Sunday, October 11, 2026

D&D 4e Dungeon Crawler — Part 4. Injury and Recovery.

I've never been entirely satisfied with how Fourth Edition handles death and dying. A character can be knocked unconscious, receive a little healing, and be back on his feet fighting a moment later. Even a badly battered party can recover surprisingly quickly, provided everyone has a few healing surges left.

That's perfectly reasonable for the sort of heroic fantasy that 4e was designed to deliver. For this particular experiment, however, I'd prefer something with more lasting consequences.

I want an adventurer who falls in combat to have a genuine chance of dying. Surviving should be possible, but it shouldn't necessarily mean being ready for the next encounter. A serious injury might put someone out of action for weeks, leaving the rest of the party to decide how to carry on without him.

My first attempt was a simple table assigning a number of weeks of recovery based on a saving throw. It was easy to administer, but the more I considered it, the less satisfied I became. Recovery was essentially a matter of waiting until the calendar said the character was healthy again.

Then it occurred to me that Fourth Edition already has a mechanic well suited to this sort of thing: the skill challenge.

Mortal Wounds

The first change is straightforward. When a character reaches zero hit points, he's unconscious and out of the fight. No death saving throws are made during combat, and healing cannot return him to the encounter.

Once the fighting is over, a companion examines the casualty and makes a Mortal Wounds roll.

Modified d20Result
1–9Dead
10–13Grievously wounded
14–17Seriously wounded
18–19Wounded
20+Immediate recovery at 1 HP

If the character examining the casualty is trained in Heal, he adds +2 to the roll.

That small bonus can make a considerable difference. A roll of 8 becomes a 10, saving someone who would otherwise have died. An 18 becomes a 20, allowing the casualty to regain consciousness immediately at 1 hit point.

Anyone who survives with an injury, however, faces a period of recovery. How long that takes, and whether the character survives it, is determined by a skill challenge.

Recovery as a Skill Challenge

I've decided to use the revised skill challenge framework from the Dungeon Master's Guide 2. The severity of the wound determines the challenge's complexity.

ConditionComplexitySuccesses Required
Grievously wounded38
Seriously wounded26
Wounded14

Regardless of complexity, three failures mean the patient dies.

Each week of recovery constitutes one round of the skill challenge. During that week, the patient and his companions may attempt several skill checks. Each successful primary check contributes one success toward recovery, while each failed primary check contributes one failure.

There are three primary skills.

Endurance represents the injured character's own struggle to recover. Every patient must attempt an Endurance check each week, whether or not anyone is available to help.

Heal represents the efforts of someone attending the patient, cleaning wounds, changing dressings, treating infection, and generally trying to keep the poor fellow alive.

Nature allows someone to search for medicinal herbs and prepare remedies that might assist recovery.

All three skills may be used during the same week, potentially producing three successes. Other characters can contribute through Aid Another, using whatever skills reasonably apply to their efforts.

Someone might prepare clean bandages or help the healer with a difficult procedure. A character using Religion might offer prayers, encouragement, or spiritual comfort to help the patient's Endurance check. I don't intend to prescribe every possible contribution. The circumstances should determine what makes sense.

Aid Another improves the primary check but does not independently contribute a success toward recovery. Nor does a failed attempt to provide assistance count toward the three failures that can kill the patient.

The important distinction is that recovery is now something the whole party can contribute to, rather than a saving throw made by an isolated character.

Where You Recover Matters

The other question was whether a wounded adventurer must return to civilization before recovery can begin.

Originally, I intended to require treatment at a Point of Light. That seemed unnecessarily restrictive once I began considering the skill challenge approach. Someone can certainly recover from an injury in a wilderness camp, although the conditions are likely to be less favorable.

The recovery DC depends on where the patient is being treated. I use the easy, moderate, or hard DC appropriate to the wounded character's level, as given in the Dungeon Master's Guide 2. For our initial 1st-level party, that gives the following values:

LocationDifficultyDC at 1st Level
Dungeon or unsafe areaHard15
Base camp or field campModerate10
Point of LightEasy5

As the wounded character advances in level, these DCs rise according to the Dungeon Master's Guide 2 table. The number of successes required for each degree of injury stays the same.

A party can attempt to nurse an injured companion back to health almost anywhere, but the risks vary considerably. A proper settlement offers clean surroundings, shelter, provisions, and generally better conditions for recovery. A field camp is less satisfactory, while trying to keep someone alive in a dungeon is a rather desperate undertaking.

This also introduces a reason to establish a base of operations near the party's chosen adventuring grounds. A secure camp may not offer the comforts of civilization, but it could be considerably better than remaining inside the dungeon.

Whether a particular settlement qualifies as a Point of Light will be a judgment call. I don't see any reason to develop an elaborate system for that before the question actually arises.

A Week in Recovery

Suppose our Fighter is grievously wounded while exploring Kobold Hall. He survives the initial Mortal Wounds roll, but now requires eight successes before accumulating three failures.

The party manages to get him to a field camp, where recovery checks are made against DC 10.

