2nd Ed Dmg Calculating Xp Award

So in the Dungeon Master's guide there's the 'XP Thresholds by character level' list, which specifies how hard an encounter will be based on the total XP the monsters give out. Then on the same page it says that I should multiply the XP by a certain number based on how many enemies there are, and compare that to the XP threshold table.

I'm new to DMing! How do I start?

First, congratulations on running a game! You'll get the hang of it pretty quickly. The easiest way to build an encounter is to pick an enemy from the Monster Manual with a CR around the same as the level of PCs in your party, maybe one higher if you want them to have a tough fight. This won't always be perfect, but it's a good place to start. You'll find that this method mostly generates Medium or Hard difficulty encounters, which is about what you are aiming for.

To spice things up, increase the number of enemies. Either go for a group of lower-level mooks, or a second bad guy of around the same CR, or mix and match. Don't go too wild with this, though - the PCs can only take on so many enemies at once. In 5th Edition, outnumbering your opponent can be quite an advantage. Be very careful before putting your PCs up against a Deadly encounter, especially against lots of enemies.

Why are my players finding encounters so easy?

If you're using this calculator a lot, you may have found it can seem to overstate the difficulty of encounters. First I'll explain why this happens, and then how you can fix this.

The biggest culprit for easy encounters is the party resting too much. If you're like me, your parties tend to have maybe two or three encounters per long rest, often with short rests in between - this makes more sense for some play styles, but causes balance problems.

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The way 5th Edition balances resources assumes that parties will have at least a couple of medium-difficulty encounters between each short rest, and maybe two or three short rests between each long rest. This forces characters to be conservative with their limited resources (spell slots, class features, hit dice, and so forth), making each individual encounter tougher. A party that can approach an encounter fresh, with no worries about saving resources, will often find that encounter relatively easy.

How do you fix this? You have two choices.

  1. Don't let your party rest as often. There are a couple of ways of doing this - you could have encounters happen closer together without any chance for a break between each (maybe putting the characters on a timer, or make it dangerous to rest), or use the 'Gritty Realism' rest model as described in the DMG (page 267) which makes rests take longer. I have started using Gritty Realism in my games and I've found that it makes designing adventures substantially easier, and stops the party attempting to rest at every opportunity.
  2. Make the encounters harder. You can probably make the Adjusted Difficulty Rating of an encounter up to double or maybe even triple (for very experienced parties) the XP* rating of a Deadly encounter, and the fight will be more challenging and risky, but not impossible for a prepared party. There are some downsides to this approach, however. Fights become much more dangerous as an encounter can quickly snowball from challenging to deadly if one or two of the PCs are dropped. This is especially pronounced at lower levels where a single hit can be enough to put someone on the floor. If you use this method, you may need to increase the difficulty slowly until you get to the level of challenge you want.

    *Note for those who use CR, this scales differently. You may only want to increase the CR of encounters by 1 or 2.

These tables are intended as a general reference and guidelineregarding what a party of adventurers might get on the openmarket for an item if they worked at it. The main purpose for thispage is to provide data for discussion of in-party pricing of magicitems when loot is distributed.

As there are no prices assigned to magic items in Second EditionAD&D, the prices on this page were arrived at by using1st Ed. DMG prices whenever possible, using 1stEd. Unearthed Arcana prices when the DMG didn't cover the item, usingHackMaster (4th Ed.) prices when neither AD&D sourceprovided a price and finally making something that seemed reasonableup in the few cases when none of those sources sufficed. Then theresults were adjusted where necessary to fit the economics of the gameworld.

Note that this is not the source I refer to for prices, andcertainly not what I refer to for the selection of magic items for mycampaign. I make use of a considerably larger, more customizedversion of this page - its evolutionary descendant, if you will. Thatversion contains far too many Things YouDon't Want To Know (the whole Miscellaneous Magic: Sausagestable, for example) to be used here. Suffice it to say that this pagemirrors that one wherever possible and should be sufficient for partyuse.

