cory, she tells them where he lives" In this example, the flowchart
hhas two lines drawn away fom the innkeeper. One goes ro the
livery and the other goes to Gregory’ house, since those are the
+80 likely paths the PCs wal ke next
‘Timeline: Another way co organize an event-based adventure i
by the pasage of time. A timeline tarts when the PCs get involved
in the story (or sometimes even before then. It marks what hap:
pens when: "One day after dhe PCs arsve in town, Joham comes 10
‘them pleading for help. The next cay, Joham is found dead in his
room at the én. That evening, Gregory comes tothe inn, poking,
round for information to sae ifthe body has been found”
‘Combination: An event-based adventure might use both a
flowcharc and a timeline rhar are closely integrated: "Ifthe PCs ask
the innkeeper about Gregory onthe day after the murder, she tells.
them where he lives. The following morning, Gregory shows up at
the inn, heavily disguised, and convinces the innkeeper that he
Jpeing framed for the mune She agrees to hide him. Ifthe PC
ask the innkeeper abou Cregory after this occur, she gives them
the location of his house—but she also tells the PCs (untruth
fll thas Gregory has been away from tom ona ip forthe lst
several days!
Random Encounters: Even inan adventure driven by evens,
an encounter unrelated tothe flow of events can serve to empha
size (or distract from) the ongoing plot. See Table 3-28: Urban
Encounters, page 102, for an example of an event-based random
encounter table.
?
“Eventually, each adventure comes 4o_an end. A climactic
fencounter places a nice capstone on an adventure, particulacly if
its one that the players have seen coming. If the ogres they have
‘been fighting have been referring ro a dragon, chen an encounter
swith the dragon isa suitable ending.)
Many adventures require a denouement—some wrap-up (0
deal with the aftermath ofthe final encour. This can be the
time when the PCs discover what treasure iin the dragon’ hoard,
dramatic scene inthe king’ court in which he thanks the adven-
turers for slaying the dragon and passes out knighthood all
around, or atime to mourn those comrades who did not survive
the battle, Generally, rhe denouement should nor take nearly as
Jong asthe climax itself,
‘As with movies and books, adventures somerimes deserve se
squels. Many advenures lead directly into nev adventures for the
Cs, relating to what they have accomplished or discovered, the
characters st destroyed the fortress ofthe ev overlord, they may
find clues within the fortress that betray the identity ofa traitor on
she rown council who has been secretly aiding the warlord. Por
haps the overland ore ssinsons fled the siro—where did they go?
(Ores, no matter where they go, ae sure to cause trouble!) Suppose
Dandits atacked the adventurers while chey were on theis way to
she overlords foreess—going back now and finding the bandits
lair isan adventure of both justice and vengeance
“As neresting as 5 ro alk abour ventures (and the stories be
‘hind them), he game is wally composed of encounters. Ech indi
vidual encotnteris ike ts on game —with a beginning, amide,
aneng, and victory conditions to determine a winner and a loser.
TAILORED OR STATUS QUO.
Jost as with motivations, encounters canbe tailored specifically 0
te PCs or not. tailored encounter is one in which you take into
consideration thar the wizard PC has @ wand of svssiity and the
fighters AC is 23. Ina tailored encounter, you design things to fit
the PCs and che players In fact, you can specifically design some-
thing foreach PC 19 da—the skeletal minotase is a challenge for
the barbarian, another skeleton wich a crossbow ison a ledge that
‘only theroguecan reach, only the monk can lenpacross the chasm,
to pall he lever to raise the portcllis infront ofthe treasure, and
the cleric hide from undead spell allows her o get tothe treasure
the skeletons are guarding while the battle rages.
‘A status quo encounter forces the PCs to adapt to the encounter
rather than che other way around. Bugbear live on Clover Hill,
and if the PCs go there, hey encouncer bugbears, whether bug”
‘beats are an appropriate encounter for them or nat, This kind of
‘encounter gives the world a certain verisimilitale, and sot good
ro mix few in with the other sorts of encounters
I you decide to use only status quo encounters, you should
probably let your players know about this Some ofthe encounters
‘you place in your adventure setting will be an appropriate chal
lenge fr the PCs, bur others might not be, For instance, you could
decide where the dragon lair is Iong before the characters are ex:
perienced enough to survive fight against che dragon. If players
Iknow char che serting includes status quo encounters that cheit
‘characters might not he able o handle, they wil be more likely t0
make the right decision if chey come upon a tough encounter.