During the first week, the Fighter succeeds on his mandatory Endurance check. Another adventurer successfully treats his wounds using Heal. The Ranger attempts to find suitable medicinal herbs with Nature but fails.

At the end of the week, the Fighter has accumulated two successes and one failure.

He's alive, but not necessarily out of danger.

The following week, the party could remain in camp or try to move him somewhere safer. Returning to a Point of Light would make subsequent recovery checks considerably easier. Remaining where they are avoids the complications of another journey, but leaves the Fighter exposed to greater risk.

I like having that decision arise from the circumstances of play.

The Campaign Calendar

One other rule makes all of this considerably more consequential.

I'm keeping campaign time synchronized with real time. When a week passes in the campaign, a week must also pass in the real world. There will be no simply advancing the calendar several weeks to get an injured character back into action.

That means a Fighter laid up for three weeks is unavailable for three actual weeks. The rest of the party can wait for him, continue without him, or recruit someone else.

Since I'm generating characters randomly, there's no guarantee that the replacement will be particularly suitable. Our original party consists of three Rogues, a Ranger, and a Fighter, which is hardly an ideal arrangement to begin with.

Over time, I suspect the company will develop a roster larger than the number of characters participating in any particular expedition. Some adventurers may be recovering, others training, and others available for work.

The weekly calendar will also require a little administration. Hirelings need paying, supplies must be accounted for, and characters undergoing recovery or training need their progress recorded. I'm comfortable with that. Those logistical concerns were an important part of early D&D, and I've never felt that removing them necessarily improves the game.

We'll See How It Works

The recovery rules have changed considerably since I first began thinking about them.

What started as a saving throw followed by a fixed number of weeks in bed has become a proper Fourth Edition skill challenge. Endurance, Heal, Nature, and Aid Another all have their parts to play. The circumstances of the expedition affect the difficulty, and the other adventurers have opportunities to improve a wounded companion's chances.

There's still considerable risk. A character can survive the battle only to succumb to his injuries weeks later. Even a wounded character who seems likely to recover is never completely safe until the challenge is finished.

I realize that some players will find this unnecessarily harsh. That's fair enough. For this experiment, however, I want injuries to have consequences beyond losing a few healing surges.

What I find especially appealing is that we're using Fourth Edition's own rules to achieve something closer to the old-school dungeon crawl I'm looking for.

We'll see whether that proves as satisfying in play as it looks on paper.

Optional Rule: Fighting While Wounded

I've also been considering an exception for characters who receive a Wounded result (18–19) on the Mortal Wounds table. These are relatively minor injuries, and I think an adventurer should have the option of continuing the expedition rather than withdrawing immediately.

A Wounded character may return to adventuring once conscious and healed, but his hit points cannot exceed his Bloodied value until he completes the Recovery skill challenge. Healing powers and healing surges function normally, subject to this limit.

For example, a Fighter with 32 maximum hit points could continue adventuring, but his hit points could never exceed 16 while he remains Wounded. He can fight, travel, and use his abilities normally, although he's taking a considerable risk by doing so.

The character must still participate in the weekly Recovery skill challenge, including the mandatory Endurance check. Three failures still mean death. If he's reduced to zero hit points again, another Mortal Wounds roll is required, replacing the previous injury.

Characters who are Seriously Wounded or Grievously Wounded cannot take advantage of this option. Their injuries are too severe to permit further adventuring.

I'm inclined to leave the decision to the adventurer. Sometimes returning to the dungeon with half your hit points might seem preferable to sitting out the expedition. Whether that proves wise is another matter.

Saturday, October 10, 2026

The Characters Behind the Numbers — D&D 4e Dungeon Crawler, Part 3.

In the previous installment, I generated five adventurers using the random race, class, ability score, and equipment tables from Playtest 1. The results were an unlikely company: three Human Rogues, a Human Ranger, and a Human Fighter.

That was enough to reveal some immediate tactical problems. With no Cleric or Warlord, the party lacks a dedicated healer. With only one Fighter, it has limited ability to hold a battle line. On the other hand, three Rogues and a Ranger offer interesting possibilities for reconnaissance, ambushes, and maneuver.

But I still didn't have five playable characters.

Fourth Edition requires quite a few additional decisions: class features, trained skills, powers, and feats. Ordinarily, these are selected to create a particular sort of character. For this experiment, I wanted to see what happened when most of those decisions were left to chance.

Random, But Not Entirely Arbitrary

The first principle was to let previously generated results guide subsequent choices.

For example, our Ranger began with a longbow. It made sense for him to use the Archer Fighting Style rather than randomly becoming a Two-Blade Ranger.

Similarly, when a feat called for a particular weapon group, the character's existing equipment could provide an obvious answer.

Beyond such considerations, however, I wanted to avoid designing the characters.

Trained skills were randomly selected from eligible class skills. Powers were drawn from those the characters could use. Feats were chosen from eligible selections, including general feats that might have little to do with a character's expected role.

We also introduced a 15% chance of multiclassing at character creation. A successful result would grant a randomly selected eligible multiclass feat, consuming one of the character's normal feat slots.

The idea was to preserve mechanical coherence without making every character an optimized example of their class.

