When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for…

When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for…

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)

4 thoughts on “When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for…”

  1. 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.

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