Through Dungeons Deeper
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About this ebook
InfiniBadger Press Presents IBP2044
THROUGH DUNGEONS DEEPER
A Survival Guide For Dungeoneers As Written By A Survivor
Have you ever wanted a primer on dungeon delving and dungeoneering? Ever wanted to know the stuff that real experts know about how to survive and thrive while looting dungeons of everything they have that's valuable and isn't nailed down?
THIS BOOK IS FOR YOU!
Written by master dungeoneer halfling Maximillian Sparfoot, veteran of a thousand dungeon delves (according to his own bio). Follow along with Max as he:
- Explains the 10 Dungeon Axioms!
- Introduces you to his 78 Rules of Dungeoneering, including preparation, your role in the party, how to fight wisely, and how to make a last will and testament, among other Very Important Rules If You Don't Want To Die! Tactics! Strategy! Other stuff!
- Gives you important information about magic items, curses, owlbears, traps, mimics and gelatinous cubes!
- Tells you the important things you need to know about the races and professions that you'll be dungeoneering with!
- Includes a sample simple will from Stonehand & Associates, lawyers to dungeoneers!
So, what are you waiting for? Buy Max's super guide to dungeoneering today for yourself or a loved one who is considering delving in the darkest dungeons. You don't want them being unprepared, do you? DO YOU?
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Through Dungeons Deeper - Jason Paul McCartan
THE DUNGEON AXIOMS
There are some axioms, or truths accepted without controversy or question, about dungeons that typically hold across each and every one you’ll find yourself exploring. Most of these axioms are agreed up within the dungeoneering community, although certain vocal personalities in it might disagree with one or more items. My book, my dungeon axioms. Want to push your own axioms? Write your own damn book.
Dungeons exist as many different types of places. The word dungeon is used to identify explorable areas full of risk and reward. They can be buildings or structures built up (castles, forts, etc.) or exist as negative space underground (actual dungeons, prisons, cave complexes etc.).
A dungeon may be only a single room or be an entire sprawling complex and can have one or more entrances or exits that are either visible or concealed.
Many dungeons are older than they appear and have changed over time. They have been claimed by those who came after. Some have had many cycles of ownership. The dungeon of today is not the dungeon of yesteryear. Things get left behind, things are lost, things are re-purposed.
Some dungeons are manufactured and made up of rooms and connecting corridors while others are formed from the natural environment itself. Some combine both of these, either on the same level or different levels. Some dungeons are made up of many smaller connected dungeons.
Every dungeon has its own set of interacting ecologies. There may seem to be no rhyme or reason to the purpose, the design, or the utility of a dungeon. They often do not make sense to the uninformed. Ecologies change over time.
Dungeons are dangerous and become even more so as they advance in design. Challenges ratchet up in kind and death becomes more likely.
Dungeons come with challenges and dangers, natural and unnatural. Those who currently inhabit or control the dungeon are responsible for the majority of these.
Some monsters and creatures are found in multiple levels or areas, while others are found in only a few specific ones. This usually relates to their difficulty to overcome or defeat. There are monsters and other creatures that wander the levels.
Dungeons require explorers to manage resources carefully and be creative with solutions to the problems they encounter. Brains often win out over brawn.
Those that explore dungeons come out alive and changed by the experience or they end up dead or worse.
THE RULES
Here, presented for your pleasure and survival, are the MAJOR rules you should follow if you’re planning to explore dungeons. Some would say that these rules are really more guidelines to adhere to. No, these are RULES — follow them or die. Seriously.
#1 Not All Dungeons Are Dungeons
The first thing you should know is that the word dungeon is often used to describe a number of areas of differing size and construction, not just dungeons proper: this includes cave systems (natural or unnatural), underground lairs or complexes, underground cities, floating castles, wizard towers, forts, and non-floating castles. The definition of dungeon that serves best is an explorable area, which may or may not be underground or an actual dungeon, and that is filled with challenge, loot, and opponents
. Got it? Good.
