Layrinth Mini

Round Structure

Each Party member takes a turn choosing a path to take in the maze. This happens in the initiative order established at the start of the maze. There are 4 phases in each turn:

Drawing Phase

The DM Draws cards and places them face down in the river until the river has three cards.

Action Phase

The Party Member can choose an action from the available actions and use them. Once an action is used, it can not be used again until all other actions are used. These actions are global, meaning if one party member uses the STR action, no one else can until all other actions are taken.

Choosing Phase

The Party Member decides which card they want to flip over. 
The card is flipped over and its effect is resolved.

The Cleanup Phase

Once a card is flipped up, and its effect has resolved, discard all cards except dead ends to the discard pile and start a new turn. 
If you run out of cards in the deck, shuffle the discard pile to create a new deck.

End of Round

A round ends when each party member has taken a turn. 
If there are no actions left to use, the actions unlock and are available again for the next round.

Actions

Roll 1d6 twice to remove 2 each "turn"

Action Stat Effect
Act Quickly AGI If your chosen card is a Hazard, ignore its negative effects
Forge A Path STR Add 2 additional Right Way cards to the discard pile from outside the game
Scout Ahead FIN Reveal the top card of the deck in addition to a card in the river, choose one.
Careful Consideration INS Reveal 2 cards in the river this turn and choose one.
Boost Moral PRE Remove a Dead End card in the river from the game.
Draw a new card from the deck and place it face down in the river.
Plan Ahead KNO Draw 3 cards from the deck, choose 1 and put it on the bottom of the deck. Shuffle the remaining cards and place them on top of the deck

Cards

Right Path

Party scores 1 point to exiting (need 5)

Dead End

Need to double back, Dead End stays until all 3 River cards are Dead Ends.

Monster

Part scores 1 point to getting closer to the monster (need 2). if at 2 start encounter, after defeat remove Monster card from game.

Trap

Roll on Trap Table

Actions

Roll 1d6 Stat Effect
Slowing Trap AGI DC: Maze DC - 1
Fail: Add a Dead End card to the river after it clears.
Poison Dart Trap INS DC: Maze DC + 1
Fail: Each player makes a (Maze DC + 2) AGI save. Failed players take 1D12 poison damage.
Sleep Dust Trap STR DC: Maze DC
Fail: Add a Monster card to the top of the deck. Disarming player falls asleep skipping their next two turns. As an action, the party can wake the player, giving them their turn back.
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