Post by Prespos on Apr 19, 2013 23:16:29 GMT -5
What follows is a very early draft of the Ms.
Please feel free to comment: input is desperately needed!
Thx,
Pres
********************************
THE GAME: 1e+
This is TSR 1E AD&D, compleat, compiled and simplfied.
Everything TSR 1E AD&D is included, although, for ease of play, often simplified.
(If anyone ever wants to play BtB, please let me know!).
The goal is 100% compatibility with Official TSR AD&D 1E Adventures, and, OSRIC adventures.
I am trying to make the most playable 'distro' of 1E, with ideas from other editions, my own ideas, the ideas of others in the AD&D communities,
and then compiling it all towards simplicty, fun, and, understanability.
One could think of the following as the PATHFINDER of 1E AD&D.
Although most links still take you to the original pages, I have added summary rules, on this page, so that one does not need to take up time looking up rules.
Again, 100% compatibility with Official TSR AD&D 1E Adventures, and, OSRIC adventures, is a definite goal.
Remember, it's just a game, enjoy it, and have fun with your friends!
Pres
Ps.
Theory:
The 'Trinity' of RPGs:
1) Adventure
2) Gamemastery
3) Rules
Of the 3, above, I think that 3) is the least important.
Ps.
Thanks to Dragonsfoot, and the "Your House Rules That Simplify the Game" thread.
Ps4.
If Frank Mentzer would be so kind as to edit this manuscript, I will buy him a +1 beer!
PREFACE
CREDITS
THE GAME
Approaches to Playing AD&D
Dice
Use of Miniature Figures (Recommended to have minis for representation, not combat). (For combat, use graph paper as a guide: eg. the party takes 1 square)
Aids to Playing AD&D (DM's Screen) (Dungeon Master's Adventure Log)
CREATING THE PLAYER CHARACTER + (Note that all characters begin at L0, with -500 XP.)
Generation of Ability Scores (Use the method posted at Dragonsfoot).
Generation of Ability Scores, Method V (Humans get a bonus of +1 to all scores).
Starting HP for PCs
NPCs
The Effect of Wishes on Character Ability Scores
Characteristics for PCs
PC Non-Professional Skills
Starting Level of Experience for PCs (0)
CHARACTER AGE, AGING, DISEASE, AND DEATH
Character Age
Aging (use 2E PH for age: no modifiers until Middle Age)
Unnatural Aging
Disease
Death (Dead PCs: give the sheets back to the DM. The corpses & equipment might be there for the next party.)
CHARACTER ABILITIES
Strength (STR x 10 = carrying limit, weights measured in pounds. If you are over 1/2 of this number, you move at 1/2 speed.)
Intelligence (allow bonus spells for MUs) (languages: 11=+1, 12=+2, etc.) (chance to know: INTx5%) (don't roll chance to know until min. is surpassed) - ken-do-nim
Wisdom
Dexterity (DEX, combined with WS(Weapon Speed) may affect the number of melee attacks you make a round)
Constitution
Charisma (Convert the Reaction Adjustment to a d20 number: this is your TALK modifier. # of Henchmen is the # of additional figures you can have with you.)
Comeliness (Only comes into play when you TALK with a member of the same species, and, opposite sex. Then, COM might provide a modifier to the TALK roll.)
Explanation of Abilities
CHARACTER RACES + (Level limits, as PH, +1 per point over 15)
Race and Class Combinations (*UA*, no change)
Racial Ability Score Limits (*UA*, no change)
Racial preferences (Hatred = -4 to TALK, Goodwill = +4 to TALK)
PC Racial Tendencies
CHARACTER CLASSES +
The Multi-Classed Character (total the XP, and make a 'single class', as per Polyhedron) (provide documentation for each)
The Character with Two Classes (provide documentation for each combination)
Followers for Upper Level PCs
Followers for Cavaliers
Henchmen (Retainers) for Cavaliers
The Paladin's Warhorse
Spying
Thief Abilities
Thieves and Assassins Setting Traps
Assassination XP
Assassin's Use of Poison
The Monster as a PC (If the monster is presented as a 1E race, then it should not be a problem)
Lycanthropy
Multiple Attacks
Classes and Subclasses
ALIGNMENT
Alignment Language
Changing Alignment
CHARACTER HIT POINTS (Max at L1) (For subsequent levels, use a min. of average HP)
Negative HP: Roll above your -HP (adjusted by CON) on a d20 or die. No HP loss/bookeeping during combat. Heal as normal. Conscious at 1 HP.
