“Starting
from Scratch” in this column
in DRAGON #39, was an essay
on how to
design a beginning adventure
and then
to create a party capable
of attacking it.
The goal of this article
is to give rules for
designing an adventure for
characters of
any level and for any type
of opposition.
First, a few definitions:
Kill Points are the
points of experience
awarded for killing/subduing
a monster.
Thus, Kill Point Value is
a statement of
the value of a monster in
experience
points. E.g., an orc
with 7 hit points has a
Kill Point Value of 17xp.
Experience Point Value
is the current
experience of a PC or the
equivalent value of any
particular NPC/monster
in the terms of
XP. E.g., a second level
fighter
has somewhere between 2,001
and 4,000xp to his/her credit.
Gold
Piece Value is the value of an
item, be it magic or mundane,
expressed
in Gold Pieces (gp).
The article will equate KPV
to XPV.
Using a figure’s Experience
Point Value
in conjunction with a formula
will give
the reasonable Gold Piece
Value of items
owned/carried/used by the
figure. The
article will also define
the Gold Piece
Value of items which might
be possessed
by a character and will
give the relative
strength of various magic
items. The
question of which magic
items should
be in the hoard of a particular
monster
relative to its experience
point value will
also be addressed.
All of the information herein
is expirical
in nature and subjective.
You might
feel that any relationship
is incorrect.
Feel free to “massage” the
numbers any
way you see fit.
Starting any adventure is
a difficult
task. I suggest that you
begin by determining
the party that will go on
the
adventure and then build
up the opposition
to meet the party. You can
go backwards
just as easily, if you prefer
to
design the opposition and
then make up
a party to attack it.
A sample party
For sake of example, let’s
make up a
party of six 7th-level characters:
two
fighters, one ranger, one
cleric, one thief
and one magic-user/thief.
Fighter 7th level 70,000xp
Fighter 7th level 70,000xp
Ranger 7th level 90,000xp
Cleric 7th level 55,000xp
Thief 7th level 42,500xp
Magic-user/Thief 7th/7th
level
102,500xp
Total experience pts. 430,000xp
The major opponent of a
party is
determined by adding 10%
to the party’s
current experience point
value; that will
be the maximum experience
point value
of the major opponent of
the party. In
this example the number
is 430,000 +
.1 x(430,000) = 473,000xp.
The major opponent could
then be
any of the following characters.
(A method
of determining a monster’s
experience
point value will be given
later in the
article.)
Cleric 10th level 450,000xp
Druid 12th level 300,000xp
(A Druid 13th level would
exceed
473,000xp by a considerable
amount.)
Fighter 9th level
Ranger 10th level
250,000xp
Paladin 9th level
325,000xp
350,000xp
(Just because a character
is of a
good alignment does not
mean that
he/she could not be an opponent
under
certain circumstances.)
Magic-user 11th level 375,000xp
Illusionist 11th level 440,000xp
Master Thief 12th level
440,000xp
Monk 9th level 350,000xp
Vampire 8HD 385,200xp
(The method of computing
for monsters
will be explained later
in the article,
but the calculation is outlined
here: Basic
KP Value, 3800, plus 12
KP per hit point
(let’s say 40) gives a total
of 4,280kp. The
vampire has 5 exceptional
abilities so its
multiplier becomes 50+4x(10)=90.
90x
(4280) =385,200.)
Any of the figures on that
list could
give the party in question
a real run for
its money as an individual.
Naturally, the
major opponent can hire
additional figures
to work for him/her/it.
The total
allowable experience point
value of such
hirelings/slaves/henchmen/consorts/
children/etc. would be as
much as the
main opponent, or another
473,000xp.
Thus, the allowable grand
total of opposition
for the party of six listed
in this
example would be 946,000xp.
The following rules must
be observed
in selecting the minions
of the major
opponent:
1. All of them must have
fewer levels/
hit dice than the major
opponent.
(An exception can be made
for
stupid monsters. They can
have up
to 1½ times the hit
dice of the
major opponent.)
2. Each of them must have
a lower
experience point value than
the
major opponent. (This includes
stupid/non-intelligent monsters
as
well.)
For example, the major opponent
selected
is a Monk 9th level valued
at
350,000xp. (These and all
other character
class values come from pages
20-31
of the Players Handbook.)
Minions are
added until the balance
of the 946,000xp
is used up.
The Monk will have the services
of
four major henchmen and
two major
monsters. Major henchmen
and major
monsters will never have
less than half of
the number of levels/hit
dice of the
major opponent.
Monk 9th level 350,000xp
Fighter 7th level 70,000xp
Magic-User 6th level 40,000xp
Cleric 8th level 110,000xp
(second in command)
Assassin 7th level 50,000xp
Spectre (20hp) 148,000xp
Umber Hulk (42hp) 90,200xp
Total of major opposition
858,200xp
This would leave 87,800
for hirelings
/minor monsters. The balance
of the
allowable points could be
allocated as
follows:
Captain of the Guard,
Fighter 5th level 18,000xp
Two sergeants,
Fighters 3rd level 8,000xp
Twenty men-at-arms
(value 1,500 ea.) 30,000xp
Two assistants to the patriarch;
Clerics
5th and 3rd levels 16,000xp
Two Ghouls,
average 11 hp each 17,400xp
Grand total 947,600xp
(slightly high, but quite
acceptable)
Experience point value
The Dungeon Masters Guide
gives the
kill point value of monsters
and charac
ter classes on page 85. However,
the
explanation of how the calculation
would
apply to a hostile wizard,
lord, assassin,
hobgoblin with a Horn of
Valhalla, etc. is
not given. Clearly the opponent’s
level
/hit dice will give the
“Basic X.P. Value”
and the “X.P. per Hit Point”
is also
straightforward. The lists
of Special and
Exceptional Abilities could
be broader.
Other typical Special Abilities
are as
follows:
Armor Class of 0 to 3 (for
a character
class).
+1 to hit due to strength
or a magic
weapon.
+1 to damage due to strength
or a
magic weapon.
Intelligence or Wisdom over
13.
The ability to cast low-level
defensive
spells or informational
spells
(or devices that have those
powers
and abilities).
