The Underground Sourcebook

Most game players began their gaming careers with a few hesitant steps into a dark dungeon somewhere in the myriad of gaming universes. Although later adventures took them through vast wildernesses and teeming cities, it is to dungeons that adventurers often long to return. It seems that beneath the earth lurk the most fearsome (and thus, most exciting) foes, the most fabulous treasures, and the most mysterious locales. Many have ventured through subterranean caverns carved by rushing water or slow, grinding ice. Perhaps they have even sailed down an underground river or journeyed through a sulphurous labyrinth beneath an active volcano. Although one type of underground environment might seem to be pretty much like another, especially when a character cannot see his nose in front of his face, a wide variety of locations await the character willing to explore his surroundings and press on into deeper and uncharted passageways. The most significant and fundamental differences between underground locations are due to their origins. Were they created by natural geological forces such as erosion, earthquakes, or volcanic eruptions? Or were they created by the efforts of creatures, intelligent or unintelligent, to serve their needs? While many surface dwellers regard the Underground as all the same (one big cave, infested with hungry monsters), the wise adventurer prepares by studying what surface dwellers know about the realms below before venturing underground. Knowing what sorts of creatures and dangers lurk at what depths might mean the difference between life and death.

Although one type of underground environment might seem to be pretty much like another, especially when a character cannot see his nose in front of his face, a wide variety of locations await the character willing to explore his surroundings and press on into deeper and uncharted passageways. The most significant and fundamental differences between underground locations are due to their origins. Were they created by natural geological forces such as erosion, earthquakes, or volcanic eruptions? Or were they created by the efforts of creatures, intelligent or unintelligent, to serve their needs?

Within the middle depths the fifth level is a network of massive caves, passages, and tunnels, some large enough to hold cities, that are inhabited by the various races of the Underground. It also contains water in underground rivers, pools, and lakes. It has high temperatures and no weather and its atmosphere is roughly the same as Earth's surface with fresh air supplied through a passage to the surface world.

The world is fundamentally solid with no massive hollow space at its core, but enough caves, caverns, and artificial passageways exist to allow an individual to travel anywhere under the world. Nonetheless, a certain amount of trade occurs among the underground races. Trade with surface cultures also occurs, but less frequently. Trade is more often governed by proximity than by alignment. An evil race would most likely trade with a nearby neutral race than with a more distant evil race.

 1. Underground Levels
 2. Underground Races
 3. Underground Classes
 4. Underground Cities
 5. Natural and Unnatural Underground Locales
 6. Underground Waterways
 7. The Temperature Underground
 8. Bridges
 9. Hazards of the Underground
10. Air
11. The Magnetic effects of Lodestone
12. Wooden Decay
13. Climbing
14. Jumping
15. Falling
16. Spelunking
17. Excavation
18. Darkness
19. Movement on Slippery Surfaces
20. Combat
21. Psychological Effects
22. Mining
23. Artificial Illumination
24. Plants and Fungi
25. Animal Life
26. Subterranean Bestiary
27. Diseases
28. Unique Underground Features
29. Organizations
30. Subterranean Vehicles
31. The Terrascape
32. Earth Elemental Magic
33. Earth Based Powers

 

1. Underground Levels
Click on the above link for information and maps on the following levels;
The Shallow Depths 1-60kms
 Level 1 - Basements, pipes, subways and utility tunnels
 Level 2 - Deep Sewers
 Level 3 - Dungeons
The Middle Depths; 61-700kms
 Level 4 - Deeper Dungeons
 Level 5 - Subterranean cities, the Underways and the Under rivers
The Deepest Depths; 701-2900kms
The Magma Core; 5155kms

 

2. Subterranean Races
Subterranean races includes all species which (for the most part) dwell beneath the earth or deep within mountains.
01-03 Arachne
04-06 Beholder
07-09 Draconian
10-12 Dracotaur
13-22 Drow
23-26 Dwarf, Dvergar (Evil)
27-36 Dwarf, Thorbathane (Mountain)
37-39 Fomorian
40-42 Gemzanite
43-45 Gnome, Rock
46-48 Goblin
49-51 Hobgoblin
52-54 Illithid
55-57 Kobold
58-60 Lizardman
61-62 Mineroid
63-64 Minotaur
65-66 Myconid
67-68 Nymph, Lampade
69-70 Nymph, Oread
71-72 Ogre
73-76 Orc
77-80 Orcling
81-85 Sahuagin
86-90 Terranean
91-95 Thri-Kreen
96-00 Vermin

 

3. Underground Classes
Elemental, Earth Warriors of Gaea

 

4. Underground Cities
Click on the above link for information on the cities located in the Middle Depths, Deepest Depths and Magma Core.

 

5. Natural Underground Locales
Caves and caverns have been created by natural forces and have appropriate characteristics. Often such locations serve as starting points for dungeon settings. Three types of caves are commonly encountered: limestone caves, sea caves, and lava caves.

Limestone caves are by far the most common type. Obviously they are mostly found in areas where the bedrock consists of a great shelf of limestone. However, dolomite and marble terrain can also serve as an environment for the creation of a limestone cave. A limestone cave is created by the erosive and corrosive action of water seeping through the rock. Rainwater in particular aids in the creation of a limestone cave, since the carbon dioxide absorbed from the air helps to make rainwater a dilute form of carbonic acid-a fluid that quickly eats away limestone. As the water seeps through the earth, gradually widening its passageways, the limestone cave grows. Shifts in the water table, caused by drought, floods, or gradual movement of terrain features, can increase or decrease the flow of water through the cave. If the water table drops, formerly underwater passages are left dry and full of air, creating a cave like those that have sheltered creatures since the beginning of time. Such caves can often be entered through the inlets or outlets of the water that once flowed through them. Although often tortuously narrow or steep, such openings are the most common
entrances to limestone caves. A cave that grows too large may not be able to support the expanse of rock above it, and the ceiling may collapse to form a sinkhole. Such a feature drops precipitously from the surface to the floor of the cave, but can be used as an entrance for characters willing to do a little rope work. When the water has drained from a limestone cave, it is not uncommon for seepage or even small streams to continue to trickle through it. It is the seeping of small trickles of water that creates many of the spectacular underground rock formations that are familiar to those who have ventured into caves. The most commonly known cave features are stony pillars known as stalactites (hanging from the ceiling) and stalagmites (growing upward from the floor). As with other cave features, they are created by the slow dripping of water, which evaporates and leaves behind small deposits of minerals. Depending on the types of minerals left behind, these cave features can range in colour from a muddy brown to red, or even (in rare cases) a pure crystalline white. Other types of cave features include draperies, flowstone, and
gypsum flowers. Draperies (also referred to as curtains) occur where evaporating water has left a sheet of stone that resembles a ruffled curtain. Flowstone often falls in a series of tiers and resembles flowing sludge. Gypsum flowers are rare and delicate little structures that can be extremely beautiful.

If a cave is subject to continuing water seepage, it is considered a living cave, and these features are slowly growing
throughout it. In fact, it is not unheard of for a cave’s features to grow so much that they literally fill in the cave that the same process (of dripping and running water) created in the first place. Features in a living cave glisten and shine when light is cast upon them. They are also very sturdy. Although occasional areas of rubble might obstruct passage, such caves are generally very clean and almost dust-free. Of course, this is before the cave is entered or used by creatures from the outside world or exposed to air from the surface. Mud is also a very common feature of a living cave. All low areas that are not regularly swept by flowing water contain pools of sticky mud. Depending on the drainage and shape of the area, these mud pools can be quite deep. A dead cave, on the other hand, is one in which the water no longer flows. The features in a dead cave do not glisten, and in fact grow very weak without the constant humidity to reinforce them. Left without water long enough, a cave’s features become very brittle and eventually crumble into dust. A dead cave is much more likely to be choked with rubble than its living counterpart. A layer of dust often covers everything. If water can be found, it has generally been standing in a pool for centuries. Even so, the water found in such locations is very rarely stagnant-the cold temperatures and lack of sunlight see
to that. Some limestone caves are completely filled with water. These caves do not have the features described above, unless those features were created when the cave was filled with air, and it has subsequently filled with water. In general, the passages in a water-filled cave are smooth and rubble-free. Nonetheless, the water may flow through very narrow openings or tightly winding passages, making it difficult or impossible for a character to travel
through.

Sea caves are formed along current or former coastlines where the erosive action of pounding surf gradually wears an entrance into the bedrock. They are generally much smaller than limestone caves, since the waves disperse their energy quickly as they work their way inward. Sea caves are often partially water-filled. Depending on the changing level of the water, a sea cave might even be completely submerged, its mouth hidden to all observers who are not themselves submerged. On the other hand, if the water level has fallen or the ground has risen, a sea cave might be discovered in a cliff far above the pounding surf, or even many kilometres inland if the coast has gradually moved farther out to sea. Sea caves have smooth floors, walls, and ceilings, with none of the spectacular features of their limestone cousins. On the other hand, their often relatively easy access makes them more likely to contain some relic of long-past inhabitants. When a river flows around a bend, the abrasion of water against the outer riverbank might erode a space that eventually becomes fairly large. Such caverns resemble sea caves in most respects.

Lava caves are created when the crust of a flowing surface of lava hardens, but the molten lava beneath the crust continues to flow. If the conditions are right, the lava flows away to leave an air-filled space that may reach a considerable size. Lava caves are commonly found in areas of volcanic activity. They do not contain the features typical of limestone caves. Unless the lava caves are in a region of heavy rainfall or are at a very low elevation, they may well be completely dry. In fact, because of their origins, a great many lava caves have no exits to the outside world. Their existence can only be discovered by chance excavation, or perhaps by accidentally breaking through the crust in an area where it is very thin. Earthquakes and rockslides can occasionally create underground chambers that are tenuously supported by accumulated rubble. While these underground locations resemble caves, they are not true caves. Occasionally such a chamber may be large enough for a party of characters to enter, but rarely is there much
to see. These locations, however, can make good overnight shelters and may also provide comfortable lairs for any number of potentially hostile animals or monsters. Geological faulting can create cavities in the earth when a large shelf of rock moves and the neighbouring rock remains stationary. Such caverns are often completely enclosed, but may be very large. Geothermal heat is a feature that can be encountered in deep caves of any kind, although it is particularly likely in a lava cave, since the lava itself is a carrier of geothermal heat. Geothermal heat is simply heat energy originating from the unknown reaches deep under the crust of the earth. This heat can be encountered by underground explorers in a number of ways. The most dramatic, perhaps, is the glowing crimson flow of molten lava. Such melted rock carries heat from the deepest reaches of the earth toward the surface, and retains (and radiates) its heat for a long time. Molten lava has a temperature of approximately 1,800° F, and quickly kills any non-fire resistant creature forced to come into contact with it. Even in areas where the lava has cooled to a solid crust, it can still be blisteringly hot. A character foolish enough to venture onto such a crust runs the risk of breaking through into the infernal heat below. Steam is another manifestation of geothermal heat that could be encountered by cave explorers. Although not nearly as hot as lava, steam can nonetheless scald or even kill a creature caught in its intense blast. Steam can arise suddenly in areas of high geothermal activity, whenever water happens to run into some area that is hot enough to quickly vaporize it. Such instant vaporization can create high steam pressures, and cause blasts of
steam to erupt far from the actual source of the heat. A more tolerable instance of geothermal heat is in the form of
warm or hot water. Depending on the proximity and intensity of the heat source, the water temperature can range from lukewarm to boiling. Warm or hot air rising through subterranean passages can often be an explorer’s first warning that he is approaching a source of geothermal heat. This can actually be a pleasant experience, especially for characters well-chilled by a long expedition through dark and dank chambers.

Unnatural Underground Locales
Dungeons are familiar to nearly all adventurers. Some dungeons are constructed entirely from caves, while others use caves as entrances or emergency exits only. In any case, intelligent creatures have built each dungeon to serve a particular purpose. Dungeon passages generally run within a few hundred metres of the surface, although this is not a hard and fast rule. The deeper the dungeon, however, the harder the task of moving the excavated material out of the way. Dungeons are generally excavated from a soft rock such as sandstone or limestone. These materials are not as hard to excavate as granite, for instance, and still provide a solid and sturdy support for the dungeon’s corridors and rooms. Some dungeons are excavated from dirt, and require constant shoring up (at least at 10-foot intervals) in order to prevent cave-ins. A dungeon excavated from dirt will not last as long as a stone dungeon. Some dungeons begin as buildings whose ruins are later buried by new buildings, until the original layer seems to be well underground. Dungeons can be encountered long after their construction, and may in fact be well on the way toward collapse-or
they may be newly excavated or even in the process of construction when characters encounter them. Dungeons are created for a wide variety of purposes. The most common include service as jails, hiding places for treasures, lairs
for bands of underground creatures, or positions of defense. In a world where flying creatures are ever-present, dungeons can prove to be stronger fortresses than castles.

Mines in a fantasy world are almost always tunnels or shafts. Some mines, particularly those developed over many centuries by diligent excavators such as dwarves or gnomes, can become complicated networks of tunnels extending through three dimensions and stretching for dozens of kilometres. Mines can be either active or inactive, which indicates whether or not they are currently in use. The miners who created an inactive mine might have ceased their work because the vein of material they were excavating was depleted, but this is not necessarily so. Disasters or conflicts might have forced the operation to discontinue. Active mines are usually well-guarded, and inactive mines often become the lairs of subterranean monsters.

Burrows are generally long tunnels, perhaps with a widened spot at some point, created by creatures as shelters. Only very large burrows are big enough for characters to enter; unfortunately, very large burrows are usually created by very large creatures that do not always react kindly to the intrusion. Burrows are generally excavated from dirt, but certain creatures (such as umber hulks) can create burrows in solid stone. A burrow is generally no bigger in diametre than the creature who created it, although a larger chamber is often excavated at the burrow’s deepest end.

Realms are vast underground reaches made up of caverns, dungeons, and lofty passages of questionable origin deep
beneath the earth. Realms are rarely found within a kilometre of the surface and often extend far deeper than this. These realms are regions of mystery to most surface-dwelling creatures. Information about them is based on speculation or the few first-hand accounts of adventurers who have visited these underground realms and returned to tell the tale. It is known that certain races live in vast underground reaches that never see the light of day. The true extent of such realms can only be guessed at. These realms contain vast networks of caverns that might rival an entire nation in size, and underground bodies of water as big as any outerworld sea. These seas contain islands just as surface
seas do. Certain of the vast realms could best be described as wilderness, for no cultures flourish there, while other areas boast cities and fortresses worthy of the most advanced civilizations. Many of the creatures inhabiting these realms have been encountered by surface dwellers in the meeting-ground of the dungeon, for this is where the deep-dwellers and surface dwellers are most likely to encounter each other. Other creatures horrific beasts that never even venture up to the level of the dungeons-are rumoured to live in these underground realms, but no one living can attest to their existence.

 

6. Underground Waterways
The rivers, lakes, and streams of the underground provide a rare opportunity for unimpeded transportation through the Underground. These waterways are not uncommon, but only a small proportion of them are truly navigable. Many of the rivers and streams run swiftly, and often plunge and roar through caverns that are completely filled with water. This makes methods of river transportation used on the surface virtually impossible. Denizens of the Underground, and adventurers who visit there regularly, have worked out a number of ways to deal with treacherous underground waterways. Some of the techniques closely resemble those used for surface water transportation, while others are unique to the sunless environment. Water underground is found as flowing water (brooks, streams, and rivers) and standing water (pools, reservoirs, lakes, and seas). Water temperature is often a valuable clue as to the origin of an
underground waterway’s flow.

Standing water gathers wherever the flow of water into an area becomes so dispersed that a current is no longer readily detectable. Although water may still flow through an underground lake, the current travels so deeply or slowly that it cannot be observed. The characteristics of underground lakes and seas are very different from their counterparts on the surface. The absence of wind is a significant difference, but the overhanging ceilings make an even more pronounced impression. If the ceiling over an underground lake, pool, or sea is so low that it touches the surface of the water or leaves only a few inches of clearance, normal boat travel is impossible. The absence of wind means that sailing is virtually unheard-of underground, except in those rare instances where the ventilation is ample enough to create a wind capable of moving a boat. Waves are practically nonexistent. Thus, underground lake and
sea shores are not eroded by wave action, although magical forces or falling objects can cause occasional waves. A cave-in somewhere above or next to a lake often forces a powerful wave outward, much like a tsunami on the surface. In fact, the earthquakes that cause tsunamis in the outside world often produce similarly destructive waves in the Underground. The action of such waves is often amplified and confused by the confining walls that enclose most underground bodies of water. If a large wave starts in a small underground body of water, a deadly and chaotic surface of choppy waves can last for many turns. The exact duration of such disturbances is left to the GM’s discretion, since it depends on the force that created the original wave and the size of the area enclosing it. Other causes of waves include animal, monster, and humanoid activity, and streams flowing into a standing body of water. Characters confronted with waves on an otherwise still body of subterranean water are wise to determine the source of the disturbance.

