Appendix I : Dungeon Dressing

(MISCELLANEOUS ITEMS AND POINTS OF SEMI-INTEREST FOR CORRIDORS AND OTHERWISE UNPOPULATED AREAS
OR TO ROUND OUT OTHERWISE DRAB PLACES)

<go to Appendix O, continue filling in weights from flask onwards>
<note: originally all tables were only 2 columns. 3rd (ea.) columns were added in>


Air Currents
Odors
Air
General
Unexplained Sounds and Weird Noises
Furnishings and Appointments, General
Religious Articles and Furnishings
Torture Chamber Furnishings
Magic-User Furnishings
General Description of Container Contents
Miscellaneous Utensils and Personal Items
Clothing & Footwear
Jewelry and Items Typically Bejewelled
Food & Drink (Condiments & Seasonings)
Chamber, Room, and Other Space List
-
Appendices
DMG

Air Currents:
01-05 breeze, slight light breeze
06-10 breeze, slight, damp light breeze
11-12 breeze, gusting strong breeze
13-18 cold current -
19-20 downdraft, slight -
21-22 downdraft, strong -
23-69 still -
70-75 still, very chill -
76-85 still, warm (or hot) -
86-87 updraft, slight -
88-89 updraft, strong -
90-93 wind, strong strong wind
94-95 wind, strong, gusting strong gale
96-00 wind, strong, moaning strong wind

Note air and odor information in level keys.
If random determination is used, be sure that some logic prevails in the overall scheme.

Odors:
01-03 acrid smell -
04-05 chlorine smell -
06-39 dank, mouldy smell -
40-49 earthy smell -
50-57 manure smell -
58-61 metallic smell -
62-65 ozone smell -
66-70 putrid smell -
71-75 rotting vegetation smell -
76-77 salty, wet smell -
78-82 smoky smell DSG: Smoke
83-89 stale, fetid smell -
90-95 sulphurous smell DSG: Poisonous & Noxious Gases
96-00 urine smell -

Note air and odor information in level keys.
If random determination is used, be sure that some logic prevails in the overall scheme.

Air

01-70    clear
71-80    foggy (or steamy)
81-88    foggy near floor (or steamy)
89-90    hazy (dust)
99-00    misted

Note air and odor information in level keys.
If random determination is used, be sure that some logic prevails in the overall scheme.

General:
01 arrow, broken -
02-04 ashes -
05-06 bones -
07 bottle, broken -
08 chain, corroded -
09 club, splintered -
10-19 cobwebs


 

-
20 coin, copper (bent) -
21-22 cracks, ceiling -
23-24 cracks, floor -
25-26 cracks, wall -
27 dagger hilt -
28-29 dampness, ceiling -
30-33 dampness, wall -
34-40 dripping -
41 dried blood -
42-44 shit -
45-49 dust -
50 flask, cracked -
51 food scraps -
52 fungi, common -
53-55 guano -
56 hair/fur bits -
57 hammer head, cracked -
58 helmet, badly dented -
59 iron bar, bent, rusted -
60 javelin head, blunt -
61 leather boot -
62-64 leaves (dry) & twigs -
65-68 mold (common) -
69 pick handle -
70 pole, broken (52/3') -
71 pottery shards -
72-73 rags -
74 rope, rotten -
75-76 rubble & dirt -
77 sack, torn -
78 slimy coating, ceiling -
79 slimy coating, floor -
80 slimy coating, wall -
81 spike, rusted -
82-83 sticks -
84 stones, small -
85 straw -
86 sword blade, broken -
87 teeth/fangs, scattered -
88 torch stub -
89 wall scratchings -
90-91 water, small puddle -
92-93 water, large puddle -
94-95 water, trickle -
96 wax drippings -
97 wax blob (candle stub) Wax, block (legality: L, 3 cp - ?, PHBR2.103, 99: wax pad)
98-00 wood pieces, rotting -

Distribute these items randomly by choice or by dice roll,
or place them as desired.
An interval of 60' or more between each placement is suggested.

