_A one-page, table-facing reference designed for printing (8.5 x 11). This sheet formalizes dungeon exploration into clear turns, restoring tension, resource pressure, and meaningful choices without slowing play._ --- ## What Is a Dungeon Turn? A **Dungeon Turn** represents **10 minutes** of careful exploration, searching, mapping, listening, forcing doors, or navigating hazards. Every dungeon turn: - Time advances - Resources are tested - Danger has a chance to find the party --- ## Dungeon Turn Sequence (Use Every 10 Minutes) Follow these steps **in order**. ### 1. Declare Party Action The party chooses **one primary action**: - Move cautiously to a new area - Search a room or corridor - Investigate an object or feature - Force or bypass an obstacle - Treat wounds or manage gear - Short, quiet discussion (no planning debates) --- ### 2. Resolve Movement or Action - Move speed is slow and deliberate - Searching, forcing doors, or disarming traps consumes the full turn - Splitting the party increases risk Make required checks now. --- ### 3. Consume Resources - Torches burn down - Spell durations tick - Ammunition may be expended - Food or water may be consumed (DM discretion) --- ### 4. Check for Danger Roll **1d6** (or your preferred die): - On a **1**, an encounter, hazard, or complication occurs - Noise, light, or repeated actions may increase the chance Encounters do not always mean combat. --- ### 5. Update the Situation - Mark time passed - Update the map - Apply conditions (fatigue, fear, confusion) - Describe changes in atmosphere or tension --- ## Noise, Light, and Risk Modifiers Apply one or more when appropriate: - Loud actions (combat, smashing doors): **+1 danger chance** next turn - Bright light in darkness: **+1 danger chance** - Lingering in one area: **+1 danger chance per extra turn** --- ## Resting in a Dungeon |Rest Type|Time|Risk| |---|---|---| |Short Rest|1 hour (6 turns)|Multiple danger checks| |Long Rest|8 hours|Extremely dangerous without shelter| Dungeon rests always carry risk unless the area is secured. --- ## Mapping & Orientation - Getting lost is possible without clear landmarks - Magical darkness, fog, or shifting passages increase disorientation - Failed navigation checks may waste a turn --- ## When to Break the Dungeon Turn Suspend the dungeon turn structure during: - Combat encounters - Chase scenes - Focused roleplay scenes Resume dungeon turns immediately afterward. --- ## DM Rule of Thumb - One dungeon turn = one meaningful choice - Time pressure creates tension - Hesitation costs resources _If the party debates too long, time still passes._ --- ## Optional Variant: Fast Turns For low-risk areas, use **20-minute turns** but double resource consumption and danger chances. --- ## Turn Tracking Tables (Print-Friendly) Use these tables to physically mark progress during dungeon exploration. Each checkbox represents **one dungeon turn (10 minutes)**. ### Dungeon Turn Tracker |Turn|☐|☐|☐|☐|☐|☐|☐|☐|☐|☐| |---|---|---|---|---|---|---|---|---|---|---| |Time|0|10|20|30|40|50|60|70|80|90| Add additional rows as needed for longer delves. --- ### Light & Resource Tracker | Resource | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ | |---|---|---|---|---|---| | Torch (1 hr / 6 turns) | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ | | Lantern Oil | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ | | Spell Duration (10 min) | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ | | Rations / Water | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ | --- ### Danger Escalation Tracker The escalation track increases the **chance** that danger finds the party. It does **not** replace the danger roll. **How it works:** - Each time the party makes noise, uses bright light, lingers, or draws attention, mark **one box**. - Each marked box improves the danger roll by **+1**. - You still roll **1d6** at the end of each dungeon turn. **Danger Roll Formula:** - Roll **1d6 + Escalation** - If the result is **6 or higher**, danger occurs When danger occurs: - Trigger an encounter, hazard, or complication - Clear all escalation boxes | Escalation | ☐ | ☐ | ☐ | ☐ | ☐ | |---|---|---|---|---| | Bonus | +1 | +2 | +3 | +4 | +5 | --- ### Short Rest Countdown | Rest Turns | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ | |---|---|---|---|---|---| | Minutes | 10 | 20 | 30 | 40 | 50 | 60 | --- ### DM Quick Guidance - Fill boxes left to right - If a box is filled, time has passed - When trackers fill, something **must change** --- This sheet is intended to be printed, placed behind