<see parties.htm>
FREQUENCY: Common
([Dungeon Level I])
FREQUENCY: Common
([Dungeon Level II])
FREQUENCY: Common
([Dungeon Level III])
FREQUENCY: Common
([Dungeon Level IV])
FREQUENCY: Common
([Dungeon Level V])
FREQUENCY: Common
([Dungeon Level VI])
FREQUENCY: Common
([Dungeon Level VII])
FREQUENCY: Common
([Dungeon Level VIII])
FREQUENCY: Common
([Dungeon Level IX])
FREQUENCY: Common
([Dungeon Level X])
FREQUENCY: Uncommon
([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Forest],
[Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert])
<>
FREQUENCY: Rare
([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness
Forest], [Cold Wilderness Swamp], [Cold Wilderness Plains])
FREQUENCY: Uncommon ([Temperate Civilized
Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest],
[Temperate Civilized Swamp], [Temperate Civilized Plains])
FREQUENCY: Uncommon ([Temperate Civilized
Desert])
FREQUENCY: Rare ([Temperate Wilderness
Mountains], [Temperate Wilderness Desert], [Temperate Wilderness Forest],
[Temperate Wilderness Swamp]) <check these>
FREQUENCY: Rare ([Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Uncommon
([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical
Civilized Forest]
FREQUENCY: Uncommon
([Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized
Desert])
FREQUENCY: Rare
([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical
Wilderness Forest])
FREQUENCY: Rare
([Tropical Wilderness Swamp], [Tropical Wilderness Plains], [Tropical Wilderness
Desert])
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
Number of Characters In Party | Level of Characters | Level of Others With Characters | Character & Henchmen Abilities & Alignment |
Character And Henchmen Equipment | Character Spells | Party Magic Items | General Notes |
Race and Multi-Class | Level of Multi-Classed Individuals | Confrontation | - |
Random Encounter Tables | Dungeon Parties (ROGUES GALLERY) | - | DMG |
Dice Score | Character Type | Maximum Number Per Party |
01-17 | CLERIC | 3 |
18-20 | Druid | 2 |
21-60 | FIGHTER | 5 |
61-62 | Paladin | 2 |
63-65 | Ranger | 2 |
66-86 | MAGIC-USER | 3 |
87-88 | Illusionist | 1 |
89-98 | THIEF | 4 |
99 | Assassin | 2 |
00 | MONK OR BARD | 1 or 1 |
1. Number
of Characters In Party: There will always be from 2-5 characters
in a character group, with men-at-arms
|| henchmen to round out the party <mat=merc?>
out to 9. Roll d4, and add to the result
in order to find the number of characters,
then dice on the Character
Subtable to find the profession of each,
ignoring any rolls which are contradictory
(a paladin and an assassin, for
instance) or exceed the maximum number
of a character class possible in
any given party. The number of characters
subtracted from 9 gives the
number of men-at-arms or henchmen accompanying
the characters.
2. Level of
Characters: The level of each character will be =equal= to that of
the level of the dungeon or the level
of the monster, whichever is greater,
through the 4th level. Thereafter it will
be between 7th and 12th,
determined by a roll of d6 + 6, and adjusted
as follows: If the total is
higher than the level of the dungeon,
reduce it by -1. If it is lower than the
level of the dungeon, adjust it upwards
by +1, but not to exceed 12 levels
unless the dungeon level is 16th or deeper.
3. Level of Others With Characters: Men-at-arms will only accompany characters encountered on the 1st, 2nd, or 3rd level of the dungeon.
On the 4th or deeper level, all others
will be henchmen.
The profession of henchmen is discovered
by dicing on the Character Subtable, again
ignoring incompatible
results, i.e. a paladin
as the henchman of a thief, a ranger of
less than 8th level with any henchmen,
etc. Each character should be
paired with one or more henchmen, in rotation,
until the entire party totals
nine members. Each henchman will have
a level equal to one-third that of
his or her master, rounded down in all
cases where fractions are below
one-half, and plus 1 level per 3 levels
of the master's experience level
where the character's level is above 8th.
