generation with d20 discovers which
sorts of goods are in the trove. You will observe that the table is weighted
towards large quantities of coins which will require a train to remove - or
must be left entirely if foreplanning is not observed.

    (As with any treasure not taken immediately, you must set a percentage
    chance for it to be stolen away if it is abandoned by the discoverers. Their
    actions and precautions will serve as guidelines. If a monster guarded the
    treasure, the likelihood of it being taken elsewhere could increase
    greatly.)

Base value of gems and jewelry can be determined when the treasure is
actually divided and disposed of.


III.B. MAGIC TREASURE
Dice Result
1-5 Any item rolled on Magic ltem Table, plus 4 Potions 
6-8 Any 2 items rolled on Magic ltem Table 
9-12 1 Sword, 1 Armor or Shield, 1 Miscellaneous Weapon 
13-14 Any 3 items, no Sword or Potions 
15-18 Any 6 Potions and any 6 Scrolls 
19 Any 4 items, 1 is a Ring, 1 is a Rod 
20 Any 5 items, 1 is a Rod, 1 is Miscellaneous Magic 

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This random determination table needs no explanation. Because of its
weighting, and the weighting of the MAGIC ITEMS table, most treasures
will have magic potions, scrolls, armor and weapons. This is carefully
planned so as to prevent imbalance in the game. Keep potent magic items
rare. (Increase scarcity by destroying or stealing what is found!)
 


II.C. COMBINED HOARD
Dice Result*
01-20 1-2 Monetary Treasure and 1-5 Magic Treasure 
21-40 6-10 Monetary Treasure and 1-5 Magic Treasure 
41-55 3-5 8 6-10MonetaryTreasure and 1-5 & 15-18 Magic Treasure 
56-65 1-2, 3-5 & 6-1 0 Monetary Treasure and 9-1 2 & 13-1 4 Magic Treasure
66-75 6-10 & 11-12MonetaryTreasure and 6-8 & 15-18 Magic Treasure 
76-80 3-5, 6-10, 11-12 8 16-17 Monetary Treasure and 1-5 & 9-12 Magic Treasure
81-85 20 Monetary Treasure and map to 1-5 Magic Treasure
86-90 20 Monetary Treasure and map to 19 Magic Treasure 
91-96 Map to 1-2 & 3-5 Monetary Treasure, 20 Magic Treasure on hand 
97-00 Map to 11-12 8 13-15 Monetary Treasure plus 15-18 Magic Treasure, 
20 Magic Treasure on hand 

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* Key the results to the proper listingsfrom the prior two tables.

These are the real finds, which can satisfy even the most avaricious dwarf's greed.
    <EG>Note that when it says "1-2 Monetary Treasure", for instance, it means the treasure indicated by a die result of 1 or 2 on the MONETARY TREASURE sub-table.
Combined hoards should be hidden, trapped and guarded!
They should be located in distant places too!






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