# DUNGEONS

The concept of a “dungeon” is a common trope in any type of RPG, tabletop and digital alike. Generally, a dungeon is frequently — but not always! — a labyrinthine environment, inhabited by hostile creatures... and often concealing valuable treasures and powerful magical items, or acting as an evil antagonist's lair.

In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex location that is worthy of being explored. It could be an abandoned mill turned into a brigand hideout, a witch’s castle, or a network of waterways guarded by ancient golems.

Most of the time, the dungeon itself won’t be that important: why the heroes are there and what can be found within it is what really matters. Other times, a dungeon can be a powerful way to tell a story about those who inhabited it — and maybe hint at some obscure truths or provide an answer to some of the game world's mysteries.

## EXPLORING DUNGEONS

Depending on the size and importance of the dungeon in question, the Game Master may adopt any of the following methods:

- Dungeon scenes. The exploration is run as a succession of key moments rather than an inch-by-inch search of the dungeon. This works best when the layout of the dungeon is mostly irrelevant and all that matters is what lies in its depths. This approach is identical to default gameplay: the heroes discuss their actions and describe what they do, the Game Master describes what goes on around them, and Checks and conflicts take place as normal.
- Detailed exploration. The entire dungeon can be explored in its every nook and cranny. This approach can be quite time-consuming and should only be used if the structure and details of the place tell an important story. For this method to work, the GM should carefully prepare the layout of the dungeon beforehand — reserve it for locations that you're sure the PCs will explore.
- Interlude. The exploration is narrated as an interlude scene, with maybe a single Group Check establishing whether the Player Characters encounter any obstacles or dangers before they reach the depths of the dungeon. Use this approach if you are short on time and if the dungeon isn't particularly important — the typical occasion would be a minor location discovered while traveling.

Additional advice on how the Game Master should prepare material for dungeons can be found starting on page 258.