Friday, February 20, 2015
Torchbearer: Navigate Maze Conflict
Should your party stumble into a maze, treat it as a trap. They can successfully navigate it with a Dungeoneer test using the factors below:
Suggested Help: Cartographer, Scout
Size: small, medium, labyrinthine
Hazards (choose all that apply): monsters, traps, temperature
Construction: man-made, natural, magical
Twist: Go to Navigate Maze Conflict.
Navigate Maze Conflict
Skills and Abilities for Disposition
Add to Rank: Will
Conflict Ability and Skills Used by Action
Defend: Scout or Cartographer
Maneuver: Scout or Cartographer
Maneuver: Characters who succeed on a Maneuver with a margin of 3 successes may perform a special action: Loot. Roll 1d6 on the table below, and then roll on the appropriate subtable:
Minor: Exhausted or Angry
Solid: The characters lose a piece of gear in the maze
Major: Any map they make of the maze is inaccurate. Should they pass back through it, they will need to test again.
Labyrinth of Trials
Descriptors: Misdirecting, Enclosing, Sprawling
Navigate Maze: 9
Attack: +1D Winding Caverns
Defend: +1D You've Been Here Before, Haven't You?
Feint: +1D Dead End
Special: The turn clock advances at the top of each round of this conflict. During this phase, players may light new torches and eat food. If the Hungry and Thirsty Condition is earned, the Conflict Captain chooses which member of the team suffers a loss to their disposition. Reduce maximum disposition for the duration of the conflict.