TREASURE LIST

Listed below are 34 different treasures, each letter-coded for
easy reference.

Considering their very nature, treasures, in most instances,
should be concealed or hidden cleverly. The DM
should use his or her IMAGINATION in devising ways to hide
items from discovery. Some suggestions for treasure location
might be: Inside an ordinary item in plain view, within a
secret compartment in a container, disguised to appear as
something else, under or behind a loose stone in the floor or
wall, under a heap of trash or shit, or similarly hidden. Occasionally
a treasure may be easily noticed, but this should
be the exception rather than the rule.

<1. TABLE V.H. TREASURE IS CONTAINED IN*>
<2. 50% of treasures are hidden or guarded with a trap>
<3. * Go to TABLE V.I. on a roll of 1-8, TABLE V.J. on a 9-20 to determine protection on a roll of 01-50>.

In some instances, valuable treasure will be protected by
locks, traps, or protective magic. The more deadly protections
are reserved for more experienced adventurers, so any
such devices will be uncommon in dungeons designed for
beginning players, such as this one. The DM should feel free
to create an occasional protection which may confuse or
delay characters attempting to find a particular treasure,
however.

<save or die traps: reroll>

Remember that all coin values are based on a gold piece
(g.p.) standard, with equivalent values being: 100 copper
pieces (c.p.) = 10 silver pieces (s.p.) = 2 electrum pieces
(e.p.) - 1 gold piece (g.p.) - 1/5 platinum piece (p.p.). All
coin weights and sizes are approximately equal.

<Values in PP are given to make things easy; it should be understood that the characters would be dealing in lesser denominations all the time; however, the players are using an abstraction (PP) for this. This kind of simplicity is desirable when the group has limited Time, say only 4 hours of actual play.>

A) Leather <large belt> pouch with 10 e.p.    <1 pp>

B) 15 g.p.    <3 pp>

C) 28 g.p.    <5 pp>

D) Small wooden box with 35 g.p.    <7 pp>

E) Dagger with jeweled handle (2—50 g.p. gems, onyx)    <value: 20 pp>
    

F) 20 s.p.    <0 pp>

G) 8—10 g.p. gems (banded agates)    <value: 16 pp>

H) Horseman's Mace +1

I) False map (shows room and adjacent corridor in detail;
nothing else is accurate)

J) Spear +2

K) 120 g.p.    <24 pp>

L) Silver medallion on chain worth 500 s.p.    <value: 10 pp>

M) 100 g.p. gem (pearl)    <value: 20 pp>

N) 2450 c.p.     <4 pp>

O) Onyx statue worth 200 g.p.    <value: 40 pp>
    

P) 820 s.p.    <16 pp>

Q) 4—100 g.p. gems (garnets)    <value: 80 pp>

R) 620 g.p. in locked chest    <124 pp>

S) Scroll of 2 Spells (Cleric): 2 cure light wounds (or roll at
random for determination) | <leather scroll case>

T) False magic wand (finely detailed; radiates magic but
has no other magical properties)    <cf. Nystul's magic aura>

U) Bag of devouring

V) 500 g.p. gem (peridot)    <value: 100 pp>

W) medium shield +1

X) Bronze statuette, inlaid with silver and copper, worth 115 g.p.    <value: 23 pp>

Y) Silver mirror of exceptional quality, 90 g.p. value    <value: 18 pp>

Z) Chainmail +1 (man-sized)

AA) Gold ring (non-magical) worth 10 g.p.    <value: 2 pp>

BB) Scroll of 1 Spell (Magic-User): sleep (or roll at random

for determination)

CC) Silver bracelet worth 80 s.p.    <value: 1 pp>

DD) 840 pennies, $290, 120 e.p., 25 g.p. in locked chest <23 pp> <chest=x>

EE) Ring of protection +1

FF) 4 small gold rods, each worth 30 g.p.    <value: 24 pp>

GG) Crystal goblet worth 15 g.p. (engraved with the word "Quasqueton")    <value: 3 pp>

HH) Potion: invisibility (2 doses, each with a duration of 2 hours)

Special note: Even though 34 treasures are listed here, only

between 15 to 25 of them should actually be placed in
the dungeon by the DM. The remainder
should go unused. When treasures are chosen and
placed, a good assortment of items should be represented:
some very valuable, some worthless, most In between.
The letter type treasures listed in the MONSTER MANUAL are ignored in this module,
as the above treasure list replaces them and monsters
encountered will possess or GUARD the appropriate treasure
assigned by the referee's listings.