Dungeon Exploration
Dungeons are tracked in Turns (10 minutes). Each Turn, the Referee notes light use, movement, and any chance of danger.
Turn Procedure
- Party declares marching order and actions
- Referee describes what they see or encounter
- Roll the hazard die
- Resolve actions (Referee decides when hazard occurs)
- Mark time; track light sources
Movement
In a Turn (10 minutes), a character can move 3× their base speed in yards while exploring cautiously — checking footing, watching for danger, mapping.
| Speed | Per Round | Per Turn (cautious) | Per Turn (rushing) |
|---|---|---|---|
| Slow | 15 ft | 45 yards | 90 yards |
| Normal | 30 ft | 90 yards | 180 yards |
| Fast | 45 ft | 135 yards | 270 yards |
Rushing: Double movement, but no searching or mapping. Setback on checks to spot traps or hidden features.
Light
Light is precious underground. Track it.
| Source | Duration | Radius |
|---|---|---|
| Torch | 6 Turns (1 hour) | 30 ft bright, 30 ft dim |
| Lantern | 6 hours (1 flask of oil) | 30 ft bright, 30 ft dim |
| Candle | 1 hour | 5 ft bright, 5 ft dim |
Darkvision: See 30 ft in dim light as if bright, darkness as dim. No color, no fine detail.
No light: Effectively blind. Setback on all rolls. Movement halved. Can’t read, search, or spot danger.
The Hazard Die
Roll 1d6 each Turn:
| Roll | Result |
|---|---|
| 1 | Encounter — a wandering monster appears. |
| 2 | Sign — noise, smell, tracks, or shadow hinting at nearby danger. |
| 3 | Light — a torch sputters out, or lantern oil runs low. |
| 4 | Fatigue — rest now for 10 minutes, or make a CON save (DC 12). Fail the save and gain 1 Fatigue. |
| 5–6 | Nothing — the turn passes uneventfully. |
Use common sense. If a torch just got lit, a result of 3 might mean it flickers ominously rather than dying. The hazard die creates pressure; it’s not a straitjacket.
Prefer traditional bookkeeping? Roll a dice of your choice every Turn; on a 1, encounter. Track light (torch = 6 Turns, lantern = 1 Watch) and rest (once per hour) separately.
Searching
Searching a room, passage, or feature for traps, hidden compartments, or secret doors takes 1 Turn.
WIS check — DC set by how well-hidden the feature is. Easy (DC 8) for a loose flagstone; Hard (DC 16) for a master-crafted hidden door.
- Success: The Referee reveals what’s there.
- Fail: Nothing found — but that doesn’t mean nothing exists.
Targeted searching (examining a specific statue, chest, or section of wall) may take less time at the Referee’s discretion.
Surprise
When either side might be caught off guard:
WIS check (DC 12) for each character to avoid surprise.
- Surprised: Cannot act in the first round of combat.
- Partial surprise: Some party members may be surprised while others aren’t.
Circumstances grant Edge or Setback — a party creeping through darkness might surprise a distracted foe; a party arguing loudly won’t surprise anyone.
Fatigue & Rest
After 6 Turns (~1 hour) of exploration, the party should rest for 1 Turn.
Skipping rest → each character makes a CON save (DC 12) or gains 1 Fatigue.
Rest means sitting, eating, drinking, catching breath — not moving or doing anything strenuous.
Quick Reference
| Activity | Time | Check |
|---|---|---|
| Move (cautious) | 1 Turn | — |
| Move (rushing) | 1 Turn | Setback to spot danger |
| Search a room | 1 Turn | WIS vs concealment |
| Force a door | 1 Turn | STR vs door |
| Pick a lock | 1 Turn | DEX vs lock |
| Listen at door | 1 Turn | WIS (Normal) |
| Rest | 1 Turn | — |
Hazard Die: Roll 1d6 each Turn.
Light: Torch = 6 Turns. Lantern = 6 hours.