2025/12/01

OSR: Treasure for Dungeon / Room Stocking

Dungeon stocking is tricky. Over and over, people ask "How much treasure should I include per room / dungeon level / PC?"

The answer varies enormously between games, GMs, and systems.  

At least one referee and from four to fifty players can be handled in any single campaign, but the referee to player ratio should be about 1:20 or thereabouts. - Men and Magic

OD&D, with its enormous groups (has no guidelines. AD&D and B/X, with smaller groups, have procedures for dungeon stocking, but not for group size calibration. 

I didn't intend to include a stocking procedure when I started to write the Treasure Overhaul, but testing showed that one was necessary, if I wanted room treasure values to make sense in context. If you'd like to get a preview of the compact 3-page dungeon generator, it's available on my Patreon

As previously discussed, calculating average treasure value is misleading. Any treasure that includes Gems and Jewellery will have a very skewed distribution.  

AD&D Room Stocking Method

1d20  % Room Contents
1-12 60% Empty
13-14 10% Monster Only
15-17 15% Monster & Treasure
18 5% Special or Stairway
19 5% Trick/Trap
20 5% Treasure Only



1d100 % Treasure (Without Monster)
1-25 25% 1,0000cp / level
26-50 25% 1,0000sp / level
51-65 15% 750ep / level
66-80 15% 250gp / level
81-90 10% 100 pp / level
91-94 4% 1d4 gems / level
95-97 3% 1 piece of jewelry / level
98-00 3% Magic (roll once on the Magic Items Table)

With Monster: Roll twice on the Without Monster table and add 10% to the total of each roll. 

B/X Room Stocking Method

This is one of the rare cases where B/X method is more complicated than AD&D, for no real benefit.  

1d6 % Room Type
1-2 33.3% Monster
3 16.6% Trap
4 16.6% Special
5-6 33.3% Empty



1d6 % Is Treasure Present?
1 16.6% Monster: Y, Trap: Y, Empty: Y
2 16.6% Monster: Y, Trap: Y, Empty: N
3 16.6% Monster: Y, Trap: N, Empty: N
4-6 50.0% Monster: N, Trap: N, Empty: N

Treasure:

Dungeon Level SP GP Gems Jewelry Magic Items
1 1d6x100 50%: 1d6x10 5% 1d6 2% 1d6 2% any 1
2-3 1d12x100 50%: 1d6x100 10% 1d6 5% 1d6 8% any 1
4-5 1d6x1,000 1d6x200 30% 1d6 10% 1d6 10% any 1
6-7 1d6x2,000 1d6x500 30% 1d6 15% 1d6 15% any 1
8-9 1d6x5,000 1d6x1,000 40% 1d6 20% 1d6 20% any 1

OSE simplifies the first table while keeping the chances the same.

OSE Compressed Version:
1d6 % Room Type Chance of Treasure
1-2 33.30% Empty 1-in-6
3 16.60% Monster 3-in-6
4 16.60% Special None
5-6 33.30% Trap 2-in-6

Comparing Methods

In AD&D, there's a 20% chance a room has treasure. In B/X and OSE, there is a 27.7% chance a room has treasure. As previously discussed, average values are misleading. The "per level" for gems and jewellery for AD&D keeps the distribution the same. B/X (and OSE) increase the percentage chance of gems, but not the number (until level 8), allowing their always-present coins to dominate.

On Bluesky, Warren D. suggested looking at the pre-generated treasure values from Monsters and Treasure Assortment. I used the 1980 version. The results had a similar shape to AD&D, but different values, and more magic items than AD&D's method would normally generate.

Maxime Desmettre

Treasure Overhaul Method

The simplest method is to use a d100 table.

1d100 Result
1-10 1,000x1d10cp
11-50 100x1d10sp
51-90 50x1d10gp
91-93 1 Gems
94-95 1 Piece of Jewelry
96-100 Magic Item

However, this method is slow. Gems, Jewellery, and magic items are where the bulk of the treasure-that-feels-like-treasure comes from. Large numbers of low-value coins are useful as a tradeoff in hoards. Take them and risk filling your inventory with low-value loot, leave them and return, melt them down, use them as bribes, etc. But small numbers of low-value coins are just small numbers. They add to verisimilitude, but this is a dungeon. A GM can sprinkle pocket change around without a procedure.

1d20 Room Treasure
1-17 50x1d10gp per Dungeon Level
18 1 Gem per Dungeon Level
19 1 Piece of Jewellery per Dungeon Level
20 1 Magic Item 

5% gems and 5% jewellery is high. However, it's 1 gem instead of 1d4 in AD&D, which prevents some of the runaway values. It is still possible (though very unlikely) to get a 30,000gp piece of jewellery in a 1st-floor room, but not 6x 30,0000gp pieces of jewellery. 

So, How Much Treasure?

The method I'd suggest, if you'd like a procedure, is to put enough treasure to level up  [PCs / 2] -1. E.g the 1st level of a dungeon for a group of 4 PCs would contain [4/2]-1 = ~2,000gp. 

With an average of 195gp per Room Treasure (call it 200gp), we get:

2,000 gp required / [400gp*(2/10) + 200gp*(1/10)) = 2,000gp / [100gp] = 20 rooms required on a Level 1 dungeon for 4 PCs. 

Remember the skewed treasure value distribution, monster XP, treasure types and hoards, traps that contain treasure, etc.  

The formula isn't really designed for this sort of calculation though. It's a quick way to check results. Too much treasure is less of a problem than too little treasure, thanks to the XP cap. "A character should never be given enough XP in a single adventure to advance more than one level of experience." Since mundane gear is cheap, it only really affects hirelings and side projects. Too many magic items is a problem, but too many coins generally isn't.

Daniel Collins, who is very experienced in this sort of thing, wanted "a first level of a dungeon to level-up a party of five fighters, i.e., give 2,000×5 = 10,000 XP" That is higher than the room-treasure-only method, but well within the bounds of the results this generator can produce.