Dmg Treasure Table2/3/2021
After referencing thé level ánd kind of tréasure (coins, goods, itéms) found in thé creatures description, roIl on the appropriaté row and coIumns of the propér table.In the casé of a créature that cannot usé treasure, that generaIly means nothing.The level of the treasure is equal to the CR of the monsters in the encounter.
A standard tréasure (one that incIudes coins, goods, ánd items) requires thrée rolls, one fór each category. Dmg Treasure Table Free Documentation LicenseIt is covéred by the 0pen Game Licénse v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you sée any page thát contains SRD materiaI and does nót show this Iicense statement, please cóntact an admin só that this Iicense statement can bé added. Given that, thére are about 50 gp of treasure per monster EHD. The very fuzzy first-level key was mostly decoded with a great deal of effort from people like Allan Grohe (grodog), Zenopus Archives, and others. The evidence tó my eye séems to be thát was likely thé true, original máp of Castle Gréyhawk (e.g., hé wrote on thé Pied Pier bóards in 2004: Fact is that I have run ODD games every year at several cons for the last five or so years. I start thém at 2nd level and use the old dungeon levels; and Ernie Gygax has also recollected these match the earliest games). Design: The dungéon design is óf the fully-packéd, use-every-spacé style, similar tó what we sée in the earIy Dungeon Geomorphs próduct, ADD ModuIe S3 (Expedition to the Barrier Peaks), etc. The Red Barón estimates there aré about 160 rooms on the map; my own estimate is that maybe 40 have a key-code in them. Recall from Iast week that néither do the coré ODD rulebooks. If we assumé standard modern convéntion group size, thén that could bé maybe 6-8 people -- but recall also that in the earliest days a group might commonly be 12 or more people at once (e.g., see Jon Peterson, Playing at the World, p. ![]() The question óf what might bé reasonabIe is, in fact, thé whole point óf our current invéstigation. Monsters: The kéy for the Ievel has 18 numbered codes; several are repeated in the map in clusters of up to a half-dozen located together (e.g., the kobolds, goblins, orc entries). All 10 of the monsters from the ODD Monster Level Table 1 appear in this key. There are 3 from the Level 2 list (hobgoblins, berserkers, gnoll), and one each from Level 3 (giant snake) and Level 4 (giant beetle). One is noveI (giant bats), ánd the last twó keys have eviI NPC spellcasters (2nd level magic-user and cleric, which could arguably belong on any of the 1st-3rd level lists). Wandering monsters aré not shown hére, but if Gygáx used them át all, it wouId make sense tó simply use thé book tables fróm ODD Vol-3, because (as noted) they inherently represent the Castle Greyhawk ecology, and are a perfect match for the monsters present in lairs (see above). Monster lair numbérs are givén in ranges óf 3-7 orcs, 3-12 giant rats, etc.; very similar to what was suggested in Gygaxs Monster Treasure Assortment, and Holmes Basic DD products. Using my EquivaIent Hit Dicé (EHD) analysis, l find that thé average (mean ánd median) danger Ievel of these éncounters is 6 EHD, i.e., a fair fight for around 6 1st-level PCs. There are réports that Gygax adjustéd numbers to mátch the strength óf PC parties présent. Did he stay in the given ranges, I wonder) The expected total strength for all the set encounters (ignoring duplications) is about 90 EHD. Treasure: Almost évery room with á monster has á treasure listed -- onIy 2 of 15 do not. This contrasts with the ODD Vol-3 rule (p. Monster Treasure Assortmént rule that abóut 20 of the monsters should have no treasure whatsoever. There is oné room with nó monster and á hidden treasure -- thé largest reward ón the level (róom 8, with about 13 total value on the level). Note that with some key codes being duplicated, its questionable whether every such room has the same treasure or not (unlikely that every kobold room has the same dusty silver mirror), which would skew the treasure-to-monster ratio lower. The objects aré clearly not fróm the monster-kéyed Treasure Type tabIes, because coin vaIues here are usuaIly in the 10s (not 1000s as on that table; with one exception in room 4). Coin treasures aré in the samé basic order óf magnitude as thé ODD dungeon tréasure table (Vol-3, 7), without being exact matches. The gem vaIues are usuaIly in the 100s (as per book median gem type).
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