Table 88:

Magical Items

D20 RollCategory
01-20Potions
21-35Scrolls
36-40Rings
41Rods
42Staves
43-45Wands
46Miscellaneous Magic: Books and Tomes
47-48Miscellaneous Magic: Jewels and Jewelry
49-50Miscellaneous Magic: Cloaks and Robes
51-52Miscellaneous Magic: Boots and Gloves
53Miscellaneous Magic: Girdles and Helms
54-55Miscellaneous Magic: Bags and Bottles
56Miscellaneous Magic: Dusts and Stones
57Miscellaneous Magic: Household Items and Tools
58Miscellaneous Magic: Musical Instruments
59-60Miscellaneous Magic: The Weird Stuff
61-75Armor and Shields
76-00Weapons


Oncethe general category is determined, the DM can choose a specific itemfrom the tables below. (Each item on the tables is given a die rollnumber so that the DM can select items randomly, if he chooses.) Sometables have several subtables. Each subtable has a range of numbersin parentheses at the top. To select the appropriate subtable, checkthe die listed after the table's title. Roll the listed die and findthe result in the number range at the top of one of the subtables.This is the subtable you read to determine which item in the list hasbeen found.

Forexample, the Potions and Oils table has '(D6)' after the title.That means you roll a 6-sided die to determine which Subtable (A, B,or C) to read. If you roll a 2, for example, you check subtable A(which has '1-2' at the top); if you roll a 6, you readsubtable C (which has '5-6' at the top). Roll 1d20 on theappropriate subtable to determine the specific item found. Then turnto the descriptions following the tables to find out what each itemdoes.


Potions and Oils (D6)

Subtable A (1-2)

D20
Roll
ItemXP
Value
GP
Value
1Animal Control*250400
2Clairaudience250400
3Clairvoyance300500
4Climbing300500
5-6Delusion**~~150
7Diminution300500
8Dragon Control*7005,000-9,000
9Elixir of Health3502,000
10-11Elixir of Madness**~~~~
12Elixir of Youth50010,000
13ESP500850
14-15Extra-Healing400800
16Fire Breath4004,000
17Fire Resistance250400
18Flying500750
19Gaseous Form300400
20DM's Choice~~~~


Subtable B (3-4)

D20
Roll
ItemXP
Value
GP
Value
1Giant Control*6001,000-6,000
2Giant Strength* (Warrior)550900-1,400
3Growth250300
4-5Healing200400
6Heroism (Warrior)300500
7Human Control*500900
8Invisibility250500
9Invulnerability (Warrior)350500
10Levitation250400
11Longevity5001,000
12Oil of Acid Resistance5005,000
13Oil of Disenchantment7503,500
14Oil of Elemental Invulnerability*5005,000
15Oil of Etherealness6001,500
16Oil of Fiery Burning5004,000
17Oil of Fumbling**~~1,000
18Oil of Impact7505,000
19Oil of Slipperiness400750
20DM's Choice~~~~



Subtable C (5-6)

D20
Roll
ItemXP
Value
GP
Value
1Oil of Timelessness5002,000
2Philter of Glibness5002,500
3Philter of Love200300
4Philter of Persuasiveness400850
5Philter of Stammering and Stuttering**~~1,500
6Plant Control250300
7-8Poison**~~~~
9Polymorph Self200350
10Rainbow Hues200800
11Speed200450
12-13Super-heroism (Warrior)450750
14Sweet Water200250
15Treasure Finding6002,000
16Undead Control*7002,500
17Ventriloquism200800
18Vitality3002,500
19Water Breathing400900
20DM's Choice~~~~


* The type of creature affected can be determined by die roll (seethe specific item description for more information).

** The DM shouldn't reveal the exact nature of the potion.


Scrolls (D6)


2nd Ed Dmg Calculating Xp Award 2016

Subtable A (1-4)

D20
Roll
Item*Level Range**
1-31 spell1-4
4-51 spell1-6
61 spell2-9 (2-7**)
72 spells1-4
82 spells2-9 (2-7**)
93 spells1-4
103 spells2-9 (2-7**)
114 spells1-6
124 spells1-8 (1-6**)
135 spells1-6
145 spells1-8 (1-6**)
156 spells1-6
166 spells3-8 (3-6**)
177 spells1-8
187 spells2-9 (2-7**)
197 spells4-9 (4-7**)
20DM's Choice ~~


* See 'Scrolls' in Appendix 3 to determine whether apriest scroll or a wizard scroll is found.

