Would you happen to have a good move when your party flee/pursue some monsters?
It’s the kind of things that can happen in a dungeon.
Would you happen to have a good move when your party flee/pursue some monsters?
Would you happen to have a good move when your party flee/pursue some monsters?
It’s the kind of things that can happen in a dungeon.
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Probably Defy Danger, with the appropriate stat being related to how they are fleeing or pursuing. All out sprint? STR. Darting around obstacles? DEX. A long, grueling chase? CON.
Or perilous journey. Depending on the head start. You block off the cave as you make your escape there’s the belief you might be able to take a small rest
You could make a specific move for a specific dungeon:
When you throw caution to the wind and run like hells out of the Sleeping Queen’s Tomb, roll + Wis:
On a 10+ you get the hell out of there, though whatever you woke up might be following you.
On a 7-9, you get right to one of the exits and something bars your way.
On a miss, you make a mistake and go deeper into the tomb and you can hear the queen’s hearts beating; she is awake.
When you throw caution tot he wind and run like hells out of the Iron Liche’s Tomb, roll + Wis:
On a 10+ you get the hell out of there, though however you got in will be more difficult to traverse next time.
On a 7-9, you get out by the klaxons are sounding and the steam ghouls are roused to hunt you down.
On a miss, you are lost in the factory-tomb and the red-goggled eye of the Iron Liche is upon you.
I think I’ve come up with something a bit more generic than a dungeon move. To be used when your PCs decide to leg it and fight another day:
When you flee from peril, roll 2D6+Str.
10+: You distance yourself from the said peril
7-9: You distance yourself but the GM chooses one:
– It costs you something
– The peril/opposition increases
– A new peril/obstacle arises