-
“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
XP.
E.g., an orc
with 7 hit points has a
Kill Point Value of 17xp.
XP 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 Warrior
has somewhere between 2,001
and 4,000xp to his/her credit.
GP
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 XP 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 XP 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:
2
fighters, 1 ranger, 1 cleric,
1 thief
and 1 magic-user/thief
Fighter 7th level 70,000xp
(Champion)
Fighter 7th level 70,000xp
(Champion)
Ranger 7th level 90,000xp
(Pathfinder)
Cleric 7th level 55,000xp
(Lama)
Thief 7th level 42,500xp
(Sharper)
Magic-user/Thief 7th/7th
level
102,500xp
(Spell
Filcher)
(Enchantress)
(Sharper)
Total experience pts. 430,000xp
The major opponent of a party
is
determined by adding 10%
to the party’s
current XP value; that will
be the maximum XP 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
XP
value will be given later
in the
article.)
High
Priest, 10th level | 450,000xp
Druid,
12th level | 300,000xp
(An Archdruid
would exceed
473,000xp
by a considerable amount.)
Lord,
9th level |250,000xp
Ranger
Lord, 10th level |325,000xp
Paladin,
9th level | 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
(Wizard) 11th level | 375,000xp
Illusionist
11th level | 440,000xp
Master
Thief 12th level | 440,000xp
Master
of the North Wind 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 XP 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 6 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/
HD than the major opponent.
(An exception can be made
for
stupid monsters. They can
have up
to 1½ times the HD
of the
major opponent.)
2. Each of them must have
a lower XP
value than the major opponent.
(This includes
stupid/non-intelligent monsters
as well.)
For example, the major opponent
selected
is a Master
of the North Winds 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
4 major henchmen
and 2 major
monsters. Major henchmen
and major
monsters will never have
less than 1/2 of
the number of levels/hit
dice of the
major opponent.
Master
of the North Wind 350,000xp
Champion
70,000xp
Magician
40,000xp
Patriarch
110,000xp
(second in command)
Cutthroat
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,
Swashbuckler
18,000xp
2 Swordsmen,
8,000xp
20 men-at-arms
(value 1,500 ea.) 30,000xp
2 assistants to the patriarch;
Prefect
and Priest
16,000xp
2 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 character
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:
AC 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 HD/levels or multiple monsters of at least 6 HD
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.
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
non-character-
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
<all of the Appendix E data was moved to the MM, ages ago>
and the method used to obtain
those <x: sometimes, the numbers don't line up>
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 HD.
Add 10 to the multiplier
for every
Exceptional Ability — over
and above
the first one — for every
monster with 5
or more HD.
Add 5 to the multiplier for
every special
ability of characters/monsters
with
less than 6 HD.
The maximum multiplier is
150.
Here are some examples of
how to
apply the multipliers:
An Umber
Hulk with 42 HP
would be evaluated as follows:
1,300KP
+ 12x(42) = 1,804KP. Multiplier
is 50
(only one Exceptional Ability,
and the
monster has over 5 HD), so
50 x
(1,804) = 90,200xp.
A Spectre
with 20 HP would be
evaluated as follows: 1,650KP
+ 10x(20) =
1,850KP: Multiplier is 80
(4 Exceptional
Abilities, but the 1st does
not
count), so 80x(1,850) = 148,000xp.
An orc
with a Shield +1 and Short <what kind of
short sword?>
Sword
+1 would be evaluated as follows:
Base KP = 10, 5 HP x(1) =
5 for
XP/HP. Special Abilities
are 4: (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 4 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 character class, henchman, hireling or monster | Of PCs and
their henchmen and hirelings |
Of any opponent and
his/her minions |
| Less than 2,500xp* | 3 times xp value | 4 times xp value |
| 2,501-5,000xp | Twice xp value | 3 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 | .66 times xp value |
| 140,001-225,000xp | .30 times xp value | .50 times xp value |
| 225,001-500,00xp | .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 magick 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/opponent/monster |
PC | Henchman
Hireling of PC |
Major Opponent | Henchman
Hireling Monster of Opp. |
| Less than 2,500 | 1 | 1 | 2 | 1 |
| 2,501 - 12,500xp | 2 | 1 | 3 | 2 |
| 12,501 - 30,000 | 3 | 2 | 4 | 3 |
| 30,001 - 50,000 | 4 | 3 | 5 | 3 |
| 50,001 - 80,000 | 5 | 3 | 5 | 4 |
| 80,001 - 120,000 | 5 | 4 | 5 | 6 |
| 120,001 - 250,000 | 6 | 4 | 6 | 5 |
| 250,001 - 500,000 | 6 | 5 | 6 | 5 |
| 500,001 - 1,000,000 | 7 | 5 | 7 | 6 |
| 1,000,001 - 2,000,001 | 7 | 6 | 7 | 6 |
| 2,000,001 - 3,000,000 | 8 | 6 | 8 | 7 |
| 3,000,001+ | 8 | 7 | 8 | 7 |
To use the chart determine
the current
XP value of a PC. 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 PC. The same
method applies for the PC’s
henchmen and hirelings as
well as
the major opponent.
