Publication:Dungeoneer's Survival Guide (1e)

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Dungeoneer's Survival Guide (1e)
ImageNeeded.png
System: Dungeons and Dragons 1e 
Abbreviation: DSG 
Author: Douglas Niles 
Publisher: TSR 
Item Code: 2019 
Publication Date: 1986 
Format: Hardcover 
Page Count: 123 
ISBN-10: 0-88038-272-4
 
Product Blurb
For beginners, advanced players, and DMs, this book opens up grand new vistas in the realms of the underdar, that little-known region of dungeons and caverns far beneath the sunlit world of everyday existence. The worlds of subterranean adventure await!
This text is quoted from promotion material. Text and images are copyrighted by the original publisher.

Table of Contents[edit]

Player's Section
Section Page
DUNGEONEER'S SURVIVAL GUIDE: WHAT IS IT? 6
The Mystery of the Underdark 6
New Rules for Underground Play 6
The denizens of the Underdark 6
The Underground Campaign 6
Using this Information 6
OVERVIEW OF THE UNDERDARK 7
Natural Underground Locales 7
Unnatural Underground Locales 9
Hazards of the Underearth 11
MOVEMENT RULES FOR UNDERGROUND PLAY 12
Ability Checks 12
Proficiency Checks 12
Swimming 12
Holding One's Breath 12
Moving in Water 13
Effects of Moving Water 14
Climbing 14
Climbing Surfaces 14
Encumbrance 15
Climbing Success Rates for Non-Thieves 15
Climbing Modifiers 16
Climbing Tools 16
Rappelling 16
Jumping for Non-Acrobats 17
Jumping Modifiers 17
Using Rope 17
Crossing a Chasm on a Rope 17
Swinging Across 18
Belays 18
Roping Together 19
Bridges 19
Permanent Bridges 19
Impromptu Bridges 19
Falling (Expanded Rules) 19
Stopping a Fall 20
Landing 20
Sliding Down Slopes 20
Spelunking 20
The Tight Squeeze 20
Excavation 21
Rubble 21
Solid Barriers 21
Fatigue and Exhaustion 21
Effects of Fatigue 21
Effects of Exhaustion 22
Movement Effects of Darkness 22
Movement on Slippery Horizontal Surfaces 22
PROFICIENCIES 23
Nonweapon Proficiencies 23
Success and Failure 23
Construction Time 23
Artisans, Craftsmen, and Other NPCs 24
Optional Bonuses 24
Craftsman Proficiencies 25
Adventuring Proficiencies 26
Experience Points for Proficiencies 29
COMBAT RULES FOR UNDERGROUND PLAY 30
Fighting on Walls and Other Sheer Surfaces 30
Fighting on Bridges and Ledges 30
Grabbing an Enemy 30
Fighting in Water 32
Fighting in Narrow Passages 32
Fighting in Darkness 32
Spellcasting in Darkness 32
Rules for Mounted Combat 32
BATTLESYSTEM™ Game Options Underground 34
Extremely Narrow Frontages 34
Combat Modifiers 34
Formation Modifiers 34
Morale Effects 34
Ventilation Effects 35
Flying Effects 35
Line-of-Sight Effects 35
Cave-ins on a Battlefield 35
THE UNDERGROUND ENVIRONMENT 36
Air Supply 36
Duration 36
Fire 36
Smoke 36
Poisonous and Noxious Gasses 37
Ventilation 37
Odor Detection 37
Cave-ins 38
Causes of Cave-ins 38
Random Occurrences of Cave-ins 39
Cave-in Chain Reactions 40
Effects of Cave-ins 40
Defensive Point Values of Underground Formations 40
Hypothermia (Optional Rule) 42
Magnetic Effects of Lodestone 42
NPC Reactions to Long Underground Adventures 42
Structural Decay 43
Underground Waterways 43
Standing Water 43
Flowing Water 44
Water Temperature 45
Access to Underground Waterways 45
Underground Water Travel 46
Mining 48
Where to Mine 48
Types of Mines 49
Excavating a Mine Tunnel 49
Shoring a Tunnel 50
Products of a Mine 50
Quality of Mine Products 51
Calculating the Value of a Placer Mine 53
