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 If a cave is subject to continuing water seepage, it is considered
a living cave, and these features are slowly growing 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 |
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 |
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 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. 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 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, Stagnant water seems to have no flow whatsoever. Stagnant water is encountered in a stream or riverbed when Placid water usually has a noticeable flow. It
is sometimes necessary to drop bits of wood, dust, or other floating 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. 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 |
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 |
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 |
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 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. 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 |
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 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 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 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 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 |
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 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 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. 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 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. 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 |
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 |
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 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. 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. 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. 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 |
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 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 |
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. 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. 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. 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 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 |
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 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; 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 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 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 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 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. |
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. 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; |
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 |
Beyond Heroes | Index |