THE ADVENTURE


Dungeon Expeditions
Outdoor Exploration
Town Adventures
PH

When you go on an adventure, you, and in all probability one or more other characters,
will go to explore some underground labyrinth || area of land outdoors.
Your DM will have carefully prepared a map of the place you and your party are to enter,
a map showing all outstanding features of the place,
with numbers and/or letters to key encounter/special interest areas.
Your DM will give you certain information prior to the adventure
-- you might have to ask questions of the local populace,
or you might have heard rumors or know of lejends --
so your party can properly equip itself for the xpedition, hire men-atarms,
and obtain mounts or whatever in order to have the best possible
chance for success in dungeon || wilderness setting.
Of course, going about a city or town might in itself be interesting, informative, and dangerous,
so a third sort of adventure can occur at any time, the city or town adventure.
These three major types of adventures have elements in
common and differences; so each will be described separately.
The various elements of all sorts of adventures are given thereafter.
Your campaign referee has detailed information, including charts, tables, and matrices,
so he or she will be completely equipped for conducting any sort of adventure.

Preparation for one of these adventures is ^highly^ important, and one can lead directly into another sort altogether.
Here are the basic considerations you will need to know to prepare your character for success.

Dungeon Expeditions:

Adventures into the underworld mazes are the most popular.
The party equips itself and then sets off to enter && explore the dungeons of some castle, temple or whatever.
Light sources, poles for probing, rope, spikes, and like equipment are the main tools for such activity.
And, since none of the party will know the dungeon’s twists and turns, one or more of the adventurers will have to keep a record,
a map, of where the party has been. Thus you will be able to find your way out and return for yet more adventuring.
As your party is exploring and mapping, movement will be slow, and it is wise to have both front and rear guards.
In the dungeon will be chambers and rooms - some inhabited, some empty;
there will be traps to catch those unaware, tricks to fool the unwise, monsters lurking to devour the unwary.
The rewards, however, are great -- gold, gems, and magic items.
Obtaining these will make you better able to prepare for further expeditions,
more adept in your chosen profession, more powerful in all respects.
All that is necessary is to find your way in && out, to meet and defeat the guardians of the treasures,
to carry out the wealth ...

Order of Play (OSRIC, page 138)

The order of events in a game TURN is as follows:

1. Wandering Monster Check: Every 3rd turn the GM rolls
to see if any wandering monsters are encountered (typically
1 in 6 -- consult specific level key for non-standard
frequency of check or likelihood of encounter).

2. Statement of Action: Party caller or individual player describes
the activity of the various party members, which
are resolved as appropriate by the GM:

    A. MOVE: Up to full move per turn for cautious movement
    (incl. mapping); 5x normal rate when passing
    through familiar areas

    B. Listen for noise: 1 round per attempt, 10% standard
    chance for success (adjusted for class (thieves, assassins)
    and race (elves, gnomes, halflings, half-orcs), only
    3 attempts allowed per situation (e.g. door)

    C. Open a stuck or locked door: 1 round per attempt, 2
    in 6 standard chance for success (adjusted for STR)
    for stuck door, locked door requires key, knock spell,
    exceptional STR, lock picking, or breaking down
    door, unlimited retries allowed but no surprise possible
    after failed attempt.

    D. SEARCH for traps: 1-4 rounds per attempt (covering one
    object or location), chance of success determined by
    race (dwarf or gnome), class (thief or assassin) or
    free-form verbal negotiation (at GM's discretion)

    E. Casually examine (and map) a room or area: 1 turn
    per 20 x 20 ft room or area

    F. Thoroughly examine and search for secret doors: 1
    turn per 10' x 10 ft area, 1 in 6 standard chance for success
    (2 in 6 for elves and half-elves)

    G. CAST a spell: See specific spell descriptions in Chapter
    II for casting times and effects

    H. REST: Typically 1 turn in every 6, plus 1 turn after every
    combat, must be spent resting (i.e. no movement or any
    other strenuous activity)

    I. Other Activities: Duration of attempt and likelihood
    of success determined and resolved on ad-hoc basis
    by GM

3. Encounters: If an encounter (either with a wandering
monster or a planned encounter) occurs, the GM determines
surprise, distance, reactions, and resolves the encounter
normally (through negotiation, evasion, or combat)

4. Book-keeping: The records that a turn has elapsed
and deducts any resources that the party has used (lost HP,
spell durations expiring, torches burning out, and so on).



