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                  "0": "Lvl   XP Needed\n01    0\n02    1000\n03    3000\n04    6000\n05    10000\n06    15000\n07    21000\n08    28000\n09    36000\n10    45000\n11    55000\n12    66000\n13    78000\n14    91000\n15    105000\n16    120000\n17    136000\n18    153000\n19    171000\n20    190000\n21    210000\n22    231000\n23    253000\n24    276000\n25    300000\n26    325000\n27    351000\n28    378000\n29    406000\n30    435000\n31    465000\n32    496000\n33    528000\n34    561000\n35    595000\n36    630000\n37    666000\n38    703000\n39    741000\n40    780000"
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                  "0": "Starting LA / Level\n      \n01 / 03\n02 / 06 09\n03 / 09 15 18\n04 / 12 21 27 30\n05 / 15 27 36\n06 / 18 33\n07 / 21 39\n08 / 24\n09 / 27\n10 / 30\n11 / 33\n12 / 36\n13 / 39\n\n(Buy-off dialog will be in the PRC menu when you qualify.)"
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            "0": "| LA Buy-off Table |"
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                  "0": "Visit the PRC8 Discord for ruleset information, as well as other PW servers & dozens of single player PRC8 modules.\n\nhttps://discord.gg/FW9V9RKy5U"
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                  "0": "Detect mode is your best friend in the dungeon. It shows that you are taking the time to examine the area around you closely.\n\nUnless you are in detect mode you will be unable to detect traps, secret doors or hidden treasures. The finding of these objects is based on your search skill.\n\nOnly rogues can find magic traps over DC 20."
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                  "0": "DISABLED (1 or 0 HP):\n\nThis means healed to 1 HP and movement slowed by 40%.\n\nDYING (-1 to -9 HP):\nIf a PC is lowered below 0 HP they are dying. Each round they will lose 1 HP per round until they eitehr die or stabilize. Each round there is a 10% chance a character will stabilize, if this happens they will become DISABLED.\n\nDEAD (-10 or lower HP)\nYour dead. You have 2 choices wait for someone to raise you from the dead, or respawn.\nRespawn will restart your character in town as a new level 1 character. Your possessions will be left at the place where you died, and you will be given new starting money.\n\nThis rule is intentionally harsh, a PC that makes it to level 40 here has a good party to thank."
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                  "0": "One of the handiest tools you can ever buy is the Healer's Bag.\n\nWith it you can attempt to stabilize a Dying PC (See Disabled,Dying and Death), cure poison and disease.\n\nThe DC for each of these functions is 15."
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                  "0": "It is very dark in most places within the dungeon. Bring light sources. Torches and Sun Rods burn out so carry spares. Putting away most types of torches will cause them to burn out.\n\nThe difficulty of the dungeon is based on the average party level. The higher the average the harder the encounters, the more devious the traps and the better the locks... but there is more loot too.\n\nDo not get in a hurry, the dungeon can be a fatal place. Use your detect mode.\n\nConserve your spells, resting in the dungeon is very limited. Use mundane resources when possible.\n\nThe highest Appraise and Persuade skills affect your selling prices. Normally you sell items at 50% of their value. However for each point of appraise or persuade you have you gain an additional +1% (Max 40%). When using the junk dealer's box he will check the highest party appraise and persuade so that your party gets the absolute best deal for yout loot.\n\nSpend your loot wisely. It is not uncommon for adventuring parties to have to buy their magic weapons.\n\nDon't be afraid to return to town. It may or not be a long walk back but lack of supplies may get you killed. Pride has killed many parties.\n\nLocked door to tough for the rogue? Bash it with a melee weapon, a STR check will be done to see if you can get it open.\n\nStay together, this dungeon is designed for 4 to 6 players working together.\n\nSome monsters such as shadows and specters are incorpreal. They tend to ignore armor and are very hard to hit with weapons. Mage armor and shield spells are effective protections against them however.\n\nHave fun. This is a challenging adventure."