Lakes and pools make up the majority of underground bodies of water. They differ in size (lakes are larger), but both contain fresh water. Large pools and lakes often support a wide variety of living creatures. Even small pools may hold such creatures, as long as a sufficient food supply is available in the water, or (in the case of amphibians) in the surrounding area. Lakes and pools can be found at nearly all depths of the Underground, from a few hundred metres below the surface to the farthest depths of the world. If a lake or pool has a stream or spring flowing into it, the water is almost always safe to drink.

Reservoirs are commonly created by the intelligent denizens of the Underground. As might be expected, each reservoir is contained by a dam of some kind-but this dam is not always built along the side of the reservoir. It may, in fact, be located at the reservoir’s bottom, and serve much the same function as a cork in the bottom of a leaky bucket.
Occasionally a reservoir is formed as a secondary result of some race’s attempt to regulate the flow of water for irrigation, transportation, or defence. In any event, reservoirs have most of the same characteristics as underground lakes and pools.

Seas lie in the deepest depths of the Underground. As on the surface, seas contain salty water heavy with minerals that have been dissolved from the surrounding rock. Because of their age, seas are almost always huge in comparison to other underground bodies of water. Whole races of intelligent and unintelligent creatures inhabit the seas of the Underground. Some of these seas are cold, vast, and deep. Others lie so close to geothermal heat sources that their waters are warm and the air surrounding them is heavy with steam. These seas are so far away from the surface of the world that they are rarely seen by outsiders. Even if a navigable path is somehow found through a long network of underground streams and rivers, a return trip of such a distance without the benefit of a current is almost unthinkable.

Flowing water is more commonly encountered underground than standing water. Indeed, it is flowing water that has shaped much of the underground environment. The characteristics of a flowing body of water are determined by three significant measurements: the diameter of the waterway, the percentage of the passage that is filled with water, and the rate of flow. The following four categories describe the various types of passages through which underground waterways flow. Impassable waterways are too narrow for a fully equipped party of PCs to move through. These passages may be as narrow as a few inches-small cracks that spew forth considerable volumes of water-or they may be wide enough for characters to wriggle through. At least part of an impassable waterway must be less than three metres in diameter. Narrow waterways include streams and rivulets. A narrow waterway follows a path less than 6 metres wide, and is generally less than 90cms deep. Average waterways include streams and small rivers from 6
to 18 metres wide. Although occasionally shallow enough to wade in, average waterways are usually 1 to 3 metres deep. Wide waterways include all areas of flowing. water more than 18 metres wide. The depth of such a waterway is generally greater than 3 metres, at least in the centre. The water near each bank is often considerably shallower.
Occasionally an artificially constructed underground waterway may be encountered. These include canals, which allow water transportation between areas, and aqueducts, which move water from one location to another. The underground races also use flowing water to turn water wheels, creating a power source for fans, pumps, and other machinery. In some locations, water powered pumps are even used to operate locks on underground canals.

The rate at which water flows through an underground stream determines a number of other characteristics of the waterway: how quickly the riverbed erodes; how quickly the river loses altitude in its travels (remember, all rivers flow downhill to some extent); how much noise the river makes; and how dangerous the river is to travel upon. The maxim “still waters run deep” is more than an idle phrase. The deeper a given body of water, the more slowly it runs. Thus,
areas of savage and churning rapids tend to be rather shallow; the same amount of water moves much more gently along a deep riverbed.

Stagnant water seems to have no flow whatsoever. Stagnant water is encountered in a stream or riverbed when
there is no downhill flow. Instead, the water collects in pools and low spots in the riverbed. While travel along a stagnant body of , water is not threatened by flow, it may be difficult if the water is too shallow to support a boat.

Placid water usually has a noticeable flow. It is sometimes necessary to drop bits of wood, dust, or other floating
objects into the water to determine the direction of its flow. Placid water is often encountered near the mouths of streams or rivers or in lakes. A placid waterway has a barely perceptible drop in altitude as it flows along, often no more than 3 or 4 metres per kilometre. Any rocks or other obstacles in the water can be easily avoided. The rate of
flow of such a stream is 12 metres or less per round.

Medium flowing water is the most pleasant for travelling downstream. The water flows along at between 12 and 36 metres per round, descending only slightly on its course. A river with a medium flow may drop as much as 9 metres over the course of a kilometre. Travel along this type of waterway is relatively safe, but characters must keep a lookout for potential obstacles such as rocks protruding from the water. With care, obstacles are easily avoided, but characters not paying attention may be drawn into an unfortunate collision by the force of a medium flow of water. A river with medium flow has few if any sudden drop-offs. When PCs travel along such a river, the GM should roll D6 for each kilometre travelled. On a 5 or 6, a drop-off of D3 metres is encountered somewhere in that kilometre.

Rapid flowing water is more commonly called rapids. The water spills and rolls along with a muted roar, crashing into and around any obstacles in its path. Water flowing through rapids travels more than 36 metres per round-sometimes as much as 52 metres per round. The descent of the stream bed ranges from 9 metres to as much as 60 metres over the course of a kilometre. The sound of rapids can be heard by characters and creatures within 300 metres. Travelling upstream along rapids is impossible unless powerful magic is employed. Travelling downstream along rapids is dangerous, but possible. Certain kinds of boats, such as kayaks, are more suited to rapids than most standard boats. Characters who try to boat down a rapid stream without possessing boating proficiency will find themselves in great danger. Rapids generally have many sudden drop-offs during the course of their flow. For each kilometre that the PCs travel along a rapid stream, the GM should roll D6. A result of 6 means that no significant drop-offs occur during the kilometre. A result of 1-5 is the number of drop-offs encountered. Each drop-off falls D4 metres.

Cascades are steeply dropping portions of a river where the water tumbles from one level to the next in a foaming series of short drops. A cascade is much like a stairway with water running down it. The thundering roar of a cascade is usually audible at least a kilometre away from the river. Water spilling down a cascade travels at anywhere from 72 to 180 metres per round. The waterway descends at a slope of at least 60 metres, and perhaps as much as 300 metres, in a kilometre. Travelling upstream against the force of a cascade is impossible; travelling downstream might be possible for a lucky character with boating proficiency who is in a kayak. A cascade, by its very nature, includes many drop-offs. If PCs chance to travel down a cascade, the GM should roll 3D6 for each kilometre travelled. The result is the number of drop-offs encountered during the course of that kilometre. Each drop-off is D6 metres high.

Waterfalls represent flowing water at its fastest and most powerful. A waterfall is created wherever flowing water falls freely to a lower level instead of flowing along a bed. A long stretch of waterfalls, with rapids or cascades between them, is still considered a waterfall. The speed of water plummeting over a fall is at least 180 metres per round. The exact speed depends on the number of steps in the fall. While it is theoretically possible for a waterfall to plunge thousands of metres straight down, most waterfalls include areas where water flows forward along a bed. For purposes of this rule, anywhere the water plunges at a slope of more than 300 metres per kilometre is considered a waterfall. The nature of a waterfall makes it impossible to control a boat travelling over the fall. Although characters in boats might survive a plunge over a waterfall, such survival is more a matter of luck than skill.

Underground waterways are as susceptible to damming as their surface counterparts. Because of their confining environment, damming underground rivers or streams often produces dramatic results. The success of a damming attempt by PCs must be adjudicated by the GM. Is sufficient material available to fill the passage to a suitable height? Is the water flowing so fast that any damming material will be swept away? If an underground waterway is dammed, it immediately begins to back up and flood behind the dam. A GM confronted with this situation must rely on accurate three-dimensional maps. The water may well be diverted into other parts of an underground setting, filling rooms and making its way through corridors and down stairways. As soon as the water level reaches a height that allows it to flow through another channel, it changes course to follow the path of least resistance.

Unless some external source of heat is contributing to the water temperature, underground water is almost universally cold. Although water rarely freezes underground, its temperature is numbing to any characters who get soaked in it.
Some underground water flows directly from above-ground sources such as shallow seas, lakes, and meandering rivers. If the water is relatively warm when it leaves its source, it retains this warmth for D4 kilometres. Underground water can also occasionally be warmed by geothermal heat sources-the same sort of heat energy that gives rise to geysers and volcanoes. Depending on its proximity to the heat source, such water might be only slightly warmer than the usual underground waterway, or it might be so hot that a character falling into it is scalded to death very quickly.
Characters immersed in water that is at or near boiling temperature suffer 6D6 of burn damage per round spent in the water. No saving throw is allowed, although characters with any kind of magical protection against heat or fire gain a -2 per die of damage (minimum of 1 point per die). Characters only partially immersed in such water only suffer
partial damage. The GM must establish a proportional number of D6 of damage based on what proportion of the characters’ bodies is exposed to the water. Water that is very hot, but not near boiling temperature, inflicts D6 points of damage to characters immersed in it. Characters who are only partially exposed, or who have any kind of magical
protection against fire and heat attacks, are not affected. If the water is no warmer than very hot bath water, characters suffer no ill effects from the heat.

The streams and lakes of the Underground can occasionally be embarked upon directly from the surface. A meandering stream may flow into a cave and disappear, or the far side of a mountain lake may include a cave both high enough and deep enough for a boat to enter. More often, however, water flowing underground drops from the surface in a series of cascades and waterfalls, or trickles through a tunnel too narrow for characters to follow. In these cases, characters must enter the underground through a dungeon or cavern and then find a suitable place to join the river below. In rare cases, an underground river might actually return to the surface. If a cavern or cave has been created in a mountain or highland area, for example, the water might work its way downward within the earth, but as it reaches the end of the higher elevations it flows out of a cavern or tunnel to run again as a surface stream. If the water is suitably placid, such locations can provide opportunities for characters to gain access to an underground waterway. Entering at a water outlet necessarily entails the problems of travelling upstream along the water. Once a waterway is located, an accessible shore must be discovered. Underground lakes and seas are generally not surrounded by the sandy beaches so common on the surface, since without waves there is no force to grind the stone into sand. Such
bodies of water are more likely to be surrounded by sheer cliffs or jagged boulders. Of course, in the inhabited portions of the Underground, it is likely that some intelligent creatures might have built docks or wharves for their own use. It is even possible that these creatures may have left a few boats lying around. Streams and rivers are much more likely to be bordered by smooth sand beaches that allow easy access to the water.

Underground water travel
Because the torrents of rushing water serve as constant gouging forces in their channels, riverbeds are gradually growing deeper and enlarging their sandy beaches. This gradual deepening means that it is not unusual for an access tunnel, which once fed into a river below its surface, to now end with its mouth a dozen or more metres above the river's surface. An additional problem associated with underground waterways is ceiling height. The water might be deep enough to support the heaviest of boats, but if the ceiling drops to within a few metres of the water, travel by boat is quite impossible. Travel by boat along the waterways of the Underground involves a different set of risks and obstacles than boating in the lakes and streams of the surface world. Of course, some of the challenges are similar, such as negotiating a rapid stream in a small boat, but the inky darkness of the underworld changes the experience significantly. Of course, the dangers presented by weather are generally absent from the underground. On the other hand, low ceilings and tortuously winding passages create problems not encountered on the waterways of the surface world. The problems involved in getting watercraft into the dungeon must be handled in the specific campaign setting. Such enchanted vessels as the folding boat are ideal for dungeon adventuring, since they can easily be carried through narrow passages, down stairways, etc. Collapsible boats, while expensive and weaker than normal boats, provide another means of traversing underground waters. In inhabited or heavily travelled regions, characters might be lucky enough to find boats used by creatures dwelling underground. Such boats could possibly be borrowed, bought, or otherwise acquired by the PCs. If the party attempts to carry a boat with them into a dungeon, the GM must make careful note of the dimensions of the boat, as well as the size of the passages of the dungeon. In a tight series of turns or bends in the passageways, it might be helpful to draw a detailed map of the corridors and cut out a scale model of the boat. It is then easy to see if the boat can fit through a given area.

A boat that smashes into a large boulder or rocky promontory may suffer damage. Collisions are especially hazardous in the underground environment because of the constricted nature of the waterways. In addition, the lack of light makes travel even more dangerous than on the surface. A boat that carries a lantern or beacon aboard can light the
water before it sufficiently to avoid collisions due to darkness. If the light is snuffed, however, or the boat’s progress is especially fast, the danger of smashing into a rock becomes very real. In general, obstacles can be avoided if the range of vision of the characters on board is greater than the distance the boat travels in one round. (Infravision is sufficiently sensitive to the differences between the water and its bed to navigate a boat.) If the boaters’ vision does not extend far enough to avoid collisions, the craft must check each round to determine if it collides with anything, such as the bank of the waterway or a barely submerged rock. A collision does not necessarily inflict damage upon a boat, but the faster the boat is moving, the greater the chance that damage results from a collision. The base chance of suffering damage is equal to 5% for each 9 metres per round of the boat’s speed. Streams of rapid or cascading water often tumble over rocky drop-offs during their course of flow, and this occasionally occurs in streams of medium flow as well. These drop-offs present special hazards to boaters, since they can cause a boat to capsize, or can inflict collision-like damage upon it. Every time a boat plunges over a drop-off, check for damage just as if the boat was in a collision. The chance of damage is 5% per 30cms of the drop-off, however, and is not based upon the boat’s speed.
The chance of capsizing is also 5% per 30cms of drop-off. Characters who are not rowing or steering a boat can attempt to bail out water that flows in from a ruptured hull. Bailing is considered strenuous exercise for purposes of fatigue and exhaustion rules, unless the boat is only leaking slightly. A single character can bail enough water to cancel the effects of one small hole in the hull. The character must have a suitable container to scoop the water with, and must devote all of his time to bailing. A boat that capsizes tips over and fills with water. All loose objects in the boat fall free, and must be recovered individually. In rapidly moving water, recovery of scattered items is usually
impossible. The boat must be refloated before it can carry passengers and gear again. It takes D4 rounds to refloat a capsized boat. Capsized boats do not sink, so characters who cannot get their footing in the water are often able to hang onto the boat and float downstream until they can refloat it. Of course, if the boat was damaged at the time it capsized, the holes must be repaired before refloating.

Gorges
Just as on the surface, water can carve deep canyons and gorges in the Underground. An Underground gorge is nothing more than a cave that runs vertically instead of horizontally. Gorges often feature streams (and therefore life and food), although the difficulty of the terrain makes a gorge less desirable as a residence than a living cave with less extreme topography. Since gorges can run for many kilometres, they often serve as the highways of the Underground. Travel along the floor of a gorge can be very difficult, but many Underground races take steps to improve these natural roads for the use of their own merchants and hunters. Gorges also offer good opportunities to change depth and perhaps access another level quickly, through a little climbing.
Lakes
Water is common in the Underground, since runoff from the surface frequently drains into cave systems below ground. In many areas, the water table is close enough to the surface that only the most shallow cave systems can form. Any body of fresh water is called a lake. Underground lakes range in size from small pools to inland seas hundreds of miles in extent. Large lakes typically occupy either tremendous vaults or connected networks of partially submerged eaves. If a lake has both an inlet and an outlet, its water is usually drinkable, but lakes that are not refreshed from time to time may stagnate. Most lakes are found in the Shallow or Middle Depths. Bodies of water that collect in the the Deepest Depths simply can't drain to any lower elevations, so they tend to be seas (brackish water) instead. Large lakes can form the best and most accessible highways of the Underground. In many places, however, the cavern ceiling descends to meet the water, making the lake impassable to all but aquatic creatures.
Seas
Perhaps the most wondrous of the Underground's features are the vast, nighted seas of the deep earth. Seas are saltwater bodies, not fresh, and most of them are found in the Deepest Depths. While air-filled cave systems may extend for dozens or even hundreds of miles beneath the oceans above, or form air-locked siphons of extraordinary size, these features are exceptional. Most caves beneath large bodies of saltwater are simply subterranean extensions of surface oceans. Seas tend to form in the largest of vaults, occupying caverns large enough to be miniature worlds in their own right. Like the lakes, seas offer some of the best roads in the Underground, and many are heavily travelled.
Shafts
Sometimes natural processes form deep pits or wells in the earth. The shaft of such a structure may be carved out by water flowing straight downward in a subterranean waterfall or created by volcanic activity. Unlike a gorge or a rift, a shaft tends to be a relatively small feature (usually less than a bowshot in diameter), but it may plummet for miles straight down. Because of their relatively small cross-sections, shafts often serve to channel air movement between disparate portions of the Underground. In places where the conditions are extreme (for example, a shaft near a superheated magma chamber), the air movement can also be extreme. Screaming winds might roar up or down a shaft in a scouring blast that would put a hurricane to shame. Sometimes, cave systems "breathe" in conjunction with changes in the surface world above, resulting in tremendous rushes of wind in and out through shafts every day
Vaults
The higher reaches of the Underground consist of immense networks of relatively small caves, but as a traveller descends, the number of caves decreases while the size of the individual caves increases. A large cave near the surface may consist of a few dozen linked chambers, each perhaps a few hundred metres long and a few dozen metres wide. But deeper down are openings in the earth that dwarf any surface dweller's conception of a cave. A typical vault may be 3 to 6 kilometres across and as much as 2 kilometres high. Some, however, sprawl for 16 kilometres or more and reach heights of 10 kilometres from the floor. Larger vaults often feature immense columns - huge piers of natural rock that help to buttress the soaring ceiling. Some were formed by unthinkably massive pieces of the world grinding past each other in the very dawn of time, others by the influence of the Underground's native magic, and still others by the confluence of planar characteristics in buried planar connections. However it was formed, a vault is a world in miniature, with its own streams, lakes, hills, and plateaus all contained in a single vast cavern. Vaults are almost always highly desirable territories, since they usually offer enough space and resources to support huge forests of fungus, moss, and other strange growths. By Underground standards, most vaults teem with life, so it comes as no surprise that they support the most powerful and numerous of Underground settlements. Some stories even tell of illuminated vaults, places where sun-bright crystals in the ceilings blaze with the intensity of true daylight and support green plants and surface-like fauna in abundance.

