Leomund's Tiny Hut:
Working Your Way Up to 1st Level
by Lenard Lakofka


 
 
Becoming first level Fighter training Paladin training Ranger training Cleric training
Druid training Magic-user training Illusionist training Thief training (Stage I) (Stage II) Assassin training (Stage I) (Stage II)
Monk training (Stage I) (Stage II) Final preparation Character's starting money Hit points Exceptions and notes
Reaching first level rapidly - - - Other knowledge
Dragon 51 - - - Dragon

Players have the bad habit of memorizing the AD&D™ rule
books and quoting/paraphrasing them at the drop of a hat.
There are many ways a DM can stop such activity; however, few
of those methods are very solidly based in reason or fairness.
But by employing the guidelines given hereafter, it will become
possible for player and DM alike to know exactly what a character
knows, is aware of, and is capable of accomplishing right at
the start of the character’s adventuring career — regardless of
what is known (from the books) by the player who is playing the
role of that character.

Part of this article is composed of guidelines for the play of
zero-level characters and “pre-first-level” characters. These
ideas were developed, in part, through the work of Mr. W. John
Wheeler in a campaign he ran in Chicago in the summer of 1978.

Becoming 1st level


 

In each profession, experience and training are required before
a character can become 1st level. The character must be
counseled for a period of months or perhaps years before he can
go forth into the adventuring world as an Acolyte, Aspirant,
Veteran, Gallant, Runner, Prestidigitator, Rogue or Bravo.
In the subsections which follow, the required training for each
profession is described, including the length of time it takes to
receive proper instruction in a given skill and the status of an
instructor who must be found to teach the skill. “Courses” can
be taken all from the same instructor, if that instructor is able to
provide all the tutelage needed and if no other circumstances
intervene.

Instruction must be undertaken in the order in which the
various “courses” are listed below. In certain cases, training can
be taken in two areas at once when specified in the descriptions;
otherwise, no training course can be started while one preceding
it is still in progress or has not been completed.
Below are class-by-class listings of training courses necessary
for a student to develop the skills to become a first-level
character. The “basic training” for each class is given, followed
by a discussion of “final training” (optional) which is undertaken
only after a character has achieved pre-first-level status. Other
aspects of beginning a character, such as starting money and
determination of hit points, are also addressed. The article concludes
with a description of a shorter way to simulate the extensive
training process, and a way to ascertain “other knowledge”
a character might have.

Fighter training
Use of a single weapon (hand-held) requires 4-9 (d6+3) weeks
to learn, and must be taught by a member of any fighter class or
a cleric who is proficient in the use of the particular weapon.
Use of armor and shield has the same requirements for length
of time and instructor as use of a single weapon (hand-held),
and may be undertaken at the same time as that training. Again,
the instructor must be familiar/proficient with the exact type of
implement(s) the student is learning to use.
Use of a single weapon (hurled) takes 6-17 (d12+5) weeks and
is taught by a member of a fighting class (fighter, ranger,
paladin):
Use of a fired weapon such as a bow, crossbow or sling
requires 6-17 months and must be taught by a member of any
fighting class.
Result of training: Character can use one hand-held weapon,
one hurled weapon, and one firing weapon —each at a penalty
of -2 to hit because of non-proficiency.
Upon gaining 200 points of experience, the character becomes
a Man/Woman at Arms (see discussion of pre-first-level
characters hereafter) and the -2 penalty is eliminated.

