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XP Rolls: d6+1

XP rolls in the Caverns use d6+1 instead of the base game's d6, reflecting the increased difficulty of chaos encounters.

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XP Rolls: d6+1

In the Caverns of Chaos, all XP rolls use d6+1 instead of the plain d6 used in the base game.

Why d6+1?

The supplement's text explains:

"These missions are slightly more difficult than standard dungeons."

The d6+1 partially compensates for the heightened threat — chaos enemies are stronger, Vermin are as dangerous as Minions, and corruption mechanics can permanently cripple characters.

How It Works

When making an XP roll, roll d6 and add 1. Compare the result to your character's current level:

  • Result > level: XP roll succeeds → gain a level.
  • Result ≤ level: XP roll fails → no advancement.

With d6+1, the minimum roll is 2. A 1st-level character cannot fail an XP roll; a 6th-level character still needs a natural 6 (succeeds on 7 = 6+1).

When to Make XP Rolls

| Trigger | XP Rolls Earned | |---|---| | Every 10 Vermin + Minion encounters | 1 | | Defeat a Boss | 1 | | Defeat a Weird Monster | 1 | | Complete a Mission (bonus) | Varies by mission (2–4 bonus rolls) |

Expert Characters in the Caverns

If your party is at expert tier (level 5+) and uses this supplement, follow the expert XP rules from Four Against the Abyss (d8+2 for XP rolls), not this supplement's d6+1 — the Abyss tier overrides the per-supplement die.