12-floor dungeon. Boss fights every 3 floors. You can ascend back to a previous floor at any time.
15–26
Rooms/Floor
Room count is randomized per floor: ~66% combat, ~23% treasure, ~9% shop, ~2% healing, 1 descent always.
XP
Leveling
Standard 5e XP thresholds. Level-ups unlock new deck cards, but you still must draw them at a Treasure Room.
Room Types
⚔
Combat
Lethal encounters. Players will regularly finish near death. Award XP equal to monster CR × 200 as a baseline.
★
Treasure
Roll d20 → 1–7 weak deck, 8–14 middle deck, 15–20 best deck. Draw 3, keep 1. Also roll equipment at floor rarity.
🏪
Shop
3 items appear, rarity scaled to the current floor. One item has a 10% chance to bump up one rarity tier. Purchase at listed gold cost.
♥
Healing
Short rest. Spend Hit Dice to recover HP; restore short-rest abilities. Guaranteed at least once every two floors.
↓
Descent
Advance to the next floor. One per floor, always present. The DM can ascend back with the ↑ button. Minotaurs track direction after 9 rooms.
OSR Rule Changes
HP is halved (round up) from standard 5e. Roll hit die, halve the result, then add CON modifier. Every hit is meaningful and healing is precious. The app recalculates HP automatically whenever CON changes.
Ability deck: All class features — including spells — are drawn at Treasure Rooms. Only the first 1–2 core features (e.g. Fighting Style, Spellcasting) are granted free. Cards are level-gated and only appear once you meet the required level.
Weapon damage: Click any equipped weapon in your inventory to roll damage. The roll shows dice + ability modifier — no separate to-hit d20 (assume the hit is already resolved in the narrative).
XP Thresholds
LV 1→2
300
LV 2→3
900
LV 3→4
2,700
LV 4→5
6,500
LV 5→6
14,000
LV 6→7
23,000
LV 7→8
34,000
LV 8→9
48,000
LV 9→10
64,000
LV 10→11
85,000
LV 11→12
100,000
LV 12+
standard
Ability Card Types
P
Passive
Always active once acquired. No action required. Automatically applied to all relevant rolls or situations.
B
Bonus Action
Costs your bonus action on your turn. You have one bonus action per turn; you cannot use two bonus-action abilities in the same turn.
R
Reaction
Used in response to a trigger (e.g. being hit, an ally taking damage). One reaction per round; resets at the start of your next turn.
C
Active / Combat
Costs your action, or is used as part of your Attack action. Often has a uses-per-rest limit. Check the card description carefully.
Weapon Damage Rolls
Click any equipped weapon in your Character Sheet inventory to open the damage roller. It uses the weapon's listed dice (e.g. 1d8 for a longsword) and adds your relevant ability modifier automatically.
Versatile weapons (e.g. longsword, spear) show two dice separated by /. The app rolls the first die by default — switch to two-handed in the narrative if you want the larger die.
No to-hit d20 is rolled here. The OSR assumption is that combat narration handles the hit; use the standard d20 + attack modifier vs AC at the table, then click the weapon to resolve damage.
Death Saving Throws
3✓
Stabilize
3 successes before 3 failures: stabilize at 0 HP (unconscious, no longer dying).
3✗
Dead
3 failures before 3 successes: the character dies. Allies can attempt Medicine checks (DC 10) to stabilize before the third failure.
20
Nat 20
Natural 20 on a death save: immediately regain 1 HP and stand up (no longer unconscious). Natural 1 counts as two failures.
Rests
~1h
Short Rest
Triggered by a Healing Room. Spend any number of Hit Dice to recover HP (roll die + CON mod per die spent). Restores short-rest abilities (e.g. Battlemaster dice, Warlock spell slots, Channel Divinity).
8h
Long Rest
At DM discretion — typically at the end of a session or at a safe camp between floors. Restores all HP (up to max), all spent Hit Dice (up to half max), and all long-rest ability uses. Resets death saves.
Proficiency Bonus by Level
LV 1–4
+2
LV 5–8
+3
LV 9–12
+4
LV 13–16
+5
LV 17–20
+6
Rarity by Floor
Floor
Common
Uncommon
Rare
Very Rare
Legendary
1–2
70%
29%
1%
—
—
3–4
40%
40%
18%
2%
—
5–6
15%
30%
40%
14%
1%
7–8
5%
15%
40%
35%
5%
9–10
2%
8%
25%
55%
10%
11+
1%
4%
15%
45%
35%
How Loot Draws Work
Two-step draw: First, a category is randomly selected using weighted probabilities (gear and consumables draw more often than scrolls or magic weapons). Then one item is picked uniformly from that category. This prevents any single large category from flooding every roll.
Treasure Room: Roll the rarity using the floor table above, then draw one item. Equipment and ability cards are separate draws — both happen at a Treasure Room.
Shop: 3 items appear at floor-scaled rarity. Each item has a 10% chance to be bumped up one tier (e.g. Rare → Very Rare). Purchase at the listed gold cost. Items are not re-stocked once the shop is visited.
Item Categories
⚔
Weapons
Simple & martial melee, simple & martial ranged, and magic weapons. Click any equipped weapon to roll damage.
🛡
Armor & Shields
Light, medium, and heavy armor; shields; and magic armor variants. Equip to update your Armor Class automatically.
🎒
Gear
Adventuring equipment: tools, rope, lanterns, thieves' tools, and other general items. Weighted to appear frequently.
🧪
Potions & Misc
Consumables: healing potions of all tiers, antitoxins, oils, elixirs, and other single-use items. Highest draw weight.
📜
Scrolls
Spell scrolls for all levels. Draw-weighted to prevent scroll floods despite a large item pool. Single-use.
✨
Wondrous Items
Miscellaneous magic items: rings, cloaks, bags, rods, and other unique equipment. High draw weight.
Select a class above to view its stats, proficiencies, free features, and spell slots.
Click a class to browse its subclasses. Cards enter your deck pool when you reach the required level.
Drawing from Ability Deck
Click a card to keep it. The other returns to the deck.
Check
—
Total: —
🎲 Treasure Room — Roll for Equipment
Three items appear before you. Choose one to take.