Adventure Hooks and Treasure

This is the 37th in a continuing series of articles, which reedits house rules for Holmes Basic D&D from 40-year-old game club newsletters. Mentions of house rules are in bold text and followed by a [bracketed category designator].

For rules category descriptions and more about the newsletters, see “About the Reedition of Phenster’s.” For an index of articles, see Coming Up in “Pandemonium Society House Rules.”

Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

“Bluebook” D&D.
The 1977 edition of Gygax and Arneson’s DUNGEONS & DRAGONS is also known as “Holmes Basic” after editor Dr. J. Eric Holmes.

Adventure Hooks

I enjoy treasure myself. As a DM, I like to put it in chests, hide it in cubbyholes, and secure it behind deadly traps. As a player, I enjoy opening the chest, discovering the old bag of gems in the secret niche, and realizing—sometimes too late—the devious trap.

Maybe this is—as the Pandemonium Society is often criticized—“not very sophisticated.” But all our high-minded, character-driven hooks and plots seem contrived compared to the simple lure of a chest full of gleaming treasure.

We might say it’s an easy out. An unimaginative DM’s crutch. The promise of fabulous wealth stacked up behind the threat of sudden death pulls the line of tension taut all by itself. But I say, managing the tension to create an engaging play experience is a challenge that few game masters achieve, whether with a treasure-seeking, character-driven, or any other kind of hook.

Not only must one build the tension, the DM has also to relax the stress from time to time, so as to pull the line back again a little tighter. Tighten and release, tighten and release, again and again, each time more tight. In this way, we build the tension over time and maintain player engagement until, at adventure’s end, the final release.

This isn’t so easy to do. I haven’t been terribly successful at it in my own DMing career. So I am unable to give you the key to unlock that success at the game table. Maybe some tricks are to build up the promise and the threat in alternating increments. Break the tension with comedy on occasion or by letting the characters rest to heal wounds and regain spells. Keep the tension high by denying the rest.

I do know that we must, both, make good the threat and deliver the treasure, without either killing the party or giving away so much treasure as to render the reward banal.

Part of delivering the treasure is to present the goods in an intriguing manner. As Phenster implies in “Wherefore Deep Dark Dangerous Dungeon Delves,” the party should “hardly ever just open a door into a room with a big hoard of coins and jewelery and magic stuff and the dragon out getting its internal fires rekindled.” Even among the piles of coins in a dragon’s hoard—which is properly dug out from beneath the dragon’s still writhing form—players will want to discover the more interesting items: A scroll tucked into a bone case—is it cursed? Or is it a high-level spell? A vial of rose-colored liquid…? And that glowing sword… are those elven runes?

You may have noted, as I did, Phenster’s qualifier “hardly ever.”

In any case, I am quite sure that, in addition to going in after treasure, we should break it up on occasion with a few other sorts of hooks. Phenster mentions a few examples. I break them into the following broad categories:

Exploration and Discovery

Whatever the characters are going in after, the players are often in the dungeon to explore it. They want to open the door, look behind the curtain, and see what’s at the end of the chasm. The last is Phenster’s example. These are not the usual hooks that we learn about prior to the adventure. The party discovers these locations already inside. Then, curiosity piqued, they desire to explore further.

We can encourage this curiosity with interesting dungeon environments. Gary Gygax explains in “How to Set Up Your D&D Campaign” (Europa, April 1975, 19), “Each level should have a central theme and some distinguishing feature.” We might further divide the dungeon level into sections.

Taking an example from my own Deep Dungeon Doom, one level is formerly a network of demonic charnel pits, long-since remodeled to fit other purposes. Now, adventurers must find their way through a minotaur maze and a grotto veiled in magical darkness, explore the upper and lower regions of a deep rift, and visit an ancient fortified dwarven drinking hall, presently occupied by an evil cult bent on releasing a baalgaur from the level above.

Quest

Phenster’s example is for a magic wand, but the object of a quest can be any sort of undertaking in which some journey is involved, whether self-motivated or instigated by an NPC. In addition to finding an item—magic or otherwise, a quest might be to rescue prisoners, capture some ne’er-do-well, or destroy an object. The object of a quest might even be, according to Phenster, to gain experience points.

Scenario-Based

A scenario-based hook is derived from the dungeon’s context or a situation in the dungeon. An example from the Great Halls is when the party learns of a gateway to Hell and takes it upon themselves to search for it. It can also be an organic situation that grows from campaign events, like when somebody else finds the gateway first and lets out a horde of demons.

Patron Mission

A patron mission properly falls under a quest. The only difference is that the patron pays upfront, or for some reason the PCs are beholden to the patron, so they are willing to undertake the mission. The party might even be on retainer, being prepared to do the patron’s bidding in exchange for a monthly fee.