 

7. The Temperature Underground
The temperature underground varies depending on the depth and the presence of geothermal features, but the vast majority of the Underground has a moderate temperature throughout the year. It tends to be on the clammy and chilly side, but typical adventuring garb is sufficient to keep characters warm and dry.

Many dungeons are prone to being both cold, because they are shielded from the sun's rays, and damp, because they have vast quantities of water in them. Although this condition may not immediately become an obvious threat to the lives of the characters, it can make them quite uncomfortable and, if left uncountered, can prove fatal. Attempts to counter the cold, by warming oneself before a camp fire or the like are all well and good, but have the disadvantages of aerating a light (thus announcing your firkin presence to everything in the area) and using oxygen to feed the fire (thus making your own breathing supply more limited). The players will have to weigh the risks and benefits of this course on their own.

Water is almost always dangerously cold in the Underground, since it is never warmed by sunlight. A character who becomes soaked in cold water is much more vulnerable to cold conditions than a dry character. Moderate temperatures are treated as cold temperatures for the purpose of determining whether the soaked character suffers cold damage. This vulnerability remains for 2D4 hours or until the character changes into dry clothes; soaked clothing provides no protection. A character who remains immersed in cold water for more than 1 minute takes D6 points of nonlethal damage per additional minute of immersion.

On the other end of the spectrum, there are subterranean realms in which cold air and water are not likely to become problems. One seldom catches a chill, for example, from attempting to wade through a pool of water which has been heated to near boiling temperatures by geothermal activity. On the other hand, anyone in such a situation is certain to be badly burned. Geothermal heat is found in many forms. Most commonly it manifests itself in hot springs and
geysers of steam. In more exotic locales, it may be found in the form of a stream of molten lava or a boiling lake of magma. In the latter case, the air is apt to be thick with brimstone, a noxious (or even toxic) vapour. Caverns heated by geothermal activity can be quite warm; in fact, hot or severe temperatures are common near volcanoes. Any chamber with exposed magma is severely hot, and possibly extremely hot (see Heat Dangers).

 

8. Bridges
In networks of subterranean passages that have been in use for centuries or millennia, it is not uncommon to discover a bridge over a crossing. Regardless of the type, if a bridge has been maintained periodically, and has not been sabotaged, characters can cross without making any checks. If the bridge has fallen into disrepair, or someone has taken steps to weaken or destroy it, the crossing becomes a risky proposition. The following types of bridges are commonly found in the underground, each with its own characteristics and risks.

Suspension bridges are among the easiest to build. They are generally anchored in at least two locations on each side, and often in three or four. Suspension bridges swing and sway with the weight of a character’s crossing, but usually a rope or two is provided at waist level for handholds. The problems with suspension bridges generally relate to the rotting of the wood and rope elements of the bridge, although occasional loosening of the anchors can also present problems. An old suspension bridge has a 25% chance per character crossing it of giving way at some crucial point. If this occurs, the character must make a successful Climbing Check or fall. If the character fails the first Climbing Check, this means that he has fallen through the bridge or off to one side. He is entitled to one more Climbing Check to determine if he can catch a piece of the bridge and arrest his fall. If the character has only one hand free, this check is made with a -25% modifier. The character can drop whatever he is holding in order to free both hands. Sabotaging an anchor point of a suspension bridge takes D8 rounds, and such sabotage can only be detected by a find traps roll. Sawing through a rope support of a suspension bridge can be done in one round, but such damage is readily visible to any character who examines the bridge.

Wooden bridges are relatively uncommon in dungeons, since the constant humidity makes them very susceptible to rot. Unless a bridge has been inspected and repaired at least once in the past year, it stands a 5% chance (per year) of sustaining rot. Rot will first affect the planks and railings of a wooden bridge; the actual supporting beams of the bridge last for D20+20 years before beginning to rot. If characters attempt to cross a rotted bridge, each character
stands a 50% chance of stepping onto a rotten portion. If this occurs, the character must make Climbing Checks to determine whether or not he falls, as described for suspension bridges.

Stone bridges are the most solid of all. They are virtually impervious to the effects of sabotage and age. Of course, occurrences such as earthquakes and floods can weaken stone bridges, but even when weakened, a stone bridge will rarely collapse because of the added weight of a character. However, stone bridges depend upon some kind of support in order to maintain their massive weight. This support might be an arch attached at both ends of the bridge. A stone bridge may also be supported by foundations, each of which is crucial to the bridge’s survival. In these cases, magical sabotage-particularly the transmute rock to mud spell can cause drastic damage to a stone bridge. If the centre of an arch is destroyed, the entire bridge will collapse in D4 rounds. If a foundation is destroyed, the bridge will instantly collapse in both directions from the ruined foundation until it reaches the next foundation, or the end of the bridge.

Rope bridges require two ropes, one for a character’s feet and one for his hands. A character crossing a rope bridge must make a Climbing Check with a +50% modifier. Note, however, that modifiers for armour affect this roll normally.
Rope bridges can be quickly sabotaged by chopping through one of the ropes. A character on the bridge when this occurs must make an unmodified Climbing Check or fall. If the character is clinging to the sabotaged rope with his hands, the check must be made with a -2 modifier; alternately, the character can elect to hold onto the rope and swing down with it.

Log bridges include narrow stone arches and other solid but slender crossing platforms. A log bridge’s diameter must be one quarter or less of the character’s height to require a check; wider log bridges can be crossed automatically. If a character is crossing a log bridge, he must make a Climbing Check with a -2 modifier or fall. If the log bridge slopes
upward or downward, the modifier is -4. Armour modifiers also apply to log bridge crossings. If the character crawls or has both hands free, the modifier is -1. Because of the greater weight of a log bridge, it is much harder to sabotage than a rope bridge.

 

9. Hazards of the Underground
Dungeons, burrows, caves, and realms all share some common hazards that are created by their location under the surface of the earth. The following dangers are relatively rare, but each of them can be life-threatening to a character deep below the surface of the world.
Cave-ins

Cave-ins are a constant problem to creatures living underneath tons of earth and rock. Cave-ins can be triggered by erosion, or by sudden shocks such as earthquakes or explosions. Of course, characters or creatures directly underneath a section of dungeon or cave that caves in suffer damage from the material falling on them, and are often pinned by the weight of this material, or trapped in a small area with little air. Dungeons are often protected against cave-ins by shoring up the passages with timbers or stone arches. Caverns do not have the benefit of such engineered protection, and realms are generally too vast for such protection to be practical. Because of their vast size and durability, the realms of the underground are rarely subject to cave-ins. If a cave-in occurs in a realm, however, its
potential for disaster rivals that of the worst hurricane or tidal wave ever to ravage a surface land. Although not a common occurrence, the chance that the roof of an underground location may cave in is something that must be
considered, especially if characters are excavating, using explosive magic, or otherwise placing stress on the overhanging rock. Although the usual effect of a cave-in is to bring the roof of an area crashing down upon its inhabitants, cave-ins can also endanger characters in other ways. Characters may even try to trigger a cave-in as a
means of attacking an enemy; such attempts must be made cautiously, however, since a cave-in may create a chain reaction that collapses a far larger area than intended.

Most underground settings are solid enough not to collapse unless subject to a great deal of external pressure. In general, a strong cavern, dungeon, or realm is only susceptible to cave-ins as a result of natural disasters such as floods, earthquakes, or volcanic eruptions. Certain magical spells that duplicate these natural disasters can duplicate their destructive effects as well. A raise water spell that creates a flood in a tunnel, for example, should be treated as a natural flood. In the case of a major natural disaster, the GM’s judgment must be used to determine the exact area of effect. Occasionally underground areas are ripe for cave-ins. Perhaps aging has caused much of the supporting rock in an area to crack and crumble, leaving only a thin area of solid support-or maybe a recent earthquake or flood has left an area so weakened that only a slight additional bit of pressure is required for the entire area to fall inward. Such areas should be noted when the maps for an underground area are prepared. Only the frailest of underground locations are susceptible to accidental cave-ins. These collapses are triggered by the weight of a creature walking across a weak spot, or even by the sounds created by characters or creatures. Based on the weakness of the area under consideration, the GM should assign a percentage chance of a collapse occurring. If the characters participate in melee combat on such a fragile surface, not only must the weight of all participating creatures be figured in (figuring carefully the weight of nonhuman creatures such as ogres), but the chance of a collapse should be doubled because of the additional pounding that the surface takes. In cases where the weakened area is not directly beneath the characters, the chance of a cave-in is reduced. Unless the characters apply weight to the area, sound is the only other likely avenue for causing an accidental collapse. An area that could be triggered into a collapse by sound waves is very fragile indeed. The intensity of the sound must be considered, with a percentage chance of collapse assigned according to the loudness and sharpness of the noise. For example, an area might stand no chance of collapsing under the sound pressure of normal conversation, but the clashing of swords in combat might give a 1% chance per round of a cave-in.

Whenever characters or creatures are digging into the earth, they run the risk of excavating away a significant support for the ceiling, causing a cave-in. Mining is the most common cause of this type of cave-in, and precautions such as shoring up an excavated passage are usually taken by the miners. More details on these procedures are provided later in the rules for mining. Characters trying to dig an escape tunnel or clear rubble from a previous cave-in are often unable to properly shore up their excavated passage. In this case, weakened surfaces stand a fair chance of collapsing. Generally, the possibility of a cave-in under such circumstances is about double that of an accidental cave-in. There is about a 10% chance per turn that a weakened ceiling or tunnel wall collapses during excavation. It is not unusual for characters or underground denizens to intentionally weaken an area so that it caves in at an opportune
time-at least, opportune in the minds of the saboteurs. As with all types of cave-ins, the success of an attempt to purposely weaken a structure or surface depends on the inherent strength of the area. Many areas subject to such sabotage collapse on the heads of the saboteurs themselves. Columns that support a ceiling, bridge supports, or narrow layers of rock over which characters or creatures walk are obvious targets for sabotage. To chip stone away to the point where a collapse is likely requires some skill at stonework and a little luck. A character must have miner proficiency to have a decent chance of successfully sabotaging an underground area. A character without miner proficiency who makes a sabotage attempt should have a +3 chance of successfully completing his task. Of course, an area-or at least the stone that supports an area-must be reached in order to sabotage it. The soaring ceiling of a vast underground chamber is very difficult for a character to damage. The columns that support that ceiling are much more
accessible. These attempts take considerable time and create quite a bit of noise.

If a campaign focuses on the underground for extended periods of time, the chance of a naturally occurring cave-in affecting the characters increases. Even though the chance is not very great at any given moment, if characters spend enough time underground they are certain to eventually encounter some sort of cave-in. The base chance for a cave-in during the course of the characters’ underground exploration is 1% per day. On long expeditions, the GM may wish to alter this roll to a 10% chance rolled every 10 days. If the roll is successful, this means that a cave-in has occurred
somewhere in the underground region near the PCs. This does not mean that the cave-in occurs on top of the characters, or even within their earshot. It is quite possible for a group of characters to fail to discover a cave-in that occurs during their adventures. In areas of exceptionally decayed stone, or of rotten supporting timbers, the GM may increase the chance of a randomly occurring cave-in. Such considerations could double, or perhaps triple, the chance of a cave-in.

A significant menace is created when even a small section of an underground location caves in, even if the cave-in does no immediate harm. The force of gravity is constantly attempting to work its destruction on the ceilings of the underworld; even a small cave-in can so weaken supporting structures that a massive chain reaction of collapse begins immediately, or threatens an area in the near future. When a cave-in occurs, the areas of nearby ceilings and walls must be checked to see if they weaken or collapse as a result of the original cave-in. Areas that collapse as a result of a chain reaction force checks for chain reaction collapses in all adjacent areas. The percentage chance for such a tertiary collapse is half (rounded up) the chance for the original chain reaction cave-in, If the chain reaction
continues, each subsequent roll is made with 1/2 the chance of the chain reaction roll that forced it. If an area is exceptionally weak and decayed, however, the GM may ignore the declining chance of a chain reaction cave-in and
use the original cave-in chance for all subsequent rolls. This is common in areas that have been heavily eroded by water or other natural forces, or in areas that were constructed long ago and left to fall into a state of ruin.

The effect of a cave-in upon characters and creatures that are in the area depends on where they are and the amount of rock that is falling. If characters are on top of something that collapses, consider the distance fallen. Also, treat the character’s landing surface as rough, as explained under the falling rules. The base area of a cave-in can often be determined by the structure or surface that is collapsing. A bridge that collapses will collapse along its entire unsupported length. A tunnel ceiling collapse can never be wider than the tunnel itself. In areas where the size of the cave-in must be determined randomly, such as the ceiling of a vast chamber, assume that the base cave-in occurs only in an area of 6 by 6 metres, roughly in a square shape. Chain reactions must be checked for each adjacent square area, as well as in the ceiling directly above the rock that has caved in. Such chain reactions radically increase
the total size of a cave-in. If a layer of rock falls from a ceiling or wall, assume that the layer is 90cms thick unless other considerations apply. If a 90cm thick section of collapsing rock leaves additional stone above it, then that stone
should be checked for a chain reaction cave-in. If characters are beneath an area of rock that collapses, the average base damage per character is 4D8 per 3 metres (or less) thickness of rock that falls. The characters should be allowed to make a saving throw vs. petrification for half damage. If the falling material is mud, silt, or any other sludgy substance, the damage inflicted on characters below it is only half that caused by falling rock. Characters are also entitled to a saving throw vs. petrification, which-if successful-will halve this damage again. Falling water also inflicts half of the normal damage, with a save allowed for damage. In the case of water, however, the damage is inflicted
for the first 3 metre thickness of falling material only. Even if the character remains under a column of pouring water, he does not sustain additional damage from the weight of the water. It is quite possible, however, that the character is unable to breathe and needs to escape the water or drown.

Darkness
By the far the most common and easily countered hazard in the typical dungeon is simply that fact that it's pretty dark down there. Most referees don't go out of their way to remind players of this fact, and it's generally ignored in the average game. But let's take a moment to consider how we can use this dreadful darkness to our advantage in brightening up our adventures. The first thing to consider is simply this; we know it's dark in a dungeon, and that's why characters will have torches or lanterns with them. A very wise thing to do, of course, but there are inherent problems with torches, lanterns, and other forms of light. The most obvious of these is the fact that light in a dungeon draws attention the way it draws moths in the wilderness. There is no better way to advertise your presence to the inhabitants of a subterranean realm than by casting bright light about for all to see. And make no mistake,
while the light may only provide you with good vision for a few metres, it can be seen at much greater distances. To a great many monsters, a light in the distance is like a beacon that says "free food - all you can eat - come and get it". A good way to remind characters of just how dark it really is in a dungeon is to extinguish their lights every so often. This can be done with a cloud of steam from a geothermal hot spring or a gust of wind racing along the corridor from some mysterious region up ahead. As often as not, in fact, it can be accomplished with a simple darkness spell cast by some magic using monster.
Flooding
Floods are yet another natural phenomenon with potentially disastrous results. Because of the cramped nature of underground environments, flood water has little chance to spread out and disperse its effects. Indeed, underground corridors may well fill with water, making drowning a virtual certainty for any airbreathing creature caught there. Many underground chambers, especially those created by water, like sea caves or limestone caverns, often have standing water in them. In some cases, it may be only a trickle or a stream while in others it may be a raging river. In addition, the level of water in a cave can change with the passing of time. Sea caves, for example, may be regularly flooded by the rising tide while the river running through a limestone cavern may overflow its banks every spring with the thawing of a near by glacier. Perhaps the most dangerous aspect of dungeon flooding is simply the fact that there is no way to escape the water. In such a confined space, every alcove and hiding place will be filled by the rising tides. Characters unfortunate enough to be caught in such a hazardous situation may find themselves fighting for their lives against the merciless elements.
Fires
Fires threaten the well-being of underground dwellings in a double sense, for they consume combustible objects in their path, and also use up the precious oxygen that definitely exists in a finite supply. Fortunately, at least for fire prevention, wood is not a very common building material underground. The difficulty of transporting wood into a dungeon and its tendency to rot in damp conditions both serve to discourage its use. Certain tasks, however, such as
the shoring up of a corridor, are much more easily accomplished with wood than with stone. Fire is a more voracious consumer of oxygen than even the most heavily working character, and consequently presents a severe threat to characters in situations of limited air supply. Even a flickering torch can. create problems in a small chamber that has little or no ventilation. A small fire (30cms or less in diameter) consumes all of the oxygen in a 3 metre cubic space in two hours.

