Player's Section
Section |
Page
|
DUNGEONEER'S SURVIVAL GUIDE: WHAT IS IT? |
6
|
The Mystery of the Underdark |
6
|
New Rules for Underground Play |
6
|
The denizens of the Underdark |
6
|
The Underground Campaign |
6
|
Using this Information |
6
|
OVERVIEW OF THE UNDERDARK |
7
|
Natural Underground Locales |
7
|
Unnatural Underground Locales |
9
|
Hazards of the Underearth |
11
|
MOVEMENT RULES FOR UNDERGROUND PLAY |
12
|
Ability Checks |
12
|
Proficiency Checks |
12
|
Swimming |
12
|
Holding One's Breath |
12
|
Moving in Water |
13
|
Effects of Moving Water |
14
|
Climbing |
14
|
Climbing Surfaces |
14
|
Encumbrance |
15
|
Climbing Success Rates for Non-Thieves |
15
|
Climbing Modifiers |
16
|
Climbing Tools |
16
|
Rappelling |
16
|
Jumping for Non-Acrobats |
17
|
Jumping Modifiers |
17
|
Using Rope |
17
|
Crossing a Chasm on a Rope |
17
|
Swinging Across |
18
|
Belays |
18
|
Roping Together |
19
|
Bridges |
19
|
Permanent Bridges |
19
|
Impromptu Bridges |
19
|
Falling (Expanded Rules) |
19
|
Stopping a Fall |
20
|
Landing |
20
|
Sliding Down Slopes |
20
|
Spelunking |
20
|
The Tight Squeeze |
20
|
Excavation |
21
|
Rubble |
21
|
Solid Barriers |
21
|
Fatigue and Exhaustion |
21
|
Effects of Fatigue |
21
|
Effects of Exhaustion |
22
|
Movement Effects of Darkness |
22
|
Movement on Slippery Horizontal Surfaces |
22
|
PROFICIENCIES |
23
|
Nonweapon Proficiencies |
23
|
Success and Failure |
23
|
Construction Time |
23
|
Artisans, Craftsmen, and Other NPCs |
24
|
Optional Bonuses |
24
|
Craftsman Proficiencies |
25
|
Adventuring Proficiencies |
26
|
Experience Points for Proficiencies |
29
|
COMBAT RULES FOR UNDERGROUND PLAY |
30
|
Fighting on Walls and Other Sheer Surfaces |
30
|
Fighting on Bridges and Ledges |
30
|
Grabbing an Enemy |
30
|
Fighting in Water |
32
|
Fighting in Narrow Passages |
32
|
Fighting in Darkness |
32
|
Spellcasting in Darkness |
32
|
Rules for Mounted Combat |
32
|
BATTLESYSTEM™ Game Options Underground |
34
|
Extremely Narrow Frontages |
34
|
Combat Modifiers |
34
|
Formation Modifiers |
34
|
Morale Effects |
34
|
Ventilation Effects |
35
|
Flying Effects |
35
|
Line-of-Sight Effects |
35
|
Cave-ins on a Battlefield |
35
|
THE UNDERGROUND ENVIRONMENT |
36
|
Air Supply |
36
|
Duration |
36
|
Fire |
36
|
Smoke |
36
|
Poisonous and Noxious Gasses |
37
|
Ventilation |
37
|
Odor Detection |
37
|
Cave-ins |
38
|
Causes of Cave-ins |
38
|
Random Occurrences of Cave-ins |
39
|
Cave-in Chain Reactions |
40
|
Effects of Cave-ins |
40
|
Defensive Point Values of Underground Formations |
40
|
Hypothermia (Optional Rule) |
42
|
Magnetic Effects of Lodestone |
42
|
NPC Reactions to Long Underground Adventures |
42
|
Structural Decay |
43
|
Underground Waterways |
43
|
Standing Water |
43
|
Flowing Water |
44
|
Water Temperature |
45
|
Access to Underground Waterways |
45
|
Underground Water Travel |
46
|
Mining |
48
|
Where to Mine |
48
|
Types of Mines |
49
|
Excavating a Mine Tunnel |
49
|
Shoring a Tunnel |
50
|
Products of a Mine |
50
|
Quality of Mine Products |
51
|
Calculating the Value of a Placer Mine |
53
|
Smelting Ore |
53
|
53
|
Duration of a Mining Site |
53
|
Inherent Hazards of Mining |
53
|
The Claim |
53
|
Hireling Loyalty |
54
|
Natural Hazards |
55
|
Unnatural Hazards |
55
|
NEW EQUIPMENT |
56
|
Costs and Weights |
56
|