Three Rogues, Three Individuals

Our three Rogues began with different equipment and ability scores, but the same class.

We randomized their Rogue Tactics, allowing Artful Dodger as an option when the character had a positive Charisma modifier.

All three became Brutal Scoundrels.

That's hardly the distribution I would have chosen deliberately, particularly since one Rogue has Charisma 16. But there was no reason to interfere with the results.

Their skills, powers, and feats began to distinguish them.

The first Rogue became a knife fighter with some extra durability from Toughness. The second developed a talent for opportunistic melee attacks. Both remained single-class Rogues.

The third took an unexpected turn.

A Rogue with an Interest in the Stars

Our third Rogue rolled successfully for multiclassing.

The subsequent rolls gave him Warlock multiclass training, followed by the Star Pact option of Pact Initiate.

Suddenly, a fairly ordinary Rogue armed with a shortsword and hand crossbow had acquired an interest in arcane mysteries and a supernatural power.

We gave him Arcana training to reflect that interest.

His Intelligence is only 9. He may be fascinated by forbidden knowledge without being particularly adept at understanding it.

That suggests a character immediately.

How did he encounter these strange powers? What does he think they are? Does he understand what he's become involved with?

I have no answers, and I don't particularly want them yet.

The dice have established a few facts. The adventure can reveal what they mean.

The Archer's Other Weapon

Our Ranger was equipped with a longbow, so his fighting style was straightforward. His other choices were randomized.

Among his feats, he received Human Perseverance and Weapon Proficiency.

The latter required another random selection, which produced the hand crossbow.

At first, that seemed a rather peculiar result. Why would a longbow specialist have special training with a weapon he didn't even possess?

But the explanation soon suggested itself.

He has trained to fight in two different environments. His longbow serves him in open country, while the hand crossbow is better suited to confined spaces.

He simply doesn't have one at present.

Now the Ranger has a practical reason to acquire a hand crossbow, and we've learned something about his experience without inventing a backstory.

An Unconventional Fighter

The last character was our Human Fighter, equipped with scale armor, battleaxe, and heavy shield.

His equipment suggested a Guardian Fighter, but the random selections didn't produce the conventional collection of defensive abilities I might have chosen.

He received Heal, Streetwise, Endurance, and Intimidate as trained skills, but not Athletics.

His powers included Comeback Strike, a particularly welcome ability in a party without a dedicated healer.

Then he succeeded at his multiclass roll.

The result was Ranger training through Warrior of the Wild, with Dungeoneering as his additional skill. His remaining feat was Alertness.

We now have a heavily armored Fighter who knows something about wilderness fighting and underground exploration, can tend injuries, and has experience dealing with people in towns.

He's not necessarily the Fighter I would have designed, but he already suggests a life beyond the dungeon.

Discovering Character Rather Than Writing It

This has been the most enjoyable part of the experiment so far.

I haven't written elaborate backgrounds or assigned personalities to these adventurers. Nevertheless, the random results have begun to give them identities.

Our Rogue has become fascinated by the arcane. Our Ranger has trained for two very different fighting environments. Our Fighter has an unexpectedly varied collection of practical skills.

Not every result needs an explanation. Some may never become important.

But each provides an opportunity for character to emerge during play.

I find that much more appealing than deciding everything about an adventurer before the first expedition.

An Unfinished Procedure

There is an important qualification.

The random-generation process used here is still experimental. We've been developing it as we go, working through the PHB1 class features, skill lists, powers, feat prerequisites, and multiclass rules.

Some choices were straightforward. Others required judgment. The feat-selection process, in particular, needs a more systematic approach.

Eventually, I'd like to formalize the procedure into a set of reproducible tables, or perhaps a small browser-based character generator.

But that's a future task.

For now, the important result is that the five adventurers have become more than a collection of race, class, and ability-score entries.

They're beginning to look like characters.

And I still haven't sent them into a dungeon.

The Five Adventurers: Complete Working Roster

For reference, here are the characters as they currently stand. These are their recorded first-level choices, not optimized replacement builds. Ability modifiers are shown in parentheses. Derived combat statistics such as defenses, hit points, attack bonuses, and skill totals still need a final character-sheet calculation and audit.

Rogue 1 — The Knife Fighter

Human Rogue 1; Brutal Scoundrel
Ability scores: STR 12 (+1) · CON 14 (+2) · DEX 19 (+4) · INT 7 (-2) · WIS 8 (-1) · CHA 13 (+1)
Alignment: Unaligned

  • Class features: First Strike; Rogue Weapon Talent; Sneak Attack; Brutal Scoundrel
  • Trained skills: Stealth, Thievery, Dungeoneering, Bluff, Streetwise, Perception, Insight
  • At-will powers: Piercing Strike, Riposte Strike, Sly Flourish
  • Encounter powers: Dazing Strike
  • Daily power: Easy Target
  • Feats: Weapon Focus (Light Blades); Toughness
  • Multiclass check: No (d100: 92)
  • Equipment: Leather armor; two daggers; sling; 20 bullets; thieves’ tools; climber’s kit; modified adventurer’s kit
  • Unspent starting money: 37 gp, 7 sp

