Pages 8-9
Unguarded
Treasures:
cautions us to against making unguarded treasure, presumably in response to
bullet point #2 on the previous page, easily
visible or obtainable.
Maintaining
Freshness:
raises a point that may not occur to even experienced referees. A
large, multi-layered underworld dungeon (mega-dungeon in modern
gaming circles) need not, and arguably should not, be static. The
denizens will alter areas to suit their needs or respond the PC
party’s incursion into their domain. New areas and level may open
up in response to various forces at work.
The Move/Turn In The Underworld
We are introduced
to the concept of movement based timekeeping. Moving so far causes a
discrete amount of time to elapse; the
turn. A turn is
equivalent to 10 minutes of in-game time. This
will help resolve the duration of spell effects and light sources,
among many other aspects of the game. This
section also introduces many other staples of a typical D&D
session.
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Mapping movement versus fleeing
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Rest
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Searching
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Melee and combat turns
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Secret passages, stuck doors, spiking doors
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Traps
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Listening at doors
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Light sources underground
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Fireballs and lightning bolts as “tactical nukes” that just may turn around and bite the caster
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