DUNGEON RULES

DUNGEON RULES

1) Time, Pace, And Movement

ModeTime CostWhat You DoTypical ChecksEncounter Note
Standard Advance10 minutes per room or 60 ft of corridorOpen doors, quick scan, keep pacePerception vs stat; tool use if relevantNormal encounter schedule
Careful Sweep20 minutes per room or 30 ft of corridorProbe floors, seams, ceilings, listen, sniffPerception, Intelligence, WisdomEncounter check still occurs; +2 danger step if you are noisy with tools
Stealth Crawl20 minutes per room or 30 ft of corridorSilent signals, covered light, felt-stepAgility or Wisdom for group stealthIf any link in chain fails, on fail add +7 to next encounter roll range (see Encounter Danger)
Fast Push5 minutes per room or 90 ft of corridorHurry, ignore details, no trap searchNone unless triggeredYou do not detect subtle hazards; encounter roll still happens at +4
Mapping Halt10 minutesSketch features, measure, markIntelligenceNo movement; still triggers time passage for checks
Forced March (dungeon)Add 50% distance per time unitPush beyond normal enduranceBody or Constitution per hourEach hour of forced march: +1 danger step until a short rest

Doors: normal 1 minute to test and open; barred or stuck 1d6 minutes with Str or tools.

Locks: picks 1d6 minutes per attempt; failure risks noise hazard. +2 noise roll

2) Encounter System

2.1 Encounter Check Rhythm

Roll 1d6 on the schedule below. An encounter occurs if the result is within the current danger range.

Baseline in dungeons: roll once every 20 minutes of exploration, and once for any loud event (combat, blown door, collapse).

While inside a lair, roll at the start and end of each 10 minutes, plus on loud events.

Zone TypeCheck IntervalDefault Danger Range
Quiet sector30 minutes1
Standard sector20 minutes1
Perilous sector10 minutes1–2
Deep or tainted sector10 minutes1–3
Heart of a lair10 minutes1–5(see Lair Difficulty for step ups)
Active alarm (whole dungeon)10 minutes+1 step to current range, minimum 1–3

2.2 Danger Range Steps (apply cumulatively; cap at 1–5)

CauseAdjustment
Recent combat noise+1 step for 20 minutes
Running, shouting, metal on stone+1 step until next check
Tripped alarm or visible intrusion+5 steps for 1 hour or until disabled
Blood scent or corpse trail left+1 step for remainder of floor
Sanctuary bell, ward pulse, or patrol sweepSet to at least 1–3 while active
Short rest in dungeonNext two checks are +1 step
Long rest in dungeonFirst three checks after wake are +2 steps

Default 1 becomes 1–2.

Default 1–2 becomes 1–3, and so on, up to 1–5.

2.3 Encounter Composition (examples of quick picks)

d6Who/WhatNotes
1Ambient denizensSpiders, slimes, scavengers; small numbers
2Patrol or scoutsKnows routes; may call help
3Lair outridersConnected to a nearby lair; brings signs of it
4Environmental surgeGas burp, ley flare, tremor; treat as Hazard
5Task teamWorkers moving loot, prisoners, supplies
6Elite or namedCommander, caster, or mini-boss with retinue

3) Hazards (Non-Trap)

Use these in addition to Trap Rules. Hazards below show trigger, telltales, check, effect, and mitigation. Checks are rolled against the relevant stat with a d20 unless the hazard cites a Unique Stat (Luck, Worldsway, etc.). If a hazard is a trap device, use Trap Rules.

Legend for checks: STR, CON, INT, WIS, AGI, LUCK, WORLDSWAY.

3.1 Structural examples

HazardTriggerTelltalesCheckOn FailOn PassMitigation
Rotten joistsWeight on sagging floorHairline seams, dust fallWIS to notice; STR to jumpFall 10–30 ft; debris damageHalt at edgePlanks, pitons, rope
Ceiling shedVibration or noisePowder on groundINT to prep, AGI to diveBludgeon; pinned 1d6 minutesAvoid zoneHelmets, poles, quiet move
Stair slipMoist stepsAlgae sheenWIS or AGISlide 1–3 flights; collideGrip in timeSand, scrape, slow pace

3.2 Atmospheric examples

HazardTriggerTelltalesCheckOn FailOn PassMitigation
Sour gas pocketDisturb silt, open vaultEgg odor, sting eyesCONChoke, disorient; 1d4 HP loss per minuteHold breath, retreatVent 10 min; masks
Thin airSealed heights, deep shaftsFatigue, headacheCON hourlyExhaustion; slow movementEndureRest cycles; air shafts
Black mold bloomHumid nichesSpeckled wallsCONCoughing; spell focus at disadvantageMask in timeBurn out; scrape walls

