Table of Contents
Adventuring Parties
Creating an NPC party is a fairly involved process, so it is recommended to pre-generate some parties in advance, for use in random or planned encounters. The referee may choose the details of NPCs in the party or determine them randomly, using the procedure outlined here.
Generating an Adventuring Party
- Determine group type: The encounter tables specify whether the group is Beginner Adventurers, Expert Adventurers, or is led by a High-Level Cleric, Fighter, or Magic-User. See below for details of each type.
- Roll number of characters: As specified by the group type composition (see below).
- For each character:
- Determine class and level: Roll as indicated by the group type (see below).
- Determine equipment: Normal adventuring gear, plus any items specified by the group type (possibly including mounts and magic items—see below).
- Determine spells: Choose or roll memorised spells of spell casting characters.
- Roll alignment: As specified by the group type, either per character or for the group as a whole.
- Determine morale: 8 or depending on the group’s circumstances.
- Roll group treasure: Treasure types U + V, shared among the group.
- Choose marching order: As makes sense, given the mix of classes.
NPC Adventurer Class and Level
| Level | |||
|---|---|---|---|
| d8 | Class | Beginner | Expert |
| 1 | Cleric | 1d3 | 1d6+3 |
| 2 | Dwarf | 1d3 | 1d6+6 |
| 3 | Elf | 1d3 | 1d6+2 |
| 4 | Fighter | 1d3 | 1d6+3 |
| 5 | Fighter | 1d3 | 1d6+5 |
| 6 | Halfling | 1d3 | 1d6+2 |
| 7 | Magic-User | 1d3 | 1d6+3 |
| 8 | Thief | 1d3 | 1d6+4 |
NPC Adventurer Alignment
| d6 | Alignment |
|---|---|
| 1–2 | Lawful |
| 3–4 | Neutral |
| 5–6 | Chaotic |
Beginner Adventurers
Composition: 1d4+4 characters of level 1d3. Roll for class.
Alignment: Either roll the alignment of each NPC or roll once for the party.
Expert Adventurers
Composition: 1d6+3 characters of level 1d6+4. Roll for class.
Alignment: Either roll the alignment of each NPC or roll once for the party.
Mounts: 75% chance of being mounted in the wilderness.
Magic items: Either assign magic items to each NPC, fitting their class and level, or roll randomly. If rolling, there is a chance of an NPC having a magic item from each suitable magic item sub-table (see Magic Items). The chance per sub-table is 5% per level of the NPC (maximum 95%). Ignore rolled items that the NPC cannot use (no re-roll).
High-Level Cleric
A high-level cleric and party.
Composition: Leader (cleric, level 1d6+6), 1d4 clerics (level 1d4+1), 1d3 fighters (level 1d6).
Alignment: Roll for the whole party.
Mounts / magic items: As per Expert Adventurers (see above).
High-Level Fighter
A high-level fighter and retainers, often on their way to or from war.
Composition: Leader (fighter, level 1d4+6), 2d4 retainers (level 1d4+2, roll class).
Alignment: Roll for the whole party.
Mounts / magic items: As per Expert Adventurers (see above).
High-Level Magic-User
A high-level magic-user, accompanied by their apprentices and a group of hired guards, often on a Quest for arcane lore.
Composition: Leader (magic-user, level 1d4+6), 1d4 apprentices (magic-users of level 1d3), 1d4 mercenaries (fighters of level 1d4+1).
Alignment: Roll the leader’s alignment. The apprentices have the same alignment as the leader, but the mercenaries may be of different alignment.
Mounts / magic items: As per Expert Adventurers (see above).
NPCs’ Magic Items
NPC Adventuring Parties should have a roughly equivalent number of magic items to PCs of similar level. If rolling for magic items results in overly powerful items, the referee may adjust the outcome.
NPC parties will carefully and intelligently make use of any magic items they possess. They will use items in combat as applicable, and will not give items to PCs (even if magically charmed). PCs may sometimes be able to trade magic items with NPCs, but otherwise can only get them by violence or trickery.
