11 levels of Dungeon - Dyson's Delve is COMPLETE!

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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby Blood axe » Sun Jan 02, 2011 8:36 pm

Dyson Logos wrote:
Blood axe wrote:Dyson- great stuff!

I have one large problem though. The treasure is way, way too much. Hobgoblins with 500 gold pieces each?? I think the treasure needs to be changed & then the dungeon will be really great!


You'll note that the treasure was determined primarily using the treasure tables for the various monster types. However, it was modified slightly (not by much, mind you) in order to make the module playable. If there was less treasure per encounter, then you would either need lower level monsters on the deeper levels (as the party would be lower level), or you would need to reduce the power of the monsters on the lower levels so that the party wouldn't just be wiped out by them (that said, some of the monsters are pretty tough to beat anyways after two playtests).

It comes down to either making the end monster wimpy, or increasing the size of the dungeon so there would be more encounters, or running it as-is.



Ok, I got ya. This kind of is a "one-off" You have to raise up to compete at the lower levels of the dungeon.
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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby Dyson Logos » Mon Jan 03, 2011 5:16 am

Also, like I said, the treasure isn't very far off of the core rules, page B52 (Moldvay Basic, the rules by which the dungeon was written).

Hobgoblins
no Appearing: 1-6 (Average: 3.5)
Treasure Type: D (Average: 4,000 gp)

So, by the rules, the room with a monster has a 50% chance of having treasure. In this case that means the average hobgoblin would have slightly more than 500 gp equivalent of treasure.
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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby Blood axe » Mon Jan 03, 2011 5:31 am

Dyson Logos wrote:Also, like I said, the treasure isn't very far off of the core rules, page B52 (Moldvay Basic, the rules by which the dungeon was written).

Hobgoblins
no Appearing: 1-6 (Average: 3.5)
Treasure Type: D (Average: 4,000 gp)

So, by the rules, the room with a monster has a 50% chance of having treasure. In this case that means the average hobgoblin would have slightly more than 500 gp equivalent of treasure.



I have that old red book too! It also lists #s as 4-24 + the King & Bodyguards. Thats what I think the Treasure Type-D is for. 1-6 Hobgoblins would have 1/4 that treasure- probably less. But Im not downing your way of doing things. Its all in good fun!
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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby Dyson Logos » Mon Jan 03, 2011 8:05 am

Blood axe wrote:I have that old red book too! It also lists #s as 4-24 + the King & Bodyguards. Thats what I think the Treasure Type-D is for. 1-6 Hobgoblins would have 1/4 that treasure- probably less. But Im not downing your way of doing things. Its all in good fun!


Yeah, the monster description section and the stocking the dungeon section are in conflict. According to the stocking the dungeon rules you use the treasure type of the creature for the smaller groups too - however you do so with the caveat that there is only a 50% chance that they will have any treasure whatsoever.
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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby Black Wyvern » Mon Jan 03, 2011 3:27 pm

Dyson Logos wrote:
Blood axe wrote:I have that old red book too! It also lists #s as 4-24 + the King & Bodyguards. Thats what I think the Treasure Type-D is for. 1-6 Hobgoblins would have 1/4 that treasure- probably less. But Im not downing your way of doing things. Its all in good fun!


Yeah, the monster description section and the stocking the dungeon section are in conflict. According to the stocking the dungeon rules you use the treasure type of the creature for the smaller groups too - however you do so with the caveat that there is only a 50% chance that they will have any treasure whatsoever.


I don't think I would say they are in conflict. I would probably use lair number appearing when treasure is present and wandering monster number appearing when it is not. Regardless, as my gaming time dwindles, I am an increasing fan of the small 10-15 room dungeons and think meeting your xp targets is a good enough explanation. You can't stick a lot of fluff in one page dungeons but were I running it I would probably have room decorations or something more difficult to get at or pack make up for a lions share of treasure. A great thing about one pagers is that they are dungeon outlines that the DM can fluff up the way he wants.

Again Thanks Dyson!
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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby Goblinoid Games » Mon Jan 03, 2011 5:05 pm

Nice work man, snagged!
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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby bat » Mon Jan 03, 2011 6:59 pm

Goblinoid Games wrote:Nice work man, snagged!

It doesn't get much better than that.
Maybe several of us should run this and give reports of how our games played out.
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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby Dyson Logos » Mon Jan 03, 2011 10:43 pm

bat wrote:
Goblinoid Games wrote:Nice work man, snagged!

It doesn't get much better than that.
Maybe several of us should run this and give reports of how our games played out.


I know, man!

I want to make it my sig or something.
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Re: 11 levels of Dungeon - Dyson's Delve is COMPLETE!

Postby Dyson Logos » Tue Jan 04, 2011 9:02 pm

Blood Axe - you are totally correct on the treasure issue by the book. I dug deeper and found the sample dungeon stocking and sure enough the treasure is divided based on the number of critters involved.

So...


Yeah, the dungeon has too much loot.
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