Dungeon Adventuring
Step-by-Step Dungeon Procedure
Follow these steps for each turn:
- Resource Management:
- Decrement light source duration (e.g., if using a torch, mark 10 minutes off its hour duration).
- Determine if magic spells, conditions, or other effects expire.
- Wandering Monsters:
- Roll 1d12. Apply any modifiers for noise, light, or activity that could increase the chances.
- If a 1 is rolled, generate and resolve a wandering monster encounter.
- Action Declaration: Ask the players what they wish to do for the next 10 minutes. This could be moving, searching a specific area, opening a door, or using a skill.
- If moving, update the party’s position on the referee’s map.
- If searching or using a skill, describe the process and results.
- Description & Results:
- If the party discovers something new (a secret door, a hidden treasure, a trap, a specific room feature), describe it.
- If a trap is discovered, resolve its triggering or disarming as per the rules.
Dungeon Turns
Dungeon exploration time is measured in turns. Each turn represents approximately 10 minutes of in-game time. During a dungeon turn, the party can perform an action, such as:
- Move: Traverse up to the party’s maximum exploration movement speed. This speed is typically capped at the rate of the slowest party member, assuming the party is sticking together.
- Search: Thoroughly search a 10×10 foot area (e.g., a specific section of a room, a wall, a chest). This might require a Perception check (DC set by Referee and rolled by the Referee in secret).
- Listen at Door: Attempt to discern sounds or find hidden passages. This might require a Perception check (DC set by Referee).
- Open Stuck Door/Clear Rubble: Attempt to force open a stuck door or clear a small section of debris. This might require a Strength check.
- Use a Skill or Cast a Spell: Use a specific skill (e.g., picking a lock, disarming a trap) or cast a spell.
- Special Actions: The party may perform other special actions not noted here, such as interacting with a dungeon feature.
Light & Vision
Most dungeons are dark. The party will rely on light sources. Light sources provide 30′ of light to see by.
- Candles: A candle will last 1/2 hour (3 turns).
- Lanterns: A flask of oil burns for approximately 2 hours (12 turns).
- Torches: Each torch burns for 1 hour (6 turns).
- Monsters: Monsters encountered in a dungeon can typically see in the dark and will not be surprised by a party of adventurers carrying torches, lanterns, or other light sources.
Resource Management
Keep track of the following:
- Rations: Each character consumes 1 ration per day, even in a dungeon.
- Light Sources: Track torch and oil use in turns.
- Memorized Spells: Note any spells that are lost/forgotten.
- Hit Points: Track damage taken.
Mapping & Exploration
- Players are encouraged to draw maps as they explore, based on the referee’s descriptions.
- The referee should describe rooms, corridors, and features clearly, noting dimensions, exits, and notable elements (e.g., “a 20-foot long corridor ending in a wooden door,” “a large chamber, 30×40 feet, with three exits and a crumbling statue in the center”).
Doors
Dungeons are often filled with various doors, some obvious and some secret. Many dungeon doors are locked or stuck.
- Secret Doors: These can only be spotted if characters are actively and specifically searching for them.
- Optional – Incidental Secret Door Discovery: The referee may also roll 1d6 per character passing close to certain secret doors. There’s a 1-in-6 chance to discover them this way, even if not actively searching.
- Locked Doors: Locks can be picked by characters proficient with lock picks, or opened through the use of magic. Doors are not typically locked unless specifically indicated by the dungeon key.
- Stuck Doors:
- Forcing: A character can attempt to force open a stuck door, with the chance of success depending on their Strength.
- Surprise: A failed attempt to force open a door will eliminate any chance of surprise the party might have had against monsters on the other side.
- Optional – Random Chance: There is a 1/6 chance a given dungeon door is stuck, unless otherwise noted.
- Doors Swinging Shut: Doors opened by adventurers are likely to swing shut behind them. To prevent this, they can be propped open with iron spikes or other wedges.
- Monsters and Doors: Most monsters living in the dungeon can open doors, even stuck ones, unless they are blocked, magically sealed, or wedged shut.
- Listening at Doors:
- This requires a Perception check, usually against a DC of 12 or else 11 + the STL score of whatever type of creature is on the other side.
