Dungeon random monster levels are determined as follows:
I
II
III
IV
V
up to 20 XP
21-50 XP
51-150 XP
151-250 XP
251-500 XP
VI
VII
VIII
IX
X
501-1,000 XP
1,001-3,000 XP
3,001-5,500 XP
5,501-10,000 XP
over 10,000 XP
When a random encounter is indicated by the periodic check, and you do not have an encounter table specially devised for the area, roll a d20.
Cross-index the level of the dungeon (or whatever is equivalent to it) with the die result and read up to find which DUNGEON RANDOM MONSTER TABLE (by Roman numeral monster level, I to X) to consult to find the type of monster encountered. Once the table is found, dice will discover at random which monster has been encountered and in what numbers.
The Numbers column assumes that the encounter will take place on the level which is equivalent to the level assigned to the particular monster (cf. DUNGEON RANDOM MONSTER LEVEL DETERMINATION MATRIX). In order to adjust for the more difficult conditions on lower levels of the dungeon, and the relatively easier ones above, use the following rules:
Lesser monsters on lower levels have their numbers augmented by a like number of the same sort of creatures for each level of the dungeon beneath that of the assigned level of the monster type encountered.
Example. First level monsters on the 2nd level of a dungeon will be twice as numerous as the Numbers variable indicates, i.e. 2-8 giant ants, rather than 1-4, if they are encountered on the 2nd level (or its equivalent) of a dungeon. The same is true for second level monsters encountered on the 3rd dungeon level, third level monsters on the 4th dungeon level, etc.
There are two exceptions to this rule:
Characters are increased by level of experience rather than by numbers encountered, as indicated in the DUNGEON RANDOM MONSTER TABLE notes.
Ninth and tenth level monsters are typically given attendant monsters, rather than greater numbers, in lower dungeon levels, i.e., a Demon Prince encountered on the 11th dungeon level might have a single TYPE I demon attendant, while on the 15th level of the dungeon, the same demon prince might have 5 such lesser demons or a pair of TYPE III escorts.
Greater monsters on higher levels will have their numbers reduced by 1 for each level of the dungeon above their assigned level, subject to a minimum number of 1.
Example. 1-3 shadows are normally encountered on the 4th level of the dungeon; as shadows are fourth level monsters, a maximum of 2 can be encountered on the 3rd dungeon level, and but 1 on the 2nd level. (Fourth level monsters cannot be encountered on the 1st level of the dungeon.) Hydras, for instance, will have fewer heads, while creatures with attendants will have fewer or none at all on the lesser-numbered levels.
* Upper level leaders and sub-leaders are not with groups numbering under 30, and at only 50% of normal level (rounded up) for groups under 60. As a general rule, you may wish to exclude all of these encounters on levels below whatever point you find them to be unlikely.
*
Age Categories: 1: very young, 2: young, 3: sub-adult, 4: young adult, 5: adult, 6: old, 7: very old, 8: ancient; Only a single dragon will be encountered unless indicated. Note: A “.1” means, if the number is rolled, another d10 must be rolled with a result of “1” to encounter the creature, otherwise, reroll. As indicated in the Monster Level X table, Tiamat or Bahumut will be attended by additional servants and vassals
Number Of Characters In Party. There will always be from 2-5 characters in a character group, with men-at-arms or henchmen to round the party out to 9. Roll d4, and add 1 to the result in order to find the number of characters, then dice on the Character Subtable to find the profession of each, ignoring rolls which are contradictory (a paladin and an assassin, for instance) or exceed the maximum number of a character class possible in any given party. The number of characters subtracted from 9 gives the number of men-at-arms or henchmen accompanying the characters.
Level Of Characters. The level of each character will be equal to that of the level of the dungeon or the level of monster, whichever is greater, through the 4th level. Thereafter it will be between 7th and 12th, determined by a roll of d6+6, and adjusted as follows: If the total is higher than the level of the dungeon, reduce it by -1. If it is lower than the level of the dungeon, adjust it upwards by +1, but not to exceed 12 levels unless the dungeon level is 16th or deeper.
Level Of Others With Characters. Men-at-arms will only accompany characters encountered on the 1st, 2nd, or 3rd level of the dungeon. On the 4th or deeper level, all others will be henchmen.
