Dungeons can be represented as sites. Roll 1d12 to determine how many Sites the dungeon consists of. For each Site determine a βš… Theme.

1d12SizeSites
1-2Small1
3-7Medium2
8-10Large4
11-12Huge6

Dungeon Actions

Characters can navigate the dungeon as they would any site. Actions within a dungeon take about 10 minutes of time and are considered Time Consuming for the purpose of the Tension Pool.

Whenever you are asked to roll for a location, roll 2d6 and check the following table for the type of the location and details.

1d6TypeDescription
1-2Featureβš… Feature or Sight
3-4DangerRoll 1d6

1 βš… Hazard or Obstacle
2 βš… Trap
3-6 Random Encounter
5-6OpportunityRoll 1d6

1-3 βš… Clue or Sign
4-5 βš… Treasure
6 NPC

Dungeon Complications

When rolling a Complication as part of an action in a dungeon, consider the following table to determine its effect.

d12ComplicationEffect
1ExhaustionGain Fatigue
2-3Environmentβš… Dungeon Shift
4-6ExpirationTorch or Light expires and burns out
7-9SetbackRandom Encounter
10-11Signβš… Clue or Sign
12AdvantageNothing happens

Lairs, Caves and Dungeons

Lairs have a very limited scope - one or two β€œrooms”. They house a single monster or monster (basically one specific encounter). Dwellings are very similar to lairs, but in contrast they tend to house humanoids (or generally people). Lairs can be handled with one to two scenes.

Caves are a bit bigger in scope than lairs. There may be more than one occupant, but at maximum two. Occupants are of a specific type (like Orcs or Goblins), but can vary within that type. So you might encounter Goblin Shamans, Goblin Warriors etc. Caves are generally found underground and its environment doesn’t change much. You can run this as small or medium dungeons.

Lastly we have the dungeons itself. These are complex structures, spanning many rooms, changing environments and a wide variety of factions that live therein. Dungeons are built for specific purposes (whereas caves for example are mostly changed to fit a purpose).