DUNGEON RULES
DUNGEON RULES
1) Time, Pace, And Movement
| Mode | Time Cost | What You Do | Typical Checks | Encounter Note |
|---|---|---|---|---|
| Standard Advance | 10 minutes per room or 60 ft of corridor | Open doors, quick scan, keep pace | Perception vs stat; tool use if relevant | Normal encounter schedule |
| Careful Sweep | 20 minutes per room or 30 ft of corridor | Probe floors, seams, ceilings, listen, sniff | Perception, Intelligence, Wisdom | Encounter check still occurs; +2 danger step if you are noisy with tools |
| Stealth Crawl | 20 minutes per room or 30 ft of corridor | Silent signals, covered light, felt-step | Agility or Wisdom for group stealth | If any link in chain fails, on fail add +7 to next encounter roll range (see Encounter Danger) |
| Fast Push | 5 minutes per room or 90 ft of corridor | Hurry, ignore details, no trap search | None unless triggered | You do not detect subtle hazards; encounter roll still happens at +4 |
| Mapping Halt | 10 minutes | Sketch features, measure, mark | Intelligence | No movement; still triggers time passage for checks |
| Forced March (dungeon) | Add 50% distance per time unit | Push beyond normal endurance | Body or Constitution per hour | Each 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 Type | Check Interval | Default Danger Range |
|---|---|---|
| Quiet sector | 30 minutes | 1 |
| Standard sector | 20 minutes | 1 |
| Perilous sector | 10 minutes | 1–2 |
| Deep or tainted sector | 10 minutes | 1–3 |
| Heart of a lair | 10 minutes | 1–5(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)
| Cause | Adjustment |
|---|---|
| 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 sweep | Set to at least 1–3 while active |
| Short rest in dungeon | Next two checks are +1 step |
| Long rest in dungeon | First 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)
| d6 | Who/What | Notes |
|---|---|---|
| 1 | Ambient denizens | Spiders, slimes, scavengers; small numbers |
| 2 | Patrol or scouts | Knows routes; may call help |
| 3 | Lair outriders | Connected to a nearby lair; brings signs of it |
| 4 | Environmental surge | Gas burp, ley flare, tremor; treat as Hazard |
| 5 | Task team | Workers moving loot, prisoners, supplies |
| 6 | Elite or named | Commander, 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
| Hazard | Trigger | Telltales | Check | On Fail | On Pass | Mitigation |
|---|---|---|---|---|---|---|
| Rotten joists | Weight on sagging floor | Hairline seams, dust fall | WIS to notice; STR to jump | Fall 10–30 ft; debris damage | Halt at edge | Planks, pitons, rope |
| Ceiling shed | Vibration or noise | Powder on ground | INT to prep, AGI to dive | Bludgeon; pinned 1d6 minutes | Avoid zone | Helmets, poles, quiet move |
| Stair slip | Moist steps | Algae sheen | WIS or AGI | Slide 1–3 flights; collide | Grip in time | Sand, scrape, slow pace |
3.2 Atmospheric examples
| Hazard | Trigger | Telltales | Check | On Fail | On Pass | Mitigation |
|---|---|---|---|---|---|---|
| Sour gas pocket | Disturb silt, open vault | Egg odor, sting eyes | CON | Choke, disorient; 1d4 HP loss per minute | Hold breath, retreat | Vent 10 min; masks |
| Thin air | Sealed heights, deep shafts | Fatigue, headache | CON hourly | Exhaustion; slow movement | Endure | Rest cycles; air shafts |
| Black mold bloom | Humid niches | Speckled walls | CON | Coughing; spell focus at disadvantage | Mask in time | Burn out; scrape walls |
