DUNGEON DIVER
RULES
DUNGEON DIVER: HOW TO PLAY
LORE:
The PCs are a part of an organization that gets paid to clear dungeons. The company locates the dungeons for the PCs to enter and clear. The company assists the PCs with traveling to the locations, but the PCs are responsible for their own living expenses.
DICE ONLY DUNGEON QUICK GUIDE:
Determine the group’s marching order.
Roll a d10 to determine if there is a Trap on the way to the Room.
On a 1 through 3 there is a Trap. Roll a 1d12 to determine the type of trap.
On a 4 through 10 there is not a Trap. Continue through the guide.
Determine if the group, or an individual, plans to Stealth (to gain a surprise round on a success or receive disadvantage to their initiative roll on a failure) or Scout if they have the a familiar, echo, or similar ability (which allows the party to see all available room options, however all monsters get +3 their initiative rolls).
Choose if the party enters room one, two, or three.
Roll a d6 and a d10 (re-rolling 0s) three times. Each set of results indicates the room entered.
Determine the Wandering Monster card of the room chosen to see the foe.
Determine the # of monsters to attain the appropriate CR level.
Determine if the party wishes to attempt to Stealth to another room. If not, or if the Stealth Check fails, continue through the guide.
Roll 2d20s to determine the battlemap.
Place the PCs and the Monsters on the battlemap and roll initiative!
After combat, roll a 1d12 on the Treasure Trove card to see what is found and divide the loot.
Repeat.
DUNGEON QUICK GUIDE:
Determine the group’s marching order.
Roll a d10 to determine if there is a Trap on the way to the Room.
On a 1 through 3 there is a Trap. Roll a 1d12 to determine the type of trap.
On a 4 through 10 there is not a Trap. Continue through the guide.
Determine if the group, or an individual, plans to Stealth (to gain a surprise round on a success or receive disadvantage to their initiative roll on a failure) or Scout if they have the a familiar, echo, or similar ability (which allows the party to see all available room options, however all monsters get +3 their initiative rolls).
Pick one room to enter from the three available.
Flip the Wandering Monster card of the room chosen to see the foe.
Determine the # of monsters to attain the appropriate CR level.
Determine if the party wishes to attempt to Stealth to another room. If not, or if the Stealth Check fails, continue through the guide.
Roll 2d20s to determine the battlemap.
Place the PCs and the Monsters on the battlemap and roll initiative!
After combat, roll a 1d12 on the Treasure Trove card to see what is found and divide the loot.
Repeat.
SETTING UP THE GAME:
What you need:
Nord Games “Wandering Monsters - Underground” random encounter deck.
Nord Games “Treasure Trove - CR 1-4” random treasure card deck.
Dungeon Diver Map Pack (39 total maps).
DnD Single Player Combat rules (tables are from the “DM Yourself/Yourselves” books).
Setting up each Dungeon Level:
Place (3) rows of (3) Treasure Trove cards, for a total of 9, face down on the table.
Place a Wandering Monster card, with the proper possible CR for the current Dungeon Level, face down on top of each Treasure Trove card.
The proper CR rating for the Wandering Monster cards for each Dungeon Level is as follows:
Level 1: CR 1 (6 for Level 5-10 Characters)
Level 2: CR 2 (7 for Level 5-10 Characters)
Level 3: CR 3 (8 for Level 5-10 Characters)
Level 4: CR 4 (9 for Level 5-10 Characters)
Level 5: CR 5 (10 for Level 5-10 Characters)
PLAYING THE GAME:
The goal of the game is for the group to clear the entire 5 Level Dungeon of all hostile monsters starting from Level 1 whilst finding the treasures within.
Each Dungeon Level consists of a number of rounds of combat which goes as follows:
To begin each round of combat the players choose one of the three facedown Wandering Monster cards from the first row of the dungeon.
Prior to turning over the Wandering Monster card roll a d10 to determine if the party faces a trap on their way to the room. On a 1 through 3 there is a Trap. On a 4 through 10 there is not a Trap. See “TRAPS.”
A group can choose to Scout the three rooms if they have a familiar, echo, or similar ability. This allows the party to see which monster they would be facing in each available room, however all monsters get a bonus, equal to the Dungeon Level, added to their initiative rolls. For example, if the group is on Dungeon Level 2 the monsters get a +2 to their initiative roll.
