Publication:Dungeoneer's Survival Guide (1e)
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Table of Contents[edit]
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 |
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 |
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Facts about "Dungeoneer's Survival Guide (1e)"
Abbreviation | DSG + |
Author | Douglas Niles + |
ISBN | 0-88038-272-4 + |
Identifier | 1e + |
Item Code | 2019 + |
Media Type | Hardcover + |
Page Count | 123 + |
Publication Date | 1986 + |
Publisher | TSR + |
System | Dungeons and Dragons 1e + |
Title | Dungeoneer's Survival Guide + |