TEXT: Volume II: The Referee’s Guide 
  REFERENCE RULES
  
  Copyright © 2012 Cameron Dubeers and Simon J. Bull
  Copyright © 2012 Cameron Dubeers and Simon J. Bull
  DELVING DEEPER
   R E F E R E N C E  R U L E S
  VOLUME II
  THE REFEREE’S GUIDE
  By Cameron Dubeers and Simon J. Bull
  With special thanks to David Macauley
  For all followers of the original fantasy game  
  Authors: Cameron Dubeers, Simon J. Bull
  Editor: Simon J. Bull
  Layout: Simon J. Bull
  Proof readers: Zach Howard, Ethan Sincox
  Cover art and Delving Deeper title: Mark Allen
  Cover art licensed to: Immersive Ink
  Version 2 March 2013
  
  2
  DELVING DEEPER: VOLUME II
  CONTENTS
  PREPARATION FOR THE CAMPAIGN 3
        The Referee’s Supplies 
  3
  Creating a World 
  4
  The Start of Play 
  4
  Legend and Rumors 
  4
  Angry Villagers 
  4
  Hireling Loyalty 
  4
  Specialist Hirelings 
  5
  Creating a Dungeon 
  6
        Sample Dungeon Cross Section 
  6
        Populating a dungeon 
  7
              Monsters 
  7
              Random Encounters 
  7
              Unguarded Treasures 
  7
              Traps 
  8
              Dungeon Encounter Tables 
  9
        Sample Dungeon Level 
  10
  UNDERWORLD EXPLORATION 
  12
        Underworld Encounters 
  13
  Wandering Monsters 
  13
  Surprise 
  13
  Encounter Distance 
  13
  Monster Behavior 
  13
  Avoiding Monsters 
  14
  Maintaining Freshness 
  14
        Example of Play 
  15
  COMBAT 
  16
        Melee 
  16
        Missile Fire 
  16
        Attacking to Subdue 
  17
        Referee’s Attack Matrix 
  17
        Morale 
  17
        Healing 
  17
  WILDERNESS EXPLORATION 
  18
        Friendly Settlements 
  18
        Movement 
  18
              Becoming Lost 
  19
              Wandering Monsters 
  19
        Wilderness Encounter Tables 19 (24)
        Evasion and Pursuit 
  19
              Surprise 
  20
              Low Visibility 
  20
              Speed 
  20
        Strongholds 
  20
              Stronghold Residents 
  21
  SEAFARING EXPLORATION 
  22
        Movement 
  22
              Weather 
  22
              Storms       
  22
       Encounters at Sea  
  23
              Surprise 
  23
        Seafaring Combat 
  23
             Drowning 
  24
  AERIAL EXPLORATION 
  25
       Movement 
  25
              Weather 
  25
              Storms       
  25
       Aerial Encounters  
  25-26
              Surprise 
  26
        Aerial Combat 
  26
              Melee 
  26
              Missile Fire 
  26
  CONSTRUCTING A STRONGHOLD 27
        Mass Battles 
  29
        Other Worlds 
  29
        Afterword 
  29
  
  3
  THE REFEREE’S GUIDE
  PREPARATION FOR THE CAMPAIGN
  The referee should be comfortable with these rules and the mechanics of play, but even 
  then a new campaign requires some preparation before play can start.
  The referee begins by envisaging a fantasy world in which his new campaign will take 
  place.  He need not etch out the entire history of the world immediately; the merest hint 
  of what the world might promise is sufficient at this early stage. Next, he requires the 
  outline of a continent or similar region for the players to explore. Then finally, he requires 
  a detailed map of a town or village and the countryside in which play will begin. 
  The referee should familiarize himself with the geography, water sources and settlements 
  (human and otherwise) near to the start of play, noting any particular detail of each. 
  Using broad strokes rather than exacting detail will save time and also allow room for 
  the players to influence the world. This in turn will result in a dynamic campaign in a 
  growing world that feels “alive”.
  After establishing the campaign world, the referee should map half a dozen underworld 
  dungeons and stock these with monsters, treasures, and magical items. Once these 
  dungeons are created, the referee should mark them on his map somewhere in the 
  vicinity of the start of play.  The campaign is then ready and the players can begin 
  exploring the fantasy milieu in which they find themselves.
  THE REFEREE’S SUPPLIES
  In addition to those supplies recommended for players (see Volume I, page 4), the referee 
  should furnish himself with the following:
  THE ESSENTIALS:
   Delving Deeper Volumes II and III,
   A campaign log or notebook to keep 
  track of characters, places, monsters, 
  and treasures, 
   A campaign calendar for timekeeping,
   A keen and creative mind,
   The ability to “run the show”.
  OPTIONAL EXTRAS:
   Additional dice,
   Additional miniatures to represent 
  non-player characters and monsters,
   Scale models or maps of dungeon 
  and wilderness environs,
   Mass battles rules such as Chainmail, 
  De Bellis Fantasticus, Book of War, or 
  similar.
  
  4
  DELVING DEEPER: VOLUME II
  CREATING A WORLD
  The referee begins by creating a map of the world on a sheet of hex paper.  This map 
  need not be extensive, initially, as exploration of the unknown is a desired element of 
  the campaign. It must, however, remain unknown to the players.
  Each hex should be 6 miles wide on this first map, such that unencumbered characters 
  afoot can cover two hexes per day of good hiking, or one hex if encumbered.
  The referee should note at least one civilized settlement (the village, town or castle where 
  play will begin) near the center of his map. He should then add any immediately 
  surrounding features, including other villages, nearby towns, a keep, a ruin, some caves, 
  a forest, a swamp, and so on. The referee should name each feature and decide whether 
  it is abandoned or inhabited, and if so by whom? Denizens might be ordinary lawful 
  folk, elves, bandits, a knight and his entourage, orcs, trolls, an evil high priest, and so 
  on. Thus, the game world begins to take shape.
  THE START OF PLAY
  Play should commence in a (relatively) safe haven, such as a town, village or castle. 
  Towns are busy regional centers, home to 1,000-6,000 folk from all walks of life 
  including many itinerants. Villages are quiet agrarian communities typically of 100-400 
  farming folk. A castle is occupied by a body of 30-180 soldiery, along with a prominent 
  leader and his supporting entourage (see Volume II, page 20). Wherever they begin, 
  players should be able to acquire their starting goods and rumor of possible adventures.
  LEGEND AND RUMORS
  The players might already know some of the campaign’s cultural folklore. Other folklore 
  and local legends can be devised by the referee and learned by the players as required.
  The arrival or formation of an armed company of adventurers will not go unnoticed and  
  unless the players take pains to conceal their purpose, rumors will quickly spread. The 
  players may, of course, desire to advertise their presence in order to gain employment.
  Obtaining news and rumors is thereafter a matter of visiting local inns and common 
  rooms, where a liberal round of drinks worth 10-60 gp will usually get tongues wagging, 
  or where an earnest barkeep might be willing to help for 1-6 gp. Misinformation may 
  be learned at the referee’s discretion.
  ANGRY VILLAGERS
  In time, the players might become fearless heroes (or fearsome anti-heroes). This does 
  not imply that exploitation of the common folk will be without consequence. Unhappy 
  commoners will firstly seek the protection of the church and their local lords. Failing that, 
  they will seek out a hero to fight their cause, or ultimately, rise up as an angry lynch mob 
  to run despots and villains out of town.
  HIRELING LOYALTY
  Whenever hirelings or retainers are taken on, the referee determines their loyalty by 
  rolling three six-sided dice and adjusting the result for the character’s charisma, the initial 
  reaction roll, and for being a disinherited relative. The result is noted by the referee, to 
  be referred to whenever subsequent morale checks are required.
  
  5
  THE REFEREE’S GUIDE
  SPECIALIST HIRELINGS
  Specialists are the elite category of hirelings 
  whose services are available to the 
  wealthiest players only. Specialists are 
  engaged to undertake specific tasks and 
  must be paid for a minimum of one month. 
  Monthly wages (in gp) are independent of 
  race.
  Alchemists can duplicate a potion from a 
  sample or a proven formula at one-half the 
  regular cost. They can also research and 
  produce poisons: although use of poison is 
  considered an evil act. 
  Animal trainers are necessary to train animals of any non-domesticated kind. An animal 
  trainer can train only one specific type of creature, and no more than six such creatures 
  can be trained at any one time. The duration of any training is determined by the referee. 
  An armorer is mandatory to maintain the arms and armor of every 50 fighters. While 
  otherwise idle, an armorer can fashion three shields or two helms per week, or one suit 
  of mail per month, or one suit of plate in two months. Two assistant smiths will double 
  this volume.  Six assistant smiths will treble this volume.
  Assassins can be found only rarely. No more than 1-6 are available in any game year. 
  Success is determined by the referee according to the power and precautions taken by 
  the subject. Hiring an assassin is considered an evil act. 
  An engineer is required during the construction of castles, strongholds, and other 
  fortifications. They are also required to successfully undermine castle walls and for any 
  tunneling or mining. 
  A sage is a master of esoteric knowledge who can function in an advisory capacity.
  Sailors are required to man any sea-faring ship. In 
  ship-to-ship combat they are equivalent to buc-
  caneers (see Volume III, page 6).
  A ship’s captain is required to effectively run any 
  sea-faring vessel, maintaining order, discipline, and 
  sea worthiness.
  A smith is mandatory to maintain horseshoes, 
  harness, buckles, axles, wheels, and so on for every 
  50 horses. While otherwise idle, a smith can fashion 
  one score arrow heads, or two axes, swords, spears, 
  and so on, or a single two handed sword per week.
  Spies can be found only rarely. No more than 1-6 
  are available in any game year. These are used to 
  infiltrate, eaves drop, shadow, and so on for the 
  obtaining of information or trinkets, or the planting 
  Loyalty 
  Morale Adjustment
  3 or less 
  –10*
  4-5 
  –2
  6-9 
  –1
  9-12 
  .
  13-15 
  +1
  16-17 
  +2
  18 or more 
  +10**
  * Will desert at the first opportunity
  ** Absolutely loyal; will never desert
  Loyalty
  Monthly
  Type 
  Cost
  Alchemist 
  1,800 gp
  Animal Trainer
  300 gp
  Armorer 
  90 gp
  Assassin 
  3,000 gp
  Engineer
  600 gp
  Sage  
  1,200 gp
  Sailor
  6 gp
  Ship’s Captain 
  120 gp
  Smith 
  30 gp
  Spy 
  900 gp
  Specialist Hirelings
  of the same. Assassinations are not performed, however. Success is determined by the 
  referee according to the precautions taken by the subject. 
  
