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==Navigation==
==Navigation==


Finding your way through Vulture's Vineyard and its dungeon requires two different approaches. Town is a network of named locations with clear connections. The dungeon is unmapped territory you chart as you go.


==In Town==


Town locations include travel links that guide you from one location to the next. Follow the links on each page to move between areas. No map is needed.
==In the Dungeon==
===Start===
When you begin a quest in the dungeon, the quest page will tell you which room to start in and which '''level''' you are on. Town sits at '''Level 0'''; each dungeon level below it counts down from there (Level 1, Level 2, and so on), matching how many floors below the surface that level actually is. Every quest page must state which level it starts on. Keep track of this when mapping, especially when you encounter stairs leading up or down.
===New Room===
To explore a new room:
#Select an open hallway on your map.
#Refer to the '''New Room Table'''. Roll a '''d66''' and find the matching room.
#Draw the room on your map in any orientation you choose.
#Follow the room instructions from top to bottom:
#*Read the name and description.
#*Resolve any event if one is listed.
#*Roll on the '''Room Encounter Table'''.
===Explored Room===
When passing through a room you have already visited, roll a white '''d6'''.
{| class="wikitable"
! Roll !! Result
|-
| '''1 - 5''' || Nothing happens. Continue.
|-
| '''6''' || A Wandering Monster has appeared. Refer to the [[Wandering Monster]] table.
|}
__NOTOC__
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{{Template:Core Rule Footer}}
__NOTOC__
[[Category:Core Rule]]
[[Category:Core Rule]]
[[Category:Dungeoneering]]

Latest revision as of 13:57, 4 July 2026

Dicey Dangers, Core Rule Game by Joel Hills
CoreRuleIcon.png
Core Rule Book

Navigation

Finding your way through Vulture's Vineyard and its dungeon requires two different approaches. Town is a network of named locations with clear connections. The dungeon is unmapped territory you chart as you go.

In Town

Town locations include travel links that guide you from one location to the next. Follow the links on each page to move between areas. No map is needed.

In the Dungeon

Start

When you begin a quest in the dungeon, the quest page will tell you which room to start in and which level you are on. Town sits at Level 0; each dungeon level below it counts down from there (Level 1, Level 2, and so on), matching how many floors below the surface that level actually is. Every quest page must state which level it starts on. Keep track of this when mapping, especially when you encounter stairs leading up or down.

New Room

To explore a new room:

  1. Select an open hallway on your map.
  2. Refer to the New Room Table. Roll a d66 and find the matching room.
  3. Draw the room on your map in any orientation you choose.
  4. Follow the room instructions from top to bottom:
    • Read the name and description.
    • Resolve any event if one is listed.
    • Roll on the Room Encounter Table.

Explored Room

When passing through a room you have already visited, roll a white d6.

Roll Result
1 - 5 Nothing happens. Continue.
6 A Wandering Monster has appeared. Refer to the Wandering Monster table.


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