Unexplained Sounds and Weird Noises:
01-05 bang, slam
06 bellow (ing)
07 bang
08 buzzing
09-10 chanting
11 chiming
12 chirping
13 clanking
14 clashing
15 clicking
16 coughing
17-18 creaking
19 drumming
20-23 footsteps (ahead)
24-26 footsteps (approaching)
27-29 footsteps (behind)
30-31 footsteps (receding)
32-33 footsteps (side)
34-35 giggling (faint)
36 gong
37-39 grating
40-41 groaning
42 grunting
43-44 hissing
45 hooting
46 horn/trumpet sounding
47 howling
48 humming
49 jingling
50-53 knocking
54-55 laughter
56-57 moaning
58-60 murmuring
61 music
62 rattling
63 ringing
64 roar(ing)
65-68 rustling
69-72 scratching/scrabbling
73-74 scream(ing)
75-77 scuttling
78 shuffling
79-80 slithering
81 snapping
82 sneezing
83 sobbing
84 splashing
85 splintering
86-87 squeaking
88 squealing
89-90 tapping
91-92 thud
93-94 thumping
95 tinkling
96 twanging
97 whining
98 whispering
99-00 whistling

Select noises as desired.
Locate in 20'-40' areas for detection.
Have at least 120' intervals between each.

<link to an .mp3 for each>
<Dungeon Craft>

Furnishing and Appoinments, General:

<rnd: the cost of a barrel is 1 gp per 10 gallons of capacity. AWRC.>
<>

Use this list to select furnishings.
Random use is suggested only for rounding out the furnishings of an area.

<ddc.749 = Furnishings & accessories>
<this is the original table, reduced, before the order of the numbers was altered>

Furnishing and Appoinments, General:


 
% Item Size or Encumbrance Cost Capacity Notes
01 altar - - - -
02 armchair - - - -
03 armoire - - - -
04 arras - - - -
05 bag - - - T3.53 has a bag that contains 240 gp
06 barrel - - 32 gallons

<barrel: 26.25 gallons, 210#>

36 Imperial gallons 
(traditionally though, there were varying measures so you could have 32 gallon barrels, for example).
Barrel - 2 gp, 30# (empty) [OSRIC]
07-08 bed - - - -
09 bench - - - -
10 blanket - - - Blanket, woollen - 5 cp, 2# [OSRIC]
11 box (large) - - - -
12 brazier & charcoal - - - [D115.36] Charcoal/soot (1 cp/free - 5 gp)
Charcoal, bundle (legality: L, 2 cp - ?, PHBR2.103: 94)
13 bucket - - - -
14 buffet - - - -
15 bunks - - - -
16 butt (large barrel)
<triple hogshead>
- - 144 gallons A 160-gallon cask (approximately a butt) would be about five feet high and four across; 200 pounds empty, 1800 full.
17 cabinet - - - -
18 candelabrum - - - -
19 carpet (largish) - - - -
20 cask = barrel - - <cask: ?>
21 chandelier - - - -
22 charcoal - - - [D115.36] Charcoal/soot (1 cp/free - 5 gp)
23-24 chair - - - -
25 chair, padded - - - -
26 chair, padded, arm - - - -
27 chest, large


 

large solid iron = 100# to 500#, 
large wooden = 50# to 150#
- - -
28 chest, medium


 

- - - -
29 chest of drawers - - - -
30 closet (wardrobe) - - - -
31 coal - - - -
32-33 couch - - - -
34 crate - - - -
35 cresset - - - -
36 cupboard - - - -
37 cushion - - - -
38 dais - - - -
39 desk

- - - -
40-42 fireplace & wood - - - <WSG, fire>
43 fireplace with mantle - - - <WSG, fire>
44 firkin <"quarter-barrel"> - - 8 gallons -
45 fountain - - - -
46 fresco - - - -
47 grindstone - - - -
48 hamper - - - -
49 hassock - - - -
50 hogshead - - 48 gallons -
51 idol (largish) - - - -
52 keg <"half-barrel"> - - <keg: 15.5 gallons, 124#> -
53 loom - - - -
54 mat - - - -
55 mattress - - - -
56 pail - - - -
57 painting - - - -
58-60 pallet - - - <is this the kind of pallet Gary was referring to?>
61 pedestal - - - -
62-64 pegs - - - -
65 pillow - - - -
66 pipe (large cask) = butt - - 128 gallons? 
(actual: 126 gallons)
-
67 quilt - - - -
68-70 rug (small-medium) - - - -
71 rushes - - - -
72 sack - - - -
73 scone, wall - - - -
74 screen - - - -
75 sheet - - - -
76-77 shelf - - - -
78 shrine - - - -
79 sideboard - - - -
80 sofa - - - -
81 staff, normal - - - -
82 stand - - - -
83 statue