Smelting Ore 53
53
Duration of a Mining Site 53
Inherent Hazards of Mining 53
The Claim 53
Hireling Loyalty 54
Natural Hazards 55
Unnatural Hazards 55
NEW EQUIPMENT 56
Costs and Weights 56
New Equipment Descriptions 56
Transportation Equipment 57
Equipment for Proficiencies 57
IMPROVING PLAY 59
Expedition Planning 59
Using Beasts of Burden 59
Using Watercraft 60
Fighting Effectively 60
Creating Diversions 60
Speeding Play 61
Creative Underground Spell Use 61
Languages of the Underdark 62
Mapping Techniques 62
Dungeon Master's Section
Section Page
THE UNDERGROUND ENVIRONMENT 65
Features of the Underground Game 65
Nature of the Underground Environment
and its Denizens
66
A Brief History of Underground Cultures 68
UNDERGROUND GEOGRAPHY: 69
Domains in Three Dimensions 69
Surface Terrain 69
Temperature 70
Humidity 70
Size 70
Origin 70
Access and Egress 70
Theories on the Nature of the Underground 70
The Hollow Earth Theory 71
The Swiss Cheese Theory 71
The Isolated Pockets Theory 71
The Partial Connection Theory 71
THE CULTURES OF THE UNDERDARK 73
Values and Objectives 73
Drow 73
Kuo-Toa 73
Duergar 73
Mind Flayers 74
Aboleth 74
Derro 74
Cloakers 74
LANDS OF DEEPEARTH 75
Connecting Passages of Deepearth 75
Area Details 75
Map of Deepearth 76-77
Individual Area Key 78
1. The Great Lake 78
2. Surface Lands 78
3. Upper Caverns 79
4. Cathedral Caverns 79
5. Enclosed Caverns 80
6. Caverns of the Ancients 80
7. Grand Canyon of Deepearth 81
8. Fungus Forest 81
9. Caverns of Doom 83
10. Sunken Swamp 83
11. Outpost of the Illithids 84
12. Combat Zone 85
13. Empty Caverns 86
14. Reclaimed Caverns 86
15. Upper Lake of Deepearth 87
16. Mid-Level Caverns 87
17. Lower Lake of Deepearth 88
18. Steam-Heated Caverns 90
19. Chambers of Fire 90
20. Lava Caves 91
21. Elemental Vortex of Fire 92
22. Lands of the Deep Gnomes 92
23. Lower Grand Canyon of Deepearth 93
24. Domain of the Duergar 94
25. Windpipe 94
26. Hallowed Grounds 95
27. The Melting Pot 95
28. Realm of the Drow 95
29. The Dark Realms 97
30. Interplanar Whirlpool 97
31. Darkness 98
UNDERGROUND ADVENTURES:
CAMPAIGN CONSIDERATIONS
99
Challenges for the DM 100
The Fine Art of Juggling 100
Designing the Adventure and the World 100
Worlds of Adventure: The Importance of Setting 100
Basic Characteristics 100
Plot and Counterplot: The Importance of the Story 103
The Story Structure 103
Multiple Story Lines 105
Story Elements 106
Techniques of Story and Campaign Design 109
The Linear Adventure 109
The Open Campaign 110
The Matrix Campaign 110
Running the Game 111
Preparing for Play 111
The Dungeon Master as Master Storyteller 112
Help from the Players 113
Rolling Up Player Characters 113
Providing Ideas for Adventures 113
Character Class Responsibilities 113
Controlling Henchmen, Hirelings, and Other NPCs 113
MAPPING YOUR SETTINGS 114
Basic Mapping Considerations 114
Perspective Mapping 114
Selecting a Grid 114
Selecting a Starting Point 115
Drawing the Map 115
Mapping Symbols 115
Horizon Lines 117
Geomorphic Mapping 117
Using Geomorphs 117
COMPILED TABLES 121
PERSPECTIVE MAPS 124
INDEX 128

Back to Main PagePublication List1e Publications

AbbreviationDSG +
AuthorDouglas Niles +
Help Wanted ReasonImaged Needed +
ISBN0-88038-272-4 +
Identifier1e +
Item Code2019 +
Media TypeHardcover +
Page Count123 +
Publication Date1986 +
PublisherTSR +
SystemDungeons and Dragons 1e +
TitleDungeoneer's Survival Guide +