Paladin training
Fighter training for weapons and armor is mandatory, and all
requirements/restrictions are the same for a character intending
to become a first-level paladin.
The character must then lead a life of devout withdrawal to
develop the attitudes and learn the principles needed to pursue
paladinhood. This period of time will be 1-4 years in duration,
and the instructor must be a paladin or a cleric of lawful good
alignment. (Optionally, fighter training and the special paladin
training may be taken at the same time.)
Result of training: Character has weapon proficiency as a
fighter of equal stature (-2 to hit) until gaining 300 experience
points, when the character becomes a Valiant Man/Woman at
Arms and the penalty is eliminated.
Starting at the end of the training period, the character can
detect evil at a range of 30’, with the evil creature(s) allowed a
saving throw. The character receives a +1 bonus on all saving
throws. When the figure becomes a Valiant Man/Woman at
Arms, the ability to “lay on hands” becomes effective, healing 1
hit point of damage per attempt. No other paladin abilities are
acquired until the character becomes a Gallant.

Ranger training
Fighter training for weapons and armor is mandatory, and all
requirements/restrictions are the same for a character intending
to become a first-level ranger.
Tracking must be taught by a ranger or druid, and will consume
6-13 (d8+5) months of time.
Move silently in forests must be learned from a ranger, druid
or thief. It will take 3-6 (d4+2) months for the character to
master.
Anatomy of “giant class” figures must be learned from a
ranger. The training will include instruction in 2-5 (d4+1) different
giant types of the character’s choice. It will take 6-9 (d4+5)
months.
Result of training: Character will have weapon proficiency as
a fighter of equal stature (-2 to hit) until gaining 275 experience
points, when the figure becomes a Tracking Man at Arms and
the penalty is eliminated.
Starting at the end of the training period, the character does 1
extra point of damage to one (character’s choice) of the “giant
class” creatures learned about during training. When the figure
becomes a Tracking Man at Arms, the 1 point of extra damage
can be done to all of the “giant class” creatures learned about
during training. The Tracking Man at Arms can track at a percentage
of success 2/3 that of a first-level ranger.

Cleric training
Use of a single weapon (hand-held) takes 6-13 weeks and is
taught by a fighter or a cleric who is proficient with the particular
weapon being learned.
Use of armor and shield also takes 6-13 weeks and must be
taught by a fighter or cleric. This training may be taken at the
same time as weapon training.
Prayers and Order of Service for the character’s deity must be
taught by a cleric of the same faith and alignment. It will take
6-11 months to complete this instruction.
Reading holy documents and reading scrolls of first-level
spells will take 4-9 months to learn and must be taught by a
cleric of the same faith and alignment.
Study of the undead (skeletons and zombies only) must be
learned from a cleric of the same alignment as the character. It
will take 4-7 months to complete the study.
Basic knowledge of cleric spells can be taught by any cleric,
and will take 4-7 months. This instruction deals with general
information about a cleric’s spells, and particular information
about the Cure Light Wounds spell.
Result of training: The character will have a non-proficiency
penalty of -3 to hit with his weapon until gaining 250 experience
points, at which time the penalty is reduced to -1.
Upon completion of training, the character can read a scroll
with a first-level spell on it 75% of the time. He can pray for Cure
Light Wounds, but only 1-4 points of curing will result. The
character can turn/command to service a single skeleton or
zombie with the same chance of success as a first-level cleric.
After the character earns his first 250 experience points, the
chance of reading a first-level spell scroll becomes 85%. Cure
Light Wounds will cure 1-6 points of damage, and one other
spell may be learned. Only one spell may be carried at a time; if
the character is entitled to a bonus spell because of high Wisdom,
this is not allowed until the character attains first-level
status. The ability to turn skeletons and zombies improves, so
that two may be turned/commanded to service at one time.

Druid training


 

Cleric weapon training is mandatory, with the same requirements/
restrictions as for a cleric, for any character intending to
become a first-level druid.
Plant identification takes 2-5 months to learn and must be
taught by a druid or ranger.
Animal identification also takes 2-5 months and must be
learned from a druid or ranger.
Prayers and Order of Service for the character’s deity must be
taught by a druid, taking from 6-11 months to learn.
Predicting weather (via the casting of the Predict Weather
spell) must be taught by a druid, and will take 3-6 months to
learn.
Study of one spell (aside from Predict Weather) is taught by a
druid and takes the character 4-11 months.
Result of training: The character uses his weapon at -3 to hit,
as a cleric, until gaining 200 experience points, whereupon the
penalty is reduced to -1.
Upon completion of training, the character can only cast one
spell, Predict Weather, and its duration is only one hour. The
character acquires no other druid abilities at this time.
After gaining 200 experience points, the character is allowed
to pray for one other spell (the one studied during training), but
the character can only carry one spell at a time, regardless of
any possible bonus for Wisdom (which does not take effect yet).

