Quasqueton
First Post
It started with a curious notion, and it built up from going through one adventure module noting certain things mentally. Then it became actually taking notes on a piece of paper, and comparing between them.
I have made a list of the treasure (gp value, xp value, and magic items) in the iconic adventure series of AD&D1 and D&D3. My first lists come from "The Moathouse" section of The Village of Hommlet/Temple of Elemental Evil and the full Sunless Citadel. At the end of both adventures, the standard party is 3rd level.*
NOTE: This thread will contain spoilers for:
AD&D1's Temple of Elemental Evil, Against the Giants, Descent to the Depths of the Earth, Vault of the Drow, and Queen of the Demonweb Pit.
D&D3's Sunless Citadel, Forge of Fury, Speaker In Dreams, Standing Stones, Heart of Nightfang Spire, Lord of the Iron Fortress, and Bastion of Broken Souls.
Total gp value: This is the total value of items that had a value listed for them in the adventure module (usually coins**, gems, and jewelry). It does not include selling armor, weapons, and equipment taken from fallen foes.
Total xp value: This is the total value of enemies and/or challenges that had a xp value or CR number listed for them in the adventure module. For AD&D1, it includes the standard 1gp = 1xp, but does not include xp for using or selling the magic items.
Total magic treasure: This includes magic items listed as treasure in the module. It does not include non-treasure magic items, like what the captain of the guard in the town might have, or things that might have a magical effect but what can't be taken by the PCs.
* AD&D1 rules and adventures expected a larger party of adventurers*** than the current edition, so I went with 6 PCs: a fighter, paladin, cleric, magic-user, illusionist, and thief.**** D&D3 rules and adventures expect 4 PCs: a fighter, cleric, wizard, rogue. I include this info only because it is sometimes difficult to understand what X,000 xp means without knowing seeing how it actually affects PC levels.
** AD&D1 coinage was 1 gp = 20 sp = 200 cp = 1/5 pp.
*** Some AD&D1 adventures expected/suggested as many as 10 PCs. But I've gone with 6 because: 1- in my experience, with several groups through the years, I've never seen more than 6 PCs in a game; 2- WotC did research in the late 90s to find out what the normal average was for most game groups, and their data showed 4 PCs were the norm. So this makes me think that Gygax and TSR based their "large party" assumption on their personal experiences (like EGG sometimes having upwards of 20 Players at his table at one time) rather than on actual market sample information (which reports say they had none).
**** The various classes in AD&D1 used different xp charts, so I chose 6 different classes to show how they level up at the different rates.
All the ******'s are to try and pre-answer questions that will probably come up from this thread.
Quasqueton
I have made a list of the treasure (gp value, xp value, and magic items) in the iconic adventure series of AD&D1 and D&D3. My first lists come from "The Moathouse" section of The Village of Hommlet/Temple of Elemental Evil and the full Sunless Citadel. At the end of both adventures, the standard party is 3rd level.*
NOTE: This thread will contain spoilers for:
AD&D1's Temple of Elemental Evil, Against the Giants, Descent to the Depths of the Earth, Vault of the Drow, and Queen of the Demonweb Pit.
D&D3's Sunless Citadel, Forge of Fury, Speaker In Dreams, Standing Stones, Heart of Nightfang Spire, Lord of the Iron Fortress, and Bastion of Broken Souls.
Total gp value: This is the total value of items that had a value listed for them in the adventure module (usually coins**, gems, and jewelry). It does not include selling armor, weapons, and equipment taken from fallen foes.
Total xp value: This is the total value of enemies and/or challenges that had a xp value or CR number listed for them in the adventure module. For AD&D1, it includes the standard 1gp = 1xp, but does not include xp for using or selling the magic items.
Total magic treasure: This includes magic items listed as treasure in the module. It does not include non-treasure magic items, like what the captain of the guard in the town might have, or things that might have a magical effect but what can't be taken by the PCs.
* AD&D1 rules and adventures expected a larger party of adventurers*** than the current edition, so I went with 6 PCs: a fighter, paladin, cleric, magic-user, illusionist, and thief.**** D&D3 rules and adventures expect 4 PCs: a fighter, cleric, wizard, rogue. I include this info only because it is sometimes difficult to understand what X,000 xp means without knowing seeing how it actually affects PC levels.
** AD&D1 coinage was 1 gp = 20 sp = 200 cp = 1/5 pp.
*** Some AD&D1 adventures expected/suggested as many as 10 PCs. But I've gone with 6 because: 1- in my experience, with several groups through the years, I've never seen more than 6 PCs in a game; 2- WotC did research in the late 90s to find out what the normal average was for most game groups, and their data showed 4 PCs were the norm. So this makes me think that Gygax and TSR based their "large party" assumption on their personal experiences (like EGG sometimes having upwards of 20 Players at his table at one time) rather than on actual market sample information (which reports say they had none).
**** The various classes in AD&D1 used different xp charts, so I chose 6 different classes to show how they level up at the different rates.
All the ******'s are to try and pre-answer questions that will probably come up from this thread.
Quasqueton