Two moves for an upcoming “Survival-horror” section where the part (well, three of them) are going to descend into a…

Two moves for an upcoming “Survival-horror” section where the part (well, three of them) are going to descend into a…

Two moves for an upcoming “Survival-horror” section where the part (well, three of them) are going to descend into a cavern labyrinth.

Fucks with your Head

When you lead the group, roll +Wis

on a 10+, gain 1 hold, and another if you venture through an infested area

on a 7-9 gain 1 hold, and venture through an infested area

Spend 2 hold to find a safe place to camp, or 5 to reach the end of the labyrinth

Eyes in the dark

When you guard against the things in the dark, roll +str

on a 10+, your group remains safe

on a 7-9, as above, but:

*You get clawed, bitten, and torn at, take 1d8 damage

*You lose your torch, and need to replace it, mark off two uses of adventuring gear

*Your group takes detours to avoid the monsters, lose 1 FwyH hold

Venture into danger

When you find youself in a heavily infested area, roll + Con

on a 10+, 2 are true (your choice)

on a 7-9, 3 are (still your choice)

*more are clawing at the door

*You’re outnumbered 5-1

*The torches are out

*It isn’t just the “normal” ones

*You guys are separated

Could we workshop these?

3 thoughts on “Two moves for an upcoming “Survival-horror” section where the part (well, three of them) are going to descend into a…”

  1. I’ve run 2 labyrinth move adventures (1 was a 1-1 “Legacy Weapon” adventure, still to be completed). Another was traditional. (Labyrinth of Atuan). I like the idea of adding “find a safe place to camp” as an option for spending hold, glad to see others do as well (the solo adventurer really needed this — who else would take watch?). Two things stand out though: 1, why no treasure option? Does your group just not like treasure? Why are they exploring this labyrinth anyway? If it’s just to get out, you could use the “escape a labyrinth” variant brought up here a week or so ago (basically count down instead of up). 2, why mark off 2 uses of adventuring gear? Presumably they used 1 to have the torch in the first place, so it doesn’t seem to fit the fiction (I house rule that if they want to keep any adventuring gear, it takes up 1 weight, but continued use of it is ok. The best example being retrieving a rope.)

    There’s also a “lovecraftian” dungeon starter posted somewhere around here… I’ve been working my way through the Necronomicon, and am definitely looking forward to running something in this style.

  2. The assumption it that you’re keeping them off the party by taking a swing at anything gets too close. STR or CON seemed the most apropriate, and I was already using CON.

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