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                  "0": "RDG ITEM CREATION:\nYou can now not only enchant scrolls, potions and wands. \nYou can also enchant melee weapons, ranged weapons, armor and shields. \nAmmunition can not be enchanted at this time.\nThrown weapons can only have basic enchantments.\n\n\nMASTERWORKING: \n     Before a weapon or armor can be enchanted it must first be master worked. This requires a DC 20 crafting check, 18 for dwarves. To master work an item place it and a master working material into the forge. \n     Master working adds a +1 to hit bonus to weapons. This is a non-magical bonus and will not allow you to hit creatures with damage reduction. When equiped a +1 to hit will be applied to your character. \n     For armor master working lowers the the armor check penalty of the armor by one. A favorite tactic of mine is to master work studded leather for my rogue so that it has no armor check penalty. When equiped you will see you have a skill bonus, all skills affected by armor check penalty have received a +1. You will only recieve this bonus if the armor has a armor check penalty. Example: Leather armor does not, no bonus. Studded leather does +1. Platemail does +1.\n\n\nBASIC ENCHANTING:\n     If you have a master worked item, the skill and the gold you can enchant your own armor or weapon. Bonuses on items can go as high as +20. However you can only enchant an item with up to a bonus equal to half your skill AND level. Example to make a +1 Long Sword you must have a Masterwork Long Sword and be at least  Level 2 with a Craft Weapon Skill of at least 2 and have 1000 gold. To add a bonus to a item simple put the item and the gold into the forge."
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            "0": "Item Enchantment - Part 1"
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                  "0": "SPECIAL POWER ENCHANTING: \n     You can add special powers to armor and weapons. NOTE: Ranged weapons have special rules, see below. These powers can range from extra fire damage to a weapon that attempts to kill with every strike. Adding these powers require special materials, you can buy these materials from the crafting merchant. Details on each power and how to apply it can be found on the material description. Most special powers require you to have a spell memorized and be a certain caster level to add the power. Because of this and their intelligence bonus wizards make excellent item craftsmen.\n\nRANGED WEAPON SPECIAL RULES:\nIf you plan to add fire, acid, cold, electrical, sonic, brillant, bane, or alignment effects to your ranged weapon read the following CAREFULLY.\nThese affects allow the weapon to modify the ammuntion fired, example adding acid to a short bow makes all arrows fired thru it +1d6 acid damage.\nHowever: \n\n1. You can only have 1 ranged weapon with ANY such an effect. Activating a second WILL cause the first to fail the next tiem you join the RDG.\n2. That weapon can only have ONE one these effects. Attempting to add another will cause the first to be over written. That means no fire & cold bows folks.\n3. The moment you take the weapon out of the forge you MUST activate it (Use it's special power)\n4. When you join the module after logging out you will have to reactivate the weapon (Use it's special power)\n5. If you find a ranged weapon in the dungeon with a Unique Power it has one of these effects and follows the same rules.\n6. You were warned.\n\nEXCEPTION: 3 materials provide unlimited ammo that does the modified damage. These powers do not follow these rules and can be used normally."
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            "0": "Item Enchantment - Part 2"
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                  "0": "ENCHANTMENT COST TABLE\n     Weapons             Armor\n+1   1,000 gold          500 Gold\n+2   4,000 gold          2,000 Gold\n+3   9,000 gold          4,500 Gold\n+4   16,000 gold        8,000 Gold\n+5   25,000 gold        12,500 Gold \n+6   360,000 gold      180,000 Gold\n+7   490,000 gold      245,000 Gold\n+8   640,000 gold      320,000 Gold \n+9   810,000 gold      405,000 Gold\n+10 1,000,000 gold   500,000  Gold\n+11 1,210,000 gold   605,000 Gold\n+12 1,440,000 gold   720,000 Gold\n+13 1,690,000 gold   845,000 Gold\n+14 1,960,000 gold   980,000 Gold\n+15 2,250,000 gold   1,125,000 Gold\n+16 2,560,000 gold   1,280,000 Gold\n+17 2,890,000 gold   1,445,000 Gold\n+18 3,240,000 gold   1,620,000 Gold\n+19 3,610,000 gold   1,805,000 Gold\n+20 4,000,000 gold   2,000,000 Gold\n\nIf a weapon already has a property it is discounted from the total price. Example a +1 weapon turned into a +2 weapon costs 3000 gold,.\n\nThere are numerous magical properties that can be added to a weapon or armor. These properties have an enchantment equivalent. Example 1d6 fire damage added to a sword is a +1 enchantment. Therefore a +1 Long sword with +1d6 fire damage costs a total of 4000 gold."