- - - -
84 stool, high - - - -
85 stool, normal - - - -
- tables - - - "If attacked, they tip over the tables
to form a barricade, gaining a -2 AC bonus vs.
missiles or -1 AC bonus in melee." - T3, area 223
86 table, large - - - -
87 table, long - - - -
88 table, low - - - -
89 table, round - - - -
90 table, small - - - -
91 table, trestle - - - -
92 tapestry - - - -
93 throne

- - - -
94 trunk - - - -
95 tub - - - -
96 tun <(8"octabarrel"8)> - - 256 gallons
<tun: 250 gallons, 2000#>
actually, 252, but increased by 4 for the octabarrel mnemonic
97 urn () - - - -
98 wall basin and font - - - -
99 wood billets - - - -
00 workbench - - - -
% Item Size or Encumbrance Cost Capacity Notes

<check that this is the original table>

<1 pint = 16 ounces : DMG.64>
<AD&D seems to use USCU>
<16 oz = 1 pint>
<128 oz. = 8 pints = 1 gallon = 1 waterskin = 50 gp* = 5 bottles of wine>

    <*add 50 gp for every 3 gallons transported in a single container>

<1 cubic foot = 7 gallons>

"Note that water weighs 8 1/2 pounds per gallon and there are about 7 1/2 gallons per cubic foot (total weight: 62.5 pounds per cubic foot)" - Polyhedron 42.19
    Compare to the game numbers, a la the WSG: (5 pounds + 5 per 15 pounds) and 7 gallons per cubic foot and 45 pounds per cubic foot.
    Compare to the game numbers, a la the DMG: (5 pounds) and 7 gallons per cubic foot and 35 pounds per cubic foot.



Just some footnotes on barrels and gallons, from High Seas (Dragon 116) :
Remember that the following is not official, and might go into more detail than some desire.

A) a keg can, in extremis, be used as a sea anchor (if you don't have sea anchors and you're hit by a storm, you're in a place that is probably worse than the upper reaches of Deleted Expletive Creek.) Other sized 'barrels' could serve as well. (Is keg in error? Should it be a barrel, at least?)

B) 2 gallons of water are needed to put out 1 point of fire.


-
 


Religious Articles and Furnishings


-
 
01-05 altar

-
06-08 bell(s) Bell - 1 gp, 0# [OSRIC]
09-11 brazier(s) -
12 candelabra -
13-14 candles 0.5
15 candlesticks -
16 cassocks


 

-
17 chime(s) -
18-19 cloth (altar) -
20-23 columns/pillars -
24 curtain/tapestry -
25 drum -
26-27 font -
28-29 gong -
30-35 holy/unholy symbols -
36-37 holy/unholy writings -
38-43 idol(s) -
44-48 incense burner(s) -
49 kneeling bench -
50-53 lamp(s) Hand Lamp (with silvered mirror) (legality: L/S, 10 gp - 1#, PHBR2.103: 100)
Hand-Warming Lamp (legality: L, 2 sp - ?, PHBR2.103: 100, hand lamp)
Lamp (bronze) - 1 sp, 1# [OSRIC]
54 lectern -
55 mosaics -
56-58 offertory container -
59 paintings/frescoes -
60-61 pews -
62 pipes (musical) -
63 prayer rug -
64 pulpit -
65 rail -
66-67 robes -
68-69 sanctuary -
70-71 screen -
72-76 shrine -
77 side chair(s) -
78-79 stand -
80-82 statue(s) -
83 throne -
84-85 thurible -
86-88 tripod -
89-90 vestry -
91-97 vestments -
98-99 votive light -
00 whistle -

Select from the above list.
Use random determination only to round out or fill in.

