Dungeon Exploration

Dungeons are tracked in Turns (10 minutes). Each Turn, the Referee notes light use, movement, and any chance of danger.

Turn Procedure

  1. Party declares marching order and actions
  2. Referee describes what they see or encounter
  3. Roll the hazard die
  4. Resolve actions (Referee decides when hazard occurs)
  5. 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.