Three carved stone floor plates in a dungeon room, each with a simple glowing symbol (a circle, a crossed pair of blades, a keyhole), lit clearly from above.
Painted card

Q20 · Chapter 03 · Dungeons & encounters

Clear, readable objectives

What defines an ordinary encounter clear?

Selected direction

The direction

Use different clear conditions by room, but make each objective predictable and easy to understand. Familiar clears become a layer of mastery while the player pursues drops and progression.

Recorded as: Selected

Still to decide in this chapter

Round lengths, session duration and dungeon evolution/reset triggers are open. Timed rounds are favored; the old 10/15/20 wave counts are not requirements.

Read “The dungeon journey” in the artbook

In this chapter