In Summary
- The GM determines the passage’s size. A crawl, a squeeze, or a choke.
- The player decides their pace. Creeping, half, full, or double.
- Any modifiers, positive or negative, are added to the base chance-in-6. The player can influence these. Don’t be constrained by the lists.
- The player rolls their d6 for the initial caving roll. If they succeed, that’s it, they’re done; if they fail, continue.
- On a failure, the player rolls 1d20, attempting to roll under each stat.
- For each failure, the player character suffers consequences based on the size of the passage. If they fail CON, they suffer all consequences in sequence; if they succeed CON, they suffer only the first consequence.
- Make another caving roll when something significant changes
Passage Size
- Crawl. A passage about 60 - 90 cm wide at its narrowest. You have to get down on your hands and knees and crawl forward. Your knees and palms are going to be quite filthy.
- Squeeze. A passage about 30 – 60 cm wide at its narrowest. You must lie on your belly (or back) and slither forward like a snake. You’ll feel every inch of the tunnel, mostly through your shoulders and thighs.
- Choke. A passage less than 30 cm wide at its narrowest. Traversing a choke requires a lot of contorting, wiggling, and heaving. Chokes are usually quite short, like teeth at the front of a mouth.
Caving Pace
- Creep. 15 ft. Travelling extremely slowly. Slower than ordinary crawling, even, but quite safe. You creep through caves when you have time to spare.
- Half. 30 ft.Half the normal travel speed. Whatever your system’s normal speed is, halve it. The most common pace.
- Full. 60 ft. Normal dungeon travel speed. Whatever normal speed is, this is it. Safe for dungeons, dangerous for caves.
- Double. 120 ft. Moving at full tilt. The equivalent of a dead sprint. If the monsters don’t get you, the caves will.
Pace |
Crawl |
Squeeze |
Choke |
Creeping |
7 in 6 |
4 in 6 |
3 in 6 |
Half |
5 in 6 |
3 in 6 |
1 in 6 |
Full |
3 in 6 |
1 in 6 |
0 in 6 |
Double |
1 in 6 |
0 in 6 |
-1 in 6 |
Modifiers
Add 1 in 6 if…
- You have a rope or handholds
- You are being actively helped by someone
- Your DEX bonus is 4 or higher
- You have training or experience
Subtract 1 in 6 if…
- You are wearing heavy armor
- You have a backpack
- You are holding something, like a torch or a sword
- You are in darkness
If your chance of success reaches 6-in-6 or higher, you automatically succeed; if it reaches 0-in-6 or lower, you automatically fail.
Failing A Roll
Failure means something has gone wrong, but exactly how things have gone wrong varies.
Crucially, failing a Caving Roll doesn’t necessarily mean you stop or can’t move forward: just that you suffer consequences.
In a simple crawl, these consequences can be quite mild; in a constricing choke, these consequences can be dire indeed.
When you fail a Caving Roll, immediately roll a single d20, and compare the result to each stat in order.
- If the result is under the stat, you succeed and suffer no consequences.
- If you fail on Constitution, all consequences are cumulative.
- If you succeed on Constitution, you only suffer the consequences of the first failure—the rest are ignored.
As you traverse tighter passages, the consequences of failure grow more severe.
|
Crawl |
Squeeze |
Choke |
CON |
|
|
|
STR |
Your muscles strain. For 1d3 minutes, your pace slows by one category; if creeping, you stop in place |
You damage the passage. The person behind you counts as moving through one size category smaller passage. |
Stuck, and you can’t expand your chest. Save vs. crushing force or start suffocating. |
DEX |
Your limbs cramp up. You stop in place for 1d20 seconds. |
You make a wrong move somewhere and have to twist around to fix it. Reverse your head-feet-first direction. |
Stuck, and you can’t move anything at all. Save vs. crushing force or be paralyzed in place |
INT |
Your confidence fails. Next caving check you make, decrease your roll by 1-in-6. |
Your gear scrapes against the passage. You lose 1 randomlydetermined piece of gea |
Stuck, and panic overwhelms your mind. Until unstuck, you can only speak gibberish and only understand basic words |
WIS |
You smack your head against something hard, and thus suffer 1d6 damage. |
You misplanned your position. Until you exit the passage, you cannot access any of your gear. |
Stuck, and you begin to hyperventilate. You will go unconscious in 1d6 rounds |
CHA |
You get impatient. You must immediately try to pass the person in front of you. |
You panic and cry out. Choose 1d3 allies: they must roll as if they failed the caving roll, too. |
Stuck, and you start screaming. NPCs make a morale check; monsters will be drawn to you. |
Stuck
Getting stuck means you are unable to move forward or backward in the passage: you’re stuck. You can move your arms and legs about, and maybe wiggle a bit, but you can’t walk, crawl, climb, or otherwise move.
There’s no single way to get unstuck: you have to get creative. Possible means of getting unstuck include:
- Breaking inconvenient bones.
- Greasing or oiling the passageway.
- Carving off strips of flesh.
- Chipping away at the rock face itself.
If all else fails, just wait for them to starve to death and rot away, then come back and pick the loot off their bones.