Dungeon Encounters
AX.C.13.12 - Dungeon Encounters
This file provides GM tools for running dungeon and underground environments: encounter tables by dungeon type, hazard mechanics, trap rules, and stocking guidance. All mechanics use AxiomRPG conventions. Compendium references provide a link the full stat block if available.
Encounter Frequency
Roll 1d6 at the end of each hour of dungeon travel. On a 1 or 2, a random encounter occurs. Adjust frequency by dungeon activity level:
| Activity Level | Roll Encounter On |
|---|---|
| Abandoned | 1 only |
| Occasionally active | 1–2 |
| Actively occupied | 1–3 |
| Heavily patrolled | 1–4 |
A result of 6 on the encounter roll indicates the party hears or detects something without contact, voices, footsteps, a distant light. This is information, not combat.
Avoiding contact: Wit + Stealth check against the encounter's Wit value as a Threshold. Success means the party avoids the encounter or reduces it to observation distance. Failure means the encounter proceeds normally.
Dungeon Types
Six dungeon types common to Andrus. Each has distinct encounter weighting and environmental character.
Ruins
Collapsed structures from earlier periods of Andrus, abandoned fortresses, old manor foundations, pre-Saltmere settlements that the city grew over.
The Stonework Guilds hold maintenance contracts on several Saltmere ruin sites and monitor them for structural risk. Their records don't include everything that has moved in.
Encounter Table, Ruins (1d6)
| 1d6 | Encounter | Compendium |
|---|---|---|
| 1 | Bandit camp (1 Captain + 4–6 Rabble) | 02: Bandit Captain (Standard), Bandit Rabble (Minion) |
| 2 | Undead remnants (3–5 Skeletons or Zombies) | 03: Skeleton (Minion), Zombie (Minion) |
| 3 | Scavenger beasts (2–3 wolves or giant spiders) | 04: Wolf (Standard), Giant Spider |
| 4 | Animated guardian (1–2 constructs, still active) | 08: Animated Armor (Standard), Flying Sword (Minion) |
| 5 | Goblin squatters (4–8 Goblins with makeshift camp) | 02: Goblin Warrior (Minion), Goblin Shaman |
| 6 | Elite occupant (roll 1d6: 1–2 Ghoul pack, 3–4 Hobgoblin patrol, 5–6 Construct guardian) | 03: Ghoul (Standard); 02: Hobgoblin Soldier ; 08: Clay Golem (Elite) |
Sewers and Warrens
Urban underworks, drainage channels, maintenance tunnels, and the improvised passages carved by those who prefer not to use Saltmere's official routes. The Stonework Guilds' records show the official tunnels; the unofficial additions are another matter.
Encounter Table, Sewers & Warrens (1d6)
| 1d6 | Encounter | Compendium |
|---|---|---|
| 1 | Criminal hideout (3–5 Thugs + 1 Enforcer) | 02: Bandit Rabble (Minion) as Thugs, Bandit Captain as Enforcer |
| 2 | Giant vermin (2–4 giant spiders or centipedes) | 04: Giant Spider , Giant Centipede |
| 3 | Cultist shrine (1 Cultist leader + 3 initiates) | 02: Cultist (Standard) |
| 4 | Undead drifter (1–2 Zombies or Wights) | 03: Zombie (Minion), Wight |
| 5 | Kobold trappers (4–6 Kobolds with prepared positions) | 02: Kobold Skirmisher (Minion), Kobold Trapmaker |
| 6 | Shadow presence (incorporeal undead drawn to enclosed dark spaces) | 03: Shadow , Specter (pending) |
Sewer-specific hazard: Toxic atmosphere possible at depth (see Hazards). The Collegium Ward drainage carries occasional chemical runoff; characters who notice the smell before proceeding avoid the worst of it (Wit + Notice, Threshold 2).