The players can see what monster(s) they will be facing and can choose to either move forward to clear the room or, once per Dungeon Level, to roll a group Stealth check to see if they’re able to back away without altering the monster(s).
The Stealth check has a group DC of 10+the Dungeon Level. If the party fails they must continue the encounter. If the party succeeds they are allowed to choose another of the (2) remaining Wandering Monster cards from the applicable row. They are not allowed to double back to a previously seen room.
A group, or individual, can attempt to stealth to a room to gain a surprise round. This decision can be made after seeing the Monster card. The Stealth check has a DC of 10+the Dungeon Level.
As a group, if the stealth check fails the monsters gain advantage on their initiative roll. This represents the party attempting to move sneakily, but failing, thus giving the monsters more time to react to their approach.
As an individual it is assumed that the PC has traveled ahead of the party a significant distance to be able to be individually stealthy. The party is considered to be 40 ft away from the first square on the edge of the map (it takes 40ft of movement to be on the map) upon the initiation of combat.
Once the encounter is chosen, determine the proper number of combatants based on the Dungeon Level’s Challenge Rating (CR). Where more than one monster on the card is applicable, roll a die in such a way that the monster is randomly chosen.
Once the combatants are determined, choose the battlefield. Roll 2d20 dice and add the results together. Based on the combined result, choose the corresponding map from the Dungeon Diver Map Pack.
Placing the combatants:
The maps may have a single obvious entrance point or multiple. Where multiple entrance points exist the players may choose from which direction they will be entering. The Players’ Characters will always start within the entrance area (not within the larger combat space).
Monster(s) are to be placed roughly three quarters of the length of the map away from the PC’s entrance point.
Map Options:
Ceiling heights are as follows:
Maps on 8.5x11 paper = 10 ft Ceiling
Map on 11x17 paper = 15 ft Ceiling
Map on 18x24 paper = 20 ft Ceiling
Map on 24x6 paper = 25 ft Ceiling
If there is a change in floor elevation the total difference from the start of the shift to the end of the shift (no matter how gradual or steep) is 5 ft.
The lighting in the room is determined by the monster that inhabits it. If the monster has Sunlight Sensitivity then the lighting level is considered to be “Darkness.” If the monster has Darkvision then the lighting level is considered to be “Dim Light.” If the monster has neither of these two features the room is considered to be “lit.”
Combat:
The monster(s) are to be controlled using the tables found in the “DnD Single Player Combat” rules. These provide a decision tree for the combat decisions of various enemy types.
Once the combat is over, should the PCs triumph, the Treasure Trove card found underneath the Wandering Monster card is flipped over and the loot is divided amongst the party.
To determine the loot received, a d12 is rolled and the result is compared to the table found on each Treasure Trove card.
This round is now over. Repeat for the next to two rounds on the Dungeon Level/until the entire Dungeon Level is cleared.
Dungeon Levels have the following number of rooms per level:
Level 1: Three Rooms
Level 2: Three Rooms
Level 3: Three Rooms
Level 4: Four Rooms
Level 5: Five Rooms
After the Dungeon Level’s prescribed number of rounds of combat that Dungeon Level is considered cleared and the PCs find that Dungeon Level’s treasure hoard. Roll on the “Dungeon Diver Treasure Hoard,” which is the Challenge 0-4 Treasure Hoard Table found in the Dungeon Master’s Guide on page 137, as follows:
For Dungeon Level 1: Roll a 1d4 to determine which of the (4) options between 01-36 is found.
For Dungeon Level 2: Roll a 1d4 to determine which of the (4) options between 37-65 is found.
For Dungeon Level 3: Roll a 1d4 to determine which of the (4) options between 66-80 is found.
For Dungeon Level 4: Roll a 1d4 to determine which of the (4) options between 81-99 is found.
For Dungeon Level 5: Option 100 is found.
Note: the result of the 1d4 is to be interpreted as a 1 represents the worst of the four options, and a 4 represents the best of the four options.
Resting is only allowed after a Dungeon Level has been cleared. Only Short Rests are allowed; no Long Rests.