You may have heard the terms superdungeon or megadungeon used by some. These terms refer to either a very large dungeon with multiple levels or areas, or a large number of dungeons with multiple connections between each of them. They’re often vast, sprawling affairs that offer lots of good loot, but also tend to be VERY deadly and take a long time to explore. There’s often many factions (see Rule #16) vying for control of one or more of the dungeon areas, and often some sort of ancient evil lives in the place (at least in my experience). So trust me when I say that if you choose to go adventuring in one of these dungeons, take all I say in the remainder of this book to heart at least five times over. Otherwise, you’re not going to survive. At least not if you want to get to the good stuff. The REALLY good stuff.
#2 Choosing Dungeons To Explore
This part is tricky. You don’t want to simply just find the nearest dungeon and start exploring it. Others have probably already thought about doing that. Some dungeons are simply too deadly for the inexperienced and ill-prepared to explore (but these also tend to cull from the unwashed masses). If you want to end up dead, choose those. Things to consider when thinking about a dungeon for you to explore:
SIZE. If you’re just starting out as a dungeoneer, consider tackling smaller dungeons first. These tend to be less deadly, and are left alone by the more experienced groups looking for a challenge and for good loot. You may run into other inexperienced dungeoneer parties when exploring these, but you can either ally with them or come to an alternative arrangement with them. I recommend the latter, just FYI.
DISTANCE. How far a dungeon is from your camp or base of operations is important (see Rule #6). You want it to be close enough so you can resupply, or to escape and regroup. Consider dungeons near (or in) a settlement as you start out dungeoneering. As you get more experienced, start using camps nearer the dungeon (see Rules #2 and #50).
PERCEIVED DEADLINESS. This can be gauged by how many other adventurers enter the dungeon and never return. Dungeons that kill off mid-level and high-level adventurers are something to be avoided initially; new dungeoneers are just offering themselves as fodder attempting to explore those.
THE PAYOFF. What you get out of exploring the dungeon is important. Some people with morals and other restrictive outlooks on life delve into dungeons to remove evil or monsters. Others who are more realistic focus on the type of loot that can be recovered. Know what you’re potentially going to get out of exploring the dungeon before you do so. If it’s not worth the hassle, then don’t delve. Not until the hassle is worth it.
#3 Consider Party Numbers
There’s an art to working out how many partners you should dungeoneer with. When you have more people with you to help you slay enemies, this also means that there’s more fingers in the loot pie. Too few extra pairs of arms and you’ll all end up slaughtered. Some will recommend parties of five or six adventurers, supported by a number of henchthings. Others will recommend fewer henchies and more dogs (see Rule #65). Dogs, especially trained war hounds, are great at helping take care of enemy mobs but keeping them under control (especially underground) can be really difficult).
As I said, the more people in your party, the more the spoils of war and looting get split up. This means less loot for you. Sometimes that the breaks, because to get the loot means you need to have a strong enough group that can secure it. Party size is often a trade-off between strength of numbers and the potential loot that can be collected. Remember that attrition in party number size can often help increase final loot shares, but it also means less help carrying the loot home and keeping it secure on the road there.
It may take a little bit of time for you to work out the optimal number for your party. Sometimes some adventurers don’t fit with party and need replaced. Adventurers are also likely to become wounded or killed, which leads to even more replacing. Most adventuring parties are close-knit groups that don’t do well with taking on new members unless they’re coming in as meatshields or with skills or gear that are needed.
#4 Always Take Friends And Allies
Do this, even if you have to pay them. Just make sure that you get a good rate (saving money is ALWAYS important – look after the coppers and the gold will look after itself!)
Having a good crew with you when you dungeoneer is paramount to survival. Not only are they potential meatshields for you to use to help you get your hands on phat loot, they’re also the ones who can get you out of the dungeon and back to safety if anything happens to you. So, it’s important to make friends
with others, but don’t get too friendly — if you do then you may end up getting emotionally attached to them, and nothing good ever comes of that. I speak from experience. Collaboration within the party is the key to survival.
Now, you may find that it’s difficult to make friends and continually be nice to the other members of the party, but it’s important that you at least try. If the level of trust in the party is low, that makes morale low, and that puts you in danger. Who knows when you’ll need one of the other party members to save your butt? They certainly won’t do that if you’ve been a pain in the arse to them.
Don’t get too friendly with henchmen or hirelings. There’s a good chance they’re on one-way trips anyway. Just don’t let them know that, and of course put the kibosh on any such rumors.
#5 Henchmen Over Hirelings
Henchmen and hirelings,