If I were to assume that each pregen character died while inside, leaving their gear (which is actually a rule in the module); and that exactly one of each of the 27 randomly-encountered monsters was encountered and defeated; the total magical haul would be: 3x swords +1, 3x daggers +1, 3x ropes of climbing, 4x potions of gaseous form, 3x potions of healing, potion of invisibility, 2x potions of levitation, 3x rings of protection +1, 2x rings of invisibility, gauntlets of ogre power, elven boots, elven cloak, wand of paralyzation (5 charges), bag of holding, glowing coals (flickering light, no heat or smoke); scrolls (2x continual light, hold portal, invisibility, levitate light, protection from evil, shield, sleep, 2x web); 6x spellbooks (1: charm person, hold portal, magic missile, read magic, sleep. 2: continual light, web). The cash and gems would add up to 6,134 gp. (Also, the PC could get a signet ring indicating they're the old wizard's heir, opening a possible plot of claiming and defending the castle.)
My first instincts are just to chop all the cash values to a tenth - ie, gp to sp - and running the +1 items through the flowchart of Crawl issue 2 page 9. I'm hesitating before committing to replacing every monster's treasure with that issue's full Loot system; my headcanon for the module is that all the magical items are from the old wizard's own hoard, just dragged around by various critters. Except for the gear left behind by previous explorers, which may need yet another approach.
As long as there's /some/ consistent rule I can lean on, I'm open to just about any suggestions you'd care to make. So - care to make any suggestions?