Can move silently, i.e.
is more likely
to cause surprise.
Is less likely to be surprised.
Can cast/fire normal missiles.
Can attack multiple figures
per round
(e.g. a troll or an archer
firing two
arrows/round).
An item that enhances saving
throw
by a factor of +1 (i.e.
a Ring of
Protection +2 would count
as two
special abilities).
Moves faster than 15” or
can fly (not
both).
Can heal damage on self
under 12
points (potions of healing,
Cure
Light Wounds, etc.).
Other typical Exceptional
Abilities are
as follows:
Armor class of -1 or better
(for a
character class).
A weapon that kills, paralyzes,
drains
levels, has a Purpose versus
someone
in the party, Charms by
contact,
or creates a Fear Aura.
Can summon (by spell or
device) a
monster of 4 or more hit
dice/levels
or multiple monsters of
at least
6 hit dice total (e.g. a
Horn of Valhalla,
a Golden Lion, Monster Summoning
I, Shadow Monsters, Gate,
Conjure Elemental, etc.).
Can cast any spell that
produces
paralyzation, death, form
change,
or delivers over 30 points
of damage
(Fire Ball, Lightning Bolt,
Cone
of Cold, etc.) or has a
device that
accomplishes one of the
above
(Scarab of Death, Wand of
Paralyzation,
Staff of Power, etc.)
Has multiple weapon attacks
per
round (a Hasted thief, a
fighter
above 7th level, a monk
above 9th
level).
Does multiple damage from
behind
(a one-time award that does
not
change if damage is double,
triple,
quadruple, etc.)
Intelligence/Wisdom over
16.
Any powerful magic item
that can
explanation of how the calculation
would
apply to a hostile wizard,
lord, assassin,
hobgoblin with a Horn of
Valhalla, etc. is
not given. Clearly the opponent’s
level
/hit dice will give the
“Basic X.P. Value”
and the “X.P. per Hit Point”
is also
straightforward. The lists
of Special and
Exceptional Abilities could
be broader.
Other typical Special Abilities
are as
follows:
Armor Class of 0 to 3 (for
a character
class).
+1 to hit due to strength
or a magic
weapon.
+1 to damage due to strength
or a
magic weapon.
Intelligence or Wisdom over
13.
The ability to cast low-level
defensive
spells or informational
spells
(or devices that have those
powers
and abilities).
Can move silently, i.e.
is more likely
to cause surprise.
Is less likely to be surprised.
Can cast/fire normal missiles.
Can attack multiple figures
per round
(e.g. a troll or an archer
firing two
arrows/round).
An item that enhances saving
throw
by a factor of +1 (i.e.
a Ring of
Protection +2 would count
as two
special abilities).
Moves faster than 15” or
can fly (not
both).
Can heal damage on self
under 12
points (potions of healing,
Cure
Light Wounds, etc.).
Other typical Exceptional
Abilities are
as follows:
Armor class of -1 or better
(for a
character class).
A weapon that kills, paralyzes,
drains
levels, has a Purpose versus
someone
in the party, Charms by
contact,
or creates a Fear Aura.
Can summon (by spell or
device) a
monster of 4 or more hit
dice/levels
or multiple monsters of
at least
6 hit dice total (e.g. a
Horn of Valhalla,
a Golden Lion, Monster Summoning
I, Shadow Monsters, Gate,
Conjure Elemental, etc.).
Can cast any spell that
produces
paralyzation, death, form
change,
or delivers over 30 points
of damage
(Fire Ball, Lightning Bolt,
Cone
of Cold, etc.) or has a
device that
accomplishes one of the
above
(Scarab of Death, Wand of
Paralyzation,
Staff of Power, etc.)
Has multiple weapon attacks
per
round (a Hasted thief, a
fighter
above 7th level, a monk
above 9th
level).
Does multiple damage from
behind
(a one-time award that does
not
change if damage is double,
triple,
quadruple, etc.)
Intelligence/Wisdom over
16.
Any powerful magic item
that can
affect/prevent melee (Helm
of Teleportation,
Rod of Beguiling, Cubic
Gate, Amulet of the Planes,
etc.)
Experience point value of
non-character
classes
An empirical formula is
used to determine
the relative “level” of
any noncharacter-
class figure (i.e., a classic
“monster”). This formula
will allow the
DM to relate any monster
to any character
class.
The DMG gives the kill point
value
(KPV) for monsters on pages
196-215
and the method used to obtain
those
values on page 85. A method
of amending
Special and Exceptional
abilities
was just given. From the
obtained KPV,
the EPV can be determined
by multiplying
by a factor of from 50 to
150. Assigning
the multiplier is somewhat
artificial
and difficult. Low-level
monsters and
those that have magic items
are difficult
to quantify. The system
is as follows:
The base multiplier is 50.
Add 10 to the multiplier
for every
Exceptional Ability of a
character/monster
with less than 5 hit dice.
Add 10 to the multiplier
for every
Exceptional Ability — over
and above
the first one — for every
monster with 5
or more hit dice.
Add 5 to the multiplier
for every special
ability of characters/monsters
with
less than 6 hit dice.
The maximum multiplier is
150.
Here are some examples of
how to
apply the multipliers:
An Umber Hulk with 42 hit
points
would be evaluated as follows:
1,300KP
+ 12x(42) = 1,804KP. Multiplier
is 50
(only one Exceptional Ability,
and the
monster has over 5 hit dice),
so 50 x
(1,804) = 90,200xp.
A Spectre with 20 hit points
would be
evaluated as follows: 1,650KP
+ 10x(20) =
1,850KP: Multiplier is 80
(four Exceptional
Abilities, but the first
does not
count), so 80x(1,850) = 148,000xp.
An orc with a Shield +1
and Short
Sword +1 would be evaluated
as follows:
Base KP = 10, 5 hit points
x(1) = 5 for
XP/HP. Special Abilities
are four: (armor
class 3 due to shield over
basic armor of
5, +1 to hit and +1 to damage
for a magic
weapon, +1 on saving throws
from damage
spells — because of shield)
for 4x(4)
= 16SAXPB. The multiplier
is 50 +4x(5) =
70 (for four Special Abilities)
so the orc
is valued at 70x(10+5+16)
= 2,170xp. A
normal orc would be worth
only 50x(15),
or 750xp.
