Troika Depth Crawl: Goblin Maze!

A Troika depth crawl? Deeper!

Wireframe Maze by Asanagi

Last night’s Mothership game was a blast! Dave (Magnum Galaxy Games) ran us through his latest brainchild, a spooky depth crawl through an infectiously perfect paradise planet. My impression was Annihilation meets Old School Trek as told by Another Bug Hunt; pretty cool! Our squad was two Teamsters, a Scientist, a Convict, and an Acolyte — pretty motley, compared to the core-book-only teams we’ve had in the past.

The depth crawl aspect really caught my attention, especially since Gabriel and I had just been chatting earlier that day about his experiences running Stygian Library and Gardens of Ynn for his partner. My previous exposure to the concept mostly comes from Pariah‘s Wailing Dunes, though honestly my six-session campaign barely scraped the outmost limits of that content.

It’s a lot of fun! I wanted to put together a wee Troika depth crawl. I want every rathole, crack in the wall, and pit to lead into the infinite goblin labyrinth; hopefully, this tool set helps fill in those blank spaces.

Set Up

When characters enter the Labyrinth, they roll a d6 on the tables below to generate the Structure of the Labyrinth, a local Feature, and an Event taking place there.

Track Depth. It begins at 0. Everytime the characters move deeper into the Labyrinth, increase Depth by 1. If they are trying to move towards the exit, reduce Depth by 1. Roll a d6 on each table every time the characters move, adding the Depth to each roll. If Depth would be -1, the characters have escaped.

Using rope, chalk, or other clever means, players may find their way back to certain previously marked locations.

Structure

  1. Lightless cavern
  2. Dark tube
  3. Barbed steel shaft (test luck or damage as knife)
  4. Looping burrow
  5. Featureless hallway
  6. Wet tunnel
  7. Stone cobbled walls
  8. Thick garden hedges
  9. Expansive garden
  10. Ornate pavilion
  11. Crumbling fortification
  12. Bog of Eternal Stench
  13. Mirrored hallways
  14. Ballroom of the Goblin King
  15. Antigravity Staircase Room
  16. (or Higher) Goblin City

Features

  1. Goblin Customs (2d6 Goblins)
  2. Pit trap (2-in-6 chance of Boggart)
  3. Collapsing ceiling
  4. Flooding
  5. Persistent leak
  6. Talking walls
  7. Sputtering mud-choked fountain
  8. Jousting Grounds (3-in-6 chance of 2 Heavily Armoured Goblins)
  9. Riddle door
  10. Large floorless sections, howling void
  11. Shifting walls
  12. Midden
  13. Dolm lair
  14. Pile of toys and treasure (d6x100p value)
  15. Armoury (all weapons and armour)
  16. Crushing Wall trap
  17. Ancient Dwarven artwork
  18. Goblin nursery (often contains captives)

Events

  1. Floor becomes a looping slide (increase Depth by d6+3)
  2. d6 Goblin emigrants seek the human world
  3. 2d6 Gremlins, looking to settle old scores with the Goblins
  4. Bladed contraption scours halls
  5. Tricksy Goblin offers to take you to Goblin City for d66p. Always takes you in the opposite direction it thinks you want to go. Tricksy!
  6. Parade of d6 Heavily Armoured Goblin knights
  7. d6 Goblins being mean to a Donestre
  8. d6 Goblins attempt to reeducate a Thinking Engine
  9. d6 Goblins seek sentimental junk and sappy speeches
  10. 2d6 Goblins throwing rocks from on high
  11. 2d6 Goblins having a party
  12. 2d6 Goblins play with a Fruit of Eternal Dreams
  13. 2d6 Goblins are philosophizing. They won’t let you go without giving them your worst idea.
  14. A ball of 3d6 Goblins, glamoured to look beautiful and elfin
  15. A lone Drock seeks a place for his abominable art
  16. 3d6 Moderately Armoured Goblin pikemen hold the line
  17. 5d6 Goblins
  18. The Goblin King!

Keep reading! Check out these Troika monsters, spells, and items — or go system agnostic with these Trolls! Like what you see? It only exists because of the support of our fans. Join the team and pick up a module before you go; may I recommend Drawn from the Margins?

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