- Chris107, Finarvyn
ESTABLISHING THE CHARACTERS (Buying equipment should be done out of game, or, with a 1on1 session with the DM)
CHARACTER LANGUAGES
MONEY
The Monetary System (100 cp = 10 sp (10$) = 1 gp)
Money Changing, Banks, Loans, and Jewelers (VAULTS exist, as in *UA*)
PC Starting Money (Starting equipment packages should be made. Characters can dice for magic items, as per Appendix P)
Money (For Cavaliers)
PC Expenses
Value and Reputed Properties of Gems and Jewelry
Note Regarding the Magical Properties of Gems, Herbs, et al.
Gajin and Rates of Exchange (fen=copper, yuan=silver, tael=gold, chien=platinum)
EQUIPPING THE CHARACTER +
Miscellaneous Equipment
New Equipment
Costs and Weights
New Equipment Descriptions
Transportation Equipment
Equipment for Skills
ARMOR, ARMOR CLASS, & WEAPONS
AC remains a constant (no differing ACs for direction of attack when a shield is used). (note that rear attacks still provide a +2 bonus to hit).
ARMOR
Types of Armor and Encumbrance
Dexterity AC Bonus
Descriptions of New Armor Types
Warhorses and Barding
OA Armor Illustrations
Armor Descriptions
WEAPONS
Weight and damage by weapon type (be sure to have your THACO and damage, incl. modifiers, right there, on the sheet. List ranges.) - Ulan Dhor
Weapon Types, "To Hit" Adjustment Note (Only use this for NAC0 and NAC10)
Descriptions of New Weapon Types
T: The Nomenclature of Pole Arms
Weapon Equivalents
Weapon Descriptions
OA Weapon Illustrations
HIRELINGS
Standard Hirelings
Standard Henchmen
HENCHMEN
Loyalty of Henchmen & Hirelings, Obedience, and Morale
TIME
Time in the Campaign
Time in the Dungeon (Characters only become fatigued with strenous activity (combat, swimming, climbing) that lasts for 1/2 hour or more).
DISTANCE (use 2d6 for distance indoors, and 4d6 for distance outdoors) (whatever it is, keep the ditance dice constant).
MONSTER, THE TERM (For F2F, minis can be used for representation). (For chat, bookmark the .jpgs from 1eo)
CHARACTER SPELLS
Day-to-Day Acquisition of Cleric Spells
Magic-User Spell Books
Acquisition of Cantrips, Magic-Users (2d6 useful cantrips, 1 roll on all of the following tables.)
Acquisition of Magic-User Spells
Illusionist Spell Books
Acquisition of Cantrips, Illusionists (Like above, but 1d6 useful cantrips, 1 roll on all of the following tables, and, then, 2 rolls on the illusionist table).
Acquisition of Illusionist Spells
Recovery of Spells (Spells are regained once per day, no other memorization rules are used.) - Chris107
Tribal Spell Casters
Cost of M-U/Illusionist Spell Casting
SPELL TABLES + (Make server-side spell generation pages via either .js or .php) (PCs should have either hyperlinks or page references for their spells).
Clerics
Druids
Magic-users (Cantrips)
Magic-users
Illusionists (Cantrips)
Illusionists
SPELL EXPLANATIONS
Clerics
Druids
Magic-users
Illusionists
SPELL CASTING (MCs are not used up) (Only use MCs with a value of 1 gp or more. - Chris107) (Code words for spells - Ulan Dhor) (Write down your CTs) - FM.
