No Treasure?

Discussion in 'The Temple of Elemental Evil' started by wizgeorge, Apr 27, 2005.

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  1. wizgeorge

    wizgeorge Prophet of Wizardy

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    The MonsterManual lists treasure types b,c, and d for trolls, owlbear, seahag and nil for hydra. Of course that was 1977-78, but I don't know about now. The game writers didn't put much, or none in the game, and the modders sole intent is to make the game harder, so I guess it's a mute question. I still think trolls should have treasure. Maybe a pouch with some jewelry in it. It could be just cheap trinklets worth 5GP,(usually the case)or maybe a 500GP gem. I started playing D&D in 1979, and trolls always had treasure. I kind of miss it.
     
  2. Lord_Spike

    Lord_Spike Senior Member Veteran

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    My $.02...

    ...is that this game has enough treasure. In the 1st edition, crafting didn't exist, so what you got had to get you through the module. Or, you had to take a side trip to a larger town or city to spend cash on items you couldn't get locally. Now, there's crafting to make all the cool stuff you couldn't get otherwise. I would NEVER have let the PC's get their paws on a Girdle of Giant Strength in this dungeon. Never mind things like +3 icy keen holy swords.

    There are enough similarities to keep the feel of the original; and I don't think it's wrong to get as close as one can to it in a mod... but balance must be the first consideration. More cool stuff ought to equal less other stuff, and/or less cash.

    And don't forget the opposition's items, either. The Daern's Instant Fortress owned by the bad guys on dungeon level 4 would change the entire complexion of that engagement.

    Sauce for the goose...
     
  3. Keolander

    Keolander Member

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    So just what treasure is in Hommlet's environs?

    Treasure and monsters from the Hommlet & the moathouse (taken directly from T1-4 module):
    WARNING - SPOILERS AHEAD!
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    Scum of Hommlet
    - Zert: 2nd lvl Fighter with longsword, dagger, scale armour & shield. Treasure: 20gp in purse. Pouch in plain view contains: 27sp, 12ep and 40gp. Hidden in locked coffer is 265gp, 100pp and 10 black pearls (100gp each)
    - Kobort: Lvl 2 Fighter with longsword, dagger (battle axe, lance & flail in stables), splint armour & shield; Turuko: Lvl 3 Monk with quarterstaff and 2 daggers. Treasure: 40cp, 5sp and 12gp total between the two.
    - Furnok of Ferd: Lvl 4 Thief with shortsword, dagger +1 and leather armour. Treasure: 37 gems (50gp each), 12sp, 12gp, ring of invisibility, scroll of protection from magic
    - Spugnoir: Lvl 2 Magic-user. Treasure: 7sp, 9gp, 11pp, 3 gems (50gp each), plus a fair assortment of dungeon exploring equipment.
    - Rannos Davl : Lvl 10 Thief with shortsword +1, dagger +1, leather armour +1, ring of protection +1. Treasure: Medallion of proof vs. crystal balls & ESP; Gremag: Lvl 7 Assassin with Dagger of Venom & chainmail +3. Treasure: 3 pinches of Dust of Disappearance; Groom: Lvl 1 Warrior with longsword, spear, leather armour & shield; Man-at-Arms: Lvl 1 Fighter with longsword, longbow & leather armour. Additional Treasure in the Trading Post: Small locked coffer contains 300gp, 150pp, 50 gems (100 gp each), potion of speed, 2 potions of invisibility and black scarab with glyphs TZGY.There is a secret escape in the Trader's room.

    Upper Moat House Works
    - Giant Frogs (2 average, 4 small), one has swallowed a 100gp amethyst
    - Huge spider: 71cp, 38sp, ivory box worth 50gp
    - 7 Brigands (lvl 1 Warriors), 1 Aide (lvl 1 Warrior) & their Captain a 2nd lvl Fighter: Capt: longsword, spear, mail & shield, Aide: longsword, flail, ringmail (substitute stud. leather in 3.5) & shield; Brigands: shortsword, 3 javelins, padded & shield (1); studded leather & halberd (1); spear, hand axe, leather & shield; (1) crossbow, shortsword & leather; (1) crossbow, club & leather; (1) crossbow, mace & leather; (1) voulge & leather......each brigand has 3-18sp; aide has additional 3-12ep (make sp instead) & 2-8gp; leader has an additional 5-20pp, 1-2 citrines (50gp each) & gold chain worth 200gp. Chest under rubble has: 2000cp, 2 bolts of fine cloth (60gp each), crystal flagon & 4 goblets (set worth 80gp), inlaid wood box w/ivory handles (45gp) and 4 arrows +1
    - Giant snake: jeweled dagger (850gp) in its nesting spot
    - Giant rats (13): gold ring under stairs worth 40gp, jug of oil (10 flasks worth)
    - Empty domicile: silver baton (30gp)
    - Giant tick: no treasure
    - Giant lizard: swallowed shield +1. Chest in room contains: 33cp, scale armour, light crossbow & case of 24 bolts

