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”. [c:1] 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:
Elaborate as you see fit. For containment, concealment and trapping, refer to the tables given with the Random Dungeon Generation tables. Note that relatively low-value treasures will not be as well guarded as those of great value.
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!
As mentioned previously, the Magic Items table is weighted towards results which balance the game. Potions, scrolls, armor and arms are plentiful. Rings, rods and miscellaneous items of magic represent only a 25% occurrence on the table. This is so done in order to keep magic-users from totally dominating play. They are sufficiently powerful characters without adding piles of supplementary goodies. What they gain from the table will typically be used up and discarded.
When determination of a magic item is needed, simply roll percentile dice and consult Table III. Complete explanations of each category follow, but many items duplicate or closely resemble the effects of various magic spells.
The suggested experience point (X.P.) values are for characters who keep the items.
Gold piece sale values are the usual sums which characters will be paid for magic items, and, if so sold, the X.P. award should be based on the selling price of the items, not the X.P. value. Also remember that a character is assumed to retain an item, thus getting the low X.P. value for it, if he or she sells it to another player character.
Note: Many magical items are of an expendable nature, where their power is depleted with each use and eventually used up. The Dungeon Master can use his discretion in setting such limitations on other particular items, if he wishes.
* Effectiveness on type of creature controlled must be determined by die roll; consult item explanation.
** The Dungeon Master must mislead the possessor of the potion so as to convince him that it is not harmful. (See the appropriate item description for particulars.)
(F) = Fighters only may use.
* 30% of all scrolls are of clerical nature (dice 71-00), and 25% of all clerical scrolls are druidical. 10% of all magic-user scrolls are illusionist. This applies only to scrolls 01-60 above. Asterisked numbers indicate clerical spell levels.
** See Cursed Scrolls below.
Cursed Scrolls: It is incumbent upon the Dungeon Master to do his utmost to convince players that a cursed scroll should be read. This is to be accomplished through duplicity, coercion and threat, etc. - i.e., any scroll not read has a chance of fading in normal air, but this can be noted by the archaic wording if read in the still dungeon atmosphere.
A curse takes effect immediately; suggested curses are:
Scroll Experience Points (x.p.) Value: Awarded only to characters who can use the spell(s); the award should be 100 x.p. per spell level. Protection scrolls are noted as to x.p. value on the table itself.
Scroll Gold Piece (g.p.) Sale Value: Any scroll can be sold in the “open market” for three times its x.p. value. Protection scrolls sell for five times x.p. value.
There are two considerations respecting non-standard magic items. The first is your invention and inclusion of them in your campaign, and this is expected and encouraged. You should put your imagination and inventiveness to work this way. Standard items can be varied so as to make it more interesting when your players are familiar with the usual forms.
New devices can be created to add freshness and new dimensions to the game. Special magic items can be devised to complement some special situation or to serve as a special reward for overcoming some special monster or difficult area. All such creations, however, must be made with care. The items must be such as to not unbalance the game. They must not make one player character too strong, either with respect to opponents or his or her fellows or to the campaign or to the game system as a whole.
Items which are expended after a single use, those with limited usages, and those with variable effects are most desirable. As it is very likely that every campaign will have its special items, the second consideration comes up.
Other referees will not generally know what special powers or restrictions such items have. Thus, they will not be usable in campaigns other than that from which they came in most cases. You, as a referee, should simply cause any such items brought into your campaign to disappear. Never take a player’s word for any item. Do not allow its use in your campaign unless you know his or her DM and get a full explanation in writing from that person which details the properties of the item. Do not allow a player to bulldoze you in any manner regarding this. Simply inform the person that he or she must have left the item in his or her former area, as it is not around in yours! This solves the problem of having a possible imbalance brought into your carefully designed campaign. This ties directly to the section dealing with Integration of Experienced or New Players into an Existing Campaign.
Note. Altered form of a standard AD&D item is not a new or non-standard item, i.e., a cap which causes its wearer to be invisible is the same as a ring of invisibility.