Natural Caverns
Unmapped cave systems in the chalk cliffs north of Saltmere and the limestone formations under the Thornwall foothills. The Stonework Guilds send Deep Delvers into these; not all of them file complete reports.
Encounter Table, Natural Caverns (1d6)
| 1d6 | Encounter | Compendium |
|---|---|---|
| 1 | Cave predator (1 bear or 2–3 wolves) | 04: Brown Bear (Elite), Wolf (Standard) |
| 2 | Serpentine ambush (1–2 giant snakes) | 06: Giant Constrictor Snake (Standard), Giant Viper (Standard) |
| 3 | Giant vermin colony (3–5 spiders, scorpions, or centipedes) | 04: Giant Spider , Giant Scorpion |
| 4 | Earth elemental (disturbed by tunneling activity) | 07: Earth Elemental , Small Earth Elemental |
| 5 | Underground hunter (Owlbear or Magical Beast in lair) | 05: Owlbear (Elite) |
| 6 | Lizardfolk scouts (2–4 warriors + 1 shaman) | 06: Lizardfolk Warrior (Standard), Lizardfolk Shaman (Elite) |
Tombs and Crypts
Burial structures on Saltmere's outskirts and along old Andrus roads. Older crypts predate the current city charter; the Accord disputes ownership of several. Undead density increases with tomb age.
Encounter Table, Tombs & Crypts (1d6)
| 1d6 | Encounter | Compendium |
|---|---|---|
| 1 | Mindless undead patrol (4–6 Skeletons or Zombies) | 03: Skeleton (Minion), Zombie (Minion) |
| 2 | Intelligent undead (1–2 Ghouls or Ghasts) | 03: Ghoul (Standard), Ghast |
| 3 | Construct guardian (tomb-specific golem or animated armor) | 08: Animated Armor (Standard), Clay Golem (Elite) |
| 4 | Incorporeal undead (1–2 Shadows, Specters, or Wraiths) | 03: Shadow , Wraith (pending) |
| 5 | Grave robbers (3–4 humans already in trouble) | 02: Bandit Rabble (Minion), trigger secondary undead encounter |
| 6 | Tomb guardian elite (Mummy, Revenant, or Wight) | 03: Mummy , Revenant , Wight (pending) |
Encounter modifier: When the undead roll a 6, the tomb is actively resisting intrusion, consider adding a Trap (see below) and treating the next encounter as automatic.
Worked Dungeons
Purpose-built facilities: old Guild deep works, Conclave research sections, merchant vault complexes, or pre-charter fortifications. Still functional, partially collapsed, or actively repurposed by current occupants.
Encounter Table, Worked Dungeons (1d6)
| 1d6 | Encounter | Compendium |
|---|---|---|
| 1 | Security constructs (still-active automated guardians) | 08: Animated Armor (Standard), Flying Sword (Minion), Animated Shield |
| 2 | Current occupants (organized humanoids using the facility) | 02: Guard , Soldier (pending), Hobgoblin Soldier |
| 3 | Undead experiment (failed research or ritual) | 03: Zombie (Minion), Flesh Golem , Bone Construct |
| 4 | Elemental containment breach | 07: Fire Elemental (Standard), Water Elemental (Standard), Earth Elemental |
| 5 | Elite guard (Champion-tier security on high-value areas) | 08: Stone Golem (Champion), Clay Golem (Elite) |
| 6 | Layered response (1 Elite + 2 Standard constructs, alarmed by earlier activity) | 08 combinations |
The Deep Works
The Stonework Guilds' sealed tunnel sections below Saltmere, the sections the Guilds refer to as "Deep Works" and decline to discuss in specifics. Characters who reach these areas have either been invited (unlikely), discovered an unauthorized access point (dangerous), or followed something that went in and didn't come back (very dangerous).