  6
  DELVING DEEPER: VOLUME II
  CREATING A DUNGEON
  Before the players can explore the labyrinthine underworld, the referee must map at least 
  one such dungeon on a sheet of graph paper. A dungeon should have many levels and 
  sub-levels that are interconnected by stairs, trap doors, chutes, slanting passages and 
  so on. The referee is advised to firstly draw a cross section of the entire structure to best 
  understand the means of egress between the various levels.
  A dungeon need not be mapped completely – indeed its boundaries may well be limitless. 
  It should, however, extend as far as the players are likely to explore in their initial delve.  
  Thus, the referee is advised to plan much of the first level, and some parts of the second 
  and third levels.  Each square of a dungeon level plan should represent 10ft in the 
  dungeon and, like the campaign map, dungeon maps must remain unknown to the 
  players.
  It is desirable that there be several dungeon entrances, that there be a number routes 
  between the various levels, and that richer areas be harder to find.  Deeper dungeon 
  levels will be more rewarding but also more dangerous, so players should (usually) be 
  allowed to navigate to the desired dungeon level when such routes are known.
  Having drawn a cross section and begun mapping of the first few levels, the referee 
  should note at least one entrance to the dungeon (an entry into the first dungeon level) 
  on his campaign map and give the dungeon a name.
  SAMPLE DUNGEON CROSS SECTION
  
  7
  THE REFEREE’S GUIDE
  2-12
  2
  3
  4
  5
  6-8
  9 
  Monster
  10 
  Treasure guarded by monster
  11-12
  Empty
  Unguarded treasure
  Treasure guarded by trap
  Trap
  Treasure guarded by monster
  Monster
  Random Dungeon Location
  Content
  Unguarded treasures should be hidden behind secret doors, under trapdoors or floors, 
  up chimneys, made to look plain or invisible by illusions, or locked in safes or strong 
  boxes. In short, the players should face some challenge to gain them. They should include 
  200-1,200 sp per dungeon level (or 100-600 sp for any upper works prior to dungeon 
  level 1), a 50% chance of a like quantity of gp, a 5% chance per dungeon level of a like 
  value in gems or jewellery, and a 5% chance per two dungeon levels of 1-3 magic items.
  Where monsters are indicated the 
  referee should consult the random 
  monster tables for the appropriate 
  dungeon level. Note that monsters 
  are not all “meant” to be beatable. 
  Some will be deadly foes, and players 
  should learn to flee from these.
  Monsters guarding treasure are 
  determined as above, ignoring any 
  monster types without treasure, and 
  assuming that the location is the 
  indicated monsters’ lair (or ante to it).
  Dungeon
  Level 
  1 
  2 
  3 
  4 
  5 
  6
  0 
  1-5 
  6 
  . 
  . 
  . 
  .
  1 
  1-4 
  5-6 
  . 
  . 
  . 
  .
  2 
  1-2 
  3-5 
  6 
  . 
  . 
  .
  3 
  1 
  2-4 
  5-6 
  . 
  . 
  .
  4 
  . 
  1-2 
  3-5 
  6 
  . 
  .
  5 
  . 
  1 
  2-4 
  5-6 
  . 
  .
  6 
  . 
  . 
  1-2 
  3-5 
  6 
  .
  7 
  . 
  . 
  1 
  2-4 
  5-6 
  .
  8 
  . 
  . 
  . 
  1-2 
  3-5 
  6
  9 
  . 
  . 
  . 
  1 
  2-4 
  5-6
  10 
  . 
  . 
  . 
  . 
  1-2 
  3-6
  11 
  . 
  . 
  . 
  . 
  1 
  2-6
  12+ 
  . 
  . 
  . 
  . 
  . 
  1-6
  Random Encounter Table Determination
  Dungeon Encounter Table to Consult
  POPULATING A DUNGEON
  With a dungeon level planned, or substantially so, the referee must distribute monsters, 
  traps and treasure throughout the maze. The principle treasures should be placed 
  thoughtfully, then random determination used to fill the balance of the level.
  The referee should roll two six-sided dice for each chamber or extensive passage and 
  consult the following table.
  
  8
  DELVING DEEPER: VOLUME II
  Traps can be determined according to the following:
  Blasts unleash a sudden burst of fire, electricity, frost,
  or acid when a portal, book, or chest is opened, or
  when a threshold is crossed, and so on.  These typically
  cause 1-6 points of damage per dungeon level.
  Chutes or Slides are greased, steeply inclined 
  passages, possibly from collapsing stairs or pits, which
  are one-way routes to monster lairs or deeper levels. 
  Curses cause permanent blindness, sleep, weakness,
  contrariness, alignment change, monstrous form,
  contraction of deadly diseases, or similar.
  Deadfalls cause heavy logs or stones to drop from
  above or swing in sideways to crush the victims. These
  can be immediately fatal, deliver 6-36 points of
  damage, or push victims into a pit or over a precipice.
  Distortions can alter the flow of time, the appearance of distance, or the sense of depth
  or direction. While this may seem relatively benign, a ravine that appears only 10ft deep
  can be deadly, and a room or a dungeon level that accelerates time one-hundred fold
  can change the entire campaign!
  Geas traps magically compel the victim to perform some quest or deed or to undertake
  some undesirable action.  Possibilities include delivering all treasure to some vault,
  converting one hundred persons to a particular faith, slaying the dragon on the next
  level, attacking the nearest person, and so on.
  Mantraps seal one or more victims in a confined space by closing portals, dropping
  bars or heavy weights over exits, or sinking an entire chamber into a space from which
  there is no exit. Some will then fill with water, gas, slime or monsters. Others have falling
  ceilings or walls that draw together to crush whoever is trapped within.
  Pits are typically 10-40ft deep and covered by trap doors or collapsing lids. If passed
  over, a pit will open on a roll of 1-2, and some will automatically snap shut. A pit could
  be empty or contain a monster. Hitting the bottom will cause 1-6 hit points damage per
  10ft fallen, and any monster present will have a surprise attack. Other pits could be filled
  with water causing armored characters to drown (see page 24) or acid.
  Poison could be released as a jet, spray or cloud, or injected via a spring loaded needle
  to the unwary hand or foot. Poisoning can cause paralysis, sleep, or death.
  Spiked Pits are as regular pits, but contain a fearsome array of spears, blades and
  jagged edges that point upward. These will cause an additional 2-12 hit points of
  damage should anyone fall upon them. The spikes may or may not be poisoned. 
  Spring loaded taps cause spears or blades to spring suddenly from the floor or out of
  the walls or ceiling, or darts or bolts to come shooting down a passage or into a doorway.
  These are often triggered by pressure plates or trip wires that could be avoided. The
  blades or missiles might also be poisoned, of course. 
  Teleportation traps will send an individual or group elsewhere instantly. Destinations
  might include an identical room with nothing to indicate that teleportation has occurred,
  a dragon’s lair, a safe haven, another dungeon level, a location thousands of miles
  away, or even on another planet or plane of existence. 
  1-12
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Trap
  Poison
  Spiked pit
  Spring
  Teleportation
  Distortion
  Geas
  Mantrap
  Pit
  Blast
  Chute or slide
  Curse
  Deadfall
  Trap Types
  
  9
  THE REFEREE’S GUIDE
  1-12 
  Table 1 
  Table 2 
  Table 3
  1 
  Berserkers 
  Carrion crawlers 
  Cavebear
  2 
  Brigands 
  Crocodiles 
  Cockatrices
  3 
  Centipedes, large 
  Dragons, young
  Dragons, adult
  4 
  Dragons, hatchling 
  Gargoyles 
  Hydra, 4-6 heads
  5 
  Goblins 
  Gelatinous cubes 
  Lycanthropes
  6 
  Hobgoblins 
  Ghouls 
  Minotaurs
  7 
  Kobolds 
  Gnolls 
  Mummies
  8 
  Non-player characters 
  Lizard men 
  Non-player characters
  9 
  Orcs 
  Medusae 
  Ogres
  10 
  Skeletons 
  Non-player characters 
  Scorpions
  11 
  Spiders, large 
  Thulls 
  Spiders, giant
  12 
  Zombies 
  Wights 
  Wraiths
  Dungeon Encounter Tables
  1-12 
  Table 4 
  Table 5 
  Table 6
  1 
  Basilisks 
  Dragons, old 
  Cyclops
  2 
  Dragons, mature 
  Efreet 
  Dragons, ancient
  3 
  Elemental, 8 HD 
  Elemental, 12 HD 
  Elemental, 16 HD
  4 
  Giants, hill 
  Giants, cloud 
  Gothrogs
  5 
  Giants, stone 
  Giants, fire 
  Juggernaut
  6 
  Golems, flesh 
  Giants, frost
  Living statues, iron
  7 
  Gorgons, 
  Golems, clay 
  Non-player characters
  8 
  Hydra, 5-8 heads 
  Hydra, 7-12 heads 
  Purple worms
  9 
  Non-player characters 
  Living statues, stone 
  Stegosaurus
  10 
  Salamanders 
  Non-player characters 
  Titans
  11 
  Spectres 
  Snake, giant, constrictor 
  Triceratops
  12 
  Trolls
  Vampires 
  Tyrannosaurus Rexes
  Dungeon Encounter Tables
  Where non-player characters are indicated, these will be bands of 1-6 leveled 
  characters of a randomly determined type (fighters, magic-users or clerics, with thieves 
  appearing optionally).  Each character has as many experience levels as the dungeon 
  level they are encountered on, and the whole group will be accompanied by 2-12 
  bodyguards, as well as 1-6 pages, acolytes or apprentices with up to half as many 
  experience levels as their superiors.
  Fighters have a 5% chance per experience level of possessing a magic sword, and are 
  half as likely to possess a magic shield or magic armor (roll separately for each).
  Clerics are 5% likely per experience level to possess either a magic mace, flail, or 
  hammer, or else a magic staff. They are half as likely to possess a magic shield or magic 
  armor (roll separately for each).
  Magic-users are 5% likely per experience level to possess a magic wand, and are half 
  as likely to have a magic ring, and also a miscellaneous magic item (roll separately for 
  each).
  
