Dungeon
Stocking
Dungeon Treasure in Coins by Level and Size
Level | 10 Room Dungeon | 20 Room Dungeon | 40 Room Dungeon |
1 | 1000 per PC | 2000 per PC | 4000 per PC |
2 | 1000 per PC | 2000 per PC | 4000 per PC |
3 | 2000 per PC | 4000 per PC | 8000 per PC |
4 | 4000 per PC | 8000 per PC | 16000 per PC |
5 | 8000 per PC | 16000 per PC | 32000 per PC |
Total Rooms | Combat Encounters | Empty Rooms | Traps | NPCs | Special Rooms | Magic Items |
10 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 6 | 6 | 4 | 2 | 2 | 2 |
40 | 12 | 12 | 8 | 4 | 4 | 4 |
Combat Encounters: These are rooms/encounters where the player
characters are expected to fight something. If they’re quick with
diplomacy, or are careful at sneaking about, they can avoid the
combat. These kinds of encounters are things like a horde of zombies
crying out for brains, some goblin bandits looking for victims, or a
hungry dragon.
Empty Rooms: These aren’t actually “empty”; they may contain
treasure, some backstory for the dungeon, magic items, or just
something neat to look at. They aren’t traps, thought, don’t have
any enemies, and no NPCs within.
Traps: Something that attempts to kill/harm the party, but isn’t
something you can really fight against. The floor opens up, revealing
a spiked pit, ghostly hands claw out of the ground, poisonous gas
emits from the wall, and whatnot.
NPCs: These are characters that are not immediately hostile to the
party, and are usually willing to talk and maybe trade. These are
things like talking statues, lost wizards, kindly lizard-person
chefs, etc.
Special Rooms: Weird stuff goes here. Machines that turn you inside
out, orbs that cause you to change species, puddles that are portals
leading to the ocean floor, stuff like that. Depending on the
severity of the weirdness, these rooms may overlap a little with
empty rooms or traps.
A Note On
Magic Items
I tend to like magic items that require a little bit of thought to
use. Things like flying carpets, rings of invisibility, homunculi,
talking swords, etc. This is partially because I like magic items to
remain useful throughout one’s career, and items that simply give a
slight bonus might quickly be thrown out in favor of newer gear. The
arcanum from Into The Odd are a great source of inspiration, as are
the magic item creation tables in Silent Legions and Maze Rats. This
doesn’t mean old staples can’t be used though, bags of holding,
elvish boots, potions of healing, and yes, even +1 swords are still
fine pieces of treasure.
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