Dungeon Delving Rules in Friday DnD Game | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Dungeon Delving Rules

Size:

  Every square inside of a dungeon is 10ft, and every character gets 80ft of movement, as well as 1 action. A round of these dungeon actions is ten minutes. Keep track of time with one die indicating minutes, and another indicating hours. After every hour or so, or after a loud noise, roll a D6. On a 1, a random encounter occurs.  

Traps:

  Traps have a 2 in 6 chance of being set off every time a player does something that would trigger it. Traps cannot be seen with passive perception within dungeons, and instead, require a Perception check to notice.  

 Wandering Monsters:

  Wandering Monsters have a 1-6 chance of appearing after a loud noise, or after 2 rounds in a dungeon. The monster will spawn 2d6x10 feet away. A wandering monster is not always hostile, nor does it normally notice the players are there. If the party is making allot of noise, or creating bright light, the chances of a wandering monster might increase. If the party is resting quietly in an out of the way area, the chances of a wandering monster might decrease.    Monsters will often not follow a party beyond it's vision range, or if the party is ahead, and breaks line of sight.  

Surprise in a Dungeon:

  Characters or monsters that carry a bright light are unable to surprise opponents, as the light gives their presence away.   Each side that is not already aware of the other side rolls a D6. The DM rolls for the monsters, and a Player rolls for the party; where on a 1-2 means that respective side is surprised.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!