THE ADVENTURE
Dungeon Expeditions
Outdoor Expeditions
Town Adventures
Adventures in the Air
Aerial Travel
Aerial Combat
Waterborne Adventures
Underwater Adventures
Infravision
Ultravision
Silent Movement (Sneak & Hide: If both rolls are successful, a thief (ea.) can move through a room without the monsters seeing him)
Invisibility
Invisible Movement (See above)
Detection of Evil and/or Good
Listening at Doors
Traps, Tricks, and Encounters
Traps
Tricks
Initiative (d10 group, low roll wins, only rolled once at the beginning of combat)
Falling Damage (d6 per 10')
Healing (1 HP per day)
Obedience (when a NPC's loyalty reaches 20+, the PC has full control of that NPC. Until then, you may dice for control, with a d20: high roll is desirable).
Morale (10+HD as a default. Check morale for monsters when 1/2 of them are down, or, when a single monster is reduced to 50% of it's HP).
Mapping (precise mapping isn't needed. circles can represent rooms, and lines can represent corridors)
Organization (It can help to have: a) Caller, b) Experience Recorder). (Marching order). (Ensure order of combat for initiative. Seating or first names work well.)
ENCOUNTERS
Surprise (3 in 10) (retain x3 rate of missile fire, but there is only 1 surprise round) (a roll of 1 -- complete surprise -- your side has lost init.) - Elfdart
Communication (you must have a language in common in order to TALK)
Negotiation ('roll to TALK' is a very important concept: use d20 and hope for a high score)
COMBAT (You can MOVE, CHARGE, ATTACK, READY WEAPON, CAST.) (All of these are 1 round actions.)
Turning Undead
Magical Control
Spell Combat
Breath Weapon Attacks
Missile Discharge
Melee Combat
Example of Combat
Combat Procedures
Saving Throw
First Strike
Weapon Factors (only use these for NAC0 and NAC10 opponents. NAC=natural armor class.)
Monster Attack Damage (size modifiers: +1 per HD for L creatures. -1 for S creatures.)
Encounters, Combat, and Initiative
Encounter Reactions (TALK) (Use a d20)
Discharge Missiles
Grenade-Like Missiles
Holy/Unholy Water
Spell Casting During Melee (This provokes something like an "Attack of Opportunity", although this attack is counted against the total attacks per round.)
Magical Device Attacks
Effect of Cover On Spells And Spell-Like Powers
Monster Charm Power
Turning Undead
Counter-Affecting
Further Actions
Charge
Weapon Speed Factor (if below 1 --> an extra attack. if above 10 --> next round, 1 attack is lost as you recover. Figure in your Reaction/Attacking adjustment.)
Striking to Subdue
Special "To Hit" Bonuses (+4 to hit prone opponents, max damage on hit) (sleeping or held: automatic kill) - Ulan Dhor
Morale
Morale Scores
Morale Failure
Pursuit and Evasion of Pursuit
Pursuit and Evasion in Outdoor Settings
Melee
Special Types of Attacks
Important Note Regarding "To Hit" Adjustments
Attacks With Two Weapons (STR15+ & DEX 17 will allow the use of any two one-handed weapons)
Breaking Off From Melee
Monks' Open Hand Melee
Actions During Combat And Similar Time-important Situations: You can MOVE and ACT, as per *UA*.
Example of Melee
Non-lethal and Weaponless Combat Procedures
Combat Tables
Opponent AC Description
Attack Matrices
Assassin's Table for Assassinations
Attack Matrix for Monsters
Creatures Struck Only By Magic WEapons
Matrix for Clerics Affecting Undead
Psionic Combat Tables
Psionic Combat Notes
Saving Throws
Saving Throw Matrices
Item saving throws, generally, go from top to bottom, and then stop as soon as 1 item is destroyed.