Rogue 2 — The Opportunist

Human Rogue 1; Brutal Scoundrel
Ability scores: STR 13 (+1) · CON 15 (+2) · DEX 18 (+4) · INT 5 (-3) · WIS 14 (+2) · CHA 16 (+3)
Alignment: Unaligned

  • Class features: First Strike; Rogue Weapon Talent; Sneak Attack; Brutal Scoundrel
  • Trained skills: Stealth, Thievery, Dungeoneering, Intimidate, Acrobatics, Insight, Athletics
  • At-will powers: Deft Strike, Piercing Strike, Riposte Strike
  • Encounter powers: Dazing Strike
  • Daily power: Blinding Barrage
  • Feats: Blade Opportunist; Weapon Focus (Light Blades)
  • Multiclass check: No (d100: 61)
  • Equipment: Leather armor; shortsword; dagger; thieves’ tools; modified adventurer’s kit
  • Unspent starting money: 32 gp, 7 sp

Rogue 3 — The Star-Touched

Human Rogue 1; Brutal Scoundrel; Warlock multiclass
Ability scores: STR 11 (+0) · CON 13 (+1) · DEX 17 (+3) · INT 9 (-1) · WIS 12 (+1) · CHA 14 (+2)
Alignment: Unaligned

  • Class features: First Strike; Rogue Weapon Talent; Sneak Attack; Brutal Scoundrel; Pact Initiate (Star Pact)
  • Trained skills: Stealth, Thievery, Dungeoneering, Bluff, Insight, Streetwise, Acrobatics; Arcana (Pact Initiate)
  • At-will powers: Deft Strike, Riposte Strike, Sly Flourish
  • Encounter powers: Positioning Strike; Dire Radiance (Pact Initiate, once per encounter)
  • Daily power: Trick Strike
  • Feats: Alertness; Pact Initiate (Star Pact)
  • Multiclass check: Yes (d100: 02); Warlock, Star Pact
  • Equipment: Leather armor; shortsword; hand crossbow; 20 bolts; thieves’ tools; modified adventurer’s kit
  • Unspent starting money: 7 gp, 7 sp

Ranger — The Archer

Human Ranger 1; Archer Fighting Style
Ability scores: STR 13 (+1) · CON 13 (+1) · DEX 17 (+3) · INT 12 (+1) · WIS 14 (+2) · CHA 10 (+0)
Alignment: Unaligned

  • Class features: Hunter’s Quarry; Prime Shot; Archer Fighting Style
  • Trained skills: Heal, Perception, Endurance, Dungeoneering, Stealth, Nature
  • At-will powers: Twin Strike, Careful Attack, Nimble Strike
  • Encounter powers: Evasive Strike
  • Daily power: Hunter’s Bear Trap
  • Feats: Defensive Mobility (Archer bonus); Human Perseverance; Weapon Proficiency (Hand Crossbow)
  • Multiclass check: No (d100: 47)
  • Equipment: Leather armor; longbow; 60 arrows; dagger; climber’s kit; modified adventurer’s kit. Proficient with a hand crossbow, but does not own one.
  • Unspent starting money: 28 gp, 7 sp

Fighter — The Shield-Bearer

Human Fighter 1; Guardian
Ability scores: STR 17 (+3) · CON 14 (+2) · DEX 14 (+2) · INT 9 (-1) · WIS 12 (+1) · CHA 11 (+0)
Alignment: Unaligned

  • Class features: Combat Challenge; Combat Superiority; Fighter Weapon Talent (one-handed weapons); Warrior of the Wild (Ranger multiclass; limited Hunter’s Quarry)
  • Trained skills: Heal, Streetwise, Endurance, Intimidate; Dungeoneering (Warrior of the Wild)
  • At-will powers: Reaping Strike, Sure Strike, Cleave
  • Encounter powers: Steel Serpent Strike
  • Daily power: Comeback Strike
  • Feats: Warrior of the Wild; Alertness
  • Multiclass check: Yes (d100: 11); Ranger
  • Equipment: Scale armor; battleaxe; heavy shield; modified adventurer’s kit
  • Unspent starting money: 18 gp, 7 sp

Equipment note: The modified adventurer’s kit contains a backpack, bedroll, flint and steel, belt pouch, ten days of rations, 50 feet of hemp rope, waterskin, and two torches (rather than sunrods). The Ranger’s hand-crossbow proficiency is a feat result, not an additional starting item.

The Party the Dice Built — D&D 4e Dungeon Crawler, Part 2

In the first post, I laid out a few modifications intended to turn D&D 4th Edition into something closer to an old-school dungeon crawler. The next step is to put those rules to work.

I'm approaching this as a solo game, beginning with five randomly generated adventurers. The idea is to discover what sort of party the dice give me rather than assemble a carefully balanced collection of character roles.

The results were rather entertaining.

An Unlikely Company

Using the racial and class tables from Playtest 1, I rolled five characters. Every one of them turned out to be Human.

And three of them were Rogues.

