The Underworld Survival Guide
 



 
DSG: What Is It?
Overview of the Underdark
Movement
Proficiencies
Combat
The Underground Environment
New Equipment
Improving Play
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Index
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Special Thanks to +
Credits +
Introductions +
 
Player's Section
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AD&D 1st Edition
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DM's Section

PLAYER'S SECTION
 




1. DSG: WHAT IS IT? +
        The Mystery of the Underdark +
       New Rules for Underground Play +
        The Denizens of the Underdark +
        The Underground Campaign +
       Using this Information +

2. OVERVIEW OF THE UNDERDARK +
       Natural Underground Locales +
       Cave Formations +
       Unnatural Underground Locales +
       Hazards of the Underearth +

3. MOVEMENT RULES FOR UNDERGROUND PLAY +
       Ability Checks +
       Proficiency Checks +
    Swimming +
       Holding One's Breath +
       Moving in Water +
       Effects of Moving Water +
    Climbing +
       Climbing Surfaces +
       Encumbrance +
       Climbing Success Rates for Non-Thieves +
       Climbing Modifiers +
       Climbing Tools +
       Rappelling +
    Jumping for Non-Acrobats +
       Jumping Modifiers +
    Using Rope +
       Crossing a Chasm on a Rope +
       Swinging Across +
       Belays +
       Roping Together +
    Bridges +
       Permanent Bridges +
       Impromptu Bridges +
    Falling (Expanded Rules) +
       Stopping a Fall +
       Landing +
       Sliding Down Slopes +
    Spelunking +
       The Tight Squeeze +
    Excavation +
       Rubble +
       Solid Barriers +
    Fatigue and Exhaustion +
       Effects of Fatigue +
       Effects of Exhaustion +
    Movement Effects of Darkness +
    Movement on Slippery Horizontal Surfaces +

4. PROFICIENCIES + <done>
    Nonweapon Proficiencies +
    Success and Failure +
    Construction Time +
    Artisans, Craftsmen, and Other NPCs +
    Optional Bonuses +
    Craftsman Proficiencies +
    Adventuring Proficiencies +
    Experience Points for Proficiencies +

5. COMBAT RULES FOR UNDERGROUND PLAY + <done>
Fighting on Walls and Other Sheer Surfaces +
Fighting on Bridges and Ledges +
Grabbing an Enemy +
Fighting in Water +
Fighting in Narrow Passages +
Fighting in Darkness +
Spellcasting in Darkness +
Rules for Mounted Combat +
BATTLESYSTEM Game Options Underground +
    Extremely Narrow Frontages +
    Combat Modifiers +
    Formation Modifiers +
    Morale Effects +
    Ventilation Effects +
    Flying Effects +
    Line-of-Sight Effects +
    Cave-ins on a Battlefield +

6. THE UNDERGROUND ENVIRONMENT +
Air Supply +
    Duration +
    Fire +
    Smoke +
    Poisonous and Noxious Gasses +
    Ventilation +
    Odor Detection +
Cave-ins +
    Causes of Cave-ins +
    Random Occurences of Cave-ins +
    Cave-in Chain Reactions +
    Effects of Cave-ins +
    Defensive Point Values of Underground Formations +
Hypothermia (Optional Rule) +
Magnetic Effects of Lodestone +
NPC Reactions to Long Underground Adventures +
Structural Decay +
Underground Waterways + <done>
    Standing Water +
    Flowing Water +
    Water Temperature +
    Access to Underground Waterways +
    Underground Water Travel +
Mining + <done>
    Where to Mine +
    Types of Mines +
    Excavating a Mine Tunnel +
    Shoring a Tunnel +
    Products of a Mine +
    Quality of Mine Products +
    Calculating the Value of a Placer Mine +
    Smelting Ore +
    Finishing Stones +
    Duration of a Mining Site +
    Inherent Hazards of Mining +
       The Claim +
       Hireling Loyalty +
       Natural Hazards +
       Unnatural Hazards +

7. NEW EQUIPMENT +
    Costs and Weights +
    New Equipment Descriptions +
       Transportation Equipment +
       Equipment for Proficiencies +

8.IMPROVING PLAY +
    Expedition Planning +
    Using Beasts of Burden + <check>
    Using Watercraft + <check>
    Fighting Effectively +
       Creating Diversions +
    Speeding Play +
    Creative Underground Spell Use +
    Languages of the Underdark +
    Mapping Techniques +

DM'S SECTION +

DM'S TABLE OF CONTENTS +

COMPILED TABLES +

INDEX +
 

DUNGEON MASTER'S SECTION +


 
The Underground Environment The Cultures of the Underdark Lands of Deepearth Underground Adventures: Campaign Considerations Mapping Your Settings
Dark and Hidden Ways - Player's Section - DSG