‘Thar decision, ofcourse, isco run away and fight again another day
(ovhen the party is beter equipped to meet the challenge).
CHALLENGE RATINGS AND
ENCOUNTER LEVELS
‘A monster’ Challenge Rating (CR) els you the level ofthe parry
for which that monster is 2 good challenge. A monster of CR Sis
nappropriate challenge fora group of four sth-evel characters. I
‘he characters ae of higher level than he monster, they gee fewer
XP because the monster should be easier to defeat Likewise, fhe
characters are of lower level than 2 monsters Challenge Rating,
she PCs gora greater award
aries with five of more members can often take on monsters
‘with higher CRs and partes of three or fewer are challenged by
‘monsters vith lover CRs. the game rules account for these faces
by dividing the XP earned by the number of characters in the
parry (see Rewards, age 36).
‘Multiple Monsters and Encounter Levels
‘Obviously, if one monster has a given Challenge Rating, more
than one monster represents a greater challenge than chat. You
ccan use Table 4-1: Encounter Numbers to derermine the
Encounter Level of a group of monsters, as wel as to determine
‘how many monsters equate toa given Encounter Lavel(wseful in
balancing an encotnter witha PC part)
To balance an encounter wich a party, determine che partys
level (te average ofall the members’ character levels). You want
the party level ro match the level ofthe encounter, so find that
‘number in the “Encounter Level cluima. then look across that
line to find the CR ofthe kind of creature that ou want to wse in
she encomnser, Once you have found i, look atthe top of that
column to find the number of creatures thae makes a balanced
‘encounter forthe par.
For example, suppose you want ro send ogres aguins oth level
pany. The Monster Manual entry on ogres shows that they ate CR 2.
Looking atthe 6” row in the "Encounter Level’ colima, you rei
across to the “2” entry and then check the top ofthat column 10
find thar four CR 2 monsters make a good cth-ovel encomnter. To
determine the Encounter Level of « group of monsters, reverse
these steps (bepin with the nuzaber of creatures, ead down 1 find
‘he CR forthe ermine, then look left ro find the appropmite EL),
In general, if a creature Challenge Rating is tro lower than a
siven Encounter Level, then two creatures of chat kind equal an
fencounrer of her Encounter Level. thus, pai of rose giants (CR.
9 each) isan EL 11 encounter. the progression holds of doubling
the numberof creatures for each drop of two places in their indvidual CR, so that four CR 7 creates Gay, four hil giants) are an
-EL11 encounter, as are eight CR 5 creatures (such a shadow mas
tiffs). This calculation does not work, however, with crearures
‘whose CR is 1 or lower, so be sure to use Table 3-1: Encounter
[Nambers for such encounters,
‘Mixed Pair: When dealing with a erearure whose Challenge
Rating is only one lower than the intended EL, yo can rise the
ELby one by adding a second creature whose CRis chree less than
the desired EL, For example, a DM wants to set up an encounter
swith an aboleth (CR 7) for an sth-evel pay Two aboleths would
‘be EL9, and she wants an encounter of EL8, s she decides 10 give
the aboleth a companion or pet ta raise the encounter to EL 8.