** Level Range lists the range of spell levels on the scroll.Ranges marked with double asterisks (**) are used to determine priestspells.


Experience Point Value:

The XP Value (experience point value) for spell scrolls is equal tothe total spell levels contained on the scroll x 100.


Gold Piece Sale Value:

Any scroll can be sold in the 'open market' for 300gp times itstotal spell levels or 5 times its XP value.



2nd ed dmg calculating xp award 2016

Subtable B (5-6)

D20
Roll
ItemXP
Value
1Map~~
2Protection - Acid2,500
3Protection - Cold2,000
4Protection - Dragon Breath2,000
5Protection - Electricity1,500
6-7Protection - Elementals1,500
8Protection - Fire2,000
9Protection - Gas2,000
10-11Protection - Lycanthropes1,000
12Protection - Magic1,500
13Protection - Petrification2,000
14Protection - Plants1,000
15Protection - Poison1,000
16Protection - Possession2,000
17Protection - Undead1,500
18Protection - Water1,500
19Curse~~
20DM'sChoice~~


Rings (D6)


Subtable A (1-4)

D20
Roll
ItemXP
Value
GP
Value
1Animal Friendship1,0005,000
2Blinking1,0005,000
3Chameleon Power1,0005,000
4Clumsiness~~3,000
5Contrariness~~1,000
6-7Delusion~~2,000
8Djinni Summoning*3,00020,000
9Elemental Command5,00025,000
10Feather Falling1,0005,000
11Fire Resistance1,0005,000
12Free Action1,0005,000
13Human Influence2,00010,000
14Invisibility1,5007,500
15-16Jumping1,0005,000
17Mammal Control*1,0005,000
18Mind Shielding5005,000
19Protection1,000**see below
20DM's Choice~~~~



Subtable B (5-6)

D20
Roll
ItemXP
Value
GP
Value
1-2Protection1,000**see below
3Ram, Ring of the*7507,500
4Regeneration5,00040,000
5Shocking Grasp1,0005,000
6Shooting Stars3,00015,000
7Spell Storing2,50022,500
8Spell Turning2,00017,500
9Sustenance5003,500
10Swimming1,0005,000
11Telekinesis*2,00010,000
12Truth1,0005,000
13Warmth1,0005,000
14Water Walking1,0005,000
15Weakness~~1,000
16Wishes, Multiple*5,00025,000
17Wishes, Three*3,00015,000
18Wizardry* (Wizard)4,00050,000
19X-Ray Vision4,00035,000
20DM's Choice~~~~


*The power of these rings is limited by the number of charges.

** per +1 of protection (XP only)

D100
Roll
Level of ProtectionMarket Value
01-70+15,000
71-82+212,000
83+2, 5-foot radius protection15,000
84-90+320,000
91+3, 5-foot radius protection25,000
92-97+4 on AC, +2 to saving throws24,000
98-00+6 on AC, +1 to saving throws30,000
40% of these rings have secondary bonuses vs. certain types of attacks, which further affects the price.


Rods


D20
Roll
ItemXP
Value
GP
Value
1-2Absorption (Priest, Wizard)7,50040,000
3-4Alertness7,00050,000
5Beguiling (Priest, Wizard, Rogue)5,00030,000
6-7Cancellation10,00015,000
8Flailing2,00020,000
9Lordly Might (Warrior)6,00020,000
10Passage5,00050,000
11Resurrection (Priest)10,00035,000
12Rulership8,00035,000
?Scepter of Entrapment3,00045,000
13-14Security3,00030,000
15-16Smiting (Priest, Wizard)4,00015,000
17Splendor2,50025,000
18-19Terror3,00015,000
20DM's Choice~~~~


