If the treasure in a monster’s lair indicates that maps or magic are there, you will often have to determine which are present by random number generation with percentile dice. This is simple and the table shows which tables to use to determine the result. This system can be used for monsters you place on the outdoor map as well as for monsters randomly encountered by a party exploring in the wilderness. In any event, you will have to make a number of additional dice rolls to find exactly what is within the treasure trove.
If a map is indicated, you must generate a number between 01 and 00 to discover what the map leads to. However, the contents of the map itself are a problem, for how can it be possible to direct each DM properly considering the infinite number of possibilities under which the map will be located? The answer is that this writer can only suggest. A map should never list its treasure, only show its location.
When a map is purposely placed by the DM it is obviously incumbent upon him or her to satisfy both its requirements - to what it leads and where it leads. Randomly discovered maps are not an overwhelming problem. In the dungeon, they can show a route down, up or (if the lair is at an edge of the level map) off into an area you have not yet drawn. Use the Random Dungeon Generation tables to set out a course which their map will “show”. There is no reason why the treasure cannot be guarded, or why monsters cannot be encountered along the way, as long as the whole fits reasonably together, i.e. the map owner placed the guards or was unable to get the treasure because of these monsters.
Generally, the whole route can be quite long or only a few hundred feet. If the treasure is particularly rich you might wish to have it hidden leagues away in another lost dungeon, along the course of a long underground river, or something similar. The direction of your campaign is strictly your own province. Maps found outdoors in a monster’s lair can lead into an underground labyrinth, a few miles in the wilderness to some hidey-hole, lair, ruins, or even in a town. Direction is easily determined by a quick roll of d8, basing the compass on 1 being north (or whatever) and simply counting round (2 is northeast, 3 is east, etc.). The table below may be used as a guide if you wish:
This table shows the parameters for each sort of goods to be found in a treasure of this sort. Random number generation with d20 discovers which sorts of goods are in the trove. You will observe that the table is weighted towards large quantities of coins which will require a train to remove - or must be left entirely if fore-planning is not observed.
(As with any treasure not taken immediately, you must set a percentage chance for it to be stolen away if it is abandoned by the discoverers. Their actions and precautions will serve as guidelines. If a monster guarded the treasure, the likelihood of it being taken elsewhere could increase greatly.)
Base value of gems and jewelry can be determined when the treasure is actually divided and disposed of.
This random determination table needs no explanation. Because of its weighting, and the weighting of the Magic Items table, most treasures will have magic potions, scrolls, armor and weapons. This is carefully planned so as to prevent imbalance in the game. Keep potent magic items rare. (Increase scarcity by destroying or stealing what is found!)
These are the real finds, which can satisfy even the most avaricious dwarf’s greed. Note that when it says “(1-2) Monetary Treasure”, for instance, it means the treasure indicated by a die result of 1 or 2 on the Monetary Treasure sub-table. Combined hoards should be hidden, trapped and guarded! They should be located in distant places too!
[Table III and beyond is found in Magic Items.]