Phenster’s example is the mysterious Angharad Called the Fane, who brings to mind Fafhrd and the Gray Mouser’s respective patrons, Ningauble of the Seven Eyes and Sheelba of the Eyeless Face. Though these examples are mysterious personages, a patron may also be of the more common sort.

Because It Was There

Holmes provides no guidance concerning adventure hooks. Nor does the source material. The lead sentence of “DUNGEON MASTERING AS A FINE ART” paraphrases the corresponding sentence beneath the heading “The Underworld” (The Underworld and Wilderness Adventures 3):

“Before players can take their bold characters on adventures into the misty mysterious dungeons, the Dungeon Master must sit down, pencil in hand, and map out the dungeons on graph paper” (Holmes 39).

When asked why he climbs the mountain, the mountain climber has a glib reponse. It seems that, in the 1970s, when asked why he goes into the dungeon, the dungeon explorer gives the same response: “Because it was there.”

Treasure

Fantastic Materials

Phenster introduces adamant and mithril into Pandemonium Society games. He describes both, detailing their uses, without giving any guidance as to their value relative to gold. Perhaps it’s best that we leave it vague for the sake of the DM’s freedom. I class these under [E] Extra, as these materials, with their roots in mythology and sometimes found in fantasy fiction, were in circulation among 1980s D&D groups.

Adamant [E]

With qualities of both unbreakable metal and hard stone, adamant has many and diverse uses. As a metal, it may be fashioned into weapons and armor as well as tools. It is also used in large constructions, such as the Gates and foundation of Pandemonium, one imagines, by pouring it, in its molten state, into a mold. Like a stone, it is cut into gems of extraordinary value.

Mithril [E]

Phenster cites as applications armor, jewelry, and architectural features. Unlike adamant, mithril has only the qualities of metal. Among those qualities, though, are strength and extreme light weight. Mithril is a favorite material of elves, who use it in their delicate architecture, which often must be supported by and woven into living wood.

Treasure Maps

I love maps as much as I love treasure. That the one might lead to the other is natural and right in all worlds, fantasy and mundane, and the presence of such wonderful items as treasure maps should be encouraged at every occasion.

Chance for Maps or Magic [C]

Comparing the chance for maps or magic in early D&D editions, Holmes follows OD&D at 25% (Holmes 34, Monsters & Treasure 23), whereas AD&D pulls it down to 10% (Dungeon Master’s Guide 120). In B/X, Moldvay, Cook, and Marsh move treasure maps into the magic scroll category, negating the initial roll for maps. One-quarter of scrolls are treasure maps, but only 20% of magic items are scrolls, which yields an overall 5% chance for a map result (B46, X45).

The chance for maps in the Pandemonium Society varies by Dungeon Master. Hazard goes by Holmes—25% chance for maps, while Phenster hands out only 10% maps, and Basel limits maps to 1 out of 12 (8.333%). The DM may determine a suitable chance for maps or magic in the campaign and share the information with players or not.

Treasure Maps Tables [E]

Phenster’s treasure maps tables are more generous than any of the contemporary sources: OD&D (Monsters & Treasure 23, 26-7), AD&D (Dungeon Master’s Guide 120-1), or B/X (B46, X45). I put the tables in category [E] Extra, but the DM may want to examine the tables and modify the numbers as seems fit. As the values go up with the die result, one might roll on the Treasure and Magic tables with a smaller die, especially on shallow dungeon levels.

I reproduce the tables here, changing only Phenter’s ranges to dice notation. These tables supplement the information given under “Maps and Magic Categories” (Holmes 34). On a treasure map result, roll d12 on the Map Find table to determine the kind of treasure. Then roll d12 on the corresponding Treasure or Magic tables. A result of 1 to 5 on the Treasure table gives you that many (n) d6s in thousands of gold pieces. I quote Phenster’s reminder:

The g.p. amount on the table is the VALUE of the treasure, not necessarily a bunch of coins. It could be lots of kinds of stuff, like works of art, paintings, statuettes, tapestries, books, etc.

d12Map Find
1-6Treasure
7-10Magic
11-12Treasure & Magic
d12Treasure
1-5nd6 x 1,000 g.p.
61d6 x 1,000 g.p. + 1d20 gems
72d6 x 1,000 g.p. + 1d6 jewelry
83d6 x 1,000 g.p. + 2d20 gems
94d6 x 1,000 g.p. + 1d100 gems
105d6 x 1,000 g.p. + 1d10 jewelry
11d6 x 10 gems + 2d10 jewelry
125d6 x 1,000 g.p. + 1d12 x 10 gems + 2d10 jewelry
d12Magic Items
1Any 1
2Any 2
3Any 3
4Any 3 + 1 potion
5Any 3 + 1 potion + 1 scroll
6Any 4
7Any 4 + 1 scroll
8Any 4 + 1 potion + 1 scroll
9Any 5
10Any 5 + 1 potion
11Any 5 + 1 scroll
12Any 5 + 1 potion + 1 scroll

Exceptional Value of Gems and Jewelry [E]

OD&D allows exceptional values for gems up to half a million g.p. Holmes (for low-level PCs) limits exceptional values to 1,000 g.p. Neither has exceptional values for jewelry, though OD&D gives base values up to 10,000 g.p. In a complex and adorable system of dice rolls, AD&D allows for increased as well as decreased values for gems and exceptional craftsmanship for jewelry (DMG 26). B/X gives the DM permission to raise jewelry’s value without further guidance, though Moldvay advises against it for Basic levels (B47). B/X offers no exceptional value for gems.