Progression on the Combat Tables
Hit Points
Effects of Alcohol and Drugs
Recovery from Intoxication
Insanity
Effects of Darkness
Q: Weaponless Combat (just 1-2 HP damage, plus STR modifier)
R: Non-lethal Combat
Summary of the Combat Sequence
Surprise and Iaijutsu
Initiative Modifiers (these are rare, most often a class or special ability. weapon speed and casting time (et al.) do not modify the group init. roll)
Combat Procedures
Missile Fire From Horseback
Unhorsing
Disarming
Subduing Opponents
The Psychic Duel
Damage (Nat 20: max damage) - MichaelSandar
Fighting on Walls and Other Sheer Surfaces (Fighting While Climbing) (-4 to hit, one hand only)
Fighting on Bridges and Ledges (Fighting While Precariously Balanced) (if you are at the edge, and get hit, make a DEX check, or, fall off)
Grabbing an Enemy
Fighting in Water
Fighting in Narrow Passages (if your SR = passage width, then, -2 to hit)
Fighting in Darkness (Fighting in Poor Visibility) (Darkness = -4 hit, -4 saves)
Spellcasting in Darkness
Rules for Mounted Combat (Melee Combat from a Mount)
Missile Combat from a Mount
Forcing Opponents to Dismount
Martial Arts
Styles
Creating a Style
Special Maneuvers
Principal Methods
Mental and Physical Training
Stunning and Incapacitating
Learning Martial Arts
Multiple Styles and Combining Styles
EXPERIENCE (XP is awarded for completing adventure)
Adjustment and Division of XP
Experience Value of Treasure Taken
XP Value of Monsters (Avg. HP, as per 2E). (100 XP per character for avoiding combat with wandering monsters) - Ulan Dhor.
Special Bonus Award to XP
Gaining Experience Levels (Only train when you gain a new class ability, or, a new spell level. Training is always a flat 1000 gp per current level. 1 week.).
THE CAMPAIGN
Climate & Ecology
Typical Inhabitants
Social Class and Rank in AD&D
Government Forms
Royal And Noble TItles
The Town and City Social Structure
Economics
Duties, Excises, Fees, Tariffs, Taxes, Tithes, and Tolls (It typically costs 1 gp per head, to enter a city).
Monster Populations and Placement (Use Monster Level as a Guide. Level II Monsters might TPK a Level 1 party!)
Placement of Monetary Treasure
Placement of Magic Items (Be careful with NPCs, and remember that there is a reason that they have less magic than pregen PCs).
Territory Development by PCs (Choose a square/hex on the campaign map, and put up with 1 month of random encounters).
Peasants, Serfs, and Slaves
A Sample Dungeon
The First Dungeon Adventure
Social Class and Rank
Circumstances of Birth
NPCs
Personae of NPCs (These tables can be used for PCs as well).
Facts
Traits (For most NPCs, I would recommend just generating 1 General Tendency, that's all.)
Language Determination
Special Roles of the DM
Hiring NPCs to Cast Spells or Use Devices
Monsters and Organization (Remember that Lawful and Intelligent monsters may be a little more dangerous than others).
Use of Non-Human Troops
Height & Weight: Use 2E PH
CONSTRUCTION AND SIEGE
Underground Construction
Construction Time
Siege Engines and Devices of War
Additional Attack Forms
CONDUCTING THE GAME
Rolling the Dice and Control of the Game (Rules disputes with the DM have a time limit, by stopwatch) - Ulan Dhor
Handling Troublesome Players (players who no-show have their PCs run by the DM) - Ulan Dhor
Integration of Experienced or New Players Into An Existing Campaign
Multiple Characters for a Single Player
Intervention by Deities (00 on d100, and a character can only try this once for each of his levels. Use DIP: Divine Intervention Points to track this.)
Demi-Gods And Gods
The Ongoing Campaign
Sixguns & Sorcery
Mutants & Magic
MAGICAL RESEARCH
Creation of Holy/Unholy Water
Spell Research
Fabrication of Magic Items, Incl. Potions and Scrolls (Use the GP value of the item. Each 100 GP means 1 day of game time.)
Non-Standard Magic Items
USE OF MAGIC ITEMS
Command Words
Crystal Balls & Scrying
Drinking Potions
Applying Oils
Potion Miscibility
Energy Draining by Undeador Device
TREASURE
Random Treasure Determination
Modifications to Standard Magical Items
Explanations and Descriptions of Magic Items
Potions
Scrolls
Rings
Rods, et al. (Incl. Wands and Staves)
Miscellaneous Magic
Artifacts and Relics
Armor and Shields
Explanation of Armor Properties
Weapons
Explanations of Weapon Properties
Swords
Miscellaneous Weapons
Magical Items Used by Character Class
Oriental Magical Items
APPENDICES
APPENDIX A: RANDOM DUNGEON GENERATION (It is recommended that you make 2 rolls per room).
