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Special Thanks to
+
Credits +
Introductions
+
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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 TABLE OF CONTENTS +
COMPILED TABLES +
INDEX +
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 +
INDEX +
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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
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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