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DUNGEONEERING REFERENCE SHEET

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DUNGEONEERING REFERENCE SHEET
TIME & MOVEMENT IN THE UNDERWORLD
Activity
Non-Combat
Combat
Time Units
Movement
Type
Turn (10 min.) Exploring/Mapping
Walking (×2)
Running (×3)
Round (10 sec.)* Sprinting (1/12)
No Armor/Leather
or under 600 coins
240 feet (12" × 2)
480
720
20
Chain/Plate or
over 600 coins
120 feet (6" × 2)
240
360
10
Chain/Plate and
over 600 coins Monsters**
60 feet (3" × 2)
120
180
5
Move Stat × 2
Move Stat × 4
Move Stat × 6
1/6 Move Stat
*In combat, 10 rounds constitute 1 "melee turn". After combat, consider 1 normal turn (10 min) to have occurred to account for rest
**The "Move Stat" is the monster's Move from the Monster List. It is doubled here to correct the rate relative to adventurers
Resting/Healing
Mules
Carrying Capacity
Marching Order
1 turn rest is required after five turns walking (1 of 6) or 2 turns running (2 of 6). 24 hours rest heals 1-3 hp.
May be brought underground & will move as an unarmored man, with up to 3500 coins (AC 7, HD 2+1).
A backpack or large sack holds 300 coins & a small sack holds 100 coins. Ten coins equals 1 lb.
Players' decision. In a 10'-wide corridor, two may fight side-by-side, three if wielding small arms or spears.
LIGHT & VISION
Source
Torch
Lantern with oil
Infravision
Light spell
Dancing Lights spell
Continual Light spell
Magic Dagger/Sword
Phosphorescent Fungus
Fire Beetle Gland
Radius of Light
Duration
Notes
30 feet
6 turns per torch
Strong wind will extinguish
30
24 turns per flask
60
permanent
Spoiled by light within 30 feet
30
6 + M-U's level in turns
Cast up to 120 feet; clerical duration is 12 turns
30
2 turns
1-6 (M-U decides) torch lights, send up to 120 feet
60
permanent
Casting range is up to 120 feet
10/20
permanent
5
1 day after harvest
aka foxfire; grows only in the Underworld
10
1d6 days after harvest
Red glow; prized by miners
Humans and hobbits are unable to see in the dark, moving at half-speed.
DUNGEON EXPLORATION CHECKS
(mostly rolled by the referee because the players should not know whether the check failed or nothing is there)
Hear Noise
1 in 6 for humans, 1-2 in 6 for elves, dwarves, hobbits & 1st-2nd level thieves. The undead are silent.
Open Doors
(Bashing)
1-2 in 6, optionally adjusted for strength. Players may roll this one. Failure negates any chance of surprise.
Doors close again unless spiked open (but slip on 1-2 in 6). Monsters open doors easily unless spiked shut.
Find Secret Doors 1-2 in 6 when searching; a 10' corridor takes 1 turn. Elves find on 1-4; sense on 1-2 when merely passing.
Dungeon Traps
Sprung on 1-2 in 6. Dwarves can detect traps on 1-2 in 6. A 10' deep pit does 1d6 damage on 1-2 in 6.
Wandering
Monsters
1 in 6 chance every 3 turns. Encounter distance is 120 feet if the area is lit, otherwise limited by light (roll 2d6 ×
10 feet for the distance when the monster is detected). Light will put monsters on alert, preventing surprise.
Surprise
Occurs on 1-2 in 6. A player rolls for the PCs. The ref rolls for monsters only if unaware of the PCs. If surprised,
held item(s) are dropped on 1 in 6. If only one side is surprised, the other side gets 1 free round of action.
Monster/NPC
Reactions
Roll 2d6: 2 = Attacks, 3-5 = Hostile, 6-8 = Uncertain, 9-11 = Friendly, 12 = Very Helpful
Adjust if a good offer is made and optionally for charisma. Note that only 20% of Monsters know Common.
Pursuit
Monsters may be distracted (1-3 in 6) by food if unintelligent or by treasure if intelligent. Burning oil may also
deter pursuit. One flask will cover a 5' circle, and once lit will burn for 1 turn and do 2d8 hp damage if entered.
Swimming
Any unarmored adventurer can swim in calm water. Swift currents require a min. STR (referee decides) to avoid
being swept off & drowning (3 in 6 chance per round of taking 1d6 hp; check every other round if CON is over
12). Anyone in metal armor will sink immediately & check for damage for the 1 turn it takes to remove armor.
Zenopus Archives –– Holmes Ref
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