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 level | Training cost per PC |
|---|---|
| 2 | 200 gp |
| 3 | 300 gp |
| 4 | 400 gp |
| 5 | 500 gp |
| 6 | 600 gp |
| 7 | 700 gp |
| 8 | 800 gp |
| 9 | 900 gp |
| 10 | 1,000 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:
| Measure | Party total | Per PC |
|---|---|---|
| Monster XP at 50% | 1,662.5 XP | 332.5 XP |
| Treasure XP | 380 XP | 76 XP |
| Total XP | 2,042.5 XP | 408.5 XP |
| XP needed for level 2 | 5,000 XP | 1,000 XP |
| Gold recovered | 380 gp | 76 gp |
| Gold training cost for level 2 | 1,000 gp | 200 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)
| d6 | Style | Equipment | Gold remaining |
|---|---|---|---|
| 1 | Shield fighter | Chainmail, longsword, heavy shield, kit | 23 gp 7 sp |
| 2 | Axeman | Scale armor, battleaxe, heavy shield, kit | 18 gp 7 sp |
| 3 | Greatsword | Scale armor, greatsword, sling, 20 bullets, kit | 11 gp 7 sp |
| 4 | Polearm | Chainmail, halberd, lantern, 3 pints oil, kit | 16 gp 4 sp |
| 5 | Hammer and shield | Scale armor, warhammer, heavy shield, climber’s kit, kit | 16 gp 7 sp |
| 6 | Spearman | Chainmail, longspear, crossbow, 20 bolts, kit | 12 gp 7 sp |
Ranger (1d6)
| d6 | Style | Equipment | Gold remaining |
|---|---|---|---|
| 1 | Archer | Leather armor, longbow, 30 arrows, shortsword, kit | 22 gp 7 sp |
| 2 | Archer | Hide armor, shortbow, 60 arrows, handaxe, climber’s kit, kit | 24 gp 7 sp |
| 3 | Archer | Leather armor, longbow, 60 arrows, dagger, climber’s kit, kit | 28 gp 7 sp |
| 4 | Two-weapon | Hide armor, 2 longswords, kit | 28 gp 7 sp |
| 5 | Two-weapon | Leather armor, battleaxe, handaxe, climber’s kit, kit | 41 gp 7 sp |
| 6 | Two-weapon | Hide armor, 2 shortswords, shortbow, 30 arrows, kit | 12 gp 7 sp |
Rogue (1d6)
| d6 | Style | Equipment | Gold remaining |
|---|---|---|---|
| 1 | Skirmisher | Leather armor, shortsword, 2 daggers, sling, 20 bullets, thieves’ tools, kit | 29 gp 7 sp |
| 2 | Swordsman | Leather armor, shortsword, dagger, thieves’ tools, kit | 32 gp 7 sp |
| 3 | Crossbow | Leather armor, hand crossbow, 20 bolts, dagger, thieves’ tools, kit | 16 gp 7 sp |
| 4 | Thrower | Leather armor, shortsword, 10 shuriken, dagger, thieves’ tools, climber’s kit, kit | 28 gp 7 sp |
| 5 | Climber | Leather armor, 2 daggers, sling, 20 bullets, thieves’ tools, climber’s kit, kit | 37 gp 7 sp |
| 6 | Crossbow | Leather armor, shortsword, hand crossbow, 20 bolts, thieves’ tools, kit | 7 gp 7 sp |
Cleric (1d6)
| d6 | Style | Equipment | Gold remaining |
|---|---|---|---|
| 1 | Shield bearer | Chainmail, mace, heavy shield, holy symbol, kit | 18 gp 7 sp |
| 2 | Morningstar | Chainmail, morningstar, holy symbol, kit | 28 gp 7 sp |
| 3 | Spearman | Chainmail, spear, light shield, holy symbol, kit | 28 gp 7 sp |
| 4 | Crossbow | Chainmail, mace, crossbow, 20 bolts, holy symbol, kit | 7 gp 7 sp |