Staves


D20
Roll
ItemXP
Value
GP
Value
1-2Mace1,50012,500
3Command (Priest, Wizard)5,00025,000
4-5Curing (Priest)6,00025,000
6Magi (Wizard)15,00075,000
7Power (Wizard)12,00060,000
8Serpent (Priest)7,00035,000
9-10Slinging (Priest)2,00010,000
11-12Spear1,000*5,000-25,000
13-14Striking (Priest, Wizard)6,00015,000
15Swarming Insects (Priest, Wizard)100**500**
16Thunder & Lightning8,00020,000
17-18Withering8,00035,000
19Woodlands (Druid)8,00040,000
20DM's Choice~~~~

* per +1 of power

** per charge


Wands


D20
Roll
ItemXP
Value
GP
Value
1Conjuration (Wizard)7,00035,000
2Earth and Stone1,00010,000-15,000
3Enemy Detection2,00010,000
4Fear (Priest, Wizard)3,00015,000
5Fire (Wizard)4,50025,000
6Flame Extinguishing1,50010,000
7Frost (Wizard)6,00050,000
8Illumination2,00010,000
9Illusion (Wizard)3,00020,000
10Lightning (Wizard)4,00030,000
11Magic Detection2,50025,000
12Magic Missiles4,00035,000
13Metal and Mineral Detection1,5007,500
14Negation3,50015,000
15Paralyzation (Wizard)3,50025,000
16Polymorphing (Wizard)3,50025,000
17Secret Door and Trap Location5,00040,000
18Size Alteration3,00020,000
19Wonder6,00010,000
20DM's Choice~~~~


Miscellaneous Magic: Books, Librams, Manuals, Tomes


D20
Roll
ItemXP
Value
GP
Value
1-3Boccob's Blessed Book (Wizard)4,50035,000
4Book of Exalted Deeds (Priest)8,00040,000
5Book of Infinite Spells9,00050,000
6Book of Vile Darkness (Priest)8,00040,000
7Libram of Gainful Conjuration (Wizard)8,00040,000
8Libram of Ineffable Damnation (Wizard)8,00040,000
9Libram of Silver Magic (Wizard)8,00040,000
10Manual of Bodily Health5,00050,000
11Manual of Gainful Exercise5,00050,000
12Manual of Golems (Priest, Wizard)3,00030,000
13Manual of Puissant Skill at Arms (Warrior)8,00040,000
14Manual of Quickness in Action5,00050,000
15Manual of Stealthy Pilfering (Rogue)8,00040,000
16Tome of Clear Thought8,00048,000
17Tome of Leadership and Influence7,50040,000
18Tome of Understanding8,00043,500
19Vacuous Grimoire~~1,000
20DM's Choice~~~~



Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)


Subtable A (1-3)

D20
Roll
ItemXP
Value
GP
Value
1Amulet of Inescapable Location~~1,000
2Amulet of Life Protection5,00020,000
3Amulet of the Planes6,00030,000
4Amulet of Proof Against Detection and Location4,00015,000
5Amulet Versus Undead200*1000
6Beads of Force200 ea.1000 ea.
7Brooch of Shielding1,00010,000
8Gem of Brightness2,00017,500
9Gem of Insight3,00030,000
10Gem of Seeing2,00025,000
11Jewel of Attacks~~1,000
12Jewel of Flawlessness~~1,000/facet
13Medallion of ESP2,000
(was 1K/3K)
10,000/30,000
14Medallion of Thought Projection~~1,000
15Necklace of Adaptation1,00010,000
16-17Necklace of Missiles100**200**
18Necklace of Prayer Beads (Priest)500***3,000***
19Necklace of Strangulation~~1,000
20DM's Choice~~~~


Subtable B (4-6)

Award
D20
Roll
ItemXP
Value
GP
Value
1Pearl of Power (Wizard)200*2,000*
2Pearl of the Sirines9004,500
3Pearl of Wisdom (Priest)5005,000
4Periapt of Foul Rotting~~1,000
5Periapt of Health1,00010,000
6Periapt of Proof Against Poison1,50012,500
7Periapt of Wound Closure1,00010,000
8Phylactery of Faithfulness (Priest)1,0007,500
9Phylactery of Long Years (Priest)3,00025,000
10Phylactery of Monstrous Attention (Priest)~~2,000
11Scarab of Death~~2,500
12Scarab of Enraging Enemies1,0008,000
13Scarab of Insanity1,50011,000
14Scarab of Protection2,50025,000
15Scarab Versus Golems****15,000
16Talisman of Pure Good (Priest)3,50027,500
17Talisman of the Sphere (Wizard)10010,000
18Talisman of Ultimate Evil (Priest)3,50032,500
19Talisman of Zagy1,00010,000
20DM's Choice~~~~