While I have tried to show
care in the
assigning of these empirical
values you
might find that any monster/character
is
over or undervalued in your
opinion.
You can change the values
as you see fit.
To apply the formula to
a really tough
monster, take Bahamut for
an example.
He is valued at 58,080KP.
His multiplier
is 150 (14 Exceptional Abilities,
but the
maximum multiplier is 150)
for a value of
8,712,000xp, or equal to
a 32nd-level
magic-user, a 45th-level
cleric, etc. Since
I don’t believe in characters
above 20th
level, Bahamut is quite
safe from attack
by any single player character
(especially
since he has been officially
made a
lesser deity in the new
DEITIES & DEMIGODS
™ cyclopedia and thus gains
a
better saving throw and
perhaps even a
Magic Resistance).
Experience point value of
a figure and
the gold piece value of
his/her/its treasure
A relation between a figure‘s
experience
point value and his/her/its
treasure
can be formulated. The total
number
of magic items owned/taken
by a figure
should not exceed his/her/its
level/hit
dice; with 10 being the
limit in any case.
(Items that come in sets,
like arrows,
crossbow bolts, Ivory Goats,
etc. count
as one item.)
Gold Piece value of carried/owned
items including
all real wealth:
Experience points of a Of
player characters and
character class, hench-
and their henchmen
Of any opponent and
his/her/its minions
man, hireling or monster
and hirelings
Less than 2,500xp* Three
times xp value Four times xp value
2,501-5,000xp Twice xp value
Three times xp value
5,001-10,000xp No multiplier
Twice xp value
10,001-25,000xp .9 times
xp value No multiplier
25,001-50,000xp .75 times
xp value .9 times xp value
50,001-80,000xp .60 times
xp value .8 times xp value
80,001-140,000xp .45 times
xp value .65 times xp value
140,001-225,000xp .30 times
xp value .50 times xp value
225,001-500,000xp .20 times
xp value .35 times xp value
500,001-1,000,000xp .15
times xp value .25 times xp value
1,000,001-2,000,000xp .12
times xp value .20 times xp value#
2,000,000+ .10 times xp
value# .175 times xp value#
*— Never consider any figure
to be worth less than 1,000xp.
# —The suggested maximum
value is 200,000 carried Gold Piece equivalents
per character.
April 1981 Dragon
The treasure of the major
opponent,
including the value of items
he/she
wears/wields, can be determined
by this
basic formula as well. To
obtain the total
value of the treasure of
the major opponent
and all of his/her major
hirelings,
double the value amount
of the major
opponent. You may also calculate
the
individual treasures of
major hirelings
/monsters using this formula.
Their treasure
calculation must be halved,
however,
since they are only hirelings/
henchmen. Treasure means
all items
and property owned by the
major opponent
and his/her henchmen and
hirelings.
This includes coins, gems,
magic
items, furniture, foodstuffs,
armor, weapons,
etc.
Above all, the DM must realize
that
this article does not guarantee
treasure
or magic for any opponent/henchman/
hireling/monster!! This
article is only
intended to give realistic
MAXIMUM treasures
in gold and magic for particular
figures.
Following is the Gold Piece
Value of
the treasure owned by the
major opponent
and his major henchmen/monsters
as used in the previous
examples:
Monk, 350,000xp — .35x(350,000)
=122,500GP
Champion, 70,000xp — .8x(70,000)
halved =28,000GP
Magician, 40,000xp — .9x(40,000)
halved =18,000GP
Cleric, 110,000xp — .65x(110,000)
halved =35,750GP
Assassin, 50,000xp — .9x(50,000)
halved =22,500GP
Spectre, 148,000xp — .5x(148,000)
halved =37,000GP
Umber Hulk, 90,200xp —.65x(90,200)
halved =29,315GP
Total value of treasure
170,565GP
WHAT MAGIC ITEMS SHOULD BE
GIVEN TO A PARTY OR AN OPPONENT?
The following list will
give an indication
of what magic items to give
to the
opposition and to the party
who might
attack that opposition.
The items on
pages 121-125 of the DMG
are divided
into categories so that
they can be
awarded according to the
equivalent
experience points of the
individual character/
opponent/monster. The item’s
XP
values and GP values will,
for the most
part, stay the same. In
some cases,
higher GP values for items
are suggested.
Type of magic item to be
awarded:
Current XP value of a Player
Henchman Major Henchman
player/opponent/monster
Character Hireling Opponent Hireling
of PC Monster
of Opp.
Less than 2,500 1 1 2 1
2,501, - 12,500xp 2 1 3
2
12,501 - 30,000xp 3 2 4
3
30,001 - 50,000xp 4 3 5
3
50,001 - 80,000xp 5 3 5
4
80,001 - 120,000xp 5 4 6
4
120,001 - 250,000xp 6 4
6 5
250,001 - 500,000xp 6 5
6 5
500,001 - 1,000,000xp 7
5 7 6
1,000,001 - 2,000,000xp
7 6 7 6
2,000,001 - 3,000,000xp
8 6 8 7
3,000,001 + 8 7 8 7
To use the chart determine
the current
XP value of a player character.
Now find
the group of items that
will (hopefully)
not unbalance a campaign/adventure
that he/she is playing in.
Obviously, any
item(s) in a lower category
can be selected
for the player character.
The same
method applies for the player
character’s
henchmen and hirelings as
well as
the major opponent.
Group one treasures
Potions: Animal Control
(Avian), Delusion,
ESP, Healing, Poison, Sweet
Water.
Scrolls: 1 or 2 spells of
first to fourth
level spells, Cursed.
Rings: Contrariness, Delusion,
Swimming,
Weakness.
Wands: Magic Detection (10-100
charges),
Metal & Mineral Detection
(10-100
charges), Wonder (2-5 charges).
Miscellaneous Magic: Boots
of Elvenkind,
Bracers of Defense (Armor
class
8), Brooch of Shielding
absorbing 5-100
points, Cloak of Protection
+1, Helm of
Comprehending Languages
and Read
Magic, Helm of Opposite
Alignment,
loun Stone (Sustain without
food and
water) (Burned out), Necklace
of Missiles
(3-5HD), Rope of Climbing.
