Dungeon Exploration Procedure

Exploring a dungeon is always dangerous, and time must always be weighed against the risk of awakening the location’s denizens, natural hazards, and worse. When the party:
Highlighted line is the event rolled
# Dungeon Events
1 Encounter Roll on an encounter table. Possibly hostile. (See Reactions (pg. 63).)
2 Sign A clue, spoor, track, abandoned lair, scent, victim, etc is discovered.
3 Environment Surroundings shift or escalate. Water rises, ceilings collapse, a ritual nears completion, etc.
4 Loss Torches are blown out, an ongoing spell fizzles, etc. The party must resolve the effects before moving on.
5 Exhaustion The party must take a brief rest (roll on this table again), add a Fatigue, or consume a ration.
6 Quiet The party is left alone (and safe) for the time being.