The dungeon
Time & supply
Every step through the halls moves the clock, and so does searching, listening, and taking the stairs. Stepping into a room, turning in place, and everything inside a battle take no time.
10 steps through the halls make an hour. There is no deadline: neither prize goes anywhere, and the clock is what the party eats and heals by.
Rations come 10 meals for 20 gold, and the party carries 100 at most. A missed meal wounds every member it could not feed by 1.
While a prize is still below, a junction in the halls rarely draws a wandering band. Once you hold both prizes, more than half of them do. Searching draws them too.


Fed, the party mends
The party eats as it travels. While you have rations, wounds slowly heal on their own and every caster's mana refills as the party walks. With no rations both stop, and every missed meal wounds every member it could not feed. Hunger can kill you.
While fed, every member heals 1 to 6 wounds every 2 hours, and a caster's mana comes back a point every 10 steps.
The dungeon wakes
Wandering monsters appear in the halls, mostly at junctions, and far more often once nothing is left to find and the climb out begins. Searching can draw them too, and while a prize is still below a search draws them twice as often as a step does.
THE DUNGEON IS AWAKE
Every quest object is accounted for. There is nothing left down here for you to find, and the dungeon has nothing left to guard. Wandering monsters come out into the hallways far more often, and they will go on hunting you for as long as you are down here. The climb out is the dangerous part of this run. Take the stairs up and get out.
In a battle
A fight stays where it started, in the room or hallway, using its own doors. You choose who acts next. Each turn a member gets two actions and one attack, magic can give more. Moving and using items spend actions too. The END TURN button at the foot of the screen ends a turn, and so does Enter.
No blow is ever certain: the chance to hit is held between 15% and 85% whatever the numbers say. A monster asked for a bribe names a price somewhere between 50% and 150% of its going rate.
The ceilings
No member climbs past level 100, 120 health or 40 mana. Experience by level.


