Once the DM has read the entire module over
1 or more times and has gained a working
familiarity with
it, he or she is ready to key it. In doing
so, the DM will take the
basic descriptive framework and add his
or her own ideas as
to how and where the various monsters and
treasures are located.
The result will be a dungeon with his or
her own indelible
stamp, a bit different from all others—even
those using
the same descriptive outline.
With over 50 rooms && chambers noted on the 2 level
maps by numbers (and several other unmarked
open
areas), there is plenty of space to explore
(though this dungeon
is actually quite small compared to most).
With 15 to 25
listed treasures (plus a few items of value
that are part of the
basic furnishings) and 16 to 20 monsters
to place, the DM is
offered a real choice in setting up the
dungeon, for it is he or
she who will decide on which areas are
forbidding with danger
or rich with reward.
<The original method was random generation from the DMG, but
for balance, I opted to use the listed monsters && treasure first.
Each room is stocked with 2 rolls from the Table
V.F. in Appendix A of the DMG. I Hope that you have a
lot of Fun stocking your version of B1. I sure did!
Note that a trick is placed in most rooms, using the d100 tables that I
placed in Appendix H of the DMG. >
The monsters (number keyed 1. to 25.) and the treasures (lettered
A to HH) should be placed with care and
consideration
and in many cases there should be a reason
or rationale why
something is located where it is. Just
as there is a logical explanation
behind the entire setting or scenario,
so too should
there be a similar thought behind what
is to be found within
the dungeon. Of course, in some cases,
the unexpected or
the inexplicable will be the exception—not
everything should
follow the normal order of things or be
too predictable for the
players.
As mentioned previously elsewhere, not every
room or chamber
will have a monster, a treasure, or both.
As a matter of
fact, quite a number of places will simply
be empty, while
others may hold
a monster with no treasure, or, rarely, a
treasure without a monster guarding it.
In the latter instance,
the unguarded treasure will likely be well-hidden
(as indeed
any treasure can be) or concealed to make
the room oppear
empty. Finally, in some instances, a room
may contain
a monster (being in its lair) as well as
a treasure it is guarding,
either wittingly (if it is its trove) or
unwittingly (if its appearance
there was only coincidental). In such a
case, it will be necessary
to defeat (either by killing or driving
away) the monster
or monsters before any attempt to discover
or garner the
treasure is made . . .
<Table V.F. covers all of the above,
with the chance for more treasure, and, two groups of monsters in one room
or chamber. In this case, if the alignments are compatible, then
it might be a tough combat, one that the beginning party might be wise
to retreat from. If the mo nster alignments are not compatible, then
the players have a better chance, with 1 group of monsters fighting another!>
Although monsters will inevitably make their
PRESENCE
known, treasures are usually not obvious.
It is up to players to
locate them by telling the DM how their
characters will conduct
any attempted SEARCH, and it is quite conceivable
that
they could totally miss seeing a treasure
which is hidden or
concealed. In fact, any good dungeon will
have undiscovered
treasures in areas that have been explored
by the players
simply because it is impossible to expect
that they will
find every one of them.
Once the DM has decided on where to place
the various
monsters and treasures, he or she keys
both the maps and
the descriptive copy within this booklet
by using the letter
and number codes for treasures and monsters,
respectively.
On the 2 game maps, he or she marks (preferably
using a
colored pencil for readability and possible
erasure) the letter
(for treasure) in each room containing
a treasure from the
master list. The DM then places a number
(for monsters) in
each room which will contain a monster,
and may also make
a note on the map what type of monster
is there ("Euroz" or
"trogs,"
for instance). Each monster or treasure listing should
appear but once on the game map when finished.
The DM
then refers to the descriptions of each
room or chamber within
the body copy of this booklet, and fills
in the blanks following
the proper sections corresponding to the
marked map
with the pertinent details and any side
notes on: what monster
is located there (if any), where it hides
(if it does so—not
all will hide), what treasure is located
within the room (if any),
where it is located, and how it is hidden
or protected (if it is).
Any remaining space should be reserved
for further notes,
especially listing of the effects caused
by subsequent player
adventuring—monsters scared away to new
locations, creatures
slain, treasures removed, equipment abandoned,
etc.
Of course, notes on the map can likewise
be made as desired.
Once the dungeon has been keyed, it is READY
for exploration
by the players. Good luck, and have Fun!
Follow these
guidelines when setting up your own dungeon
from scratch,
and you should be successful.
>>MONSTER LIST>>