Its "A" Dungeon, the Three-ening (Inactive)

Game Master Terquem

Its "A" Dungeon, fun for the whole family!


Word has spread that the infamous “A” dungeon of It’Dupree Monstropudous has been restocked with treasures and monsters, and the entrance is unguarded?

ATTENTION! This game is meant to be very light hearted, silly, and as fun as you want to make it, but I hope players will try to be consistent, aware of the rules, and respectful of the other players. Have fun, and remember to “Play like you don’t need to win!”

The Adventure is set in the city of Du’Orbna (an undefined metropolis inhabited by a strange mixture of both Good and Evil beings)
Du’Orbna, roughly 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”

Major House Rule –
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 (Including Barbarians)

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 Skill out and roll on it, 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 you must wait for the results of the first role to be described, before you make the second. 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.

There are currently two other groups of Character Parties within the Dungeon (and they have set off in opposite directions from each other. Your party will begin in the same starting area and a random roll will be made to determine what direction you choose to set off in at first. After that, when options arise your party can decide which way to go, and backtracking is permitted only after you have discovered at least one new chamber or Room.

The Rules:

Time –
Time will be tracked in ten minute (in “world” time) intervals (Turns). The Characters 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 Characters 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 Character’s discretion. A check will be made every three turns, for the possibility of a random encounter.
Perception and Vision –
It is DARK in the Dungeon. You will need a light source.
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 Characters 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. Local Monsters are HOSTILE, and will attack the Characters with glee. You can always attempt to Parley, Bribe, Feed, or otherwise sway the Local Monsters to leave you alone, but they will not join your group. There is a potential for Encounters with Neutral or Good NPCs, which may be helpful to your group, but will not join your party (unless you pay them very well).
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 Eight tables (I through VIII), and most tables have sub tables, A-D. 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 –
You may exit the Dungeon at any time. It will take you one-sixth of the time normally required to travel to the exit from your current location, due to the quality of your map (you are making a map).

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 local monsters, innovative game play choices, role playing, and from the gathering of Treasures). 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 with a NPC found in the Dungeon willing to train you, or otherwise provide you with the training you need, or you will need to exit the Dungeon for training. This adventure will use the FAST leveling track.