A dungeon is a place beneath the earth, a forgotten realm where the Cthonic lay their claim. These forgotten places reach for passages of Pandemonium and their patrons.
Important elements of a dungeon:
A dungeon round is a period of time of about 10 minutes, moving between rooms, searching, picking locks and other significant activities take 1 round. Each round an encounter check is rolled.
During a dungeon the players should be able to see the Encounter Clock, when the clock is full the players will have an encounter with a denizen of the dungeon.
Omen: When the clock is half-way the party will have an omen of an incoming encounter, the GM will roll the encounter and reveal hints as to it's presence to the players
Encounter: When the clock fills the encounter will be upon the party.
Encounter Check: 1d6 for luck, add one dice for: Loud Noises, Lack of Stealth, Stolen Coin.
Advance the clock as according to normal rules, Crit: 4, Great: 3, Mixed: 2, Limited: 1
When travelling in a dungeon the party should elect a Scout, who will travel ahead of the party to search for traps.
Scouting always shows the size and connections of the adjacent rooms to the party. The scout may also roll a skill check to learn the contents of each room
Scouting Check:
Skill check to sneak or search
Crit: The scout is able get a clear picture of everything in the room and is able to peer down adjacent corridors and learn what connections lead out of the room.
Great: The scout glimpses the room and gets an idea of what enemies, dangers or loot lie inside.
Mixed: The scout gets only a fleeing glance, enough to describe the room as containing Enemies, Landmark or Treasure.
Limited: Apart from the rooms existence no other information can be gleaned.
https://madgods.bearblog.dev/an-osr-system-of-light/
The darkness in a dungeon creeps in through the cracks. The GM will describe the ambient light level which cannot be fallen below. To reach a light level at least half of the group must be carrying lights of the desired level. This includes hirelings, group classes can light for the rest of the party (not including hirelings) but must All have a torch equiped.
A torch (1 slot/3 torches) begins at light level 10, and lose 1 brightness each round.
Alchemical flares (1gp & slot per 3) begin at 12 but burn twice as fast.
Lanterns can have 10 charges of oil, they can be set to any brightness but lose [brightness]/3 charges each round. Can be refilled with lamp oil.
Candles and minor magical lights provide light at 2 and remain burning for as long as is reasonable.
[10-12] Radiant
The sun seeps through a crack in the domain within.
+1 to hit against dwellers
+2d to scouting checks
+2 to the party for initiative
[7-9] Bright
The brave or foolish walk with light held aloft.
+1d to scouting checks
+1 to the party for initative
+1 to checks made to sneak
[4-6] Dim
A half-shuttered lantern embraces the darkness
+2 to checks made to sneak
5s now count towards critical hits for dwellers
+1d to dwellers hit rolls
[1-3] Gloomy
A single candle holds back the darkness.
+2 to checks made to sneak
5s count towards critical hits for all characters
+2 to dwellers hit and damage rolls
-1 to the party for initative
[0] Stygian
The world is dark...
+3 to checks made to sneak
5s count towards critical hits for all characters
-1 to the party for initative
-2 to morale checks for hirelings.
Ranged attacks are all but impossible
However, in the darkness ancient treasures leak through all Coin found is doubled but wrong.