D&D was strategically built around the expedition. In its most basic form, your group gathers its resources, journeys into the unknown, and attempts to maximize the treasure they can gain for the resources you’ve invested. If you plan your expedition carefully and execute it well, you’ll return home with riches.
At low levels, these expeditions generally descended into dungeons. At mid-levels, funded by resources from the dungeon, more complicated expeditions would be mounted into the wilderness, with commensurately larger rewards. The resources thus gained, at high level, could be used to clear the wilderness and found baronies or establish churches.
The game has long since evolved to support many more styles of play than this three-tier expedition structure, but its DNA remains deeply embedded in D&D’s mechanics.
A dungeon expedition, for example, is largely about managing a pool of daily resources: Once you’ve expended those resources (spells, hit points, etc.), it’s usually time to withdraw from the dungeon and regroup for your next expedition. Many of these resources, of course, were baked into the class and level of player characters, and most of them are still there today.
The drawback of leaving the dungeon to regroup, of course, is that you’re back at the entrance, and your next daily expedition will have to start over from the beginning. While you were gone, the bad guys will have reoccupied rooms, reset traps, raised new defensive barricades, and generally made it difficult for you to get back to where you were and continue your exploration.
(Or, worse yet, they might just pack up and leave, taking with them whatever you were there to obtain in the first place.)
In other words, it’s going to raise the costs of your next expedition, which will result in it being less profitable.
So even today, whether you’re in the dungeon to liberate treasure or not, it can be very tempting to skip the withdrawal and stay in the dungeon while resting to recover your pool of daily resources. If you can pull it off, you can avoid some or all of the costs of leaving the dungeon and then working your way back to where you are.
Now this is the point where many DMs – particularly new DMs – make a mistake: Their dungeons are static and reactive. In other words, the challenging content of each dungeon room simply waits for the PCs to enter the room. Furthermore, when a dungeon room is emptied by the PCs, it simply remains empty instead of being restocked.
The result is that there is no challenge to resting in the dungeon, and rarely any cost for leaving and then returning.
This breaks the expedition cycle at the heart of D&D’s mechanics. Instead of needing to carefully budget and strategically employ your pool of resources, you can instead simply burn through them as quickly as possible, automatically rest to regain them without consequence, and then do it again. (This is sometimes referred to as the 15-minute adventuring day or the nova cycle.)
In 5th Edition the cycle of daily resources has been disrupted somewhat through the short rest mechanic, allowing PCs to regain some of what would have previously been daily resources with just an hour of rest instead of eight hours of rest. This can alleviate some of the narrative oddity of the literal 15 minute adventuring day (because after a short rest, the PCs can continue accomplishing things in the same day), but structurally and in terms of mechanical balance, you’re still looking at many of the problems of the nova cycle. In fact, in some cases they can be worse, because it’s far easier to justify being able to catch your breath for an hour than it is to take a break for twenty-four hours.
ACTIVE DUNGEONS
So you’re the Dungeon Master. What can you do about all this?
Well, the first thing is to make sure that there’s a cost to leaving the dungeon to rest. The way to do that is by having the dungeon actively respond to the PCs.
An adversary roster can make it much easier for bad guys to actively respond to PCs. It also makes it very easy to redistribute them into new defensive positions if the PCs retreat and give them time to prepare for their return.
Other restocking procedures, which will refill previously cleared rooms with new adversaries, are also possible.
Beyond that, you really just need to think about what the NPCs would logically do in response to the PCs’ assault and then have them do that. There’s not really a big trick here: Your goal is to make it harder for the PCs to freely return to the dungeon, and that’s conveniently also what the bad guys are going to want.
Note: There are ninety umptillion exceptions to this, because there are any number of dungeon concepts which logically wouldn’t stage an active response to the PCs. That’s just fine. But you’ll probably want to design such dungeons with the nova cycle in mind (or provide some alternative explanation for why the PCs can’t freely rest, like a looming deadline).