New Equipment Descriptions |
56
|
Transportation Equipment |
57
|
Equipment for Proficiencies |
57
|
IMPROVING PLAY |
59
|
Expedition Planning |
59
|
Using Beasts of Burden |
59
|
Using Watercraft |
60
|
Fighting Effectively |
60
|
Creating Diversions |
60
|
Speeding Play |
61
|
Creative Underground Spell Use |
61
|
Languages of the Underdark |
62
|
Mapping Techniques |
62
|
Dungeon Master's Section
Section |
Page
|
THE UNDERGROUND ENVIRONMENT |
65
|
Features of the Underground Game |
65
|
Nature of the Underground Environment and its Denizens |
66
|
A Brief History of Underground Cultures |
68
|
UNDERGROUND GEOGRAPHY: |
69
|
Domains in Three Dimensions |
69
|
Surface Terrain |
69
|
Temperature |
70
|
Humidity |
70
|
Size |
70
|
Origin |
70
|
Access and Egress |
70
|
Theories on the Nature of the Underground |
70
|
The Hollow Earth Theory |
71
|
The Swiss Cheese Theory |
71
|
The Isolated Pockets Theory |
71
|
The Partial Connection Theory |
71
|
THE CULTURES OF THE UNDERDARK |
73
|
Values and Objectives |
73
|
Drow |
73
|
Kuo-Toa |
73
|
Duergar |
73
|
Mind Flayers |
74
|
Aboleth |
74
|
Derro |
74
|
Cloakers |
74
|
LANDS OF DEEPEARTH |
75
|
Connecting Passages of Deepearth |
75
|
Area Details |
75
|
Map of Deepearth |
76-77
|
Individual Area Key |
78
|
1. The Great Lake |
78
|
2. Surface Lands |
78
|
3. Upper Caverns |
79
|
4. Cathedral Caverns |
79
|
5. Enclosed Caverns |
80
|
6. Caverns of the Ancients |
80
|
7. Grand Canyon of Deepearth |
81
|
8. Fungus Forest |
81
|
9. Caverns of Doom |
83
|
10. Sunken Swamp |
83
|
11. Outpost of the Illithids |
84
|
12. Combat Zone |
85
|
13. Empty Caverns |
86
|
14. Reclaimed Caverns |
86
|
15. Upper Lake of Deepearth |
87
|
16. Mid-Level Caverns |
87
|
17. Lower Lake of Deepearth |
88
|
18. Steam-Heated Caverns |
90
|
19. Chambers of Fire |
90
|
20. Lava Caves |
91
|
21. Elemental Vortex of Fire |
92
|
22. Lands of the Deep Gnomes |
92
|
23. Lower Grand Canyon of Deepearth |
93
|
24. Domain of the Duergar |
94
|
25. Windpipe |
94
|
26. Hallowed Grounds |
95
|
27. The Melting Pot |
95
|
28. Realm of the Drow |
95
|
29. The Dark Realms |
97
|
30. Interplanar Whirlpool |
97
|
31. Darkness |
98
|
UNDERGROUND ADVENTURES: CAMPAIGN CONSIDERATIONS |
99
|
Challenges for the DM |
100
|
The Fine Art of Juggling |
100
|
Designing the Adventure and the World |
100
|
Worlds of Adventure: The Importance of Setting |
100
|
Basic Characteristics |
100
|
Plot and Counterplot: The Importance of the Story |
103
|
The Story Structure |
103
|
Multiple Story Lines |
105
|
Story Elements |
106
|
Techniques of Story and Campaign Design |
109
|
The Linear Adventure |
109
|
The Open Campaign |
110
|
The Matrix Campaign |
110
|
Running the Game |
111
|
Preparing for Play |
111
|
The Dungeon Master as Master Storyteller |
112
|
Help from the Players |
113
|
Rolling Up Player Characters |
113
|
Providing Ideas for Adventures |
113
|
Character Class Responsibilities |
113
|
Controlling Henchmen, Hirelings, and Other NPCs |
113
|
MAPPING YOUR SETTINGS |
114
|
Basic Mapping Considerations |
114
|
Perspective Mapping |
114
|
Selecting a Grid |
114
|
Selecting a Starting Point |
115
|
Drawing the Map |
115
|
Mapping Symbols |
115
|
Horizon Lines |
117
|
Geomorphic Mapping |
117
|
Using Geomorphs |
117
|
COMPILED TABLES |
121
|
PERSPECTIVE MAPS |
124
|
INDEX |
128
|