Checking Table 3-1: Encounter Numbers, she finds that the entry
fo Sth-level encounters inthe "Mixed Pris" column is "745," This
‘means thata CR 7 monster and aCR § monster together arean EL
S encounter,
In general, you can teat group ofcreaturesasa single creature
whose CR equals the groups EL. For example, instead of having
the PCs encounter one CR 4 creature (say, 2 brown beat), you
could substitute eo CR 2 creates (a pair of black bests), whose
EL together is 4. However, creatures whose CR is far below the
party’ level ofien provide no challenge tall so dont substiruce
hordes of low-CR creatures fora single high-CR creature
‘Some monsters’ CRs are fractions. For instance, a single orc (CR
1/2)is noc a good challenge even fora 1stlevel party. This means
that you should either calculate XP as if the orc were CR 1, then
divide by 2,or rear each pair of ores encountered asaCR1 monster
Encounters with more than a dozen crestutes are dificule 10
judge. Ifyou need thirteen or more crearutes o provide enough
XP fora standin encounter, then chose andividial monsters are
probably so weak that they dont make fr good encounter Thats
why Table 3-1 doesntt have an enery larger than cwelve for
‘Number of Cresmares"
Taaus 31: ENcouNTER NUMBERS
Encounter "Number of Creatures Mixed
wl 1 23 4 $6 79 WOR
1 12 12 18 We 6 ee TRB
20023 1 zip 1p ays 11a
30034 42 1 tae a ya ae
4345 2 42 7 ant 12 1s 3H
5 456 3 2 12 1 12 12 #2
6 567 4 3 2 42 1 ap sea
7 67k os 4 3 2 1 1p ee
$789 6 5 4 3 2 1 as
98910 7 6 5 4 3 2 m6
0 9101 8 7 6 $s 4 3 a7
NM 1M 9 8 7 6 5 4 Oe
Wo Ww 9 8 7 6 $5 to
Bown Nw 98 8 7 6 HO
7 a
Is Wise 2 9 kta
1 15,1617 M13 29s
716i S182 Moe
otk we Is ms
19 1K 19.20 17 16 1S 13s
2m 6 1S ak 138417
What's Challenging?
So, what counts a8 a“challenge’? Since a gam session probably
includes many encounters, you doxt wane to make every
encounter one char taxes the PCs 10 their limits They would have
0 stop the adventure and rest for an extensive period afier every
‘fight, and that slows down the game. An encounter with an.
Encounter Level (EL) equal to the PCS’ level is one that shold
expend about 20% of their resources—hit points, spels, magic
item uses, and soon. This means, on average that alter about four
encounters ofthe party's level the PCs need to rest, heal, and
regain spells, & Gf encounter would probably wipe ther out.
“The party should be able ro take on many more encounters
Tower than their level bs fewer encounters with ELs higher chan
their level. Asa general rule, ifthe BLis two lower than the partys
Tevel, the PCs should be able ro ake on twice as many encounters
‘before having to stop and rest. Iwo levels lower than that, and the
‘number of encounters they can cope with doubles again, and so
on. By contrast, an encounter of even one or two levels higher
than ehe pay level might tax che PCs to thei limit, slthowgh with.
Jack they might be able o take on two such encounters before
needing to recover. Remember that when the EL is higher than
the party level, the chance for PC farality rises dramatically
Single Monster Encounters
Many adventures each their climax when the party encounters
the mastermind behind the plot, or when they track a big mom
ster, such a a dragon or beboide, to its lair. Unfortunately,
encounters with single monsters ca he very “swing” If the party
takes the time to use the Gather Information skill and divination
spells they may begin the encounter immune the monser
‘most powerful weapons Ifthe party wins initiative, they can gan,
tmpon the monster and severely weaken t before ican act.
‘When planning adventures, consider some o al ofthe fallow.
ing points to make single monster encounters more enjoyable.
+ your monster uses spells or magic stems, prepare additional
sane: blocs thar show she rp of abley esancers sad
other defensive spells and effects. Depending om how much
‘warning the monster has of the partys approach, itmay have al
‘Sorts of additonal defenses. Remember, though, shat readying
an action isa comb action and dhe monster shouldnt do ths
uni combat begins (no fair readying a fireall before anyone
checks fr surprise or rls for sss.
+ Prepare your monsters tactics in advance, including what i
does if loses the inva roll. 1 may flee, or it may simply
choos differnt onder for spells and racks
+ Distat or spli up the party I the entte party can gang up on
4 single opponent, che encounter can end very quickly (espe
caaly she prey wins ove).
+ Put the partyin situations where they must burs resources in
order ro move forward, For example, a very hoc envionment
‘might do damage every round, forcing the party we spells
sch as endure elements, orto rage most oF the clerics spells ro
heal upafer posing through the ho ea
+ Go on the aggressive. Le the single monster auack che party
‘before she parry has a chance rosea rail enhancersand
defensive effects
+ Fool dh party. Use lookalikes and decoys to convince che party
thats major encounter i staring, they use les of high evel
spells and powerful items before encountering your single
DIFFICULTY
Sometimes, che PCs encounter something thats a pushover for
them. Ar other rims, an enconnter is too difficle and they have
rorunaway. A well-constructed adventure has a variety of encoun
ters at several different levels of difficsly Table 3-2- Encounter
Difficulty shows (in percentage terms) how many encounters of a
‘corn difficulty an adventure should have.