    Mout House Dungeon Level
    - Green slimes (2): 75% chance of falling onto one of the PCs coming down the steps.
    - Empty Room: door locked or can be smashed down (new door, 50pts to break), inside: 30 shields, 12 leather armour, several barrels (mostly salted meats), but 2 are 5gal kegs that contain average brandy (80gp each)
    - Empty Room 2: locked the same as other room, 50 spears, 10 glaives, 6 guisarmes, 3 battle axes, 70 black cloaks of the Eye, more containers of provision, crate of 120 arrows, crate of 200 bolts
    - Zombies (12), no treasure themselves, but northernmost cell has 500gp peridot hidden loose stone
    - Lubash: Armed with bardiche; chest with 823cp, 46sp, 3gp & elven cloak
    - 2 merchants & gnome (slaves): 14 XP each human applied to party when released or 50 XP penalty per slain, gnome worth 20 XP. Four weeks after release a passing caravan will give PCs 100sp per merchant rescued. Gnome gives ring to leader of party
    - Undetected trap at bottom of stairway
    - Bugbears (6): armed with morning stars; Each has 12gp, Leader has bracelet (actually a silver necklace) worth 450gp, set with 5 gems chrysoprase (4 worth 50gp each, 1 larger worth 100gp)
    - Gnolls (9): Will leave if offered 6gp or more each, triple for leader. If offer doubled, lead characters to north passage towards Masters room and tell PCs of the guards. Each Gnoll has 3-18sp & cp, Leader has 11gp and 10gp blue quartz
    - Giant Crayfish: 17cp, 30sp, 19gp, normal longsword, platinum pin with ruby worth 2000gp & bone (ivory) tube with scroll of 3 magic-user spells: push, stinking cloud & fly
    - Ghouls (4): nest contains 800sp, 7 vials of holy water, potion of undead control & scroll of protection from undead; trail of 1-4 gp leads into warren of small burrows/tunnels but ends after 30ft.
    - Guardsmen (6): Lvl 1 Fighters with longsword, dagger, light crossbow, 30 bolts plus scale armour & shield; Sergeant: Lvl 2 Fighter morningstar, hammer, dagger, chainmail & shield. Each guardsman has 2-8sp, 2-5gp & 1-4pp. Sergeant has double coin values plus gold neckchain of office (50gp)
    - Guardsmen (12): same values as previous, but 6 have spears instead of crossbows; Sergeants (2): same values as previous, but 1 sergeant and 6 spearmen run to reinforce those in hallway when fighting breaks out; Lieutenant: Level 4 Fighter: longsword, longbow, handaxe, dagger, platemail & shield. Lt. has 29 gems in purse (100gp each), platinum chain of office (1000gp) with topaz prominently set (500gp)
    - Lareth the Beautiful: 5th Lvl Cleric of Lolth; mace, staff of striking & plate +1, phylactery of action. Treasure: Silver service & goblets (4000gp worth in total), alabaster box with unguent (800gp), jewelry with fire opals (10 gems worth 1000gp each) on a gold chain and settings with diamond chips (5000gp). He carries 9pp and one black opal (1000gp)
     
    Last edited: Apr 28, 2005
  4. nitewolf

    nitewolf Packleader

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    Keolander,

    Remember, that's based on 1st edition standards.

    To all in general:
    What I usually do in the game is hoard all the treasure, excepting non-magical equipment, then, when my rogue gets around a 10-12 in appraise, I sell it all. It usually nets me around 20,000 pp. Enough to get started on girdles of giant strength for all my fighters...

    After I have made all of the equipment I need, I continue adventuring. By the end, I have many tens of thousands of platinum pieces again, and nothing to spend it on...

    As was said above, the biggest problem isn't money, it's experience to craft all the things you want for your party.

    And, before you say it, yes, I do craft too much for my group...
     
  5. Keolander

    Keolander Member

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    Heh,

    I dont use craft wondrous items/arms & armour at all cause I find that one of the most distasteful aspects of D&D 3.5....at least with relation to Greyhawk. I would have preferred it if they had strictly controlled those feats as it was in 1st & 2nd edition. Its ok for Forgotten Realms, but Greyhawk is really supposed to be heading towards the low ebb of magic. Items of that nature are supposed to be things from antiquity or items made by the select few powerful magi, clerics and druids of the Flanaess.

    Since I don't like those feats, I would prefer the older style treasures. The main problem I've been having is trying to implement them in the InvenSource.mes file, something Im having trouble with at the moment. I tried adding the 100pp to Zert and started a new game only to have him still have the same treasure. Either I'm doing it wrong or the additions have to be added somewhere other than just the InvenSource file.

