Dungeon Exploration
The dungeon is built one room at a time as you push deeper. Every door you open is a roll.
Entering the dungeon
Roll d6 to determine the entrance room and draw it at the bottom-center of your map sheet. From the entrance, pick a door and go.
Generating a new room
When you open an unexplored door:
- Roll d66 on the room generation pages to determine the room's shape and exits. You may rotate or mirror the shape, and stretch it by 1–2 squares to fit.
- Roll 2d6 on the Room Contents Table to find out what's inside (monsters, traps, treasure, special features, empty rooms, events).
- Resolve the contents. Combat, trap save, treasure rolls — whatever applies.
- Search the room (optional, once per room) if it's empty after the encounter.
Corridor or room?
- Corridor — any space only 1 square wide. Reduced combat (only the front 2 can fight; rear can shoot bows/slings or cast spells).
- Room — any space 2+ squares wide. All characters can fight in melee.
This distinction matters: a corridor result on the Room Contents Table is often empty. Wandering monsters in a corridor attack from behind.
Paper edge
Standard sheet size is 20×28 squares. A room touching the paper edge stops there; a door leading off the edge becomes a dead end. (In Map mode the app handles this automatically.)
"No room for the room"
If a rolled shape doesn't fit (it would intersect existing geometry), truncate it as a dead end. It still counts as a room and still rolls for content.
Retracing your steps
Every time you move back through a previously explored room or corridor:
- Roll
d6per room or corridor segment. - On a
1, wandering monsters attack with surprise — they strike at the rear of your marching order (positions 3 & 4) with no shield bonus on the first hit.
Time
Each room or corridor you generate equals about 10 minutes of in-game time. Some rulesets care (torches, time-sensitive missions); the base game leaves it as flavor.
Doors
Every door is one of three states: unexplored (rolls a new room when opened), explored (leads to an existing room), or secret (revealed only by searching). Closed doors block monsters; an open or shattered door does not.
When the dungeon ends
The dungeon ends when:
- You roll the Final Boss (a
11on the Room Contents Table that turns up6+on the boss escalation roll), or your map runs out of room. - The party retreats out the entrance.
- The party dies.
Surviving characters carry treasure home and roll XP. Lost characters are gone for good — make new ones at level 1 next adventure.
Four Against Darkness