Part 4: The Adventure
CONTENTS
Home
Part 1: Intro
Part 2: PC Info
Part 3: Spells

Part 4: Adventure
Part 5: Encounter
Part 6: Monsters

Part 7: Treasure
Part 8: DM





Begining the Adventure

When players have rolled up their characters and bought their equipment, the DM will describe the background of the adventure. This might include information about the place the characters start from, the names of any NPC companions or retainers they will have, and some rumors about the dungeon the party is going to explore.

The best size for an adventure party is 6-8 characters, enough to handle the challenges which will be faced, but not too many to become disorganized or to ruin chances to surprise the monsters. Before entering a dungeon, the players should arrange their characters in a marching order (the order position in which the characters in a party explore the dungeon; who's scouting in front, searching the middle, and guarding the rear). One player should be chosen to tell the DM about the plans and actions of the party. This player is called the Caller. One player should also draw a map of the dungeon as it is being explored, this player is called the Mapper.

 Time

Time in D&D adventures is given in Turns of ten minutes each. A Round used in encounters and combat situations, it is only ten seconds.

Summary:
1 turn = 10 minutes
1 round = 10 seconds  (6 rounds = 1 minute)

 Movement

In the D&D rules movement is given in the number of feet a character may move in one turn. All characters are able to move 120' or feet in one turn when exploring a dungeon. After moving for 5 turns, the party must rest for 1 turn. If characters do not rest, they have a penalty of -1 on to hit and damage rolls until they do rest. Movement rate during encounters is quicker and is determined by dividing the base movement rate by 3 and is measured in rounds of time. Running characters may move up to three times their normal movement rate (again, per round). Running characters may only run for half a turn and then must rest for 3 complete turns. If forced to fight before resting, characters suffer -2 to hit and damage rolls and opponents gain a +2 to their to hit rolls.

Movement Summary:
Unarmored = 120' per turn, 40' per round, 120' running per round
Leather Armored = 90' per turn, 30' per round, 90' running per round
Metal Armored = 60' per turn, 20' per round, 60' running per round
Metal Armored & carrying treasure = 30' per turn, 10' per round, 30' running

Light

A torch or lantern will cast light 30' in all directions. A torch burns out in 6 turns (1 hour); a lantern filled with one flask of oil burns for 24 turns (4 hours). Infravision is the ability to see heat patterns. Most demi-humans and non-human monsters have infravision.

Doors

Locked doors must be picked locked by a thief. To force open an unlocked door roll 1d6; a roll of 1 or 2 means the door is forced open. (Strength adjustment can be used but the number needed can never be less than 1 nor greater than 1-5.)

Any character has a 1 in 6 chance of finding a secret door. (Elves have a 2 in 6 chance). Only one chance and it takes one turn to search for a secret door.

A character can listen at a door. Roll 1d6, a result of 1 (1 or 2 for demi-humans) means that the character hears any noises beyond the door. Only once per door.

Traps

Dungeons often contain traps, such as a trap door in the floor which springs open when a character walks over it. If any character does something which could trigger a trap (such as walking over a certain point), the trap will be sprung on a roll of 1-2 (on 1d6). The DM must check for each character that is threatening to trigger the trap. Any character has a 1 in 6 chance of finding a trap when searching for one in the correct area. Dwarves have a 2 in 6 chance. This takes one full turn and each character can only check once to find each trap.

Experience Points