Caves

Adventurers seem to find fights in caves all the time. A typical cave is small, twisted, and dark, with uneven floors and hanging stalactites and sharp stalagmites. If the battle is taking place in a colossal cavern, it’s better to consider it an open field or hillside under total darkness.

Encounter Range: By range of visibility.

Lines of fire: Impaired.

Cover: Hard cover is available within 1d3 spaces of any character.

Footing: Some cave floors may be muddy or slick, but generally footing is okay.

Obstacles: Rock formations and crevasses.

Unusual: If the lights go out, caves are pitch black. Fighting in total darkness gives the attacker a –4 penalty on attack rolls and a random chance of attacking anyone engaged with him, including friends.

Stalagmites can skewer an unfortunate character who falls on one; any character who is tripped or knocked down has a 1 in 10 chance of falling on a stalagmite. The stalagmite “attacks” with a THAC0 of 15 and inflicts 2d10 points of damage if it hits. A successful saving throw vs. paralyzation for half damage applies.

Table of Contents