3.3 Biological (not traps) examples.

HazardTriggerTelltalesCheckOn FailOn PassMitigation
Rot maggotsHandling corpsesBurrow marksCONInfestation; damage over timeFlick offOil, fire, salt
Bloodleeches (water)Wading or swimmingRipple trailsAGI to avoid, CON to resistAttached; drain HP each minuteAvoidedBoil water, boots
Spore burst podsBrush podsDust cloudCONHallucination; -2 to checks 1 hourCough clearWet cloth masks

3.4 Ley and Arcane Field examples

HazardTriggerTelltalesCheckOn FailOn PassMitigation
Ley surgeCrossing bright veinHair raises; humWORLDSWAY or WISWild surge; random spelllike effectGroundedInsulate, avoid veins
Memory staticGlyph graffiti zonesWords smear in mindINTLose precise route memoryAnchor notesChalk, thread, guide
Inversion eddySpiraling dustPressure shiftWORLDSWAYGravity flip for 1 roundBraceGrapples, pitons

3.5 Terrain And Water Examples.

HazardTriggerTelltalesCheckOn FailOn PassMitigation
Razor rubbleFast movementGlittering chipsAGISlashed feet; slow afterwardPick pathBoots, sweep
Sump sinkStepping on siltBubble hissWIS to spot, STR to pullSubmerge; drown riskStop in timeProbe with poles
Fast currentCrossing channelRoar, spraySTR or AGISwept away; impactCross cleanLines, anchors

3.6 Mechanical But Non-Trap Interactions examples

DeviceTriggerUse Trap Rules?Guidance
Counterweight doorsOpening quicklyYesTreat as pressure/weight trap for limb crush
Portcullis dropPassing thresholdYesTreat as slam trap with restraint
Load winchOperating wrongYesTreat as snapping cable trap

3.7 Hazard Reaction And Reset

OutcomeEffect
MitigatedRemove or reduce hazard for 1d6 hours; roll encounter due to noise if applicable
TriggeredMark on map; remains dangerous until repaired or cleared
ClearedTools or magic; 10–60 minutes; roll encounter once during work

4) Secrets, Doors, And Clues Examples.

FeatureTimeCheckNotes
Secret door search (10 ft span)10 minutesWIS or INTHidden passages often link to lairs
Listening at door1 minuteWISOn success, clue to encounter type
Forcing stuck door1d6 minutesSTROn success, roll an immediate encounter check at +1 step
Picking lock1d6 minutesINT or toolsFailure by a large margin risks noise hazard

5) Lairs

A lair is a defended pocket with residents, traps, supplies, and a treasure cache. Entering or disturbing a lair increases danger and potential rewards.

5.1 Lair Level (LL) And Lair Difficulty (LD)

Set LL to the higher of: local dungeon depth rating or the strongest foe’s encounter level.

Choose LD by context.

LDEncounter Range InsideReinforcement PaceTrap DensityLoot Multiplier
Minor1–220 minutesLightx1.25
Standard1–310 minutesStandardx1.5
Major1–410 minutesHeavyx2
Deadly1–510 minutesVery heavyx3
Mythic1–55 minutesExtremex4

Trap density references Trap Rules for exact device counts.

Reinforcement pace is how often additional foes arrive once the lair is alerted.

5.2 Lair Features (quick generation) examples

d6FortificationSupplySignature
1Choke tunnelsFood, water for LL weeksTotems, marks
2BarricadesAmmunition, repair kitPatrol whistles
3Murder slitsSpare weaponsAlarm gongs
4Pits and cagesPrisoners, beastsTraining yard
5Glyph wardsArcane reagentsScriptorium
6Elevated nestsHealing storesShrine, idol

6) Loot And Discovery

Always roll d100 on the Loot Table for category, then calculate value using Encounter Level (EL), Lair Level (LL), and LD multiplier. Values are in Copper pounds.

6.1 Base Loot Worth By Encounter Level

Use this for any resolved encounter that yields treasure. This is coin plus sellable value before multipliers. If you prefer a formula instead of the table: Base Min = 30 x EL, Base Max = 90 x EL Copper pounds.

ELBase MinBase MaxELBase MinBase Max
13090144201260
260180154501350
390270164801440
4120360175101530
5150450185401620
6180540195701710
7210630206001800
8240720216301890
9270810226601980
10300900236902070
11330990247202160
123601080257502250
133901170

Apply modifiers after you determine category and item mix:

Lair bonus: multiply by LD from section 5.1.

Boss bonus: if this encounter is the lair boss or floor boss, add an extra x1.5 to the total.

Sparse hoard: if signs show recent pillage, halve the result.

Looted location: if location was looted previously x.10 the result

6.2 Convert Value To Item Mix

After total value is set, roll d6 for mix:

d6Mix Profile
180% coin, 20% goods
260% coin, 40% goods
350% coin, 50% goods
440% coin, 60% goods
530% coin, 70% goods
620% coin, 80% goods

Goods include tools, trade goods, potions, scrolls, runes, and magical items based on the d100 category below.

6.3 d100 Loot Category

Roll once per cache, or multiple times based on DM discression of the lair, usually base the rolls on players and the level of difficult of the delve.