A flaming torch consumes all of the oxygen in the same space in eight hours. Of course, when all of the oxygen is consumed, the fire goes out. The oxygen consumption of larger fires is based on the number of small fires they equal. A fire four times larger than a small fire consumes oxygen four times as fast. A flask of burning oil does not burn for very long, but uses up a lot of oxygen while it burns. In general, oil in a flask or similar small container burns for three rounds. For purposes of oxygen consumption, however, treat the burning oil as a small fire (as explained above) and treat each round of burning as a full turn. Thus, an oil fire that lasts three rounds uses up as much oxygen as a small wood fire burning for three turns.

The smoke that accompanies fires causes additional problems. While fire consumes the oxygen that characters need to breathe, smoke acts as a poisonous gas that fills enclosed areas and is unavoidably inhaled along with any remaining oxygen. While it is possible to burn extremely dry and flammable materials with little or no smoke, most fires are not this efficient. If any of the fuel for the fire is wet, or if green or living branches, twigs, or leaves are used, smoke is produced. Any kind of burning fabric creates smoke, as does burning oil. The average amount of smoke produced by a small fire in one turn is enough to create a one-foot-thick smoke layer in a 3 metre x 3 metre square area. The smoke rises to the highest part of a room and collects in a layer against the ceiling. The next turn’s worth of smoke collects immediately below the first layer, and so on, until the breathable air is concentrated in the few metres nearest the floor. Finally the entire room fills with smoke and even characters lying on the floor are affected. An oil fire creates the same amount of smoke as an average fire, except that in an oil fire the rate is calculated by round instead of by turn. The smoke rate of a larger fire is calculated just as the oxygen consumption, so a fire that is three times as big as a one-foot-diameter fire creates smoke three times as fast. A character forced to breathe smoke must make a Constitution Check each round that the smoke is inhaled. A failed check means that he suffers D6 hit points of smoke damage. Smoke damage is temporary. If a character has a chance to breathe fresh air, the smoke damage goes away at the same rate that it was acquired-Le., the character makes a Constitution Check every round of breathing fresh air, with success meaning that he has regained ld6 points. Although temporary, smoke damage is real in the sense that any other damage taken while a character suffers from smoke damage must be considered cumulative with it.

In most natural dungeon complexes there are few, if any, sources of combustible materials and, thus, fire is not very probable. In the majority of man made dungeons, however, there are often wooden supports and similar items which can ignite. In fact, the danger of combustion in a coal mine is one hazard that must be carefully considered before entering into such a region. The greatest danger presented by fires in a dungeon is not the flame itself, but the fact that it rapidly consumes oxygen. The larger the fire, the faster it burns off the oxygen, and the more dangerous it is to adventurers. Of course, when the oxygen is gone, the fire will be extinguished. Another dangerous by-product of an underground fire is the smoke that it can create. In areas of poor ventilation it can quickly fill entire chambers. Because of its heavy carbon dioxide content, smoke can be just as deadly as any poison gas unleashed by an enemy.

Gases and Fumes
Some areas of the Underground are plagued by air that is not just stale, but actively toxic. Often this situation results from geothermal activity in the vicinity of volcanoes. Sometimes the escaping gases emerge with an audible hiss or a putrid smell, but not always. Gases tend to concentrate in areas that are isolated in some way from the nearby passages. For example, a passage that dips down sharply and then climbs up again forms a natural, low-lying pocket where deadly fumes can accumulate. An-air-filled passage sealed by water siphons at either end could also concentrate deadly gases.

Irritating fumes cause coughing, stinging of the eyes, dizziness, and similar difficulties. A character exposed to irritating fumes must succeed on a CON save once per minute or become sickened. Recovery from this condition is not possible until the character leaves the affected area. While not actually deadly, fumes can be quite overpowering and make breathing difficult and distasteful to adventurers. Dungeon masters can introduce noxious vapours from a wide variety of sources. Rotting garbage, for example, can produce a stench which is so overpowering to the average human as to induce gagging or even vomiting. A modern example of noxious vapours would be tear gas.

Poison gases are deadly. Anyone who ventures into an area of poison gas must succeed on a CON save once per minute or take D4 points of Constitution damage. Some poisonous gases also have the characteristics of irritating fumes, so their presence is obvious. Others, however, offer no telltale burning of the throat or stinging in the eyes to warn creatures of the danger. Any creature exposed to poison gas is entitled to a smell check to detect the threat before breathing enough to force a saving throw. With a successful check, the creature can retreat before risking any damage. A creature with the scent ability gains a +5 bonus on this check. These gases can be of natural origin, such as the sulphur dioxide commonly created around areas of volcanic activity, or can be of magical or manufactured origin. Obviously, the use of poison gas as a weapon of war is greatly enhanced in the constricted conditions of the underground. In many cases, toxic gases will carry a distinct odour which may allow characters to detect them before they reach dangerous concentrations. In other instances, however, they may be utterly odourless and colourless. In the latter case, the party may be overcome by the fumes before they are able to react to them. Of course, the most common means of detecting odourless toxic gases is with the aid of a small songbird in a cage. As these fragile
creatures are far more sensitive to toxic gases than humans or demihumans, they can act as early warning devices. In short, if the bird dies, get out of the area quickly.

Some naturally occurring gases can explode in the presence of open flames. If a burning torch or lit lantern is brought into a pocket of explosive gas, the vapour explodes, dealing 3D6 points of damage to each creature in a 3 metre radius. An alert spelunker might notice the danger before causing an explosion, since the open flame often behaves strangely (burning in a different colour or exceptionally brightly) right before the explosion. Allow the creature carrying the light an WIS check to observe the danger before the explosion actually occurs. If an open flame remains in the hazardous area thereafter, there is a 50% chance of an explosion in each subsequent round. Explosive gases can lurk undetected until a party of adventurers wanders in with an open flame. Once ignited, they release vast amounts of heat, light, and energy in a sudden violent chemical reaction—that is, they explode. To make matters worse, many explosive gases are toxic or noxious, compounding the danger of encountering them. In regions where coal or oil is common, explorers are prone to encounter pockets of methane (natural gas) which is toxic, explosive, odourless, and colourless. A more lethal combination would be hard to imagine.

Gases can originate from a number of underground sources. Volcanic activity can create deadly emissions of sulphuric gas that are every bit as poisonous as the bite of a venomous creature, while garbage or sewage can generate noxious gases such as methane whose smells are so overpowering that characters have a difficult time breathing them. The occurrence of such gases is primarily a campaign function to be handled by a GM at the appropriate time.
Certain types of gases, such as natural gas, are either odourless or possess such a mild door that the characters may not be aware that the gas is present until they start making checks or saving throws. Other types of gases, such as sulphur, carry such a strong odour that the characters might have a chance to hold their breath before the full force of the gas can take effect. Natural gas, often encountered in regions where coal and oil are common, has the additional hazard of being explosive. Any gas, whether poisonous, noxious, or harmless, can cause problems to characters by replacing the oxygen in a given area. In this case, the effects should be treated as if part or all of the ‘oxygen in a location has been used up, as explained earlier.

Certain creatures, most notably small birds, are more sensitive to poisonous gases than humans and other character races are. If, perchance, a party has a small bird with them and becomes exposed to a gradually increasing amount of poisonous gas (not including noxious gases), the GM should make a secret saving throw vs. poison for the bird one turn before the characters must save. The bird saves as a O level human, and if the saving throw fails, the bird dies.
Note that this procedure is of little help if gas is suddenly introduced to an area in high concentration. The party must
encounter a gradually increasing amount of gas in order for a bird to provide any early warning.

Volcanoes are a major cause of subterranean fires and poisonous gas emissions, as well as other problems. Often occurring in conjunction with earthquakes, a volcanic burst can fill inhabited corridors with lava or steam, or close off escape passages or popular transportation routes.

Line of Sight
Because of the twisting nature of the passages which make up many dungeon complexes, it is often easy to lose sight of other party members. In fact, it is easy to lose sight of almost everything. Remember that there is usually no light beyond that which you have brought with you and the area just around the next corner is shrouded in absolute
darkness. The inability to keep sight of party members who leave the main group makes the job of scouting very dangerous. As soon as you are out of sight, you're on your own. With luck, you'll be able to call for help if something attacks you, but you can never be sure.

 

10. Air
A particular problem that surface dwellers virtually never face is inadequate air supply. In many underground situations, of course, this is not a problem either: an underground chamber may be so large that even the presence of many creatures does not consume oxygen faster than it can be replaced; or natural or artificially channelled ventilation may insure that old air is steadily replaced with new. The potential for air supply problems beneath the surface should not be overlooked. If a cave-in occurs, ventilation sources may be cut off; if a chamber is small, it may become so crowded that a meagre ventilation system is incapable of replacing oxygen as fast as it is depleted. In any event, air supply is occasionally a factor in underground adventuring.

Assuming no ventilation whatsoever, a human-sized creature at complete rest depletes the oxygen in 3 cubic metres of air within 24 hours. If the creature performs even moderate physical activity, the duration of air supply is reduced to 12 hours. If the creature spends its time in any kind of strenuous exertion, the duration of the air supply is reduced to a mere six hours. If a character spends some time engaged in heavy or light exertion and rests at other times, simply calculate the oxygen consumption in multiples of the resting rate. Thus, a character who is working strenuously uses oxygen four times faster than a resting character, and a moderately exercising character uses the oxygen up twice as fast as a character at rest. A character who rests for three hours and then works hard for five hours has
used up as much oxygen as he would in 23 hours (3 hours + 4 x 5 hours) of rest. A GM can apply this ratio to all characters and to any creatures, such as mules or dogs, that accompany them. An accurate duration figure can be achieved by figuring the weight of the creature into human equivalents. A character does not instantly die when his air supply has been used up, but serious problems arise. Each turn following the exhaustion of the oxygen, the character must make a Constitution Check. Every time the check fails, each of his ability scores and his hit point total are reduced by one. Each additional Constitution Check is made against the reduced Constitution score. Thus, a character grows more and more feeble as he gulps the last remnants of the oxygen supply. When all of a character’s ability scores have dropped to 0, he is unconscious. When a character’s hit point total reaches the negative version of his total, he is dead. Even for a character with a large number of hit points, this fate becomes automatic once the Constitution score reaches 0, since all further Constitution Checks automatically fail. This system is used only for characters in an area with air; it cannot be used for characters who are holding their breath. If fresh air is introduced to a character before death occurs, he begins to recover immediately. Hit points and ability scores all climb at the rate of three points per turn until the character reaches his original levels in all areas.

In general, the Underground is surprisingly well ventilated. Vast subterranean spaces and the rare planar connection to the Elemental Plane of Air provide plenty of good air for living creatures. However, this is not universally true.
Sealed chambers, isolated caves, and water-isolated caverns have finite supplies of good air. Creatures that don't breathe need not concern themselves with air quality, but other travellers do. Any enclosed space that is reasonably airtight can quickly become stale or depleted. In general, a Medium creature depletes about 300 cubic metres of air (a 10-foot cube) every 6 hours. A Small creature requires one-half as much air, and a Large creature four times as much. Air becomes stale when it is halfway to depletion. Regions that are poorly ventilated are not immediately deadly, but the stale air can quickly wear out even the hardiest travellers. A character in stale air must succeed on a CON save each hour or become fatigued. A fatigued character must succeed on a CON save each hour or become exhausted. An exhausted character takes D6 points of nonlethal damage every 15 minutes until the condition is corrected. Characters cannot recover from their fatigue or exhaustion until they reach an area of good air. Depleted areas can prove deadly in a matter of minutes.

Ventilation of an underground area depends on several factors. Chief among these is fresh air flowing into and through the area. Any underground chamber with a noticeable airflow is considered well-ventilated. Smoke does not accumulate in such an area, nor is the oxygen exhausted by characters breathing or by fire. The duration of all gas based spells is halved in such an area. Poisonous or noxious gases remain in a ventilated area for two turns unless more of the gas is introduced. More subtle air movement can be detected by the flickering of a torch or candle. Even when characters cannot discern this movement through their own sense of touch, fresh air for breathing is not a problem in these areas. Gas-based spells linger for their normal durations, and poisonous or noxious gases remain
effective for one hour. Smoke from small fires or torches does not accumulate in moderately ventilated areas. Some areas appear to contain no ventilation, but are actually connected either to ventilated areas or to the earth’s surface. Characters do not use up all of the air through breathing; even this minimal amount of ventilation allows enough air movement for respiration. Poisonous or noxious gases remain in such an area for D4+1 hours. The duration of all gas based spells is normal. An area that contains no noticeable ventilation and has no place for smoke to flow out horizontally or upward captures smoke at the normal rate (even from small fires). Poisonous or noxious gases, unless specifically noted as being heavier than air, remain in such an area for a full 24 hours. Areas that are completely sealed off from any outside passages, either through cave-ins, constructed barriers such as mortared stone walls, or magical barriers such as walls of force, are subject to all of the effects listed, at their normal rates of accumulation
and effect. The air supply is finite, and once used up, cannot be replaced except through the introduction of fresh air.
Smoke that collects in such a room lingers for D6 hours after the fire that created it goes out. Poisonous or noxious gases remain in the area until vented out by the admission of fresh air. Again, the duration of all gas-based spells is normal.

Odour Detection
The sense of smell, while relatively insignificant when compared to those of sight and sound, occasionally provides a character with advance warning of some nearby hazard or obstacle. This sense is only useful to a character when no other overpowering scent is in close proximity to him or permeating the area. The basic procedure for a character to detect an odour is a Wisdom Check made when the scent is first encountered. Another check may be made if the scent grows very strong, or a change in the wind carries it to the character with increased force. Of course, this Wisdom Check should be made by the GM so that the players are not alerted that they should be on the lookout
for something. The reason that the check is not repeated more frequently is that if an odour is not noticed when it is first encountered, it will probably not be noticed thereafter unless something occurs to draw the characters’ attention to it.

If the party has any dogs accompanying them, the GM may also check for the dogs if they would be alerted by the scent. The scent of a monster would almost certainly alert them, for example, while the odour of a campfire probably would not. Dogs are all assumed to have a Wisdom of 16, for purposes of this check only. If a dog smells something, the GM should describe the dog’s reaction in appropriate terms: a growl of warning, perhaps, or a cringe of fear. If a dog has been trained to react in a certain way, then this reaction should be used. Sophisticated responses require considerable training, however, and should only be used if the dog has been trained. The Wisdom Check is only made using the character’s full Wisdom score if the odour is strong enough to be easily noticed. The strength of an odour is obviously going to require a GM judgment call, with the following modifiers; conflagration +8, cooking food +2. If a dog is making the check, double the distance. Small fires are used for cooking or keeping a small group of individuals warm. They are generally 30cms or less in diameter. Large fires are bonfires, large campfires, funeral pyres, and
other relatively sizeable but controlled blazes. A large fire can be 1-2 metres in diameter, with the flames rising even higher. Oil fires are fires where oil, creosote, or coal is burning. Some pungent chemicals, when burned, create fires in this category. Conflagrations are huge fires, often burning out of control. A large boat, a bridge, or a building creates a conflagration when it burns. Odorous gases are those with distinctive smells, such as Sulphur or methane (swamp gas). Strong-odour creatures use an odour as a means of marking terrain (such as males among the great cats) or defending themselves (such as skunks). The area near the lair of such creatures always carries this distinctive scent, but it is only 50% likely to be encountered if the creature is prowling outside of its lair. Mild-odour creatures are those whose living quarters or presence is generally accompanied by a distinctive odour. Pigs, while relatively clean animals, nonetheless tend to emit a fairly strong odour around their lairs. Most herd animals, especially those kept domestically by intelligent creatures, emit some sort of lair odour. Bands of orcs or other humanoid types with somewhat casual personal hygiene habits fall into this category as well. No-odour creatures are those that take care to remove sources of odour from their lairs. Humans fall into this category, as do birds and reptiles.

