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 + |