 
 
 

oldschooler wrote:
Quick, generic question: When you do "dungeons" these days, do you still like the old-fashioned 12+ level megadungeons, or do you prefer smaller ones of, say, 1-3 levels?
I seem to notice most "in print" dungeons getting much more shallow over the course of the past few decades...
 


A module containing many dungeon levels is perforce huge, a very lengthy and demanding project is properly planned out.
The only time I have done a mega-dundeon was for my gaming group.
Of course a version of that work in now underway, and it includes the upper castle works as well as many subterranean levels.

Smaller underground complexes are easily plugged into campaign play.

A massive one becomes the heart of the campaign for a considerable length of time.
When some of the regulars want diversity, go off by themsleves on an outdoor adventure,
the stay-at-home group will be adventuring in the dungeons,
The time gap between the two groups grows very lengthy, so it is necessary for the GM to either play alternate groups--
with some device to have the home-
based lot catch up in time with the group on the journey,
or else have each group create characters that join the other party,
thus effectively having two separate and distinct adventuring parties run alternately,
unlikely ever to meet again...unless the stay-at-home group leaves the dungeons in search of their wandering fellows and finds them.

Whew!
Gary
 

Quote:
Originally Posted by blackshirt5
You're kinda vague there Mr. Gygax. Tell us how you really feel. 

What about the dungeon crawl do you think makes it such a great medium for a game?
What is it about fighting and thiefing(I know, not a real word, but one I picked up from my brief stint in 2nd edition) your way through the ruins of a castle(or graveyard, or evil temple) that appeals to you?
 


Appeals to me?
That sort of action-adventure appeals to the vast majority of RPGers, as the success of new D&D amply demonstrates.
Of far greater note is the fact that the whole of the electronic RPG field is nothing but that sort of play 
The age group for the latter sort of games is older than for the paper game too.

I'll not bother to go nto the psychological reasons for a coiuple of reasons--time and expertise <EEK!>

Cheers,
Gary
 

Quote:
Originally Posted by RFisher
Another couple of questions have come to mind (and I guess it goes without saying to please forgive me if they've been covered before):

Before I encountered D&D, the word "dungeon" meant to me merely an underground cell (or maybe a few cells). Was there precedent for using the word for a complex or were the dungeons under castles in the games merely turned into complexes for the sake of having someplace to explore?


Underground mazes have been treated in mythology, fairy tales, and authored fiction (siuch as A Journey to the Centre of the Earth ) long before this device was made a central feature in the D&D game. (My favorite one from fairy tales is the one about the 12 princessess who danced holes in their slippers every night.) Anyway, the expanded underground environment featuring dungeons was indeed meant for exploration, mapping, and as a place for strange encounters.
 

Quote:
Originally Posted by Vlad Le Démon
3. In D&D there is Dragons and...Dungeons...why have you choose to set mostly of the adventures underground ?
This is not very flamboyant and grandiose for great adventurers to crawl in the filth of tunnels and catacombs  .
There is a hidden meaning for this ?


Heh, as if dungeon crawling wasn't the most popular sort of adventure!
Note that mant action films and most computer RPGs use such settings, whether actual dungeon-like places, caves, or industrial-type enclosed environemnts.
think of the motion pictire Alien.

The meaning is simple, to bring fun and excitement to the players involved. What better than the lurid tension of a subterranean maze?
 


Quote:
Originally Posted by Orius
...

Don't get me wrong, I like dungeons, and I like making them, but I think they just work better with low level PCs.


Or with high-level PCs whose players are not power gamers seeking to become demi-gods or greater, rather playing the game in the spirit in which it was meant

Cheers,
Gary
 


I can say that detailed world settings are not at all my cup of tea, for I believe that they constrain the GM's innovation and creativity.
A detailed city is another matter. That sort of information assists the GM in creating interesting adventures.