Magic-user training

Use of a single weapon (quarter staff or hand-held dagger)
must be learned from any character proficient with the weapon
who is not a magic-user. It takes 4-11 months.
The basic language of magic, including the ability to learn the
spell Read Magic, must be taught by a magic-user and will take
one year plus 2-24 months to learn.
Study of first-level spells will enable the character (by using
Read Magic) to read and understand first-level spells from
scrolls. The study must be instructed by a magic-user and will
last for 3-12 (d10+2) months.
Study of magic items is general instruction on the basic design
and customary uses of magic items. Specific items are
rarely mentioned. The instruction must be provided by a magicuser
and will be 5-24 (d20+4) months in duration.
Result of training: The Man/Woman of Magic fights at -5 to hit
until gaining 350 points of experience, at which time the nonproficiency
penalty drops to -2.
Upon completion of training, the character can cast Read
Magic but no other spell. By the use of Read Magic, the character
is 75% likely to be able to employ a spell read from a scroll.
Note, however, that the character must have Read Magic in his
head to use a scroll, even if he has cast the same spell from a
scroll before.
After gaining 350 experience points, the character becomes
able to learn one other spell, of an informational or defensive
nature only. The character may now employ magic items that
require the use of command words to operate, but no single item
employed can have a value of more than 6,000 gp (Dungeon
Masters Guide, pp. 121-125). Regardless of their value, no
wands, staves, rods, and “charged” items of an attack nature can
be used. (For example, even if a Wand of Lightning with just one
charge remaining would be valued at less than 6,000 gp, its use
would still be prohibited to the character.)

Illusionist training
Use of a single weapon (quarter staff or hand-held dagger) is
mandatory as for a magic-user, with the same requirements and
restrictions.
The basic language of magic, including the ability to read and
write the language of illusionists, must be taught by an illusionist
and will take one year plus 3-36 months. This instruction is
entirely different from the “basic language” instruction a magicuser
must undertake.
The ability to detect illusion (as per the spell) is taught by an
illusionist and takes from 5-20 (64+4) months.
The ability to cast one spell from the following list of five must
be taught by an illusionist and will take 5-20 months. Instruction
will be given either for Audible Glamer, Dancing Lights, Darkness,
Light, or Wall of Fog.
Instruction in magic items can be taught by an illusionist or a
magic-user. It will take from 8-26 (2d10+6) months to complete.
Training includes information on the fashioning of illusionist
scrolls, rings, wands, staves, rods, and some miscellaneous
magic items.
Result of training: The character has a -5 to hit with his weapon,
as for a magic-user, until gaining 450 points of experience,
at which time the penalty drops to -2.
Upon completion of training, the character is able to cast the
spell Detect lllusion and can use magical rings of a defensive
nature.
After earning 450 experience points, the character can learn
one other spell (the one studied during training), and is able to
employ a Wand of Illusion with a 75% chance of success.

Thief training, Stage I
The profession of thief (and its subclass, assassin) requires
training to be taken in two stages, because the ability to learn
some skills depends on whether the character has mastered
certain other skills first of all.
Use of a single weapon (hand-held, not thrown) is the first
step in Stage I of training. This ability must be taught by any
non-magic-user, and will take 8-17 (d10+7) weeks to learn.
Five special thieving abilities are taught in Stage I training.

