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Dungeons

Ruins are engines of pressure. Start with the short loop below, then pull deeper design tools as needed.

At-a-Glance

Play Mode Routes

Solo Route

  • Build compact loops with one obvious exit and one uncertain shortcut.
  • Keep pressure visible via light, noise, or pursuit clocks.
  • Prioritize extraction decisions over full-floor clears.

Duet Route

  • Anchor each delve to one personal stake and one opposing force.
  • Keep room choices short and high consequence.
  • Ensure each obstacle offers a non-combat bypass.

Table Route (Party)

  • Use mixed room types to rotate spotlight between player roles.
  • Keep mapping calls and caller decisions explicit.
  • Escalate pressure through faction response and depletion, not only damage.

Player Quick Rules (Dungeon Turns)

  • Declare marching order, light sources, and fallback route before entering.
  • Assume each exploration turn costs time and carries encounter risk.
  • Probe unknown elements before committing body weight or resources.
  • Track extraction condition: what must you leave with to call this run a win.

Referee Procedure Loop (Dungeon Turn)

  1. Present local geometry, clues, and immediate pressure.
  2. Resolve declared actions and checks.
  3. Advance turn clock, light, and noise.
  4. Roll/check encounter or hazard response.
  5. Update map state (doors, depletion, alarms, collapses).
  6. Offer next concrete decision with visible stakes.

Use Dungeon Adventuring OSE SRD for default cadence.

Sci-Fantasy Room Pressure Table (d8)

d8 Current pressure
1 Reactor pulse: metallic gear heats up each turn.
2 Spore haze: torches dim, optics bloom, sensors lie.
3 Security lattice reactivates one corridor section.
4 Flooded chamber exposes old wiring and live current.
5 Relic priest-machine demands identity token.
6 Local scavengers are currently stripping this level.
7 Gravity inversion cycle starts in 2 turns.
8 Structural tremor opens shortcut and seals retreat path.

One-Click Deep Dives

Design and Structure

Generators and Stocking

Topology and Multi-Level Play

Traps and Information Design

See Also