Armor & Shield: Chain
+1, Leather +1,
Scale +1, Splint +1, Shield
-1, Shield +1.
Swords: All group one swords
have a
maximum Intelligence of
12. They can
be +1, -1, or Berserking.
Miscellaneous Weapons: Arrows
+1,
Axe +1, Dagger +1/+2, Hammer
+1, Mace
+1.
Group two treasures
Potions: Animal Control
(Fish), Clairaudience,
Levitation, Plant Control.
Scrolls: 1 spell of 5th
level, 2 spells of
1st to 5th level, 3 or 4
spells of 1st to 4th
levels, 5 or 6 spells of
1st and 2nd level.
Rings: Feather Falling,
Protection +1.
Wands: Magic Missile (4-16
charges),
Wonder (2-9 charges).
Miscellaneous Magic: Boat
(Folding),
Boots of Dancing, Boots
of Levitation,
Bracers of Defense (Armor
Class 7 or 6),
Decanter of Endless Water,
Dust of Ap-,
pearance or Disappearance,
Figurine of
Wondrous Power (Serpentine
Owl —
aligned 15% likely), Gauntlets
of Swimming
and Climbing, Horn of Bubbles,
loun Stones (+1 Protection),
Stone of
Good Luck or Weight.
Armor and Shield: Plate
+1, Ring +1,
Studded Leather +1, Shield
+1/+4.
Swords: All group two swords
must
have a maximum Intelligence
of 13. They
can be +1/+2 vs Magic Users
and Enchanted
Monsters.
Miscellaneous Magic: Battle
Axe +1,
Bow +1, Flail +1, Morning
Star +1, Spear,
backbiting.
Group three treasures
Potions: Animal Control
(Reptile &
Amphibian), Climbing, Diminution,
Extra
Healing, Flying, Invisibility,
Oil of Slipperiness,
Polymorph Self, Undead Control
(Skeletons or Zombies).
Scrolls: 3 or 4 spells of
the same level
(1st through 5th), 5, 6,
or 7 spells mixed
(1st to 4th levels), Protection
from Wererats,
Protection from Petrifacation.
Rings: Free Action, Protection
+2,
Warmth.
Staff: Striking (3-12 charges).
Wands: Enemy Detection (1-100charges),
Fire (2-7 charges), Frost
(2-7 charges),
Lightning (2-7 charges),
Magic
Missile (6-24 charges),
Negation (5-100
charges), Paralyzation (2-5
charges), Secret
Door & Trap Detection
(3-12 charges),
Wonder (3-12 charges).
Miscellaneous Magic: Alchemy
Jug,
Amulet of Inescapable Location,
Amulet
of Life Protection (20%
likely to be aligned),
Arrow of Direction, Bag
of Beans,
Bag of Transmuting, Boots
of Striding
and Springing, Bracers of
Defense (Armor
Class 5 or 4), Brazier of
Sleep
Smoke, Bucknard’s Everfull
Purse (Silver/
Electrum/Gold), Cloak of
Elvenkind,
Cloak of Protection +2,
Deck of Many
Things, Figurine of Wondrous.
Power
(Onyx Dog — 15% likely to
be aligned),
Flask of Curses, Gauntlets
of Fumbling,
Incense of Obsession, Manual
of Bodily
Health, Manual of Gainful
Exercise, Medallion
of Thought Projection, Necklace
of Missiles (2-6HD), Periapt
of Wound
Closure, Phylactery of Monstrous
Attention,
Quaal’s Feather Token (20%
likely
to be aligned), Trident
of Yearning.
Armor & Shield: Chain
+2, Plate of
Vulnerability, Scale +2,
Splint +2, Shield
+2.
Swords: All swords of group
three are
Intelligence 14 or lower.
They include
+1/+3 vs Regenerating, Cursed
-2.
Miscellaneous Weapons: Arrows
+2,
Arrows of Slaying (monsters
under 3HD),
Axe +2, Dagger of Venom,
Hammer +2,
Military Pick +1, Spear
+1.
Group four treasures
Potions: Animal Control
(Mammal/
Marsupial, Reptile/Amphibian/Fish,
Mammal/
Marsupial, Avian), Clairvoyance,
Dragon Control (Brass or
White), Fire
Resistance, Giant Strength
(Hill), Growth,
Heroism, Philter of Love,
Speed, Undead
Control (Ghouls, Ghasts
or Shadows),
Water Breathing.
Scrolls: 1 to 4 spells of
1st to 5th level,
5 to 7 spells of 1st to
3rd level, Protection
from Wereboars or Werewolves,
Protection
from Possession.
Rods: Cancellation, Resurrection
(2-8
charges), Smiting (4-32
charges), Curing
(6-24 charges), Striking
(4-16 charges).
Rings: Fire Resistance,
Protection +3,
Shooting Stars, Spell Storing
(1st and
2nd-level spells), Telekinesis
(250GP
maximum), Wizardry for first-level
Magicuser
spells (40% likely to be
aligned — a
variant for a cleric, druid
or illusionist
can be considered).
Wands: Conjuration (2-12
charges),
Fear 2-12 charges), Fire
3-8 charges),
Frost (3-8 charges), Illumination
(4-16
charges), Lightning (2-12
charges),
Magic Missile (6-36 charges),
Paralyzation
(2-9 charges), Polymorphing
(1-8
charges), Secret Door &
Trap Detection
(4-24 charges), Wonder (4-24
charges).
