Dungeon Downtime
The players at my open table game have been on a few delves into the first floor of the megadungeon. Their main interactions with the denizens within have so far been:
A brutal battle with a Minotaur which ended in retreat, followed by hurriedly passing a three-way fight between the Minotaur and two other groups on a later delve.
Repeated friendly interactions with flying apes who serve a mage somewhere on this level (the reaction rolls favoured them immensely and they have played on the apes' love of cheese to cement a friendship).
A hostile encounter with the Swine beast-men, who they trapped behind a portcullis.
Neutral interactions with the Black Talon hobgoblins, who have invited the party to meet with their leader on the second level after being impressed by their combat skills.
Mixed interactions with the wild spiders and lizards which infest the level.
I've given them a bit of breathing room, as this is an introduction for many of them, but they've achieved a familiarity with their current entrance to the dungeon and so I think its time that the Underworld got its own sort of downtime to react in the wake of their delves. Currently traps have been reset and things repaired back to normal, but now the Powers Below are starting to find their feet.
The below is intended for me to throw some dice while writing up my notes and check the state of play for the next session.
Dungeon Downtime Procedure
Previous Delve
Does the Underworld react to the previous delve? Roll 1d6: on a 1, the dungeon changes in response. The range of the roll is modified as follows:
Engaged in combat: +1
Damaged doors, walls, fixtures etc.: +1
Brought light into the dungeon (torches, lanterns etc.): +1
Lit a fire: +2
Retrieved treasure: +1
No encounters: -1
Party death1, body retrieved: -1
Party death, body un-retrieved: -2
Underworld Reaction
If the Underworld reacts, roll 1d6. If the reaction range guaranteed a reaction, roll twice:
| 1d6 | Reaction |
|---|---|
| 1-2 | New corridor trap, random location |
| 3-4 | New room trap, random location |
| 5 | New resident creature from this level, random empty room |
| 6 | New resident creature from level below, random empty room |
Dungeon Factions
Regardless of the Underworld's reaction, factions will pursue their own ends given adequate resources - these are recorded in a separate document. Resolve this as follows:
If a faction can progress towards a goal (occupying an area, claiming an item/treasure, making contact with another faction or entity etc.) without meaningful risk, and/or possesses the resources to mitigate risks, they will do so.
If progressing towards a goal carries a risk (loss of life, loss of peripheral territory, loss of some resources) and/or resources are limited, roll 1d6: on a 1-2 they will not proceed, 3-4 indicates cautious and tentative action, 5-6 indicates vigorous pursuance of goals.
If serious risks are present (loss of large numbers/important figures, threats to core territory, major resource loss) and/or faction resources are severely limited, the faction will remain on the defensive.
Only count once.↩