For
example, a 5th level MU
would have a 2nd level henchman,
as one-third of 5 is 1.7; at 9th
level the character's henchman
would be 3 + 3 (one third of 9 plus 1 level
for every 3 levels of experience
of the master equals 3 + 3) or 6th level.
Bonus for the level of the character master
is only in whole numbers, all
fractions being dropped, i.e. at 11th
level there is still only a bonus of 3,
but at 12th there is a bonus of 4.
4. Character
And Henchmen Abilities & Alignment:
This information must be
generated individually, per group, using
the PERSONAE OF NPCs section of the
rules.
Alternately, you may wish to obtain prepared
lists of such characters, or generate
such lists yourself in advance,
and select therefrom. Men-At-Arms
will need only HP, of course.
Alignments
must be compatible!
5. Character
And Henchmen Equipment: Arms,
armor, and equipment
typical to a party of dungeon adventurers
may be assumed. That is,
characters at 1st level will have scale
|| chain armor (if applicable to their
professions), standard weapons, and only
minimal gear. At second level
plate mail will be typical, weapons profuse,
and gear very complete
(much oil, holy/unholy water, silver mirrors,
etc.) Consider men-at-arms
to have only lower value armor and few
weapons, i.e. studded leather,
crossbow and dagger, or (at best) scale
mail, shield, spear, sword (long)
and back pack.
Adventurers prepare for their next
challenge
6. Character
Spells: Select cleric spells according
to those which you believe
most suited to the party as a whole. Do
likewise with MU spells, following
limitations of known spells. Henchmen
with spell ability should be
similarly supplied with spells selected
by the DM.
7. Party
Magic
Items: In order to simulate a party of adventurers, it is absolutely
necessary that characters and henchmen
have and employ some
magic devices. While it is possible to
give such parties the whole gamut of
items listed, it is suggested that you
use the following lists and select according
to the following rule:
Individual is 1st level | 10% chance: 1 item from Table I. |
Individual is 2nd level | 20% chance: 2 items from Table I. |
Individual is 3rd level | 30% chance: 2 items from
Table
I;
10% chance: 1 item from Table II. |
Individual is 4th level | 40% chance: 2 items from
Table
I;
20% chance: 1 item from Table II. |
Individual is 5th level | 50% chance: 2 items from
Table
I;
30% chance: 1 item from Table II. |
Individual is 6th level | 60% chance: 3 items from
Table
I;
40% chance: 2 items from Table II. |
Individual is 7th level | 70% chance: 3 items from
Table
I;
50% chance: 2 items from Table II; 10% chance: 1 item from Table III. |
Individual is 8th level | 80% chance: 3 items from
Table
I;
60% chance: 2 items from Table II; 20% chance: 1 item from Table III. |
Individual is 9th level | 90% chance: 3 items from
Table
I;
70% chance: 2 items from Table II; 30% chance: 1 item from Table III. |
Individual is 10th level | 3 items from Table
I;
80% chance: 2 items from Table II; 40% chance: 1 item from Table III. |
Individual is 11th level | 3 items from Table
I;
90% chance: 2 items from Table II; 50% chance: 1 item from Table III; 10% chance: 1 item from Table IV. |
Individual is 12th level | 3 items from Table
I;
2 items from Table II; 60% chance: 1 item from Table III; 20% chance: 1 item from Table IV. |
Individual is 13th level | 3 items from Table
I;
2 items from Table II; 1 item from Table III; 60% chance: 1 item from Table IV. |
It is suggested that you
personally select appropriate items,
using random determination
only when any item would be suitable to the particular individual.
Note that some items are
in groups or multiples.