Encounter Table, Deep Works (1d6)
| 1d6 | Encounter | Compendium |
|---|---|---|
| 1 | Guild patrol (2–3 Guild Enforcers with survey equipment) | Use Bandit Captain profile; they are not hostile unless the party has no reason to be here |
| 2 | Earth elemental (native to the deeper stone, disturbed) | 07: Earth Elemental , Large Earth Elemental |
| 3 | Construct guardian (Guild-specific, non-standard design) | 08: Clay Golem (Elite), Stone Golem (Champion) |
| 4 | Deep Delver gone wrong (previous surveyor, now undead) | 03: Wight , Revenant |
| 5 | Something from below (unknown creature; GM discretion) | GM-created; 11–13D dice budget |
| 6 | Emergency seal (the tunnel locks behind the party; Guild response within 2 hours) | Structural encounter, not combat, requires negotiation or escape |
Light and Visibility
Dungeons are dark. Light determines what is possible and at what cost.
| Condition | Definition | Mechanical Effect |
|---|---|---|
| Normal Light | Torch, lantern, or equivalent within Close range | No modifier |
| Dim Light | Light source at Near range, or very faint ambient | +1 Threshold to all rolls requiring sight |
| Darkness | No functional light source | +2 Threshold to sight-dependent rolls; movement requires Athletics check Threshold 2 or risk collision |
Darkvision (CavernBorn dwarves, some creatures): Treat Dim Light as Normal Light; treat Darkness as Dim Light. Does not function in magical darkness.
Light sources:
| Source | Radius | Duration |
|---|---|---|
| Torch | Close | 1 hour |
| Lantern (oil) | Near | 4 hours per flask |
| Hooded lantern | Close (directed) | 4 hours per flask |
| Candle | Touch | 1 hour |
| Magical light | Near | Concentration or fixed duration |
Extinguishing light in a melee: Speed Save Threshold 2 for carried sources when taking damage. Lanterns in enclosed containers are immune.
Environmental Hazards
Dungeon hazards are resolved using Saves at stated Thresholds. Each hazard entry specifies: the trigger, the check to avoid the worst of it (if any), and the effect on failure.
Cave-In
Triggered by: failed Demolition Expertise use, explosive effects, or GM-triggered structural failure. Preceded by audible cracking (Wit + Notice Threshold 2 to detect with 1 round warning).
- Caught in collapse: Body Save Threshold 3. Failure: 2d6 damage (roll 2d6, each 5–6 = 1 damage) + Pinned condition until freed. Success: half damage, not Pinned.
- Near collapse zone (Close range): Body Save Threshold 2. Failure: 1d6 damage. Success: clear.
- Freeing a Pinned character: Body + Athletics, Threshold 3, requires 2 rounds of focused effort per character assisting.
- Blocked passage: May require 10–30 minutes to clear with tools; GM discretion for width and collapse depth.
Toxic Atmosphere
Triggered by: sewer gas pockets, alchemical runoff (Collegium Ward drainage), volcanic vents in deep caverns. Detected by smell before full exposure (Wit + Notice Threshold 2).
- Entry without detection: Immediate Body Save Threshold 2 on first round. Failure: Poisoned condition (−2D to all rolls) for the scene. Success on this round; check again if remaining in the area.
- Extended exposure: Each subsequent round in toxic atmosphere: Body Save Threshold 2. Cumulative; three failed saves renders a character Incapacitated.
- Clearing: Holding breath allows 1 minute of movement without saves. Moving through quickly (one round maximum) treats the Save Threshold as 1. Covering mouth and nose provides +1D on saves.
Flooding
Triggered by: opened water gates, burst drainage tunnels, tidal chambers in sea caves. Characters in a flooding area must move to higher ground or risk being swept.
- Rising water (slow): Athletics check Threshold 2 per round to maintain footing as depth increases. Once depth exceeds standing height, characters must swim or be Incapacitated (Drowning condition).
- Surge flooding (sudden): Speed Save Threshold 3 when the surge hits. Failure: swept 1d6 × Near range in the surge direction and Knocked Prone. Success: maintain position.
