_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._
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## 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)
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### 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
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## 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
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## When to Break the Dungeon Turn
Suspend the dungeon turn structure during:
- Combat encounters
- Chase scenes
- Focused roleplay scenes
Resume dungeon turns immediately afterward.
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## 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._
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## Optional Variant: Fast Turns
For low-risk areas, use **20-minute turns** but double resource consumption and danger chances.
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## 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.
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### Light & Resource Tracker
| Resource | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ |
|---|---|---|---|---|---|
| Torch (1 hr / 6 turns) | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ |
| Lantern Oil | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ |
| Spell Duration (10 min) | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ |
| Rations / Water | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ |
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### 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 |
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### Short Rest Countdown
| Rest Turns | ☐ | ☐ | ☐ | ☐ | ☐ | ☐ |
|---|---|---|---|---|---|
| Minutes | 10 | 20 | 30 | 40 | 50 | 60 |
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### DM Quick Guidance
- Fill boxes left to right
- If a box is filled, time has passed
- When trackers fill, something **must change**
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This sheet is intended to be printed, placed behind the screen, or handed to players to reinforce exploration pacing.
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# 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._
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## 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.
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## 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.
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## DM Guiding Principle
If the party’s activity would:
- take time
- require focus
- create noise or light
…it costs a dungeon turn.