Philotomy Jurament
First Post
For a one-shot, I wouldn't sweat it too much. Like many modules, B1 is a pretty small dungeon, but since you're running this is a one-time thing, not a campaign, I don't think having a high amount of treasure is a down-side.
I'd assume some attrition. (In fact, you might prime your players for this by suggesting that they roll up four or five potential PCs, rather than just one. They may or may not run those other guys, but just the fact that they rolled them up mentally prepares them for the possibility of PC deaths.) For a base gold piece value of treasure, I'd take the amount of XP the group needs to level up, and use about 80% of that in treasure on the first level (the balance of the XP coming from monsters). In a big dungeon, I'd double that amount for the first level to handle lost XP through attrition and the fact that the level isn't designed to be "cleared" (or likely to be cleared). In a smaller dungeon like B1, you might not need to double it, but you still might want to bump it up.
For monsters, half the rooms empty sounds about right for a classic approach. (See that link, above, for more details on how I approach this -- you might need to scroll down to find the part where I talk about it.) On the first level, I make monster encounters fairly forgiving (i.e. not big coordinated sections, but more bite-sized isolated groups). With a two-level setup like B1, you can put your more organized and dangerous encounters (lairs with a warning system and such) down there for a contrast in the danger levels.
I'd assume some attrition. (In fact, you might prime your players for this by suggesting that they roll up four or five potential PCs, rather than just one. They may or may not run those other guys, but just the fact that they rolled them up mentally prepares them for the possibility of PC deaths.) For a base gold piece value of treasure, I'd take the amount of XP the group needs to level up, and use about 80% of that in treasure on the first level (the balance of the XP coming from monsters). In a big dungeon, I'd double that amount for the first level to handle lost XP through attrition and the fact that the level isn't designed to be "cleared" (or likely to be cleared). In a smaller dungeon like B1, you might not need to double it, but you still might want to bump it up.
For monsters, half the rooms empty sounds about right for a classic approach. (See that link, above, for more details on how I approach this -- you might need to scroll down to find the part where I talk about it.) On the first level, I make monster encounters fairly forgiving (i.e. not big coordinated sections, but more bite-sized isolated groups). With a two-level setup like B1, you can put your more organized and dangerous encounters (lairs with a warning system and such) down there for a contrast in the danger levels.