  10
  DELVING DEEPER: VOLUME II
  SAMPLE DUNGEON LEVEL
  Following is an example of how a dungeon level might be contrived. The key areas A, 
  B, and C have been placed by design with the remainder randomly determined.
  A. Green Dragon Lair. Two green dragon young were ensconced here by their mother 
  who has since gone missing. A single young green dragon [AC 3, MV 9” (fly 21”, swim 
  12”), HD 4, hp 16] remains now, furious that he has been “abandoned”.  The chamber 
  is flooded with water, which has turned foul because of the dragon (who can breathe 
  underwater). Natural light enters via an overgrown sink hole above, which he can wriggle 
  out of. The dragon spends most of his time below the water along with his treasure, so 
  neither will immediately be seen. The treasure is 800 gp, 2,000 sp, 20 green gemstones 
  worth 10-40 gp each, and an enchanted spear +1, +3 versus reptiles. 
  B. Kobold Digs. 38 kobolds [AC 6, MV 6”, HD ½] led by a kobold King with 1+1 HD, 
  and his 6 body guards with 1 HD each, dwell in areas B1 and B2. The kobold King’s 
  treasure is a chest of 7,000 cp; the renegades at 4 have stolen the rest of his loot.
  C. Eye of the Wold. An escape capsule from a space ship was entombed in the rock 
  here hundreds of years ago. Entry is via a keypad pressure door of unknown operation. 
  Inside are 4 androids [AC 9, MV 12”, HD 3] in dysfunctional cryogenic chambers. Each 
  can be activated and, after a turn of “defrosting”, is thereafter equal to a 2nd level 
  magic-user with 3 HD.  Alignment and reaction of each should be determined randomly. 
  They have no knowledge of their origin or purpose. They have 15 brittle, colored crystal 
  “wands” worth 50-80 gp. Each has one 1st level spell encoded in its crystalline structure. 
  1. Orcs.  An expeditionary company of 14 orcs [AC 8, MV 9”, HD 1] are sheltering here 
  from daylight, or preparing to depart if night has fallen. They are superstitious about the 
  “smell” of the dungeon and have no plan to delve further.
  2. Fountain Room. This quiet chamber contains a fountain with a cool, steady trickle 
  of fresh water. It is an ideal place to rest.
  3. Lake Chamber. The southern end of this great vault is flooded by a cold, dark body 
  of water. The air carries the tang of chlorine, and there are numerous small, dead fish 
  floating in the lake. The water has been poisoned by the dragon in neighboring A. 
  4. Pretender’s Foothold. 19 renegade kobolds [AC 6, MV 6”, HD ½] led by a pretender 
  King with 1+1 HD contest the “safer” territory of the dungeon level with their brethren 
  at B. These will venture into areas 3 and 5.  Their treasure is hidden beyond a low tunnel 
  covered by a moveable rock and consists of 900 sp and a necklace worth 25 gp.
  5. Dusty Room. This place is empty, but kobold lookouts from 4 keep an eye on it.
  6. Hobgoblin Party. 11 hobgoblins  [AC 6, MV 9”, HD 1+1] from the northern parts 
  of the dungeon have come to investigate rumors of a dragon (and its treasure). Should 
  they find it, their orders are to hasten back in order to return in greater numbers.
  7. Deadly Pool. This central chamber contains a large, still fountain. Scores of gold 
  and silver coins can be seen in the apparently shallow water, but in fact they cannot be 
  reached and the water is poisonous – drinking it will cause death although a successful 
  saving throw versus poison results instead in an enchanted slumber for 1-6 hours. 
  Touching (not swallowing) the water allows a +4 adjustment to the saving throw. 
  8. Quiet Room. This vault is strangely quiet, but completely benign.
  9. Checkpoint. This room might once have been a checkpoint, but is long disused.
  
  11
  THE REFEREE’S GUIDE
  10. Centipede Nest. This wretched chamber is crawling with 13 hideous centipedes 
  [AC 9, MV 3”, HD ½] that nest in the pile of waste and detritus that has accumulated 
  here.  Buried at the heart of their filthy nest is the body of a most unfortunate dwarf whose 
  purse still contains 19 gp.
  11. Empty Room. This room is unremarkable excepting that both doors are locked.
  12. Apprehensive Chamber. The tang of chlorine lingers near the southern end of 
  this chamber and a few spats of kobold blood can be found upon the floor.  The kobolds 
  at B fear to come this way, though they don’t know why.
  13. Hatchling’s Retreat. A truant green dragon hatchling [AC 4, MV 6” (fly 18”, swim 
  9”), HD 1+3, hp 9] from A has gotten lost and is holed up here. She knows the common 
  tongue but is not magic-using. She is aware of her vulnerability, and is content to hide 
  in her secret hole and snap up stray kobolds for meals. She will promise the pick of her 
  mother’s treasure to anyone who will lead her safely to A. Of course, she doesn’t know 
  the way, and will not give away treasure unless she absolutely must. She wears a 
  bejeweled gold ring on each of her fore-claws, worth 80 gp apiece.
  14. Pit Trap. This intersection conceals a 20ft deep pit trap which will open should 
  anyone cross it, with the fall resulting in 2-12 hit points of damage. Anyone aware of 
  the pit can edge their way around it without triggering it. The trap resets itself 2 turns 
  after it is sprung.
  
  12
  DELVING DEEPER: VOLUME II
  UNDERWORLD EXPLORATION
  The referee is advised to keep careful track of time as the players explore the underworld.
  Exploration is conducted in turns of 10 minute duration and all distances are in tens of 
  feet. Thus, a movement rate of 12” is reckoned to be 120ft underground, with two such 
  moves allowed per turn of cautious progress; listening for noises, watching for ambush, 
  making a map, and so on. If all caution is abandoned (during flight or pursuit, for 
  example) then four such moves are allowed but mapping becomes impossible.
  Searching for traps, treasure, or secret doors should take a full turn. The referee must 
  adjudicate how long other activities will take, including hiding, the use of divinations, 
  circumventing traps, and so on.
  Light is essential underground. Torches, lanterns, and magic spells can be used to 
  illuminate the way, though the former may be extinguished by sudden gusts of air. Torches 
  and lanterns will light a 30ft radius and burn for 6 or 24 turns, respectively, while magic 
  spells of illumination are of various durations. Dungeon denizens are assumed to see 
  well in the dark, however, and carrying light will foil any possibility of surprising them 
  except when coming through a door. 
  Listening A dungeon should be troubled by distant creaks, echoes and moans, and any 
  player may wish to listen for these, or at a door before trying it, as a precautionary 
  measure. In such cases the referee should roll a six-sided die with a result of 6 (or a 5-6 
  for dwarfs, elves and halflings) indicating that the character identifies any audible sound. 
  Bickering orcs will be rackety, for example, while the undead are absolutely silent. 
  Doors in the dungeon are typically stuck and must be forced by strength. Men, dwarfs, 
  and elves will typically defeat them on a roll of 5-6 on a six-sided die, while halflings 
  and other weaklings would typically require a 6. Bursting through a door in this manner 
  might surprise whomever is on the other side, but any failed attempt will automatically 
  ruin this opportunity and might also attract wandering monsters to the noise. Two 
  characters can simultaneously throw their strength at a door, but they will be unable to 
  react to whatever is lurking on the other side as they burst through. 
  Dungeon denizens, however, have the knack of opening each door and can pass through 
  easily unless a door has been held shut by the characters. Despite the difficulty in opening 
  them, doors will automatically close. Even if a door is wedged open by the characters, 
  it will later be found to have closed if a roll of a six-sided die is a 1-2.
  Secret Doors and passages can be discovered by any player actively searching on a 
  roll of 5-6 on a six-sided die (but see also elves and dwarfs). Locating a secret door will 
  reveal the mechanism for opening it, but not activate it. It must be intentionally operated 
  by the character. 
  Traps are sprung on a roll of 1-2 on six-sided die as a character passes over or nearby. 
  Many of these are deadly. Traps can be located before they are sprung, however, in 
  much the same manner as can secret doors (see especially dwarfs). Once found, a trap 
  can usually be circumvented or avoided.
  Rest One turn of rest is required after a combat or any hour of exploration, and two 
  turns of rest are required after flight or pursuit.
  