Random Dungeon Generation for Solo Play (Using just horizontal and vertical results makes things easier).
APPENDIX B: RANDOM WILDERNESS TERRAIN (Just roll once for each hex/square of the overland map).
APPENDIX C: RANDOM MONSTER ENCOUNTERS (Use the MM2 tables). (1 on a 1d6 per hour in the dungeon, 1 on a 1d6 per day in the wilderness).
Dungeon Encounters +
Outdoor Encounters +
Aquatic Encounters +
Dungeon Monsters by Level and Frequency at That Level +
Monsters by Terrain and Frequency on That Terrain +
Creating Encounter Tables +
APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES (A ready-to-go d100 table will be provided).
APPENDIX F: GAMBLING (This can take place out-of-game).
APPENDIX G: TRAPS
APPENDIX H: TRICKS
APPENDIX I: DUNGEON DRESSING
APPENDIX K: DESCRIBING MAGICAL SUBSTANCES (Potions have default colours.)
APPENDIX L: CONJURED ANIMALS
APPENDIX M: SUMMONED MONSTERS
APPENDIX N: INSPIRATIONAL AND EDUCATIONAL READING
APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS (Count weapons and armor, and 1# for items under 20#.)
APPENDIX P: CREATING A PARTY ON THE SPUR OF THE MOMENT
GLOSSARY
AFTERWORD
INDEX
POISON
SUCCESSFUL ADVENTURES
APPENDIX I. PSIONICS (A simplified system will be used)
Psionic Ability (1% chance, no modifiers)
Psionic Powers
Attack Modes
Defense Modes
Psionic Disciplines
Minor (Devotions)
Major (Sciences)
Psionic Combat
Multiple Psionic Operations
Use of Psionic Powers
Recover of Psionic Strength Points
APPENDIX II: BARDS (Bards do not have to progress through the Fighter and Thief classes)
Bard abilities
Bard Race
The Class
Bards
APPENDIX III: CHARACTER ALIGNMENT GRAPH (Assigning 'Good Points', 'Evil Points', etc. might be easier. 5 or more may indicate an alignment shift.)
S: Non-human Deities
APPENDIX V: SUGGESTED AGREEMENTS FOR THE DIVISION OF TREASURE
FAMILIES, CLANS, AND CASTE
Birth Rank
Family Structure
Additional Family Structures
Master Family Chart
Ancestry
Assigning Ancestral Holdings
Birthrights
HONOR
Starting Honor
Gaining and Losing Honor
Altering Family Honor
Effects of Honor
SKILLS (1 weapon slot per level, 1 non-weapon slot per level)
Weapon Skills and Weapon Specialization (proficiency = +1 hit & damage) (specialization = +2) (mastery = +3)
Non-weapon Skills
Optional Peaceful Skill Bonus
Success and Failure (subract 2 from the given number, and convert that to a %. Do not use ablity modifiers).
Contests
Skill Table
Artisan Skills
Barbarian Skills
Common Skills
Court Skills
Construction Time
Artisans, Craftsmen, and Other NPCs
Optional Bonuses
Craftsman Skills
Adventuring Skills
XP for Skills
Wilderness Skills
Choosing Skills
Improving Skills (1 slot adds 10% to a skill)
Expanding Skill Slots (Characters get 1 Secondary Skill at Level 0)
Skill Descriptions
SHUKENJA SPELLS
Spell Explanations
1st Level Spells
2nd Level Spells
3rd Level Spells
4th Level Spells
5th Level Spells
6th Level Spells
7th Level Spells
WU JEN SPELLS
1st Level Spells
2nd Level Spells
3rd Level Spells
4th Level Spells
5th Level Spells
6th Level Spells
7th Level Spells
8th Level Spells
9th Level Spells
EVENTS AND ENCOUNTERS
The Calendar
Yearly and Monthly Events
Yearly Events
Monthly Events
Daily Events
BUILDING FLOORPLANS (These should be done for the skills, as well). (Having tavern / inn floorplans are a good idea).
