Its "A" Dungeon, Too! (Inactive)

Game Master Terquem

Can these Monsters find and remove a group of unauthorized Adventurers from Its "A" Dungeon? Appendix "A" | Current Map


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.

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 turns, for the possibility of a random encounter. Retracing your steps, in the event that you reach a Dead End, will take one-sixth the time it would normally take to map the same distance.

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 Adventuring Monsters or the Local 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 Monsters in extreme or unorthodox situations. Local Monsters are HOSTILE, and will attack the Adventuring Monsters 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.

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 The Adventuring Monsters may not exit the dungeon until they have completed their assignment. You can, naturally, eat anything you find along the way, that you believe is edible, and there may be a potential to discover “merchants’ within the Dungeon who might be amiable to your plight, otherwise you risk failure. In the unlikely event that you should be reduced to two or less members of your party, you may exit and recruit new members.

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, and role playing, but not from the gathering of Treasures). When your Monsters 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 Local Monster willing to train you, or otherwise provide you with the training you need.

The most often used table, is Table I, the Periodic Check
We roll on this table at the beginning of any turn when there is an unexplored section of the dungeon available.

Table I Periodic Check (d20)
Die Result
1-8 Continue straight – No Change (check again this table after 60 feet)
9-11 Door – go to Table II
12-14 New Passage – go to Table III
15-17 Chamber – go to Table V
18 Dead End – Secret Door? (d20, 1-5) if Yes, go to Table IIe
19 Straight 60’ with Trick/Trap – go to Table VI – occurs in 10’ section (d6)
20 Wandering Monster – go to Table VII

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.

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.

Appendix “A” Flow Chart
Periodic Check [d20] – this determines if the passageway continues, if a new feature is discovered, or if the passageway ends

If the passageway ends, roll for secret door – [d20]
If a Passageway continues, roll a Periodic Check again in 60 feet
If a new feature is discovered
Doors (Number and Location) – [d20]
Type (each Door) – [2d20], the first die indicates type and the second indicates the presence of a Lock and/or a Trap (Options, [d20] for unusual Shaped Door, [d20] for “Hinges”)

? If Lock and/or Trap is indicated – [d20], for each

Finally, when the door is opened (or when looking through a Portcullis) – [d20]

New Passageway (Width and Type) – [2d20]
? Dropped Passageway Type – [d20]
? Special Passageway Type – [d20]
Special Passageway Contents – [d20]
Special Passageway Bridge Type – [d20]
Turns (Direction) – [d20]

Chambers and Rooms (size) – [d20]
? Unusual Size – [d20]
Contents – [d20]
? Special Contents (Monster?) – [d20]
? Special Contents, Type – [d20]
Number of exits – [d20]
Location of Exit – [d20]
Type of Exit (Chamber Only) – [d20]

Stair – [d20]
Trick Stair (?) – [d12]

Tricks and Traps – [d20]
Trick Type – [d20]
? Slime, Mold, or Fungus – [d20]
Trap Type – [d20]
? Static Trap, Type – [d20]

Monster CR – [d20]
Monster Encounter Table – [d20]
Monster, Type – [d100]

Treasure total value – [d20]
Treasure is contained in – [d20]
? Magic Item Category – [d20]
? Magic item, Type – [d100]

NPC Generation Aligned – [d20]
Race – [d20]
? Special Race – [d20]
? Anthro Race – [d20]
? NPC Class – [d20]
? PC Class – [d20]
? Special Class – [d20]
Ability Score Array – [d20]
Chance for magic Item – [d20]

the "?" generally means that something special is indicated on a previous table and a new die roll to explain what that special thing is, is require