To avoid death, Players can choose to run away from a fight. Should they do so, that Dungeon’s progress is considered complete and the game is over.
A PC must be conscious to retreat from a room or trap.
A friendly PC can drag unconscious, but stable, PCs away from a fight. Should the combat still be in the initiative phase, normal combat rules apply, and the PC has to be able to drag their unconscious ally(s) to any exit square on the edge of the map. If combat is complete it is assumed the PC is able to get their ally(s) to safety.
TRAPS:
Traps are obstacles that the party may stumble across between different Rooms on the Dungeon. Completing a trap, either successfully or unsuccessfully, does count as a bonus “cleared room” for the purposes of character leveling.
Traps require specific Checks as indicated in the Trap descriptions.
Trap rooms are 15 ft wide and have a 10 ft tall ceiling unless noted otherwise.
A Check may be rolled as a group (with the average being the score used), or by a single individual. This must be decided prior to attempting each separate Check. A Check can be attempted twice, but after the initial failure the DC increases by 2. Multiple individual rolls are not allowed for a single Check. For example, if there is a roll to attempt to break down a door it will either be a group Check or a single individual Check. Two PCs cannot separately try to break down the door.
DM discretion may be used to allow for other methods other than those prescribed for traversing through Traps. Spells are to be interpreted through the lens of Rules As Written (RAW). DCs for these attempts are as follows:
If the idea does not use a finite resource, but uses any item found in the Adventuring Gear table in the Player’s Handbook the DC is (11, 13, 15, 17, 19) for a Check of the party’s choice that makes narrative sense.
If the idea uses a finite resource (spell slot, character ability that only returns upon resting (short or long), etc.) the DC is (9, 11, 13, 15, 17) for a Check of the party’s choice that makes narrative sense.
These Checks may be attempted twice, similar to the prescribed Checks, but an idea can only be attempted once. For example, if there is an attempt to break down a door it will either be a group Check or an individual Check. More than one PC is not allowed to attempt the same idea/method.
Character class abilities are also a viable option for dealing with Traps and only require a check if required by the Rules As Written.
Upon a failed Check, refer to that Trap's “Triggered” section.
Traps cannot be retreated from unless the PCs’ attempts result in a failure that would not allow for the party to continue. Should this occur the party may decide to traverse further into the Dungeon via another route.
MISCELLANEOUS RULES:
A monster has a 25% chance of continuing to attack a downed PC that they were previously engaging rather than choose a new target. Roll a 1d4; on a 1 they attack the downed PC rather than choosing a new target. If a monster takes damage from another source after the PC is downed and before their next turn in combat their attention will turn towards the source of that damage and no roll is required.
Thrown weapons that miss a target end up 5ft behind the target opposite the thrower.
Critical successes on saving throws or Checks results in no damage taken (if applicable).
Monsters will always make the move or decision that is most optimal for them. Whichever decision would be the worst scenario for the party is the one the monster will choose. For example, if a monster is able to fly and hover out of melee range they would do so even if that movement provokes an opportunity attack (as a single opportunity attack is likely a better scenario for the monster than what the PC could do on their turn).
Monsters know what they can do. If they have an ability they intuitively understand how to best use, and position themselves to use, said ability/attack for maximum effectiveness regardless of their intelligence or wisdom score. For example, if a monster is able to spray a line of poison they innately know to line up as many enemies as possible prior to unleashing their attack.
If a creature’s intelligence is 11 or above then they realize that echos, from the fighter subclass, are not a physical creature and are controlled by the fighter and can act accordingly (which means if given an equal choice to attack the echo or attack the fighter they would choose the fighter or another enemy within range).
If a creature’s intelligence is 11 or above then they understand and avoid any damaging area of effect items, damaging spells, or other similar battlefield hindrances. Any creature with an intelligence or wisdom score of 6 or above knows to avoid such items after initially experiencing the ill effects a single time.
If given an equal choice between targets within range, a monster will attack the enemy that has done the most damage to it in the current or previous round, whichever is more recent. If a creature has an intelligence or wisdom score of 11 or above, if an enemy is closer to death it will instead focus on that target. Likewise, if the creature has previously attempted attacks against different targets it knows which enemy is easier to hit and will choose to attack the lower AC target.