3.3 Biological (not traps) examples.
| Hazard | Trigger | Telltales | Check | On Fail | On Pass | Mitigation |
|---|---|---|---|---|---|---|
| Rot maggots | Handling corpses | Burrow marks | CON | Infestation; damage over time | Flick off | Oil, fire, salt |
| Bloodleeches (water) | Wading or swimming | Ripple trails | AGI to avoid, CON to resist | Attached; drain HP each minute | Avoided | Boil water, boots |
| Spore burst pods | Brush pods | Dust cloud | CON | Hallucination; -2 to checks 1 hour | Cough clear | Wet cloth masks |
3.4 Ley and Arcane Field examples
| Hazard | Trigger | Telltales | Check | On Fail | On Pass | Mitigation |
|---|---|---|---|---|---|---|
| Ley surge | Crossing bright vein | Hair raises; hum | WORLDSWAY or WIS | Wild surge; random spelllike effect | Grounded | Insulate, avoid veins |
| Memory static | Glyph graffiti zones | Words smear in mind | INT | Lose precise route memory | Anchor notes | Chalk, thread, guide |
| Inversion eddy | Spiraling dust | Pressure shift | WORLDSWAY | Gravity flip for 1 round | Brace | Grapples, pitons |
3.5 Terrain And Water Examples.
| Hazard | Trigger | Telltales | Check | On Fail | On Pass | Mitigation |
|---|---|---|---|---|---|---|
| Razor rubble | Fast movement | Glittering chips | AGI | Slashed feet; slow afterward | Pick path | Boots, sweep |
| Sump sink | Stepping on silt | Bubble hiss | WIS to spot, STR to pull | Submerge; drown risk | Stop in time | Probe with poles |
| Fast current | Crossing channel | Roar, spray | STR or AGI | Swept away; impact | Cross clean | Lines, anchors |
3.6 Mechanical But Non-Trap Interactions examples
| Device | Trigger | Use Trap Rules? | Guidance |
|---|---|---|---|
| Counterweight doors | Opening quickly | Yes | Treat as pressure/weight trap for limb crush |
| Portcullis drop | Passing threshold | Yes | Treat as slam trap with restraint |
| Load winch | Operating wrong | Yes | Treat as snapping cable trap |
3.7 Hazard Reaction And Reset
| Outcome | Effect |
|---|---|
| Mitigated | Remove or reduce hazard for 1d6 hours; roll encounter due to noise if applicable |
| Triggered | Mark on map; remains dangerous until repaired or cleared |
| Cleared | Tools or magic; 10–60 minutes; roll encounter once during work |
4) Secrets, Doors, And Clues Examples.
| Feature | Time | Check | Notes |
|---|---|---|---|
| Secret door search (10 ft span) | 10 minutes | WIS or INT | Hidden passages often link to lairs |
| Listening at door | 1 minute | WIS | On success, clue to encounter type |
| Forcing stuck door | 1d6 minutes | STR | On success, roll an immediate encounter check at +1 step |
| Picking lock | 1d6 minutes | INT or tools | Failure 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.
| LD | Encounter Range Inside | Reinforcement Pace | Trap Density | Loot Multiplier |
|---|---|---|---|---|
| Minor | 1–2 | 20 minutes | Light | x1.25 |
| Standard | 1–3 | 10 minutes | Standard | x1.5 |
| Major | 1–4 | 10 minutes | Heavy | x2 |
| Deadly | 1–5 | 10 minutes | Very heavy | x3 |
| Mythic | 1–5 | 5 minutes | Extreme | x4 |
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
| d6 | Fortification | Supply | Signature |
|---|---|---|---|
| 1 | Choke tunnels | Food, water for LL weeks | Totems, marks |
| 2 | Barricades | Ammunition, repair kit | Patrol whistles |
| 3 | Murder slits | Spare weapons | Alarm gongs |
| 4 | Pits and cages | Prisoners, beasts | Training yard |
| 5 | Glyph wards | Arcane reagents | Scriptorium |
| 6 | Elevated nests | Healing stores | Shrine, 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.