* Per level

** Per die of damage

*** Per special bead

**** See item description



Miscellaneous Magic: Cloaks and Robes


D20
Roll
ItemXP
Value
GP
Value
1Cloak of Arachnida3,00025,000
2Cloak of Displacement3,00017,500
3-4Cloak of Elvenkind1,0006,000
5Cloak of Poisonousness~~2,500
6-8Cloak of Protection1,000*10,000*
9Cloak of the Bat1,50015,000
10Cloak of the Manta Ray2,00012,500
11Robe of the Archmagi (Wizard)6,00065,000
12Robe of Blending3,50035,000
13Robe of Eyes (Wizard)4,50050,000
14Robe of Powerlessness (Wizard)~~1,000
15Robe of Scintillating Colors (Priest, Wizard)2,75025,000
16Robe of Stars (Wizard)4,00012,000
17-18Robe of Useful Items (Wizard)1,50015,000
19Robe of Vermin (Wizard)~~1,000
20DM's Choice~~~~

* Per plus


2nd Ed Dmg Calculating Xp Award Program

Miscellaneous Magic: Boots, Bracers, Gloves


D20
Roll
ItemXP
Value
GP
Value
1Boots of Dancing~~5,000
2Boots of Elvenkind1,0005,000
3Boots of Levitation2,00015,000
4Boots of Speed2,50020,000
5Boots of Striding and Springing2,50020,000
6Boots of the North1,5007,500
7Boots of Varied Tracks1,5007,500
8Boots, Winged2,00020,000
9Bracers of Archery (Warrior)1,00010,000
10Bracers of Brachiation1,00010,000
11-12Bracers of Defense500*3,000*
13Bracers of Defenselessness~~2,000
14Gauntlets of Dexterity1,00010,000
15Gauntets of Fumbling~~1,000
16Gauntlets of Ogre Power (Priest, Rogue, Warrior)1,00015,000
17Gauntlets of Swimming and Climbing (Priest, Rogue, Warrior)1,00010,000
18Gloves of Missile Snaring1,50010,000
19Slippers of Spider Climbing1,00010,000
20DM's Choice~~~~

* Per AC of protection less than 10


Miscellaneous Magic: Girdles, Hats, Helms


D20
Roll
ItemXP
Value
GP
Value
1-3Girdle of Dwarvenkind3,50020,000
4Girdle of Femininity/Masculinity (Priest, Rogue, Warrior)~~1,000
5-6Girdle of Giant Strength (Priest, Rogue Warrior)2,00025,000
7-9Girdle of Many Pouches1,00010,000
10Hat of Disguise1,0007,500
11Hat of Stupidity~~1,000
12Helm of Brilliance2,50060,000
13-14Helm of Comprehending Languages and Reading Magic1,00012,500
15Helm of Opposite Alignment~~1,000
16Helm of Telepathy3,00035,000
17Helm of Teleportation2,50030,000
18-19Helm of Underwater Action1,00010,000
20DM's Choice~~~~


Miscellaneous Magic: Bags, Bottles, Pouches, Containers


D20
Roll
ItemXP
Value
GP
Value
1Alchemy Jug3,00012,000
2Bag of Beans1,0005,000
3Bag of Devouring~~1,500
4-7Bag of Holding5,00025,000
8Bag of Transmuting~~500
9Bag of Tricks2,50015,000
10Beaker of Plentiful Potions1,50012,500
11Bucknard's Everfull Purse*15K/25K/40K
12Decanter of Endless Water1,0003,000
13Efreeti Bottle9,00045,000
14Eversmoking Bottle5002,500
15Flask of Curses~~1,000
16Heward's Handy Haversack3,00030,000
17Iron Flask~~~~
18Portable Hole5,00050,000
19Pouch of Accessibility1,50012,500
20DM's Choice~~~~