BIBLIOGRAPHY
FAMILY CHART
UNDERWORLD ADVENTURES
DSG: WHAT IS IT?
The Mystery of the Underdark
New Rules for Underground Play
The Denizens of the Underdark
The Underground Campaign
Using This Information
OVERVIEW OF THE UNDERDARK
Natural Underground Locales
Unnatural Underground Locales
Hazards of the Underearth
MOVEMENT
Movement -- Time & Distance Factors (Each hex takes 1 day to move into. Each dungeon square takes 1 min. If SEARCHING, then 10 min.)
Ability Checks (INT checks for knowledge, within reason)
Skill Checks (subtract 2 from the given score, and write that down as a percentage. ignore modifiers).
Swimming
Holding One's Breath
Moving In Water
Effects of Moving Water (Other Effects of Moving Water)
Diving and Surfacing
Treading Water
Climbing
Climbing Surfaces
Encumbrance
Climbing Success Rates for Non-Thieves
Climbing Modifiers
Climbing Tools
Surface Types
Surface Conditions
Chance of Falling
Climbing Checks
Damage from Falling
Stopping a Fall
The Climbing Skill
Jumping for Non-Acrobats
Jumping Modifiers
Using Rope
Crossing A Chasm on a Rope
Swinging Across
Belays
Roping Together
Rappelling
Belaying
Use of Grappling Hooks
Bridges
Permanent Bridges
Impromptu Bridges
Falling (Expanded Rules)
Stopping a Fall (DEX check)
Landing
Sliding Down Slopes
Spelunking
The Tight Squeeze (This is the only situation where SR (Space Required) comes into play)
Excavation
Rubble
Solid Barriers (Multiply the DMG values by 10 for the HP of a construction. Ignore the first 10 HP of damage of an attack.)
Movement Effects of Darkness
Movement on Slippery Horizontal Surfaces (DEX check)
Terrain Definitions for Movement (light = 3 squares) (medium = 2 square) (heavy = 1 square)
Large-Scale Overland Movement
Encumbrance and Movement for Land-based Animals
Movement of Land-based Vehicles
Movement Across Special Terrain
Movement on Slippery Horizontal Surfaces
Movement in Waterborne Vehicles
Capsizing and Damage to Craft
The Boating Skill
Portaging
Use of a Capsized Vessel
Flying Mounts
To Fall or Not to Fall
Skill in Airborne Riding
ENCUMBRANCE
Encumbrance (The idea is to 'guesstimate'. Count weapons and armor. Everything else, just figure at 1#.)
Enumbrance of Characters
BATTLESYSTEM Game Options Underground
Extremely Narrow Frontages
Combat Modifiers
Formation Modifiers
Morale Effects
Ventilation Effects
Flying Effects
Line-of-Sight Effects
Cave-ins on a Battlefield
THE UNDERGROUND ENVIRONMENT
Air Supply
Duration
Fire
Smoke
Poisonous and Noxious Gases
Ventilation
Odor Detection
Cave-Ins
Causes of Cave-Ins
Random Occurences of Cave-Ins
Cave-in Chain Reactions
Effects of Cave-ins
Defensive Point Values of Underground Formations
Hypothermia (Optional Rule)
Magnetic Effects of Lodestone
NPC Reactions to Long Underground Adventures
Structural Decay
Underground Waterways
Standing Water
Flowing Water
Water Temperature
Access to Underground Waterways
Underground Water Travel
Mining (each square/hex on the overland map can be prospected once by someone with the Mining skill)
Where to Mine
Types of Mines
Excavating a Mine TUnnel
Shoring a Tunnel
Products of a Mine
Quality of Mine Products
Calculating the Value of a Placer Mine
Smelting Ore
Finishing Stones
Duration of a Mining Site