RESTING IN A LAIR
A lair-type dungeon is one in which all of the inhabitants are part of the same organization or otherwise closely aligned with each other. (It might be the sewer lair of an organized crime family, a cavern complex swarming with goblins, or a fortified slavers’ compound.) If the PCs attempt a short rest within a lair-type dungeon, here’s a quick procedure you can use:
Is the compound on alert? Do the NPCs know that the PCs have infiltrated the dungeon or been killing them off? Then they’re probably actively looking for the threat. The PCs need to make a Stealth check opposed by the Wisdom (Perception) of the NPCs.
Give advantage and disadvantage for the check appropriately. (If they made some efforts to identify an out-of-the-way portion of the dungeon or disguise their presence, it’s probably a standard check. If they just closed the door to a random room, they should probably have disadvantage. Did they not even bother to close the door? The bad guys find them. You can’t succeed at hiding if you don’t even try.)
If the NPCs don’t find the PCs, they may assume that the PCs left. They’ll spend the rest of the hour calling for reinforcements, raising barricades, or getting ready to pack up and leave (depending on the situation).
If the compound is not on alert, make a random encounter check. 1 in 6 chance if the PCs closed the door, so to speak; 2 in 6 if they didn’t.
If an encounter is triggered and the PCs set a watch, let them make appropriate checks to detect the approaching encounter before they’re spotted. (They may still be able to salvage the short rest if they take clever/decisive action, or if they’ve taken appropriate actions to disguise their presence beforehand.)
If the PCs left evidence of their presence, make an additional random encounter check for each area where they left evidence. If an encounter is indicated, the NPCs have discovered the evidence and the alarm is raised during the short rest. The NPCs will start looking for the PCs, but they’ll make their Wisdom (Perception) checks with disadvantage (since they’re only searching part of the time).
If the PCs took efforts to hide the evidence or clean up after themselves, use an Intelligence (Stealth) check to see if the NPCs actually spot the evidence on an indicated encounter.
Note: Similar techniques can be used if the PCs fully retreat from a dungeon without raising the alarm to determine whether or not evidence of their trespass is discovered after they leave (which could result in pursuit and/or defensive preparations being made).
RESTING IN A MEGADUNGEON
A megadungeon, or any larger dungeon featuring multiple distinct factions, should be broken into zones, with each zone corresponding to territory controlled by one of the factions. These zones can be prepped ahead of time, but this is not strictly necessary: It’s usually pretty easy to eyeball what faction’s territory the PCs are currently in.
Each zone is simply resolved using the procedures for a lair-type dungeon, above.
No Man’s Land: In large dungeons like this, there may be abandoned sections which are not claimed by any faction. It’s also possible that the PCs might clear a zone (by wiping out the faction that lairs there). It’s much safer for the PCs to rest in such locations; even if the alarm is raised elsewhere, factions will generally focus on searching and securing their own areas of the dungeon, rather than venturing out into uninhabited regions. (An exception might be made if the PCs have really pissed somebody off and can be directly tracked to their new location.)
Make a single encounter check at a much reduced rate (1 in 20 if they’ve taken reasonably precautions; 2 in 20 if they haven’t), with a successful check indicating creature(s) from a nearby zone have unluckily entered the area and threatened the PCs’ rest.
It’s not necessary to make checks in such areas to see if evidence left by the PCs has been noticed, although you might make a similar check at a reduced rate (1 in 20) to see if a nearby faction has noticed that the a zone has been recently cleared. (This may also be indicated through general restocking procedures.)
LONG RESTS IN THE DUNGEON
If the PCs attempt a long rest in the dungeon, simply repeat the procedures listed above eight times (once per hour).
This does make it extremely likely that their rest will be interrupted, unless they’ve made a concerted effort to find a truly safe location AND taken precautions to avoid detection even if foes draw near. This is, of course, quite intentional: Dungeons are dangerous places, and if the PCs want to reap the rewards of pulling off a successful long rest in the middle of a delve, they’ll need to earn it.
Go to Part 2