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