Its "A" Dungeon (Inactive)

Game Master Terquem

Thrown through, okay more like stepped through, a mysterious portal the adventurers find themselves on another world looking for a way back home, or a good taco stand, whichever comes first...


Welcome to Du’Orbna
Which translates into common as “the city of nearly almost completely dead things except for a lot of people who seem okay with the idea of sharing a lot of real estate with mostly dead things that tend to move around at times causing terrible traffic problems”

City where the infamous "A" Dungeons of The Lich Baroness It’Dupree MonStropidious can be found.

Portal "Types"

When a Portal is identified as a “Random” Portal, place an “R” on the map adjacent to the Portal icon. Each time the Portal is accessed (one or more characters pass through the portal*) determine a NEW situation for the Portal.

When a Portal is identified as a “Conventional” Portal, place a “C” on the map adjacent to the Portal icon. When the Portal is accessed the first time (one or more characters pass through the portal*) establish the situation of the portal, this Situation does not change. When the Portal is accessed to return to the previous location, it will lead back to that location with no distortion in Time, Plane, or Place (even if a Portal leads to a different time, plane, or place, returning through a conventional portal will lead back to where the characters came from, and only the time spent in the other side of the Portal will have elapsed).

When a Portal is identified as “Restricted,” place a “Re” on the map adjacent to the Portal icon. When the portal is accessed the first time (one or more characters pass through the portal*) determine the Situation for that side of the Portal, and when the Portal is accessed from the new Situation side, establish a different Situation for the other side (the portal does not return to where it came from, but can be accessed in two directions). These Situations do not change.

*A group of characters, wearing "bracelets" can go through a Portal together. If a Random Portal is accessed by a single character, its Situation will be fixed for a duration of 6 turns, after that the next use will be a different Situation

The Rules:

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).

House Rule #1
Perception is now an Intelligence based Skill.

Sense Motive as a skill is replaced by (and becomes a use of) a new Skill called

Intuition which is a Wisdom based Skill.

You can use both these skills untrained.

Intuition is a Class Skill for all Divine Magic using classes and Fighters

Perception is a Class Skill for all Arcane Magic using classes and Rogues

Both Skills can be used to collect information about what the Characters are experiencing, and for the most part will reveal the same kinds of information, but you might get to that information in a different way depending on which skill you rely on. You can always choose to use both skills in any situation when you think you need to, but HERE IS the catch. You have to call one out before the other. So either you rely on Perception first, followed by Intuition, or Intuition first followed by Perception (if you want to use both skills). A failure or success on the first can affect the second. So be careful of your choices.

Perception will tell your character what he/she can deduce based upon the “smarts” you have and what you see, hear, smell, touch, or tastes, it tells your character that what he/she perceives IS what it appears to be. It can even clue you in as to how “hurt” a monster is in a combat situation.

Intuition will tell your character what he/she feels is “up with” any particular situation based on your characters past experiences and a gut feeling that something IS NOT what it appears to be.

Any questions?

Remember, Sense Motive is now what you do with the Intuition Skill, so if you want to be able to Sense Motives, put a rank into Intuition.

---Table of Contents for NEW Appendix "A" for type "B" Dungeons, "Portals of Mystery"---

Table of Contents
I. Table I. Periodic Check (d20) 6
A. Table I. A. Periodic Check, Chambers (d20) 7
II. Table II. Portals, Nature (type) 8
A. Table II. A. Portal Situation 10
1. Table II. A. 1. Planar Distortion 10
2. Table II. A. 2. Time Distortion 10
3. Table II. A. 3. Space Distortion 10
III. Table III. Trick or Trap (d20) 12
A. Table III. A. Trick Types (d20) 13
1. Table III. A. 1. Slime, Mold, or Fungus, Type (d20) 14
B. Table III. B. Trap Type (d20) 14
1. Table III. B. 1. Pit Trap (d20) 14
IV. Table IV. New Passageway, Type (d20) 15
A. Table IV. A. New Passageway Width (d20) 15
A. Table IV. B. Dropped Passageway, Type (d20) 15
V. Table V. Chamber, Size (d20) 17
A. Table V. A. Portals 17
B. Table V. B. Exits 17
1. Table V. B. 1. Chamber Exit Location (d20) 18
C. Table V. C. Unusual Shape Chamber or Room, Type (d20) 18
D. Table V. D. Contents of Chamber or Room (d20) 18
1. Table V. D. 1. Special Contents, chance for Monster or Monster and Treasure (d20) 19
2. Table V. D. 2. Chamber or Room Special Contents Type (d20) 19
VI. Table VI. Monster Encounters, Threat (d20) 25
A. Table VI. A. Monster Encounter Matrix (d20) 26
1. Table VI. A. 1. Monster Type (d100) 27
2. Table VI. A. 2. Monster Type (d100) 28
3. Table VI. A. 3. Monster Type (d100) 29
4. Table VI. A. 4. Monster Type (d100) 30
5. Table VI. A. 5. Monster Type (d100) 31
VII. Table VII. Treasure (d20) 32
A. Table VII. A. Treasure is contained in (d20) 33
B. Table VII. B. Magic Item Category (d20) 33
1. Table VII. B. 1. Minor Magic Item (d100) 33
2. Table VII. B. 2. Medium Magic Item (d100) 35
3. Table VII. B. 3. Major Magic Item (d100) 36
C. Table VII. C. Magic Armor Type (d100) 37
1. Table VII. C. 1. Magic Armor Special Material (d100) 38
D. Table VII. D. Magic Shield Type (d100) 38
E. Table VII. E. Magic Weapon Type (d100) 39