Comparing my dungeon loot to Skogenby

I have been writing up a “dungeon” to hook my players after they have just finished up the Crypt of Skogenby and I was comparing my loot generated from the tables versus the loot able to be found in Skogenby. Does Skogenby seem “richer” than average by rolls on the loot table? I have not done intense math on the tables, but is there a suggested average “loot to challenge” ratio? I really appreciate the “stocking the dungeon” ratios given in the book, but it stops just shy of giving a nebulous dice of loot/gear ratio to average encounters. I just wanted to check myself on the adventure.

My adventure is approximately 9 challenges, three of which are probable conflicts at appropriate level and 15ish areas to explore. I generated about 7D of spendable loot total and a dwarven chainmail suit along with about 5 gear rolls. Denziens are 11x might 2, 4x might 3, 1x might 4.

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Somewhat buried in the Adventure Design section is the call to be generous (SG 142). There’s also the “How Did That Get There” header (SG 141) that implores the GM to pick some truly fantastic, probably out of place bit of treasure and add it to the dungeon.

And then, of course, there’s the question as to what lost treasure is present in the dungeon when conceptualizing the place (SG 133).

All of which is to substantiate what my experience has shown: The results from the Loot Seeding chapter are not best used as an exhaustive list of what’s in the dungeon. Those results and the references above are the bare minimum. Be generous; there’s only so much inventory space.

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Hello and welcome!

Really excited to see what you’re putting together. It sounds like there’s some good thought going into the design.

The loot seeding process is pretty good. I’ve found the type of loot probably matters more than the value. For example, a tapestry ranges from 4D-12D in value and pack 4-6, but a gem worth 3D is pack 1. I like to design dungeons that are picked over and require the adventurers to pry stuff off the walls.

As a general guideline, I aim to ensure characters can plunder about 3D each from the placed loot in the dungeon. The actual amount returned will be less for the lower levels, unless they push to clear the dungeon. So, they need to work for it, but they can’t bring it back if it doesn’t exist in the dungeon. And items less than 4D cannot be sold back at the market, so new players and lower-level characters might be starved out with any less.

Also, keep in mind that the characters will generate loot from wandering monster Twists. So they may pick up more loot table rolls.

I generated a dwarven chainmail suit

One thing I’ve found helpful in my own prep is letting the players dig for rumors and choose the hook before I design the dungeon. I’ll have my regional map with a few rough ideas, and let them ask around town to evaluate risk/reward. Their options should be limited, but by letting them dig for leads and listen to rumors, they can make a decision before you design the whole dungeon.

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