the gift of dice

GLOG-inspired Dungeon Exploration

There's something about exploring dungeons I can't get enough of.

Inspiration: GLOG Magic

There is a specific version of GLOG magic that I enjoy, adapted for Cairn. It does something I like:

  1. You invest a resource
  2. Resources invested become effectiveness
  3. Resources have a chance of being saved or lost
  4. The more resource you spend, the higher the chance of a mishap

I figured the procedure could be applied to the exploration procedure of a dungeon.

Exploring Dungeons GLOG-Magic-Style

The method makes a few assumptions:

Here is a sample dungeon room

The Exploration Turn

In each exploration turn, each character has access to one of these basic actions:

Some actions may take longer than a single turn, or shorter, at table discretion.

Each action taken adds 1 Event die to the Event Dice Pool and is successful by default as long as success is possible (you find a trap if there is a trap to be found, etc).

The Event Dice Pool

Once the players have chosen their actions and the dice are pooled together, roll the Event dice and look for doubles, triples, or quadruples.

If there are no multiples, then no Events will happen. Otherwise, add the total results together and check the Event table.

  1. Friendly npc, lost and in need help
  2. Things seem suddenly quiet. Skip next event roll.
  3. Encounter entry 1
  4. Look! A penny!
  5. Two random encounters from the encounter table are (2 dice) indifferent, (3 dice) hostile to each other, or (4 dice) teamed up against you.
  6. Encounter entry 2
  7. Resource spent (torch out, tool broken, supply spoiled or lost etc)
  8. Encounter entry 3
  9. The dungeon stirs! Somewhere a room floods, the ceilig collapses, lava drops in the room, a bridge breaks, etc.
  10. Damage equipment: a sword breaks, a shield is lost, armour tears etc for a random PC
  11. An environment Hazard gets everyone
  12. Encounter entry 4
  13. One action fails, your choice
  14. Lore. Learn a piece of history from this place
  15. Next Event roll (doubles) reduce a die (triples) (quads)
  16. Encounter entry 5
  17. A passage closes off indefinitely
  18. Encounter entry 6
  19. Two actions fail, your choice
  20. The dungeon Tyrant meets you briefly...

The Encounter Table

This procedure assumes there is a d6 random encounter table.

The results on the Event table include entries from the Encounter table. Usually higher entries mean a trickier encounter.

Additionally, you can determine the Disposition of the encounter based on the multiples rolled:

End of the Turn

At the end of the exploration turn you reset the dice pool and start over.

Modifiers

Conclusion

So this is an experiment I think is fun adn I need a few extra entries in the Event table, but I am sure you can fill them up with adventure-specific entries.

License and Attribution

This module is published under the Anti-Capitalist Attribution Cooperative License.

You may use the template below for attribution:

[your thing] used/was inspired by [my thing] by Gabriel Caetano Barbosa.

Credits

#GLOG #RPGLATAM #TTRPG #dungeons