Miscellaneous Magic: Apparatus
of
Kwalish, Bag of Holding
(250 Ibs.), Bag
of Tricks (Type 1-5), Book
of Exalted
Deeds, Bracers of Defense
(Armor Class
3), Broom of Animated Attack,
Broom of
Flying, Bucknard’s Everfull
Purse (Copper/
Electrum/Platinum), Chime
of Hunger,
Cloak of the Manta Ray,
Cloak of
Protection +3, Cube of Frost
Resistance,
Drums of Deafening, Eversmoking
Bottle,
Figurine of Wondrous Power
(Obsidian
Steed — aligned 25% likely),
Gauntlets
of Dexterity, Gauntlets
of Ogre
Power, Girdle of ‘Femininity,
Helm of
Underwater Action, Horn
of Valhalla
(Silver — aligned 50%),
Incense of Meditation,
Instrument of the Bards
(Fochlucan),
Javelin of Piercing, Jewel
of Attacks,
Keoghtom’s Ointment, Libram
of
Conjurations, Libram of
Ineffable Damnation,
Libram of Silver Magic,
Mirror of
Opposition (battle occurs
outside of the
mirror), Necklace of Adaptation,
Necklace
of Missiles (3-7HD), Necklace
of
Prayer Beads (with Atonement,
Blessing
and/or Curing), Necklace
of Strangulation,
Pearl of Power 1st or 2nd-level
spell), Periapt of Foul
Rotting, Phylactery
of Faithfulness, Robe of
Powerlessness,
Rug of Smothering, Scarab
of-
Insanity, Wings of Flying
(aligned 20%).
Armor and Shield: Plate
+2, Splint +3.
Swords: Maximum sword Intelligence
in this group is 16. They
include +1/+3 vs
Lycanthropes, +1/+4 vs.
Reptiles, +1
Flame Tongue, +2.
Miscellaneous Weapons: Arrows
of
Slaying (monsters under
6HD), Crossbow
bolts +2, Crossbow of Accuracy,
Dagger +2/+3, Javelin +2,
Mace +2, Sling
of Seeking.
Group five treasures
Potions: Animal Control
(any type of
animal), Dragon Control
(Copper or
Black), Gaseous Form, Hill
Giant Control,
Stone Giant Strength, Frost
Giant
Strength, Fire Giant Strength,
Invulnerability,
Philter of Persuasiveness,
Super
Heroism, Wight or Wraith
Control.
Scrolls: 1-4 spells of 6th
or 7th-level
Magic-user spells or 6th-level
spells of
other spell casters, up
to seven spells
mixed in the 1st to 5th
levels, Protection
from one type of Elemental,
Protection
from Weretigers or Werebears,
Protection
from Undead.
Rings: Summoning (40% are
aligned;
if the alignment is good
a Djinni will be
summoned, if evil an Efreet
and if neutral
a Gynosphinx. Aligned monsters
will not
serve the summoner. The
monster might
provide a minor service that
could be
considered as “unaligned”
in nature. It
might try to take the ring
by force.),
Invisibility, Protection
+2, 5’ radius, +4 to
AC/+2 ST, +6AC/+1st, Regeneration
(Vampiric), Spell Storing
(1st to 4thlevel
spells only), Telekinesis
(500GP),
Wizardry (2nd-level spells,
aligned 50%
likely — a variety for a
cleric, a druid or
an illusionist is possible).
Rod: Resurrection (2-12
charges).
Staves: Power (6-24 charges),
Serpent
(4-24 charges), Striking
(4-20 charges),
Withering (2-12 charges).
Wands: Conjuration (4-24
charges),
Fear (3-18 charges), Fire
(4-16 charges),
Frost (4-16 charges), Illumination
(6-36
charges), Lightning (4-16
charges), Magic
Missile (7-42 charges),
Paralyzation
(3-18 charges), Polymorphing
(1-20 charges),
Secret Door & Trap Detection
(5-
40 charges), Wonder (5-40
charges).
Miscellaneous Magic: Amulet
of Proof,
Bag of Devouring, Bag of
Holding (500
Ibs.), Bag of Tricks (6-8),
Beaker of Potions
(group 1 to 5), Book of
Vile Darkness,
Boots of Speed (20% likely
to be
aligned), Bracers of Defense
(Armor
Class 2), Bucknard’s Everfull
Purse (Copper,
Electrum Gems), Candle of
Invocation,
Carpet of Flying (1 person),
Chime
of Opening, Cloak of Displacement,
Cloak of Poisonousness,
Cloak of Protection
+4, Crystal Ball (aligned
30%),
Crystal Hypnosis Ball, Drums
of Panic,
Dust of Sneezing, Eyes of
Charming,
Eyes of the Eagle, Eyes of
Minute Seeing,
Eyes of Petrification, Figurine
of
Wondrous Power (Ebony Fly
— aligned
30%), Girdle of Hill Giant
Strength (value
30,000GP, not usable by
thieves), Girdle
of Stone Giant Strength
(value 32,500GP,
not usable by thieves),
Helm of Telepathy,
Helm of Teleportation (aligned
35%), Horn of Collapsing,
Horn of the
Tritons, Horn of Valhalla
(Brass, aligned
50%), Horseshoes of Speed,
loun Stones
(adds 1 to an ability, absorbs
up to 4thlevel
spells), Instrument of the
Bards
(Mac-Fuirmidh or Doss),
Javelin of Lightning,
Jewel of Flawlessness, Manual
of
Quickness of Action, Manual
of Stealthy
Pilfering, Necklace of Missiles
(2-8HD or
3-9HD), Necklace of Prayer
Beads (with
Karma), Net of Entrapment,
Net of Snaring,
Nolzur’s Marvelous Pigments,
Pearl
of Power (3rd or 4th-level
spell), Pearl of
Wisdom, Periapt of Health,
Periapt of
Proof from Poison, Phylactery
of Long
Years, Pipes of the Sewers,
Robe of
Blending, Robe of Useful
Items, Rope of
Constriction, Rope of Entanglement
(aligned 20%), Saw of Mighty
Cutting,
Scarab of Enraging Enemies,
Scarab of
Protection, Talisman of
Pure Good, Talisman
of Ultimate Evil, Talisman
of Zagy,
Trident of Fish Commanding,
Trident of
Submission, Vacuous Grimoire.
Armor & Shield: Chain
+3, Plate +3,
Shield +3.
Swords: Maximum Intelligence
of a
sword in this group is 17,
but it can have
no special Purpose. They
include +1
Luck Blade, +2 Giant Slayer,
+2 Dragon
Slayer, +3, +3 Frost Brand,
+4, Dancing.
