I really hate adventurers exploring a dungeon, then leaving, then coming back and nothing has changed. Obviously things have changed, but rarely are there any rules for what has happened. Here are the rules that I use.
When the PCs leave a dungeon every room they have explored gets a restock roll. But what die to roll? If the dungeon is particularly active, roll 1d8. Regular dungeons roll 1d12. Slow/dying/quiet dungeons roll 1d20 or the higher of 2d12 (if you hate d20s for some reason)
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Monsters
If there is a lair nearby (and nearby is relative) expand that lair and move some of the monsters. Only add more if they would be spread too thin. If the lair is of something with just 1 monster, then add some minions of that nasty.
If there are nearby monsters that aren't from a lair, add a few more of those. If there is a faction that has a reasonable presence, add some of them. These two are interchangeable and just depend on the map and the dungeon and all that.
Finally if there isn't anything that jumps out at you, add a random monster. Shit moves into dungeons. They spawn monsters from their very walls. Whatever works for you here.
Treasure
If these are new monsters, add some new treasure. Otherwise split up some other treasure from where the monsters came from. If it is a trap room them move something from a nearby cache that the dungeon mooks would reasonably hide and trap.
If unguarded, add something new. I always look at this last one as something another adventurer may have dropped.
Special Events
If there are some sort of things going on add a special bit to the dungeon. For example, if there are cultists trying to summon a demon then add some evidence of summoning, maybe some imps that have joined in the fun, or perhaps they've tweaked up this location to aid in their summoning making the whole thing move along faster ... or maybe they have SUCCEEDED and the thing is here. Whatever happens, make this room special and interesting (hence special event).
In Sorrow, there is an ever-present danger that the dungeon continues to grow. Dungeons are like living things and are pushing into the World of Light, they are a mold growing on the underside of reality. When this event pops up, I roll on this handy chart:
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In the case where characters fuck off and do something else for a while, or get otherwise engaged/stuck/in jail/healing/leveling up I usually roll a few times or lower the die. Sometimes I just organically decide what happens.
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