CharacterRaceClassStarting equipment
1HumanRogueLeather armor, daggers, sling
2HumanRogueLeather armor, shortsword, dagger
3HumanRangerLeather armor, longbow, dagger
4HumanFighterScale armor, battleaxe, heavy shield
5HumanRogueLeather armor, shortsword, hand crossbow

No Cleric. No Warlord. No Wizard. Not even a Paladin.

We have one heavily armored Fighter, a bowman, and three lightly armored Rogues. It is hardly the sort of party I would have assembled deliberately.

And that's precisely what makes it interesting.

The Party the Dice Built

The ability scores were generated using 4d6, dropping the lowest die, with the usual PHB1 safeguards against particularly poor sets. Starting equipment was also randomly determined using the class tables from Playtest 1.

The resulting characters are competent enough, but their strengths are concentrated in a few areas.

CharacterSTRCONDEXINTWISCHA
Rogue 11214197813
Rogue 213151851416
Ranger131317121410
Fighter17141491211
Rogue 311131791214

Scores include Human racial adjustments.

The first thing that stands out is Dexterity. Four of the five adventurers are reasonably agile, and three are particularly well suited to the Rogue's usual business.

But there's an important difference between having several capable individuals and having a capable party.

A Tactical Problem Before the First Dungeon

The obvious weakness is healing.

Fourth Edition characters have healing surges, and they can recover some hit points without a dedicated healer. But this party has no Leader class to provide reliable in-combat healing. Once a fight begins going badly, its options for recovering are limited.

That changes the value of every encounter.

A conventional party might be able to absorb a few mistakes. This one may have to avoid making them in the first place.

The Fighter is our only genuine front-line defender. His shield and armor make him the natural choice to hold a doorway or narrow passage, but he cannot be everywhere at once. If enemies get around him, the Rogues may find themselves in trouble.

On the other hand, three Rogues present some intriguing possibilities.

They can potentially exploit flanking, concentrate their attacks, and overwhelm isolated enemies. The Ranger adds ranged support, while the Fighter provides a point around which the others can maneuver.

Rather than forming a conventional battle line, this party may be better suited to ambushes, narrow passages, and attacks against enemies whose positions are already known.

Exploration May Be Our Greatest Strength

Three Rogues also suggest an unusual approach to dungeon exploration.

Traps, locks, reconnaissance, and stealth could become the party's specialties. The Ranger contributes another potential scout and some useful wilderness skills.

There is a temptation to imagine the Fighter standing guard while everyone else sneaks ahead.

But separating the party has obvious risks. A scouting Rogue discovered alone might not survive long enough for the others to help.

The question becomes how far to scout, when to bring the Fighter forward, and whether an encounter is worth fighting at all.

These are exactly the sorts of decisions I want the dungeon crawler to produce.

What We Don't Have

The absence of a Wizard is particularly noticeable.

There is no convenient magical light, no broad selection of utility magic, and little capacity to solve unusual problems with spells. Torches, rope, equipment, and ingenuity will have to do much of that work.

Nor does the party have a divine character to turn to when supernatural threats appear.

And with the restrictions on extended rests from Playtest 1, a badly depleted party may face a difficult choice: press on, retreat to civilization, or risk losing the progress of an expedition.

The party's strengths encourage exploration, but its weaknesses make prolonged combat increasingly dangerous.

The Value of Random Characters

Had I selected five characters myself, I almost certainly would have included a Cleric or Warlord. I probably would have chosen a Wizard, too. And I certainly wouldn't have started with three Rogues.

But that would have answered many of the interesting questions before play began.

Random generation instead presents me with a situation I have to manage.

I don't get to choose the ideal party for the dungeon. I have to discover how to use the party I've been given.

The five adventurers already suggest a particular style of play: cautious reconnaissance, careful positioning, sudden violence, and a willingness to retreat when circumstances turn against them.

Whether they can actually survive that way remains to be seen.

Next Steps

The characters still need their remaining details: trained skills, powers, feats, and other choices necessary to make them playable.

Those choices will give each adventurer more individuality, particularly the three Rogues. Random selection among legal options may produce combinations I would never have chosen myself, which is part of the appeal.

Then we'll need somewhere for them to go.

And once they enter the dungeon, the dice will have another opportunity to make my life difficult.

Modifying 4e for Old School Dungeon Crawling

D&D 4e as an Old-School Dungeon Crawler

A minimal-change experiment in dangerous expeditions, resource management, and Fourth Edition tactical combat.

Fourth Edition has one of D&D's strongest tactical encounter engines: monster roles, minions, elites, solos, terrain, and traps. The aim of this experiment is not to replace that engine. It is to put it inside a dangerous, resource-managed dungeon expedition, where time, light, healing, and the decision to fight all matter.

Design principle

Change as little of 4e as possible. Use the original 2008 Player’s Handbook (PHB1) for character creation. Preserve combat rules, class powers, feats, hit points, healing surges, and milestones unless playtesting shows a specific problem. Use monsters, traps, and hazards from any 4e source; older monsters can be played as printed at Heroic tier, with the later Monster Manual 3 (MM3) math as a reference if adjustments prove necessary.

