Character Subtable
(Used for Encounters On All Dungeon Levels)

<see parties.htm>

FREQUENCY: Uncommon ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert]) <>
FREQUENCY: Rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Swamp], [Cold Wilderness Plains])

FREQUENCY: Uncommon ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains])
FREQUENCY: Uncommon ([Temperate Civilized Desert])

FREQUENCY: Rare ([Temperate Wilderness Mountains], [Temperate Wilderness Desert], [Temperate Wilderness Forest], [Temperate Wilderness Swamp]) <check these>
FREQUENCY: Rare ([Temperate Wilderness Plains], [Temperate Wilderness Desert])

FREQUENCY: Uncommon ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Forest]
FREQUENCY: Uncommon ([Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert])

FREQUENCY: Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Forest])
FREQUENCY: Rare ([Tropical Wilderness Swamp], [Tropical Wilderness Plains], [Tropical Wilderness Desert])
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Number of Characters In Party Level of Characters Level of Others With Characters Character & Henchmen Abilities & Alignment
Character And Henchmen Equipment Character Spells Party Magic Items General Notes
Race and Multi-Class Level of Multi-Classed Individuals Confrontation -
Random Encounter Tables Dungeon Parties (ROGUES GALLERY) - DMG

Dice Score Character Type Maximum Number Per Party
01-17 CLERIC 3
18-20     Druid 2
21-60 FIGHTER 5
61-62     Paladin 2
63-65     Ranger 2
66-86 MAGIC-USER 3
87-88     Illusionist 1
89-98 THIEF 4
99     Assassin 2
00 MONK OR BARD 1 or 1
<UA: cavalier, barbarian, thief-acrobat>
<OA table>
<DLA version>

1. Number of Characters In Party: There will always be from 2-5 characters
in a character group, with men-at-arms || henchmen to round out the party <mat=merc?>
out to 9. Roll d4, and add to the result in order to find the number of characters,
then dice on the Character Subtable to find the profession of each,
ignoring any 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.

2. Level of Characters: The level of each character will be =equal= to that of
the level of the dungeon or the level of the 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.

3. 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 henchmen, 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 MU
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
for 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.

4. Character And Henchmen Abilities & Alignment: This information must be
generated individually, per group, using the PERSONAE OF NPCs section of the 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 HP, of course.
Alignments must be compatible!

5. Character And Henchmen Equipment: Arms, armor, and equipment
typical to a party of dungeon adventurers may be assumed. That is,
characters at 1st level will have scale || 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.

6. Character Spells: Select cleric spells according to those which you believe
most suited to the party as a whole. Do likewise with MU spells, following
limitations of known spells. Henchmen with spell ability should be
similarly supplied with spells selected by the DM.

7. 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:
Individual is 1st level 10% chance: 1 item from Table I.
Individual is 2nd level 20% chance: 2 items from Table I.
Individual is 3rd level 30% chance: 2 items from Table I
10% chance: 1 item from Table II
Individual is 4th level 40% chance: 2 items from Table I
20% chance: 1 item from Table II.
Individual is 5th level 50% chance: 2 items from Table I
30% chance: 1 item from Table II
Individual is 6th level 60% chance: 3 items from Table I
40% chance: 2 items from Table II
Individual is 7th level 70% chance: 3 items from Table I
50% chance: 2 items from Table II
10% chance: 1 item from Table III
Individual is 8th level 80% chance: 3 items from Table I
60% chance: 2 items from Table II
20% chance: 1 item from Table III
Individual is 9th level 90% chance: 3 items from Table I;
70% chance: 2 items from Table II
30% chance: 1 item from Table III
Individual is 10th level 3 items from Table I
80% chance: 2 items from Table II
40% chance: 1 item from Table III
Individual is 11th level 3 items from Table I
90% chance: 2 items from Table II
50% chance: 1 item from Table III
10% chance: 1 item from Table IV
Individual is 12th level 3 items from Table I
2 items from Table II
60% chance: 1 item from Table III;
20% chance: 1 item from Table IV
Individual is 13th level 3 items from Table I
2 items from Table II;
1 item from Table III
60% chance: 1 item from Table IV.

It is suggested that you personally select appropriate items,
using random determination only when any item would be suitable to the particular individual.
Note that some items are in groups or multiples.

Magic Item Tables For Character Encounters

Die Item (d20)
1 2 POTIONS: climbing, flying
2 2 POTIONS: extra-healing, polymorph self
3 2 POTIONS: fire resistance, speed
4 2 POTIONS: healing, giant strength
5 2 POTIONS: heroism, invulnerability
6 2 POTIONS: human control, levitation
7 2 POTIONS: super-heroism, animal control
8 1 SCROLL: 1 Spell, level 1-6
9 1 SCROLL: 2 Spells, level 1-4
10 1 SCROLL: protection from magic
11 1 RING: mammal control
12 1 RING: protection +1
13 1 ARMOR: leather +1
14 1 SHIELD: +1
15 1 SWORD: +1 (no special abilities)
16 10 ARROWS: +1
17 4 BOLTS: +2
18 1 DAGGER: +1 (or +2) et al.
19 1 JAVELIN: +2
20 1 MACE: +1
    1. Dagger +1, 75 xp
    2. Dagger +2, 200 xp
    3. Dagger +2, +3 vs. creatures larger than man-sized, 100 xp
    4. Dagger +1, +2 vs. creatures smaller than man-sized, 250 xp
    5. Dagger +2, Longtooth, 250 xp
    6. Dagger of Throwing +1, 250 xp

Die Item (d8, d6)
1 1 SCROLL: 3 Spells, level 2-9 or 2-7
2 2 RINGS: fire resistance, invisibility
3 1 RING: protection +3
4 1 STAFF: striking
5 1 WAND: illusion
6 1 WAND: negation
7 1 [bracers of defense], armor class 4
8 1 brooch of shielding
9 1 cloak of elvenkind
10 1 dust of disappearance
11 1 FIGURINE OF WONDROUS POWER: serpentine owl
12 3 javelins of lightning
13 1 set: chainmail +1, shield +2
14 1 ARMOR: splint mail +4
15 1 SWORD: +3 (no special abilities)
16 2 WEAPONS: crossbow of speed, +2 hammer

Die Item (d8, d6)
1 1 RING: spell storing
2 1 ROD: cancellation
3 1 STAFF: serpent -- python or adder
4 1 bag of tricks
5 1 boots of speed
6 1 boots of striding and leaping <springing>
7 1 cloak of displacement
8 1 gauntlets of ogre power
9 1 pipe of the sewers <pipes>
10 1 robe of blending
11 2 ROPES: climbing, entanglement
12 1 set: plate mail +3, shield +2
13 1 SHIELD: +5
14 1 SWORD: +4, defender
15 1 mace +3
16 1 spear +3

Die Item (d12)
1 1 RING: djinni summoning
2 1 RING: spell turning
3 1 ROD: smiting [C, F]
4 1 WAND: fire
5 1 cube of force
6 1 eyes of charming
7 1 [horn of Valhalla]
8 1 robe of scintillating colors [C, M]
9 1 talisman of either ultimate evil or pure good
10 1 set: plate mail +4, shield +3
11 1 SWORD: wounding
12 1 arrow of slaying (select character type)

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 characters are defeated,
some of these items will be brought into your campaign.
BE CAREFUL in handling groups.

Race && 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 or two or three classes of the individual.
About 50% of non-humans will have two professions, <75%?>
about 25% of those will have three.
Race and probability of multi-profession is given below:
Dice Race of Individual % of Multi-Class
01-25 Dwarf 15%
26-50 Elf 85%
51-60 Gnome 25%
61-85 Half-elf 85%
86-95 Halfling 10%
96-00 Half-Orc 50%
<update, UA+>

Level of Multi-Classed Individuals:
Determine level for a single profession, <2 professions?>
add 2,
and divide by 2,
dropping fractions below one-half.
For a triple class,
add three <3>,
divide by three <3>,
and drop fractions below one-half.
If one class is thereby exceeded,
take one-half of the excess levels and assign them to the other.
In a triple-classed individual,
divide excess levels and assign to the two remaining classes.