 

11. The Magnetic Effects of Lodestone
An occasional feature of the underground environment that can cause consternation and serious problems for a player character is the magnetic field created by a band of lodestone. Magnetism affects characters cloaked in iron armour, and can impede combat when iron weapons are used. Lodestone in its more innocuous form is encountered frequently
in areas containing iron ore. In this common form, the magnetic pull is barely strong enough to be noticed, and certainly cannot impede a character’s movement or combat. Deep beneath the earth, however, concentrated ores of iron and other minerals have formed regions of massively powerful magnetic rock. The magnetic attraction of such rock can be detected by a character who passes a Wisdom Check when still 36 metres distant from the lodestone. This initial detection is manifested by nothing more than a slight tug on all iron possessions. The lodestone’s effects become obvious to any characters moving within 27 metres. The force upon metal objects, while definitely noticeable, is still not capable of pulling a character against his will. A character who comes within 9 metres of such a powerful lodestone becomes threatened. Iron objects hanging on the character are pulled toward the lodestone with a force that can snap a thin leather strap. The character must make a Strength Check for all hand-held objects containing iron. If the character is wearing iron armour, he must make an additional Strength Check or be pulled 3 metres closer to the lodestone. If the Strength Check is successful, the character retains hold of the item, or holds his ground and does not get pulled toward the stone. No further checks are required as long as the character does not move closer to the stone. When the stone is approached, whether voluntarily or not, the Strength Checks must be repeated each 3 metres. A character suffers a -2 penalty to his Strength when 6 metres away, and a -4 penalty if only 3 metres away.
Removing any iron object stuck to the lodestone requires a Strength Check with a-6 modifier. If the check fails, the character is forever unable to remove the object. These lodestones lose all their powers if removed from their natural settings.

 

12. Wooden Decay
The underground environment inflicts relatively swift decay upon wooden structures. The following effects occur in the typical underground location, and assume the presence of very humid air. In subterranean areas that are almost completely dry, the decay of wooden objects is a mere 2 or 3% of the rate given. Anything made out of wood and kept underground begins to show signs of rot after D6 years. If the wood is soaked in creosote or some other sealing substance, this period is doubled. The rot creates a 5% chance of collapse for each multiple of the ld6 roll that passes. Thus, if the first roll was a 1, there is a 5% chance of collapse every year, and the structure would last a
maximum of 20 years (at which time the chance of collapse is 100%). If the original roll was a 6, however, the structure might last as much as 120 years. The wooden structure should be checked whenever any activity puts unusual stress upon it. The check is made with a D100 roll against the percentage chance of collapse for the structure.

 

13. Climbing
Characters who spend much time exploring the unknown reaches below the earth’s surface are sure to encounter many situations requiring climbing skills. Natural caves and caverns are commonly filled with many passages blocked by cliffs or sheer drop-offs. While other characters cannot approach the efficiency of thieves at climbing, members of all character classes have a limited ability to move up and down steep slopes, provided hand and footholds are available. Only thieves have the capability to ascend sheer walls, cliffs, and the like. Other characters may try to climb very rough stone surfaces, as well as trees, poles, ropes, and other simple routes.

With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed (MR). A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more. A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing. Any time you take damage while climbing, make a Climb check. Failure means you fall from your current height and sustain the appropriate falling damage. 

Walls that are very smooth, smooth with cracks, or rough can only be climbed by those highly skilled in it, unless characters are using ropes, spikes, or other tools. Ice walls can only be climbed by characters using tools. The rate of a character’s movement when climbing on a slanted surface depends on the type of surface, the condition of the surface, the character’s class, and the character’s level of encumbrance.

Very Smooth surfaces include faces of smooth, uncracked rock, wooden walls with no accessible cross beams or other
handholds, and metal walls where individual plates of metal have been bolted together. Completely smooth walls, such as a single sheet of metal, cannot be climbed without tools.

Smooth but Cracked surfaces include most types of masonry, a typical cavern or dungeon wall, or a cliff that is not subject to a great deal of weather erosion. Castle walls, towers, and city walls that receive regular maintenance fall into this category.

Rough surfaces include most natural cliff faces, constructed walls that have not been maintained regularly, and most wooden walls or stockades. Any kind of masonry using natural stone instead of bricks or blocks will form a rough surface.

Rough with Ledges surfaces include hand- and footholds of three-inch width or larger, or provide some other kind of usable route. A cliff that has been steadily eroded by frost, or a chimney (a crack that a climber can follow up a slope, pushing off against each side with his hands and feet) will provide a rough surface with ledges. Also, stone buildings that are approaching a state of ruin often create this sort of climbing surface.

Ice Wall surfaces are sheer surfaces made mostly or entirely of ice. They are treacherous, and even thieves cannot climb ice without tools.

Pole surfaces include poles made of any materials, tall slender trees with few branches, and free-hanging ropes. A pole’s diameter cannot be greater than 1/4 the height of the character attempting to climb it, unless the character uses a rope. Any pole with tree bark still attached is considered a nonslippery surface. A rope only falls into this category if the character cannot brace his feet against a wall or some other surface to aid the climb.

Tree surfaces include any trees where branches are plentiful enough to provide handholds, or any constructed object of girders or a similar grid, such as scaffolding.

Rope and Wall surfaces include any situations where a character can climb up a rope and brace his feet against a wall or some other vertical surface as he climbs.

Sloping Wall surfaces represent areas that do not quite qualify as vertical, yet are too sloped to allow normal walking. Like all types of climbing, a character’s chance of success assumes that he has both hands free. If a character falls while on a sloping wall surface, he can make a saving throw vs. petrification; if the save is successful, he takes no damage from the fall. Even if the save is unsuccessful, the fall only inflicts half of the normal damage.

Nonslippery surfaces are dry and solid. They do not crumble when touched, and a character’s chance of falling is calculated at the normal rate.

Slightly Slippery surfaces are wet or crumbly. The chance of a character falling from a slippery surface is twice normal.
Slippery surfaces can be places where water runs regularly, or surfaces covered by slime or algae, or those coated by a thin layer of frost, ice, or grease. A thief character’s chance of falling on a slippery surface is ten times his normal chance.

Encumbrance also plays a major role in the success of a character’s climb. Encumbered characters cannot climb sheer surfaces without the aid of tools. Characters with heavy gear or very heavy gear move at the movement rates listed for climbing characters. This halving is cumulative with all other effects. Characters with no gear or normal gear can utilize the full climbing movement rates.

Characters cannot climb in any type of plate mail armour, nor can a shield be held by a climbing character. Characters in chain, splint, scale, or banded armour can climb, but suffer a -3 penalty to their chance for success. Characters in studded leather or padded armour suffer a -1 to their chances. Leather armour does not penalize a climber. A character can sling a shield over his shoulder to carry it along while climbing; he cannot receive any defensive benefit for a shield thus carried.

Certain tools can be used to aid characters making a climb. Tools serve both to increase the chance of a climb’s success and to decrease the chance of a character getting hurt in a fall. The disadvantage of tools is that they considerably lengthen the time needed to make a climb, and often make enough noise to attract unwanted attention. This noise is the main reason that tools are not commonly used by thieves in the pursuit of their usual missions. Two types of tools, the grappling hook and the spike, or piton, can be used to aid a climb. Both must be used with a rope to have any effect. Spikes can be hammered into a wall surface and used to anchor a rope that subsequently protects a climbing character against falls. The character must have a hammer, and must spend D4 rounds pounding in a spike. The clanging of such activity can be heard up to a kilometre away in windless conditions. The usual function of a spike is to shorten the distance that a character falls, should such an accident occur. Increasing the protection is the fact that any character whose fall is broken by a rope suffers only the damage a fall of that distance would normally inflict.
Whenever a spike is called upon to arrest a fall, as in the above example, there is a 10% chance per character supported that it will give way. For example, if two characters are roped together and relying upon a spike to arrest their fall, the spike has a 20% chance of popping free. If the spike comes free, the characters fall the full distance to the ground (or twice the distance to the next spike). Characters can help prevent such accidents by using more than one spike. Climbing an ice wall is a dangerous act that absolutely requires the use of spikes. In fact, a spike must be driven into the ice wall before a character can climb. This process must be repeated each round, and since it takes a round to drive a spike, the process is doubly slow. In addition, spikes placed in ice have a 15% chance of pulling
free per character whose weight suddenly pulls against it.

Ropes are discussed as climbing tools in combination with spikes and grappling hooks, but there is one situation where rope alone can serve a character as an effective climbing tool. This happens when a character wishes to climb a pole that is of too great a diametre for him to ascend unaided. In this case, the character can wrap the rope around the pole and pull against it as he climbs. This technique can be used to climb a pole whose diametre equals the character’s height. Any pole wider than this should be treated as a wall.

Grappling Hooks are relatively heavy iron tools with at least two, and usually three or four, separate hooks branching from the end. The hook is designed to be thrown, and to catch on protrusions and thus support a rope and climber.
A character can throw a grappling hook upward a distance equal to his Strength score (rounded up) times 10. The horizontal distance that a grappling hook can be thrown equals the vertical distance, unless the character has enough room to swing the hook in a circle several times before the cast. In this case, if a character has a radius of 3 metres
from his body cleared of obstacles, he can throw the hook twice as far horizontally as he could otherwise. A character can throw a grappling hook once per round. If the cast is unsuccessful, it takes another D4 rounds to coil the rope
and prepare the hook for another throw. The chance of a grappling hook catching on its intended target is treated as a Thac0 roll. A thrown grappling hook does not make as much noise as a hammered spike, but is not silent. A successful throw is audible for 30-120 metres in ideal conditions; an unsuccessful throw will raise a clang audible 60-240 metres away.

Rappelling is a means of hastily descending a sheer surface by means of a rope attached at the top. The character lets the rope wind around his body and uses the friction of the rope to slow his descent. In order to rappel successfully, the character must make a successful Climbing Check. Failure means a fall from the top to the bottom of whatever distance is involved. A character can rappel up to 36 metres per round. All normal climbing restrictions apply (encumbrance, armour, etc.).

If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.

 

14. Jumping
Underground obstacles such as chasms and pits are also frequently encountered by subterranean explorers. Occasionally, a repugnant monster such as a black pudding can be avoided if a character simply jumps over it. Characters of all classes have a limited ability to jump across obstacles that get in the way. The procedure for all characters is a running broad jump requires a 6 metre head start, and all jumps require only one segment of time.
Unlike acrobats, however, other characters cannot attempt to jump backward or leap in an extended position.

Unencumbered characters and characters carrying normal gear have no penalties to their jumping abilities. Characters carrying heavy gear subtract 30cms from the distance of their jumps; characters with very heavy gear subtract
60cms from their jumping distance, and encumbered characters subtract 120cms.

 

15. Falling
The damage sustained by a falling character is D6 for the first 3 metres fallen, 2D6 for the second 3 metres, 3D6 for the third 3 metres, and so on. A 9 metre fall, for example, inflicts a total of 6D6 points of damage to a character. For purposes of game balance, assume that a character falls 300 metres in one round unless the fall is interrupted. If a character falls (for any reason) and is next to a wall or other climbing surface, he can attempt to slow his fall by catching onto the surface. Such an attempt can only be made in the first 15 metres of a fall, since after that the character’s momentum is too great to allow him to catch anything. A character can attempt to grab a nearby surface by rolling D100 and getting a result that is less than or equal to the character’s Climbing ability, if the climbing surface is nonslippery. A slightly slippery climbing surface can be caught on a number equal to or less than 1/4 of the
character’s Climbing ability, the character has only half the chance of stopping the fall that he would have with a nonslippery surface. A slippery climbing surface cannot be used to stop a fall.

The normal damage caused by falling is based on the premise that the character lands on a smooth, but hard, surface. Obviously, different surfaces cause differing amounts of damage. Rough landings deposit the unfortunate character on a surface of broken rocks or other debris, or a slanted surface that sends the character ricocheting off to the side. Landings on a rough surface inflict double the normal damage from the fall. Spikes or other weapon-like features of a landing area inflict damage beyond that caused by the fall. Such damage is determined by how closely packed the deadly obstacles are: usually each spike causes an extra D6 of damage. When spikes or other obstacles are placed in an area, the GM should choose a number of dice to reflect how closely the spikes are packed. A D6 group
of spikes means that a character will impale himself on 1-6 of the spikes when he falls, while a 3D6 grouping indicates spikes that are much more densely packed. A character striking them will suffer from 3-18 D6 of damage in addition to that inflicted by the fall. Soft landings include yielding surfaces such as sand, mud, soft loam, pine branches, or flesh. A character fortunate enough to make a soft landing takes only half the damage that the fall
would normally inflict. Very Soft landings generally result from some sort of prepared cushion of feathers or straw, etc. Occasionally a character might be fortunate enough to fall into a very soft landing without planning for it, but this is very unusual. A character making a very soft landing can make a saving throw vs. paralyzation. If the save is successful, the character sustains no damage at all; if it is unsuccessful, he takes half the normal amount of damage for the fall. Water landings can be virtually painless if a character lands correctly, but can be every bit as damaging as a fall onto hard stone if the character does a belly-flop or lands on his back. When a character falls, he can attempt to make a Dexterity Check if he suspects or knows that he will be landing in water. If the check is successful, the character takes D6 of damage for every 30 metres of the fall, rounded up. If the check is unsuccessful, however, the character sustains the normal damage from the fall. A character cannot attempt to stop a fall by catching onto a
climbing surface and make a Dexterity Check to land in water during the same round. If the fall lasts more than one round, he can attempt a Dexterity Check on the second round.

A character sliding down a sloping surface does not receive as much damage as someone falling through open space. On the sloping surface, however, the character suffers abrasions all the way down, unless the slope is very slippery, such as smooth wet rock or ice. A character sliding down a sloping surface suffers no damage in the first 6 metres, but suffers D6 points of damage for each 3 metres of the slide thereafter. In addition, the damage caused by
landing is D6 for each 12 metres of the slide. If the slope is smooth and relatively slippery, the character sustains no damage while sliding, but takes double the normal damage upon landing.

 

16. Spelunking
The techniques of spelunking, or cave exploration, can be useful to any characters who have to crawl around in narrow spaces underground. Many aspects of spelunking are subsumed under other movement rules, particularly climbing, swimming, and jumping. Mapmaking is another dungeoneering skill that has obvious benefits for cave exploration.
Often a cave presents extremely constricted areas of movement to a character, and this section details the effects of such tight passageways. Also, many cave sections are choked with rubble or require excavation, so information on clearing these passages is presented as well. Tunnel ceilings that are lower than the height of the characters
walking through them can penalize a party’s movement and combat capabilities. However, since the heights of individuals within a party may vary widely, the effects of the following conditions will also vary from one party member to the next. If the ceiling is lower than a character’s height, but at least 2/3 of his height, he can walk upright at 2/3 of his normal movement rate. The character suffers no adverse combat effects. Characters must travel on hands and knees through any tunnel that is less than 2/3 their height. Of course, this means that occasionally
humans will be grunting painfully along on all fours while their Haulfman, and perhaps Dwarven, companions trot along with no more precautions than an occasional ducking of their heads. In a tunnel whose diameter is 1/4 or less of the character’s height, the character must actually slither along in a prone position. A character travelling on hands and knees moves at 1/2 his normal movement rate. If he should be so unfortunate as to engage in combat while in this awkward position, he suffers a -5 penalty to all of his attack rolls. He also loses all Dexterity and shield bonuses to AC. Additionally, weapons such as longbows, broadswords, and battleaxes cannot be employed in these close quarters. A character who is prone because of a low ceiling suffers even more serious penalties to his chance in combat. Of course, the space required limits his choice of weapons even further. In addition, the character suffers a -8 modifier to all of his attack rolls, and can gain no Armour Class benefits from a shield or a Dexterity bonus. When moving, the character is limited to 1/4 of his normal rate of movement. When travelling in cramped natural tunnels and through narrow, low corridors that vary widely in diametre, it is difficult to move as quickly or fight as efficiently as normal.