Magic Item Tables For Character Encounters
Die | Item (d20) |
1 | 2 POTIONS: climbing, flying |
2 | 2 POTIONS: extra-healing, polymorph self |
3 | 2 POTIONS: fire resistance, speed |
4 | 2 POTIONS: healing, giant strength |
5 | 2 POTIONS: heroism, invulnerability |
6 | 2 POTIONS: human control, levitation |
7 | 2 POTIONS: super-heroism, animal control |
8 | 1 SCROLL: 1 Spell, level 1-6 |
9 | 1 SCROLL: 2 Spells, level 1-4 |
10 | 1 SCROLL: protection from magic |
11 | 1 RING: mammal control |
12 | 1 RING: protection +1 |
13 | 1 ARMOR: leather +1 |
14 | 1 SHIELD: +1 |
15 | 1 SWORD: +1 (no special abilities) |
16 | 10 ARROWS: +1 |
17 | 4 BOLTS: +2 |
18 | 1 DAGGER: +1 (or +2) et al. |
19 | 1 JAVELIN: +2 |
20 | 1 MACE: +1 |
Die | Item (d8, d6) |
1 | 1 SCROLL: 3 Spells, level 2-9 or 2-7 |
2 | 2 RINGS: fire resistance, invisibility |
3 | 1 RING: protection +3 |
4 | 1 STAFF: striking |
5 | 1 WAND: illusion |
6 | 1 WAND: negation |
7 | 1 [bracers of defense], armor class 4 |
8 | 1 brooch of shielding |
9 | 1 cloak of elvenkind |
10 | 1 dust of disappearance |
11 | 1 FIGURINE OF WONDROUS POWER: serpentine owl |
12 | 3 javelins of lightning |
13 | 1 set: chainmail +1, shield +2 |
14 | 1 ARMOR: splint mail +4 |
15 | 1 SWORD: +3 (no special abilities) |
16 | 2 WEAPONS: crossbow of speed, +2 hammer |
Die | Item (d8, d6) |
1 | 1 RING: spell storing |
2 | 1 ROD: cancellation |
3 | 1 STAFF: serpent -- python or adder |
4 | 1 bag of tricks |
5 | 1 boots of speed |
6 | 1 boots of striding and leaping <springing> |
7 | 1 cloak of displacement |
8 | 1 gauntlets of ogre power |
9 | 1 pipe of the sewers <pipes> |
10 | 1 robe of blending |
11 | 2 ROPES: climbing, entanglement |
12 | 1 set: plate mail +3, shield +2 |
13 | 1 SHIELD: +5 |
14 | 1 SWORD: +4, defender |
15 | 1 mace +3 |
16 | 1 spear +3 |
Die | Item (d12) |
1 | 1 RING: djinni summoning |
2 | 1 RING: spell turning |
3 | 1 ROD: smiting [C, F] |
4 | 1 WAND: fire |
5 | 1 cube of force |
6 | 1 eyes of charming |
7 | 1 [horn of Valhalla] |
8 | 1 robe of scintillating colors [C, M] |
9 | 1 talisman of either ultimate evil or pure good |
10 | 1 set: plate mail +4, shield +3 |
11 | 1 SWORD: wounding |
12 | 1 arrow of slaying (select character type) |
General
Notes:
Substitute freely,
following the examples given.
Remember that characters
will be prone to use all items if hostilities commence.
Also remember that if the
characters are defeated,
some
of these items will be brought into your campaign.
BE CAREFUL in handling groups.
Race
&& Multi-Class:
It is suggested that non-human
characters and henchmen be about 20% of the total.
If the profession of the
character or henchman is very limited or impossible for the race,
use it,
or its closest approximation,
as one or two or three classes
of the individual.
About 50% of non-humans
will have two professions, <75%?>
about 25% of those will
have three.
Race and probability of
multi-profession is given below:
Dice | Race of Individual | % of Multi-Class |
01-25 | Dwarf | 15% |
26-50 | Elf | 85% |
51-60 | Gnome | 25% |
61-85 | Half-elf | 85% |
86-95 | Halfling | 10% |
96-00 | Half-Orc | 50% |
Level
of Multi-Classed Individuals:
Determine level for a single
profession, <2 professions?>
add 2,
and divide by 2,
dropping fractions below
one-half.
For a triple class,
add three <3>,
divide by three <3>,
and drop fractions below
one-half.
If one class is thereby
exceeded,
take one-half of the excess
levels and assign them to the other.
In a triple-classed individual,
divide excess levels and
assign to the two remaining classes.