Group
1 treasures
Potions: Animal
Control (Avian), Delusion,
ESP,
Healing,
Poison,
Sweet
Water.
Scrolls: 1 or 2 spells
of 1st to 4th
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, <there is another
link for leather>
Scale
+1, Splint +1, Shield
-1, Shield +1. <determine size of shield>
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 <determine
size of axe and mace>
+1.
Group
2 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 Dust of 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 Stone of Weight.
Armor and Shield:
Plate
+1, Ring +1,
Studded
Leather +1, Shield +1/+4. <determine
type of shield>
<1-2 = small and roll
a d3. 1 = buckler, 2 = small wooden shield, 3 = small shield>
Swords: All group two
swords must
have a maximum Intelligence
of 13. They
can be +1/+2 vs Wizards
and Enchanted
Monsters. <determine type
of sword>
Miscellaneous Weapons:
Battle
Axe +1,
Bow +1, Flail +1, Morning
Star +1, Spear,
backbiting.
<determine type of bow
with a d4>
<determnie type of flail
with a d2>
<determine type of spear
with a d3>
Group
3 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. <determine shield
type>
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,
<determine type of axe
with a d2>
Military
Pick +1, Spear +1.
<determine type of spear
with a d3>
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 Protection
from 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, <what type of bolts and crossbow>
Dagger
+2/+3, Javelin +2, Mace +2, Sling
of
Seeking.
<determine mace type with
a d2>
Group 5 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
Wizard
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
Priest,
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 Against Location and Detection,
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. <determine shield type>
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 <determine axe type> <determine crossbow type>
Crossbow
of Speed, <determine crossbow type>
Mace +4 (aligned 25%), Spear
+2, Trident <determine mace type> <determine spear type>
+3.
Potions: Dragon
Control (Bronze or
Green),
Giant
Control (Stone or Ettin),
Cloud
Giant Strength, Human Control,
Longevity,
Spectre
Control.
Scrolls: 1-7 spells
(Wizard 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 1
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. <determine shield type>
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 <determine spear type>
(aligned 20%)
Group
7 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. <new protection scroll/spell>
Rings: Human
Influence (aligned 30%),
Invisibility
(plus inaudibility), Multiple
Wishes
(6 or fewer), Spell Storing
(6th
level or lower for non-Magic-users,
7th
level and lower for Magic-users),
Telekinesis
(200# or 400# maximum),
Wizardry
(4th-level MU spells
usable only by Magic users,
aligned
65%; 1st to 3rd-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 <or Relic> (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. <determine type of shield>
Swords: +2,
Nine Lives Stealer, +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
8 treasures
Potions: Dragon
Control (Gold or Red,
Evil or Good —never a named
dragon),
Giant
Control (Cloud or Storm),
Ghost
Control.
Scrolls: Up to 7 spells
of any level,
Protection
from Magic.
Rings: Multiple
Wishes (seven or eight),
Wizardry
(5th-level MU spells or 4th
and 5th 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
Missiles (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 2 sergeants)
might also have some treasure
value. The XP total of a
hireling is divided
by 4 to determine the GP
amount.
For example:
The Captain of the Guard,
a Swashbuckler, has 18,000xp. The GP
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 4,
so the Captain can possess
up to 4,500gp
worth of treasure and other
items.
2 Sergeants, Swordsmen,
have
4,000xp each. The GP value
of
treasure for an opponent
with that many
XP is equal to the number
of XP multiplied
by 3, or 12,000. That number
is
then divided by 4, 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 GP 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 1
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 <determine type of shield>
1), 2,500GP; Mace +2 (Group
4) 4,500GP <determine type of mace>;
Scroll of 4 spells (2 third,
1 fourth, 1 <determine spells>
fifth)(Group 4), 3,500GP
(The formula
for calculating this value
is not given
herein.); Temple
trappings, 1,300GP;
Coins and gems, 3,100GP.
<scroll spells: create food
& water, create food & water, lower
water, rainbow>
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, <Sentinel>
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 <Sentinels>
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. 20 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,
Prefect.
13,000XP, 3,250GP maximum,
Group 3. May possess treasure;
see following
entry.
15. Assistant to the Patriarch,
Priest.
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), <what type of mace?>
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:
Champion
+
(70,000xP) .6x(70,000) =
42,000GP
Champion
+
(70,000xP) .6x(70,000) =
42,000GP
Pathfinder
+
(90,000XP) .45x(90,000) =
40,500GP
Lama
+
(55,000XP) .6x(55,000) =
33,000GP
Spell
Filcher (Sharper/Enchanter)
(102,500XP) .45x(102,500)
= 46,125GP
Sharper
+
(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 1/2 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 Mage.
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 1/2 of
the experience
point value of full PCs.
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 PCs might
have considerably more experience
and
act as leader(s) of the group.
180,000XP
would equate to a Superhero,
Sorcerer, Master
Thief or Patriarch, as some sample
average characters.
Their carried treasures can
be calculated
as detailed herein. The Mage
would have treasure equal to .175 x
(2,300,000) = 402,500GP and
could select
from Group 8 magic items.
The
average PC would own
.30x(180,000) = 54,000GP
of treasure
with magic items from Group
6 and
below.