the screen, or handed to players to reinforce exploration pacing. --- # Dungeon Turn Actions (Detailed Descriptions) _Use this page as a companion to the Dungeon Turn Reference. Each entry below explains what a declared party action means in practical D&D terms, including time cost, risk, and common rulings._ --- ## Movement The party advances carefully through corridors, rooms, or wilderness passages. - Covers cautious travel, mapping, and watching for threats - Passive Perception applies - Traps, ambushes, and hidden features may be detected - Moving while sneaking may require Stealth checks **Advantages & Bonuses** - No automatic escalation unless hazards are triggered - Characters using appropriate tools (maps, chalk, markers) gain advantage on navigation checks - Hidden threats are more likely to be noticed before triggering **Notes:** Fast movement, running, or tactical positioning breaks the dungeon turn and usually leads to combat or a chase. --- ## Combat Combat is not a declared dungeon action. It interrupts the dungeon turn. - Resolve combat normally using rounds - Noise from combat almost always adds escalation - After combat ends, immediately resume dungeon turns **Advantages & Bonuses** - Defeating enemies may reduce future danger in the area - Tactical positioning and preparation from prior turns may grant advantage at combat start **Notes:** Cleaning up, looting bodies, or catching breath afterward usually costs a full dungeon turn. --- ## Conversation The party speaks quietly with each other or with NPCs. - Covers whispered planning, negotiation, or questioning - Short conversations fit within one turn - Lengthy debates or arguments may consume multiple turns **Advantages & Bonuses** - Successful social checks may reduce escalation or avoid encounters - Gaining information can grant advantage on the next related action **Notes:** Raised voices, shouting, or emotional scenes increase escalation. --- ## Healing & Recovery The party tends wounds or stabilizes the injured. - Applying a healer’s kit - Spending Hit Dice (if allowed) - Treating conditions or exhaustion **Advantages & Bonuses** - Proper medical supplies may restore additional hit points (DM discretion) - Reduces penalties from wounds or exhaustion before they escalate **Notes:** Magical healing is instant, but regrouping and recovery still take time and may draw attention. --- ## Lookout & Guard Duty The party remains in place while actively watching for danger. - Improves detection of approaching threats - May grant advantage on Perception checks - Does not reveal hidden features of the area **Advantages & Bonuses** - Early warning may prevent surprise encounters - Successful lookout checks may negate escalation from nearby movement **Notes:** Standing guard too long increases escalation as time passes. --- ## Overcome Obstacle The party attempts to bypass or remove a barrier. - Forcing doors or gates - Picking locks or disabling traps - Clearing rubble or debris **Advantages & Bonuses** - Quiet or clever solutions avoid escalation - Successful bypass may grant advantage on movement or surprise **Notes:** Loud or destructive solutions almost always increase escalation. --- ## Ritual Casting The party performs a ritual spell. - Usually consumes multiple dungeon turns - Light, chanting, or components may increase risk - Interrupting a ritual wastes the time spent **Advantages & Bonuses** - Rituals often provide long-lasting benefits without expending spell slots - Successful rituals may reduce danger or reveal hidden information **Notes:** Ritual magic is highly visible in enclosed spaces. --- ## Search The party conducts a thorough search of an area. - Reveals hidden doors, traps, compartments, or clues - Uses Perception or Investigation checks - Consumes the entire dungeon turn **Advantages & Bonuses** - Successful searches may reduce future danger in the area - Finding clues may grant advantage on subsequent actions **Notes:** Repeated searches of the same area increase escalation with diminishing returns. --- ## Other Actions Any activity not covered above. Examples include: - Studying maps or inscriptions - Experimenting with mechanisms - Organizing gear or inventory **Advantages & Bonuses** - Creative solutions may bypass risks entirely - Proper preparation can grant advantage on later checks **Notes:** If the action would reasonably take several minutes and focus, it costs a dungeon turn. --- ## DM Guiding Principle If the party’s activity would: - take time - require focus - create noise or light …it costs a dungeon turn.