Dungeon Procedure

  1. Enter dungeon

  2. Roll size (Scarlet Heroes, p126)

  3. Roll for inhabitants (Scarlet Heroes, p126)

  4. Enter first room

  5. Roll for Room Type, per Scarlet Heroes, based on type of dungeon

  6. Roll for whether an Encounter is present (Scarlet Heroes, p 127)

    1. The first time you roll an encounter or hazard, also determine Threat level for dungeon, as described on Scarlet Heroes, p, 126

  7. Roll for Visible Treasure

    1. Roll 1d10; if encounter present, add +3; 10+ result means visible treasure present

  8. Determine Exits

    1. If you’ve explored the number of rooms your rolled for dungeon size, roll the die/dice used for dungeon size in step 2. If the result of this roll equals the maximum possible value on this roll, you have reached the final room and will not find any more exits. If not, add exits and continue. Make this roll for all future rooms in dungeon, and add a cumulative +1 to the roll for each room you search after this point until you roll at or above the maximum dice value. 

      1. Example: Your dungeon size result was 1d10+10; you rolled a 4, so your dungeon size is 14 rooms. When you search the 14th room in the dungeon, roll a 1d10. On a 10, this is actually the last room in the dungeon; otherwise, continue to the next step and add exits. In the next room you will roll a 1d10+1, and add +1 for each subsequent room, and on a roll of 10+ you have reached the final room.

    2. If you have not reached the final room, roll 1d10

1-2

No exits.

3-6

1 exit

7-9

D4-1 exits; if no exits found, treat as ‘No exits’ above.

10

D4 exits

  1. Assign directions of exits as described on Scarlet Heroes, p 125. For rooms with multiple exits, if a duplicate result is rolled, this indicates a stairway up or down (50% chance)

    1. For each level travelled above or below the starting level, add +1 to Threat level. 

  2. For each exit, roll to determine type

1-10

Open; possibly an unlocked door door, possibly a passage or corridor.

11-15

Stuck Door; must roll to force open. Will stick closed again if not held open somehow.

15-18

Locked door. Normal roll to pick locks, break door.

19

Reinforced door. Normal roll to pick locks, -1 to force door. 

  1. Roll for Feature; if no encounter or visible treasure, add +1 to roll. 

  2. Play out room; deal with encounters, search for traps, etc. as desired.

    1. If any characters search for traps before taking any other action, spend 1 turn and make that roll. On a success, roll for traps per Scarlet Heroes, p 127 to determine if any are present; character is able to avoid trap or hazard if one is present, and make roll to disable traps if relevant.

    2. If the characters take any other action, including dealing with encounter, before searching for traps, roll for Hazards; based on nature of trap or hazard, character may make appropriate saving throw, or take damage.

  3. If the party searches for secret doors, spend 1 turn and make that roll. On a success, make the below rolls:

    1. Roll 1d10; on a roll of 8+, a secret door is actually present. If no other path further into dungeon has been found, and you have not reached the final room, a successful search finds a hidden door. 

    2. Roll 1d10; on a roll of 9+, hidden treasure is found. (Do not add a bonus to this roll for an encounter being present.) 

    3. If a hidden treasure is found, and no encounter was present, follow the procedure for traps and hazards again:

      1. If any characters search for traps before taking any other action, spend 1 turn and make that roll. On a success, roll for traps per Scarlet Heroes, p 127 to determine if any are present; character is able to avoid trap or hazard if one is present, and make roll to disable traps to recover treasure safely.

      2. If the characters take any other action, including taking the treasure, before searching for traps, roll for Hazards; based on nature of trap or hazard, character may make appropriate saving throw, or take damage.

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