Dungeon Danger Level

The dungeon’s danger level is represented by UI on the Town Map screen.
The dungeon grows more dangerous each year that the heroes do not delve into it.
The danger meter’s fill rate increases every 50 years.
The starting danger level of the dungeon changes based on the success of the previous delve.
- As the heroes delve deeper, they clear out more monsters. This means the dungeon requires more time to regenerate. It also means the lower floors get blocked off.
- Delving deeper = lower danger meter after exiting the dungeon
The difficulty of the dungeon controls various aspects of the dungeon
- Maximum floor possible
- 5-10 years = 1-10
- 15-20 years = 1-20
- 25-30 years = 1-30
- 35-40 years = 1-32
- Note: Bonus levels appear regardless of difficulty
- Maximum tiles per floor
- HP & Attack Bonuses for enemies
- DC range for checks and saves
Dynamic Floor Difficulty
The difficulty of each floor is determined before the floor is generated by rolling 1d100. Higher rolls result in lower difficulty.
When the party is doing poorly, the chances of an easier floor are increased.
- Each time a party member fails a check, they gain +2 on the next floor’s difficulty roll.
- When rolling the next floor’s difficulty roll, add +1 for each of the party’s missing hit points.
The difficulty of a floor controls various aspects during generation:
- Floors are more likely to have more tiles when the difficulty is higher. A floor can never have more tiles than the maximum, as determined by the dungeon danger level.
- Chests, doors, puzzles, and positive encounter modifiers are more likely when the difficulty is lower.
- Enemy encounters and negative encounter modifiers are more likely to appear when the difficulty is higher.
Design Note: The floor difficulty roll and applied bonuses are not player-facing
Floor Generation

Each floor of the dungeon is generated when the player enters the floor.
A floor is made up of tiles.
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The number of tiles in the floor is rolled at the time of floor generation, determined by the dungeon’s difficulty. There are always at least 12 tiles.
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Each tile can contain up to one encounter. A tile can also be empty.
- The first tile of a floor is always empty
Types of Encounters
- Enemies & Combat
- NPCs
- Doors
- Chests
- Puzzles
Encounter Modifiers
Other Types of Tiles
Rest Points
Bonus Floors
Up to 3 bonus floors can be found during each delve
Bonus floors are always 4 tiles large
Bonus floor tiles have a higher chance of spawning encounters
- The types of encounters possible on bonus floors are limited to: