Advanced Dungeons & Dragons 2nd Edition Wiki
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NPC Parties

To avoid delays, create NPC parties before play. The tables allow such parties to be set up quickly and impartially, and the DM is encouraged to make any changes that will enhance play. The tables should be considered a starting point.

A typical NPC party has 2-12 members -- 2-5 major characters and the rest henchmen or men-at-arms.

Characters:

The Character Subtable provides a typical party structure by limiting number and classes of the NPC characters encountered. Determine character race (20% demihuman) and demihuman multiclasses on the Racial Subtable (multiclass results can exceed the Character Subtable limits).

Character Level and Equipment:

These will usually be comparable to those of the player characters, but NPC level will rarely exceed 12th. Arms, armor, and equipment will be typical: a 1st level warrior would have scale or chain armor and minimal gear. At 2nd level, banded or plate mail is typical, weapons profuse, and equipment complete (much oil, holy water, mirrors, etc.). NPC magic will be used if a fight breaks out. Note that if the NPCs are defeated, their magical items will enter your campaign.

Character spells: These are selected by the DM according to those most suited to the NPC party. Wizards are subject to the limits of spells known. Henchmen spellcasters are treated likewise.

Henchmen:

The major NPCs will have a total of 2-5 henchmen, up to the party size, with any remainder men-at-arms. If the encounter is below the 3rd dungeon level, all those with the major NPCs will be henchmen.

Henchman class and race is determined as for the major characters. Major NPCs are assigned henchmen in order of Charisma, allowing for compatibility (e.g., a paladin would not follow a thief, nor would a ranger below 8th level have henchmen). A henchman's level is one-third of that of his master (round up or down). If the master's level is above 8th, the henchman has 1 additional level per 3 full levels of the master. Thus, a 5th level mage would have a 2nd level henchman, while an 11th level mage would have a 5th level henchman (4 + 1). Henchmen are armed much as major NPCs, though they are not as heavily armored. Their magic is assigned as for major NPCs, but is usually less powerful.

Men-at-Arms:

Little detail is needed for these other than hit points. They often have poor armor and few weapons: for example, studded leather, crossbow and dagger, or (at best) scale mail, shield, spear, long sword, and backpack. They are seldom found underground below the 3rd dungeon level.

Character Subtable

Character Subtable
Dice Score Character Type* Maximum Number in Party
01-17 Cleric 3
18-20 Druid 2
21-60 Fighter 5
61-62 Paladin 2
63-65 Ranger 2
66-86 Wizard 3
87-88 Specialist 1
89-98 Thief 4
99-00 Bard 1

* Typically, 20% of these will be non-human.

Race Subtable

Race Subtable
Dice Score Race % of Multiclass
01-30 Dwarves* 15%
31-55 Elf 85%**
56-65 Gnomes* 25%
66-90 Half-Elf* 85%**
91-00 Halflings* 10%
* In an evilly aligned party, these will be half-orcs (elves will be renegade drow). The chance for a multiclass half-orc is 50%: fighter-thief (01-33), fighter-cleric (34-45), or cleric-thief (45-50).
** If the roll for multiclass is 01-20, the character is triple-classed.

Multiclass levels: For two classes, subtract 1 level; for three classes, subtract 2 levels. Adjust each class downward to the racial maximum, if applicable.

Magical Items for NPC Parties

Magical Items for NPC Parties
Level Chance No. of Items Table
1st 10% 1 I
2nd 20% 2 I
3rd 30% 2 I
10% 1 II
4th 40% 2 I
20% 1 II
5th 50% 2 I
30% 1 II
6th 60% 3 I
40% 2 II
7th 70% 3 I
50% 2 II
10% 1 III
8th 80% 3 I
60% 2 II
20% 1 III
9th 90% 3 I
70% 2 II
30% 1 III
10th * 3 I
80% 2 II
40% 1 III
11th * 3 I
90% 2 II
50% 1 III
10% 1 IV
12th * 3 I
* 2 II
60% 1 III
20% 1 IV
13th+ * 3 I
* 2 II
* 1 III
60% 1 IV
 :* Automatically has this with no roll needed.

Use random determination only when any general magical item would be suitable to the individual. Note that some items are in groups or multiples.



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