  13
  THE REFEREE’S GUIDE
  UNDERWORLD ENCOUNTERS
  Each dungeon level has the possibility of keyed encounters as well as wandering monsters.  
  The former are monster lairs, hideouts, treasuries, meeting places, and so on devised 
  by the referee during the dungeon level design. In addition to these the referee should 
  check for wandering monsters at the end of each turn of exploration. This is done by 
  throwing a six-sided die, with a 6 indicating the appearance of dungeon denizens. 
  The kind of monster should be determined randomly. This is accomplished firstly by 
  rolling to ascertain which dungeon encounter table to use (see page 8), and second 
  rolling secondly on the dungeon encounter table so indicated (see page 9).
  Wandering Monsters The number of wandering monsters encountered should be as 
  per the “No. Encountered” given for their type in Volume III. Having determined their 
  numbers, the referee should then roll to determine whether there is a lair of such monsters 
  nearby. If so, then any member of the wandering group slain or captured is deducted 
  from those found later in the lair.
  More fearsome monsters are often (but not always) fewer in number, but even the lowliest 
  sorts can be deadly in their multitudes. The referee can exercise his discretion if an 
  undesired encounter is indicated, remembering always that deeper dungeon levels are 
  intended to be more dangerous than shallower dungeon levels.
  Surprise When wandering monsters are encountered, the referee must first determine 
  whether either party is surprised.  Surprise is possible only when one or both parties are 
  unaware of the other. Light, noise, listening at or forcing doors, and various divinations 
  can negate this opportunity, otherwise either party will surprise the other on a roll of 5-6 
  on a six-sided die.
  Encounter Distance If either party is surprised an encounter will begin at 10-40ft 
  distance, and the surprised party will be unable to respond for one round. Otherwise, 
  an encounter will begin at 30-120ft distance.
  Monster Behavior With or without surprise, the direction and manner of a monster’s 
  approach should be adjudicated by the referee in accordance with its type, the 
  surroundings, and the disposition of the players. 
  Unintelligent monsters will simply attack, while those 
  with any cunning will judge the situation accordingly. 
  Some monsters are predisposed to attack certain types, 
  while chaotics are predisposed to attack lawfuls, and 
  vice versa.
  The referee can otherwise determine monster behavior 
  according to the following table, adjusting any roll for 
  bribes offered, perceived threats, differences of race 
  or alignment, and so on.
  2-12 
  Reaction
  2 
  Hostile
  3-4 
  Negative
  5-9 
  Uncertain
  10-11 
  Positive
  12 
  Enthusiastic
  Monster Reaction
  
  14
  DELVING DEEPER: VOLUME II
  Avoiding Monsters The players have the option to flee whenever monsters are surprised 
  or are more than 30ft distant.  Monsters will pursue unless they are surprised or have a 
  proper motivation not to. 
  Flight and pursuit is at double pace with no mapping possible. The gap will open or 
  close according to the movement rates of the two parties, and pursuit will continue for 
  so long as the monsters do not fall more than a full move behind (e.g., 90ft behind for 
  monsters with a movement rate of 9”). The players may wish to discard treasure or 
  equipment in order to lighten their encumbrance and increase their lead. Should the 
  players turn a corner, take a stair, or pass through a door the pursuers will continue only 
  if a throw of a six-sided die is 5-6.
  Moreover, discarded foodstuffs will distract unintelligent pursuers on a roll of 2-6 and 
  base-intelligence or highly intelligent pursuers on a die roll of 4-6 or 6, respectively. 
  Treasure is inversely likely to distract pursuers, and burning oil is also an effective deterrent.
  Maintaining Freshness As the players explore a dungeon level, its monster stocks and 
  treasures will begin to be diminished, and so too will its mystery. While egress to the 
  greater challenges of lower levels is desirable, the referee should never allow any 
  dungeon level to become too well known. 
  If ever even a single chamber is left unguarded for any length of time there is the 
  possibility of new denizens arriving to replace losses. These might be from adjacent 
  areas, lower levels, or newly excavated passages. Moreover, monsters that previously 
  eluded the players might fortify areas by blocking or collapsing passages, barring doors, 
  setting new traps and so on. Intelligent enemies might even set alarms or leave warnings 
  in case of the players’ return.
  The referee should not shy from extending the limits of a dungeon so that fresh areas 
  always await exploration. Should the players nonetheless become blasé, the referee can 
  introduce wholesale change due to cave-in, subsidence, flooding, supernatural winter, 
  reality distortion, slime plague, and so on. These are but a few of the options the referee 
  can employ to keep a dungeon fresh and challenging.
  
  15
  THE REFEREE’S GUIDE
  EXAMPLE OF PLAY
  Jossie the thief, Quiggley the magic-user, and Ellanor 
  the cleric stand helplessly by as Ardnutt the dwarf and 
  Gunner the fighter smash through a dungeon door. 
  Play continues...
  Referee: The pair of you tumble into the dark room 
  and are surprised to find it occupied by a sinuous 
  dragon!
  Quiggley: Yikes! How big is it?
  Referee: [The referee has notes indicating it’s a young 
  black dragon, and decides it is awake due to the clatter 
  the players made busting down the door. As they have 
  just burst through the door they are automatically 
  surprised. He throws two six-sided dice to determine 
  the dragon’s reaction and rolls a 3. The dragon is 
  hostile]. It’s a young black dragon, and it is greatly 
  displeased. Seeing as Gunner and Ardnutt are 
  surprised it gets an unanswered attack right away.
  Players: Seriously?!
  Referee: [Rolls the dragon’s 3+2 HD and notes the 
  result; only 9 hit points] It’s a hungry looking specimen, 
  but it immediately fires a cruel jet of acid at the two 
  fighters from its jaws, scorching them for 9 points of 
  damage each. Roll your saving throws versus breath 
  weapons please.
  Adrnutt: [Throws a 19 on a 20-sided die] Yes!
  Gunner: [Throws a 4 on a 20-sided die] No!
  Referee: Ardnutt rolls aside in time and takes only 4 
  points of damage, but Gunner takes the brunt of it the 
  full 9 hit points. He only had 6 hit points, so he’s
  a goner.
  Ardnutt: Ouch. I’ve only got 2 points left.
  Gunner: (Groan) I’m dead, sorry guys.
  Referee: That was the surprise round, what do you
  want to do in the next round?
  Jossie: It only has 9 hit points, c’mon guys we can take 
  it! Jossie runs at it with her short sword.
  Ardnutt: Still steaming from acid burns, Ardnutt roars
  and hews into it with his battle axe.
  Ellanor: It’s all or nothing! Ellanor charges in after
  Jossie and attacks with her mace.
  Quiggley: I’m not so sure about this. Quiggley stays
  outside on the look out for any new arrivals.
  Referee: Okay, so everyone but Quiggley rushes the
  dragon, which will try to finish Ardnutt off.
  [The referee rules that Jossie and Ellanor will attack last 
  as they had to run into the room, and that Ardnutt and 
  the dragon will make initiative rolls to determine who 
  attacks first]. Roll Ardnutt’s initiative. [He simultaneously 
  throws a 5 on a six-sided die for the dragon’s initiative].
  Ardnutt
  six-sided die] (Cheers) It is good!
  Referee: Okay, roll for Ardnutt’s attack.
  Ardnutt: [Rolls a 12 on a 20-sided die] Enough?
  Referee: [The referee consults the attack matrix and 
  sees that Ardnutt needs a 15 or better to hit the 
  dragon’s AC 4] Afraid not, it deflects off the dragon’s 
  hard scales.
  Players: (Groans).
  Referee: And now the dragon retaliates [sees that the 
  3 HD dragon only needs a 12 or better to hit Ardnutt’s 
  AC 5, and throws a 15] and snaps Ardnutt in its jaws 
  for [throws a 3 on a six-sided die] 3 points of damage. 
  Ardnutt is vanquished!
  Ardnutt: Nooo! I’m a goner guys.
  Referee: Jossie and Ellanor arrive as it’s all over for 
  Ardnutt. Roll your attacks please…
  Jossie: [Throws an 18] A hit, surely?
  Ellanor: [Throws a 13] Mine’s a miss, I think.
  Referee: [Consults the attack matrix to see that both 
  players require a roll of 16 or better to hit] Yes, Jossie 
  scores a hit but Ellanor misses. Roll for damage, please.
  Jossie: [Throws a 5 on a six-sided die] Take that!
  Referee: That really hurt it [notes that the dragon now 
  has only 4 hit points remaining]. What to do next round?
  Jossie & Ellanor: Revenge! Attack!
  Quiggley: Quiggley peers through the doorway, and 
  if there is no danger he fires off his magic-missile spell.
  Referee: Right, let’s roll initiative for Jossie and Ellanor 
  [having already decided the dragon will use its breath 
  weapon again, the referee throws a 2 for its initiative].
  Jossie: [Throws a 4 and adds 1 for her high dexterity] 
  That’s a 5.
  Ellanor: [Throws a 1] Curse that die, it’s a 1.
  Referee: Jossie reacts quickest – roll your attack please.
  Jossie: [Throws a 9 on a 20-sided die] doh!
  Referee: That’s a miss sorry, and now the dragon 
  unleashes another blast of its acid breath! Jossie and 
  Ellanor must both save versus breath weapons.
  Jossie & Ellanor
  Referee: Jossie takes 4 hit points, but Ellanor dodges 
  the worst of it and takes only 2 hit points.
  Jossie: That’s bad, Jossie has 0 hit points left!
  Referee: Jossie is dissolved into a puddle of mush! 
  Ellanor, make your attack roll now please.
  Ellanor: [Throws a 4 on a 20-sided die] Nooo! It’s a 
  miss!
  Referee: It is. And now Quiggley appears in the 
  doorway to fire off his spell. Make your damage roll 
  Quiggley
  on a six-sided die] (Cheers) Yes!
  Referee: The dragon is slain! And its glittering treasure 
  hoard is arrayed before the two survivors…
  