* See item description


Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones


D20
Roll
ItemXP
Value
GP
Value
1Candle of Invocation (Priest)1,0005,000
2Dust of Appearance1,0004,000
3Dust of Disappearance2,0008,000
4Dust of Dryness1,0008,000
5Dust of Illusion1,000100/pinch
6Dust of Tracelessness500200/pinch
7Dust of Sneezing and Choking~~1,000
8Incense of Meditation (Priest)5007,500
9Incense of Obsession (Priest)~~500
10Ioun Stones300*5,000*
11Keoghtom's Ointment50010,000
12Nolzur's Marvelous Pigments500*3,000*
13Philosopher's Stone1,00010,000
14Smoke Powder**~~30,000
15Sovereign Glue1,000/oz.1,000/oz.
16Stone of Controlling Earth Elementals1,50012,500
17Stone of Good Luck (Luckstone)3,00025,000
18Stone of Weight (Loadstone)~~1,000
19Universal Solvent1,0007,000
20DM's Choice~~~~

* Per stone or pot of pigment

** This item is optional and should not be given unless the arquebus isallowed in the campaign.


Miscellaneous Magic: Household Items and Tools


D20
Roll
ItemXP
Value
GP
Value
1Brazier Commanding Fire Elementals (Wizard)4,00025,000
2Brazier of Sleep Smoke (Wizard)~~1,000
3Broom of Animated Attack~~3,000
4Broom of Flying2,00010,000
5Carpet of Flying7,50025,000
6Mattock of the Titans (Warrior)3,5007,000
7Maul of the Titans (Warrior)4,00012,000
8Mirror of Life Trapping (Wizard)2,50025,000
9Mirror of Mental Prowess5,00050,000
10Mirror of Opposition~~2,000
11Murlynd's Spoon7504,000
12-13Rope of Climbing1,00010,000
14Rope of Constriction~~1,000
15Rope of Entanglement1,50012,000
16Rug of Smothering~~1,500
17Rug of Welcome (Wizard)6,50045,000
18Saw of Mighty Cutting (Warrior)2,00012,500
19Spade of Colossal Excavation (Warrior)1,0006,500
20DM's Choice~~~~


Miscellaneous Magic: Musical Instruments


D20
Roll
ItemXP
Value
GP
Value
1Chime of Interruption2,00020,000
2Chime of Opening3,50020,000
3Chime of Hunger~~~~
4Drums of Deafening~~500
5Drums of Panic6,50035,000
6Harp of Charming5,00025,000
7Harp of Discord~~20,000
8Horn of Blasting1,00055,000
9Horn of Bubbles~~~~
10Horn of Collapsing1,50025,000
11Horn of Fog4004,000
12Horn of Goodness (Evil)7503,250
13Horn of the Tritons (Priest, Warrior)2,00017,500
14Horn of Valhalla1,000*15,000*
15Lyre of Building5,00030,000
16Pipes of Haunting4005,000
17Pipes of Pain~~10,000
18Pipes of Sounding1,00010,000
19Pipes of the Sewers2,0008,500
20DM's Choice~~~~

* Only if used by character of appropriate class.



Miscellaneous Magic: The Weird Stuff (D6)


Subtable A (1-3)

D20
Roll
ItemXP
Value
GP
Value
1Apparatus of Kwalish8,00035,000
2-3Boat, Folding10,00025,000
4Bowl Commanding Water Elementals (Wizard)4,00025,000
5Bowl of Watery Death (Wizard)~~1,000
6Censer Controlling Air Elementals (Wizard)4,00025,000
7Censer of Summoning Hostile Air Elementals (Wizard)~~1,000
8-9Crystal Ball (Wizard)1,0005,000
10Crystal Hypnosis Ball (Wizard)~~3,000
11Cube of Force3,00020,000
12-13Cube of Frost Resistance2,00014,000
14Cubic Gate5,00017,500
15Daern's Instant Fortress7,00027,500
16Deck of Illusions1,50015,000
17Deck of Many Things~~10,000
18Eyes of Charming (Wizard)4,00024,000
19Eyes of Minute Seeing2,00012,500
20DM's Choice~~~~