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 character party feeling itself weak in relation to the adventurers encountered will certainly attempt to avoid,
or use wit and guile to bluff their way out of actual combat.
They will be prepared for whatever happens,
unless surprised.
This typically indicates little or no gain,
or possibly loss,
for the player party.
Do not check morale for the 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 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.
do the same for character groups encountered astrally or ethereally (see ASTRAL & ETHEREAL ENCOUNTER TABLES, ** note). <link>
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 assumes 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.


The following dungeon parties are provided for the DM in instances where he or she doesn't wish to delay the
game to create his or her own party. Two groups are given for each dungeon encounter level. These are labeled
with the number of the level and an A or B. Unlike the NPC listings, the individuals in these groups
do not have separate statistics. If these are desired, they may be generated randomly or previous sections of this
booklet may be utilized. Also, unlike other sections of THE ROGUES GALLERY, magic items possessed by the
members of the group are specifically named. This is to help avoid the familiar problem of discovering that the
slain MU did have a ring of invisibility (that he forgot about naturally).

The DM should exercise great care in using this table. If any magi item does not fit into the campaign, it should
be removed or replaced. Even more importantly, one dungeon group should never be used so many times that
the players become familiar with it ("You se a party of figures, 5 in all." "It must be dungeon group 6B!"). It is
advised that a record of how many times a particular group is encountered be kept alongside it. After 2 or 3
encounters, the DM should alter the group in some way to insure variety.

The possible alignments for each group are given as guidelines. It is not necessary that all characters in the group
be of the same alignment and in some cases, it will be impossible. The listed alignments were chosen for the most
harmonious groups possible, given the character types.

These groups should be run intelligently and aggressively.
After all, they too are after fame, fortune, and magic.

# of figures: 9
Possible alignments: N, NE, CE, LE

Veteran (F1), scroll of protection from magic
Veteran (F1)
Rogue (Apprentice) (T1)
Adept (C2)
5 men-at-arms

# of figures: 8
Possible alignments: LG

Keeper (P2), +1 shield, +1 dagger
Runner (R1)
Veteran (F1)
Rogue (Apprentice) (T1)
Prestidigitator (MU1)
Acolyte (C1)
3 men-at-arms

#of figures: 7
Possible alignments: any

Second level 1/2e F/MU
5 men-at-arms

# of figures: 6
Possible alignments: LG

(P1), +1 plate mail
First level 1/2e F/MU, +1 chain mail
(d F2)
2 men-at-arms

# of figures: 9
Possible alignments: N, NE, CE, LE

(d F3), +1 arrows (x10)
Third level 1/2e F/MU
(C3), +1 mace
4 men-at-arms

# of figures: 7
Possible alignments: N, NG, NE, CE, LE

(d F3), +1 shield
(d F3)
    (MU2) (hireling), +1 dagger
(C4), +1 mace, scroll of augury
    (g F1/I1) (henchman), scroll of paralyzation
(1/2 T3), bracers of defense (AC5), potion of healing

# of figures:
Possible alignments:

2nd Level Party

F2, C2, F2, MU2, T2

AC 7, HP8
elf F2/T2, S11, I9, W12, D13, C13, CH7, LE, leather, long sword +1, battleaxe, dagger, 5 flasks of oil, holy water, silver mirror, hooded lantern, ring of prot. +1, tools

AC2, HP11
C2, S17, I6, W13, D8, C17, CH6, NE, plate, shield, footman's mace, holy symbol
clw x 2

AC3, HP7
F2, S16, I16, W9, D12, C10, CH7, NE, plate, two-handed sword

AC8, HP10
T2, S9, I10, W10, D12, C9, CH6, LN, leather, long sword, tools, 50' rope, backpack

AC10, HP 11
MU2, S9, I12, W15, D10, C16, CH10, NG, 20 darts, 10' pole, pack, spellbook
sleep x2

4 men-at-arms
AC7, HP 5, 5, 7, 5
studded leather, crossbow, dagger

<numbers added to the sections on this page>