They are listed in the order they must be learned. All are taught
by a thief, and have a duration as indicated in the listing:
    Pick pockets, 3-14 (d12+2) months.
    Open locks, 3-14 months.
    Find/Remove traps, 3-12 (d10+2) months.
    Move silently, 3-10 (d8+2) months.
    Hide in shadows, 2-9 (d8+1) months.
Result of Stage I training: The character has a non-proficiency
penalty of -3 to hit with his hand-held weapon, and can perform
any of the five thieving abilities listed above at one-half the
chance of success of a first-level thief.
Upon gaining 300 points of experience, the character’s nonproficiency
penalty for a hand-held weapon is eliminated, and
the prospective thief then proceeds to Stage II training.

Thief training, Stage II
The next stage of thief training begins with instruction in three
other thieving abilities. Training must be undertaken in the
order given in the listing below. All abilities are taught by a thief,
and lengths of time are indicated:
Back stabbing, 3-8 (d6+2) months.
Climb walls, 4-11 (d8+3) months.
Listen at doors, 4-9 (d6+3) months.
Use of a single weapon which can be thrown or fired is the last
step in thief training. This weapon can be either a dagger, dart,
or sling. Instruction can be provided by a thief or a fighter who is
skilled with the particular weapon, and it will take 6-17 (d12+5)
months to learn.
Result of Stage II training: The character can employ a
thrown/fired weapon (the one learned in training) at -3 to hit.
The last three thieving abilities are performed at one-half the
chance for success of a first-level thief, just as the abilities
learned in Stage I. A successful back stab will do an extra 2
points of damage (not double damage, as with a first-level thief),
but the attack is stilt made at +4 to hit.

Assassin training, Stage I
Training as a thief (Stages I and II) must be completed first
and foremost by any character desiring to become a first-level
assassin. All requirements and restrictions are the same as for a
thief, except that the assassin may receive instruction from
either an assassin or a thief in all cases where a thief is designated
as the instructor.
Basic anatomy of characters/creatures (in order to learn their
vital spots) must be learned from an assassin, and will take 8-27
(d20+7) months to master.
Basic disguise techniques must be taught by an assassin, and
will take 4-11 (d8+3) months.
Result of Stage I training: The character has a non-proficiency
penalty of -3 to hit with his weapons (one hand-held, one
thrown/fired), just as for a thief of equal status. Aspiring assassins
can perform thieving abilities at one-fourth the chance of
success of a first-level thief.
Upon earning 400 points of experience, the character must
undergo Stage Il training.

Assassin training, Stage II
Use of one weapon of the character’s choice is taught by a
fighter or an assassin and will take the character 6-13 (d8+5)
weeks. The character will be sharpening his skills with the weapons
already learned at this time as well.
Result of Stage II training: Upon completion of training, the
character will use the newly learned weapon at -3 to hit, but the
non-proficiency penalty for his first two weapons (learned during
thief training) is eliminated. Thieving skills are still performed
at one-fourth the chance of success of a first-level thief.
The character also acquires the ability to assassinate a
human-shaped (not necessarily human-sized) figure, at onehalf
the chance of success of a first-level assassin. He must
perform such an assassination to be further considered for
status as a Bravo (Apprentice).

Monk training; Stage I
Training for a monk, like that for a thief or assassin, is conducted
in two stages. As with the assassin, Stage II consists of
only one area of instruction, which may only be undertaken after
the character has finished Stage I and earned the requisite
number of experience points.
The art of meditation and mental discipline must be learned
from a monk of the same alignment as the character. It will take
9-18 (3d4+6) months to master.
Hand-to-hand combat can be taught by any monk (not necessarily
of the same alignment). It will take one year plus 1-12
months to learn.
Use of a single weapon (hand-held) can be learned from a
monk or an assassin over a period of 9-14 (d6+8) weeks.
Thieving abilities usable by monks (specified below) can be
taught by a monk, assassin or thief and will take 20-38 (2d10+18)
months to learn. The skills are Open Locks, Find/Remove Traps,
Move Silently, Hide in Shadows, Hear Noises and Climb Walls.
Dodging thrown and fired missiles must be taught by a monk,
and can be learned in 7-14 (d8+6) months.
Result of Stage I training: The character can inflict 1-2 points
of damage in hand-to-hand combat. There is no “to hit” penalty
when using a weapon, as with other professions. The character
receives a saving throw at -3 from thrown/fired missiles that he
sees coming. The character is subject to magical attacks that do
half damage if a saving throw is made (unlike a first-level monk,
who takes no damage if a successful save is made against such
attacks). After gaining 200 points of experience, the character
proceeds to Stage II.

Monk training, Stage II
The effects of magic upon the body must be learned from a
monk, and will take 5-12 months to accomplish.
Result of Stage II training: When this instruction is complete,
the character will take only three-quarters damage from a spell if
the saving throw is made. This becomes half damage when the
character becomes a first-level Novice.

Final preparation

Under this system, characters go through 2 stages of development
before they obtain full 1st-level abilities. After earning
the number of XP specified for his profession
under the initial training schedule given above, the character
has pre-1st-level status. A certain amount of additional training
is then required to be taken before or during the time when the
character gains enough experience points to qualify for status
as a full-fledged 1st-level character.

The following list summarizes level titles and XP
ranges for the levels of status leading up to first level. The
first title and figure given is for an absolute novice, the second
for a pre-first-level character. The additional training required is
described, followed by the length of time required for its completion
and the type of instructor necessary.

When a character completes all the required training and
reaches the upper limit of XP specified for his
profession, the character’s experience-point total is again set at
0, and the character can begin to function as a 1st-level
character in his chosen profession, under the guidelines given
in the Players Handbook, pp. 20-32.

Fighter: Recruit (0-200), Man at arms (201-500). Training: Use
of one more weapon; 5-10 (d6+4) weeks; fighter.
Paladin: Devout recruit (0-300), Valiant man at arms (301-600).
Training: First, laying on hands to produce 2 points of healing;
5-8 weeks; paladin. Next, final withdrawal from society (to be
able to acquire all paladin bonuses); 6 months; paladin.
Ranger: Woodland recruit (0-275), Tracking man at arms
(276-500). Training: Final woodland instruction, including complete
fitness program to gain second hit die; 5-8 months; ranger.
Cleric: Altar person (0-250), Deacon (251-500). Training: Final
tutelage to gain full use of Wisdom bonus (if applicable) and
knowledge of 1-4 other spells; 7-18 weeks; cleric of identical
alignment.
Druid: Hopeful (0-200), Pre-Aspirant (201-400). Training: Final
tutelage to gain improved defense vs. fire and lightning plus
knowledge of 1-4 spells; 7-14 weeks; druid.
Magic-user: Man of Magic (0-350), Apprentice (351-675).
Training: Removal of non-proficiency penalty for one weapon,
plus full magic-user abilities and knowledge of 2 spells (one of
which may be an attack spell); 9-28 (d20+8) weeks; magic-user.
Illusionist: Sleight of hand Artist (0-450), Keen Eye (451-800).
Training: Removal of non-proficiency penalty for one weapon,
plus full illusionist abilities and knowledge of 2 spells; 13-32
(d20+12) weeks; illusionist.
Thief: Pickpocket (0-300), Lock Picker (301-650). Training:
Full first-level thief abilities plus knowledge of the Thieves’ Cant;
7-14 months; thief of identical alignment.
Assassin: Quarter Thief (0-400), Bungler (401-800). Training:
Full first-level assassin abilities (perform thief functions at half
the success of a first-level thief), basic knowledge of poison;
2-20 (d8+d12) months; assassin of identical alignment.
Monk: Child (0-200), Grasshopper (201-450). Training: Exposure
to the rite of hand-to-hand (not lethal) combat against a
Novice of the brotherhood, indoctrination into the brotherhood
of the monastery, and a seven-day fast; 6-13 months plus 1
week; monks at any monastery of the same alignment.

