Generated runs
A run is a dungeon rolled fresh for one party. A host and up to four others set out from Dormant's Rest, walk its rooms and corridors, and meet a Dormant at the far end. Kill it and every seat gets a key, which opens the chest back at the outpost once.
Setting out
Ask the quartermaster in the hall to raise a party, set the tier and the chart on the panel that opens, and invite who you want from the roster. Everyone readies up. Thirty seconds later the circle takes down everyone who is ready, or sooner if the host opens it. You can also go alone.
A run is a chain of open regions, each wide enough for five to fight a pack together, joined by passages that seal behind you until the region is cleared. Side wings branch off behind skill doors: a fallen log, a rockfall, a rusted portcullis, a barricade or a ward. Anyone in the party with the level and the tool can open one for everyone.
A wing holds no pack, only a task for the trade skills. Finishing it at the wing's shrine earns the run one favour and opens the wing's supply cache, which gives every member in the run food and coins once. Each favour is one more key for every seat when the Dormant falls. You never need a wing to reach the Dormant.
You can leave a run from anywhere. Your seat stays open while you stay in the camp at Dormant's Rest and out of your bank. Walk out of the camp or open the bank and you give the seat up. The quartermaster sends anyone holding a seat back down.
The wings
There are four tasks, and each wing in a run draws a different one, so a run with four wings holds all four. Every step needs the skill at the door's level (the tier's base plus 10, never past 99) and pays the XP of one ordinary action at that level. Any member with the level and the tool can do any step, and what one member gathers and drops another can pick up. Bring the tools: a pickaxe you can use, an axe you can use, a hammer, a tinderbox, a fishing net, rod, pot or harpoon.
| Task | Skills | How |
|---|---|---|
| The forge | Mining, Smithing | Mine the vein for grave ore, smelt two into a bar at the furnace, take a key mould off the shelf, shape the key at the anvil, and turn it in the lock. |
| The beacon | Woodcutting, Kindling | Chop the deadfall for logs, and light the beacon with three of them. |
| The offering | Fishing, Cooking | Fish the pool for pale eels, smoke them at the hearth, and lay two on the slab. |
| The kiln | Mining, Kindling | Mine the seam for grave coal, and fire the kiln with three of it. |
The forge
Mine the vein for grave ore, smelt two into a bar at the furnace, take a key mould off the shelf, shape the key at the anvil, and turn it in the lock.





The beacon
Chop the deadfall for logs, and light the beacon with three of them.

The offering
Fish the pool for pale eels, smoke them at the hearth, and lay two on the slab.
The kiln
Mine the seam for grave coal, and fire the kiln with three of it.


Every wing ends at its shrine, and the cache beside it opens once the shrine is done.

The skill doors
A wing hangs behind one of these. The setting decides which, and any member with the level and the tool opens it for everyone. The sealed doors and the Dormant's door open on their own once the room before them is dead.







What a wing gives stays in the run.
Grave ore,
Grave bar,
Key mould,
Grave key,
Deadfall logs,
Raw pale eel,
Smoked pale eel and
Grave coal cannot be traded, and they leave your pack the moment you leave the run by any door.
A node stops giving once you carry what the next step takes. It holds twice what the whole task needs, so a party can afford a mistake but cannot farm a wing. The trade rites stand in for the tools. An armed Rite of the Fisherman fishes the pool, the Miner mines the vein and the seam, and the Woodcutter chops the deadfall. A work bar under the run notes times each step, and the wing is done when the shrine's line turns green.
The tiers
The tier sets the base level of every monster in the run, the Dormant's level above that, the level of the skill doors and wing tasks, and the chest table. Each tier has its own page.
| Tier | Base level | Dormant | Skill doors | Kinds | Key |
|---|---|---|---|---|---|
| Tier 1 | 40 | 52 | 50 | 7 | |
| Tier 2 | 50 | 62 | 60 | 11 | |
| Tier 3 | 60 | 72 | 70 | 13 | |
| Tier 4 | 70 | 82 | 80 | 12 | |
| Tier 5 | 80 | 92 | 90 | 12 | |
| Tier 6 | 90 | 102 | 99 | 8 |
The Dormants
Six bosses, each met at every tier. A Dormant lies still in its room until the door opens and wakes it. Each has one move at tiers 1 and 2, two at 3 and 4, and three at 5 and 6. Which one a run gets is rolled at the fire, favouring the setting's own kind. The run pool lists every one with its moves.
The chest
One key is one roll on the tier's table: a purse of coins, a stack of each elemental sigil, a stack of the power sigil the tier's spells burn, and a chance at a prize. The prize list is every tradeable piece of equipment up to the tier's base level. A set piece weighs three times a named unique.
When the Dormant dies, every seat gets its key and one more per favour the wings earned. A party that finished three wings walks out with four keys each, so four rolls each. A key owed to a seat that was away carries its favour with it.
Coming back
Your seat stays on the run while it is open, whoever raised it. Die, walk out or lose your line, and the quartermaster sends you back to the first room with the doors as the party left them. A run closes when the Dormant is dead and the last of you is out, when nobody has been inside for ten minutes, or at ninety minutes. A key owed to a seat that was away is paid the moment they are back in the realm.
The settings
The chart the host touches sets the kind of place the run is. The rooms, the doors and the Dormant work the same in every one. What changes is what the place is built of, which skill doors hold its wings, what tends to live there and what it sounds like. Each has its own page.
| Setting | Sky | Skill doors | Leans to |
|---|---|---|---|
| The dungeon | Closed, torchlit | a fallen elder log, a rockfall, a rusted portcullis, a barricade, a ward | the undead |
| The walled keep | Open, daylight | a rusted portcullis, a barricade, a ward | the undead |
| The ziggurat | Open, daylight | a rusted portcullis, a ward, a barricade | things of stone |
| The ship battle | Open, daylight | a fallen elder log, a barricade, a rockfall | the drowned |
| The flooded monastery | Open, daylight | a ward, a fallen elder log, a rusted portcullis | the drowned |
| The crater | Open, daylight | a rockfall, a barricade, a fallen elder log | ash and cinder |
| The ruined quarter | Open, daylight | a barricade, a fallen elder log, a rusted portcullis, a rockfall | wild things |


