MACE

Dungeon Exploration

Time

  • 1 Round = ~1 minute
  • 1 Turn = ~10 minutes
  • 1 Watch = ~2 hours

Movement

Characters move at their dungeon movement rate per turn (see Encumbrance & Movement). While mapping, this assumes careful movement — checking the floor, ceiling, and walls as they go. The referee should not describe the dungeon faster than the players can map it. The dungeon may not be mapped in obvious conditions such as the dark, or while fleeing.


Wandering Monsters

Every 2 turns, the referee secretly rolls 1d6. On a 1, a wandering monster is encountered. Dangerous locales or activities may increase the frequency or likelihood.


Light

SourceDistanceDuration
Candle20 ft3 turns
Torch40 ft6 turns
Lantern40 ft24 turns per flask of oil

Doors

All dungeon doors are assumed to be closed and stuck unless noted. Doors return to the closed position after being opened. Monsters may pass through freely (depending on the dungeon), but the party must open them again each time.

  • Stuck doors: Require a Feat of Strength to open. Items may assist, such as crowbars or axes for wooden doors, though they risk breakage.
  • Locked doors: Require a key or a successful Thievery roll.
  • Listening at a door: 1-in-6; Thievery for Thieves.
  • Secret doors: 1-in-6 per turn of active searching.
  • Spiking open a door: 2-in-6 chance the spike slips and the door closes.
  • Spiking a door shut: Causes the door to count as stuck.

Encounter Procedure

1. Determine Surprise

If surprise is possible, each side rolls 1d6 separately. A result of 1 or 2 means that side is surprised. Apply each character's Wisdom Surprise Modifier (see Attributes). Light, noise, or other circumstances may adjust the roll.

2. Determine Encounter Distance

  • Normal: 2d4″ (2d4 × 10 ft, 20–40 ft)
  • Either side surprised: 1d3″ (1d3 × 10 ft, 10–30 ft)

3. Determine Actions

3a. Monsters surprise the party:

  • Intelligent monsters make a Reaction roll (see below) and act accordingly.
  • Non-intelligent monsters move directly to melee.
  • A party surprised within 30 ft may attempt to flee before combat begins.

3b. Party surprises the monsters:

  • The party may take one free action: flee, move, cast a spell, attack, parley, etc.

3c. Both sides surprised:

  • Proceed directly to Combat. No free actions are granted.

4. Resolve the Encounter

Combat, evasion/pursuit, parley, or other resolution as the situation demands.

Reaction

When the intentions of an encountered creature are not obvious, the referee rolls 2d6 and applies the Charisma Reaction Modifier of the speaking PC:

2d6Reaction
2Attacks immediately
3–5Hostile — attacks on next round unless fled
6–8Uncertain — requires further interaction
9–11Indifferent — willing to talk or ignore party
12Friendly — may offer aid or information

Underworld Pursuit

When one side flees and the other pursues, use the following procedure.

1. Determine Surprise

Each side rolls 1d6. A result of 1 or 2 means that side is surprised. Light, noise, or circumstances may adjust the roll.

2. Determine Distance

  • Normal: 2d4″ (2d4 × 10 ft)
  • Either side surprised: 1d3″ (1d3 × 10 ft)

3. Determine Actions

3a. Monsters catch the party by surprise:

  • Intelligent monsters make a Reaction roll and act accordingly.
  • Non-intelligent monsters move to melee.
  • A party surprised within 30 ft may attempt to flee.

3b. Party catches monsters by surprise:

  • The party may take one free action: flee, move, cast a spell, attack, etc.

3c. Both sides surprised:

  • Proceed to Combat. No free actions granted.

4. Resolve the Pursuit

Compare movement rates — the faster side gains ground each round. Dropped items (food, treasure, lit torches) may cause pursuers to halt. Resolve by combat, successful evasion, parley, or other means as the situation demands.