Troika Dungeon Procedure
- There are 10 minutes in a dungeon turn.
- Unless specified doors have a generic SKILL of 6/8/12 (regular/reinforced/secure) which the player rolls vs. for the purposes of smashing them to bits or unlocking them FAST (i.e. doesn't take a DUngeon Turn). Only one person may try before it stops being FAST.
- LANTERNS last for 6 turns before needing a refill. Someone must have light to see. (Alternative: Lanterns last for 2 Encounter token draws, meaning they last for 2-12 turns)
- LANTERNS (assuming bullseye lanterns) clearly illuminates a 12 metre long cone, and you can see movement up to double that.
A list of things that...
...TAKE LESS THAN A TURN
- Bash open a door/lock with a Strength/etc roll (noisy)
...TAKE A TURN
- Look for secrets in a small room (6x6ish room). Test Luck/Awareness/Traps depending on what you look for.
- Listen at doors. Luck/Awareness. Not possible if someone else is being noisy.
- Automatically bash open a regular wooden door/cheap lock (noisy, costs 1 Stamina from the effort, like magic spells do)
- Move 12 squares carefully, mapping and looking out for secrets. Same as "look for secrets" but to anything you pass directly by.
- Move 120 square recklessly, not mapping or scouting (Alternative: moving recklessly is unlimited. No map info other than an overview and obvious exits. Test for encounters at every room or corridor. Movement ends when an encounter happens, a trap is sprung, of anyone does anything other than run around dangerously.)
- Eat a provision ("noisy" on account of the smell, fire, and general actual noise)
- Barricade a door (noisy, 1 Stamina)
...TAKE MORE THAN A TURN
- Automatically bash open a secure (2 turns) or heavy (3 turns) door/lock. Some doors might be too heavy for even that! (noisy, 1 Stamina/turn, multiple people can help and spread the cost. Time cannot be spread unless the party has some kind of battering ram)
- Sleep. Takes 48 turns and 8 encounter rolls. Any encounters ruin the benefit of sleeping.
- Look for secrets in a medium, large, and so on room. Two or more man-turns of searching.
Interesting Ways To Apply Troika Tools To Dungeons
Dungeon initiative stack
The dungeon has an initiative stack like in combat. 2 token per player. The end of round token does NOT reshuffle the deck, instead reshuffle when in runs dry. Once you have drawn the token 3 times, roll for encounter. If players are being NOISY, don't increase the chance of an encounter (2 in 6, 3 in 6 etc.) instead add an extra End of Round token to the stack. Lets call it the Encounter token. I like to use playing cards nowadays, so Jack, Queen, King seem like good encounter cards. When the court arrives, so do the monsters! Also a good time to do Lantern accounting.
Luck
If players are bad at searching, lack Awareness, or such instead encourage players to spend luck to search for things. This is an exception to the usual way Luck is used, in that the players offer it and the GM may have nothing to give in return, even if they succeed. To that end, i suggest the creation of a Generic Treasure List to draw from as a booby prize to offer those Lucky souls.
Stamina
Stamina is drained in hex-crawls as part of moving around the map. This can be applied to the dungeon by spending Stamina in exchange for automatic actions like smashing open or barricading doors. No rolls, only resources.