- Swimming in current: Athletics Threshold 3 to move against current; Threshold 1 to move with it; Threshold 2 to stay in place.
Unstable Floor
Found in old construction, heavily damaged sections, or areas over water-carved channels. Preceded by hollow sound underfoot (Wit + Notice Threshold 2).
- Triggered collapse: Speed Save Threshold 2. Failure: fall into lower chamber (1d6 damage per 10 feet; use Near = 1 damage die, Far = 2 damage dice) + Prone at landing point. Separated from the party above.
- Testing before crossing: Wit + Technical or Craft check Threshold 2 to assess load capacity. Success identifies safe path; can cross without trigger. Requires at least 1 round.
Magical Decay
Old wards failing, Arcane residue from experimental work, or corrupted ritual sites. Characters with Power Access feel the wrongness immediately; others may not notice until it matters.
- Detection: Arcane practitioners detect automatically. Others: Wit + Notice Threshold 3.
- Effect (standard): Arcane casting in this area accumulates 1 additional Chaos Burn per cast. Faith and Syonics practitioners find their tradition feels thin, +1 Threshold to all Odd Talent rolls.
- Effect (severe): All Power Access rolls are at Disadvantage. Relics in the area require Attunement check Threshold 3 to activate.
- Clearing: A successful Arcane roll (Threshold 4, Warding Philosophy) suppresses the effect for the current scene. Full clearing requires extended ritual work, beyond most field conditions.
Traps
Traps are static encounters. Resolution follows a consistent framework:
Detection: Wit + Notice at the stated Threshold. Passive check, the GM rolls in secret using the character's dice pool, or calls for an active check when the character examines the area.
Avoidance (if triggered): Speed + Acrobatics at the stated Threshold, or Body + Athletics where physical resistance is more relevant than movement.
Disarm: Wit + Technical or Craft at the stated Threshold. Requires tools (improvised tools add +1 Threshold). Failure by 2+ triggers the trap.
Effect on failed Avoidance: Listed per trap.
Pressure Plate, Dart Array
A concealed plate in the floor triggers a spread of small darts from the walls. Common in Kobold-occupied tunnels and old tomb corridors.
- Detection: Wit + Notice Threshold 2
- Avoidance: Speed + Acrobatics Threshold 2
- Disarm: Wit + Technical Threshold 2 (jamming the plate mechanism)
- Effect: 3 darts, each rolling 2D vs Defense. Each hit deals 1 damage. Darts may be coated (poisoned): failed Body Save Threshold 2 = Slowed condition for the scene.
Tripwire, Collapsing Ceiling
A wire across a passage at shin height, connected to a prop holding up a section of the ceiling above. Favored in ruins and tomb antechambers.
- Detection: Wit + Notice Threshold 3 (wire is thin and positioned low)
- Avoidance: Speed + Acrobatics Threshold 3 (little time; must be already watching)
- Disarm: Wit + Technical Threshold 1 if detected first; impossible if already triggered
- Effect: Body Save Threshold 3. Failure: 2d6 damage (5–6 on each die = 1 damage each) + Pinned. Success: half damage only.
Pressure Plate, Locking Door
A plate that, when stepped on, drops a portcullis or slams a heavy door behind the party, separating them from the exit. Common in worked dungeons designed to trap intruders in a kill zone.
- Detection: Wit + Notice Threshold 2 (plate edges are visible)
- Avoidance: Speed + Acrobatics Threshold 2 to avoid stepping on the plate
- Disarm: Wit + Technical Threshold 3 (mechanism is behind the wall; access requires removing a panel)
- Effect: Rear characters must succeed Speed + Acrobatics Threshold 2 or be on the wrong side of the door. Door: Health 30, Defense 3, Armor 3. Portcullis variant adds iron bars that can be targeted at specific points (Siege Breaker's Structural Strike applies).
Scything Blade, Corridor Sweep
A horizontal blade installed in a corridor wall, activated by a pull-cord or time mechanism. Found in Guild-era secured vaults and military dungeons.
