Let's take a look at this part of the dungeon:
Character Creation Rules
- Allowed books are: Player’s Handbook, Xanathar’s Guide, Dungeon Master’s Guide
- I've allowed these books specifically mostly because they're the books I own! Also, I personally am not a huge fan of monstrous PCs, because I like my monsters to be truly monstrous. If players can be Goblins just as easily as Human, then all of a sudden, slaying a dungeon full of Goblins becomes an exercise in grotesquery. But if Goblins are the fantasy equivalent of the xenomorph... let's just say that, colonialist underpinnings of D&D aside, that's a world structure I'm more comfortable playing in.
- Stats: standard array, point buy, or rolled
- Geoff (Armaros) decided to roll his stats; he rolled a wider spread, with some obvious peaks and valleys. His original roll was even worse, so I let him reroll two new results, and then trade out one of his low rolls for one of the new results. Ultimately, I think he's got a pretty balanced set of stats! (18, 15, 13, 9, 7, 11)
- No feats, no multiclassing- working together and playing clever is the key to success in the dungeon!
- A certain structure of D&D since 3rd Edition has valued powergaming and optimized builds. I want this game to be about learning how to play D&D better as a team, rather than learning how to take the proper character options to powergame your own individual character. For that reason, there's no feats or multiclassing in The Sunfall Cycle. I'm hoping this not only pushes more group cooperation, but also pushes my players to rely more on cleverness than on taking strong feats.
Dark Souls Rules
- Entering the dungeon from the Gardens of the Moon, taking a long rest at a Sunfire Brazier, or a party wipe all cause combat encounters to respawn. Certain modifications to the dungeon are unchanged by this; opened doors, secret passages, ladders, elevators, or other shortcuts- once activated- remain available even after these events.
- Certain enemies in the dungeon have been "shadowburned"- burned skin, black pools of shadow for eyes. For whatever reason, when time is reset, these foul creatures return. Though no one knows what foul energies control the life force of these creatures- they're certainly not undead- perhaps answers lie deeper within the palace complex itself...
- 5th Edition Dungeons & Dragons asserts that a single "adventuring day" can contain as many as 6-8 encounters; a number I've never seen reached in my four years of playing. The Sunfall Cycle emulates Soulsborne rules in order to encourage players to push themselves further; players low on spells and hit points, knowing their progress through the dungeon will be reset, might choose to press on and fight with ingenuity rather than saying "let's camp for the night."
- In the style of Dark Souls, unlocking a powerful shortcut can be almost as rewarding as locating the next Sunfire Brazier.
- You may only take a long rest at a Sunfire Brazier. This takes no time; simply touching the warmth of the Sunfire Brazier is sufficient to restore yourselves.
- But triggering this ritual also resets time, and returns all shadowburned creatures to their single-minded existence...
- You may take a short rest anywhere; a short rest costs 10 minutes.
- The lengths of light and rests have been adjusted to correspond to a clock- detailed below- with 10 segments, where each segment is 10 minutes long. This allows for clear and concise time keeping, as well as putting a pressure on players to achieve goals within a comprehensible time frame. The pressure of the clock motivates players to efficiency!
- If any characters die in combat, a survivor can revive all fallen players with 10 minutes of medical attention.
- This one action revives all fallen players, restoring them to 1hp.
- If these characters want to take a short rest to recover from their plight... that's another 10 minutes off the clock! Losing a character in a fight isn't the end, but definitely throws a wrench in the party's plans.
- Characters revived in this way take 1 level of Exhaustion.
- Characters who die are not removed from play, but there IS a long-term penalty to the group's total efficiency if characters die in combat! Exhaustion slows down the affected character, reducing their contributions. Death isn't the end, but it's still something to be avoided.
- A single Long Rest removes all levels of Exhaustion, and all spent Hit Dice.
- Given that a long rest no longer takes any time, but is more like a magical ritual, there's no benefit to having Exhaustion removed 1 step at a time, or to returning half of the PCs' hit dice. Taking a long rest is intended to be the "okay you all start fresh, but so does the dungeon"- let's skip over everything else and get right back into it.
- If the party wipes, you all awaken in the Gardens of the Moon, fully restored.
- I think we'll find out a little more about what's happening here... in time....
The Clock
Due to strange forces and arcane magics unseen, the dungeon is slowly collapsing in time- when the dungeon finally collapses, you respawn at your last Sunfire Brazier, and the clock is refilled.- Every time you enter the dungeon, you have 10 segments on the clock before the dungeon collapses.
- Each Segment is 10 minutes long!
- This gives the dungeon a clear structure; there are 10 "major events" that can happen before everything resets. Every time something big happens, I can just check off one segment from the clock.
- The following actions tick down 1 segment off the clock:
- Fighting a fight. Between the combat itself and catching your breath after, a fight advances the clock.
- Taking a short rest. You must dedicate your collective efforts to recovery during this period.
- Common skill-based actions that invoke a risk of discovery or failure: Picking a lock, Disarming a trap, Hacking down a door, Climbing a challenging ascent, etc.
- Any improvised action that would take a decent chunk of time and effort- for example, carrying a crate of heavy stone statue pieces from a few rooms away and down a narrow flight of spiral stairs.
- Having an extended conversation with an NPC, when the GM deems it appropriate. Talking amongst yourselves will never advance the clock.
- These events ticking down segments of the clock makes time tracking easier, and also imposes clear penalties for the classic "I try bashing down the door AGAIN, until I succeed!" Every failure is a strike against the clock.
- The pressure of the clock encourages players to work together, to be clever, to focus on their objectives for this foray into the dungeon, and rewards lucky skill check rolls while imposing a reasonable consequence for failed skill checks- something that traditionally doesn't exist in Dungeons & Dragons.
- Having a clock with 10 segments of 10 minutes each also asks for a reevaluation of the duration of light sources;
- Candles burn for 30 minutes and then are gone.
- Torches have a 10 minute "use interval"- the first is free, test at the end of the second to see if you're "low", once you're low you're out. Torches last at least 30 minutes, but on average, 50-60. You'll probably need two to light your full delve.
- Lamps have a 20 minute "use interval"- lamps last at least 60 minutes, but on average 100-120; so you're likely to get through a full delve with a single flask of oil.
That's it?
Yep! That's it. What are your thoughts? Questions? Comments? Concerns? Fire away in the comments section below!