TaBus 3-2: ENCOUNTER DiFFICULTY
‘% of Tolal_ Encounter Description
10% Easy ELlower than party level
20% __Easyifhandled propery Special (ee below)
So% Challenging EL equals that of pany
155 ery dificult EL higher than party level
58 Overpowering ELS higher than pary levelEasy: The PCs win handily with little threat to themselves. The
“Encounter Level for the encounter is lower than the party level,
“The group should be able to handle an almost limitless numberof
Easy if Handled Propeny- Theresa trick 1o chs kind of encoun.
ter—a trick the PCs must discover ro have a good chance of vic-
tors, Find and eliminate the evil cleric with greteyanvisilsty Bist.
so she stops bolstering the undead, and everything else about the
encounter becomes much easier. If not handled properly, this
kind of encounter becomes challenging or even very difficult
Challenging: Mose encounters seriously threaten at least one
_member ofthe group in some way. These ae challenging encour
ters about equal in Encounter Level othe party level The average
adventaring group should be able to handle four challenging en-
counters before they run low on spells hie points, and other re
sources. Ifan encounter doesnit cst the PCs some significant por-
syon af their resources it noe challenging
Very Dificall;One PC might very well die. The Encounter Level
is higher than the pary level. Ths sort of encounter may be more
dangerous than an overpowering one, because its noe immedi
ately obvious ro she players that the PCS should flee
‘Overpowering: The PCs should run. If they dont, they will
almost certainly lose. The Encounter Level i ive or more levels
higher than che parry level
Difficulty Factors
‘Yor have several options for making an encossnter more or les dif
ficult by changing the circumstances of the encounter to account
for some feature of the PCs’ surroundings ar the makeup of the
any. For inseance
+ Tight quarters make things more difficule for rogues, since if
harder to skulk about and gain a sneak attack,
+A spread-omt farce makes things more diffielt for splleasters,
since the area affected by most spells i small.
‘+ Many lesser foes are harder for a charaeter 10 engage in melee
than one powerful foe
+ Undead are much more difficult to fight without a cleric.
+ Encounters involving animals or plants are much more difficult
without a druid ora ranger inthe par
+ Encounters involving evil outsiders are much more dificule
without paladin or cleric (and perhaps wizard or sorcerer) in,
the party.
+ A large forces much more difficult fight withoura wizard or
sorcerer in the party.
+ Locked doors and taps are much more difficult ro overcome
without a rogne tn she par
+ Multiple combat encounters are more difficult to win withoue a
fighter, barbarian, 2 ranger, ora paladin in the party.
+ Multiple combae encornters are more dificult survive with.
fut cleric inthe party,
‘+ The bard and the cleric make good group support characters
Their presence makes pracrcally every encounter easier
None of the above factors should necessarily be taken into
account when assigning or modifying Challenge Ratings but you
should keep them sn mind when designing encowneer,
TOUGHER MONSTERS
A really big basilisk with more hit points and a higher arack
‘honrs than a normal basis isa greater challenge. 1f yor use the
rules found in the Monster Manual for increasing the Hit Dice of
‘monsters, you should also increase the experience point (XP)
wan forthe monster appmopriaely. Soe Advanced Monster Chal
Tenge Rating, page 293 f the Monsey Manual
‘fa monster ba levels in PC or NBC classes, see Monsters and
‘Class Levels, page 290 of the Monster Manual for how ro derermine
tsCR,
LOCATION
‘A fight between characters perched on a bridge made of skulls
‘vera pool of bubbling ava is more exciting and more dangerous
than cha same fighein ance, safe damgeon room. Location serves
two purposes, both equally important. Iecan make a humdrum en
‘counter more interesting, and itcan make an encounter easier oF
much more dfficlt,
Making Things Interesting
“Arguably, he deongcon itself atl exotic locale, but eventually
the same old 30-foor-by-30-foor room starts to grow stale. Like
‘wise, a trip through he dare woods can be interesting and fright
ening, but the tenth trip through i less so, Since this is a fantasy
‘game, allow yourself the freedom to consider al sorts of strange.
