Dungeon Turn Tracker

Track exploration turns, light sources, and wandering monsters for OSR dungeon crawls.

Turn 0
0h 00m
Fatigue 0 / 5
Rest required after 5 active turns.
Wandering Monster Check
Light Sources
  • No active light sources
Effect Timers
  • No active effects
Advance a turn to begin.
Movement Rates (per turn)
Rate 6 Rate 9 Rate 12
Walking 120 ft. 180 ft. 240 ft.
Running 240 ft. 360 ft. 480 ft.
Combat 60 ft./rd 90 ft./rd 120 ft./rd
Light Sources
  • Torch: 6 turns (1 hour), 30 ft. radius. Can be blown out by wind.
  • Lantern: 24 turns (4 hours) per flask, 30 ft. radius.
  • Light allows monsters to see the party — no surprise unless coming through a door.
Dungeon Procedures
Action Chance Notes
Find secret door 2-in-6 Elves: 4-in-6 searching, 1-in-6 passive
Listen at door 1-in-6 Demi-humans: 2-in-6. Undead make no sound.
Force open door Str-based Up to 3 characters, but auto-lose initiative
Spring a trap 2-in-6 Dwarves: 4-in-6 detect stonework traps when searching
Spike holds door 4-in-6 Fails on 5-6
Rest
  • Rest 1 turn every 6 turns (1 hour).
  • Skipping rest: −1 to hit and damage (cumulative).
  • After running/pursuit: rest for double the normal period.
Time
  • 1 turn = 10 minutes
  • 10 rounds = 1 turn
  • 6 turns = 1 hour

Legal: This is an unofficial, system-neutral tool for OSR dungeon exploration. Reference material adapted from the Swords & Wizardry Complete Revised rules ©2023 Matthew J. Finch, Mythmere Games, used here for quick-reference purposes.

Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch.