Delving

Turns

While dungeon delving, time is tracked in 10-minute segments called turns. Most actions (moving, searching, fighting, resting, etc.) take up one turn.

The Dungeon Hazard die

At the end of each turn, roll the Dungeon Hazard Die and apply the result.

D6 Dungeon Hazard Die Results
1 ENCOUNTER: The party has an encounter, usually rolled from a table designed for the dungeon. The GM determines the encounter’s reaction, activity, distance from the party, and if they are surprised (p. 19).
2 FATIGUE: Each party member takes 1 damage unless they spend the next turn resting. The damage may be higher dungeons with harsh conditions. Ignore this result while resting.
3 BURN: Lit torches burn out. New torches can be lit from the embers of the previous ones.
4 DUNGEON SHIFT: The dungeon environment changes. If a dungeon doesn’t have any obvious shifts, use minor effects like sounds, temperature shifts, wind, falling debris, apparitions, or vermin. Use the list of shifts on the next page as inspiration.
5 SIGN: Roll a random encounter (p. 19) but rather than meeting it, the party finds a sign that it is nearby (p. 10). The next time an encounter is rolled, the PCs meets that creature. Alternatively, reveal a clue to something hidden.
6 FREE: No effect.

Rolled Dungeon hazard is highlighted in the table

Crawling speed

36m per turn. PCs spend most of this time standing still and listening, testing surfaces, and drawing maps. At this speed, the PCs automatically detect traps and map their environment.

Walking speed

720m per turn. PCs are surprised by all encounters and spring all traps, but may still map the dungeon. Walking speed is usually used when backtracking through areas the party has already explored.

Running speed

1,5 km per turn. PCs are surprised by all encounters, spring all traps, and cannot map their environment. Candles are blown out. Running speed is typically used as a last resort, usually when the party is fleeing for their lives.

Candles

Candles reveal general shapes within 6m, and details within 3m. They last for 8 hours, or a whole dungeon crawling expedition. 10 candles fill a slot.

Lanterns

Lanterns are candles inside a glass and metal case. They can be constructed with shutters for more directed and controlled light. Like candles, they last a whole dungeon crawling expedition, but their case prevents them from being blown out. Candles and lanterns are great as emergency back-up torches when your torches run out.

Torches

Torches reveal general shapes within 12m, and details within 3m. The brightness of torches lets the party search areas faster (see below), but they take up a whole slot and burn out when a 3 is rolled on the on the Dungeon Hazard Die.

Darkness

In total darkness, checks involving movement or coordination have a -10 penalty. PCs will be surprised by all encounters, spring all traps, and cannot map their environment. It’s important to never be caught in total darkness, so bring plenty of light sources.

Searching

One turn spent searching a room reveals any non-obvious features (a statuette inside a drawer, a cracked tile, etc.) as well as any clues to secrets. In dim light like candlelight or lantern light, this takes two turns instead.