Torture Chamber Furnishings:


 
- - I or F* Notes
01-02 bastinadoes (definition, article) <> I -
03 bell (huge) - -
04-06 bench - -
07-10 boots (iron) I
11-15 branding irons I -
16-20 brazier - -
21-22 cage - -
23-26 chains - Chain (per 10 ft) - 30 gp, 10# [OSRIC] 


 

27 chair with straps - Straps (5 gp - 5 gp) [D115.36].
Leather straps (pair) (legality: L, 3 sp - 1#, PHBR2.103: 93, strapping).
28 clamps - -
29-31 cressets - -
32 fetters - -
33-35 fire pit - -
36 grill - -
37-38 hooks - [D115.36] Climbing hook and line (10 gp - 50 gp)
39-43 IRON MAIDEN -
44 knives -
45 manacles - Manacles - 15 gp, 2# [OSRIC]
46 oubliette (pit) - -
47-48 oil (barrel of) - -
49-50 pillory - -
51-54 pincers - -
55-56 pliers - -
57-58 pot (huge) - -
59-66 rack -
67-68 ropes - -
69 stocks - -
70-71 stool - -
72-75 strappado (definition, article) <> - -
76-78 straw - -
79-80 table - -
81 thongs - -
82-85 thumb screws - -
86-88 torches I -
89-90 "U" rack - -
91 vice - -
92-93 well F -
94-96 wheel -
97-00 whips - -


 

Use this list only to select from.
Random selection by dice roll is useful only to fill in.

<* I = item, F = furniture>
 

Q: What do I do when a PC is tortured?
No player is willing to give
info no matter what happens
to his character.

A: Torture is not part of the game for two reasons.
* First, it gives nonparticipating
onlookers the wrong idea.
* Second, spells
like charm person, suggestion, and ESP
are more effective for extracting accurate
information. In the early Renaissance, it
was found that victims of torture were
prone to say what they thought their
tormentors wanted to hear rather than
the truth. If you must include torture in
your game, have the victim make a save
vs. petrification, adjusted for wisdom once
per turn, hour, or day depending on the
intensity of the torture. Failure indicates
that the victim has broken down and will
talk. Do not play out the gory details.
Veracity should be no higher than 80%
(and should probably be much lower).
(126.81)


 

Magic-User Furnishings: (Alchemy Lab: - OSRIC, page 155)


 
Roll Item Weight Price Notes
01-03 alembic - 2 gp An airtight, glass distillation device.
04-05 balance & weights - - Scale (30-100 gp): Weights and balance for accurate weighing of materials.
06-09 beaker - 2 sp Open glass container for mixing fluids.
10 bellows - 5 gp For fanning a furnace or a forge.
11 bladder - - -
12-13 bottle - - Reagent bottle (3 gp): Large glass bottle with a fitted glass top; used for containing acids, poisons, and other caustic fluids.
14-16 book large metal-bound book = 20 - -
17 bowl - - -
18 box - - Box (empty) - 1 gp, 15# [OSRIC]
19-22 brazier - 10-20 gp For containment of a fire.
23 cage - - -
24-25 caldron - 30 gp Large metal container for heating liquids.
26 candle - - -
27 candlestick - - -
28 carafe - - -
29-30 chalk - - Chalk, piece - 1 cp, 0#
31 crucible - 5 gp Open ceramic or stone container for melting or sublimating materials.
32 cruet - 1 gp Small glass bottle with a fitted glass top; used for holding fluids.
33 crystal ball Crystal ball, base and wrapping = 15 - -
34 decanter - - -
35 desk - - -
36 dish - - -
37-38 flask flask, empty = 7. flask, full = 20 - Flask (leather) - 3 cp, 0# [OSRIC]
39 funnel - - Funnel, small (legality: L, 3 cp - ?, PHBR.103: 92, oil and funnel)
Funnel (1 gp) : Glass cone with an opening in the small end; used for pouring liquids.
40 furnace - - -
41-44 herbs <(random)> - - -
45 horn () - - -
46 hourglass - - -
47-48 jar - - Apothecary jar (3 sp) : Glass container with fitted glass cover for storage of herbs and other materials.
49 jug - - -
50 kettle - - -
51 ladle - - -
52 lamp - - -
53 lens (concave, convex, etc.) - - [D115.36] Magnifying lens (7 gp - 1gp)
Lens* (10 gp): Glass magnifier for concentrating rays of light (an examination device). 
* Prisms and lenses require a very high level of skill in glassblowing, and so are not commonly found, except in the largest cities. Prices and availability of these items may vary considerably from campaign to campaign.
54 magic circle - - -
55 mortar & pestle - 3-18 gp Ceramic or stone bowl and grinder, used to powder and mix ingredients; various sizes are available.
56 pan - - A heavy frying pan does 1-8 points of damage (at least in the hands of Tika!) (DL2.7)
Skillet - 1 gp, 5# [OSRIC]
57-58 parchment - 1 sp/sheet For keeping records.
Parchment (per sheet) - 2 sp, 0# [OSRIC]
59 pentacle - - -
60 pentagram - - -
61 phial - - -
62 pipette - - -
63 pot - - Pot, iron - 5 sp, 10# [OSRIC]
64 prism - 10 gp Triangular, solid-glass item for the refraction or splitting of light.
* Prisms and lenses require a very high level of skill in glassblowing, and so are not commonly found, except in the largest cities. Prices and availability of these items may vary considerably from campaign to campaign.
65 quill - 1-5 cp For use as a writing pen.
Quill (pen) - 1 sp, 0# [OSRIC]
66-68 retort - 2 gp Open glass globe with a long, glass neck; used for distillation.
69 rod, mixing/stirring - - -
70-71 scroll - - -
72 scroll tube - - -
73 sheet - - -
74 skin - - -
75 skull () - - -
76 spatula - - -
77 spoon, measuring - - -
78 stand - - -
79 stool - - -
80 stuffed animal - - -
81 tank (container) - - -
82 tongs - 3 sp For handling hot glassware and specimens.
83 tripod - - -
84 tube (container) - - -
85-86 tube (piping) - - Glass tubing (1 sp/foot): Material for the making of pipettes and other items.
87 tweezers - - -
88-90 vial - - Vial, clay (1 sp): Container with cork, glass, or metal stopper; used for the holding of materials.
Vial, glass (3 sp): As above. 
Vial, metal (1 gp): As above.
91 waterclock - - -
92 wire - - [D115.36] Picks and wires (30 gp - 0 gp)
93-00 workbench - - -