 

17. Excavation
The types of barriers that characters may have to dig out of the way include those that they can move with their bare hands, such as piles of stone, earth, and other debris, as well as those that require tools to move, such as solid walls of dirt and rocks. Loose rocks are a common enough obstacle in caves and dungeons, especially older ones. The natural erosion that occurs gradually causes material to fall from the ceiling to the floor. Also, previous inhabitants may have pushed rubble into an area purposely, using it as a dump. If the rubble is loosely packed-i.e., there are individual chunks of small rocks rather than one or two huge slabs, characters should be able to clear their way through. Of course, there is often no way to tell how much of the corridor may be blocked by such debris. In one turn of excavation, a character can clear D4 metres of passageway. If the passage is only partially blocked, the distance that can be cleared in a turn is increased to 2D4 metres.

 

18. Darkness
Although characters without the ability to see in the dark normally make every effort to provide themselves with a source of light underground, sometimes unforeseen situations can plunge a party into total darkness. Even characters with infravision have difficulty seeing objects that are the same temperature as the surroundings of the underground.
This can be a very unsettling experience for a group of adventurers. The following effects can help recreate this situation for gaming. If characters try to move at their normal movement rates in complete darkness, even probing the floor and walls ahead of them does not guarantee that the party avoids hazards. If a character encounters an obstacle while moving in darkness, he must make a Dexterity Check. Failure means that the character does not detect the obstacle in time to react, and his momentum carries him into it. Characters in the dark can safely move at 1/3 their normal movement rates. This pace is slow enough to keep the lead characters from blundering into any gaping holes in the floor, or walking off the edge of a cliff. This also assumes that the characters are steadily probing the ground in front of them as they plod along. Unless a character has some means of determining direction, such as trailing a hand along a corridor wall, it is virtually impossible to walk in a straight line in complete darkness. This is not usually an issue in narrow dungeon passages. On the wide-open but pitch-dark plains of some realms of the underground, however, it is truly a formidable task for a character to keep his bearings about him. The GM should make a secret roll to determine the unknown changes of course that might occur if characters walk in complete darkness. This roll should be made after every three turns that characters spend walking in darkness. The roll should be made at the end of the character’s uncharted movement, even if such movement has lasted less than three turns.
If characters travel over rough or uneven floors in darkness, or stand a chance of tripping over small rocks or other rubble, the GM can require as many Dexterity Checks as he deems appropriate. Each failed Dexterity Check means that the character sustains 1 point of damage in a rough fall. Characters travelling over these surfaces can prevent any such accidents by slowing their movement to 1/6 their normal rate.

 

19. Movement on Slippery Surfaces
The problems inherent in moving on slippery surfaces involve the risk of falling and a decreased ability to suddenly change direction or speed of movement. Ice is probably the most common slippery surface, but oily patches of smooth rock, or even the secretions of monsters such as the boggle, can create slippery conditions. Characters who cautiously tread on slippery surfaces can avoid the risk of falling down. Individuals moving thus can travel at their normal movement rate as long as they move in a straight line. If the character attempts to turn, stop suddenly, or break into
a run, the player must make a Dexterity Check or the character will fall down. Characters who fall down do not suffer damage, but must spend a full round climbing to their feet. If a character wants to be exceptionally cautious, he can move at 1/2 of his normal movement rate. In this case, he can turn without making a Dexterity Check. Or the character can spend a round slowing down from normal speed to 1/2 speed, and then can turn without making the check. Characters engaging in melee combat on such surfaces must make a Dexterity Check before every attack. If the check fails, the character does not make the attack, falls down, and suffers a +4 penalty to his Armour Class for the round. The character must spend the next round getting to his feet, during which the AC penalty remains in effect; the character cannot make an attack during this round. If the character elects to fight from the ground rather than regain his feet, the +4 AC penalty remains in effect. In addition, the character incurs a -4 penalty on all of his attack rolls.
Crampons are spiked plates of metal that a character can lash to the soles of his shoes or boots. In some cases, boots are made with spikes attached. Crampons greatly increase the reliability of a character’s footing on ice or other slippery surfaces. Characters wearing crampons always retain their footing on slick surfaces they need not make any Dexterity Checks while turning or fighting. A pair of crampons requires one turn to attach and half as long to remove. If a character attempts to walk on a nonslippery surface in crampons, he will make twice as much noise as he otherwise would, and will wear out the crampons in D6 kilometres of such abuse.

 

20. Combat
The following combat rules cover the special types of problems that can occur while running combat in an underground environment. While the rules handle most situations relating to underground combat (this is, after all, the most common setting for play), certain of the following unusual situations will probably occur as characters penetrate farther underground and remain there for longer times.

The movement rules provide a means for all characters to scramble up and down sheer surfaces to a limited extent, but engaging in combat while suspended on these surfaces is another matter entirely. Characters who engage in melee or missile combat while on a sheer surface suffer penalties to combat abilities, and have an increased chance of falling during the fight. When climbing, a character loses all bonuses to his Armour Class that would come from a shield or Dexterity bonus. If the character’s face is toward the surface, he presents his back to any attacker except one that is next to him on the wall, with the attendant penalties. Additionally, such a character can only face a foe to one side or the other. Since at least one hand is needed to hold on, the character cannot use multiple weapons. Finally, a -2 penalty is assessed to all of the character’s attack, damage, and save rolls. If combatants are above or below their opponents during a fight on a wall, specific modifiers apply. The higher character gains a +2 “to hit” modifier in addition to all other modifiers that apply, while the lower character suffers a -2 modifier to his attack rolls.
If, in the GM’s judgment, the character can reach a place of some security before engaging in combat, some or all of these penalties may be cancelled out. An archer who carefully selects a ledge from which he can easily see his targets and draw his bow should be able to fire normally. Likewise, a swordsman firmly balanced on a large boulder should have an advantage over opponents who are scrambling up to reach him. When a character on a sheer surface is struck for any amount of damage, the character must make an immediate Climbing Check. If the check succeeds, the character remains in place; if it fails, the character falls. A -10% modifier applies to the check if the damage inflicted by the attack is equal to or greater than 1/2 of the character’s total hit points (rounded up). Creatures defending a wall or cliff often roll or drop heavy objects onto attackers below. An average-sized boulder (90cms in diametre) inflicts 2D8 points of damage to anyone it strikes. If the creatures dropping the missile are unable to pick it up and hurl it (as a giant could), they suffer a -8 modifier to their attack roll. If the victims are climbing a sheer cliff, they could be knocked off by this attack, as given above.

The situations covered so far all assume that a character has enough room to stand somewhere without using his hands to hold on. The following rule is applied if some sort of drop-off is located within 1.5 metres of the character.
All of the difficulties associated with this type of combat relate to hits against the character; there are no penalties for attacking in this situation. If a character gets hit by any attack that causes a loss of hit points or consciousness (such as a sleep spell), he must make a successful Dexterity Check to avoid falling over whatever dropoff is nearby. The character’s Dexterity, for purposes of this check, is increased by two for every foot of distance between the character’s feet and the drop-off. The character’s Dexterity should also be modified if the force of the blow pushes him toward or away from the drop-off. In melee combat, a character with his back to a wall receives a +2 modifier to his Dexterity, while a character with his back to a drop-off receives a -2 penalty. During missile combat, the path of the missile serves as a good indicator of whether a character is pushed toward or away from a drop-off. For example, a character who is standing on a narrow bridge and is struck by an arrow fired from his left side will obviously be propelled toward the drop-off on his right. A character fighting on a ledge, on the other hand, with his back to the wall and his enemies before him, is pushed back toward the wall by the force of any blow. The modifier for such situations is a + or -2 to the character’s Dexterity, applied in addition to all other modifiers.

If a character is fighting in extremely close quarters and falls from either a sheer surface or a narrow ledge or bridge, he can sometimes drag his opponent along with him. This rule is only used when at least one of the characters is fighting with a weapon of less than 60cms in length, or when the characters are grappling. A character who falls while engaged in such a fight can make one attempt to grab his enemy as he falls. The character must roll a normal attack roll on D20, and get a result that would hit the other character. The target character receives no benefit for armour or shield. He is AC 10 minus Dexterity bonuses. No magical bonuses for weapons apply to this attack roll; in fact, any weapon held must be dropped for the attempt to be made. If the attack roll is successful, the character has grabbed some part of his opponent’s body. The character who has been grabbed must roll a Climbing Check (if on a wall) or a Dexterity Check (on a ledge or bridge) to see if he accompanies his opponent in the fall. If the check is successful, the grabbed character retains his position, with his opponent clinging tenuously to his leg (or whatever). If the check fails, both characters plummet to the fate that awaits them below. If the characters do not fall, the fight continues. The character who is hanging onto his opponent cannot make any attacks. Instead, he can make a Climbing Check (with a -2 modifier) to see if he can regain his hold on the wall or his footing on the ledge. If this check is successful, the character has regained his place; if unsuccessful, he remains clinging desperately to his opponent. The opponent, meanwhile, can attack the clinging character normally. Any successful hit requires the victim to make another Climbing Check with a -2 modifier. Failure means that he falls and his opponent remains on the wall. Of course, if anything else causes the character who is retaining his hold to fall, both characters fall. Even if characters are grappled together when they fall, they separate immediately. Thus, a magic-user might be able to cast a spell before hitting the bottom, while his less fortunate opponent plummets to a hard landing.

A common defensive barrier in caves is the bottleneck passage where only one or two characters can hold off a mob of attackers. This tactic limits the number of enemies that can attack at once. This bonus is of course usable by monsters and NPCs as well. It reflects the fact that a fighting individual can use such a location defensively, as protection from the enemy’s attacks, or aggressively, as a means of striking the enemy at an advantage. The side claiming the bonus must have sufficient room for all fighting individuals to use their weapons without interfering with each other.

Characters who cannot see in the dark run serious risks when participating in combat under these conditions. Such characters suffer a -4 penalty to all attack rolls, saving throws, and damage rolls, as well as a +4 penalty to Armour Class. Even with this penalty, a successful attack cannot cause less than 1 point of damage. Also, all bonuses that require a character to see his victim are forfeited. These include such abilities as a ranger’s bonuses against giants, a thief’s backstab attack, and a vorpal sword’s beheading function. Not only do characters who are unable to see have greatly reduced chances for success in combat, but they stand a chance of wounding an ally or striking some other obstacle in the darkness, or encountering treacherous terrain features such as cliffs, pits, or pools. These penalties do not apply to characters with infravision, nor to those wielding magical weapons or within range of any source of light.
If a character who cannot see is within twice his weapon length of any ally, other opponents, walls, chairs, or other obstacles, his attack stands a chance of striking one of these instead of his target. If the attack roll misses with a modified result of 0 or less, the attack has unintentionally struck another object. Any object closer to the character than twice his weapon’s length may be hit. Count up all the objects within the weapon’s reach, then roll randomly to determine which is hit. In addition, if a character who cannot see fights next to a dropoff or on a sheer surface, his Dexterity is reduced by two for purposes of all Dexterity Checks to see if he falls over the drop-off, and his Climbing Rating is reduced by 10% for purposes of all Climbing Checks. If a spellcaster cannot see the target of his spell, there is a chance that the spell might affect something besides the intended target. In these situations, the player must indicate exactly where the spell is targeted. If the spellcaster has a clue to the location of the target (noise or smell, for example), the GM may assign a -1 to -3 modifier.

Although the sweeping charges of vast ranks of cavalry are not as common in the realms of the Underground as upon the surface, many of the races living beneath the surface maintain a stable of appropriate mounts. When battles or skirmishes are fought, the role of the mounted warrior is different from that of his walking companions, just as in surface warfare. Fighters of the Underground who are trained to ride a steed into combat practice their skill every bit as much as their counterparts on the surface, and make just as effective a fighting force. In order for a steed to function as a mount during combat, it must have been trained for this task, and must be of a species appropriate to such combat. Mules, for example, are inappropriate combat mounts because of their lack of speed, manoeuvrability, and fearlessness. Although horses can be trained to fight in underground conditions, they rely heavily on the sense of sight, and are unusable in situations of total darkness. Steeds that may be employed by the races of the Underground include such creatures as griffons, nightmares, dire wolves, giant striders, giant lizards, and rothe. Horses are used if illumination permits, and are especially favoured for raiding parties that venture onto the surface during the dark of night. A mounted character wielding a melee weapon has certain advantages over his opponents who are on foot. The mounted character’s height advantage serves to protect him from the opponents’ attacks, and gives him an advantage when he attacks. This advantage translates into a +1 modifier on all attack rolls made by a mounted character against an opponent who is not mounted. When the character standing on the ground makes an attack, any roll that exactly equals the number needed to hit strikes the mount instead of the mounted character. This procedure is only used if the rider is the intended victim; a character can always choose to attack the mount instead of the rider.

 

21. Psychological Effects
Players make the decisions about their characters’ likes and dislikes. Henchmen and hirelings, however, do not have the motivation that inspires player characters to embark upon a prolonged underground expedition. If NPC companions of the player characters are expected to accompany a long underground expedition, special incentives may be necessary to persuade the NPCs to remain underground. Henchmen and hireling loyalty should be checked as soon as they are informed of the nature of the expedition, with a normal Loyalty Check. The check is required whenever a party plans to spend a week or more underground. It is not necessary for dwarf, gnome, or drow NPCs. There are two additional modifiers that may apply to Loyalty Checks underground. A -1 applies to the 1roll for every week that the party plans to spend underground. Also, if the NPCs learn that they have been deceived about the duration or destination of the expedition, or are told when it is too late for them to avoid it, an additional -2 modifier applies. Each NPC, whether henchman or hireling, must be checked with a separate roll. The GM should note all of the NPCs who fail the check. A failure on this Loyalty Check means that the NPC does everything possible, short of risking his life, to avoid going on the mission. If he is compelled to accompany the party by circumstances or the PCs, he is considered to be unsteady An unsteady character becomes unsettled by long periods underground, away from sunlight and fresh air. His mind begins to slip, slowly at first, and finally in a fashion that can prove disastrous for himself and his companions. The unsteady character begins to suffer ill effects following the first week underground. His morale is lowered by 2 for all Morale and Loyalty Checks. He acts nervous and jumpy. Following each additional week of underground exposure, another Loyalty Check is rolled for the character. As soon as one of these fails, he becomes completely irrational.

The environment, both physical and psychological, which characters are confronted with beneath the surface of the earth is as much a hazard to their lives as the monsters who dwell there. There are numerous examples of adventuring parties who could overcome almost any monster which the forces of darkness might hurl against them being killed by a massive tunnel collapse or suffocating as a raging dungeon fire stole the oxygen from their lungs. In this section, we will examine life underground and give you, the dungeon master, a few interesting insights on the evils lurking there. Dungeons and other underground complexes touch a note deep within all of us. There is a certain fear or uneasiness associated with subterranean realms which even the bravest explorers must admit to at some point. Perhaps the most dramatic psychological aspect of a dungeon quest is that it places the characters in a situation where they are cut off from the rest of the world. In some cases, this sense of isolation is founded simply
on the knowledge that they have travelled several hundred metres beneath the surface of the earth and are not likely to encounter anyone else here. At least, not anyone who doesn't want to use them as target practice or the main course at a monster buffet.' In other cases, the sense of isolation may be reinforced by a physical barrier which impedes not only any chance of rescue, but any chance of a quick escape. Examples of physical isolation techniques
might include a cave-in which seals off the route which lead the party to this point or a series of iron gates which have slammed shut behind them. Another aspect of the dungeon style adventure is the fact that it forces the characters to confront an environment which is quite alien to them. There are numerous hazards which exist underground and not on the surface world. Although any of these hazards might be easily dealt with and discounted in a more familiar setting, the fact that they all exist simultaneously in the vast reaches of the underground can be quite overwhelming to a character.

Examples of the ways in which an unfamiliar environment can disorient or confuse a character are unending, but here are a few of the most common ones: Keeping Track of Time is very difficult in a dungeon. Even the ages old skill of
knowing the time based on the elevation of the sun fails you when the sun is hidden from view by half a kilometre of bedrock. The inability of the players to keep track of time with any degree of accuracy can be a very useful plot device; especially if they are on a mission where time is of the essence. Sense of Direction is another easily disrupted thing which most of us take for granted every day. In an environment which is new to you, like the twisting tunnels of a dungeon, it is all but impossible for the average person to keep track of their compass points. Of course, there are means by which this can be overcome (a magnetic compass, for example) but these can be fooled or destroyed. Other traditional means for determining position and heading, such as taking a bearing on the sun, moon, or stars, fail when far beneath the surface. Obviously, being forced to resort to "seat of the pants" mapping can force the party to make "best guess" maps which may or may not be accurate enough to save their lives when everything hits the fan. It's this kind of uncertainty that has resulted in more than one party of dungeon delvers developing an acute case of paranoia.
The monsters and inhabitants of the dungeon know every passage and crawlway in their subterranean mazes, but you don't. Even races of otherwise insignificant creatures, like goblins or kobolds, can employ this knowledge to misdirect explorers, set up deadly ambushes, or lure their enemies into lethal traps.

