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.