Use these lists for direct selection.
Random determination is useful only for adding items and in odd situations.

<unless otherwise noted, notes are from the Alchemist class, Dragon

       General Description ofContainer Contents:
01-03 ash -
04-06 bark -
07-09 bone -
10-14 chunks Glass, chunks (1 gp/pound): Raw material for the making of glassware.
15-17 cinders -
18-22 crystals -
23-26 dust -
27-28 fibers -
29-31 gelatin -
32-33 globes -
34-37 greasy -
41-43 husks -
44-48 leaves <link?: herb: bay leaves, etc> -
49-56 liquid -
57-58 lump(s) -
59-61 oily -
62-65 paste -
66-68 pellets -
69-81 powder Blinding powder (pair) (legality: var., var. - *, PHBR2.103: 100, strapping)
82-83 semi-liquid -
84-85 skin/hide -
86-87 splinters -
88-89 stalks -
90-92 strands -
93-95 strips -
96-00 viscous -

Use these lists for direct selection.
Random determination is useful only for adding items and in odd situations.

Miscellaneous Utensils and Personal Items:
<third column is in #>
01 awl - 1-2 damage (T1)
02 bandages - -
03 basin - -
04-05 basket - -
06 beater - -
07 book - -
08-09 bottle - Bottle (wine), glass - 2 gp, 1# [OSRIC]
10 bowl - -
11 box (small) - -
12-13 brush - -
14 candle - -
15 candle snuffer - -
16 candlestick - -
17 cane (walking stick) - -
18 case - a phylactery is a small leather case (case.leather.phlyactery)
<Hebrew font can be used, here in moderation>
<weight is given as "0" in the DMG.3.5>
19 casket (small) - -
20 chopper - -
21 coffer - -
22 cologne - -
23 comb - -
24 cup - -
25 decanter - -
26 dipper - -
27 dish - -
28 earspoon - -
29 ewer - -
30 flagon - -
31 flask - -
32 food - -
33 fork - -
34 grater - -
35 grinder - -
36 hourglass - -
37 jack (container) - <find email from Ed (Greenwood) where he gives 101 definitions for jack>
38 jar - -
39 jug - -
40 kettle - -
41 knife - -
42 knucklebones - -
43 ladle - -
44-45 lamp/lantern - -
46 masher - -
47 mirror - -
48 mug - -
49 needle(s) - Needle and thread - 3 cp, 0#
50 oil, cooking (or fuel) - -
51 oil fuel - -
52 oil, scented - -
53 pan - A heavy frying pan does 1-8 points of damage (at least in the hands of Tika!) (DL2.7)
54 parchment - -
55 pitcher - -
56 pipe, musical - -
57 pipe, smoking - -
58 plate - -
59 platter - -
60 pot - -
61 pouch 1 or 0.5 could be: large belt pouch or small belt pouch
62 puff - -
63 quill - -
64 razor - -
65 rope - note that WSG.36 gives additional rope types. make sub-table?
66 salve - -
67 saucer - -
68 scraper - -
69 scroll - -
70 shaker - -
71 sifter - -
72 soap - Soap (per lb) - 5 sp, 1#
73 spigot - -
74 spoon - -
75 stopper - -
76 statuette/figurine - -
77 strainer - -
78 tankard - -
79 thongs - -
80 thread - -
81-84 tinderbox (with flint & steel) - -
85-86 towel - -
87 tray - -
88 trivet - -
89 tureen - -
90-91 twine - -
92 unguent - -
93 vase - -
94 vial - -
95 wallet - -
96 washcloth - -
97 whetstone - -
98 wig - -
99 wool - -
00 yarn - -

