Its “A” Dungeon, too: The Second Chance will be a randomly generated dungeon from the tables that originally occurred in the Appendix of the “Advanced Dungeons and Dragons” - Dungeon Master’s Guide (Appendix “A”, get it?).
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”
The Starting Area - The starting area of this Dungeon is comprised of three 30' x 30' chambers connected by two passageways. The center Chamber has a Stair (on the south) that exits the Dungeon, and open passageways going north, east and west that are 10' wide in the center of each wall. A Map will be posted (as a link to a Drop Box Image) at the top of each Game Page, that shows the current Party location.
The Rules
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 taste, 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. Intuition can be used to determine if an ambush is nearby, an undetected trap is ready to trigger, or a monster/npc is lying to you or in some other way is not presenting itself to you honestly.
When it comes to Illusions and Phantasms, most intelligent creatures rely on Perception to tell them that the things they are experiencing are “real,” while most animals, and a few monsters/characters who are more “in tune,” with their instincts rely on Intuition to tell them something doesn’t seem right.
Time:
Time will be tracked in ten minute (in “world” time) intervals. The Monsters 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 Monsters 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 Monster’s discretion. A check will be made every three turns, for the possibility of a random encounter.