When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for the first time that it’s really just a team Defy Danger, with the danger being whatever is making the journey perilous: being attacked, getting lost, running out of food, etc.
Journey Through the Labyrinth
When you attempt to travel a significant distance through the Grey Labyrinth, divide the roles among the party:
Scout: Roll +WIS to defy the danger of being ambushed.
Navigator: Roll +INT to defy the danger of becoming lost.
Quartermaster: Roll +WIS to defy the danger of theft/accidents.
Note: A 10+ means that you are able to not only defy the danger, but also help the party. A scout might find something valuable, navigator figures out a shortcut, quartermaster reduces rations required, etc. GM will describe.
(These rolls work using the basic Defy Danger mechanic: 10+ you avoid danger, 7-9 things get worse but you can still keep the party out of trouble)
Welp, secret’s out.
Hey. Whatever happens in a Perilous Journey – STAYS in a Perilous Journey.
My wife would like me to clarify two points:
1) It’s a maze, not a labyrinth.
2) She was the one who drew the connection to Defy Danger, and I worked out the logistics for our game from there.
Does the maze have impulses? “Break up groups of intruders”, “Create an illusory route”?