| EL | Base Min | Base Max | EL | Base Min | Base Max |
|---|---|---|---|---|---|
| 1 | 30 | 90 | 14 | 420 | 1260 |
| 2 | 60 | 180 | 15 | 450 | 1350 |
| 3 | 90 | 270 | 16 | 480 | 1440 |
| 4 | 120 | 360 | 17 | 510 | 1530 |
| 5 | 150 | 450 | 18 | 540 | 1620 |
| 6 | 180 | 540 | 19 | 570 | 1710 |
| 7 | 210 | 630 | 20 | 600 | 1800 |
| 8 | 240 | 720 | 21 | 630 | 1890 |
| 9 | 270 | 810 | 22 | 660 | 1980 |
| 10 | 300 | 900 | 23 | 690 | 2070 |
| 11 | 330 | 990 | 24 | 720 | 2160 |
| 12 | 360 | 1080 | 25 | 750 | 2250 |
| 13 | 390 | 1170 | — | — | — |
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:
| d6 | Mix Profile |
|---|---|
| 1 | 80% coin, 20% goods |
| 2 | 60% coin, 40% goods |
| 3 | 50% coin, 50% goods |
| 4 | 40% coin, 60% goods |
| 5 | 30% coin, 70% goods |
| 6 | 20% 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 Type | Time | What You Get | Risks In Dungeon |
|---|---|---|---|
| Catch breath | 5 minutes | Remove temporary penalties from sprinting, reset focus | Roll 1 encounter check at current danger |
| Short rest | 30 minutes | Limited HP refresh, certain abilities refresh by your class rules | Next two encounter checks are +1 danger step |
| Long rest | 8 hours | Full HP and ability refresh per your class rules | First three checks after wake are +2 steps; additional hazards like ambush |
| Safe camp | 1 hour to fortify | Convert a room into a safer rest site | Reduce 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
| Level | Typical Sources | Perception Mod | Ranged Mod | Notes |
|---|---|---|---|---|
| Bright | Daylight shafts, strong lamps | None | None | Color and detail normal |
| Dim | Torches, weak lamps | -2 | -1 past 30 ft | Shadows conceal marks and seams |
| Darkness | No light | -3 and key details impossible | Disadvantage beyond 10 ft | Requires darksight or light |
| Obscured | Fog, smoke, heavy webs | -2 to -4 depending density | -2 to -4 | Stacks 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
| Condition | Effect | Checks |
|---|---|---|
| Dust haze | -1 Perception; cough on sprint | CON on sprints |
| Smoke | -2 Perception; -2 Ranged; choking risk | CON each minute |
| Spores | Hallucination or lethargy | CON on entry; see Biological |
| Stale air | Fatigue over time | CON hourly |
8.3 Water And Visibility examples
| Water Type | Vision | Movement | Combat |
|---|---|---|---|
| Clear waist deep | Normal above, -1 below | Half speed | Melee normal; ranged -2 |
| Murky chest deep | -2 below, -1 above | Quarter speed | Heavy melee -1; ranged -4 |
| Opaque or silt | Blind below surface | Quarter speed with guide | Melee at disadvantage; ranged nil |
8.4 Sound And Awareness examples
| Environment | Stealth Mod | Awareness Mod | Notes |
|---|---|---|---|
| Dead corridors | - | +1 to listen through doors | Quiet carries |
| Caverns | -1 to stealth | +1 to be detected | Noise travels far |
| Machinery rooms | +1 to stealth | -1 to detect | Cover noise helps you |
| Waterfalls, currents | +1 to stealth | -2 to detect | Hearing is poor near water features |
8.5 Cover And Position examples
| Cover Type | Attack Mod Against Target | Notes |
|---|---|---|
| Half cover | -2 to hit the target | Waist high, pillars |
| Three-quarters cover | -4 to hit | Arrow slits, doorframes |
| Total cover | Cannot target directly | Must move or use area effects |
| Elevation +10 ft | +1 to ranged from above | Melee unaffected unless ladders or ledges |
| Elevation -10 ft | -1 to ranged from below | Attackers above gain +1 |
8.6 Special Sight And Detection examples
| Sense | What It Does | Limits |
|---|---|---|
| Darksight | See in dim as bright, dark as dim | No color in full dark |
| Tremor sense | Detect ground movement in range | No airborne creatures |
| Ley sense | Feel veins, wards, active glyphs | WORLDSWAY 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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