Cosa ne pensate???
Originally shared by james day
A few perilous journey moves for a dungeon or even mega dungeon.
When exploring the dungeon not knowing where you are heading assign Scout, Dungeoneer, and Quartermaster.
Scout Roll +Wis on a 10+ you do not get ambushed and you find somewhere significant or a secret area, your choice . On a 7-9 you choose 1 of those options
Dungeoneer Roll +Int on a 10+ you do not get lost and you do not get surprised by any traps. On a 7-9 you have to choose 1 of those options.
Quartermaster Roll +Int on a 10+ you do not consume more rations or torches then you need. On a 7-9 choose either rations or torches, you have used more of those then you would of liked.
When you are trying to get to somewhere you have been before but you haven’t placed on the map Assign Scout, Mapper, and Quartermaster.
Scout Roll +Wis on a 10+ you do not get ambushed by any monsters and you can quickly find your way again when you get lost. On a 7-9 you choose 1 of those options.
Mapper Roll +Int On a 10+ you manage to go around the dangerous part of the journey and can put the location on the map. On a 7-9 choose 1 of those options.
Quartermaster Roll +Int On a 10+ you have used as many rations and torches you would of expected to use. On a 7-9 you choose either torches or rations, you have used more of that then you would of liked.
E’ un modo di vederlo. C’è chi ha fatto mosse simili per muoversi in un labirinto. In linea di massima a me piacciono le mosse che zoomano fuori, e sintetizzano in un tiro un certo pezzo di viaggio.