Characters’ starting money
Following is an expanded version of the specifications on
starting money in the PH. Subclasses are allowed
for individually, and distinctions are made between first

level characters and those still in training. Note that a first-level
magic-user’s “starting money” also includes a book of 4 spells
— but a magic-user of pre-first-level or lower status does not
have such a book. All amounts are in gold pieces.
 
- Absolute novice Pre-First Level First level
Cleric 10-60 20-120 30-180
    Druid 8-48 16-96 24-144
Fighter 15-60 (15d4) 30-120 (3d4 x 10) 50-200
    Paladin 10-40 20-80 40-160
    Ranger 12-48 (12d4) 24-96 (24d4) 45-180
Magic-user 4-16 8-32 20-80
    Illusionist 6-36 8-48 (8d6) 20-100
Thief 1-20 2-40 20-120
    Assassin 3-18 7-42 (7d6) 20-160
Monk 1-6 2-12 5-20

Hit points
First-level characters in my world have the maximum number
of hit points possible for their class (a procedure which is approved
by E. Gary Gygax). Fighters always start with 10 hit
points, clerics 8, thieves 6, and so on. To this number is added
(or subtracted) a Constitution bonus (or penalty), if applicable.
However, characters in training to become pre-first-level and
then first-level characters must roll the appropriate die to determine
their hit points while they possess this status. If such a
character “lucks out” and rolls the highest possible number, no
change is made in that character’s hit-point total until he/she
reaches second level. A Constitution bonus or penalty, if applicable,
is applied immediately after the initial hit-point roll.
Once a character achieves pre-first-level status, he/she may
roll again for hit points — this time with a guarantee that the
result will be at least one-half of the maximum (5 for a fighter, 4
for a cleric, etc.). Again, the result is adjusted for Constitution, if
necessary, after the number is determined.

If the first roll for hit points was higher than the second roll and
both numbers are at least half of the maximum, the result of the
first roll is retained as the new hit-point number.

Example: A fellow decides he wants to become a fighter.
Starting as (in effect) a zero-level character with zero hit points,
he takes the appropriate basic training. Now he rolls d10 to see
how many hit points he will have as he embarks on a career as a
Recruit, and he rolls a dismal 2. If he lives to become a Man at
Arms, he again rolls d10 for hit points. This time if he rolls 5 or
above, he will receive that result as his new base figure for hit
points, and if he rolls 1-4, he will still receive 5 hit points since
that is half of the maximum and he is assured of at least that
many. If his first roll had been (for instance) a 7 and his second
roll was not that high, the first roll would still be in effect.

Exceptions and notes: No Man at Arms can ever have more
than 7 hit points unless he is in training to become a Veteran —in
other words, he must be a possible hireling, henchman, or a
player character to warrant having more than that maximum.
The run-of-the-mill regular soldier will have either 1-6 or 4-7 hit
points, depending on whether the figure from the Monster Manual
(for “normal men”) or the Dungeon Masters Guide (Mercenary Soldier, page 30) is used.

Rangers roll 1d8 for their initial hit-point roll. After a character
becomes a Tracking Man at Arms, a roll of 1d4 is added to the
first figure, with a guarantee of at least 6 hit points at this stage
(not including possible Constitution bonus). Once a ranger
becomes first level, he uses 1d8+8 for hit points.

Monks roll 1d4 for their initial hit-point roll. After a character
becomes a Grasshopper, another roll of 1d4 is added, with a
guarantee of at least 5 points (exclusive of Constitution bonus).
When a monk becomes first level, he uses 8 as his base number
for hit points (before Constitution bonus).

