iserith
Magic Wordsmith
Here's an example of the exploration framework that I put in my dungeon delves, taken from the D&D 5e rules for exploration. I lay them out for the players since I sometimes run for pick-up groups and some of them might not be used to engaging in much structured exploration. I want them to be aware of the basic options, how they might be resolved, and what the risks or trade-offs are. I differentiate between moving around the dungeon and stopping to really poke around a given area.
Traveling the Dungeon
As you travel about the dungeon, you can choose to engage in an ongoing task. You cease to engage in this task when you stop to explore a given area more thoroughly. Common travel tasks include, but are not limited to the below. The associated passive check is provided, if there is a check at all.
To draw a map, you must have both hands free and the appropriate tools. A map of an entire floor of the dungeon can be used to deduce the location of secret doors and chambers. There is no associated check to draw a map.
If you engage in any task other than keeping watch for lurking monsters, you are automatically surprised if a lurking monster is trying to sneak up on you.
Thorough Exploration
When you decide to stop traveling and explore a given area, the exploration phase begins. An area of 1000 square feet or smaller can be explored in 10 minutes by one person. Dangerous monsters wander the dungeon and can appear at any time or if you make a lot of noise as you explore.
After the DM describes the environment, take turns describing what you want to do for the next 10 minutes and how you go about that. Common tasks include, but are not limited to the below. If the option is nested beneath another option, you cannot succeed at this task unless the previous task was successful. If you choose to do anything other than keeping watch, you are automatically surprised if a stealthy wandering monster comes calling.
Traveling the Dungeon
As you travel about the dungeon, you can choose to engage in an ongoing task. You cease to engage in this task when you stop to explore a given area more thoroughly. Common travel tasks include, but are not limited to the below. The associated passive check is provided, if there is a check at all.
- Keep watch for lurking monsters (passive Perception)
- Stay alert for signs of traps (passive Investigation or Perception)
- Search for secret doors (passive Perception)
- Draw a map (proficiency with cartographer's tools)
To draw a map, you must have both hands free and the appropriate tools. A map of an entire floor of the dungeon can be used to deduce the location of secret doors and chambers. There is no associated check to draw a map.
If you engage in any task other than keeping watch for lurking monsters, you are automatically surprised if a lurking monster is trying to sneak up on you.
Thorough Exploration
When you decide to stop traveling and explore a given area, the exploration phase begins. An area of 1000 square feet or smaller can be explored in 10 minutes by one person. Dangerous monsters wander the dungeon and can appear at any time or if you make a lot of noise as you explore.
After the DM describes the environment, take turns describing what you want to do for the next 10 minutes and how you go about that. Common tasks include, but are not limited to the below. If the option is nested beneath another option, you cannot succeed at this task unless the previous task was successful. If you choose to do anything other than keeping watch, you are automatically surprised if a stealthy wandering monster comes calling.
- Check for Traps
- Figure Out a Trap
- Disable a Trap
- Figure Out a Trap
- Keep Watch
- Loot the Room
- Perform a Ritual
- Pick a Lock
- Search for Secret Doors
- Figure Out a Secret Door