  16
  DELVING DEEPER: VOLUME II
  COMBAT
  These mechanics are intentionally abstract so melee is fast and furious as it should be. 
  Combat is resolved in rounds of approximately one minute. Either or both sides may be 
  surprised at the onset, otherwise both sides declare and resolve actions each round. 
  Morale can be checked against losses at the end of any round and may precipitate 
  withdrawal, rout, or surrender. If both sides continue to give battle the combat continues 
  for another round. 
  Surprise allows one round of unanswered actions. If these should include attacks they 
  will be at +2 to hit and a target so struck will drop any held object on a roll of 1-2 on 
  a six-sided die.  
  Intentions Each player declares his intent for the upcoming round, stating whether his 
  character will attack, utter a spell, overturn a boiling cauldron, and so on. 
  Initiative The referee then resolves all actions for the round in whatever order he judges 
  fair. He may grant initiative to those firing missiles into advancing enemies, those set to 
  receive a charge, those with the advantage of reach, and so on. If reaction speed is the 
  question then initiative can be determined by rolling one die per group, or per combatant 
  (adjusting for dexterity), with the higher score gaining the first attack that round. Magic 
  spells are treated much as are other actions, excepting that they are ruined if the caster 
  is interrupted before completing his spell.
  MELEE
  Any character within reach is eligible to attack. His performance throughout the round 
  is determined with a roll of one 20-sided die. Monsters and fighters instead roll one die 
  for each of their own hit dice against enemies with fewer than 3 hit dice.
  Attack rolls may be adjusted for tactical factors, spells, magic weaponry and so on, and 
  the result compared to the target’s armor class on the attack matrix. A total equal to or 
  greater than the indicated figure will cause 1-6 hit points of damage to the target; 
  otherwise no damage is caused. Note that spears cause 2-12 hit points if set against a 
  charge, and some monsters and magic weapons can cause more damage. 
  Should any character be reduced to zero (or fewer) hit points he is slain, but whether 
  sustaining damage otherwise affects a character is left to the referee’s discretion. Any 
  unresolved attacks remaining to a slain character are wasted.
  Note that melee requires space. Up to six men can surround a single man-sized target 
  (with rear attacks striking at +2 to hit), while up to eight men can surround a larger 
  monster. The referee should allow perhaps three men to stand abreast in a 10ft wide 
  passage if they carry spears; swords and axes would require more space.
  MISSILE FIRE
  Missile fire is as melee combat except that attack rolls are adjusted for dexterity. 
  Additionally, short range fire (including most missiles shot underground) is at +2 to hit. 
  Hand-hurled missiles are reckoned to always be at medium range and are thus at +1 
  to hit, while long range missile fire is usually possible only outdoors and is at normal hit 
  probability. All missile fire on the move is at –2 to hit (other than for elves firing bows). 
  Firing into melee would be extremely risky and is not normally allowed.
  
  17
  THE REFEREE’S GUIDE
  Fireballs, lightning bolts, and like missiles must occupy their full area of effect. Hurling 
  these into confined spaces will cause them to rebound off walls to fill the necessary space 
  wherever it is, including back towards the sender.
  Monster
  Magic- 
  Clerics, 
  Hit
  Users 
  Thieves Fighters 
  Dice 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9
  1-2 
  1 
  . 
  Up to 1 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11
  3-4 
  2-3 
  1-2 
  1+ 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10
  5-6 
  4-5 
  3-4 
  2 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9
  7-8 
  6-7 
  5 
  3 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8
  9-10 
  8 
  6 
  4 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7
  11-12 
  9 
  7 
  5 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6
  13-14 
  10-11 
  8 
  6 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5
  15-16 
  12-13 
  9-10 
  7 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4
  17-18 
  14-15 
  11 
  8 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3
  19-20 
  16-17 
  12-13 
  9 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2
  21-22 
  18-19 
  14 
  10 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2
  23-24 
  20 
  15 
  11 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2
  25-26 
  21 
  16 
  12 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2
  To Hit Armor Class
  Referee’s Attack Matrix
  Character Level 
  20-Sided Roll Required
  ATTACKING TO SUBDUE
  Intelligent monsters (including man-types) can be subdued and made to surrender if this 
  intent is announced prior to attacks being resolved. Thereafter, damage from subdual 
  hits is recorded separately to damage from actual hits. After any round of subdual 
  damage the referee must determine the sum of subdual damage sustained as a 
  percentage of actual hit points. Confidence is then checked with a hundred-sided die 
  roll and any result lower than the percentage of subdual damage sustained indicates 
  the monster is subdued.
  Subdued monsters will obey without reaction checks initially, and can be sold as slaves, 
  pets, curiosities, or else brought into service as retainers if an acceptable offer is made. 
  MORALE
  The players have their own morale and need not check unless compelled to do so by 
  magic or other factors, while unintelligent monsters will usually fight until slain. However, 
  it may be necessary to check the morale of other monsters (including man-types) either 
  fighting the players or serving them. The referee alone may adjudicate when morale 
  should be checked and can do so by throwing two six-sided dice.  A 2 indicates very 
  poor morale and a 12 indicates very good morale. With circumstantial adjustments 
  (including retainer loyalty) the result will then determine the reaction of the monster or 
  retainer in question.
  HEALING
  Lost hit points can be recovered by magical means and also by ordinary rest – albeit at 
  a much slower rate. One hit point is regained after every two days of complete rest, but 
  no other productive activity can be undertaken in this period.
  
  18
  DELVING DEEPER: VOLUME II
  WILDERNESS EXPLORATION
  The referee will already have a map of the players’ starting location and the surrounding 
  countryside. This will be critical for exploration and for the establishment of strongholds, 
  trade, and alliances later in the game. Whether regions unknown to the players are 
  drawn in advance or as they explore is up the referee. In any case, the principle features 
  should be placed thoughtfully with the remainder being filled in by random determination.
  FRIENDLY SETTLEMENTS
  Areas surroundings towns and cities 
  are usually relatively safe, although 
  monsters might still come and go by 
  one deceit or another. Farther from 
  civilization, however, roads are unkept 
  and there will be few (if any) patrols. 
  Folk are unfriendly if not dangerous, 
  and any kind of monster might be 
  encountered.
  The referee can assume that the 3 
  hexes (18 mile radius) around a 
  friendly city or stronghold is cleared, 
  patrolled, or otherwise relatively safe. 
  Towns and villages may control smaller areas, but all that lies beyond this immediate 
  vicinity is known as “wilderness”. These vast tracts are dotted with villages and towns, 
  castles, enclaves, abandoned ruins, and other curiosities awaiting discovery. 
  MOVEMENT
  For the purpose of wilderness exploration each turn is a day in duration. The movement 
  rates for common modes of transport are given below. It is assumed that each hexagon 
  (or “hex”) is 6 miles across.
  Move 
  Hexes
  Transportation 
  Rate 
  per Day
  Man afoot 
  12” 
  2
  Man afoot, encumbered 
  6” 
  1
  Horse, riding 
  24” 
  4
  Horse, draft 
  12” 
  2
  Horse, war
  18” 
  3
  Wagon train 
  6” 
  1
  Mule 
  12” 
  2
  Wilderness Exploration Rate
  2-12
  2
  3
  4
  5
  6-7
  8 
  Woods
  9 
  Riverland
  10-11
  Village and farmland
  12
  * Or a city if a second throw is 11+
  Random Wilderness Hex
  Hex Description
  Stronghold
  Ruin or other dungeon
  Lowland or swamp
  Highland or crags
  Grassland or plain
  Town*
  Difficult terrain, including woods, 
  swamps, hills, desert, and rough 
  lands all slow ground movement by 
  half, except along a road. Rivers are 
  impassable other than at fords and 
  bridges, as are mountains other than 
  by paths that can be navigated at 
  half rate on foot only.
  All travelers require a full day of rest 
  after six days on the move. Dragons, 
  however, require a full week of sleep 
  after six weeks of activity. 
  
  19
  THE REFEREE’S GUIDE
  Becoming Lost So long as players stick to established roads and trails they will have 
  little difficulty navigating from one settlement to another. However, once they strike out 
  into the wilderness it is possible to become lost. The referee should roll a six-sided die 
  each day with a 1 indicating geographical embarrassment in clear terrain, a 1-2 
  indicating such in woods, hills, or crags, and a 1-4 indicating such in swamp, desert, or 
  mountains. If characters become lost they will move in an undesired direction that day 
  (but not necessarily realize it).
  Wandering Monsters occur in the wilderness as they do in the underworld.  The referee 
  should check but once per day within the immediate vicinity of a friendly settlement or 
  stronghold, with a roll of 6 indicating an encounter. In the wilderness proper he should 
  check once, twice or thrice per day depending on the terrain the players are in, and 
  should make one additional check per day if the players are lost.
  When an encounter is indicated the referee can determine the type of monster by rolling 
  on the appropriate encounter table for the terrain type.
  1-12 
  Swamp 
  Woods 
  Plains
  1 
  Basilisks 
  Animals 
  Animals
  2 
  Crocodiles 
  Centaurs 
  Dinosaurs
  3 
  Dragons, black 
  Dragons, green 
  Dragons
  4 
  Giants 
  Dryads 
  Giant animals
  5 
  Hydra 
  Elves 
  Giant beetles
  6 
  Kobolds 
  Gnomes 
  Giants
  7 
  Lizardmen 
  Lycanthropes 
  Gnolls
  8 
  Medusea 
  Men, brigands 
  Horses
  9 
  Men, berserkers 
  Non-player characters 
  Men, nomads
  10 
  Non-player characters 
  Pixies 
  Non-player characters
  11 
  Purple worms 
  Treants 
  Orcs
  12 
  Trolls 
  Unicorns 
  Purple worms
  Wilderness Encounter Tables
  1-12 
  Crags 
  Desert 
  Arctic
  1 
  Dragons, red 
  Chimeras 
  Cave bears
  2 
  Dwarfs 
  Djinn 
  Cavemen
  3 
  Gargoyles 
  Dragons, blue 
  Dinosaurs
  4 
  Giant spiders 
  Efreet 
  Dragons, white
  5 
  Goblins 
  Giant centipedes 
  Giant animals
  6 
  Hippogriffs 
  Giant scorpions 
  Giants, frost
  7 
  Hobgoblins 
  Giant snakes 
  Mastodons
  8 
  Men, mercenaries 
  Giants 
  Non-player characters
  9 
  Minotaurs 
  Men, dervishes/zealots 
  Purple worms
  10 
  Non-player characters 
  Non-player characters 
  Wolves
  11 
  Ogres 
  Salamanders 
  Woolly mammoths
  12 
  Spotted lions 
  Wyverns 
  Woolly rhinoceros
  Wilderness Encounter Tables
  See also page 24.
  