Miscellaneous Weapons: Arrows
of
Slaying (monsters under
9HD), Axe +2
throwing, Axe +3 (aligned
20%), Crossbow
of Distance, Crossbow of
Speed,
Mace +4 (aligned 25%), Spear
+2, Trident
+3.
Group six treasures
Potions: Dragon Control
(Bronze or
Green), Giant Control (Stone
or Ettin),
Cloud Giant Strength, Human
Control,
Longevity, Spectre Control.
Scrolls: 1-7 spells (Magic-user
up to
7th level, other spell casters
up to 6th
level), Protection from
Demons, Protection
from Devils, Protection
from Elementals
(all types), Protection
from all
Lycanthropes.
Rings: Elemental Command
(aligned
20%), Mammal Control, Multiple
Wishes
(4 or fewer), Protection
+3, Regeneration,
Spell Storing (up to 5th-level
spells),
Spell Turning, Telekinesis
(1,000GP),
Three Wishes, Wizardry (third-level
spells, 60% likely to be
aligned; or for
first and second level spells,
also 60%
likely to be aligned. Variety
for a druid is
possible but not a cleric
or illusionist).
Rods: Absorption (2-12 charges),
Beguiling
(1-10 charges), Lordly Might
(7-
42 charges — 35% aligned),
Resurrection
(4-16 charges).
Staves: Commanding (4-24
charges
—aligned 20%), Striking (4-24
charges),
Withering (4-16 charges).
Wands: Conjuration (6-36
charges),
Fear (5-30 charges), Fire
(5-30 charges),
Frost (5-30 charges), Illumination
(8-48
charges), Lightning (5-30
charges), Magic
Missile (8-64 charges),
Paralyzation
(5-30 charges), Polymorphing
(5-30
charges), Secret Door and
Trap Detection
(6-60 charges), Wonder (6-60
charges).
Miscellaneous Magic: Amulet
of the
Planes, Artifact (minor
only), Bag of
Holding (1,000 or 1,500
lbs.), Bag of
Tricks (Types 9 and 10),
Book of Infinite
Spells, Bowl Commanding
Water Elementals
Bowl of Watery Death, Brazier
Commanding Fire Elementals,
Carpet of
Flying (2 or 3 persons),
Censer Controlling
Air Elementals, Censer Summoning
Hostile Air Elementals,
Cloak of Protection
+5 (aligned 35%), Crystal
Ball with
Clairaudience (aligned 45%),
with ESP
(aligned 35%), Daern’s Instant
Fortress
(aligned 45%), Efreeti Bottle,
Figurine of
Wondrous Power (Golden Lions
—aligned
45%), Gem of Brightness,
Girdle of
Frost Giant Strength (Value
35,000GP;
not usable by thieves),
Girdle of Fire
Giant Strength (Value 37,500GP;
not
usable by thieves), Helm
of Brilliance,
Horn of Blasting, Horn of
Valhalla
(Bronze — aligned 50%),
Horseshoes of
the Zephyr, loun Stones
(Add 1 level,
Regeneration, Stores 2-12
spell levels),
Instrument of the Bards
(Canaith or Cli),
Iron Flask, Manual of Golems,
Manual of
Puissant Skill at Arms,
Mattock of the
Titans, Medallion of ESP
(30’ r, aligned
20%), Mirror of Mental Prowess
(aligned
35%), Mirror of Opposition
(draws victim
into mirror for melee),
Necklace of Missiles
(2-10HD or 3-11HD), Necklace
of
Prayer Beads (with Wind
Walking), Pearl
of Power (fifth or sixth-level
spell, or two
spells first to sixth level),
Portable Hole,
Robe of the Archmagi, Robe
of Scintillating
Colors, Spade of Colossal
Excavation,
Stone Controlling Earth
Elementals,
Tome of Clear Thought, Tome
of
Leadership, Tome of Understanding.
Armor and Shield: Plate
+4, Plate of
Etherealness, Splint +4,
Shield +4.
Swords: Swords of this or
any higher
group may have any intelligence
and any
Purpose. They include +4
Defender,
Wounding.
Miscellaneous Weapons: Arrows
+3,
Arrows of Slaying (character
classes,
monsters under 13HD), Hammer
Dwarven
Thrower, Mace Disruption,
Spear +3
(aligned 20%)
Group seven treasures
Potions: Dragon Control
(Silver or
Blue), Giant Control (Frost
or Fire),
Giant Strength (Storm),
Oil of Etherealness,
Treasure Finding, Vampire
Control.
Scrolls: 1-6 spells of any
level, 7 spells
of up to 6th level, Protection
from Shapechangers.
Rings: Human Influence (aligned
30%),
Invisibility (plus inaudibility),
Multiple
Wishes (six or fewer), Spell
Storing (sixth
level or lower for non-Magic-users,
seventh
level and lower for Magic-users),
Telekinesis (2,000 or 4,000GP
maximum),
Wizardry (fourth-level MU
spells
usable only by Magic users,
aligned
65%; first to third-level
spells with a variety
usable by druids, also aligned
65%),
X-Ray Vision.
Rods: Absorption (3-18 charges),
Beguiling
(5-14 charges), Resurrection
(5-
20 charges).
Staves: Magi (13-24 charges),
Withering
(5-20 charges).
Wands: Conjuration (8-48
charges),
Fear (7-56 charges), Fire
(6-36 charges),
Frost (6-36 charges), Illumination
(8-80
charges), Illusion (5-40
charges), Lightning
(7-42 charges), Magic Missile
(9-72
charges), Paralyzation (7-56
charges),
Polymorphing (7-42 charges),
Secret
Door and Trap Detection
(7-42 charges),
Wonder (7-72 charges).
Miscellaneous Magic: Artifact
(medium
power), Carpet of Flying
(4 persons),
Crystal Ball with telepathy
(aligned
50%), Cube of Force, Cubic
Gate,
Figurine of Wondrous Power
(Ivory
Goats, aligned 20%, Marble
Elephant,
aligned 15%), Gem of Seeing,
Girdle of
Cloud Giant Strength (Value
40,000GP,
not usable by clerics or
thieves), Horn of
Valhalla (Iron, aligned
50%), loun Stones
(absorb up to 8th-level,
spells), Instrument
of the Bards (Anstruth),
Maul of
the Titans, Medallion of
ESP (30’ range
with empathy or 60’ range,
aligned 40%),
Mirror of Life Trapping,
Necklace of
Prayer Beads (with Summons),
Pearl of
Power (seventh or eighth-level
spell),
Robe of Eyes, Scarab of
Death.