locations for encounters, Imagine an encounter inside a voleano,
along a narrow ledge on the side ofa cif arop a flying whale, ot
deep underwater. Think of the exciting location frst, and then
‘worry about how and why the PCs would get there
Situations within a location can have as much impact 2s the
location itself. rogue has to pick the lock on the only door out
‘of che top room of 3 tower thats collapsing, ¢s suddenly 2 much
more exciting situation than just another locked door in a dun-
‘Reon corridor, Create an encauinter in which the PCs mist he
diplomatic while all around them a battle ages. Fillan under-
‘ground cave complex with water fora different sort of dungeon
adventure, Seta series of encounters in a large wooden fort—that
happens to be on fr
See the Interesting, Combats section, page 17, fora short discus-
sion thar deals with this same issue,
Modifying Difficulty
‘Ore wih crossbows, behind coves, firing down at the PCs while
the characters cross 4 narrow ledge over pt fall of spikes ae
such more dangerous than the same orcs being engaged in hand
torhand combat in some tunnel. Likewise ifthe PCs find them-
selves o a balcony, looking down ar oblivious ores who ae car}
ing barels of flammable ol the encounter is likely 2 be much
ser than ifthe ores were aware ofthe PCs.
‘Consider she sors of factors, related to location or station,
that make an encounter more difficult, such a che following
+ Enemy has cover (for examplesbehind a ow wall)
+ Enemy i at higher elevaon ori ard 0 ge at (on aledge or
sxop a defensible val.
+ Enemy has guaranteed surprise (PCs are asleep)
+ Conulitions make it dificult co sea or boar (mist, darkness
rumbling machinery ll around)
+ Conditions make movement difficult (underwater, heavy grav
fy, very narrow passage)
+ Conditions require dlicare maneavering (imbing down a
sheer elif hanging fom de ceing).
+ Condions dea damage (inthe ic cold ina bsning building
vera pio si).
Conversely, the firs chee conditions given above make
‘encounters easier from the PCS point of view if they are che ones
honefiing frm the caver, elevarion, cr surprise
REWARDS AND BEHAVIOR
“Encounters, ether individually or stung together, reward certain
‘ypes oF behavior whether you are cansciows of or not. Encosn.
ters that can or must be won by killing the opponents reward
aggression and fighting prowess. Ifyou set up your encounters
like his, expece wizamls and priests to Soon go inxo every adven-
tate with only combat spells prepared. The PCs wil learn t0 use
tactics to ind ehe best way to Lill he enemy quiclly. By contrast,
‘encouners that can be won by diplomacy encourage the PCs 10
talk to everyone and everything they meet. Encounters that
reward subterfuge and prowling encourage sneakiness. Encoun-ters that rowatd boldness speed up the game, while those that
reward caution slow it down.
‘Always be aware of the sorts of actions youte rewarding your
players for taking. Reward, inthis case, doesn ust mean expe-
Hence points and treasure, More generally, it means anything
thar consistently leads co success, An adventure should contain
encounters that reward different types of behavior. Not every-
one prefers the same kind of encounter, and even those with a
favorite enjoy a change of pace, Remember, then, that you can
offer many different kinds of encounters, including all of the
following.
‘Combat: Combat encounters can he divided into two groups:
atcack and defense. Typically, the PCs are on the attack, invading
monsters lars and exploring dumgeons. A defense encosnter, in
which the PCs must keep an are, an abject, ora person safe from
the enemy, can bea nice change of pace,
‘Negotiation: Although threats can often be involved, anegati-
ation encounter invalves less swordplay and more wordplay. Com
vincing NPCs to do what the PCs want them toi challenging for
‘both players and DM—guick thinking and good roleplaying are
the keys here. Dont be afraid ea play an NPC appropriately (stupid
orinvelligene, generous or selfish), as longa it fits. Bur dont make
sn NPC 30 predictable that the PCs cam alsays tell exacely what he
or she will doin any given circumstance. Consistent, yes; one-
dimensional, no.
Environmental: Weather, earthquakes, landslides, fast-
moving rivers, and fires ae just some ofthe environmental cond
tions that can challenge even mid- ro high-level PCs
Problem-Solving: Mysteries, puzzles, riddles, or anything that
seqjuies the players we logic and reason ror) 1 overcome che
challenge counts a a problem-solving encounter
Judgment Calls: ‘Do we help che prisoner here in the dun-
{goon, even though st might he a rap?” Rather than depending
on logic, these encounters usually involve inclination and gut
Investigation: This is along term sor of encoumter involving
some negotiation and some problem-solving. An investigation
may be called for ro solve a mystery orto learn something new.