Confrontation:
When the party of adventurers
meets a party of characters and henchmen/men-at-arms,
be certain that you consider
relative aggressiveness and alignments.
A character party feeling
itself weak in relation to the adventurers encountered will certainly attempt
to avoid,
negotiate,
or use wit and guile to
bluff their way out of actual combat.
They will be prepared for
whatever happens,
however,
unless surprised.
CHARACTER PARTIES WILL NEVER
JOIN WITH ADVENTURERS UNLESS YOU PERSONALLY CAN OBTAIN MORE BENEFIT FOR
THE FORMER FROM SOME FORM OF CO-OPERATION.
This typically indicates
little or no gain,
or possibly loss,
for the player party.
Do not check morale for
the character party,
but place yourself in their
position,
just as if you personally
were the player to whom each and every individual in the group belonged.
In short,
play them as if they were
player-characters!
If the confrontation is
going against the group,
use means to right it in
their favor,
or break off,
whichever is the most likely
to bring the greatest benefit.
If adventurers are bested,
the character party will
not necessarily kill them --
to strip and abandon,
hold for ransom,
and imprison for sacrifice
later are but three possible alternatives to instant slaughter.
It is strongly suggested
that if you use these tables for random encounters you prepare character
groups ahead of time,
determining all information
for as many such groups as time permits.
Likewise,
do the same for character
groups encountered astrally or ethereally (see ASTRAL & ETHEREAL
ENCOUNTER TABLES, ** note). <link>
Whenever an encounter with
any such group occurs,
you then need but turn to
the prepared information,
use the first group,
and when the encounter is
over,
that party is crossed off.
This procedure assumes that
undue time will not be wasted during actual play,
and that you will have had
time to properly prepare and know the encountered group.
The following dungeon parties
are provided for the DM in instances where he or she doesn't wish to delay
the
game to create his or her
own party. Two groups are given for each dungeon encounter level. These
are labeled
with the number of the level
and an A or B. Unlike the NPC listings, the individuals in these groups
do not have separate statistics.
If these are desired, they may be generated randomly or previous sections
of this
booklet may be utilized.
Also, unlike other sections of THE ROGUES GALLERY,
magic items possessed by the
members of the group are
specifically named. This is to help avoid the familiar problem of discovering
that the
slain MU did have a ring
of invisibility (that he forgot about naturally).
The DM should exercise great
care in using this table. If any magi item does not fit into the campaign,
it should
be removed or replaced.
Even more importantly, one dungeon group should never be used so many times
that
the players become familiar
with it ("You se a party of figures, 5 in all." "It must be dungeon group
6B!"). It is
advised that a record of
how many times a particular group is encountered be kept alongside it.
After 2 or 3
encounters, the DM should
alter the group in some way to insure variety.
The possible alignments for
each group are given as guidelines. It is not necessary that all characters
in the group
be of the same alignment
and in some cases, it will be impossible. The listed alignments were chosen
for the most
harmonious groups possible,
given the character types.
These groups should be run
intelligently and aggressively.
After all, they too are
after fame, fortune, and magic.