Outdoor Exploration:

Adventuring into unknown lands or howling wilderness is extremely perilous at best,
for large bands of men, and worse, might roam the AREA; there are dens of monsters, and trackless wastes to contend with. Protracted expeditions are, therefore, normally undertaken by higher level characters.
Forays of limited duration are possible even for characters new to adventuring,
and your DM might suggest that your party do some local exploration -- perhaps to find some ruins which are the site of a dungeon or to find a friendly clan of dwarves, etc. Mounts are necessary, of course, as well as supplies, missile weapons,
and the standard map-making equipment. Travel will be at a slow rate in unknown areas, for your party will be exploring, looking for foes to overcome, and searching for new finds of lost temples, dungeons, and the like.
If the expedition continues for several days, there will be a need to hunt for game to provide food, unless some inhabited area is found -- a thorp, hamlet, village, or town - in which case your party will then be able to have another short adventure.

Order of Play (OSRIC, page 142):

1. Setup: The GM advises the party of prevailing weather
conditions and the party decides which way to go.

2. Navigation: The GM checks in secret to determine
if the party has become lost.

3. Wandering Monster Check: The GM rolls for wandering
monsters.

4. Move and Act: Party members move, make stationary
actions, or both.

5. Encounter: Any encounter is resolved.

6. Camp: The GM indicates what options the party has
for a campsite. The party camps.

7. Wandering Monster Check: The GM rolls for
wandering monsters again, and if one is met, begins
the resulting encounter.



 

Town Adventures:

Cities, towns, and sometimes even large villages provide the setting for highly interesting, informative, and often hazardous affairs and incidents.
Even becoming an active character in a campaign typically requires interaction with the populace of the habitation, locating quarters, buying supplies and equipment, seeking information.
These same activities in a completely strange town require forethought and skill.
Care must be taken in all one says and does.
Questions about rank, profession, god and alignment are perilous, and use of an alignment tongue is socially repulsive in most places.
There are usually beggars, bandits, and drunks to be dealt with;
greedy and grasping merchants and informants to do business with;
inquiring officials or suspicious guards to be answered.
The taverns house many potential helpful or useful characters, but they also contain clever and dangerous adversaries.
Then there are the unlit streets and alleys of the city after dark . . . And what lies in wait in the deserted ruins of some lost ancient city?
Meat && drink for the doughty ADVANCED D&Der!





-



Quote:
Originally Posted by Melan
Greetings!

Gary, how do you feel about city adventuring? Were cities a central feature in your campaigns, or were they more like places to rest&shop between adventures?
Also, did you ever do a writeup of Greyhawk City... And if yes, is there a chance to see it under some other name - like "Dunfalcon City" or such?
About one adventure in 10 was run in a city--Greyhawk or some other. If the PCs were not seeking adventure when there for R&R, bringing it to them was no problem 
 


The original map of Greyhawk city was one sheet of graph paper with colored boxes indicating various places where PC would go--
inns & taverns, armorers, money changers & banks, gemners & jewelers, city buildings, guilds, etc.
That was expanded to two, then four map sheets, with the thieves' quarter and Rob's Green Dragon Inn shown.
I was working on a very large version some 20 years back, but I abandoned it as far too detailed.

No version of the city that I designed has ever been published.

Cheers,
Gary


 

Quote:
Originally Posted by SuStel
Gary,

When you are preparing a town for your own refereeing (as opposed to preparing one for publication), how do you organize your notes? I've seen a number of techniques, including detailing individual buildings, detailing sections or neighborhoods of the town as if they were dungeon rooms, and just creating encounters to throw in as the referee decides.

A sketch map of the community, a few places of interested highlighted in color, and then wing it.
As the PCs develop something interesting by interacting with what I present that becomes a fixture in the town.
This might be a particular street thief, a tavern, a stable with a shifty owner, whatever...

Cheerio,
Gary

Comments
Not sketchy at all. ;)
Some more xp...
 


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