This is how to cut an expedition short and remove tedious dungeon backtracking from your Mark of the Odd game:
When the group flees danger to end their expedition and return to safety, each character rolls their three saves in order:
STR save (vs harm and danger): if failed, you lose 1d12 STR. If killed, each other character may salvage one item from your corpse.
DEX save (vs clumsiness and atrophy): if failed, you lose 1d6 random items.
WIL save (vs madness and alteration): if failed, you gain an insanity (50%) or mutation (50%).
5 thoughts on “Out the Odd – Fleeing the Dungeon”
Thought of this while playing Darkest Dungeon, a game that feels very Into the Odd to me. The game needs more exploration in it though to seal the deal…
I also like the idea that fleeing the dungeon can potentially make you stronger with the chance that you get a mutation that enhances or increases your abilities. After all, mutations are THE method of diegetic leveling in the OSR…
Why would you want to do this?
Risk vs. other risk. Going through a dungeon room-by-room to get out may have more challenges than this procedure.
Or your session has a timer on it and for verisimilitude’s everyone needs to be back in town.
I’ve always always tried to do the “you must be out of the dungeon/wilderness by the end of the session or Bad Things Happen” but… real-world time constraints are a pain. And I always enjoy ending sessions on cliffhangers! So I never get to use fun rules like this.
For me, if a session ends in a dungeon, the next starts in the same dungeon same place. Its actually a bit shitty and I try to avoid it, as many things are forgotten in the meantime,