I don’t have my copy of J. Walton ‘s Dark Heart of the Dreamer with me – can someone remind me how the checkbox dungeon dangers work?
Working on a thing here…
I don’t have my copy of J.
I don’t have my copy of J. Walton ‘s Dark Heart of the Dreamer with me – can someone remind me how the checkbox dungeon dangers work?
Working on a thing here…
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Choose a bunch (3-6) of appropriate dangers for the dungeon, and give them a countdown (3 – 6). Each time the players enter a room, either roll a dice of just choose how strong that danger is thematically. For a dice roll, just do the usual 2d6: 6- means not present, 7-9 means +1 strength, 10-11 means +2 strength and 12+ means +3 strength. Mark off the number of check boxes equal to its strength. Once all checkboxes are marked, that danger is exhausted from the dungeon.
Thanks a lot Michael. In the end I did something simpler, but I’ll have a look at it again tomorrow and decide what’s best for the game.