THE UNDERGROUND ENVIRONMENT +
    Features of the Underground Game +
    Nature of the Underground Environment and its Denizens +
    A Brief History of Underground Cultures +
    Underground Geography: Domains in Three Dimensions +
       Surface Terrain +
       Temperature +
       Humidity +
       Size +
       Origin +
       Access and Egress +
    Theories on the Nature of the Underground +
        The Hollow Earth Theory +
        The Swiss Cheese Theory +
        The Isolated Pockets Theory +
        The Partial Connection Theory +

THE CULTURES OF THE UNDERDARK+

    Values and Objectives+
       Drow +
       Kuo-Toa +
       Duergar +
       Mind Flayers +
       Aboleth +
       Derro +
       Cloakers +

LANDS OF DEEPEARTH +
       Connecting Passages of Deepearth +
       Area Details +
    Map of Deepearth +
    Individual Area Key +
        1. The Great Lake +
        2. Surface Lands +
        3. Upper Caverns +
        4. Cathedral Caverns +
        5. Enclosed Caverns +
        6. Caverns of the Ancients +
        7. Grand Canyon of Deepearth +
        8. Fungus Forest +
        9. Caverns of Doom +
        10. Sunken Swamp +
        11. Outpost of the Illithids +
        12. Combat Zone +
        13. Empty Caverns +
        14. Reclaimed Caverns +
        15. Upper Lake of Deepearth +
        16. Mid-Level Caverns +
        17. Lower Lake of Deepearth +
        18. Steam-Heated Caverns +
        19. Chambers of Fire +
        20. Lava Caves +
        21. Elemental Vortex of Fire +
        22. Lands of the Deep Gnomes +
        23. Lower Grand Canyon of Deepearth +
        24. Domain of the Duergar +
        25. Windpipe +
        26. Hallowed Grounds +
        27. The Melting Pot +
        28. Realm of the Drow +
        29. The Dark Realms +
        30. Interplanar Whirlpool +
        31. Darksea +

UNDERGROUND ADVENTURES: CAMPAIGN CONSIDERATIONS +
       Challenges for the DM +
       The Fine Art of Juggling +
       Designing the Adventure and the World +
    Worlds of Adventure: The Importance of Setting +
       Basic Characteristics +
    Plot and Counterplot: The Importance of the Story +
       The Story Structure +
       Multiple Story Lines +
       Story Elements +
    Techniques of Story and Campaign Design +
       The Linear Adventure +
       The Open Campaign +
       The Matrix Campaign +
    Running the Game +
       Preparing for Play +
        The DM as Master Storyteller +
    Help from the Players +
       Rolling Up PCs +
       Providing Ideas for Adventures +
       Character Class Responsibilities +
       Controlling Henchmen, Hirelings, and Other NPCs +

MAPPING YOUR SETTINGS + <done>
       Basic Mapping Considerations +
       Perspective Mapping +
       Selecting a Grid +
       Selecting a Starting Point +
       Drawing the Map +
       Mapping Symbols +
       Splitting the Grid +
       Horizon Lines +
    Geomorphic Mapping +
       Using Geomorphs +

COMPILED TABLES +

PERSPECTIVE MAPS +

INDEX +

<Beneath The Earth>



 

Index


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Dungeoneer's Survival Guide
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A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z


A-
Ability Check, 12
Aboleth, 68, 74, 88, 97,98
Adventurers
, 99
Air supply, 36
    duration, 36
    fire, 36
    oil, 36
    oxygen use, 36
    smoke, 36
    ventilation, 37
Animal noise, 27
Animal trainer, 25
Armorer, 25



B-
BATTLESYSTEM game, 34
    cave-ins, 35
    flying, 35
    formations, 34
    morale, 34
    sighting, 35
    ventilation, 35
    wounds, 34
Beholder, 79
Belays, 18
Blacksmith, 25
Blind-fighting, 27
Boat
    bailing, 48
    capsizing, 48
    collapsible, 46, 56
    collisions, 47
    folding, 46
movement, 46
Boating, 27
Boatwright, 25
Bowyer, 25
Bridges
    log, 19
    rope, 19
    stone, 19
    suspension, 19
    wooden, 19
Burrows, 10

C-
Carpenter, 26
Cascades, 45
Cave-ins, 11,35, 38
accidental, 39
by excavation, 39
by sabotage, 39
chain reactions, 40
effects, 40
random, 39
dead, 7
lava, 9
limestone, 7
living, 7
sea, 7
Climbing
    modifiers, 16
    surfaces, 14
Caves
Climbing Check, 15
Climbing Rating, 15
Cloakers, 68, 74,81,95,97
Collapsible boat, 46, 56
Crampons, 22,57
Crawling, 20



