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PANELSNEW & BACK ISSUES · MERCER FALLS, O.
MERCER FALLS
UNDERGROUND
A PLAYER'S SURVIVAL SERIESISSUE #1SUMMER '96
wandering?? rest here? loot (X) caved in
10¢
OR
TRADE
DUNGEONEERING
THE STRETCH SYSTEM — a player quick-reference
a "Dungeon Turn" = one 10-minute STRETCH
photocopy freely — knowledge wants to be free. — eds.

In the dungeon, time is a resource you manage, not a background detail. Dungeons — or sections of them — aren't always meant to be cleared in one session. How long you push, and how you leave, is on you.

Two Clocks

SITUATIONCLOCK
A fight6-second combat rounds (normal 5e)
Crawling / exploring10-minute Stretches

A "dungeon" is any dangerous place with several encounters and challenges strung together.

one thing.
per room.
usually.

What a Stretch really is. The "10 minutes" is an in-game measure — the same way a combat round is "6 seconds." It is not ten table minutes, and nobody's running a stopwatch. In practice a Stretch is just the time it takes to do one thing in one room — search it, disarm the trap, stand look-out. Usually that's one Stretch per room, unless you deliberately linger (say, to fit in a short rest).

Before You Go In — Set the Standing Plan

Lock these once on entry so nothing stalls when things go sideways:

MFU #1 · DUNGEONEERING– 2 –

Running a Stretch

Each Stretch, every PC picks one Activity. Go around the table — no strict initiative.

EVERYONE PICKSAN ACTIVITY RESOLVE 'EM MARK OFF THESTRETCH ROLL FOR WANDERINGMONSTERS RESOLVE ANYCOMBAT (repeat!)

Rule of thumb: NO HALF-STRETCHES — a thing either takes a Stretch or it doesn't.

Activities (pick one per Stretch)

ACTIVITYWHAT IT DOES
Cast a SpellA 10-min or ritual cast; chain Stretches for longer casts.
Help OutGive an ally in reach advantage (you need a relevant proficiency).
InteractRead notes/tablets, clear rubble, work a device (may need a check).
Keep WatchParty can't be surprised by things you see; you get a reaction before your first turn if a fight starts.
Loot EverythingCollect already-found gear and valuables.
Move Quietly(Stealth) enemies need Perception vs. DC 8 + your Dex + prof to spot you.
Search AreaSearch a room ≤50 ft; Perception/Investigation finds anything hidden at ≤ your roll.
Take Your TimeAuto-20 on the first d20 of an action (+5 if it had advantage); can replace a failed check. (The dungeon dislikes patience — see wandering monsters.)

List is open — invent more at the table.

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Rush — Covering Ground Fast

When you're not stopping to work a room (fleeing, being chased, or crossing ground you already know is clear), you can "Rush" as your Activity for the Stretch. Rushing moves you through up to 2 rooms in a single Stretch instead of lingering in one.

The trade-off: you're moving too fast to be careful, so you have disadvantage on any check or save a room throws at you while rushing — traps, hazards, and the like.

Because a Rush covers two rooms per Stretch, you also take fewer wandering-monster rolls crossing the same distance. That's exactly why it's the move when you're running for the exit.

Wandering Monsters

Rolled when due at the end of a Stretch: a 5–6 on a d6 roll triggers an encounter. Frequency of WM checks (i.e. number of Stretches in-between each) will vary by dungeon.

Depending upon your group's activities (and environmental factors), you may have the opportunity to try to give the monster "the slip" and avoid a combat by (for example) combining a change in your route with moving quietly as a group. This is by no means a guarantee, but may be possible sometimes.

Short Rests

roll the WM check BEFORE the rest starts!!
NEXT ISSUE → MFU #2: TOWN-TIME — where'd the day go? Time Points, the check-in, and what a delve costs you topside. Ask Russ if the new one's in.
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