 

22. Mining
Perhaps the most valuable of all natural underground resources are the stones and metals found by miners. Mined
resources of the underworld contribute greatly to life on the surface. Strong metals like copper and iron are necessary elements of blacksmithing, while valuable stones and metals like emeralds, rubies, and gold are all highly prized.
A wide variety of regions could yield something of value to the intrepid miner. As a general rule, a character with miner proficiency stands a chance equal to his Wisdom score (plus his miner proficiency modifier) of finding something of worth where he elects to dig. Certain areas do not yield anything of value, regardless of the success of the proficiency roll. Examples of areas where mining is a waste of time include regions of deep sand or dirt, or areas of
hardened lava. Of course, streams flowing through such regions might have brought traces of a valuable ore or a gemstone, but mining the ground itself is virtually guaranteed to yield nothing in these areas. If a character with miner proficiency seeks to mine an area that the GM believes might yield valuable material, the character can make a Proficiency Check after thoroughly searching the area. Such a search requires at least a week of time under good
searching conditions, and generally covers an area about four kilometres square. Good searching conditions mean that the character cannot be fending off bandits or hunting for food while he is searching. A deep snow cover makes such a search impossible, while even a thin coating of snow doubles or triples the time needed to search an area. Steady rainstorms, rough terrain, and even the short hours of daylight typical in wintertime can all interfere with the would-be miner’s search. When these or other adverse conditions exist, the GM must decide how much additional time is required before the area is suitably searched. After this search is completed, the player is allowed to make a Proficiency Check for his character. If the roll is unsuccessful, so is the miner’s search. He can repeat his search of the same area if he wants to, but the task grows more difficult. The second time an area is searched by any character with miner proficiency, the character’s chances of finding anything of value are rolled with a -1 modifier to the Proficiency Check. In addition, twice as much time is required to search the area the second time. If the attempt is made a third time, a -2 modifier applies to the Proficiency Check, and the search time is tripled. An area can be searched as many times as desired, with corresponding increases in penalties. Of course, after a certain point the modified Proficiency Check automatically fails, and further searches are fruitless. If the Proficiency Check succeeds, however, the miner has discovered something of value within the area searched.

The types of mines that are commonly encountered include placer mines and underground (or tunnel) mines. The strip mining common in the modern age requires heavy equipment. Placer mining involves sifting gravel, dirt, sand, and water from a flowing stream or river. Most commonly employed above ground, placer mining is a relatively simple mining operation. At its most basic level, the only requirements are a character with a shallow pan and a great deal of patience. A placer mine gathers the mineral content of an underground vein of metal that has been eroded by water and has flowed downstream. It finally collects in some part of the streambed, where the miner separates it from the water. Because only the mineral wealth that has been eroded from the ground collects along the streambed, placer mining is not the way to discover a lode of significant value. Operating an underground, or tunnel, mine requires a great deal more work than a placer mine-but the potential for wealth is much greater. An underground mine consists of a tunnel excavated into the earth. The rock that is dug from the tunnel is examined for riches. Because this book deals solely with the underground, the rules on mining deal primarily with tunnel mining. Of course, placer mining is still possible along underground streams, but underground characters and creatures are much more likely to labour in
the lucrative tunnel mines.

A mine tunnel must follow the shifting vein of a mineral through the earth. Such a path typically requires a 3 metre wide by 3 metre high tunnel. When a miner first discovers a mineral vein, roll D6. Multiply the result of this roll by 3; this is how far down (in metres) the tunnel must be dug to intersect the mineral vein. Once the vein is discovered, mining can begin in earnest. To determine the path of the vein, roll D4, with the result indicating the direction of the vein’s path as follows;
1 North-South
2 East-West
3 Northeast-Southwest
4 Northwest-Southeast
The vein always runs at least 6 metres in the direction indicated. After each 6 metre section of tunnel is excavated, the GM should secretly roll D8 to determine the path of the vein;
1 Steep Descent
2 Shallow Descent
3 Curves Right (10-60 degrees)
4 Curves left (10-60 degrees)
5-6 Continues straight
7 Shallow ascent
8 Steep ascent
Miners who wish to continue working the mine must follow the vein, even if it goes in a direction they would rather not follow. If the path of the vein takes a course that makes it impossible to follow, such as emerging into thin air through a sheer cliff face, that particular course of the mine has run out. Of course, the miners are free to follow the vein in the other direction. If both directions of a vein end, the mine provides no more minerals. In unusual circumstances, such as a vein ending in a cliff with a facing cliff across a narrow gorge, characters may attempt to pick
up the vein again across the gorge. The success of such an ‘attempt is left to the GM’s discretion; generally, the probability of such an occurrence is determined and a die rolled to see if the miners are successful.

A tunnel mine must be regularly protected with wooden or stone support pillars, called shoring, or else sections of the tunnel will almost certainly cave in. Shoring can be accomplished by characters with carpenter, stonemason, or miner proficiencies. As a general rule, each 3 metre section of tunnel requires two side braces and a ceiling brace. If the tunnel is the standard 3 metre wide and 3 metre high, this takes 9 metres of bracing that is at least 30cms in diameter. Each set of shoring supports takes four man-hours to construct. Unless the character doing the shoring is extremely strong moving the braces into the mine requires additional manpower or animal help.

When a miner successfully locates minerals, consult this section to determine type and quality.

The smelting of ore requires a fairly extensive collection of equipment. Because the ability to generate a very hot fire is crucial, smelters must have a bellows system as well as several unmeltable containers to hold heated ore. Most minerals require a coal fire for smelting, but some can be smelted by wood fires. A smelting operation produces much smoke and smell, so it is almost impossible to conceal. If done underground, the ventilation of the smelting area must be carefully attended, or the smelting fire is likely to consume all of the oxygen in the area. Gemstones rarely require the complicated procedures needed to smelt ore from rock, although occasionally the application of heat is necessary to remove excess minerals or rocks that are crusted around the gemstones. The usual finishing procedure for gemstones requires a character with gem cutter proficiency to cut and polish the stones. The drawback to this process is that a given character can only finish 2D20 stones in a day. Consequently, the rate at which the stones can be excavated usually greatly exceeds the rate at which they can be finished.

A given mine always contains a finite amount of mineral wealth. Occasionally, this amount is enough to keep a mining
crew busy for a lifetime or more; much more frequently, however, the mine plays out after a certain period of time. To determine how long before a mine’s wealth is depleted, the DM should secretly roll D100 at the start of the mining operation. The resulting number equals the number of man-weeks that the mine can be worked before depletion. If the resulting number was doubles (e.g., 11, 22, 33, etc.), however, the mine has a much longer duration. Roll D100 again, and this time read the result as the number of man-months that the mine lasts, adding this figure to the number of weeks already determined. If this second D100 roll also yields doubles, roll D100 a third time, and this time read the result as the number of man-years before the mine is depleted. Further doubles rolls are also rerolled to provide an additional number of years, until a D100 roll is made without a doubles result. For the sake of convenience, treat each month as four weeks and each year as 48 weeks, or 12 months, when totalling up the mine’s longevity. Note that man-weeks refers to the amount of work that one human miner performs in a week. If 12 miners are engaged in excavating a given mine, 12 man-weeks of the mine’s lifetime are used up every week of the mining operation.

Despite the tremendous amount of wealth that can be generated from a successful mining operation, this is definitely not a free lunch for avaricious player characters. Any mining operation includes an inherent set of hazards, and a very successful operation attracts additional problems almost automatically. The piece of land to be mined is often referred to as a claim, in that the miner claims the right to remove mineral or gemstone wealth from the ground. If the miner, whether player character or NPC, holds a clear and undisputable legal title to the ground in question, the claim is usually not a problem initially. Except in the most civilized and well-developed areas, however, a clear and undisputable title to land is an uncommon occurrence in a fantasy world. If anyone holds title to a piece of land, it
is usually a king or some other ruler who exhibits an understandable, if selfish, interest in the wealth of his land. It might be possible for a character to gain a mining charter from a ruler, allowing the character to mine a given tract of land. In this case, a hefty percentage of the mine’s profit must be turned over to the ruler. Such arrangements might call for as little as 25 or 30% to be claimed by the ruler, but more often require a 50% share to be turned over. The lower claims are only made if the ruler has a weak grasp on his kingdom and wishes to avoid conflict. A strong ruler always asks for 50% of the mine’s products. The ruler generally takes steps to insure that his fair share is turned over to him. These steps may include such tactics as placing a spy among the miners working the claim, surprise inspections of the mining site, or discreet observation of the operation from a relatively safe distance. Sometimes the character doing the smelting or finishing is in the employ of the ruler and loyally reports the exact amount of material processed. If a miner is caught cheating his liege, the punishment is usually death. If a ruler is inclined to show exceptional leniency, the character might be allowed to live-perhaps even retaining all of his body parts-but he will certainly not be allowed to continue to operate the mine. A claim made on a piece of wilderness land is free, at least initially, of the need to negotiate a charter with a ruler, but such claims have attendant problems of their own. Consider that the land is a wilderness most likely for One Of two reasons: either the land and its denizens are too savage for settlements to exist, or no one has discovered any useful purpose for that piece of land.

It is not at all unlikely that a piece of land, thought for centuries to be worthless, could become highly sought after by many different rulers, should the land be discovered to contain valuable mineral resources. In this case, the PCs might find themselves embroiled in a war for control of the land. Whichever ruler ends up in control will no doubt wish to exact a tribute from the miners on his land. If the PCs have aided the winning ruler during the course of the conflict, it is quite possible that they will be allowed to continue to operate the mine with taxes going to the ruler. If the PCs actively opposed the winning ruler during the course of the war, there is very little likelihood that their claim will be recognized. At best, they might manage to flee with their lives and some small profit from operations up to that point. Savage denizens present a fairly obvious hazard to would-be miners. Raiding monsters show no particular favour to PCs perceived to be trespassing on the monsters’ territory. Of course, if the monsters are somewhat intelligent and not inclined to take over mine operations themselves, it may be possible for the PCs to negotiate some kind of arrangement with them, similar to the charter that might be signed with a ruler. However, monsters, particularly chaotic ones, have notoriously little respect for such agreements; they might easily cancel the agreement with no more notice than a battle-cry or surprise attack. Even if an area is presumed to be wilderness, there is no telling who or what might think that they own it. To such landlords, legal or not, any kind of operations on their land are perceived as trespassing. Another hazard of wilderness mining operations is that the characters have no legal protection for their claim. Such a claim is generally owned by whichever creature or party is most capable of holding it against other interlopers or claim-jumpers. The number of claim-jumpers climbs in direct proportion to the profitability
of the mine, since the more money it makes, the more attractive it becomes to others. A mine that is producing considerable wealth might attract distant creatures or high-level characters whose only purpose is to try to take over the mine by force. A commonly attempted but rarely successful tactic for preventing these headaches is for the miners to attempt to conceal the mine. This virtually never works in a settled area, and has only a limited chance of success in the wilderness. Several problems must be overcome in order to conceal a mine from unwanted discovery. First, the mine itself must be hidden in such a way that it cannot be discovered by a creature that happens to pass nearby. Secret doors and piles of brush and twigs are commonly employed to hide a mine’s entrance. The tailings, or unwanted refuse from the mine’s excavation, often give away the location of a mine. The standard procedure is to simply dump excess rock at the mouth of the mine and go back in for more. If characters exert great care, they might be able to spread the tailings over a large area and keep the mine’s location a secret. The tailings could also be dumped into a river, lake, or deep pit. This requires more effort than the actual digging of the mine, however; if miners attempt to scatter the tailings, the rate of mining is no more than 25% of what it could be if all of the workers
were actually mining. The noise involved in chipping away at the stone of the mine can provide clues to its location, especially to creatures of the Underground. Few things are as disconcerting to a group of miners as to have a bulette burst into the tunnel between the miners and the outside world. If the mine is located next to a smelter, the characters had better abandon all hope of concealing the mine. The smelter produces such clouds of smoke and such a pervasive odour that concealing the claim is all but impossible except in the most remote and uninhabited areas. Even if the miners manage to operate the mine in complete secrecy, amassing a considerable fortune in mineral wealth, the
disposal of this wealth becomes a problem in itself. Characters who brazenly stroll into town, visit the moneychanger, and ask to convert 100 pounds of solid gold into coinage are certain to raise .a few eyebrows. Such reactions might be even more pronounced in the case of a gemstone mine. Any NPCs getting wind of the valuable claim could attempt to follow the characters back to their mine, or take other steps to learn its location.

In all likelihood, a PC or group of PCs cannot run a mining operation by themselves. Even if the party has a character with miner proficiency to supervise the work, finding enough strong arms to excavate a large mine usually requires hired help. In fact, if the mine’s claim is one of questionable legality, or if a sudden attack by monsters is a possibility, skilled adventurers are better used as scouts and guards for the mine, while low-level labourers perform the actual excavation. Hireling loyalty is not a significant problem in an iron or copper mine, but if a precious metal or gemstone find is being exploited, employees are presented with a great opportunity to steal from their employers. For this Loyalty Check, treat the foreman of the mining operation as the liege when determining modifiers to the roll. Additional modifiers can be applied to reflect the state of the mine’s security. For example, if all miners must submit to a search after a shift of work, the check would gain a +10% modifier, since this would deter the NPCs from theft. If, on the other hand, no PCs are present as the miners leave the mine after a shift, their loyalty rating might suffer a -10% modifier. For purposes of loyalty modification, the evaluation of the NPC’s pay should be based on the value of the mine. If the Loyalty Check fails, this does not mean that the NPC immediately fills his pockets with whatever valuables are at hand and makes a break for the high country. The GM must consider the Intelligence of the NPC and concoct a suitable plan for the theft. Only workers with low Intelligence, perhaps 8 or less, attempt a theft with no planning. If the NPC has exceptionally high Intelligence, he will go to great lengths to prepare for the theft and to either ensure his getaway or conceal the fact that the theft has occurred. The thief steals D6 x 10% of his daily output.

Some potential problems are inherent in any kind of underground excavation, and mining is no exception. Prominent
among these are the twin dangers of flooding, and cave-ins. Flooding can occur in a mine if the excavators accidentally tap into an underground body of water, or if the depth of the mine drops below the water table. The chance of digging into an underground body of water depends, of course, on the proximity of such bodies. The best way to adjudicate this possibility is for the GM to have a carefully drawn map of the area around the mine, including any concentrations of water. As the characters excavate and expand the mine, the progress of the various tunnels
should be noted with care on the GM’s map. If one of the tunnels should drive into a body of water, the mine floods rapidly. Any characters below the level of the water have a very difficult time escaping. Characters at the level of the flow have to race the water to the nearest exit, while characters above it should be able to make an escape with relative ease. After this kind of disaster, a mine is very difficult to work unless some means can be found to drain or pump the water away. Any mine that reaches down to the water table or lower slowly fills with water. While this situation is not life-threatening, it is serious enough to close a potentially rich mine unless some means of removing the water faster than it flows in can be devised. Cave-ins can be partially prevented by proper shoring of the tunnel, but cannot be eliminated entirely. A tunnel that has been shored at every 3 metre interval stands only a 2% chance per week of suffering a cave-in. A tunnel with no shoring whatsoever runs a 50% weekly chance of suffering a cave-in. If the tunnel has been partially shored, the GM must calculate a percentage chance of cave-in based on these two extremes. External forces can occasionally increase the chances of a mine caving in. An earthquake might add D4 x 10% to this chance, while a heavy rain or flood would increase the chance by D3 x 10%. Burrowing creatures such as umber hulks and anhkhegs increase the chance by 1% per hit die of intruding monsters. The location of the cave-in is randomly determined. The GM designates one end of the mine as 01, and the other as 100, and rolls D100. The resulting number indicates where along the path of the tunnel the cave-in occurs. Cave-ins automatically bring down a section of ceiling 6 metres long and 3 metres thick. Chain reaction cave-ins should be checked for normally.

A common element of most fantasy campaigns, and particularly those that focus on the Underground, is the unnamed evil lurking deep within the earth. The exact nature of this encounter is a matter for the GM or designer’s creativity, but it should be remembered that many things are possible in a world where magic is common. Perhaps the excavation of the mine has penetrated some long forgotten burial ground, awakening its hideous undead denizens.
Maybe deep-dwelling monsters have become concerned about the penetrations of surface dwellers so far under the earth. Of course, races of the Underground tend to regard its mineral wealth as their own and look jealously upon any blatant attempts by outsiders to exploit this wealth. In this case, the threat of intervention goes up in direct proportion to the value of the mine. Although gates to other planes are not generally open for characters to simply pass through, it is possible that the vigorous efforts of miners might discover such a gate. The miners might inadvertently pass through to another plane or-much more likely-some horrid denizen of the lower planes might find itself a path into the world through the convenient avenue of a deep plunging mine tunnel.