- Detection: Wit + Notice Threshold 3 (blade slot is concealed)
- Avoidance: Speed + Acrobatics Threshold 3 (one round of warning if the mechanism sound is heard: Threshold 2 Notice)
- Disarm: Wit + Technical Threshold 4 (precision mechanism; improvised tools add +2 Threshold instead of +1)
- Effect: Sweeps the corridor in a line from wall to wall. All characters in Near range: 4D vs Defense, 3–4 damage on success. Repeats every 2 rounds until disarmed or the mechanism breaks.
Alchemical Sprayer, Contact Compound
A concealed nozzle in the ceiling or walls, connected to a pressurized reservoir. The Collegium uses variants of this in restricted research sections; non-Collegium examples are cruder.
- Detection: Wit + Notice Threshold 3 (nozzle may be identified with an additional Threshold 2 check)
- Avoidance: Speed + Acrobatics Threshold 2 (get clear before full coverage)
- Disarm: Wit + Technical Threshold 3, or Wit + Craft Threshold 2 with alchemical knowledge (a Collegium Defender or Alchemical Artificer gets +2D)
- Effect (standard): Contact irritant, Body Save Threshold 2. Failure: Blinded condition for 1d6 rounds (1 round = each 5–6 on a 1d6 roll; average 2 rounds).
- Effect (severe, Conclave sections): Specialized compound, Body Save Threshold 3. Failure: see Compound effects in
04-Equipment/04-special-items.md.
Glyph of Warning, Arcane Alert
A magical inscription triggered by unauthorized passage. Does not deal damage directly; it summons a response. Common in Accord facilities, Collegium restricted sections, and old tomb seals.
- Detection: Wit + Attunement Threshold 2 (Arcane practitioners detect automatically within Close range; others may not notice it at all)
- Avoidance: N/A, requires Disarm before crossing
- Disarm: Wit + Attunement Threshold 3, Warding or Scrying Philosophy; Faith or Syonics practitioners add +1 Threshold
- Effect: Triggers immediately when crossed. Alerts designated recipients (guards, construct guardians, the tomb's resident undead) within Near range of the nearest alert mechanism. Response arrives in 1d6 rounds (1 round per 5–6 on 1d6 roll; average 2 rounds). A Glyph that has been triggered once cannot be re-triggered unless reset by a qualified practitioner.
Dungeon Stocking Reference
Use this table to populate a dungeon level before play. A "room" is any distinct space with a door, passage, or change in character.
| Dungeon Size | Total Rooms | Occupied | Hazard | Trap | Empty |
|---|---|---|---|---|---|
| Small (1 level) | 8–12 | 3–4 | 1–2 | 1–2 | remainder |
| Medium (1–2 levels) | 12–20 | 5–7 | 2–3 | 2–4 | remainder |
| Large (2–3 levels) | 20–35 | 8–12 | 3–5 | 3–6 | remainder |
Occupied rooms: Roll on the appropriate encounter table for the dungeon type. Elite and Champion threats occupy 1–2 rooms per level, positioned to guard something valuable.
Hazard rooms: Select 1–2 hazards from the environmental hazards above, appropriate to the dungeon type. Tombs favor Magical Decay. Natural Caverns favor Unstable Floors and Toxic Atmosphere. Sewers favor Toxic Atmosphere and Flooding.
Trap rooms: Select 1–2 trap types. High-security worked dungeons and Kobold tunnels have the most traps; ruins and natural caverns have fewer.
Empty rooms: Not truly empty, include evidence of activity, old equipment, architectural details, or setting-relevant information. Empty rooms are where the party catches its breath and the GM plants lore.
Saltmere-specific note: Dungeons in or under Saltmere may trigger a Guild Contract (Guild Engineer profession, Stage 3) if the party triggers structural damage. The Guilds monitor their infrastructure even when they cannot legally respond to unauthorized access.