NPC Parties

Numbers & Classes: There will always be 2-5 characters in a party, with additional henchmen or hirelings to round the entire party out to 9 persons. To determine the number of characters present, roll 1d4+1 and note the result. Next, roll d% on the sub-table below to determine the profession for each NPC. The GM should ignore or alter any results that exceed the maximum number for that profession or yield contradictory results (i.e. a paladin and an assassin). The remaining party slots should be filled with henchmen/hirelings (see below for instructions).

NPC Classes-Sub-Table

d%Character ClassMax. # per party
01-16Cleric3
17-20Druid2
21-50Fighter5
51-53Paladin2
54-57Ranger2
58-75Magic user3
76-80Illusionist1
81-98Thief4
99-00Assassin2
Result:

NPC Levels:

The level of each NPC will be equal to the level of the dungeon on which they are encountered through dungeon level 4. After that, they will be between 7th and 12th level (1d6+6). From dungeon level 13 and downwards, they will be between 11th and 16th level (1d6+10).

Demi-humans and Multi-Class NPCs:

As a guideline, assume Demi-human NPCs and henchmen to be approximately 20% of the total number of characters in the party. If the randomly generated class is severely limited or impossible for the particular race, use that class or its closest equivalent as one of the 2 or 3 classes for that individual NPC. Approximately 50% of Demi-humans will have 2 professions, and another 25% will have three. To randomly determine race and chance of multi-class professions, refer to the following table:

d%Race% Multi-class
01-25Dwarf15%
26-50Elf80%
51-65Gnome25%
66-75Half-elf80%
76-85Halfling15%
86-00Half-orc50%
Result:

Hirelings and Henchmen:

Hirelings and men-at-arms will only accompany their employers when encountered on the 1st-3rd dungeon levels. On deeper expeditions, the entourage will be made up only of henchmen. Determine the ability scores, class and level of hirelings and henchmen by rolling on the appropriate sub-tables in the "Hirelings and Henchmen" section. They will have one third the level of their master plus 1 level for every 3 of their master's levels. For example, a 9th-lvlmagicuser NPC may be accompanied by a 6th-lvl magic user henchman.

Equipment: NPC parties should be equipped with arms, armour and supplies typical to a party of dungeon delvers. Henchmen should be assumed to have equipment ap- propriate to their level. Hirelings will only possess lower quality arms and armour and few supplies.

Spells:

The GM should assume NPC and henchmen spell- casters will have memorised a full assortment of spells appropriate to their party as a whole.

Notes on Play:

When a player party encounters a party of NPCs and their henchmen, the GM should carefully consider the alignment and makeup of the NPC party before determining their course of action. A relatively weaker NPC party than the players' may use alternate means to resolve the situation. Trickery, parley, bluffing and fleeing are all important possibilities to consider before finally resort- ing to combat. Unless they are surprised, the GM should always treat them as alert and prepared for anything. Once actual contact has been made with an NPC party, the GM should check for reaction. Whatever the result of the negotiations, NPC parties will NEVER choose to join the PCs unless it is to their immediate advantage. This should also involve few if any rewards for the players' party. Unlike monster encounters, the GM should personally direct the actions of the NPCs as if they were player characters. Rather than checking morale as usual, the GM should favour the course of action that is likely to bring the NPCs the greatest benefit.

If the NPC party bests the players they need not kill them. Ransom, slavery, imprisonment or sacrifice are interesting alternatives to simple execution.

Finally, it is highly recommended that the GM prepare for encounters with random NPC groups before actual play begins. By generating a list of such parties in advance, the GM can quickly refer to them without stopping play. After the encounter the GM can either cross-off the NPC party from his or her list or make additional notations for future reference.

