In between encounters I give each model one action to move, search, etc. I've tweaked things a bit for solo play my having random tables for room contents, encounters, etc. Basically I use Song of Blades and Heroes with Song of Gold and Darkness. I really don't have a codified set of rules down for this sort of thing and is generally in constant playtest. Maybe on my next trip into the dungeon I'll bring you with me again. Like 1d6 coins or something to represent pocket change. Not getting paid for getting stabbed in the face sucks. I will probably come up with custom rules more suited to what I have on hand and more what I envision in a dungeon setting.ģ) I may add at least a little treasure to each non-wandering encounter. Granted, my dungeon isn't done either, but at least if I had made lists to suit my collection, I could have had more color.Ģ) The scenic features in SGD are not necessarily the ones I want to use. I ended up using a lot of unpainted figures because I rolled things I haven't gotten to yet. It also means that you can use more of the figures you want. While it is fun to have randomness, it makes a better story if you have a theme. I have learned a couple things from this adventure:ġ) Tailor your encounter lists. Healing potions are purchased and distributed to prevent future casualties. A new wizard is hired and reveals the potion found in the tomb to be a potion of speed. The wizard is not as lucky and succumbs to his injuries. Five gold pieces later he is re-equipped. In the aftermath of the quest, the rogue recovers from his wounds, albeit having been looted for his gear while healing. The tomb is opened and reveals 100 gold pieces! Finally, some reward! There is also a potion tucked beneath the old bones. The final bodyguard foolishly holds his ground and is gutted by the elf.
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