Subtable B 4-6

D20
Roll
ItemXP
Value
GP
Value
1Eyes of Petrification~~ or 12,500~~ or 50,000
2Eyes of the Eagle3,50018,000
3-4Figurine of Wondrous Power100*1,000*
?Glowing Globe100200
5Horseshoes of a Zephyr1,5007,500
6-7Horseshoes of Speed2,00010,000
8Iron Bands of Bilarro7505,000
9Lens of Detection2501,500
10Quaal's Feather Token1,0002,000/7,000
11-12Quiver of Ehlonna1,50010,000
13Sheet of Smallness1,50012,500
14Sphere of Annihilation4,00030,000
15Stone Horse2,00012,000
16Well of Many Worlds6,00012,000
17-18Wind Fan5002,500
19Wings of Flying7507,500
20DM's Choice~~~~

* Per Hit Die of the figurine.




Todetermine the magical item found, roll for the type of armor on Table105 and then the magical adjustment on Table 106. If a Special armoris found, roll for the type on Table 107.



Armor Type


D20
Roll
Armor AC Standard
GP Value
Base Magic
GP Value
1Banded mail42002,000
2Brigandine61201,000
3-5Chain mail5751,500
6Field plate22000*
7Full plate14000 - 10,000*
8Leather850
9-12Plate mail36003,000
13Ring mail7100500
14Scale mail61201,000
15-17Shield+11, 3, 7 or 10500
18Splint mail4802,000
19Studded leather720500
20Special~~~~~~

* Field Plate and Full Plate are priced on the following table:


+1+2+3+4+5
Field Plate15,00030,00050,00080,000120,000
Full Plate30,00050,00080,000120,000200,000


Armor Class Adjustment


D20
Roll
AC Adj.XP
Value
GP
Value
1-2-1~~~~
3-10+15002,000
11-14+21,0006,000
15-17+31,50012,000
18-19+42,00018,000
20+53,00025,000


Special Armors


D20
Roll
Armor TypeXP
Value
GP
Value
1-2Armor of Command1,00015,000
3-4Armor of Blending5005000
5-6Armor of Missile Attraction~~*1,500
7-8Armor of Rage~~*2,000
9-10Elven Chain Mail+1,000+5,000
11-12Plate Mail of Etherealness5,00030,000
13-14Plate Mail of Fear4,00035,000
15-16Plate Mail of Vulnerability~~1,500
17-18Shield, Large, +1, +4 vs. Missiles4004,000
19-20Shield -1, Missile Attractor~~750

* No experience points are gained, regardless of the amount ofadditional AC protection the item provides.



Todetermine the type of magical weapon found, roll once on Table 108for a weapon type. Then roll on Table 109 to determine the plus (orminus) of the weapon. If a Special result is rolled, roll on Table110 to determine the exact weapon found. A range of numbers inparentheses is the number of items found.


Weapon Type (D6)


Subtable A (1-2)

D20
Roll
WeaponStandard
Damage
1Arrow (4d6)d6/d6
2Arrow (3d6)d6/d6
3Arrow (2d6)d6/d6
4-5Axed6/d4
6Battle axed8/d8
7Bolt (2d10)d4/d4
8Bolt (2d6)d4+1/d6+1
9Bullet, Slingd4+1/d6+1
10-12Daggerd4/d3
13Dart (3d4)d3/d2
14Flaild6+1/2d4
15Javelin (1d2)d6/d6
16Knifed3/d2
17Lance*
18-19Maced6+1/d6
20Special (roll on Table 110)~~

Subtable B (3-6)

D20
Roll
WeaponStandard
Damage
1Military Pickd6+1/2d4
2Morning Star2d4/d6+1
3Pole Arm*
4-5Scimitard8/d8
6-8Speard6/d8
9-17Sword*
18Tridentd6+1/3d4
19Warhammerd4+1/d4
20Special (roll on Table 110)~~

* See item description.