Encounters are not guaranteed to be fair. Players can scout, negotiate, avoid threats, or retreat.

Rest and recovery

SHORT REST (HOUSE RULE): A short rest takes 20 uninterrupted minutes. Make one wandering-monster check for the rest. If no encounter interrupts it, characters gain the normal benefits of a 4e short rest, including refreshing encounter powers and spending healing surges. If interrupted, no short-rest benefits are gained; a new 20-minute rest must be attempted.

Finding a concealed or defensible resting place matters. A wandering creature need not discover the party automatically; adjudicate whether it actually interrupts the rest.

EXTENDED REST (HOUSE RULE): Full extended-rest benefits are available only in a safe haven—a Point of Light such as a settlement or secure civilized outpost recognized by the DM. The normal 4e recovery benefits apply once the characters reach one.

HEALING SURGES (UNCHANGED): Keep class surge allowances, surge values, combat healing, and surge spending exactly as written.

Dungeon time, light, and magic

Use 10-minute dungeon exploration turns. A significant search, investigation, or cautious movement activity consumes a turn. As an initial procedure, check for wandering monsters every two turns: 1 on 1d6. A 20-minute short rest uses its single interruption check rather than two additional checks.

CANTRIPS (HOUSE RULE): A spellcaster may cast cantrips a total number of times per day equal to their primary spellcasting ability modifier (minimum 1). All known cantrips draw from the same allowance, refreshed by an extended rest. Cantrip effects and durations are unchanged. Combat at-will powers are unchanged.

LIGHT: Sunrods are not ordinarily available for purchase. Track mundane light sources and their durations. Use normal 4e light and vision rules.

Random character creation

Roll d100 for race before selecting class, with no automatic rerolls. Then roll d100 on that race's class table. These tables use the eight classes from the original 2008 Player's Handbook (PHB1). Next, use PHB1's random ability-score method: roll 4d6, discard the lowest die, and total the other three; repeat six times, assign the six scores to abilities, and apply racial modifiers. Retain PHB1's safeguards for unusually poor rolls. Roll starting equipment before choosing class features, powers, feats, and skills; then finish the character using PHB1 rules.

Nonhuman PCs are intentionally rare: 90% of generated characters are human.

Race (d100)

d100 Race
01–90 Human
91–93 Dwarf
94–95 Elf
96 Half-Elf
97 Halfling
98 Eladrin
99 Dragonborn
00 Tiefling

Human class (d100)

d100 Class
01–30 Fighter
31–50 Rogue
51–65 Ranger
66–75 Warlord
76–85 Cleric
86–92 Paladin
93–97 Wizard
98–00 Warlock

Dwarf class (d100)

d100 Class
01–35 Fighter
36–55 Cleric
56–70 Paladin
71–80 Warlord
81–87 Ranger
88–92 Rogue
93–97 Warlock
98–00 Wizard

Elf class (d100)

d100 Class
01–35 Ranger
36–55 Rogue
56–70 Fighter
71–80 Cleric
81–88 Wizard
89–93 Warlord
94–97 Warlock
98–00 Paladin

Half-Elf class (d100)

d100 Class
01–25 Warlord
26–45 Rogue
46–60 Ranger
61–72 Fighter
73–82 Cleric
83–90 Warlock
91–96 Paladin
97–00 Wizard

Halfling class (d100)

d100 Class
01–45 Rogue
46–65 Ranger
66–77 Fighter
78–85 Warlord
86–90 Cleric
91–94 Warlock
95–97 Paladin
98–00 Wizard

Eladrin class (d100)

d100 Class
01–35 Wizard
36–55 Fighter
56–70 Rogue
71–80 Warlord
81–88 Warlock
89–93 Ranger
94–97 Cleric
98–00 Paladin

Dragonborn class (d100)

d100 Class
01–35 Paladin
36–60 Fighter
61–80 Warlord
81–88 Cleric
89–92 Ranger
93–95 Warlock
96–98 Rogue
99–00 Wizard

Tiefling class (d100)

d100 Class
01–35 Warlock
36–60 Rogue
61–75 Wizard
76–85 Fighter
86–90 Warlord
91–94 Cleric
95–97 Ranger
98–00 Paladin

Monster sources and mathematics

This experiment concentrates on Heroic tier (levels 1–10); it does not impose a hard cap. Use creatures from any Fourth Edition Monster Manual or later monster collection. For initial Heroic-tier playtests, run early monsters as published. MM3 and Monster Vault revised monster damage and aspects of elite/solo design; consult their later standards when designing new creatures or if an older encounter proves too slow or insufficiently threatening. Do not automatically convert the entire early monster catalog. Revisit player attack and defense scaling only if play reaches higher tiers.

Treasure, experience, and advancement

Treasure XP is awarded at 1 XP per gp of listed value for treasure recovered to a Point of Light: coins, gems, jewelry, saleable mundane valuables, permanent magic items, potions, ritual scrolls, and other magical consumables. Characters may keep or use recovered magic items without forfeiting treasure XP. Divide treasure XP equally among participating player characters. Each treasure value awards XP only once: selling an item later never awards additional XP. Items bought with starting gold or otherwise purchased are not recovered treasure.

