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Spicing up an old-school adventure
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<blockquote data-quote="howandwhy99" data-source="post: 5451509" data-attributes="member: 3192"><p>Everything is already treasure. Don't think "I need to include more items that are magical" rather "Everything here is treasure, how can I make this more apparent?"</p><p></p><p>Your traps? Treasure. But for the sake of the PCs you may wish to think of how to make some detachable and portable or at least more so.</p><p>Your monsters? Ditto, but by what means can they loot them for their use? Think trapping them for the PCs own use, even control effects like enchantments.</p><p>Your dungeon dressing? All treasure. Sure it has monetary value, but more than that they are useful. </p><p></p><p>I would flesh out everything that is coherent to each room. Some may be spartan, but interesting rooms by definition have much more to play with, though by extension the module's game play will also increase.</p><p></p><p>Remember, to a slave lord <em>you</em> are the treasure.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5451509, member: 3192"] Everything is already treasure. Don't think "I need to include more items that are magical" rather "Everything here is treasure, how can I make this more apparent?" Your traps? Treasure. But for the sake of the PCs you may wish to think of how to make some detachable and portable or at least more so. Your monsters? Ditto, but by what means can they loot them for their use? Think trapping them for the PCs own use, even control effects like enchantments. Your dungeon dressing? All treasure. Sure it has monetary value, but more than that they are useful. I would flesh out everything that is coherent to each room. Some may be spartan, but interesting rooms by definition have much more to play with, though by extension the module's game play will also increase. Remember, to a slave lord [I]you[/I] are the treasure. [/QUOTE]
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