TEXT: The Dungeon Gourmand v0.2.0
  by Historian — Occultesque.com
  A tall, slim human in black leather shouts at a squat
  dwarven ﬁgure wearing a jaunty hat. Dust ﬂoats in the
  stale air of the dungeon corridor. The only way out is
  blocked by a collapsed ceiling. After a heated argument,
  the two re-light their candle lamp and delve deeper into
  the old ruins. The pair of adventurers carry little in the
  way of provisions and do not know of any exit to the
  underground necropolis.
  The ﬁre grows dim. Some of the stew bubbles over the
  edge of its cook-pot and elicits a greedy sizzle from the
  ﬂames. As the broth is ladled into bowls, chunks of cave
  pheasant meat, diced potato, and sprigs of ashroot are
  plainly visible. It will nourish the haggard adventurers
  as they rest for the night and gather their strength.
  �
  Without sustenance, death is quick to follow. The fol-
  lowing are a set of house rules that are designed with
  Swords & Wizardry (White Box) healing in mind:
  Healing
  In addition to the various magical means of
  restoring HP, a character will recover 1 full Hit
  point per day of uninterrupted rest. Four weeks
  of rest will restore all of a character’s HP - re-
  gardless of how many the character lost.
  Binding Wounds
  Referees can allow characters to bind 1d4 HP
  worth of wounds following a battle. This is of
  particular use in low-magic campaigns or in ad-
  ventures where none of the Players has chosen
  to run a Cleric.
  Note that the character can only recover HP
  lost during this particular battle.
  Recovered
  HP cannot cause a character to have more hit
  points than normal.
  These rules can be particularly diﬃcult for a party that
  is dedicated to a long dungeon crawl - or worse, trapped
  in a dungeon. As such, this set of rules adds another
  ﬂavor of healing to the game; restoring hit points via
  food.
  Dungeon Gourmands
  Dungeon food is cooked using ingredients primarily scav-
  enged from deep caves, lost ruins, or deadly temples; the
  exception to this being the spices that some gourmands
  bring with them into dungeons. Such additives are of-
  ten lightweight and provide much-needed ﬂavor in bleak
  times.
  Food Preparation
  Dungeon food prep is successful on a throw of 1 in 6.
  Failing this throw ruins all ingredients used.
  Each of the following increases success chance by an ad-
  ditional 1 in 6 up to 6 in 6.
  • Fire
  • Water
  • Utensils
  • Pots & Pans
  • Spices
  The Feast Proper
  The beneﬁt of dungeon food is that when consumed,
  it allows adventurers to restore their hitpoints by non-
  magical means and without spending multiple weeks of
  downtime in a place that could be exceptionally dan-
  gerous in a dungeon. In order to regain health in this
  manner, the dish must
  • be prepared and immediately consumed
  • contain at least two unique ingredients
  • contain at least one portion per gourmand
  The amount of time it takes to prepare a dish might
  vary, but a general rule of thumb is that it will take two
  hours to prep, cook, and eat a hearty meal in a dun-
  geon. Under certain circumstances it might be prudent
  to shorten or lengthen this arbitrary limit. Remember
  to check out encounters unless the party has taken pre-
  cautions.
  
  The healing provided by dungeon food is as follows:
  Unique Ingredients
  HP Restored
  2
  1d6
  3
  2d6
  4
  3d6
  5
  2d6 + 6
  6
  3d6 + 6
  7
  2d6 + 12
  8
  3d6 + 12
  Toxic Food
  The adventurers have cast their lines deep in an under-
  ground pond.
  They pull out a large, silver-scaled ﬁsh
  laden with fatty meat. It elicits a tantalizing scent as
  they fry the ﬁllets over an open ﬁre. Two hours later, the
  entire group is doubled over while they vomit profusely,
  and the halﬂing appears to have started convulsing as
  foam pours from his mouth.
  �
  Toxins.
  Entirely avoidable, if one can spot them.
  It
  might happen that either part or all of a creature is
  harmful to eat. Let us assume that none of the adven-
  turers found the poison ahead of time by way of Detect
  Poison spells or more mundane methods. In all other
  cases the toxicity of certain ingredients can be detected
  in one of two ways:
  • When the throw to prepare a dish that contains
  toxic ingredients results in a 1, the adventurers have
  detected the poison and learned from which ingre-
  dient it stems.
  • If a dish is prepared with certain rare spices or mag-
  ical ingredients, the poison might be revealed re-
  gardless of whether or not the attempt succeeded.
  The consequences of eating toxic food varies depending
  on the particular strain. These can range from reduced
  healing, outright damage, or permanently crippling side
  eﬀects.
  Magic Food
  Magic food is strange. Weird. Bizarre. Unpredictable.
  It most often tastes of lavender and burnt ozone. Those
  who have innate magical abilities are not often at risk,
  but those who possess no penchant for spell-casting
  might ﬁnd the surge of magic harmful.
  Where?
  A furry creature darts across the broken cobblestones and
  slips into its burrow that is made of collapsed sections of
  the worked stone that once formed the dungeon’s main
  corridor.
  Catﬁsh swim lazily in a pitch-black under-
  ground reservoir. A dungeon cow lazily devours lichen
  from the wall while a few goblins keep an eye on the crea-
  ture. Who knew that gelatinous cubes tasted so good?
  �
  Finding food in a dungeon isn’t as hard as it sounds.
  After all, things live down there.
  Monsters ﬂourish.
  There’s an entire ecosystem to every dungeon, though
  most adventurers are too clumsy and imperceptive to
  ever notice the nuances of such life. Some delvers know
  to strip the meat from certain animals, but only the
  most seasoned folks know all the diﬀerent source of ﬁne
  dining in a dungeoncrawl.
  Portions
  It is vital to track the number of edible portions that
  the adventuring party harvests.
  A portion should be
  equivalent to one day’s worth of rations. A small animal
  such as a cave rabbit might yield one portion, whereas
  a dungeon cow might yield enough meat to serve a meal
  to eight adventurers.
  Remember that the minimum number of portions to
  make a Meal is equal to the number of people eating
  said meal. Thus, a party of 3 would require 3 portions
  of food while a single adventurer only requires a single
  portion. Still, remember that a single variety of food
  does not make a balanced meal. At least two unique in-
  gredients are required - either one portion of two diﬀer-
  ent ingredients or a single type of ingredient and spices
  to make it tasty.
  
SOURCE: textdata/thevault/Goblin Laws of Gaming (GLOG) (osr)/Monster Menu-All/Dungeon_Gourmand_v0_2_0.pdf