  20
  DELVING DEEPER: VOLUME II
  STRONGHOLDS
  Where a stronghold is indicated it is an occupied keep, tower, or fastness at a strategic 
  locale such as a bluff, crossroads, valley, bridge or island. The principle resident of the 
  stronghold should be determined randomly, as indicated overleaf.
  The resident will be of 9th to 12th experience level and will be attended by an entourage 
  as indicated above. These are as for a lair of the appropriate type, or else 1-6 individuals 
  Surprise occurs in the wilderness (as it does in the underworld) on a roll of 5-6 although 
  animals will not be surprised from upwind, and so on. If the players are surprised they 
  will typically find themselves encircled.
  Encounter Distance If either party is surprised the encounter will begin at 10-40 yards 
  distance; otherwise it begins at 30-120 yards distance. Melee attack range is 10 yards 
  (rather than 10ft as in the underworld).
  Reaction Monster reaction to the players’ characters in the wilderness is as in the 
  underworld.
  EVASION AND PURSUIT 
  A smaller group may desire to evade a larger group rather than encountered them. 
  Hostile monsters (including stronghold inhabitants) will pursue on a roll of 4-6, while 
  neutrals will pursue only on a roll of 6.
  The possibility of successfully evading an encounter is determined by the relative size of 
  the two parties. If the evaders are not more than one-quarter as numerous as the enemy 
  they will evade on a roll of 3-6.  If they are no more than half as numerous as the enemy 
  they will evade on a roll of 4-6.  Otherwise, they will evade on a roll of 5-6.
  The odds of evasion are adjusted as follows:
  Surprise If the pursuers were surprised then evasion is 1 chance in 6 more likely to 
  succeed. If the evaders were surprised then there is no opportunity to evade (but see 
  below). 
  Low visibility Woods, misty swamps, night, rain, fog or snow all increase the chance of 
  successful evasion by 1 in 6, even if surprised.
  Speed If either side's movement rate is at least twice as fast as the other, the odds of 
  successful evasion (or pursuit) are tipped in their favor by 1 chance in 6, even if surprised.
  To resolve an evasion/pursuit scenario, the evaders should roll one die. If the result is 
  high enough they move one hex in a random direction while the pursuit is left searching 
  in the original hex. Otherwise, the pursuit catches up with them before they leave the 
  hex and an encounter is unavoidable. 
  Assuming that the evaders have moved out of the original hex, the referee must check 
  whether or not the pursuers will continue to give chase.  This is 50% likely unless specific 
  circumstances dictate otherwise.  If the monsters pursue, they are moved into the same 
  hex as the evaders.  The procedure is then repeated until the pursuers are evaded, or 
  an encounter occurs.
  Note that mapping is impossible during evasion/pursuit, and the evaders are assumed 
  to be lost for the purpose of determining further random encounters. After resolving a 
  pursuit both parties must rest for the remainder of the turn.
  
  21
  THE REFEREE’S GUIDE
  where no lair type is given. Heroes (and anti-heroes) indicate bands of 3-18 fighters of 
  2nd to 4th level.
  In addition to this entourage, the resident may have one or several lieutenants of level 
  5-8. A fighter is 50% likely to be attended by a cleric or a magic-user. A magic-user is 
  50% likely to be attended by a fighter or 1-6 apprentices (magic-users levels 3-6), while 
  a cleric is 50% likely to be attended by a fighter or 1-6 assistants (clerics levels 3-6). In 
  each case roll separately for either.
  Regardless of the above, a stronghold is manned by a force of 30-180 soldiers with a 
  similar number of supporting staff.  If the principle resident is chaotic these are 50% likely 
  to be orcs, otherwise they are men.
  Should the characters pass near a stronghold, the resident’s minions will spot them on 
  a roll of 6 at two hexes distance, on a roll of 5-6 at one hex distance, and on a roll of 
  4-6 if they pass within the same hex as the stronghold itself. If they are spotted, or hail 
  the stronghold directly, the resident will respond to their presence.
  A chaotic strongholder will always attempt to slay, capture, enslave, or deceive the players 
  to gain whatever treasure or knowledge they might have, or hold out against them if 
  they are overly powerful.
  A resident fighter will challenge the highest level fighter to a joust (which can be 
  resolved, initially, using the rules given for fighting to subdue). If the player’s character 
  should joust and win he earns the right to the challenger’s hospitality for up to a full 
  month for himself and his company, although the challenger might be reluctant to pay! 
  Should the player’s character joust and lose the challenger will demand his armor. If 
  they lack a fighter or decline the contest, the challenger will instead levy a toll of 
  1,000-4,000 gp against the players’ characters to pass.
  A magic-user will exact a toll of one magic item of his choice from the players’ 
  characters, or else 1,000-6,000 gp if they have nothing desirable. If they cannot pay 
  the magic-user may geas them to collect the necessary treasure on some quest. The 
  magic-user will take his pick of any loot recovered, or perhaps all of it.
  A lawful cleric will require a tribute for his temple amounting to one-tenth part of 
  whatever wealth the players’ characters have. If they cannot pay the cleric may quest 
  them to perform some lawful mission, which if performed successfully will earn them his 
  hospitality (as above). An anti-cleric may demand one-forth part of whatever wealth the 
  players’ characters have and simply slay them if they cannot pay, or else quest them to 
  perform some chaotic mission that might be their undoing.
  1-6
  Align 
  Class 
  Entourage (1-6)
  1 
  C 
  Anti-cleric 
  Anti-heroes, Lycanthropes, Medusae, Mummies, Spectres, Vampires
  2 
  C 
  Magic-user Basilisks, Chimeras, Dragons, Efreet, Elementals, Gargoyles
  3 
  C 
  Fighter 
  Anti-heroes, Dragons, Giants, Manticoras, Ogres, Trolls
  4 
  N 
  Fighter 
  Djinn, Giants, Griffons*, Heroes, Lycanthropes, Wyverns
  5 
  N 
  Magic-user Centaurs, Djinn, Dragons, Elementals, Gorgons, Minotaurs
  6 
  L 
  Cleric 
  Centaurs, Elementals, Heroes, Hippogriffs*, Rocs, Treants
  * with riders
  Stronghold Resident
  
  22
  DELVING DEEPER: VOLUME II
  SEAFARING EXPLORATION
  Navigable inland waterways retain the wilderness scale of 6 miles to the hexagon, as do 
  coastal waters out to 18 miles. The open ocean is so vast, however, that each hexagon 
  instead covers 6 leagues (18 miles). Exploration by sea is otherwise similar to wilderness 
  exploration, excepting that players must of course have some ocean going vessel. These 
  are of two principle types: oared and sailed.
  Oared vessels such as galleys and longships are not restricted by wind direction, but 
  galleys, rafts, and boats are not able to withstand the high seas of the open ocean. These 
  are limited to coastal waters except in calm weather. 
  Oared 
  Sailing 
  Hexes
  Transportation 
  Rate 
  Rate 
  per Day
  Raft 
  6” 
  . 
  2
  Boat 
  . 
  9” 
  3
  Small galley
  9” 
  . 
  3
  Large galley 
  12” 
  . 
  4
  Longship 
  15” 
  . 
  5
  Small merchant 
  . 
  15” 
  5
  Large merchant 
  . 
  12” 
  4
  Man-O-War
  . 
  9” 
  3
  Seafaring Exploration Rate
  Reserves Note that with the exception of boats and rafts, all sailing ships carry reserve 
  oars and all oared ships carry reserve sails to be used if necessary. These allow movement 
  at half rate.
  2-12 
  Wind 
  Sailing Speed
  2 
  Dead calm 
  No sailing possible
  3-4 
  Moderate 
  –3” sailing speed
  5-9 
  Fresh 
  Normal sailing speed
  10-11 
  Strong 
  +3” sailing speed
  12 
  Storm 
  Special
  Weather and Sailing Speed
  wrecked a vessel is moved 1-6 hexes in a direction determined randomly (and secretly) 
  by the referee. Note that galleys, boats and rafts are subject to capsizing in the open 
  ocean in strong weather also.
  Visibility Distance to the horizon is determined by height above sea level. From a crow’s 
  nest position, a sailor can see a ship up to one open ocean hex (18 miles) away in clear 
  weather.
  Sailed vessels such as merchants and man-o-wars can run swiftly before the wind, but 
  otherwise must progress by a series of turns and tacks, and impaired speed. Travel into 
  the wind is impossible.
  Movement rates given 
  for sailing ships assume 
  running ‘fore the wind. 
  Reaching, running, and 
  tacking is at half rate 
  (rounded down when 
  tacking, 
  otherwise 
  rounded up). 3” is 
  added when traveling 
  with the current, or 
  subtracted 
  when 
  moving against it.
  Weather The wind strength and 
  direction should be determined 
  each day at sea.  Roll one die to 
  determine which hex face the 
  wind is blowing from, and two 
  six-sided dice to determine wind 
  strength.
  Storms Navigation is impossible 
  in storm conditions and any 
  vessel risks being capsized. If not 
  
