When it comes to Dungeons, I tend to prefer the more Mythic Underworld approach. Dungeons are terrifying places, where the normal rules of reality can be upended on a whim and are wont to defy the players’ expectations. Dungeons are an organism, and They are quick to mobilize Their immune systems to deal with any foreign bodies.
Sleeping in a Dungeon isn’t recommended. These are already liminal spaces, just like that fluttery moment before you drift off, and falling asleep here provides an easy means of ingress for the Dungeon’s Agenda. This is to say nothing of the fact that it’s bound to be fraught with fitful stops and starts and ultimately unrestful in the first place: with Wandering Monsters keeping everyone on edge and resources dwindling stressfully and steadily over the course of these longer blocks of time. If you must attempt sleep whilst still in the Dungeon, take great care.
Even worse for me though is the mere thought of becoming Lost within a Dungeon. The longer you remain and manage to survive, the more you open yourself up to the changes that They can exert on reality. Like it or not, you can become a part of these spaces the longer you spend in Them.
So, here’s a d100 Table for what happens when someone doesn’t make it out right away. I suppose some of these might also fit the bill for other kinds of Calamitous Curses and such with a skosh of reskinning. I tend to make it clear that all is not lost however, for there should always be provisions or a method to overcome these, especially if this might be tied to further adventures.
CW: For mild body horror, some intimations of mental illness/PTSD, and just general awfulness. Planning forays accordingly might just help one avoid these horrid fates.

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