[RULES] THREAT SYSTEM
THREAT SYSTEM
Rather than forcing you to track the hit points and attacks of the NPCs, and the deterioration of the tavern from the waves of undead aack, this adventure uses a Threat System to track difficulties that face the characters. Each me the threat rises, it comes with an Unfortunate Consequence that must be dealt with: anything from NPCs being killed to the front doors of the inn being irreparably broken. As well as abstracting the mechanical elements of the adventure, this also means the adventure can be replayed multiple times, as the random consequences will lead to a new experience with every play-through.
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The Threat System is a way in which you can avoid dealing with the mechanics of the numerous NPCs and monsters in this adventure, instead relying upon an abstract system to handle the likelihood of NPC death, damage to the tavern, etc. Essentially, Threat is generated during each wave of undead attack if certain conditions are met. This Threat can then be “spent” by the GM to generate Unfortunate Circumstances, which play out during the wave or the following interlude. The Unfortunate Circumstances are wave-specific, and listed in each wave’s section.
The following circumstances generate threat:
- Generate 2 Threat for each zombie swarm that remains after three rounds of combat. After the third round of combat, the characters can dispatch any remaining zombies with ease (i.e., without having to make attack rolls, etc.) but not before the Unfortunate Consequences occur. This does not apply during wave three, at which point it’s up to the characters to fight to the death against the undead.
- Generate 1 Threat each time a character makes a death saving throw.
- Generate 1 Threat each time a character rolls a natural 1.
- Various events in the interludes may increase or decrease the Threat generated in the following wave.
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