| 5 | Traveler | Hide armor, quarterstaff, holy symbol, lantern, 3 pints oil, kit | 36 gp 4 sp |
| 6 | Shield bearer | Chainmail, club, sling, 20 bullets, heavy shield, holy symbol, kit | 20 gp 7 sp |
Paladin (1d6)
| d6 | Style | Equipment | Gold remaining |
|---|---|---|---|
| 1 | Sword and shield | Scale armor, longsword, heavy shield, holy symbol, kit | 13 gp 7 sp |
| 2 | Hammer and shield | Scale armor, warhammer, heavy shield, holy symbol, kit | 8 gp 7 sp |
| 3 | Greatsword | Scale armor, greatsword, holy symbol, kit | 3 gp 7 sp |
| 4 | Axeman | Chainmail, battleaxe, heavy shield, holy symbol, kit | 13 gp 7 sp |
| 5 | Morningstar | Scale armor, morningstar, light shield, holy symbol, kit | 18 gp 7 sp |
| 6 | Spearman | Scale armor, spear, heavy shield, holy symbol, kit | 13 gp 7 sp |
Warlord (1d6)
| d6 | Style | Equipment | Gold remaining |
|---|---|---|---|
| 1 | Sword and shield | Chainmail, longsword, light shield, kit | 28 gp 7 sp |
| 2 | Axeman | Chainmail, battleaxe, light shield, kit | 33 gp 7 sp |
| 3 | Polearm | Chainmail, halberd, climber’s kit, kit | 31 gp 7 sp |
| 4 | Hammer and shield | Chainmail, warhammer, light shield, lantern, 3 pints oil, kit | 16 gp 4 sp |
| 5 | Greatsword | Hide armor, greatsword, climber’s kit, kit | 26 gp 7 sp |
| 6 | Spearman | Chainmail, spear, light shield, 2 javelins, kit | 23 gp 7 sp |
Wizard (1d6)
| d6 | Style | Equipment | Gold remaining |
|---|---|---|---|
| 1 | Staff | Cloth armor, staff implement, kit | 82 gp 7 sp |
| 2 | Orb | Cloth armor, orb, dagger, kit | 71 gp 7 sp |
| 3 | Wand | Cloth armor, wand, dagger, lantern, 3 pints oil, kit | 72 gp 4 sp |
| 4 | Explorer | Cloth armor, staff implement, climber’s kit, kit | 80 gp 7 sp |
| 5 | Scholar | Cloth armor, orb, dagger, 10 gp alchemical reagents, kit | 61 gp 7 sp |
| 6 | Traveler | Cloth armor, wand, dagger, tent, 50 ft silk rope, kit | 59 gp 7 sp |
Warlock (1d6)
| d6 | Style | Equipment | Gold remaining |
|---|---|---|---|
| 1 | Rod | Leather armor, rod, dagger, kit | 50 gp 7 sp |
| 2 | Wand | Leather armor, wand, spear, kit | 51 gp 7 sp |
| 3 | Crossbow | Leather armor, rod, crossbow, 20 bolts, kit | 25 gp 7 sp |
| 4 | Lantern | Leather armor, wand, dagger, lantern, 3 pints oil, kit | 48 gp 4 sp |
| 5 | Climber | Leather armor, rod, mace, climber’s kit, kit | 44 gp 7 sp |
| 6 | Traveler | Leather armor, wand, dagger, tent, 50 ft silk rope, kit | 35 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.
| Hireling | Ordinary work | Dungeon work |
|---|---|---|
| Porter | 1 gp/day | 4 gp/day |
| Torchbearer | 1 gp/day | 4 gp/day |
| Guide | 2 gp/day | 10 gp/day |
| Guard | 2 gp/day | 10 gp/day |
| Skilled specialist | 4 gp/day | 20 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.
The experiment is simple: keep 4e's combat engine, but make the decision to fight—and the cost of recovering afterward—matter.
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