Urgent cries in distant dark. Dying echoes, fading into empty space. A spark—a flash of light, flickering orange. Columns rise high above, stabbing gloomy shade. Tunnels twisting out of sight.
Stumbling, lost, behind lumbering figures, purple-cloaked. Under arch, stepping down. Between close walls, beneath heavy vault, cauldrons crouch on red coals. Chanting priests raise green goblets to a shadowed image. All eyes are closed…
Many are troubled by such nightmares. Some wake, seeking respite. Some lie yet in fitful sleep.
Scale: 10’
Dungeon Levels: Seven Levels Deep
Treasure Sequence: The Full Monty Squared
Contents: Flying Tables by Dungeon Geomorphs
Rules: Bluebook D&D
What I’m Doing
In “Dungeon Levels and Treasures,” I present several combinations of scale, dungeon level configuration, and treasure sequence. With the choice of rules and room contents determination method, there are myriad ways to run a Deep Halls campaign.
I want to try a few of them. I’m starting with the most deadly dungeon level configuration and an overly generous treasure sequence to see if it’s possible that player characters might survive to reach 2nd level. If it doesn’t work, it won’t take long.
The Full Monty Squared
10-5-1(2)^1-1-1{44:10}[4,763 XP, 2,255 g.p., 3]
Using this Squared variant of the Full Monty treasure sequence, we award 2 XP per gold piece. While, in a 50-room Level 1 dungeon, there are more than four times the XP required to gain a level, in the seven level configuration of the Deep Halls, Level 1 has only four rooms. Worse, our neophyte adventurers enter on Level 2, which has only 15 rooms. Even these are not contiguous. Nor is Level 3. The 1st-level party must venture to Level 4 before any characters level-up.
So far in Dreaming Amon-Gorloth, Melqart and his companions are seven turns into their first adventure. The party rests beneath a harpy’s nest on Level 3. They have yet found no treasure.