Attack Roll Adjustment


D20
Roll
Melee
Adj.
XP
Value
GP
Value
Range
Adj.
XP
Value
GP
Value*
1-2-1~~500-1~~500
3-10+14002,000+120120
11-14+28004,000+120120
15-17+31,4008,000+250300
18-19+42,00012,000+250300
20+53,00018,000+375450

* Bows, crossbows, and slings have permanent enchantments and arepriced as melee weapons.

If the max damage for a weapon is below 4, reduce the price by 60%,otherwise, if the max damage is below 6, reduce the price by 30%. Ifthe min damage for a weapon is above 1, increase the price by 25%. Ifthe max damage for a weapon is above 8, increase the price by 35%.


Special Weapons (D10)


Subtable A (1-3)

2nd Ed Dmg Calculating Xp Award 2017

D20
Roll
ItemXP
Value
GP
Value
1Arrow of Direction2,50017,500
2Arrow of Slaying2502,500
3Axe +2, Throwing7504,500
4Axe of Hurling1,500/+*15,000/+
5-6Bow +15003,500
7Crossbow of Accuracy, +32,00012,000
8Crossbow of Distance1,5007,500
9Crossbow of Speed1,5007,500
10-11Dagger +1, +2 vs. Tiny or Small creatures300750
12-13Dagger +2, +3 vs. larger than man-sized3002,000
14Dagger +2, Longtooth3002,500
15Dagger of Throwing150+100/+*1,500+1,000/+
16Dagger of Venom3503,000
17Dart of Homing4504,500
18Hammer +3, Dwarven Thrower1,50015,000
19Hammer of Thunderbolts2,50025,000
20DM's Choice~~~~

* See item description

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2nd Ed Dmg Calculating Xp Award 2016


Subtable B (4-6)

D20
Roll
ItemXP
Value
GP
Value
1Hornblade**
2Javelin of Lightning2503,000
3Javelin of Piercing2503,000
4-5Knife, Buckle100/+*1,000/+*
6-7Mace of Disruption2,00017,500
8Net of Entrapment1,0007,500
9Net of Snaring1,0006,000
10-11Quarterstaff, Magical250/+*1,500/+*
12Scimitar of Speed2,000+500/+*6,000+3,000/+
13-14Sling of Seeking +27007,000
15Spear, Cursed Backbiter~~1,000
16Trident of Fish Command5004,000
17Trident of Submission1,50012,500
18Trident of Warning1,00010,000
19Trident of Yearning~~1,000
20DM's Choice~~~~

2nd Ed Dmg Calculating Xp Award Program

* See item description


2nd Ed Dmg Calculating Xp Award List

Subtable C (7-9)

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2nd Ed Dmg Calculating Xp Award 2017

D20
Roll
SwordXP
Value
GP
Value
1Sun Blade3,00020,000
2-7Sword +1, +2 vs. magic-using & enchanted creatures6003,000
8-10Sword +1, +3 vs. lycanthropes & shape-changers7003,500
11-12Sword +1, +3 vs. regenerating creatures8004,000
13Sword +1, +4 vs. reptiles8004,000
14-15Sword +1, Cursed~~1,000
16Sword +1, Flame Tongue9004,500
17Sword +1, Luck Blade1,0005,000
18Sword +2, Dragon Slayer9004,500
19Sword +2, Giant Slayer9004,500
20DM's Choice~~~~


Subtable D (10)

2nd Ed Dmg Calculating Xp Award List

D20
Roll
SwordsXP
Value
GP
Value
1Sword +2, Nine Lives Stealer1,6008,000
2-3Sword +3, Frost Brand1,6008,000
4Sword +4, Defender3,00015,000
5Sword +5, Defender3,60018,000
6Sword +5, Holy Avenger4,00020,000
7-8Sword -2, Cursed~~500
9Sword of Dancing4,40022,000
10Sword of Life Stealing5,00025,000
11Sword of Sharpness7,00035,000
12Sword of the Planes2,00030,000
13Sword of Wounding4,40022,000
14-16Sword, Cursed Berserking~~500
17-18Sword, Short, Quickness (+2)1,00017,500
19Sword, Vorpal Weapon10,00050,000
20DM's Choice~~~~