One of the first things covered in Vol. III is how to stock a dungeon. Most of the charts for this material should be on a different sheet, but the core wandering monster table should be on the main sheet, so I thought I'd cover stocking rolls in general. There are only a few:
- start by manually placing special items or areas, 1 to 3 per level, occasionally more;
- stock the rooms, most of which will be unoccupied (note that the rules do not say "empty", just "uninhabited" or "unoccupied".)
- one-third of the rooms will have inhabitants (monsters);
- half the inhabited rooms will have treasure;
- one-sixth of the unoccupied rooms will have hidden treasure.
The treasure table for stocking dungeons has already been covered, but I'm thinking of ways to simplify it. For many of the entries, the units for gold are 1/5th the units for silver; for example, treasure caches on levels 4 and 5 are 1d6 x 1000 silver, 1d6 x 200 gold. It might be worth it to change the outliers to make the table uniform:
- double the value for silver and change gold to 40 x 1d6 on level 1;
- change silver on levels 2-3 to 500 x 1d6;
- change gold on level 6-7 to 400 x 1d6;
- double the values for silver on levels 10-12;
- double the values for silver and change gold to 4k x 1d6 on levels 13+.
The actual wandering monster tables should be designed specifically for each campaign, although for a distribution version of the potential clone there should be 2-3 sample tables and discussion on how to build your own. The core wandering monster table, however, is standard; it's the table that tells you what monster levels are available on each dungeon level. There are a couple patterns that can be gleaned from the charts:
- divide dungeon level 5+ by 2 and add 1;
- the lowest monster level equals (adjusted) dungeon level -1 (min monster level = 1);
- the highest monster level equals dungeon level +3 (max monster level = 6).
- die roll 3-4 = base monster level +1
- die roll 5 = base monster level +2