Merging The Deep Halls’ colored layers into a three-level dungeon, we noticed earlier that, because Level 1 is not contiguous, the player party, still 1st-level, is forced to descend to Level 2. One might avoid the problem by grouping the first four colors into Level 1. The dark green level, was 2A, becomes 1C. This adds 44 encounter areas to the first level.
Level | Color | Areas |
---|---|---|
1st UP | Red | 4 |
1A | Tan | 15 |
1B | Light green | 32 |
1C | Dark green | 44 |
Sub-total Level 1: | 95 | |
2A | Blue-green | 48 |
2B | Blue | 16 |
Sub-total Level 2: | 64 | |
3 | Purple | 20 |
Sub-total Level 3: | 20 |
It is perforce less deadly. Still, using the default treasure sequence, The “Shallow” Halls’ Level 1 has a Deadly Dungeon Ratio of 1.24-to-1.
Experience Stocked
Applying the percentages from the Flying Dungeon Stocking Table to 95 encounter areas, Level 1 looks like this.
Percent of 95 | No. of Areas | Monsters and Treasures |
---|---|---|
10% | 9.5 | Monsters, double treasures |
16% | 15.2 | Monsters, single treasure |
5% | 4.75 | Treasure (half treasure) |
Room monsters: 2045 XP
Wandering monsters: 790 XP
Treasures: 5,234 XP
Total: 8,069 XP
Deadly Dungeon Ratio: 8,069:6,513 = 12:10
Treasure Sequences
Taking again the treasure sequences, only minor adjustments need be made to accommodate the extra rooms. In most cases the adjustment is a reduction in the XP for gold awards. Note that, because we have nearly twice as many encounter areas, the wealth characters acquire is likewise increased.
Deadly Dungeon Ratio 1:1
For the more harrowing 1:1 ratio, reduce to the standard award one XP for each gold piece. The ratio is slightly higher.
2-1-½^1-0-0{12:10}[1,345 XP, 872 g.p., 1]
Sparse
To reach a Deadly Dungeon Ratio of 2:1 but still keep wealth down, instead of four, award two XP for each g.p.
2-1-½(2)^1-0-0{2:1}[2,217 XP, 872 g.p., 1]
Shard (Between Thrilling and Sparse)
For the middle ground between too-rich and sparse treasure, reduce this sequence, which I call Shard for a reason unknown to me, from two to one XP per g.p.
4-2-1^1-1-0{2:1}[2,217 XP, 1,745 g.p., 3]
Light “Haul”
Likewise, with the Light “Haul” sequence, reduce XP per g.p. to one for one.
5-2-1^1-1-0{22:10}[2,444 XP, 1,971 g.p., 3]
Thrilling
This sequence, already at one for one XP for gold, at 95 encounter areas approaches a Deadly Dungeon Ratio of 4:1.
9-4-1^1-1-0{38:10}[4,074 XP, 3,601 g.p., 5]
Take away my badge, but at such a high ratio, I suspect thrilling becomes boring. I recommend to the DM who chose this sequence for the three-color Deep Halls to go with the Light “Haul” above for much the same results between dungeon configurations.
Pingback: Twisted and Nightmarish – DONJON LANDS