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.
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