This is exactly what I did in round 1 of the playtest, and it worked perfectly. Here's the crib sheet I made for myself, as well as a Caves of Chaos wandering monster table:
1 turn = 10 minutes
Things that can take a turn:
- Move at 2x tactical speed including mapping, 10x when passing through familiar areas
- Listen for noise
- Open door
- Search room (20’ square per party member)
- Rest
Combats generally take a negligible amount of time at this scale. If the party decides to rest, that takes up the whole turn.
every 2 turns: wandering monster check (1 in 6)
- Monsters start 2d6 x 10 feet away from the party
- Usually, monsters are chosen ad hoc from nearby caves, but for an element of chaos:
Code:
[U]Wandering Monster(s) 2d6[/U]
Kobold survivors (3d4) 2
Goblin patrol (2d4) 3
Hobgoblin patrol (2d4) 4
Elite Kobold avengers (1d6+1) 5
Bugbear ambush (1d4) 6
Orc raiders (1d4+1) / outdoor: 1d6 orcs vs. 1d6 hobgoblins 7
Gnoll pack (2d4) 8
Undead (1d4 skeletons and 1d4 zombies) 9
Stirges (1d4+2) 10
Cultists (1d4 acolytes and 1 adept) 11
Cave Troll (indoor) or owlbear (outdoor) 12