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                  "0": "Banking:\nA banker can be found  near the dungeon entrance. He will store any gold you have before you enter the dungeon.\n\n\nLoot Spliting:\n1. A simple to use junk box is provided in the party room. Simple have your party toss any unwanted loot into the box.\n\n2. The party leader should then talk to the junk dealer when the party is ready. Chairs have been provided in the party room as a easy graphic signal that you are ready for the loot split.\n\n3. The party leader should use the scales near the junk box to split all gold evenly amongst the party. This affects all the gold in the party inventory NOT what they have stored in the bank.\n\n4. The party should go spend their loot and bank what they don't spend.\n"
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                  "0": "Welcome to the RDG \"Random Dungeon Generator\" Players Handbook.\n\nWithin the pages below you will find all the changes to the core NWN system I have made, as well as some helpful information.\n\nThe RDG was designed to give me something to do with friends. To be able to at a moments notice toss a game together for a group of friends and participate as a PC and not know everything that was about to happen.\n\nEverything from encounters, traps placement and DCs, locked doors, and even area transitions are randomly generated. All scaled to the party average level. \n\nI am happy to report as the module creator that I am suprised more often than not and if I spend more than an hour in the dungeon I usually get lost.\n\n-Elidrin"
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                  "0": "Full heal resting will always be allowed in town. However, in the dungeon you will only heal 1 hit point per level of your character. If the highest person in your party succeeds a heal check DC 15 this is raised to 2 hit points per level. \n\nResting in the dungeon is restricted by 2 things. Food and a Rest Counter.\n\nYou are required to have eaten to rest. To assist with this using food will automatically attempt to rest. If you have food and have not eaten the food will be automaticly used.\n\nWhen you enter the dungeon you are given 1 rest to use when you like. To get another every member of your party must have rested. This simulates 1 rest per day.\n\nWARNING each time you rest in the dungeon there is a chance of a random encounter! The exception to this is if you rest while someone else in the party is already resting. This makes it safer to rest as a group."
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                  "0": "The dungeon features pit traps. While the damage these traps inflict can be bad, being seperated from your party is fatal.\n\nA party member above can lower you a rope. The rope is tied to the pit you fell thru allowing you to climb back out, or for them to safely climb down to join you."
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                "value": {
                  "0": "As a rogue, the first item of equipment you should ever buy is a set of thieves' tools.\n\nDO NOT USE THE RADIAL MENU TO DO THIEF FUNCTIONS.\nTraps have a default of DC 99 unless you are using tools.\n\nTraps: The PC will attempt to disarm the trap, if they are unable to do so he will attempt to flag the trap. \nLocks: Most locks in the dungeon can be picked using the thieves' tools, however any unfound traps on the locked object will be activated.\n\nOnly a rogue can safely attempt to disarm a magic trap over DC 25."
                }
              }
            }
          ]
        },
        "Name": {
          "type": "cexolocstring",
          "value": {
            "0": "Thieves' Tools"
          }
        },
        "Picture": {
          "type": "word",
          "value": 65535
        },
        "Priority": {
          "type": "dword",
          "value": 2
        },
        "Tag": {
          "type": "cexostring",
          "value": "Category004"
        },
        "XP": {
          "type": "dword",
          "value": 0
        }
      }
    ]
  }
}