Inherent Hazards of Mining
The Claim
Hireling Loyalty
Natural Hazards
Unnatural Hazards
Features of the Undergournd Game
Nature of the Underground Environment and its dneizens
A Brief History of Underground Cultures
Underground Geography: Domains in Three Dimensions
Surface Terrain
Humidity
Size
Origin
Access and Egress
Theories on the Nature of the Underground
The Hollow Earth Theory
The Swiss Cheese Theory
The Isolated Pockets Theory
The Partial Connection Theory
IMPROVING PLAY
Expedition Planning
Using Beasts of Burden
Using Watercraft
Fighting Effectively
Creating Diversions
Speeding Play (roll hit and damage at the same time)
Creative Underground Spell Use
Languages of the Underdark
Mapping Techniques (it is OK to use circles for rooms, and lines for corridors)
COMPILED TABLES
THE CULTURES OF THE UNDERDARK
Values and Objectives
Drow
Kuo-Toa
Duergar
Mind Flayers
Aboleth
Derro
Cloakers
LANDS OF DEEPEARTH
Connecting Passags of Deepearth
Area Details
Map of Deepearth
Individual Area Key
1. The Great lake
2. Surface Lands
3. Upper Caverns
4. Cathedral Caverns
5. Enclosed Caverns
6. Caverns of the Ancients
7. Grand Canyon of Deepearth
8. Fungus Forest
9. Caverns of Doom
10. Sunken Swamp
11. Outpost of the Illithids
12. Combat Zone
13. Empty Caverns
14. Reclaimed Caverns
15. Upper Lake of Deepearth
16. Mid-Level Caverns
17. Lower Lake of Deepearth
18. Steam-Heated Caverns
19. Chambers of Fire
20. Lava Caves
21. Elemental Vortex of Fire
22. Lands of the Deep Gnomes
23. Lower Grand Canyon of Deepearth
24. Domain of the Duergar
25. Windpipe
26. Hallowed Grounds
27. The Melting Pot
28. Realm of the Drow
29. The Dark Realms
30. Interplanar Whirlpool
31. Darksea
UNDERGROUND ADVENTURES:
CAMPAIGN CONSIDERATIONS
Challenges for the DM
The Fine Art of Juggling
Designing the Adventure and the World
Worlds of Adventure: The Importance of Setting
Basic Characteristics
Plot and Counterplot: The Importance of Story
The Story Structure
Multiple Story Lines
Story Elements
Techniques of Story and Campaign Design
The Linear Adventure
The Open Campaign
The Matrix Campaign
Running the Game
Preparing for Play
The DM as Master Storyteller
Help from the Players
Rolling Up PCs
Providing Ideas for Adventures
Character Class Responsibilities
Controlling Henchmen, Hirelings, and Other NPCs
MAPPING YOUR SETTINGS
Basic Mapping Considerations
Perspective Mapping
Selecting a Grid
Selecting a Starting Point
Drawing the Map
Mapping Symbols
Splitting the Grid
Horizon Lines
Geomorphic Mapping
Using Geomorphs
PERSPECTIVE MAPS
OUTDOOR ADVENTURES
Outdoor Movement
Light
Mirrors
WSG: WHAT IS IT?
Defining the Outdoor Environment
For the DM's Eyes Only
Definition of Terms
OVERVIEW OF THE WILDERNESS
Terrain: Desert
Forest
Hills
Mountains
Plains
Seacoast
Swamp
Hierarchy of Terrain
Bodies of Water
Climate
DRESSING FOR THE WEATHER
Personal Temperature
Clothing
Protected and Unprotected Characters
Effects of Exertion
Clothing That Functions As Armor
EFFECTS OF THE ENVIRONMENT
Temperature and Wind
Precipitation (light = -1 to hit with missile weapons) (heavy = -2 to hit with missile weapons)
Special Weather
Damage From Heat and Cold (1 HP cool/warm OR 2 HP cold/hot. Apply this immediately.)