DUNGEON
PARTY #1A
# of figures: 9
Possible alignments: N,
NE, CE, LE
Veteran (F1), scroll of protection
from magic
Veteran (F1)
Rogue (Apprentice) (T1)
Adept (C2)
5 men-at-arms
DUNGEON
PARTY #1B
# of figures: 8
Possible alignments: LG
Keeper (P2), +1 shield, +1
dagger
Runner (R1)
Veteran (F1)
Rogue (Apprentice) (T1)
Prestidigitator (MU1)
Acolyte (C1)
3 men-at-arms
DUNGEON
PARTY #2A
#of figures: 7
Possible alignments: any
(C2)
Second level 1/2e F/MU
5 men-at-arms
DUNGEON
PARTY #2B
# of figures: 6
Possible alignments: LG
(P1), +1 plate mail
(C2)
First level 1/2e F/MU, +1
chain mail
(d F2)
2 men-at-arms
DUNGEON
PARTY #3A
# of figures: 9
Possible alignments: N,
NE, CE, LE
(d F3), +1 arrows (x10)
Third level 1/2e F/MU
(T4)
(F2)
(C3), +1 mace
4 men-at-arms
DUNGEON
PARTY #3B
# of figures: 7
Possible alignments: N,
NG, NE, CE, LE
(d F3), +1 shield
(d F3)
(MU2)
(hireling), +1 dagger
(C4), +1 mace, scroll of
augury
(g F1/I1)
(henchman), scroll of paralyzation
(1/2 T3), bracers of defense
(AC5), potion of healing
(F3)
Dungeon
Party #4A
#
of figures: 6
Possible
alignments: LE
C4
C1 (henchman)
T3, ring of protection +1
MU4, potion of invisibility
F1 half-orc
(henchman), potion of heroism
Monk 4
Dungeon
Party #4B
#
of figures 6
Possible
alignments: any
Fourth level cleric, +1
mace
Second
level fighter (henchman), +1 shield
First
level fighter/magic-user (hireling), +1 chain mail
Fifth level fighter, +2
bolts (x15)
Second
level fighter (henchman)
Third
level E fighter (henchman), potion of extra-healing
Dungeon
Party #5A
#
of figures: 8
Possible
alignments: N, CE, NE, LE
Fifth level cleric, potion
of healing
Second
level E fighter/magic-user (henchman)
Fifth level fighter, +2
bolts (x4)
Second
level fighter (henchman)
First
level cleric (henchman)
Fourth level E cleric, +1
mace
Dungeon
Party #5B
#
of figures: 8
Possible
alignments: N, NE
Fifth level fighter
Second
level 1/2E fighter/magic-user/cleric (henchman), potion of growth, scroll
of extension II, phantasmal force, and levitate
Third
level fighter (henchman), +1 sword
Second
level thief (hireling), +1 sword, scroll of protection from undead
Sixth level magic-user,
ring of protection, +1; potion of climbing, potion of flying
First
level D fighter (hireling), +1 battle axe
Fourth level cleric, +1
shield, +1 mace
Second
level fighter (henchman)
Dungeon
Party #6A
#
of figures: 4
Possible
alignments: any
Sixth level magic-user,
+1 dagger, ring of protection, +3
Sixth level fighter
Fourth level 1/2E cleric/magic-user,
+1 chain mail
Second
level fighter (henchman)
Dungeon
Party #6B
#
of figures: 5
Possible
alignments: NE, CE, LE
Seventh level assassin,
+1 leather, ring of protection, +1
Sixth level thief, +1 leather,
+1 sword, potion of healing
Fourth level fighter, scroll
of protection from possession
Fifth level magic-user,
+1 dagger, potion of invisibility, potion of growth, potion of healing
Third
level 1/2O cleric (henchman)
Dungeon
Party #7A
#
of figures: 6
Possible
alignments: N, NG, NE
Seventh level thief
First
level cleric (henchman)
Sixth level thief, +3 sword,
braceres of defense, AC4
Second
level 1/2E druid (hireling)
Seventh level G illusionist,
potion of extra-healing, dust of appearance
Second
level assassin (hireling disguised as a thief)
Dungeon
Party #7B
#
of figures: 7
Possible
alignments: N, NE, CE, LE, NG
Sixth level D fighter, +2
sword
Sixth level magic-user,
bracers of defense, AC 6, wand of enemy detection
Sixth level fighter, +2
plate mail, +3 shield
Fourth
level cleric (henchman), +1 mace, scroll of neutralize poison
Fifth level D thief, pseudo-dragon
Fifth level magic-user,
