Time Time will be tracked in ten minute (in “game-world” time) intervals. The party can explore, and map, 60 feet of dungeon features in ten minutes. Activities such as examining a room, chamber, passage, or feature other than for the purpose of mapping will be assigned a time based on the level of scrutiny the characters put into the effort. Combat will be measured in rounds as normal. The party must take a ten minute “Turn” of no activity, every six turns (one in six turns), to rest. Long periods of rest, for spell recovery and healing, can be taken at the player’s discretion. A check will be made every three Six turns, for the possibility of a random encounter.
Encounters Encounters may occur as a random event, or as determined by the results of the Dungeon Generation Tables. When an Encounter is indicated, it will be determined if there is a potential for the party or the monsters, or both, to be surprised, based upon the event that triggered the encounter. An encounter that occurs in a passage or chamber will require an encounter distance determination and this determination may be made randomly or can be determined by the conditions of the area. Initiative will be determined after encounter distance and degree of surprise are established. I will reserve the right to establish Initiative for the characters in extreme or unorthodox situations.
The Dungeon I have revised, edited and modified, “Appendix A” of the Dungeon Master’s Guide (Advanced Dungeons and Dragons, First Edition copy, 1979) to be, in my opinion only, more compatible with the Pathfinder rules, to include such things as Door Types, Dungeon Features, Lock and Trap Difficulty Classes, and more. There are Seven tables (I through VII), and most tables have sub tables, a-z. Table IV has been Reserved, that is it has been changed from its original purpose, and is held "not defined" for future use. Rolls for the creation of the Dungeon will be done, please, in the Discussion thread. Questions and Clarifications about the Dungeon should also be handled in the Discussion thread.
Exiting the Dungeon Your characters may exit the Dungeon at any time. The Dungeon will be mapped, by me, in AutoCad format, as it is created, and all features will be fixed once generated. The time it will take for your characters to exit, using the map they have created, will be one sixth the time it took to explore, but any features that require the characters attention to overcome (in the event you need to use Skills, or should you have left Monsters behind, in an escape) will need to be addressed as played game activity, otherwise, you can exit, without incident, to sell treasure, re equip, hire mercenaries, hirelings, or henchmen. (Exiting may be complicated by factors such as loss of a light source, injuries, or ailments.)
Experience and Leveling You will earn experience points based on a formula that is a hybrid of the AD&D first edition system and the current Pathfinder rules (you will gain experience for defeating monsters, collecting treasures, innovative game play choices, and role playing). When your characters level, you may immediately modify Hit Points, Saving Throws, Skills, and Attack statistics, but any acquisition of new Spells, Feats, or Skills will require interaction outside of the dungeon, and money spent. (A wizard can try to copy a spell into her spell book while in the “A” dungeon, as long as the party is willing to comply with the down time required).