—_________TREASURF
‘What advennure would be complete wishowt reasure?
‘close second in importance to experience points, reastre
provides an important motivator for PCs to go on adventures. As
with experience points, treasure empowers the PCs. The more
they ge, the more powerful they become,
MONSTERS WITH TREASURE
‘he standard way to acquire treasure iso defeat enemies chat pos
sess it, guard it, or happen to be near In the Monser Manu ev
ery monster has eeasure rating (indicating how much treasure it
has, although for some cxearutes the rating 6 "None". The tables
found inthis section enable you to determine the specifics. After
referencing the level and kind of eeasure (coins, goods, items)
foxand in che erearare’sdescripion, rll on che appropriate row and
columns of the proper table.
‘When generating an encounter dealing with monsters away
from their lair (a parol, 2 wandering creature, and so on), remem-
ber shara crearare only kes wharse can easily carry wih stn the
case ofa creature such as a displace beast, chat generally means
nothing. The monster safeguards or hides es treasure as well as it
‘can, but i leaves it behind when outside the lar
Example: Gnolls that live ina dungeon often leave thei lait 0
wage war on nearby orc brigands to steal treasure and food. The
PCs encounter and defeat the gnolls while the hestial
humanoids are on their way to raid the ores. Each anoll has a
smattering of coins or gems on its person, The leader has the
masterwork greatsword from the groups hoard and uses itin the
batele. The majority ofthe gos’ reasure, however, remains in
their air guarded by afew gnols left behind and two well-con-
cealed pit traps
Monsters with Classes
‘Many monsters advance by adding clas levels (see the Monster
‘Manual)-To deermine treasure for monsters with clss levels frst
‘ive them equipment, Use Table 4-23: NPC Gear Value (page 127)
and «se just chee class levels to determine the value of their equip-
‘ment, Then generate their treasure according to their monster
entry and the rules under Building 2 Treasure, below. This may
‘generate more items that the monster ean use, and thar fine (see
Custom Treasures, below),
Treasure per Encounter
Table 3-5: Treasure has been created so that if PCs face enough,
encounters oftheir own level to guin a level, they wall have alsa
‘gained enough rreasure ro keep them apace with the wealth-by-
Jevel information found in Table 5-1: Character Wealth by Level
(page 135). Just as gaining a level requires berween thirteen and
fourteen encounters ofa partys level, s0 too fourteen average rolls
con the table at the partys level will get them the treasure they
‘eed to gain the appropriate amount for the next highest level,
assuming thatthe PCs expend some resources such as potions and
scrolls during those encounters.
Tape 3-3: TREASURE VALUES PER ENCOUNTER
Encounter Treasure «Encounter -—_Treasure
level perEncounter Level’ Encounter
1 300 gp 0 7,500 gp
2 600 gp. 2 9800 ep
3 900 gp 1B 13,000 gp
4 1,200 gp 17,000 gp.
5 11600 ep 6 22,000 gp
6 2.000 > 6 28,000 gp
7 2.500 gp "7 36,000 gp
8 3,400 ep 8 47,000 ep
9 4500 5p ry 61,000 gp
10 5,300 gp 2 30,000 gp
‘On average, the PCs should earn one seasure suitable to their
level for each encomnter they overcome. The key, oF course, ss
“average” Some monsters might have les treasure than average,
some might have more, and some might have nome at all. As you
write an adventure, okay to combine the indivival reasures
listed for each monster into one larger hoard. Ifa dungeon is
‘home ta beholderand numerous bugbears, for example, you can
take some or all of che hisghear treasure and add st ro the
bebolders hoard
“Monitor the progress of treasure into the hands of the PCs. For
instance, you may want rouse lows of high-reasure or low-rreasure
monsters, yet sill hand out a normal amount of treasure overall
The PCs neednit have average treasure a every stage in their
‘careers, but ifn imbalance (ether high or low) persists for more
than a few levels, you should rake gradual action to correct it By
awarding slightly more or slightly less treasure
Taaue 3-4: Averace Treasure RESULTS
Type Average Result
Gem 25 0
A abject 1.100 gp
Mundane iter 350 gp
Minor magic tem 1,000 gp
Medium magic tem 10,000 gp
Major magic item 40,000 gp