HIRED HANDS:
If the Players feel a Dungeon’s dangers may be too much for the size of their Party they can hire Sidekicks from the nearby town to accompany them on their adventure.
These Sidekicks use the rules and stat blocks found in Tasha’s Cauldron of Everything.
Sidekick combat is to be controlled using the rules found in the “DnD Single Player Combat” document.
A Sidekick’s cost for joining the Party is an equal share of the rewards found in the Dungeon. However, they do not have any interest in items that cannot be readily exchanged for gold.
If a Sidekick does not return from the Dungeon alive it makes future potential Sidekicks nervous to join the Party on further adventures.
On the first occurrence, the cost of additional Sidekicks for future endeavors increases by 50 gp that is required to be paid up front (prior to the adventure).
Each subsequent occurrence adds an additional 50 gp to the upfront cost. This cost is cumulative for each additional occurrence.
For example, upon the first Sidekick death, new Sidekicks will require 50 gp each prior to the adventure in addition to an equal share of the rewards. Upon a second Sidekick death, new Sidekicks will require 100 gp each prior to embarking on the adventure. Etc.
This upfront cost goes directly to the Sidekicks’ families.
Players can avoid this stacking monetary penalty if, upon returning from the Dungeon after the death of a Sidekick, the Players pay out the deceased Sidekick’s share of the Dungeon’s loot to said Sidekick’s family. This is to show potential future adventurers that the Party does not murder allies in cold blood for profit. This is a game; there is no lying to the family about the amount owed to them.
CHARACTER LEVELING:
Characters level up based on the amount of Rooms they have cleared. For example, for a character to be level 5 they must have cleared 19 total Rooms.
Level 1: 0 Total. Starting Level.
Level 2: 3 Total
Level 3: 7 Total
Level 4: 12 Total
Level 5: 19 Total
Level 6: 28 Total
Level 7: 39 Total
Level 8: 53 Total
Level 9: 70 Total
Level 10: 91 Total
Level 11: 117 Total
Level 12: 149 Total
Level 13: 188 Total
Level 14: 236 Total
Level 15: 295 Total
Level 16: 367 Total
Level 17: 455 Total
Level 18: 562 Total
Level 19: 692 Total
Level 20: 850 Total. Max Level.
Characters are only allowed to level up during the short rest after an entire Dungeon Level has been cleared (all three encounters defeated). Alternatively, they can choose to abandon the Dungeon, losing all current progress, to level up.
When leveling up during a Dungeon, level ups DO NOT restore anything that only returns on a long rest (health, hit die, used spell slots, etc.). PCs are to take note of their current resource levels prior to leveling to ensure they are properly returned to pre-level status. If leveling grants the PC additional resources (hit die, spell slots, etc.) those can be added to previous resource supply. For example, if a PC has (3) total 1st level spell slots, uses (2), and thus is down to (1) 1st level spell slot, and leveling up would grant them (4) total 1st level spell slots, then their new total for continuing through the Dungeon would be (2) 1st level spell slots. Another example would be if a PC has (3) hit die, uses (2) and has (1) remaining, and then levels up, they would continue further into the Dungeon with (2) hit die at their disposal.
Should a character be killed, they lose all progress made towards their next level and must pay to be 350gp to be revived. Revival is only allowed if at least one other Player Character, or Sidekick, chooses to abandon the current dungeon to immediately carry their comrade’s dead body to the nearest town. Characters can choose to go into debt, which all future earnings are put towards paying off, if they are unable to afford the amount at the time of their demise.
THE ECONOMY:
A PC must pay 30gp per Dungeon attempt. This amount represents the cost of living as the PC relaxes and recovers between Dungeon attempts, as well as travel expenses as the PC transits to new challenges. Characters can choose to go into debt, which all future earnings are put towards paying off.
Any item discovered in the Dungeon that has a stated monetary value on the Treasure Card can be easily sold in town for that amount. If there is not a monetary value stated on the Treasure Card then that item can be sold for half of its face value as indicated in the core rulebooks.
For spending monies that have been earned, look at the rules and costs on the “Work Marches - Magical Items” page on Nat20.org.