ring of invisibility, weasel familiar
Second
level fighter (hireling)
Dungeon
Party #8A
#
of figures: 7
Possible
alignments: LG, NG, CG
Eighth level magic-user,
ring of protection, +3
Third
level fighter (henchman), potion of hill giant strength
Second
level fighter (hireling), +1 arrows (x10)
Fifth level 1/2E cleric/ranger,
+2 splint mail
Fifth level E fighter/magic-user,
javelin of lightning
Fourth
level fighter (henchman)
Second
level fighter (hireling)
Dungeon
Party #8B
#
of figures: 5
Possible
alignments: N, NE, NG
Seventh level illusionist,
boots of speed
Fifth level bard, ring of
spell turning
Fifth level thief/fourth
level cleric, serpent staff
Dungeon
Party #9A
#
of figures: 8
Possible
alignments: N, NE
Ninth level fighter, +2
mace, +1 banded armor
Sixth
level druid (hireling), brooch of shielding
Sixth
level thief (hireling), boots of elvenkind
Fifth
level fighter (henchman), crossbow of speed
Ninth level fighter, +4
splint mail
Seventh
level cleric (henchman)
Sixth
level fighter (henchman)
Fourth
level fighter (henchman)
Dungeon
Party #9B
#
of figures: 6
Possible
alignments: N, NE
Fifth level 1/2E cleric/magic-user,
+1 mace, cloak of elvenkind
Ninth level E magic-user/thief,
+1 leather armor, ring of spell storing
Fifth
level 1/2E fighter (henchman), +1 chain mail, +1 sword
Eighth level 1/2E fighter,
+1 shield, +2 banded mail, cloak of elvenkind
Fourth
level E thief (henchman), +1 leather armor, +1 dagger
Seventh level 1/2E druid,
ring of protection, +3, robe of blending
Dungeon
Party #10A
#
of figures: 17
Possible
alignments: LG, NG, CG
Tenth level cleric, ring
of invisibility
Fifth
level E fighter/magic-user (henchman), +2 javelin
Fourth
level 1/2E cleric/magic-user (hireling)
Sixth
level assassin (hireling disguised as a druid), bracers of defense, AC
4
Ninth level magic-user,
+1 dagger
Sixth
level fighter (henchman), gauntlets of ogre power
Fifth
level fighter (hireling), +1 dagger
Tenth level magic-user,
ring of protection, +3
Fourth
level 1/2 fighter (henchman), +1 chain mail
Sixth
level cleric (hireling), potion of healing
Ninth level cleric, staff
of striking
Sixth
level magic-user (henchman), ring of protection, +1; wand of negation
Sixth
level fighter (hireling)
Second
level fighter (hireling)
Tenth level fighter, +1
mace, javelin of lightning (x2)
Seventh
level ranger (henchman), robe of blending
Sixth
level fighter (henchman), +1 sword
Dungeon
Party #10B
#
of figures: 7
Possible
alignments: NE, CE, LE
Eighth level 1/2O thief,
+1 leather armor, +1 sword, scroll of protection from demons
Sixth
level 1/2O fighter (henchman), +1 dagger
Eleventh level 1/2O assassin/fourth
level cleric, +1 spear, +1 leather armor, +1 shield, potion of extra-healing
Tenth level fighter, +1
chain mail, +1 shield, +1 sword
Ninth level magic-user,
ring of protection, +2; +2 dagger
Eighth level, +1 mace, scroll
of remove curse
Fifth
level fighter (henchman)
F2, C2, F2, MU2, T2
Zork
AC 7, HP8
elf F2/T2, S11, I9, W12, D13, C13, CH7, LE, leather, long sword +1,
battleaxe, dagger, 5 flasks of oil, holy water, silver mirror, hooded lantern,
ring of prot. +1, tools
Qaeda
AC2, HP11
C2, S17, I6, W13, D8, C17, CH6, NE, plate, shield, footman's mace,
holy symbol
clw x 2
Glingmort
AC3, HP7
F2, S16, I16, W9, D12, C10, CH7, NE, plate, two-handed sword
Zortan
AC8, HP10
T2, S9, I10, W10, D12, C9, CH6, LN, leather, long sword, tools, 50'
rope, backpack
Gleebworp
AC10, HP 11
MU2, S9, I12, W15, D10, C16, CH10, NG, 20 darts, 10' pole, pack, spellbook
sleep x2
4 men-at-arms
AC7, HP 5, 5, 7, 5
studded leather, crossbow, dagger
<numbers added to the sections on this page>