Running a Dungeon Crawl
To run this action, you set hold, design the dungeon, and then enter its rooms, resolving each room with an appropriate check.
- Design the Dungeon: If you don’t have a particular dungeon in mind, have your players help you create one. Go around the table and ask each player to describe its theme, purpose, inhabitants, and a legend or rumor about it.
- Set the Scene: Each time the players enter a new room in the dungeon, roll on the Dungeon Challenge Table to determine the nature of the challenge that lies within.
- Resolve the Crawl: Choose a mechanic like a skill test, simple attribute check, or single-act scene check.
Tips for Dungeon Crawling
The dungeon crawl action, like the journey action, is meant to be serendipitous and collaborative. The goal is to take up less time out-of-character than a fully fledged exploration in-character, but you could run the scenes that arise from this action in real time if you wanted to.
Run a dungeon crawl paired with random tables, if you have trouble thinking of things on the fly. For example, if you roll manmade trap and the dungeon is a wizard’s tower, you might be at a loss for where to even start with magical traps. The Tome of Adventure Design by Matt Finch, for example, is a fantastic resource in this regard.
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