Armor and Shield: Plate
+5, Shield +5.
Swords: +2/, Nine Lives
Stealer, +5, +5
Defender, +5 Holy Avenger,
Life Stealing,
Sharpness.
Miscellaneous Weapons: Arrows
of
Slaying (monsters under
18HD but never
unique beings like archdevils,
demon
princes, named dragons,
deities), Hammer
of Thunderbolts.
Group eight treasures
Potions: Dragon Control
(Gold or Red,
Evil or Good —never a named
dragon),
Giant Control (Cloud or
Storm), Ghost
Control.
Scrolls: Up to seven spells
of any level,
Protection from Magic.
Rings: Multiple Wishes (seven
or eight),
Wizardry (fifth-level MU
spells or fourth
and fifth level MU spells;
either is 70%
likely to be aligned).
Rods: Absorption (4-24 charges),
Beguiling
(5-20 charges), Resurrection
(6-
24 charges), Rulership (6-24
charges —
aligned 40%).
Staff: Withering (6-24 charges).
Wands: Conjuring (9-90 charges),
Fear
(9-90 charges), Fire (7-56
charges), Frost
(7-56 charges), Illumination
(10-100 charges),
Illusion (8-80 charges),
Lightning
(9-72 charges), Magic Missile
(10-100
charges), Paralyzation (9-90
charges),
Polymorphing (8-64 charges),
Secret
Door and Trap Detection
(8-96 charges),
Wonder (8-96 charges).
Miscellaneous Magic: Artifact
and
Relic (most powerful), Girdle
of Storm
Giant Strength (Value 42,500GP),
Instrument
of the Bards (Ollamh), Medallion
of ESP (90’ range, aligned
60%), Pearl of
Power (ninth-level spell),
Sphere of Annihilation,
Talisman of the Sphere,
Well
of Many Worlds.
Swords: Vorpal Weapon.
Miscellaneous Weapons: Arrows
of
Slaying any monster (never
a deity, archdevil,
demon prince or named dragon).
Alignment of treasure items
Within the above list of
magic items,
mention is made of aligned
items. The
suggestion that these items
can be aligned
will give the DM even more
control
over a design. He/she can
give a powerful
item to a major opponent
to make
that opponent very tough
but when the
party finally defeats him/her/it
they will
find that the item is aligned
against them
and thus they can’t gain
from it (in fact,
the item might even harm
them). Only a
small quantity of items
should actually
be aligned. Perhaps 20%
would be a
good number to design by.
The possibility
of alignment is only a DM
option to
use on certain strong and
powerful magic
items to offer the DM more
control over
them.
Aligned items or items with
egos (if
you decide to include such
things) should
be calculated at half value
since the
party cannot benefit from
them. Bogus
items do count toward the
GP total.
Recall that the monk’s treasure
plus
that of his major henchmen
and monsters
was valued at 170,765GP.
We can go
farther to say that his
main hirelings (the
captain of the guard and
the two sergeants)
might also have some treasure
value. The XP total of a
hireling is divided
by four to determine the
GP amount.
For example:
The Captain of the Guard,
a 5th-level
fighter, has 18,000xp. The
gold-piece
value of treasure for an
opponent with
that many XP is equal to
the number of
XP, with no multiplier used
(from second
column of Gold Piece Value
chart). Because
this character is a minor
hireling,
the resulting number is
divided by four,
so the Captain can possess
up to 4,500gp
worth of treasure and other
items.
Two Sergeants, 3rd-level
fighters, have
4,000xp each. The gold-piece
value of
treasure for an opponent
with that many
XP is equal to the number
of XP multiplied
by three, or 12,000. That
number is
then divided by four, yielding
a figure of
3,000gp for the maximum
value of each
Sergeant’s belongings.
Dragon Vol. V, No. 10
Remember, no henchman, hireling,
or
monster is guaranteed any
magic
item(s). The Gold Piece
value of possible
treasure is for calculation
purposes
only, and is not an absolute
formula.
Here is how the treasure
amount of the
monk and his minions might
be parceled
out:
1. Furnishings for his cave/castle/
hideout/etc., 10,000GP.
2. Foodstuffs for 1 month,
2,000GP.
This first 12,000GP is almost
entirely in
untransportable commodities
and little,
if any of it can be converted
to real gold.
3. The Monk’s treasure.
He has
350,000XP, so his personal
magic items
should come from Group 6
or lower, i.e.
he could possess many different
magic
items. The value of his
items should not
exceed (by very much) 122,500GP
(.35
times XP amount, from chart
as per the
examples above). The 17,000GP
already
spent would come inpart
from this
122,500GP. The DM is not
obligated to
select any item from Group
6. But it is
suggested that at least
one item come
from that list — and none
from the Group
7 or 8 lists.
The monk’s items could include
Carpet
of Flying (Group 6), 25,000GP;
Bracers
of Defense Armor Class 3
(Group 4),
21,000GP; Ring of Invisibility
(Group 5),
5,000GP; Staff of Striking
(Group 3), 15
charges, 6,000GP; Coins
and gems (not
necessarily carried), 9,500GP.
4. The Champion’s items.
With
70,000XP, he can have 28,000GP
maximum,
from up to Group 4 (he’s
a henchman).
Plate +2 (Group 4), 10,500GP;
Sword, Flame Tongue (aligned
for chaotic
evil)(Group 4), 2,250GP
(valued at
half normal since the party
can’t use it);
Ring of Fire Resistance
(Group 4),
5,000GP; Coins and gems
(not necessarily
carried), 750GP.
5. The Magician’s items.
40,000XP,
18,000GP maximum, Group
3. Ring of
Free Action (Group 3), 5,000GP;
Ring of
Protection +2 (Group 2),
12,000GP; Wand
of Negation (Group 3), 7
charges,
1,050GP; Coins and gems
(carried),
1,200GP.
