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Dungeon Exploration

Opening doors, generating rooms, retracing your steps, time tracking.

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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:

  1. 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.
  2. Roll 2d6 on the Room Contents Table to find out what's inside (monsters, traps, treasure, special features, empty rooms, events).
  3. Resolve the contents. Combat, trap save, treasure rolls — whatever applies.
  4. 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 d6 per 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 11 on the Room Contents Table that turns up 6+ 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.