Effects on Equipment
FOOD AND WATER
Going Without Food
Going Without Water
Effects on Animals
Min. Daily Requirement of Food
Min. Daily Requirement of Water
Food Gathering
Foraging
Inedible Plants
Hunting
Stalking a Wounded Animal
The Hunting Skill
Fishing
Consuming and Carrying Fod
Finding Water
Where Water Is Found
Water in the Desert
Purifying Water
CAMPING AND CAMPFIRES (Default procedures, "SOPs", for camping and spell memorization) - Ulan Dhor
Natural Shelters
Portable Shelters
Rest and Comfort
How Much Sleep?
Good Sleep vs. Bad SLeep
Fire: Friend and Foe
Precautions and Perils
Uncontrollable Fires
Damage from Fire
MEDICINE AND FIRST AID
Availability of Medicinal Plants
Skill in Plant Lore
Injuries and Treatment
First Aid Equipment
VISION AND VISIBILITY
Normal Vision
Infravision
Ultravision
Artificial Illumination
NATURAL HAZARDS OF THE WILDERNESS
Volcanoes
Lava Eruptions
Ash Eruptions
Explosive Eruptions
Earthquakes
Tidal Waves
Floods and Flash Floods
Avalanches, Rockfalls, and Mudslides
Quicksand
FATIGUE AND EXHAUSTION
Fatigue and Exhaustion (Only comes into play if strenuous activity is done for more than 1/2 an hour. Strenuous: combat, swimming, climbing.)
Effects of Fatigue (-2 on all rolls) (-10%)
Effects of Exhaustion (-4 on all rolls) (-20%)
Characters
Land-based Mounts and Pack Animals
Flying Mounts
MOUNTS AND BEASTS OF BURDEN
Animals as Individuals
Calming an Excited Animal
Understanding an Animal
MAGIC IN THE WILDERNESS
Spells
Potions
Protection Scrolls
Rings
Rods, Staves, and Wands
Miscellaneous Magic
STARTING FROM SCRATCH
APPENDIX: THE WORLD OF WEATHER (Use the WG weather rules)
APPENDIX IV: THE KNOWN PLANES OF EXISTENCE
The Inner Planes
The Outer Planes
Ethereal Travel
Astral Travel
Ethereal and Astral Combat
Travel in the Known Planes of Existence
AN INTRODUCTION TO THE PLANES
Organization
Time
SPELL SUMMARY
THE ETHEREAL PLANE
Overview
Reaching the Ethereal Plane
The Border Ethereal
Survival
Encounters
Combat
Magic
PCs
Demi-Planes
THE INNER PLANES
Reaching the Inner Planes
Survival
Movement
Encounters
Combat
Magic
PCs
The Plane of Elemental Air
Survival
Movement
Encounters
Combat
Magic
Features
The Plane of Elemental Fire
Survival
Movement
Encounters
Combat
Magic
Features
The Plane of Elemental earth
Survival
Movement
Encounters
Combat
Magic
Features
The Plane of Elemental Water
Survival
Movement
Encounters
Combat
Magic
Features
The Para-Elemental Planes
Survival
Movement
Encounters
Combat
Magic
Features
The Energy Planes
The Quasi-Elemental Planes
The Postive Quasi-Planes
Survival
Movement
Encounters
Combat
Magic
Features
The Negative Quasi-Planes
Survival
Movement
Encounters
Combat
Magic
Features
THE ASTRAL PLANE
Reaching the Astral Plane
Physical Travel
Color Pools
Survival
Movement
Encounters
Combat
Magic
PCs
Features
THE OUTER PLANES
Reaching the Outer Planes
Survival
Movement
Encounters
Combat
Magic
PCs
Features
Outer Plane Descriptions
Nirvana
Arcadia
Seven HEavens
Twin Paradises
Elysium
Happy Hunting Grounds
Olympus
Glasheim
Limbo
Pandemonium
The Abyss
Tarterus
Hades
Gehenna
The Nine Hells
Acheron
Concordant Opposition
Beyond the Outer Planes
APPENDIX I: The Prime Material Planes
APPENDIX II: Creatures of the Inner Planes
APPENDIX III: Creatures from the Outer Planes
APPENDIX IV: Abilities of the Powers
TREASURE TYPES (Make BtB server-side generators for this)