- The referee can modify the difficulty based on situational factors. If creatures are making significant noise behind the door, the referee may rule an automatic success.
- Referee Rolls: The referee may make this roll in secret so the player doesn’t know if a failure means no sound was heard or if the roll simply failed.
- One Chance: A character may only attempt to listen at any given door once.
- Two at a Time: Two characters may listen at the same door simultaneously.
- Silent Monsters: Some monsters, such as undead, do not make any noise to be heard.
Exploration Movement
The distance a character can move during a dungeon turn is three times (3x) their base movement speed. This is referred to as their exploration movement speed. If the party is rushing through an area, they may be allowed to move up to twice their exploration movement speed, but will always be surprised by an encounter and are more likely to trigger area traps.
| Armor Type Worn | Exploration Movement Speed |
| Unarmored, Padded, Leather, Studded | 120′ |
| Furs, Brigandine, Scale Mail, Chainmail, Banded Mail, Field Plate | 90′ |
| Splint Mail, Full Plate | 60′ |
Searching
Dungeons frequently contain hidden features like secret doors and traps, which adventurers can discover by searching.
- Area: Players must declare the specific 10′ x 10′ area they wish to search.
- Time: Searching a designated area takes one full turn.
- Chance of Success: Discovering hidden features requires an awareness check.
- Referee Rolls: The referee always makes this roll in secret. This keeps the player uncertain whether a failed roll means nothing was found or if the check simply failed.
- One Chance: Each PC can attempt to search a particular area only once.
- Two at a Time: Two characters may search at the same area simultaneously.
Traps
Traps are hidden dangers designed to harm or hinder adventurers. They’re common in dungeons and sometimes found in the wilderness. There are two main types of traps – Area Traps and Object Traps.
- Area Traps: These traps are triggered by characters simply moving around and taking actions within an area or room. For every character passing through or acting within the area, there’s a 1-in-6 chance they’ll trigger a trap during a Dungeon Turn. This chance can increase if characters are fighting, running, over-encumbered, or acting in a way that could set the trap off, as determined by the Referee.
- Object Traps: These traps are automatically triggered only when a character interacts with a specific feature or object in a particular way, such as opening a chest, pulling a lever, or examining an idol.
- Trap Triggers: If a trap isn’t found, it’s typically triggered when its conditions are met.
- Effects: Traps can deal damage, cause conditions (like paralysis), or block passages. Some traps may even be instantly lethal! The effect of a trap is typically noted on the dungeon key and will usually allow for a saving throw to avoid some or all of the effects.
- Active Discovery: Traps are usually hidden. Players must be observant and descriptive in their actions to discover traps (“I check the floor for pressure plates,” “I examine the walls for seams”).
- Roll to Discover: In some cases, the referee may call for, or privately roll, a perception check to spot a trap. The DC depends on how well the trap is hidden (DC 12 for most traps, DC 16 for very well-hidden traps, and DC 20 for expertly disguised traps). Some classes such as thieves have increased skill in finding traps.
- Disarming: Once found, many traps can be disarmed or avoided through description. The referee will judge if disarming a particular trap requires a successful Dexterity Check and/or certain tools. Failing to disarm a trap may trigger it per referee discretion. Many traps can be disarmed only by thieves.
- Monsters: Monsters may fall victim to traps if lured into thei3r triggers. The referee may rule that some monsters are able to bypass certain traps, especially if they are the ones who set the trap.
Wandering Monsters
Parties exploring a dungeon may run into wandering monsters and random encounters. These chances assume the party is moving carefully and stealthily.
- Encounter Check: Every turn, the referee rolls 1d12 (or other die as specified by dungeon area).
- On a roll of 1, a random encounter occurs.
- Modifiers: Referee can apply modifiers based on noise (e.g., +1 for loud actions) or dungeon specific activity (e.g., +1 for areas with high monster traffic).
- Encounter: If an encounter is indicated, the referee rolls on a specific Encounter Table for the dungeon level or area. The encounter occurs immediately, usually with the monsters having a chance to surprise the party (determine surprise as per the stealth and awareness rules).

