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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.
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 |
<as always, do .html colors, for every word (ea.) that is the name of a color>
* Specific types of jewelry can be determined on the Jewelry and Items Typically Bejewelled Table (part of Appendix 1, DUNGEON DRESSING) if desired.
<trim?>
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.
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 |
<make links to tables>
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!)
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 |
<make links to tables>
* 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!