<note: this is the DMG version, check for differences>

Character Subtable (Used for Encounters On All Dungeon Levels)
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

Number of Characters in Party:
There will always be 2-5 characters in a character group,
with men-at-arms or henchmen to round the party out to 9.
Roll d4,
and add 1 to the result in order to find the number of characters,
then dice on the Character Subtable to find the profession of each,
ignoring rolls which are contradictory (a paladin and an assassin, for instance) or exceed the maximum number of 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.

Level of Characters:
The level of each character will be equal to that of the level of the dungeon or the level of 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 is 16th or deeper.

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 equals nine <9> members.
Each henchman will have a level equal to one-third <1/3> 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 magic-user 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 only a bonus of 3,
but at 12th level there is a bonus of 4.

Character And Henchman Abilities & Alignment:
This information must be generated individually,
per group,
using the PERSONAE OF NON-PLAYER CHARACTERS 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 hit points, of course.
Alignments must be compatible!

Character And Henchman Equipment:
Arms, armor, and equipment typical to a party of dungeon adventurers may be assumed.
That is,
characters at 1st level will have scale or chain armor (if applicable to their professions),
standard weapons,
and only minimal gear.
At second level <2nd> 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.

Character Spells:
Select cleric spells according to those which you believe most suited to the party as a whole.
Do likewise with magic-user spells,
following limitations of known spells.
Henchmen with spell ability should be similarly supplied with spells selected by the DM.

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

TABLE I
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

TABLE II
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

TABLE III
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

TABLE IV
Die Item (d12)
1 1 RING: djinni summoning
2 1 RING: spell turning
3 1 ROD: smiting
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]
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 and 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,
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.