6. The Patriarch’s treasure.
110,000XP,
35,750GP maximum, Group
4. Splint +3
(Group 4), 8,500GP; Shield
+1 (Group
1), 2,500GP; Mace +2 (Group
4) 4,500GP;
Scroll of 4 spells (2 third,
1 fourth, 1
fifth)(Group 4), 3,500GP
(The formula
for calculating this value
is not given
herein.); Temple trappings,
1,300GP;
Coins and gems, 3,100GP.
7. The assassin’s items.
50,000XP,
22,500GP maximum, Group
4. Cloak of
Displacement (Group 5),
17,500GP; Dagger
of Venom (Group 3), 3,000GP;
Coins
and gems, 1,200GP.
Note that the Displacer
Cloak is from
Group 5 but it was selected
anyway
because it made a more interesting
character.
The DM has the final say-so
on all
treasures.
8. The Spectre. 148,000XP,
37,000GP
maximum, Group 5. However,
the spectre
guards no real treasure
at all: 0GP.
9. The Hulk. 90,200XP, 29,315GP
maximum,
Group 4.
The hulk guards no treasure,
per se,
but near him is a Mirror
of Opposition
(Group 4), 2,000GP; plus
Coins and
gems (major trove), 7,300GP.
10. Captain of, the Guard.
18,000XP,
4,500GP maximum, Group 3.
Sword,
+1/+2 vs Magic-users and
enchanted
monsters (Group 3), 3,000GP;
Coins,
220GP.
11. Sergeants of the Guard.
4,000XP
each, 3,000GP maximum each,
Group 2.
Sword, +1 (Group 1) for
one sergeant,
2,000GP; Potion of Hill
Giant Strength
(Group 5)* for the other,
900GP (Again,
the DM overrules the system.);
Coins
and gems for both, 300GP.
12. Twenty men-at-arms.
1,500XP
each, 1,500GP maximum each,
Group 1.
None own any magic; coins
for all menat-
arms total 795GP.
13. 2 Ghouls. 8,700XP each,
4,350GP
maximum each, Group 2. No
treasure:
0GP.
14. Assistant to the Patriarch,
5th-level
cleric. 13,000XP, 3,250GP
maximum,
Group 3. May possess treasure;
see following
entry.
15. Assistant to the Patriarch,
3rdlevel
cleric. 3,000XP, 2,250GP
maximum,
Group 2. Since both of these
clerics are
hirelings of a henchman,
they are not
automatically considered
to possess treasure.
The DM always has the option
to
assign items to such characters
if desired.
In this case, the two assistants
to the
Patriarch have a Mace +1
(Group 1),
usable by either character,
3,000GP; and
Coins for both totaling
200GP.
The grand total of all the
Gold Piece
values is 181,065GP — about
1,000 over
the recommended maximum,
but certainly
reasonable and equitable
considering
the opponents and items
involved.
I hope you will think so,
too!
The party’s treasure total
The party itself would be
taking along
treasure valued at the following
amounts:
Fighter 7th level
(70,000xP) .6x(70,000) =
42,000GP
Fighter 7th level
(70,000xP) .6x(70,000) =
42,000GP
Ranger 7th level
(90,000XP) .45x(90,000)
= 40,500GP
Cleric 7th level
(55,000XP) .6x(55,000) =
33,000GP
MU/Thief 7th/7th
(102,500XP) .45x(102,500)
= 46,125GP
Thief 7th level
(42,500XP) .75x(42,500)
= 31,875GP
Total treasure value 235,500GP
Remember that this is a
maximum
suggested figure on a character-by-character
basis. More likely than
not, the
party will not have all
of that treasure
amount.
70
The 235,500GP maximum shown
above
would only apply to a party
made up
entirely or mainly of characters
who
have previously adventured
and accumulated
personal possessions. When
creating
a party or outfitting one
for a particular
expedition, the recommended
maximum GP amount is much
lower. As
a rule of thumb, such a
party should be
limited to either the same
amount of GP
value as the opposition’s
treasure (in
this case, the opposition’s
treasure is
worth 181,065GP) or one-half
of the
amount derived by using
the calculations
above (in this case, 117,750GP)
—
whichever is LESS.
Limiting a party in this
manner may
cause some arguments from
players
who are used to being more
affluent. But
a group of characters loaded
down with
“goodies” would not have
much of a
challenge in knocking over
the monk
and his minions.
Working backward
At the beginning of this
article, I said
you could begin with the
opposition just
as easily and go backwards.
Here is an
example: You want to design
a castle run
by a 16th-level Magic-user.
From the
information herein you know
that his/her
henchmen should be of 9th
to 15th level.
His/her monsters should
have 15 or
fewer hit dice. The XP value
of any
henchman or monster cannot
be greater
than that of the 16th-level
Magic-user. A
16th-level MU has a XP value
of between
2,250,001 and 2,625,000.
Thus, he/she
could hire any minion or
group of minions
whose total XP value was
within
that same range. The party
going to
attack this MU should be
worth between
90 and 100% of the MU. Let’s
say we
assign a current XP value
of 2,300,000 to
the Mage. The party should
then have
total experience of between
2,070,000
and 2,300,000XP. You decide
that 8 adventurers
will go on this adventure
and
they may hire 8 henchmen.
Henchmen
will have roughly half of
the experience
point value of full player
characters.
Thus, if you take a median
number, let’s
say 2,150,000, and divide
it by 12 (8 +
8/2) you find that each
adventurer will
have an average of 180,000XP
and each
henchman about 90,000XP.
That is, of
course, an average XP value.
One or
more of the player characters
might
have considerably more experience
and
act as leader(s) of the
group. 180,000XP
would equate to an 8th-level
fighter, 9thlevel
MU, 10th-level thief or
8th-level
cleric, as some sample average
characters.
Their carried treasures
can be calculated
as detailed herein. The
16th level
MU would have treasure equal
to .175 x
(2,300,000) = 402,500GP
and could select
from Group 8 magic items.
The
average player character
would own
.30x(180,000) = 54,000GP
of treasure
with magic items from Group
6 and
below.