Reaching first level rapidly
DMs and players who wish to role-play their way through the
procedures described above can be sure of developing an appreciation
for how much time and effort is involved in becoming
a first-level adventurer. But the procedure will not be too much
fun if the players don’t really enjoy nitty-gritty game play. There
is a faster way to simulate the same process of development and
maturity in a character and still be able to advance that character
to first level in a single afternoon or evening of play.

Basically, the simplified system will present each character
with from 2-5 encounters to advance from absolute novice to
pre-first level, and 2-5 more encounters to advance from prefirst
level to true player-character status. The character must
engage in each encounter as a lone figure — and there is no
possibility of revival if an aspiring character is killed during any
of these preliminary encounters. (High Priests do not raise zero-level
figures unless they happen to be nobility.)

Each encounter should be quite simple and should involve a
very low-level creature or creatures. There should be a chance
to gain treasure, but the chance (and the amount of treasure)
will be small, and obtaining a magic item from one of these
encounters would be virtually impossible.

This simplified method not only advances the character but
also provides precise information on what the character has
directly experienced. It can further be determined what objects
or events the character might have seen or heard about, thus
drawing a more finished picture of exactly what a prospective
player character knows and is aware of.

“Opponents” in a preliminary encounter need not be hostile;
experience is also gained from associating with friendly or neutral
creatures and knowing when not to fight.

Figures met in a preliminary encounter should be 30% likely to
have 1-20 assorted coins (but never any platinum pieces), and a
character who can get treasure away from an encountered creature
is entitled to keep it (in addition to the roll for starting
money which is made if the character advances to first level).

There is only a 5% chance that an encountered creature or
character will have even a simple magic item — and an aspiring
character is not liable to be eager about running into such an
encounter, because the magic item will most probably be used
against the character. The magic item will be a potion 70% of the
time. It will never be a ring, wand, staff or rod. It will never be a
piece of armor better than +1 or a weapon better than +1 to hit. It
will never be a miscellaneous magic item valued at more than
3,000 gp or a magic weapon or piece of magic armor valued at
more than 3,250 gp. Magic weapons encountered in this manner
will never have a variable bonus or an ego/intelligence. If one
encounter is experienced involving a magic item, there is only a
1% chance of a second such encounter before the character
achieves first-level status, and no chance at all for three such
encounters during this time.

To prepare for the preliminaries, the DM should make a list of
low-level encounters with appropriate treasure (if any). Then
have the player roll d4 and add 1 for the number of encounters
the character will undergo as an absolute novice. If the character
lives through all of those encounters, another roll of d4+1 will
yield the number of encounters awaiting the character at prefirst
level. If the character gets through those incidents alive, he
becomes a first-level character and is returned to zero experience
points.

Following is a sample encounter chart drawn up for this
purpose:
 
Roll  Encounter
1 1 orc, AC5, 4 hp, long sword, 3 sp
2 2 kobolds, AC6, 2 & 3 hp, short swords, short bows
3 1 gnoll, AC5, 11 hp, long sword, 11 gp
4 2 giant centipedes, AC9, 1 hp each, save vs.
poison at -4
5 1 Veteran of like alignment, AC4, 7 hp, long sword,
8gp
6 1 Acolyte of opposite alignment, AC8, 5 hp, mace,
Command, Cause Light Wounds, Scroll of Light
7 1 Prestidigitator (m-u) of similar alignment, AC10,
4 hp, dagger, Charm Person, 3 sp
8 1 goblin, AC6, 5 hp, halberd
9 1 wild dog, AC7, 5 hp (1+1 hd), bite for 1-4
10 2 jackals, AC7, 2 & 3 hp (1/2 hd), bite for 1-2
11 3 giant rats, AC7, 1, 2 & 3 hp (1/2 hd), bite for 1-3
plus 5% chance of disease, 7 gp
12 2 skeletons, AC7, 3 & 4 hp (1 hd), 1 attack for 1-6,
immunities as per Monster Manual, short sword +1
13 1 large spider, AC8, 5 hp (1+1 hd), 1 attack for 1 pt.
damage, save vs. poison at +1 or take 2-5
14 1 Aspirant, AC9, 7 hp, quarter staff, Faerie Fire,
Shillelagh, 4 gp, 7 sp
15 1 troglodyte, AC5, 11 hp (2 hd), 3 att. (1-3/1-3/2-5),
Potion of Gaseous Form
16 1 zombie, AC8, 7 hp (2 hd), 1 attack for 1-8, immunities
as per Monster Manual
17 1 Gallant, AC2, 12 hp, long sword, 3 gp
18 1 Elf first-level magic-user/thief of same alignment,
AC8, 5 hp, 1 attack w/dagger, Write plus spell
book containing Write, Read Magic, Shield, Shocking
Grasp, 2 gp
19 1 Half-orc Veteran of chaotic neutral alignment,
AC4, 9 hp, flail
20 1 Sixth-level cleric, AC4, 25 hp, flail, Cure Light
Wounds (x2), Light, Command, Hold Person, Silence,
Know Alignment, Glyph of Warding, 15 sp.
(Obviously, the character should not try to fight
this guy!)

