Grove of the Gourd Dwarf

Another Troika Tuesday - Dungeon Plungin'

Turns: 10 minutes

Listening: You cant listen if someone is being noisy.

Doors: Roll under the Ability + Strength Skill, modified by the door if relevant. -1 Stamina per failed attempt.

Opening locked boxes: It may be possible to prise open a box with a sword or even smash it with a club. However, a failure with a sword will damage it and reduce its effectiveness in the combat roll by 1 point. If one fails with the club, the reward might by smashed! So it goes.

Stack attack: The stack begins with six Dungeon Turn tokens by default. This number can be altered according to population density of the space as well as the number of rooms and that kind of thing. When these tokens are drawn everything is chill. Just do whatever you want to for ten minutes. You always get a free ten minutes at the start of the dungeon.

There are also Light tokens. These represent, like, candles running out and so on. Depending on how much time a light source has on it, it will have greater or fewer light tokens in the stack. When the token comes up, the item burns a little more or is used up.

Then come Rest tokens. The party feels tired. They all suffer -1 stamina. Anyone overburdened takes an additional point of damage for every extra item theyre carrying. There can be other tokens, too, such as wind tokens that can blow out light if you fail the luck test, fire blast tokens, clues idk

All these other crazy tokens dont provide time to explore. Deal with the effect and immediately draw another token. Only the Dungeon Turn Token provides a turn in the dungeon.

If the party is exceptionally loud have the person making the most noise Test their Luck or face an encounter.

When the End of Round comes up there's always an Encounter!

Encounter distance and the element of surprise: Have the guy in front Test their Luck. Or if its a dangerous fuckin place the least luckiest guy and a less terrible place the most luckiest guy. Or roll for it. I dont care and havent decided. If youre successful you got the drop on them! If not, they notice you right away or, in the case of a sneaky creature, before you.

If you have caught a monster unawares, you may test awareness to attack it uncontested, as long as you are within striking distance. This is to say, see whether you are quick enough to capitalize on the situation. Otherwise you may talk to it, attempt to sneak by it, make a contested attack (before forming a combat initiative stack, mind you) and so on.

The distance is determined by the result of the Luck Test, regardless of whether it was successful. The encounter is that many meters (or feet or paces or dungeon tiles etc) away, times two.

If you roll 1,1 you pretty much bump into them.

If youre out of luck then they always notice you first but just roll the encounter distance anyway except do not multiply it.

If the distance is obvious or whatever then dont worry about it and just Test your Luck to see about surprise!

Explorers can also board up doors or cast silent and dim spells and other things to help avoid encounters. In such a case, the referee may wish to interpret the surprise/distance roll as a test of whether or not the thing walks by the door, etc. If the doors are boarded and the monster sniffs you out, it still has to break the doors down according to the door busting rules you follow!

After combat: Roll under your Ability(+Constitutional Fortitude) or suffer -1 to your Ability score due to Exhaustion. Resting takes twenty minutes per degree of Exhaustion (two dungeon turns) and does not recover any stamina, only the ability modifier. However, you can eat during this time!

A critical failure results in Dungeon Fatigue, where the ability score lost cannot be regained with simple rest and requires therapy of some kind. In case of a critical success, you are Energized and have an extra Initiative token in the next battle or a +1 modifier to any Ability roll before then.

Dungeon Escape: If the night grows long and it becomes time to go home, we must roll on this table which represents some kind of experience on the way out. Thanks go to Daniel Sell, because Im totally ripping off his.

1 Get rich or die trying - Test your luck. If youre lucky, youve found good treasure leaving the dungeon. If youre not, youve died trying to nab it. Drat. Do note: This is a special case where opting out of the luck test and ignoring the treasure sees you leaving the dungeon uneventfully.
2 Exhausted or Inspired - Test your luck. If youre lucky, begin the next session Energized. If youre not, begin the next session with -1d3 Ability until you rest enough to fix it.
3 Something lost or something gained - Test your luck. If youre lucky, youve found some minor treasure on your way out. If youre not, roll 1d6 to see which item is destroyed.
4 All beat up and starving - Test your luck. If youre lucky, you got home uneventfully. If youre unlucky, you start next session with half your current Stamina and Luck. Fuck!
5-6 One battle after another - Test your luck. If youre lucky, roll on this table again. If youre unlucky, take damage as Small Beast and roll on this table again. Every time you reroll add one to the damage roll for the Small Beast!