Use this list to select miscellaneous items in an area.
Random use is suggested only to fill in after seletion.

Clothing and Footwear:
<clothes, 1 set = 3>


 
01-02 apron - -
03-04 belt - -
05 blouse - -
06-08 boots hard = 6, soft = 3 could be: low hard boots, high hard boots, low soft boots, or high soft boots

high soft boots

 

09 buskins - -
10-11 cap - -
12-13 cape - -
14-16 cloak - -
17-18 coat - 10% chance for a fur coat?
19 coif - -
20 doublet - Doublet, linen - 3 gp, 1# [OSRIC]
21-22 dress - -
23-24 frock/pinafore - -
25-26 gauntlets - -
27-28 girdle - Girdle, broad - 2 gp
Girdle, normal - 10 sp 
29 gloves - Clawed gloves (legality: I, 20 gp - 1 C, hard to obtain, PHBR2.103: 94)
Gloves, kidskin, pair - 3 gp, 1/2# [OSRIC]
30-31 gown


 

- Gown, woollen - 5 cp, 1# [OSRIC]
Gown, linen - 3 gp, 1# [OSRIC]
Gown, silk - 50+ gp, 1# [OSRIC]
32-34 hat - -
35 habit - -
36-39 hood - -
40-41 hose - Hose - 1 gp, 0# [OSRIC]
42-43 jerkin - -
44 jupon - -
45-46 kerchief - -
47-48 kirtle - -
49-50 leggings - -
51-54 linen (drawers) - -
55-58 linen (undershirt) 
tied shirt (volume = 1/4 cubic foot) (carrying capacity = 2.5#) <from PC record sheets>
- -
59 mantle - -
60 pantaloons - -
61-62 petticoat - -
63-66 pouch/purse  (volume = 1/4 cubic foot) (carrying capacity = 2.5#) <from: PC record sheets> - -
67-70 robe - -
71-74 sandals - -
75-76 scarf - -
77 shawl - -
78-79 SHIFT <> - -
80-83 slippers - -
84-86 smock - -
87-89 stockings - -
90 surcoat - -
91 toga - -
92-94 trousers - -
95-96 tunic - Tunic, woollen - 5 cp, 1# [OSRIC]
Tunic, banqueting - 10+ gp, 1# [OSRIC]
97 veil - -
98 vest - -
99 wallet - -
00 wrapper - -

Select from this list for wardrobe items.
Use random determination only round out or find an odd article.

Jewelry and Items Typically Bejeweled:
<jewelry, small = 1-5 gp enc><jewelry, large = 50 gp enc><third column is in #>


 
01-02 anklet -
03-06 armband -
07-09 belt 0.3
10-12 box 5
13-16 bracelet -
17-19 brooch () -
20-21 buckle -
22-25 chain -
26 chalice -
27 choker -
28-30 clasp -
31-32 coffer -
33 collar -
34-35 comb -
36 coronet -
37 crown -
38-39 decanter -
40 diadem -
41-45 earring -
46-47 fob -
48-52 goblet -
53-54 headband (fillet) -
55-57 idol -
58-59 locket -
60-62 medal -
63-68 medallion -
69-75 necklace () 0.5
76-78 pendant -
79-83 pin Pin (cloak) - 4 sp, 0#
84 orb -
85-93 ring () -
94 sceptre -
95-96 seal -
97-99 statuette -
00 tiara -

Use the list to select jewelry or to identify items of treasure if jewelry is indicated.

Food & Drink:


CHAMBER, ROOM, AND OTHER SPACE LIST

 
ANTECHAMBER ARMORY AUDIENCE- AVIARY BANQUET
BARRACKS BATH BEDROOM/BOUDIOR BESTIARY CELL
CHANTRY CHAPEL CISTERN CLASS- CLOSET
CONJURING- CORRIDOR COURT CRYPT DINING-
DIVINATION- DORMITORY DRESSING ROOM ENTRY-/VESTIBULE GALLERY
GAME ROOM GUARDROOOM HALL HALL, GREAT HALLWAY
HAREM/SERAGLIO KENNEL KITCHEN LABORATORY LIBRARY
LOUNGE MEDITATION OBSERVATORY OFFICE PANTRY
PEN/PRISON PRIVY/SECRET- RECEPTION- REFECTORY ROBING ROOM
SALON SHRINE SITTING ROOM SMITHY SOLAR
STABLE STORAGE STRONGROOM/VAULT STUDY TEMPLE
THRONE ROOM TORTURE CHAMBER TRAINING/EXERCISE- TROPHY ROOM/MUSEUM WAITING ROOM
WATER CLOSET/TOILET WELL WORKROOM WORKSHOP
-
-
-
1. ANTECHAMBER -
2. ARMORY -
3. AUDIENCE- -
4. AVIARY -
5. BANQUET -
6. BARRACKS -
7. BATH -
8. BEDROOM/BOUDIOR -
9. BESTIARY -
10. CELL -
11. CHANTRY -
12. CHAPEL A1.10.19
13. CISTERN -
14. CLASS- -
15. CLOSET -
16. CONJURING- -
17. CORRIDOR -
18. COURT -
19. CRYPT -
20. DINING- -
21. DIVINATION- -
22. DORMITORY A1.7.11
23. DRESSING ROOM -
24. ENTRY-/VESTIBULE -
25. GALLERY -
26. GAME ROOM -
27. GUARDROOM A1.5.3
28. HALL A1.8.13
29. HALL, GREAT -
30. HALLWAY -
31. HAREM/SERAGLIO -
32. KENNEL -
33. KITCHEN -
34. LABORATORY -
35. LIBRARY -
36. LOUNGE -
37. MEDITATION -
38. OBSERVATORY -
39. OFFICE -
40. PANTRY -
41. PEN/PRISON -
42. PRIVY/SECRET- -
43. RECEPTION- -
44. REFECTORY -
45. ROBING ROOM -
46. SALON -
47. SHRINE -
48. SITTING ROOM -
49. SMITHY -
50. {SOLAR} -
51. STABLE A1.6.6
52. STORAGE A1.12.4
53. STRONGROOM/VAULT -
54. STUDY -
55. TEMPLE A1.9.17(Gruumsh), A1.10.18(Gruumsh).
56. THRONE ROOM -
57. TORTURE CHAMBER -
58. TRAINING/EXERCISE- -
59. TROPHY ROOM/MUSEUM -
60. WAITING ROOM -
61. WATER CLOSET/TOILET -
62. WELL -
63. WORKROOM -
64. WORKSHOP -
<65-00. EMPTY ROOM> -

ARMORY

HALL

KITCHEN

Food & Drink +
    Condiments & Seasonings +
LIBRARY

<"at least 200 square feet" : DMG.32>
<DMG.115: what is the cost of a library?: 2000 gp per 'spell level' of the library?>
<"built up in gaining of levels of experience and whatever other reasons are applicable">
<does each 1st level MU begin play with a library of 1000 gp? (this assumes 0-level rules)>
<certain books (eg. the books in U1), are designated as library books. the value of these books should go towards the value of a library>
<in theory, there are 9 levels of libraries>
<in theory, a 1st level MU can build a library. BUILD library>
<the initial space costs 2000 gp>
<a higher-level library can be visited, and books can be taken from that library. this reduces the 'level' of that library>
<if in a library, ENCAMP - MAGIC - RESEARCH>
 
Level Cost
0 -
1 2000
2 4000
3 6000
4 8000
5 10,000
6 12,000
7 14,000
8 16,000
9 18,000

LABORATORY

SHRINE

STRONGROOM/VAULT
vault

TORTURE CHAMBER
Torture Chamber Furnishings +
 

THRONE ROOM

TROPHY ROOM/MUSEUM

WORKROOM
<"at least 200 square feet" : DMG.32>