More XP for Treasures
These Deep Halls or Where to Start

The Noncontiguous Problem

Merging The Deep Halls’ colored layers into a three-level dungeon, we noticed earlier that, because Level 1 is not contiguous, the player party, still 1st-level, is forced to descend to Level 2. One might avoid the problem by grouping the first four colors into Level 1. The dark green level, was 2A, becomes 1C. This adds 44 encounter areas to the first level.

Level Color Areas
1st UP Red 4
1A Tan 15
1B Light green 32
1C Dark green 44
Sub-total Level 1:   95
2A Blue-green 48
2B Blue 16
Sub-total Level 2:   64
3 Purple 20
Sub-total Level 3:   20

It is perforce less deadly. Still, using the default treasure sequence, The “Shallow” Halls’ Level 1 has a Deadly Dungeon Ratio of 1.24-to-1.

Experience Stocked

Applying the percentages from the Flying Dungeon Stocking Table to 95 encounter areas, Level 1 looks like this.

Percent of 95 No. of Areas Monsters and Treasures
10% 9.5 Monsters, double treasures
16% 15.2 Monsters, single treasure
5% 4.75 Treasure (half treasure)

Room monsters: 2045 XP
Wandering monsters: 790 XP
Treasures: 5,234 XP
Total: 8,069 XP
Deadly Dungeon Ratio: 8,069:6,513 = 12:10

Treasure Sequences

Taking again the treasure sequences, only minor adjustments need be made to accommodate the extra rooms. In most cases the adjustment is a reduction in the XP for gold awards. Note that, because we have nearly twice as many encounter areas, the wealth characters acquire is likewise increased.

Deadly Dungeon Ratio 1:1

For the more harrowing 1:1 ratio, reduce to the standard award one XP for each gold piece. The ratio is slightly higher.

2-1-½^1-0-0{12:10}[1,345 XP, 872 g.p., 1]

Sparse

To reach a Deadly Dungeon Ratio of 2:1 but still keep wealth down, instead of four, award two XP for each g.p.

2-1-½(2)^1-0-0{2:1}[2,217 XP, 872 g.p., 1]

Shard (Between Thrilling and Sparse)

For the middle ground between too-rich and sparse treasure, reduce this sequence, which I call Shard for a reason unknown to me, from two to one XP per g.p.

4-2-1^1-1-0{2:1}[2,217 XP, 1,745 g.p., 3]

Light “Haul”

Likewise, with the Light “Haul” sequence, reduce XP per g.p. to one for one.

5-2-1^1-1-0{22:10}[2,444 XP, 1,971 g.p., 3]

Thrilling

This sequence, already at one for one XP for gold, at 95 encounter areas approaches a Deadly Dungeon Ratio of 4:1.

9-4-1^1-1-0{38:10}[4,074 XP, 3,601 g.p., 5]

Take away my badge, but at such a high ratio, I suspect thrilling becomes boring. I recommend to the DM who chose this sequence for the three-color Deep Halls to go with the Light “Haul” above for much the same results between dungeon configurations.

The “Shallow” Halls a Configuration of The Deep Halls - Map by Dyson Logos
In this photo, all characters and treasures are on The “Shallow” Halls’ Level 1, which stretches across the map.

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