 

23. Artificial Illumination
Halflings, humans, and other surface dwellers without darkvision must absolutely carry some form of light with them in order to navigate the Underground. While torches or lanterns are feasible for relatively short trips, a journey of more than a few days might require dozens of torches and oil flasks, making non-magical light impractical for long expeditions. The best and most efficient means of providing light in the Underground is to use minor alchemical or magical items, such as sunrods or continual flame torches. A sunrod is small, light, and long lasting, capable of providing illumination in a 9 metre radius for 6 hours. A party of explorers could easily carry several dozen sunrods, which would provide enough light for many days of travel. The continual flame torch only illuminates a 6 metre radius.

While most of the Underground is exactly that, some locales possess sources of natural illumination.
Luminescent Growths: Rare forms of lichen, fungi, and moss are bioluminescent. In sufficient quantities, these growths can illuminate large caverns. Most bioluminescent growths are quite dim, so a cavern illuminated by glowing moss or fungi is typically as dark as starlight, although some particularly bright regions might be equal to moonlight.
Molten Rock: Areas with exposed pools or streams of magma are illuminated by the dim, ruddy glow of the molten rock. The glare of molten rock is typically equal to moonlight.
Radiant Crystal: Some rare rocks of the Underground are naturally radiant, ranging in brightness from starlight to full daylight, although daylight equivalence is quite rare. The great vault of Deep Imaskar is roofed with radiant crystal that is as bright as weak surface daylight.
Reflective Stone: While not naturally luminescent, caverns made partially of reflective stone can be much more easily illuminated by small light sources than normal. Reflective stone quadruples the radius of illumination of any light source brought inside.
Wizard Fire: The rarest and most wondrous of natural illuminations in the Realms Below, wizard fire consists of dancing sheets of dim light, like the northern lights of the surface world. Though it is only as bright as starlight, wizard fire is weird and beautiful.

Carrying lights can be quite dangerous in the Underground. In a large cavern, a sunrod or torch can be spotted from much farther away than its radius of illumination, which means that any creatures nearby have plenty of time to decide whether to avoid the surface dwellers or lay an ambush for them. In general, a light source can be spotted at a distance equal to 20 times its radius of illumination, if the area is otherwise in complete darkness. For example, a sunrod can be seen from 180 metres away, provided that nothing obstructs the line of sight. An observer who fails this Spot check automatically spots the light source at half that distance. In conditions equal to starlight or moonlight, a light source can be spotted at a distance equal to 10 times its radius of illumination.

 

24. Plants and Fungi
Plants of one kind or another are the beginning of any food chain. By organizing inorganic minerals and capturing the energy of sunlight, plants create food that animals of all kinds depend on. Since plants in the Underground do not have access to sunlight, they must make food by other means. Thus, most take very different forms than the green plants of the surface world. Most of the Underground's plant life consists of a tremendous variety of fungi. Fungus normally requires some amount of detritus or decaying material to thrive. So where does the fungus find its food? The answer is simple: magic. The natural magical radiation of the Underground and its various planar connections support many weird fungal growths, as well as lichens, mosses, and other simple plants, whose existence would otherwise be impossible. In effect, faerzress is the sunlight of the Underground, forming the basis of the subterranean food chain. Underground regions particularly rich in faerzress or planar energies have been known to support fantastic forests of pale, gnarled trees or crystalline plants. These growths are completely adapted to their lightless, hostile environment.
Surprisingly, however, green plants are not entirely absent from the Underground. Some caverns illuminated by particularly bright radiant crystals can actually support green plants. Caves with this sort of dazzling illumination might be filled with grass; moss, ferns, creepers, or even small trees. Any such place is a treasure beyond price in the Underground, and it is certain to be guarded by deadly spells, monstrous guardians, or both.

Barrelstalk: Stout as a hogshead of ale, the barrelstalk is a large, cask-shaped fungus that grows up to 2.5 metres in height and 1.5 metres in diameter. Its outer layers are tough and woody, but its inner flesh is edible, and its centre is filled with a reservoir of water (usually from 6 to 15 litres) that can be tapped and drained. The inner flesh turns black and poisonous when barrelstalk begins producing spores, which happens after ten years of growth.

Bluecap: The grain of the Underground, bluecap fungus is inedible to humanoids, but its spores can be ground to make a nutritious, if bland, flour. Bread made from bluecap flour is usually known as sporebread. Bluecap seems to do well with or without faerzress, and most Underground humanoids cultivate it.

Cave Moss: Found only in faerzress-rich regions, cave moss is inedible to humanoids, but it is a favourite grazing food of some giant vermin, as well as rothé.

Fire Lichen: Pale orange-white in colour, fire lichen thrives on warmth, so it grows in regions of geothermal heat or near connections to the Elemental Plane of Fire. Fire lichen can be ground and fermented into a hot, spicy paste, which is often spread on sporebread to give it flavour. Duergar ferment fire lichen into a fiercely hot liquor.

Luurden: Luurden, or bloodfruit, is a rare tree that grows only in areas of strong faerzress. The barren branches of this pale, gnarled tree seem more dead than alive, but once every to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underground wines and elixirs.

Ripplebark: A shelflike fungus that resembles nothing so much as a mass of rotting flesh, ripplebark is surprisingly edible without any special preparation, although it tastes much better if cooked properly. Ripplebark grows naturally in living caves.

Sussur: Rare and magical, the so-called "deeproot" tree is found only in the largest of caverns. It can grow to a height of 60 metres, and its branches are long and gnarled, with banyan like aerial roots. Few leaves grow on the sussur; it exists almost entirely on faerzress and is often found in caverns where wizard fire is prevalent, a sussur tree can drink in magic from its environs, so most sussurs are surrounded by antimagic fields that extend for hundreds of metres.

Waterorb: This bulbous fungus is aquatic. It grows in boulder-like patches underwater wherever the water deposits detritus.

Zurkhwood: This giant mushroom can reach a height of 9 to 12 metres. Its large spores are edible with proper preparation, but zurkhwood is important primarily because its stalks are hard and woody. Zurkhwood is one of the very few sources of timber (or anything like it) in the Underground, and many items that would be crafted from wood in the surface world are fashioned from zurkhwood in the Realms Below.

Torchstalks: These non-magic mushrooms have combustible, long-burning caps. The caps are hard to light, usually taking D4+1 minutes to ignite, but once it is lit, a torchstalk. burns steadily for 24 hours and sheds light in a 3 metre radius. These fungi grow wild iand large domesticated crops of them can be found in Gatchorof, Gracklstugh, and most dwarf settlements. Drow rarely use them because they tend to prefer magical light sources when light is needed. One torchstalk subspecies explodes into choking spores When lit. After burning for 3 rounds, a torchstalk of this variety bursts into fiery that can choke unwary travellers. Anyone in a 6 metre radius of a torchstalk when it bursts must make a CON save or take D4 points of Constitution damage.

 

25. Animal Life
The Underground supports a surprising variety of animals. A few herbivores exist there, but most are predatory in the extreme. Many mundane hunting animals, including bears, lions, bats, rats, and monsters of all sorts, can be found in cozy underground lairs near the surface. In deeper places, animals must shift from the surface world ecology to the Underground ecology. Many surface creatures are ill suited for such shifts and therefore cannot be found more than a few hundred metres from a cave mouth, except for places where a surface ecology is somehow maintained in the Underground.

Bats: Better adapted to a life in darkness than most other animals, bats are extremely common in the Upperdark and Middledark. Only the lowest, most inhospitable reaches are free of these creatures, and even then, monstrous varieties such as dire bats and deep bats flourish. Near the surface, these creatures are simply surface-world bats that lair in Underground caverns. Titanic roosts that house many thousands of such creatures can be found in some spots. Lower down, most Underground bats are fungivores or insectivores.

Fish: Many of the rivers, lakes, and seas of the Underground are filled with cave fish. For the most part, such fish are small, pale, relatively inoffensive creatures. Most are blind, though some that reside in illuminated caverns may retain their eyes. In the larger bodies of water, subterranean versions of dangerous fish such as sharks may be found. Cave fish need something to eat, of course, so isolated lakes don't support cave fish populations unless they're large enough to support plant life that can survive in absolute darkness.

Lizards: The Underground is home to a variety of lizards, ranging from the poisonous spitting crawler to the wild varieties of pack lizards and riding lizards. Some are fungivores; others are dangerous hunters that can easily make a meal out of a human. Domesticated giant lizards are commonly used as beasts of burden and mounts in drow and duergar settlements.

Rothé: These grazing, muskoxlike creatures are well adapted Lfor life in the depths. Subsisting on fungi, moss, lichen, and almost anything else that grows in the Underground, rothé are highly valued by most Underground races and often kept in large corral-caverns.

Vermin: Perhaps the most common of all Underground creatures are vermin. The versions native to the Underground range from mundane creatures the size of a mite to Gargantuan spiders and centipedes. Many, such as giant beetles and cave crickets, are fungivores, but varieties of deadly hunting vermin such as spiders and scorpions also infest the depths. The Underground races keep some of the edible ones (mostly beetles or crickets) as livestock of a sort, but few vermin are palatable, and the giant sort are simply too dangerous to keep.

 

26. Subterranean Bestiary
A guide to real and mythological animals which inhabit the underground.
Type (real) Size (metres) HPs AC Speed (MR)
Badger 1/2 10 4 30
Bat 1/2 2 8 30
Mole 1/2 1 10 32
Rabbit 1/2 1 6 43
Type (fantasy) Size (metres) HPs AC Speed (MR)
Blindheim 1 34 3 9
Cave Fisher 2 24 4 1
Cloaker 2 48 3 1
Crystal Spider 2 32 2 24
Flail Snail 2 32 4 3
Fungus Ascomid 2 54 3 12
Fungus Phycomid 1 40 5 3
Fungus Shrieker and Fungus Violet 1 12 7 1
Gas Spore 2 1 9 3
Gelatinous Cube 2 32 8 1
Giant Centipede 1 2 9 15
Giant Scorpion 2 45 3 15
Giant Slug 8 96 8 6
Giant Spider 2 27 4 3
Jelly Mustard 2 56 4 1
Jelly Ochre 2 56 8 1
Jelly Stun 3 56 8 1
Lurker 6 80 6 1
Mobat 4 16 7 15
Ooze Crystal 2 32 8 1
Ooze Grey 3 32 8 1
Otyugh 2 36 3 6
Pudding Black 1 80 6 1
Pudding Brown 1 88 5 1
Pudding Dense 1 80 6 1
Pudding Dun 1 64 7 1
Pudding Grey 1 80 9 1
Pudding Stone 1 40 4 1
Pudding White 1 72 8 1
Purple Worm 8 120 6 9
Roper 3 80 0 3
Rust Monster 2 40 2 18
Slime Green and Slime Olive 1 16 9 1
Tentamort 1-3 32 1 1
Trapper 9 96 3 3
Umberhulk 3 72 2 6

 

27. Diseases
The Underground environment also poses a considerable threat in terms of disease. All the normal above ground diseases also exist in the Underground, but a few diseases are unique to this realm.

Lungrot: This disease most often strikes air-breathing creatures that have been sealed inside ancient ruins. Once inhaled it reduced CON by D4 and STR by D3 per hour unless magically healed.

Scaleflake: This disease most often strikes aquatic or reptilian creatures, but anyone swimming, wading, or submerged in tainted water can contract it. Scaleflake manifests as swelling, oozing, smelly pustules coating the surface of the afflicted creature's body. It reduces CHA by D4 until healed.

Softpox: This disease makes the skin soft, swollen, and tender. This effect reduces the victim's natural armour bonus (if greater than +0) by 1 point per day. Once the creature's natural armour bonus reaches +0 (whether by reduction or because the creature had no natural armour bonus in the first place), the disease deals 10 hit points of damage each day.

 

28. Unique Underground Features
Crystal Flowers: These crystalline formations, also called cave flowers, are valued by several Underground races for their aesthetic beauty and their commercial value. Crystal flowers are usually made of halite (simple table salt), gypsum, or some other minerals. The petals are fibrous or prismatic crystals that resemble growing seedlings. Halite flowers often grace the table settings of wealthy drow on special occasions. Even illithids occasionally carry salt in crystal flower form to add earthy spice to their brain meals.

Crysstone: Beautiful, intricate, and very delicate, crysstone is a rock that resembles spun glass. It is very hard but not at all durable (2 hit points per inch of thickness). Crysstone shatters easily, and sonic damage automatically bypasses its hardness: Because it is so susceptible to sonic damage, the threat posed by monsters with Wide-area sonic attacks increases in areas where crysstone is prevalent.

Darkstone: Darkstone seems to drink in light. In tunnels cut through this material, light sources dim, shedding a glow only half as strong as usual. Thus, a bullseye lantern illuminates a cone only 9 metres long and 10 metres wide, while a torch lights only a 3 metre radius. A daylight spell in a darkstone area radiates daylight in only a 9 metre radius.

Photogenerative Rock: These rocks grow quickly when exposed to light. In each round of exposure, a photogenerative rock doubles in size until it's sixteen times as large as it was when unlit (4 rounds). Eliminating the light halts its growth, and each hour of darkness reverses the effect of 1 round of light. Some Underground undead use photogenerative rock in their demesnes to stall light-bearing adventurers until the undead can ready their defences. Photogenerative rock can also be used to seal a doorway and divert light-bearers into more trap-ridden or better defended areas.

Photostatic Rock: Events that happen in the presence of this rock imprint upon it for a short time. One cubic metre of photostatic rock picks up impressions in a 3 metre radius and automatically relays them to anyone who touches it later. The effect is similar to that of a stone tell spell, except that the photostatic property reveals only what happened within its radius in the past hour. Every additional cubic foot of photostatic rock provides 1 more hour of memory and expands the radius of sensitivity by 3 metres. A photostatic rock records only what it witnesses (treat its perspective like a burst), so it cannot record what goes on beyond a closed door.

Quickstone: Quickstone is the Underground's answer to quicksand. Like many Underground features, it's much more terrible than its surface-world equivalent. Quickstone looks like solid stone and blends into the surrounding rocks, but it functions like quicksand except that the Difficulty Class for each manoeuvre increases by 5. Transmute mud to rock permanently solidifies quickstone, but a success on the spell's Reflex saving throw enables a creature trapped within it to escape.

Rock Gourds: These rocks have been warped by long-term proximity to a portal leading to the Elemental Plane of Water. Rock gourds are rare, naturally occurring stones, not created magic items, though they register as faint conjuration magic under examination with a detect magic spell. Shaking a rock gourd causes water to dribble out. The ability of these stones to produce up to a gallon of water per day apiece makes them highly valued commodities where water is scarce.

Sickstone: Sickstone glows with a nauseating, not-quite-green, not-quite-silver light that provides illumination to a radius of 12 metres. Any creature within the range of this illumination must make a saving throw each round or take D6 points of Constitution damage. A successful save reduces the Constitution damage to 1 point. Anyone in physical contact with sickstone takes a -4 penalty on this saving throw, and any Constitution damage it takes becomes Constitution drain instead. The damage caused by sickstone results from a magical disease, so creatures immune to magical diseases are immune to the effects of sickstone.

Slickstone: This rock is very smooth to the touch. Although it is natural stone, it functions at all times as if it had a grease spell cast upon it. An actual grease spell cast upon slickstone has no additional effect.

 

29. Organizations
The following corporations have been involved in forays into the underground;

The Eon Energy Corporation

Genetech

H-Tech

MetaTech

The Prometheus Institute

The Sons of Anubis

 

30. Subterranean Vehicles
For more information on civilian and military vehicles used underground see here.

 

31. The Terrascape
Beyond the physical dimension of earth exists other surrounding dimensions which have an influence on it. One of those is the Elementalverse, an offshoot of Eighth Space. Within this dimension is the subdimension of Earth or the Terrascape, an infinite universe consisting of solid soil mixture of all the differing mineral types. It cannot be visited by conventional means requiring either the use of magic or dimension shifting powers or technology.

 

32. Earth Elemental Magic
Earth is the basis of natural cycles, and thus has power over all of nature - animals, plants, insects, even the land itself. It is a tough and steadfast Element, offering protection from physical threat to those in its embrace. The power of Earth is as vast as mountains, and a mage must be hardy and tough to channel such power without permanent harm. 

 

33. Earth Based Powers
Deflection Terrakinetic

Field Earth

Field Terrakinetic

Metamorph Copper

Metamorph Diamond

Metamorph Earth

Metamorph Iron

Metamorph Lead

Metamorph Magma

Metamorph Tin

Metamorph Titanium

Sandswim

Terrakinesis

 

 

Beyond Heroes Index