47 lines
1.6 KiB
HTML
47 lines
1.6 KiB
HTML
<link rel="stylesheet" href="/css/book-page.css" />
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<link rel="stylesheet" href="/css/book-page.css" />
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<h1>DANGER CLOCKS</h1>
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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 obvious
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and will only come true with time — something like "crumbling temple" or
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"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 likely
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to happen after a while — such as "wandering monsters" or "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, as
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well as when an event would make the threat more likely, such as when the PCs
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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, of
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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 the
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heroes will be forced to deal with it one way or another.
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</p>
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