Though he doesn’t mention it, Phenster refers to the Gems and Jewelry sections under “BASE VALUE TREASURES” (Holmes 34). From Phenster’s text, it appears that, upon finding a gem or jewelry, Pandemonium Society players were allowed to roll the chance for exceptional value.

Gems

After determining the base value of a gem, roll a d6. On a 1 result, raise the value to the next higher and roll again. At the highest value, a 1 result indicates double value. As Phenster doesn’t specify, after doubling the highest, the DM may roll again or not as desired. You know what this DM would do.

Jewelry

Phenster’s text on the chance for jewelry’s exceptional value confounds understanding. In hopes of adding clarity, I show my interpretation as a table.

Jewelry’s Chance for Exceptional Value
Dungeon LevelsChance (d6)
1st RollValue2nd Roll*Value
1-3None
4-71x 10
8-121x 101x 2
13+1x 101x 10
*Make a second roll only in the case of a 1 on the first.

Electrum

“If electrum is added it is optionally worth either twice or half the value of gold” (OD&D Monsters & Treasure 39).

At least since Holmes Basic, electrum coins are worth only a half gold. But OD&D allows another option: one electrum piece equals two gold.

Electrum is an alloy of gold and silver. It occurs naturally. Silver was often added to adjust the gold-silver ratio. Generally, pure gold would not be wasted to produce it. Electrum also contains traces of other metals, including platinum. Without trace elements, an electrum coin valued at half a gold piece would contain 44.4% gold and 55.6% silver. I know this through a mysterious divination practice that hardly resembles mathematics.

Softer than gold, harder than silver, electrum is durable yet malleable. Because its refinement was easier, the first coins were minted from electrum.

According to my research, no electrum coin was ever minted containing enough platinum to make it more valuable than gold. Sometimes though, implementing a neglected rule can lend variety and perhaps verisimilitude to the game setting.

It is possible that Gygax & Arneson refer in OD&D to the increased value of some electrum coins to modern day collectors due to rarity and historical significance. In an RPG campaign it may be interesting and fun to give value to coins and artworks based on extrinsic factors, such as their worth to collectors. Though coming up with all the details might be tedious.

The Pandemonium Society gives a greater value to “electrum” coins by giving them an intrinsic value: mixing gold and platinum. Phenster seems to ignore that this mix is commonly known as white gold. We might, however, mix gold and platinum together with silver to make a so-called electrum coin with twice the value of a gold piece. The proper proportion would be 47.8% gold, 22.2% silver, and 30.0% platinum.

Pale Electrum [C]

Electrum coins are worth, either, one-half g.p. or 2 g.p., called yellow and pale electrum, respectively. The DM may decide the value per case or roll for it, 1 out of 6 electrum hoards being worth 2 g.p. per coin.

In my own DONJON LANDS campaigns, iron age and later cultures no longer use electrum, as a general rule. Alloyed coins, both pale and yellow, are minted by bronze age cultures, and they show up, of course, in ancient treasure hoards.

Coin of the Realm [C]

Creating a fantasy campaign, one cannot ignore the nomenclature of coin. Even if you are running a simple campaign, giving names to the denominations of precious metal pieces, in Phenster’s words, “makes the world seem more real,” with little effort.

The Pandemonium Society uses a campaign’s theme to inspire the names. In addition to the currently minted coin, they also give generic names to coins of various ancient mint recovered from dungeon forays.

These last are essentially part of the adventurers’ argot, terms used to differentiate ancient coins from local currency. The practical difference is that gold “standards” and silver “keys” must be exchanged in base town, usually for a 10% fee.

I reproduce Phenster’s table showing the various coins of the realm from Pandemonium Society campaigns.

Nomenclature of Coins
CampaignGreat Halls (dungeons)King of WandsHeptarchyAvendyr
Platinumdragons or villainswizardsroyals or throneswyrms
Goldstandards or heroeskingscrownsdragons
Electrum*lanterns/ damesdukes/ queensvassals/ overcrownsyellow eyes/ pale eyes
Silverkeysbaronsnobles or tradersdrakes
Copperdungeon markslordspicayunes or penniesscales or wyrmlings
*Yellow/Pale