Trespasser Dungeon Procedure
Dungeon navigation is measured in dungeon rounds. Within each dungeon round, each Trespasser will take an action to interact with the environment of the dungeon.
The players start each dungeon round by making depletion checks for any active light sources and deciding which navigation method they will choose. Each of these involve the Judge checking for a random encounter; The Judge checks for a random encounter by rolling a d10. If it comes up equal or less than the current alarm value, they have an encounter, and the alarm value resets to 0.
- Advance - Move into a new area. The party needs to have a pathway to a room they haven't navigated to before. When they do so, the alarm increases by +1 and then the Judge checks for an encounter. Then, the Judge describes everything in the room that the players can plainly observe, including the results of their encounter check.
- Stay - The party remains in their current room or area to continue investigating the room. The alarm increases, but the Judge does not check for an encounter.
- Hide - The party remains in their current room or area and skips taking actions for the turn. The party makes a group Stealth check, likely with Agility. On a success, the alarm value falls by two, plus one per spark. On a failure, they have an encounter.
- Backtrack - The party moves to a room they have already explored. The alarm does not change and the Judge checks for an encounter.
If an encounter is occurring, see the Encounters page (pg 58).
Without an encounter, each member of the party declares their action. Actions might include searching for secret passages, forcing open a door, listening for danger, disarming a trap, casting a spell, dodging a trap, running away, resting, etc. The Judge resolves each character's intended action in order of importance, but they all happen simultaneously. Some actions with their own procedures are listed below:
- Cast Incantation - Cast an incantation you know; the complete rules for incantations are found in the Magic chapter.
- Moment's Rest - Pause exploration and take a moment to catch your breath. The character must eat or lose 1 endurance, then spend any number of recovery dice. Each die spent restores its maximum value of hit points. Characters also regain their spent armor dice and erase two checkmarks from their focus costs.
- Search - You can search a specific feature of the room, learning as much as you could reasonably learn in 10 minutes about it, or you can generally try to search a room with an Intellect | Perception roll. On a failure, you learn nothing at all; being specific always has a result!
- Listen - If you aren't doing something specific, you are listening; Generally, you make a Intellect | Perception roll to glean information about living things or other noisemakers. You can listen at a specific spot to improve your chances; trying to hear in the middle of the room rarely gives you information beyond "You hear the activities in the room", but listening at a door or down a hallway has a better chance of giving you meaningful information.
- Battering a Door - Doors might be stuck or locked, and normal methods may fail you. You can attempt a Might | Athletics roll to open it anyways. This is always Loud.
- Picking a Lock - Picking a lock requires lockpicks (Contrary to the equipment section; if you try to improvise a lockpick out of materials, take a -4 penalty). You can attempt an Agility | Tinkering check to open the lock without the key.