Dungeon Crawling
a unit of time of exploration
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The DM rolls for wandering monsters (1-in-12, or 1-in-6)
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The party moves, enters room, listens, and searches.
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If monsters are not encountered, the turn ends. If monsters are encountered, the DM rolls for the Number Appearing.
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The DM rolls 2d6 to check distance between the monsters and the party.
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The DM rolls 1d6 for each side to check for surprise. (If surprised, move into surprise round)
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The DM rolls 2d6 for the Monster Reaction
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The party and monsters react:
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If both sides are willing to talk, the DM rolls for monster reactions and initiative as necessary.
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If one side runs away, the DM should check the chance of Evasion and Pursuit.
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If combat begins, the DM should use the Combat Sequence to handle combat.
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End of Turn. Where necessary, the DM should check character's remaining hit points, whether or not they need rest, any changes in the party's marching order.
Player Actions
Movement
Exploring the unknown: When exploring unknown areas of a dungeon, characters can move their base movement rate in feet per turn. This very slow rate of movement accounts for PCs exploring in a dark, unknown environment, moving carefully and stealthily, and mapping their progress.
In familiar areas: When PCs are moving through dungeon areas with which they are familiar, the referee may allow them to move at a faster rate. For example, the referee might allow PCs to move at three times their base movement rate per turn, when moving through familiar areas.
Resting
Frequency of rest: Characters must rest for one turn every hour in the dungeon.
Penalty for not resting: A –1 penalty to attack and damage rolls is incurred until the characters rest for one turn.
Searching
The following stipulations apply to searching for secret doors, room traps, and treasure traps.
Time: Searching takes one turn.
Referee rolls: The referee should always roll for the character searching, so that the player does not know if the roll failed or if there are simply no hidden features present.
One chance: Each character can only make one attempt to search a specific area or item.
Traps
There are two kinds of traps:
- Room traps: Large traps that are designed to affect anyone who enters a certain area (e.g. a pit that opens in the floor when walked over).
- Treasure traps: Small traps placed on an item, to prevent it being tampered with or stolen (e.g. a poison needle on a chest or lock).
Triggering Traps
Each trap has a trigger—an action which causes it to spring (e.g. turning a door handle, walking into a specific area).
Chance of triggering: When a character performs the action that triggers a trap, there is a 2-in-6 chance of the trap being sprung.
Trap damage: Damage inflicted by a triggered trap is usually automatic, without an attack roll.
Monsters: Monsters may be able to bypass traps without risk, if the referee wishes.
Searching for Room Traps
Adventurers may choose to search a 10’ × 10’ area for room traps. If the search succeeds, the trap is discovered.
Chance of finding: If a character is searching in the right location, there is a 1-in-6 chance of finding a room trap (or as noted in their Class Description).
Searching for Treasure Traps
Characters with the ability to find treasure traps (as noted in their Class Description) may choose to search items (e.g. chests, locks) for traps.
Chance of finding: The chance of finding treasure traps, if a character is searching in the right location, is noted in their Class Description.