4 players and a level one delve would have 0-3 magic item chances (1-2 on a d6)

6 players and a level one delve would have 1-3 magic item chances (1-2 on a d6)

one guaranteed item

4 players on a level two delve would have 1-4 magic item chances (1-2 on a d6)

6 players on a level two delve would have 2-4 magic item chances (1-2 on a d6)

6.4 Fast Treasure Placement By Lair

Minor lair: 1d2 cache (roll 1 time on d100).

Standard lair: 1d3 main cache + 1 minor cache (roll twice).

Major lair: 1d4 main cache + 1–2 side caches (roll 2–3 times).

Deadly lair: 1d6 main cache + 2–3 side caches (roll 3–4 times).

Mythic lair: 1 legendary cache anchor (treat 100 if not rolled) + 4–6 side caches.

6.5 Special: Rune And Scroll Scaling

When a roll lands on runes or scrolls, scale their level by:

Dungeon depth band: shallow (1–2), mid (3–4), deep (5–6).

Use LL to set exact spell levels and rune tiers.

7) Rest And Recovery

Rest TypeTimeWhat You GetRisks In Dungeon
Catch breath5 minutesRemove temporary penalties from sprinting, reset focusRoll 1 encounter check at current danger
Short rest30 minutesLimited HP refresh, certain abilities refresh by your class rulesNext two encounter checks are +1 danger step
Long rest8 hoursFull HP and ability refresh per your class rulesFirst three checks after wake are +2 steps; additional hazards like ambush
Safe camp1 hour to fortifyConvert a room into a safer rest siteReduce next rest’s danger step by 1 if you spend supplies or set defenses using Trap Rules to rig warnings

Camp Procedures

Watch order of 2 hour segments. Each watcher rolls Perception each segment.

Barricades, caltrops, trip lines, and noise traps are handled with Trap Rules. Success reduces the first post-rest danger step by 1.

8) Visibility, Light, Cover, And Senses

8.1 Light Levels

LevelTypical SourcesPerception ModRanged ModNotes
BrightDaylight shafts, strong lampsNoneNoneColor and detail normal
DimTorches, weak lamps-2-1 past 30 ftShadows conceal marks and seams
DarknessNo light-3 and key details impossibleDisadvantage beyond 10 ftRequires darksight or light
ObscuredFog, smoke, heavy webs-2 to -4 depending density-2 to -4Stacks with light level penalties

Light Sources (examples)

Torch: 20 ft bright, 20 ft dim beyond that; 1 hour.

Lantern: 30 ft bright, 30 ft dim; 4 hours.

Hooded lantern: 15 ft bright cone, 15 ft dim; 8 hours.

Glow rune: 10 ft bright, 20 ft dim; duration by rune tier.

8.2 Air And Particulates examples

ConditionEffectChecks
Dust haze-1 Perception; cough on sprintCON on sprints
Smoke-2 Perception; -2 Ranged; choking riskCON each minute
SporesHallucination or lethargyCON on entry; see Biological
Stale airFatigue over timeCON hourly

8.3 Water And Visibility examples

Water TypeVisionMovementCombat
Clear waist deepNormal above, -1 belowHalf speedMelee normal; ranged -2
Murky chest deep-2 below, -1 aboveQuarter speedHeavy melee -1; ranged -4
Opaque or siltBlind below surfaceQuarter speed with guideMelee at disadvantage; ranged nil

8.4 Sound And Awareness examples

EnvironmentStealth ModAwareness ModNotes
Dead corridors-+1 to listen through doorsQuiet carries
Caverns-1 to stealth+1 to be detectedNoise travels far
Machinery rooms+1 to stealth-1 to detectCover noise helps you
Waterfalls, currents+1 to stealth-2 to detectHearing is poor near water features

8.5 Cover And Position examples

Cover TypeAttack Mod Against TargetNotes
Half cover-2 to hit the targetWaist high, pillars
Three-quarters cover-4 to hitArrow slits, doorframes
Total coverCannot target directlyMust move or use area effects
Elevation +10 ft+1 to ranged from aboveMelee unaffected unless ladders or ledges
Elevation -10 ft-1 to ranged from belowAttackers above gain +1

8.6 Special Sight And Detection examples

SenseWhat It DoesLimits
DarksightSee in dim as bright, dark as dimNo color in full dark
Tremor senseDetect ground movement in rangeNo airborne creatures
Ley senseFeel veins, wards, active glyphsWORLDSWAY checks required

9) Optional: Noise And Alarm Track

Track a simple 0–5 alarm value for the floor.

Start at 0. Each loud fight or failed stealth adds +1 to +2.

At 3, set danger to at least 1–3 and add more patrols.

At 5, set danger to 1–4 or 1–5 for 1 hour, and activate lair reinforcements.

10) Quick Reference: Using Trap Rules

Any discrete device with a designed trigger uses Trap Rules.

Hazards that are part of the environment use the hazard system above.

You can repurpose Trap Rules for camp defenses, alarms, or barricades to reduce rest risk.



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