Playtest parcel conversion: Use one permanent magic-item parcel and nine monetary parcels per standard ten-parcel allotment. Convert three of the four normal permanent-item parcels into monetary treasure worth 25% of each replaced item’s listed value. Retain the six original monetary parcels. The retained permanent item is chosen by the DM. Count all recovered treasure, including magic items, toward treasure XP once upon return to a Point of Light.

Experience has two sources. Treasure recovered to a Point of Light earns 1 XP per gp of value, divided equally among expedition participants; no treasure awards XP twice. Monsters defeated or decisively overcome earn half their published 4e XP value, divided among participants. Use the original PHB1 XP thresholds. The standard party size is five characters, matching 4e encounter and treasure assumptions.

Leveling requires both sufficient XP and a gold expenditure. A character may accumulate XP in the dungeon, but gains a level only after paying the training cost and completing an extended rest in a Point of Light. Gold spent on training, equipment, provisions, or other expenses does not erase XP already earned. Training expenditure generates no new XP. A shortage of gold can delay leveling even when the XP threshold has been reached; this is intentional.

Training costs

Training costs are 100 gp × the new level, paid per character when advancing. The cost is an expenditure, not an additional source of XP.

New levelTraining cost per PC
2200 gp
3300 gp
4400 gp
5500 gp
6600 gp
7700 gp
8800 gp
9900 gp
101,000 gp

Kobold Hall as a benchmark

For the published five-character adventure, using 3,325 encounter XP and 380 gp in monetary treasure, this illustration counts only the specified coins and valuables. Any recovered magic items add treasure XP at their listed values; quest rewards are not included in this benchmark:

MeasureParty totalPer PC
Monster XP at 50%1,662.5 XP332.5 XP
Treasure XP380 XP76 XP
Total XP2,042.5 XP408.5 XP
XP needed for level 25,000 XP1,000 XP
Gold recovered380 gp76 gp
Gold training cost for level 21,000 gp200 gp

The 380 gp monetary component alone represents about 40.9% of the XP and 38% of the training gold needed for second level, before adding XP for recovered magic items or spending on expedition expenses. Gold may deliberately lag behind XP, encouraging further expeditions.

Training bonuses and rare magic

Use the optional inherent-bonus progression from Dungeon Master's Guide 2, described in this campaign as training bonuses. They represent growing martial expertise, magical discipline, and defensive skill, not a new kind of magic. They are gained with normal level advancement; there is no extra charge beyond the eventual gold cost to advance.

Character level Attack and damage bonus AC, Fortitude, Reflex, Will bonus
1 — —
2–3 +1 —
4–6 +1 +1
7–8 +2 +1
9–10 +2 +2

Apply the published inherent-bonus rules for attacks and damage, including their interaction with magic-item enhancement bonuses: use the higher applicable bonus, never add them together. This table shows the Heroic-tier progression only.

Magic items are rare discoveries primarily obtained through adventuring, not routine purchases from merchants. Treasure parcels may contain occasional magical objects with distinctive properties or powers, but characters do not need a steady stream of enhancement items to maintain expected attack and defense progression. Use the treasure parcel conversion described above. Ordinary equipment and supplies can still be bought where available in Points of Light.

Random starting equipment

Each character starts with a 100 gp allowance and ordinary clothing and boots at no cost. Roll 1d6 on the appropriate class table before selecting class features, fighting styles, powers, feats, and skills. The listed gold is what remains after purchasing the kit. The style labels are descriptive, not compulsory builds.

Kit means our modified adventurer’s kit (11 gp 3 sp): backpack, bedroll, flint and steel, belt pouch, ten days’ trail rations, 50 ft hemp rope, waterskin, and two torches instead of sunrods. A climber’s kit already includes a grappling hook.

Fighter (1d6)

d6StyleEquipmentGold remaining
1Shield fighterChainmail, longsword, heavy shield, kit23 gp 7 sp
2AxemanScale armor, battleaxe, heavy shield, kit18 gp 7 sp
3GreatswordScale armor, greatsword, sling, 20 bullets, kit11 gp 7 sp
4PolearmChainmail, halberd, lantern, 3 pints oil, kit16 gp 4 sp
5Hammer and shieldScale armor, warhammer, heavy shield, climber’s kit, kit16 gp 7 sp
6SpearmanChainmail, longspear, crossbow, 20 bolts, kit12 gp 7 sp

Ranger (1d6)

d6StyleEquipmentGold remaining
1ArcherLeather armor, longbow, 30 arrows, shortsword, kit22 gp 7 sp
2ArcherHide armor, shortbow, 60 arrows, handaxe, climber’s kit, kit24 gp 7 sp
3ArcherLeather armor, longbow, 60 arrows, dagger, climber’s kit, kit28 gp 7 sp
4Two-weaponHide armor, 2 longswords, kit28 gp 7 sp
5Two-weaponLeather armor, battleaxe, handaxe, climber’s kit, kit41 gp 7 sp
6Two-weaponHide armor, 2 shortswords, shortbow, 30 arrows, kit12 gp 7 sp