Other knowledge
To give a character the opportunity to “know” things besides
those which he/she has directly experienced, the DM can devise
a table to determine what a character has witnessed (but not
been directly involved in) or knowledge the character has obtained
through hearsay. This might include witnessing or hearing
about a melee involving a certain type of creature, witnessing
or hearing about the casting of a spell or the use of a magic
item, and other significant events the DM might wish to include.
When a character’s “other knowledge” is determined in a
general way, the DM should fill in details, recounting the particulars
of the incident or object that are known by the character,
and these facts become the basis for ruling on what a character
knows and doesn’t know as the game progresses. A roll of d8
would yield the number of different subjects or events known
about, and subsequent rolls on the “other knowledge” table
would attach specifics to each thing known. There is always a
10% chance that any piece of information “known” will be entirely
wrong, and an additional 15% chance that the “facts” of the
matter will have been exaggerated. by the teller or by the character’s
mind.

Following is a table of suggested “other knowledge” items.
The subject matter of each entry in the table is drawn from a
particular table in the DMG, either a random
monster encounter table, a random dungeon generation table, a
random treasure determination table, or some other similar entry
in the book.
 
Roll  Source of knowledge
1 Table V. I., page 171
2 Table V. J., page 171
3 Table VII, page 172
4 Tables VIII, C., page 172
5 Monster Level I table, page 175
6 Table I, page 176
7 Table II, page 176
8 Table III, page 176
9 Table IV; page 176
10 Monster Level II table, page 177
11 Monster Level III table, page 177
12 Monster Level IV table, page 177
13 Uninhabited/Wilderness table, pages 184-185
14 Table III.A., page 121
15 Table III.C., page 122
16 Table III.D., page 122
17 Table III.E., pages 122-124 
(20% chance for each sub-table, III.E. 1 through III.E. 5) 
<(01-20: III.E.1., 21-40: III.E.2., 41-60: III.E.3., 61-80: III.E.4., 81-00: III.E.5)>
18 Table III.G., page 124
19 Table III.H., page 125
20 Table II, page 17


 

To allow for the chance of some really fantastic bits of knowledge,
a table like this one can be extended to 24 entries and a
special die-rolling procedure performed. To generate a number
from 1-24, roll d12 and any other die. If the other die result is in
the lower half of the range of numbers possible with that die, the
d12 result is read as the number itself. If the other die result is in
the upper half of the range of that die, read the d12 result as the
number rolled plus 12.
 
 
Roll Source of knowledge
21 Table III.E. (Special), page 124
22 Ethereal Encounter table, page 181
23 Monster Level V or Level VI table (50% chance of each), 
pages 177-178
24 Monster Level VII or Level VIII table (50%) chance of
each), page 178