D-
Dams, 45
Deepearth, 75
Derro, 67, 74, 94, 95, 97
Direction sense, 27
Dogs, 38,60
Draperies, 7
Drop-offs, 48
Drow, 66, 69,73, 79, 83,94,95
Duergar, 69,73,81, 83,94,95
Dungeons, 9

E-
Endurance, 27
Equipment, 56-58
Excavating, 49
Exercise
    nonstrenuous, 12
    strenuous, 12, 21
Exhaustion, 22


 

F-
Falling, 19
    damage, 19
    onto spikes, 20
    onto water, 20
Fatigue, 21
Fighting
    in darkness, 32
    in water, 32
    on bridges, 30
    on walls, 30
Fire-building, 27
Fires, 11,36,38
Fishing, 27
Fletcher, 25
Floods, 11
Flowstone, 7
Folding boat, 46
Fungus identification, 28


 

G-
Gas
    detection, 37
    duration, 37
    noxious, 37
    poisonous, 11,37
Gem cutter, 26
Gems, 51
    finishing, 53
Geothermal heat, 9
Giants, 78, 90,91
Grappling hook, 16, 17, 56
Gypsum flowers, 7



H-
Healing, 28
Hirelings, 42, 54, 113
Holding breath, 12
Humans, 80,83
Humidity, 70
Hydra, 79

I-
Illithids-see Mind flayers

J-

Jermalaine, 68, 83, 85
Jumping, 17

K-
Kraken, 88
Kuo-toa. 66,69, 73, 80,87,88,95
97

L-
Lakes, 43
Languages, 62
Lava caves, 9
Leatherworker, 26
Lich, 95
Lodestone, 42
Loop, thrown, 17

M-

Magmen, 91
Mapping, 62,114
    geomorphic, 11 7
    orthographic, 114
    perspective, 114
Mephits, 90
Mind flayers, 67,68, 74, 84, 97
Miner, 26
Mines, 10
    claims, 53
    duration, 53
    excavating, 49
    hazards, 55
    hirelings, 54
    placer, 49, 53
    products, 50
    shoring, 50
    smelting, 53
    types, 49
Mountaineering, 28
Mud men, 88
Mules, 59
Myconids, 68, 82,95

N-
NPCs
proficiency use, 29
reactions, 42
unsteady, 43

O-

Odor detection, 37
    dogs, 38

P-
Pech, 83, 85,86,95
Plane of Earth, 97
Plane of Fire, 90, 91, 92
Plane of Water, 97, 98
Potter, 26
Problem-Solvers, 99
Proficiencies
    adding, 23
    adventuring, 24,26
    craftsman, 24,25
    equipment, 56, 58
    experience points for, 29
    modifiers, 24, 25, 26
    nonweapon, 23
NPCs, 29
slots, 23, 25,26
Proficiency Check, 12, 23
Pulley, 56, 57

R-
Rapids, 44
Rappelling, 16
Realms, 10
Reservoirs, 43
Riding, 28
combat, 33
forced dismount, 33
missile fire, 33
Role-Players, 99
Rope, 16
    thrown loop, 17
Rope use, 28

S-
Scouting, 59
Scrags, 78
Seas, 44
Shoring, 50
Slow respiration, 28
Smell-see Odor detection
Smelter, 26
Smoke, 36
Sound analysis, 28
Spells in darkness, 32
Spike, 16
Stagnant water, 44
Stalactites, 7
Stalagmites, 7
Stonemason, 26
Story, 103
    duration, 37
    denouement, 105
    development, 104
    exposition, 103
    multiple story lines, 105
Story elements, 106
    accomplishment, 108
    challenge, 107
    discoveries, 108
    foreshadowing, 106
    moral, 109
    mystery, 106
    reward, 107
    villains, 106
Storytelling techniques, 112
    pace, 112
    voice, 11 2
Story types, 109
    linear adventure, 109
    matrix campaign, 110
    open campaign, 11 0
Swimming, 12

T-
Temperature, 70
Types of players, 99

U-
Umber hulks, 95
Undead, 81,82,95
Underdark theories, 70
    Hollow Earth, 71
    Isolated Pockets, 71
    Partial Connections, 71
    Swiss Cheese, 71

V-
Volcanoes, 11


W-
Water
    damming, 45
    flowing, 44
    standing, 43
    temperature, 45
Waterfalls, 45
Weaponsmith, 26
Weaver, 26
Wind, 38
Wood
    decay, 43
World design, 100


The Talisman Dungeon, published by Games Workshop



 


 


galstaff wrote:
Gary,

Did you ever use or did any one you know use the Dungeoneers and wilderness survival guides?
If so wich ones are the best.
 