Rogue (1d6)

d6StyleEquipmentGold remaining
1SkirmisherLeather armor, shortsword, 2 daggers, sling, 20 bullets, thieves’ tools, kit29 gp 7 sp
2SwordsmanLeather armor, shortsword, dagger, thieves’ tools, kit32 gp 7 sp
3CrossbowLeather armor, hand crossbow, 20 bolts, dagger, thieves’ tools, kit16 gp 7 sp
4ThrowerLeather armor, shortsword, 10 shuriken, dagger, thieves’ tools, climber’s kit, kit28 gp 7 sp
5ClimberLeather armor, 2 daggers, sling, 20 bullets, thieves’ tools, climber’s kit, kit37 gp 7 sp
6CrossbowLeather armor, shortsword, hand crossbow, 20 bolts, thieves’ tools, kit7 gp 7 sp

Cleric (1d6)

d6StyleEquipmentGold remaining
1Shield bearerChainmail, mace, heavy shield, holy symbol, kit18 gp 7 sp
2MorningstarChainmail, morningstar, holy symbol, kit28 gp 7 sp
3SpearmanChainmail, spear, light shield, holy symbol, kit28 gp 7 sp
4CrossbowChainmail, mace, crossbow, 20 bolts, holy symbol, kit7 gp 7 sp
5TravelerHide armor, quarterstaff, holy symbol, lantern, 3 pints oil, kit36 gp 4 sp
6Shield bearerChainmail, club, sling, 20 bullets, heavy shield, holy symbol, kit20 gp 7 sp

Paladin (1d6)

d6StyleEquipmentGold remaining
1Sword and shieldScale armor, longsword, heavy shield, holy symbol, kit13 gp 7 sp
2Hammer and shieldScale armor, warhammer, heavy shield, holy symbol, kit8 gp 7 sp
3GreatswordScale armor, greatsword, holy symbol, kit3 gp 7 sp
4AxemanChainmail, battleaxe, heavy shield, holy symbol, kit13 gp 7 sp
5MorningstarScale armor, morningstar, light shield, holy symbol, kit18 gp 7 sp
6SpearmanScale armor, spear, heavy shield, holy symbol, kit13 gp 7 sp

Warlord (1d6)

d6StyleEquipmentGold remaining
1Sword and shieldChainmail, longsword, light shield, kit28 gp 7 sp
2AxemanChainmail, battleaxe, light shield, kit33 gp 7 sp
3PolearmChainmail, halberd, climber’s kit, kit31 gp 7 sp
4Hammer and shieldChainmail, warhammer, light shield, lantern, 3 pints oil, kit16 gp 4 sp
5GreatswordHide armor, greatsword, climber’s kit, kit26 gp 7 sp
6SpearmanChainmail, spear, light shield, 2 javelins, kit23 gp 7 sp

Wizard (1d6)

d6StyleEquipmentGold remaining
1StaffCloth armor, staff implement, kit82 gp 7 sp
2OrbCloth armor, orb, dagger, kit71 gp 7 sp
3WandCloth armor, wand, dagger, lantern, 3 pints oil, kit72 gp 4 sp
4ExplorerCloth armor, staff implement, climber’s kit, kit80 gp 7 sp
5ScholarCloth armor, orb, dagger, 10 gp alchemical reagents, kit61 gp 7 sp
6TravelerCloth armor, wand, dagger, tent, 50 ft silk rope, kit59 gp 7 sp

Warlock (1d6)

d6StyleEquipmentGold remaining
1RodLeather armor, rod, dagger, kit50 gp 7 sp
2WandLeather armor, wand, spear, kit51 gp 7 sp
3CrossbowLeather armor, rod, crossbow, 20 bolts, kit25 gp 7 sp
4LanternLeather armor, wand, dagger, lantern, 3 pints oil, kit48 gp 4 sp
5ClimberLeather armor, rod, mace, climber’s kit, kit44 gp 7 sp
6TravelerLeather armor, wand, dagger, tent, 50 ft silk rope, kit35 gp 7 sp

Wizard only: After rolling a starting kit, roll another d6. On a 1, the wizard also begins with one randomly selected minor magical possession (a low-level PHB1 consumable such as a potion or ritual scroll), at no gold cost. Never grant a permanent magic item from this roll. On 2–6, no additional possession.

Optional hirelings

Players may employ assistance, but hirelings are never mandatory or assumed. Availability depends on the settlement. Food and lodging are paid by the employer in addition to wages. Entering a dungeon requires the hireling’s agreement; no wage guarantees consent to suicidal orders.

HirelingOrdinary workDungeon work
Porter1 gp/day4 gp/day
Torchbearer1 gp/day4 gp/day
Guide2 gp/day10 gp/day
Guard2 gp/day10 gp/day
Skilled specialist4 gp/day20 gp/day

Hirelings perform their agreed duties; ordinary laborers do not automatically fight. Particularly hazardous assignments may call for additional negotiation or treasure shares. Hirelings are paid wages, not automatic XP or treasure shares.


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