  23
  THE REFEREE’S GUIDE
  Surprise occurs at sea (as it does in the underworld) on a roll of 5-6 with enemy ships 
  or monsters emerging suddenly out of fog banks or rain squalls, from behind rolling 
  waves, or surfacing from underwater. If the players are surprised the enemy will typically 
  come at them from upwind.
  Encounter Distance If either party is surprised an encounter will begin at 100-400 yards 
  distance; otherwise it begins at 300-1,200 yards distance. Artillery range is 300 yards.
  Reaction Monster reaction to the players’ characters at sea is as in the underworld.
  SEAFARING COMBAT
  Vessels can engage in ship to ship (or ship to sea monster) combat. For this purpose 
  ships are treated much as monsters with hull dice for HD, and hull points for hit points.
  Resting All crews require a full day of rest after six days at sea or weathering a storm.
  Encounters at Sea Wandering monsters occur at sea much as they do in the wilderness. 
  The referee need not worry while the players are within 18 miles of a friendly port, but 
  once out to sea proper he should check each day, or twice if the players are lost, with 
  a roll of 6 indicating an encounter. 
  When an encounter is indicated determine the type of monster by rolling on the 
  appropriate encounter table below:
  1-12 
  Coastal 
  Waterway 
  Open Ocean
  1 
  Buccaneers  
  Buccaneers 
  Dragon turtles
  2 
  Crabs, giant
  Crabs, giant
  Non-player characters
  3 
  Dragon turtles 
  Crocodiles 
  Elemental, water, 16 HD
  4 
  Non-player characters 
  Crocodiles, giant
  Hydra, nine-headed
  5 
  Elemental, water, 8 HD 
  Elemental, water, 12 HD 
  Hydra, twelve-headed
  6 
  Hydra, eight-headed 
  Non-player characters 
  Ichthyosaurs
  7 
  Hydra, eleven-headed 
  Hydra, seven-headed 
  Krakens
  8 
  Kobolds 
  Hydra, ten-headed 
  Mermen
  9 
  Leeches, giant
  Leeches, giant
  Octopi, giant
  10 
  Lizard men 
  Lizard men 
  Pirates
  11 
  Nixies 
  Snakes, giant, constrictor 
  Sea serpents
  12 
  Pirates 
  Snakes, giant, viper
  Squids, giant
  Seafaring Encounter Tables
  Hull
  Vessel 
  Dice
  Artillery  
  Crew
  Raft 
  1 
  . 
  2 rowers
  Boat 
  1 
  . 
  2 sailors
  Small galley
  5 
  1 
  12 sailors, 48 rowers, 24 marines
  Large galley 
  8 
  2 
  24 sailors, 96 rowers, 36 marines
  Longship 
  6 
  . 
  72 rowers
  Small merchant 
  4 
  . 
  18 sailors, 15 marines
  Large merchant 
  7 
  . 
  36 sailors, 30 marines
  Man O War
  10 
  2 
  30 sailors, 72 marines
  Ship Statistics
  The referee can 
  use a scale of 1” 
  to 100 yards to 
  resolve 
  man-
  euvering 
  and 
  missile fire as 
  ships approach 
  one 
  another, 
  giving due con-
  sideration 
  to 
  weather 
  con-
  ditions.
  
  24
  DELVING DEEPER: VOLUME II
  Artillery, spells, and missiles can be fired but once per turn. Wind direction, tactical 
  positions, and vessel facings can be marked on a large hex map if desired, or simply 
  noted as closing distances. Oared ships can produce a burst of speed during combat, 
  adding 6” to movement rate for up to three turns, after which the crew is exhausted.
  Small galleys are assumed to carry a single piece of artillery while large galleys and 
  man-o-wars carry one fore and one aft. Artillery hits cause 2-12 points of hull damage; 
  ordinary missile weapons do no hull damage but may injure crew or set fire to sails.
  Melee When ships close to ram, grapple, or come along side for boarding the referee 
  is advised to change to the dungeon scale (1” to 10ft and one minute rounds) to resolve 
  any hand-to-hand combat. Ship deck plans can be used much as dungeon maps for 
  this purpose. Troops routed from combat losses will only pitch themselves overboard in 
  fair weather near to land; otherwise they will surrender. 
  Drowning Anyone pitched into the sea risks drowning. Half of any crew cannot swim, 
  and will automatically drown.  Otherwise, unarmored men who can swim will survive on 
  a roll of 2-6 if they immediately rid themselves of anything (excepting buoyant items such 
  as wooden clubs, staves, spears and shields) heavier than a dagger. Each item retained 
  increases the risk of drowning by 1 in 6 with leather and mail armor counting for 1 and 
  4 items, respectively. Plate armor causes automatic drowning, and there is always a 
  minimum 3 in 6 chance of drowning during a storm. A successful survival roll indicates 
  that the character has somehow removed his armor before drowning.
  Swimming Half of all non-player characters and any player characters who grew up by 
  the coast or a watercourse are able to swim. Swimming is at a rate of 3” for at most a 
  day, after which drowning will occur.
  1-12 
  Jungle 
  Town 
  Necropolis
  1 
  Basilisks 
  Men, zealots/dervishes 
  Giant bats
  2 
  Dinosaurs 
  Androids/Cyborgs 
  Centipedes
  3 
  Giant insects 
  Cavemen 
  Dire wolves
  4 
  Giant reptiles 
  Dopplegangers 
  Doppelgangers
  5 
  Hydras 
  Goblins/Hobgoblins 
  Gargoyles
  6 
  Kobolds 
  Halflings 
  Ghouls
  7 
  Lizardmen 
  Lycanthropes 
  Men, zealots
  8 
  Medusae 
  Men, bandits/brigands 
  Mummies
  9 
  Men, bandits 
  Men, mercenaries 
  Non-player characters
  10 
  Non-player characters 
  Non-player characters 
  Skeletons/Zombies
  11 
  Thulls 
  Shadows/Wights 
  Spiders
  12 
  Wyverns 
  Vampires 
  Wights/Wraiths
  Wilderness Encounter Tables
  (Additional encounter tables, see page 19).
  
  25
  THE REFEREE’S GUIDE
  AERIAL EXPLORATION
  The players’ characters must acquire winged mounts, airships, or enchanted modes of 
  transport before they can take to the air, but should they do so travel on the wing is the 
  swiftest mode short of magical teleportation. 
  MOVEMENT
  Aerial exploration is conducted in days of travel. At any altitude requiring maneuvers to 
  weave a route over the undulating terrain features, each hexagon represents 6 miles. At 
  higher altitudes, where an uninterrupted beeline can be made, each hexagon represents 
  instead 6 leagues. 
  Weather
  Although travel by air is quick 
  indeed, it is severely affected by 
  poor weather. Weather conditions 
  should be determined by the referee 
  for each day of aerial exploration. 
  Roll one die to determine which hex 
  face the wind is blowing from, and 
  two dice to determine wind strength 
  as shown in the following table.
  Storms 
  Aerial 
  navigation 
  is 
  dangerous in storm conditions; 
  travelers risk being dashed into an 
  obstacle, struck by lightning or flying debris, and so on. If a flying traveler risks stormy 
  weather he is flung 1-6 hexagons in a direction determined randomly (and secretly) by 
  the referee, and suffers 2-12 hit points of damage per hexagon. A successful saving 
  throw versus breath weapon will reduce this damage by half.
  Visibility Distance to the horizon is determined by height above sea level. From a low 
  flying altitude, assume a traveler can see up to three hexagons (54 miles) in clear weather.  
  From mountain top altitude, assume a traveler can see up to six hexagons (108 miles) 
  in clear weather. Weather conditions can severely restrict visibility.
  Resting Excepting air elementals and the like, flying creatures need to roost overnight. 
  Furthermore, all travelers require a full day of rest after six days on the move. Dragons 
  require a full week of sleep after six weeks of activity.
  Encounters occur in the air 
  much as they do in the 
  wilderness. The referee should 
  check for an encounter once 
  each day, with a roll of a 6 
  indicating an aerial encounter. 
  The referee may wish to check 
  separately for monsters on the 
  ground, below. 
  Move 
  Hexes
  Transportation 
  Rate 
  per Day
  Elemental, air
  36” 
  6
  Djinn 
  24” 
  4
  Dragon, adult
  24” 
  4
  Flying carpet
  24” 
  4
  Griffon 
  30” 
  5
  Hippogriff
  36” 
  6
  Pegasi 
  42” 
  7
  Roc 
  48” 
  8
  Aerial Exploration Rate
  2-12 
  Wind 
  ‘Fore the wind Tacking
  2 
  Dead calm
  3-4 
  Moderate 
  +3” 
  ¾ speed
  5-9 
  Fresh 
  +6” 
  ½ speed
  10-11 
  Strong 
  +12” 
  ¼ speed
  12 
  Storm
  Weather and Flying Speed
  Flying Speed
  Normal flying
  See above
  
  26
  DELVING DEEPER: VOLUME II
  When an encounter is indicated determine the type of monster by rolling on the 
  appropriate encounter table. 
  Surprise occurs in the air (as it does in the underworld) on a roll of 5-6 with the enemy 
  emerging suddenly out of cloud banks and rain squalls from any direction, or else out 
  of the dazzling glare of the sun. If the players are surprised the enemy will typically come 
  at them from above.
  Encounter Distance If either party is surprised an encounter will begin at 100-400 yards 
  distance; otherwise it begins at 300-1,200 yards distance.
  Reaction Monster reaction to players’ characters in the air is as in the underworld.
  AERIAL COMBAT
  Players with winged mounts or independent means of flight can engage in aerial combat.  
  Excepting native creatures of air (air elementals, djinn and so on) larger creatures are 
  clumsier fliers than are smaller creatures. Gaining altitude is slow, while losing altitude 
  is quick.
  The referee can use a scale of 1” to 100 yards to resolve maneuvering and missile fire 
  at great altitudes, always giving due consideration to weather conditions. Missiles and 
  spells may be fired but once per turn at this scale. Altitude, tactical positions, facings 
  and wind direction can be marked on a large hex map if desired, or simply noted as 
  closing distances. When flyers swoop low to engage those at ground or sea level, the 
  referee should revert to the regular wilderness combat scale of 1” to 10 yards and one 
  minute combat rounds.
  Melee Aerial melee range is 30 yards whereby hand-to-hand attacks are made in passing 
  clashes similar to a jousting match. Should any combatant lose initiative by 3 or more 
  pips on the die, he is unable to riposte unless his speed and direction match his opponent’s.
  Missile Fire Missile fire from the air is always considered to be at long range, and against 
  aerial targets it is at –4 on attack rolls.  However, on an unmodified attack roll of 20 a 
  rider is unhorsed and will fall, or else a critical flight muscle is maimed and the flyer will 
  crash to the ground.
  1-12 
  Mountain Peaks 
  Open Sky 
  Cloudscape
  1 
  Giants, storm 
  Chimeras 
  Giants, cloud
  2 
  Cavemen 
  Djinn
  Androids
  3 
  Dragons 
  Dragons 
  Djinn
  4 
  Non-player characters 
  Non-player characters 
  Dragons
  5 
  Elemental, air, 8 HD 
  Elemental, air, 16 HD 
  Elemental, air, 12 HD
  6 
  Griffons 
  Griffons 
  Non-player characters
  7 
  Hippogriffs 
  Hippogriffs 
  Griffons
  8 
  Orcs 
  Manticoras 
  Hippogriffs
  9 
  Pegasi 
  Pegasi 
  Pegasi
  10 
  Pterodactyls 
  Pterodactyls 
  Pterodactyls
  11 
  Rocs 
  Rocs 
  Robots
  12 
  Wyverns 
  Wyverns 
  Rocs
  Aerial Encounter Tables
  
