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Appendix III: NPCs
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 ar-
mored. 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.
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