The profession of henchmen is discovered by dicing on the Character Subtable, again ignoring incompatible results, i.e. a paladin as the henchman of a thief, a ranger of less than 8th level with any henchman, etc. Each character should be paired with one or more henchmen, in rotation, until the entire party totals nine members. Each henchman will have a level equal to one-third that of his or her master, rounded down in all cases where fractions are below one-half, and plus 1 level per 3 levels of the master’s experience level where the character’s level is above 8th. For example, a 5th level magic-user would have a 2nd level henchman, as one-third of 5 is 1.7; at 9th level the character’s henchman would be 3 + 3 (one third of 9 plus 1 level far every 3 levels of experience of the master equals 3 + 3) or 6th level.
Bonus for the level of the character master is only in whole numbers, all fractions being dropped, i.e. at 11th level there is still only a bonus of 3, but at 12th, there is a bonus of 4.
Character And Henchman Abilities and Alignment. This information must be generated individually, per group, using the non-player character rules. Alternately, you may wish to obtain prepared lists of such characters, or generate such lists yourself in advance, and select therefrom. Men-At-Arms will need only hit points, of course. Alignments must be compatible!
(see Non-Player Characters, Personae of Non-Player Characters)
Character And Henchman Equipment. Arms, armor, and equipment typical to a party of dungeon adventurers may be assumed. That is, characters at 1st level will have scale or chain armor (if applicable to their professions), standard weapons, and only minimal gear. At second level plate mail will be typical, weapons profuse, and gear very complete (much oil, holy/unholy water, silver mirrors, etc.). Consider men-at-arms to have only lower value armor and few weapons, i.e. studded leather, crossbow and dagger, or (at best) scale mail, shield, spear, sword (long) and back pack.
Character Spells. Select cleric spells according to those which you believe most suited to the party as a whole. Do likewise with magic-user spells, following limitations of known spells. Henchmen with spell ability should be similarly supplied with spells selected by the DM.
Party Magic Items. In order to simulate a party of adventurers, it is absolutely necessary that characters and henchmen have and employ some magic devices. While it is possible to give such parties the whole gamut of items listed, it is suggested that you use the following lists and select according to the following rule:
It is suggested that [the DM] personally select appropriate items, using random determination only when any item would be suitable to the particular individual. Note that some items are groups or multiples.
General Notes. Substitute freely, following the examples given. Remember that characters will be prone to use all items if hostilities commence. Also remember that if the [non-player] characters are defeated, some of these items will be brought into your campaign. BE CAREFUL in handling groups.
Race and Multi-class. It is suggested that non-human characters and henchmen be about 20% of the total. If the profession of the character or henchman is very limited or impossible for the race, use it, or its closest approximation, as one of two or three classes of the individual. About 50% of non-humans will have two professions, about 25% of those will have three. Race and probability of multi-profession is shown below:
Level Of Multi-classed Individuals. Determine level for a single profession, add 2, and divide by 2, dropping fractions below one-half. For a triple class, add three, divide by three, and drop fractions below one-half. If one class is thereby exceeded, take one-half the excess levels and assign them to the other. In a triple-classed individual, divide excess levels and assign to the two remaining classes.
Confrontation. When the party of adventurers meets a party of characters and henchmen/men-at-arms, be certain that you consider relative aggressiveness and alignments. A [NPC] character party feeling itself weak in relation to the adventurers encountered will certainly attempt to avoid, negotiate, or use wit and guile to bluff their way out of actual combat. They will be prepared for whatever happens, however, unless surprised.
Check reaction if negotiations occur.
[Non-player] CHARACTER PARTIES WILL NEVER JOIN WITH ADVENTURERS UNLESS [the DM] PERSONALLY CAN OBTAIN MORE BENEFIT FOR THE FORMER FROM SOME FORM OF CO-OPERATION.
This typically indicates little or no gain, or possibly loss, for the player party. Do not check morale for the [NPC] character party, but place yourself in their position, just as if you personally were the player to whom each and every individual in the group belonged. In short, play them as if they were player characters!
If the confrontation is going against the group, use means to right it in their favor, or break off, whichever is the most likely to bring the greatest benefit. If adventurers are bested, the [NPC] character party will not necessarily kill them—to strip and abandon, hold for ransom, and imprison for sacrifice later are but three possible alternatives to instant slaughter.
It is strongly suggested that if you use these tables for random encounters you prepare character groups ahead of time, determining all information for as many such groups as time permits.
Likewise, do the some for [NPC] character groups encountered astrally or ethereally (see Astral & Ethereal Encounter Tables note). Whenever an encounter with any such group occurs, you then need but turn to the prepared information, use the first group, and when the encounter is over, that party is crossed off. This procedure assures that undue time will not be wasted during actual play, and that you will have had time to properly prepare and know the encountered group.