  27
  THE REFEREE’S GUIDE
  CONSTRUCTING A STRONGHOLD
  A character with sufficient wealth may wish to construct a stronghold such as a keep, 
  tower, castle, or whatever is affordable. If he has reached 9th level he is always allowed 
  to establish this stronghold; otherwise he will require permission from the regional ruler. 
  Depending upon the character’s alignment, wealth, and political prospects, such may 
  not always be forthcoming.
  Monsters must be cleared from within three hexes (18 miles) of the site before any 
  construction can commence. Once a fortification has been established, however, the 
  surrounds will remain cleared for so long as it is occupied and regular patrols maintained. 
  The region within three hexes of the fortification (37 hexes total) will typically contain 2-8 
  villages, each of 100-400 inhabitants – these and other features can be determined by 
  the referee using the random wilderness hex table. If the occupier of a stronghold is at 
  least 9th level he is entitled to collect 1 gp per month from each inhabitant for their 
  protection. Clerics may collect an additional 1 gp per month for spiritual donations 
  where alms are provided and services conducted. These funds may be used however 
  the player desires to further his fledgling realm. 
  Below are given the costs of common structures though any variation in size will adjust 
  costs proportionately.
  Structure 
  Cost
  Barbette 
  1,000 gp
  Barbican 
  14,000 gp
  Bastion 
  3,000 gp
  Building, stone 
  2,500 gp
  Building, wooden 
  500 gp
  Curtain wall 
  3,500 gp
  Ditch 
  500 gp
  Gatehouse 
  9,000 gp
  Keep 
  81,000 gp
  Palisade 
  500 gp
  Rampart 
  500 gp
  Tower, round 
  10,000 gp
  Tower, small 
  5,000 gp
  Tower, square 
  4,000 gp
  Structures
  Fixture 
  Cost
  Arrow slit 
  10 gp
  Battering ram  
  1,000 gp
  Catapult, heavy
  400 gp
  Catapult, light
  300 gp
  Cauldron 
  50 gp
  Door, iron 
  50 gp
  Door, reinforced 
  20 gp
  Door, wooden 
  10 gp
  Drawbridge 
  2,000 gp
  Portcullis 
  2,000 gp
  Siege tower
  2,000 gp
  Stairs, stone 
  90 gp
  Stairs, wooden 
  30 gp
  Window 
  10 gp
  Fixtures
  Arrow Slit Any fortified opening through which missiles can be discharged, including 
  murder holes, oilettes and so on.
  Barbette A 10ft diameter, 20ft tall round tower section which protrudes from battlement 
  corners enabling archers to fire through arrow slits.
  
  28
  DELVING DEEPER: VOLUME II
  Barbican A pair of 30ft diameter, 40ft tall crenulated towers with a 40ft section of curtain 
  wall between them with battlements facing inward and outward. The wall may (optionally) 
  be serviced by a gate with portcullis and drawbridge. 
  Bastion A 125ft section of curtain wall curved into a semi-circle 80ft in diameter.
  Battering Ram A heavy log ram suspended beneath a carriage on wheels, or carried 
  with handles. Used to batter down gates by force. 
  Building 40ft wide and 20ft deep, two stories with both attic and basement. With the 
  exception of the building materials used, the wooden and stone versions are identical. 
  Catapult, Heavy A siege engine that lobs rocks up to 300 yards for 3-18 damage.
  Catapult, Light A siege engine that lobs rocks up to 300 yards for 2-12 damage.
  Cauldron A timber frame that suspends a great cauldron over the battlements, enabling 
  defenders to pour boiling water or oil over the walls. 
  Curtain Wall A 100ft long section of 15ft high crenulated castle wall. 
  Ditch A 100ft long section of 10ft deep and 20ft wide diggings. Will fill with water to 
  form a moat in wet environments. Costs half if a rampart is also constructed.
  Door, Iron A great door constructed of iron.  A double-sized door costs triple. 
  Door, Reinforced A heavy hardwood door reinforced with tempered iron bands.  A 
  double-sized door costs triple.
  Door, Wooden A stout hardwood door. A double-sized door costs triple. 
  Drawbridge A wooden bridge up to 20ft long and 10ft wide affixed to a gate that is 
  used to cross a ditch. Can be raised or lowered. 
  Gatehouse A 30ft long by 20ft wide fortification with 20ft high crenulated walls. Includes 
  a double width iron gate, portcullis and drawbridge. 
  Keep A 250ft long section of curtain wall arranged in an 80ft diameter circle with an 
  integrated gatehouse all surrounding a 40ft diameter, 60ft high crenulated circular tower. 
  Palisade A 100ft long section of 10ft high timber stakes. Usually a temporary or cheap 
  structure in lieu of stonework defenses. 
  Portcullis A heavy iron grate up to 10ft high and wide that can be raised and lowered 
  to cover a gate.
  Rampart A 100ft long, 20ft wide and 10ft high pile of earth useful for shelter or 
  concealment, or to raise the ground level outside a wall in order to surmount it.  Costs 
  half if a ditch is also constructed.
  Siege Tower: A 15ft tall wooden structure on wheels used to assail stronghold walls.
  Stairs, Stone Up to a 10ft rise or fall of internal or external stone steps. 
  Stairs, Wooden Up to a 10ft rise or fall of internal or external wooden steps. 
  Tower, Round Up to 20ft diameter, 30ft tall round tower with crenulated battlements. 
  Tower, Small Up to 15ft diameter, 40ft tall round tower with crenulated battlements. 
  Tower, Square Up to 30ft square, 30ft high tower with crenulated battlements. 
  Window A glass covered frame for admitting light, up to 3ft square. Can be opened 
  for better visibility.
  
  29
  THE REFEREE’S GUIDE
  MASS BATTLES
  Strongholds may be called upon to defend themselves or the surrounding territory from 
  hostile enemies or ambitious neighbors. Political intrigues, sieges, and field battles are 
  all possible. While the combat rules herein can be used to resolve actions involving large 
  bodies of troops, the referee may desire instead to employ purpose-made wargaming 
  rules for full-scale fantasy battles. Some suitable rules include “Chainmail” (1971), “De 
  Bellis Fantasticus – Here There Be Dragons” (1998), and “The Book of War” (2011).
  OTHER WORLDS
  There are countless other worlds to explore that might be reached by magic or by other 
  ingenuity. Moreover, the inhabitants of these unfathomable places might reach the here 
  and now of the campaign at any time, or have been present from the very beginning.
  Should the players’ characters reach other worlds, they should be remarkably different 
  to our own. The assumed natural laws of gravity, time, space, temperature, 
  inflammability, scale and so on should not all apply. In this, the wealth of science fiction 
  and fantasy literature can be a great inspiration to the referee.
  Visiting other planets, other times, or other planes of existence are very real possibilities 
  and the players might discover paths to abyssal depths, Elysian delights, or virtually any 
  other place at any time.  The possibilities are truly endless.
  AFTERWORD
  Much has been written down and accounted for, but all the words in these volumes are 
  merely a foundation for what will ultimately be a fantasy game campaign of the referee’s 
  own devising. He is encouraged to create liberally and enthusiastically, and to welcome 
  input from his players. Their choices and actions should ring true in the game world so 
  that the whole of it thrives and invites their further participation.  With a living game in 
  motion, the referee can derive considerable enjoyment from extending or altering the 
  rules to meet his own particular specifications, but is cautioned to do so judiciously and 
  with consistency.  
  Above all, referees and players alike are reminded that this is a game, and games are 
  meant to be fun. 
  Fight On!
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Delving Deeper Reference Rules Volume 1: The Adventurer’s Handbook Copyright 2012, Cameron Dubeers and Simon J. 
  Bull.
  Delving Deeper Reference Rules Volume 2: The Referee’s Guide Copyright 2012, Cameron Dubeers and Simon J. Bull.
  Delving Deeper Reference Rules Volume 3: The Monster & Treasure Reference Copyright 2012, Cameron Dubeers and 
  Simon J. Bull.
  16. DESIGNATION OF PRODUCT IDENTITY
  The names “Delving Deeper”, “The Adventurer’s Handbook”, “The Referee’s Guide”, “The Monster & Treasure Reference”, and 
  all proper nouns, plots, storylines, locations, characters, art, and trade dress are designated as Product Identity.
  17. DESIGNATION OF OPEN GAME CONTENT
  All text and tables in this document, with the exception of all material specifically excluded in the declaration of product identity, 
  is designated as Open Game Content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Delving Deeper/Delving Deeper Ref Rules v2 The Referees Guide.pdf