42 lines
1.6 KiB
HTML
42 lines
1.6 KiB
HTML
<div>
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<h2>DANGER CLOCKS</h2>
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<p>
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The Game Master can use Clocks to keep track of incoming threats in the
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dungeon. These Danger Clocks should feature a number of section based on the
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urgency of the threat they represent:
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</p>
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<ul>
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<li>
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<strong>Eight sections</strong> for a threat that isn't immediately
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obvious and will only come true with time — something like "crumbling
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temple" or "magitech system failure".
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</li>
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<li>
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<strong>Six sections</strong> for a threat that is quite obvious and
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likely to happen after a while — such as "wandering monsters" or
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"poisonous fog".
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</li>
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<li>
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<strong>Four sections</strong> for a threat that is urgent and very likely
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to happen — something like "surrounded" or "high alert" in a dungeon
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brimming with hostile creatures.
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</li>
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</ul>
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<p>
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The Game Master may fill a Danger Clock as a consequence of failed Checks,
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as well as when an event would make the threat more likely, such as when the
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PCs spend time searching a room, make noise, rest inside the dungeon or draw
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unwanted attention.
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</p>
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<p>
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Different Danger Clocks will be triggered by different actions and events,
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of course — casting a spell might fill an "arcane overload" Clock, while
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searching a room is unlikely to affect it.
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</p>
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<p>
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As the Clock fills, the Game Master should foreshadow the incoming danger:
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once it is completely filled, that threat will become active in full, and
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the heroes will be forced to deal with it one way or another.
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</p>
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</div>
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