To be completely forthright, I shunned both assiduously... 

Cheers,
Gary


 


I was creating a different sort of setting for the underdark, one with some new and some familiar races and monsters.
As with Shadowland and the Sea of Dust I never got to really develop the naw material, save for the Drow.

Cheers,
Gary
 
 


Quote:
How many of the rules in the original Unearthed Arcana, Wilderness Survival Guide, and Dungeoneer's Survival Guide made their way into your campaigns (Correct me if I am wrong, but I was under the impression that only a limited amount of material found in UA was actually written by you) ?


All of the material in UA was mainly of my creation, gathered from articles I wrote in Dragon magazine.
virtually oll of that material was used in my campaign, much of it before the book was published.
I never used anything from the other two books, though, the survival guides.
 

Quote:
Originally Posted by oldschooler
I've always been curious as to how much material Gary uses in his D&D games (both original and Advanced). Would he stick with the original stuff, like the lil' brown/white box and Greyhawk supplement for OD&D and just the first few hardcovers for AD&D; or does he go all out and use the Rules Cyclopedia and stuff from Unearthed Arcana (some or all?) or the Wilderness/Duneoneer's Survival Guides?


Short answer: I am not now, not have i ever been, a rules lawyer.
Rule-playing is distasteful to me.
The rules I use in any play session depend on underlying game, the player group, and the demands of the scenario.
As the GM I pick and choose what I think will best suit the situation.

Cheers,
Gary
 

Quote:
Originally Posted by ghul
...

...

Now then, both Doug Niles (Dungeoneer's guide) and Kim Mohan (Wilderness guide) both mention many months of work on their respective volumes.
I was wondering, were you in on the intitial development of these products?
Do you deserve some credit for the materials used in these two volumes?

--Ghul


Actually, I had no input into either book.
I was out on the West Coast running the D&D Entertainment Corp. per the decision of the T$R Board of Directors.
I returned in the late autumn of 1984 because of the financial straits of the company.

Cheers,
Gary
 

Quote:
Originally Posted by Erekose
Thanks Gary!

I have to say that our first child, Beth, who is now 3.5yrs old is fantastic. <note to self: see if Beth is OK>
It's amazing how bleak established parents seem to paint the picture of having children (at least that's my experience in the UK) - almost as if it is so obviously such a great thing having children that they can just focus on the bad side. 


That is something I can not understand either, for to my mind children are just plain marvelous...if often difficult and worrisome :\ I would gladly have more--if I were younger 

Quote:
Originally Posted by Erekose
Just one final question - were you involved with either the Dungeoneer's Survival Guide or the Wilderness Survival Guide?


Absolutely not.

Quote:
Originally Posted by Erekose
Both were good books on their particular subject but began what I feel was the slippery slope towards the 3E skills and feats system with the introduction of "nonweapon proficiencies".
I just wondered if you aproved or didn't aprove of this additional complexity to AD&D?
Would your 2E AD&D have introduced a more refined version of this?


Frankly, I thought them as splat books cranked out to generate revenue, not truly serve the gamer.
See below regarding skills.

Quote:
Originally Posted by Erekose
Presumably Lejendary Adventures would give me a clue but I haven't yet had the opportunity to look at that game. 


The Lejendary Adventure game is skill-bundle-based, rules light, and although it has the same spirit as AD&D, it is quite different, with no character classes, archetypical avatars created by choosing an Order, and otherwise complete freedom to build a game persona of vitrually any sort.

For an example of what I would have done regarding skills in a revsied addition of AD&D, check out the C&C game's skills, for I added those to the rules when I wrote the Castle Zagyg, Yggsburgh book a couple of years or so back.
These are skill bundles also, can be purchased with XPs, and for NPCs some confer levels in class as well as conveying skills.

Cheers,
Gary


 

Quote:
Originally Posted by Ron
Gary,

I was reading the late AD&D releases, such as the Dungeoneer and Wilderness Survival Guides and Manual of Planes and they they did have a different quality from the earlier AD&D releases, especially Manual of Planes. Was you involved with those projects? I believe MoP was released after you left TSR but is it based in your notes or something?


Pardon me, but no, I had nothing to do with those books

I would not have approved of those splat books, as they encouraged power gaming and were a bad investment for D&Ders IMO, did little to makee the game better.

Cheers,
Gary

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