    This is my current line for Zert:

    {51}{Zert: 100,6047 100,6060 100,6045 100,4036 100,4060 silver,27 gold,311 platinum,100}

    But not Plat shows up. Anyone know why?
     
    Last edited: Apr 28, 2005
  6. nitewolf

    nitewolf Packleader

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    I have heard that there is a "step" between the invensource file and the game that's hardcoded. nothing you change in the invensource file gets to the game. I have tried it many times. (sometimes I have to bang my head into the wall multiple times to verify that it is indeed a wall...)

    If you figure anything out, Please let me know. I would love to alter some aspects of npc inventories.
     
  7. Keolander

    Keolander Member

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    I think I got the long_description.mes to work since I modified the Elven Cloak and Boots to have +10 circumstance bonuses (and it apparently worked in game as I tested it, unless someone else already corrected it). Would be nice to check some of the other stuff since I corrected the goofy crap with Fragarach and Scather (they are Lawful Good blades, not Chaotic Good) as well as changing the Flametongue and Frost Brand swords back to Longswords (though in truth you could have had either in a short sword). Also added Wall of Fire to the Staff of Fire, since that is in the rules. Wish I could make it Wand of Fire once again...damned D&D 3.0!
     
  8. lord_graywolfe

    lord_graywolfe Wolfman

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    if you changed Fragarach you need to change thrommel too as he is a CG fighter in here and will get zapped when he picks up his sword. i changed it over too and took away its special abilities. i changed the frostbrand but made it an axe
     
  9. Keolander

    Keolander Member

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    They made Thrommel a CG Fighter?:shock: Are they freaking nuts?

    How do I go about changing Thrommel back to a Paladin, cause it would be nice to change a number of NPCs to their original stats (thinking the Bandit Leader in the Moat House among others)?
     
  10. 0rion79

    0rion79 Established Member

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  11. Keolander

    Keolander Member

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    No, Scather is a copy of Fragarach, which is itself a Lawful Good Sword. That was a typo in T1-4 Temple of Elemental Evil that was resolved long ago. Prince Thrommel is a Paladin Lord, which makes him Lawful Good. I simply changed any instance of Chaotic to Lawful.

    Which is disproved in canon Greyhawk because in G2: Rift of the Frost Giant Jarl, you come across a Yeti wielding a Frost Brand longsword. In fact, Frost Brand could be applied to any weapon. Why they chose to reinvent the wheel (subsequently fragging it up in my opinion) is beyond me.

    Ah, that I didn't know.
     
  12. nitewolf

    nitewolf Packleader

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    A 'Frostbrand' and a 'Flametongue' are each a type of sword found in 1st or 2nd ed. I can't remember if there are those specific types of weapons in 3rd, or if it is just a "flame-burst" etc. type.

    In the mod, IIRC, the frostbrand was a two-handed type, and the flametongue was a longsword. They were found in the bottom of a flame pit where the salamanders lived. You usually could not get to them without getting LOTS of flame damage. Of course, that's assuming you could even find them. I believe you had to search for them IN the pit. ouch.

    Anyway, those two types of swords could be of any kind...recall the infamous Drizz't and his Frostbrand Scimitar.
     
  13. 0rion79

    0rion79 Established Member

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    I don't care too much about D&D1 ToEE version, since it is obsolete. I prefer to look at 3.5 rules, more balanced. And of course there is no limit to what fantasy may do, but still the only frostbrand in DM manual is a 2 handed sword. Then everybody is free to apply that kind of concept to any other weapon, but then don't tell me that it has been modified to better follow rules. And more, who effectively needs one more magic longsword?
     
  14. Cujo

    Cujo Mad Hatter Veteran

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    Never read any Stuff about Drizz't and any way I thought we were talking about treasure not swords, which I think that there is enough of in the game, trolls have pockets, well in The Hobbit they do, so treasure to them but wild animals no unless your going to skin them or sell them etc. In the Second RPG I ever played if you talked to the Healer to could then loot cheetour claws and trolls beard, if you knew you had a buyer otherwise you never knew they were there.
     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    When I very first saw a D&D troll (on the cover of MM for memory) as a li'l kid, i thought, "yeah, thats EXACTLY how a troll should look".

    It may be a far cry from the chatty brutes in the Hobbit, but they DO look like tormented, evil-ised Ents (far more so that the Ogre-trolls of Mr Jackson's movies, which bear no relation to the Ents they were supposedly corrupted from).

    When I film the Silmarillion (in 5 movies) I will use AD&D trolls (imagining them coming out of the mist in the fen of Serech as the men of Dor-Lomin hold the line... :D ) and there will be a scene where Morgoth takes a captive Ent and tortures him into a troll, and it'll ALLLLLLLL make sense.

    That is all. Carry on.
     
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