NPC LevelTable 1Table 2Table 3Table 4
1st1 (10%)
2nd2 (20%)
3rd2 (30%)1 (10%)
4th2 (40%)1 (20%)
5th2 (50%)1 (30%)
6th3 (60%)2 (40%)
7th3 (70%)2 (50%)1 (10%)
8th3 (80%)2 (60%)1 (20%)
9th3 (90%)2 (70%)1 (30%)
10th3 (100%)2 (80%)1 (40%)
11th3 (100%)2 (90%)1 (50%)1 (10%)
12th3 (100%)2 (100%)1 (60%)1 (20%)
13th+3 (100%)2 (100%)1 (100%)1 (60%)
Result:

Sub-Table 1

d%Magic Item
01-05Potion of Climbing, Potion of Flying
06-10Potion of Extra-healing, Potion of Polymorph Self
11-15Potion of Fire Resistance, Potion of Speed
16-20Potion of Healing, Potion of Giant Strength
21-25Potion of Heroism, Potion of Invulnerability
26-30Potion of Human Control, Potion of Levitation
31-35Potion of Super-heroism, Potion of Animal Control
36-40Scroll: 1 spell (lvl 1d6)
41-45Scroll: 2 spells (lvl 1d4)
46-50Scroll: Protection from Magic
51-55Ring of Invisibility (any)
56-60Ring of Protection +1 (any)
61-65Leather Armour +1
66-70Shield +1
71-75Sword +1
76-8010× Arrows +1
81-854× Bolts +2
86-90Dagger +1
91-95Javelin +2
96-00Mace +1
Result:

Sub-Table 2

d%Magic Item
01-05Gauntlets of Ogre Power (ACDFPRT)
06-10Scroll: 3 spells (lvl 1d6+1)
11-15Scroll: 3 spells (lvl 1d8+1)
16-20Ring of Fire Resistance (any), Ring of Invisibility (any)
21-25Ring of Protection +3 (any)
26-30Staff of Paralysation (DM)
31-35Wand of Illusion (IM)
36-40Wand of Negation (CDIM)
41-45Bracers of Armour, AC 4 (any)
46-50Brooch of Shielding (any)
51-55Cloak of Elvenkind (any)
56-60Dust of Appearance (any)
61-65Figurine of Wondrous Power: Serpentine Owl (any)
66-703× Javelins of the Raptor (AFPR)
71-75Chain Mail Armour +1, Shield +2
76-80Splint Mail Armour +2
81-85Sword +3
86-90Crossbow of Speed (AFPRT), Hammer +2
91-95Shortbow +2
96-003× Potion of Extra-healing, Potion of Invulnerability
Result:

Sub-Table 3

d%Magic Item
01-05Ring of Protection +3 (any)
06-10Ring of Spell Storing (any)
11-15Rod of Cancellation (any)
16-20Roll d6 1-3: Staff of the Serpent (CD) 4-6: Staff of Compulsion (CM)
21-25Bag of Tricks (any)
26-30Boots of Speed (any)
31-35Boots of Striding and Springing (any)
36-40Cloak of Displacement, Minor (any)
41-45Gauntlets of Ogre Power (ACDFPRT)
46-50Pipes of the Sewers (any)
51-55Robe of Blending (IM)
56-60Rope of Climbing (any), Rope of Entanglement (AFPRT)
61-65Plate Mail +3, Shield +2
66-70Shield +5
71-75Sword, Defender (AFPRT)
76-80Mace +3
81-85Spear +3
86-90Mantle of Magic Resistance (any)
91-95Drums of Panic (any)
96-00Rod of Rulership (FPR)
Result:

Sub-Table 4

d%Magic Item
01-05Hammer of the Dwarfs (F)
06-10Scarab of Protection (any)
11-15Periapt of Wound Closure (any)
16-20Circlet of Blasting, Minor (M)
21-25Ring of Genie Summoning (any)
26-30Ring of Spell Turning (any)
31-35Rod of Striking (CDIM)
36-40Wand of Fire (DM)
41-45Cube of Force (any)
46-50Eyes of Charming (IM)
51-55Horn of Valhalla (special)
56-60Robe of Scintillating Colours (IM)
61-65Amulet of Natural Armour +4 (any)
66-70Plate Mail +4, Shield +3
71-75Sword, Keenblade (AFPRT)
76-80Arrow of Slaying (AFPRT)
81-85Ring of 3 Wishes (any)
86-90Robe of the Archmagi (IM)
91-95Dagger of Venom (AFT)
96-00Cubic Gate (CDIM)
Result: