A gimmick
house of cards
for dungeon delving
image credit: Peter Roberts
- use my card deck encounter table from here. It’s pretty easy work to translate a standard encounter table to cards: lower cards are likelier to pull, as you always select the lower of two draws.
- on entering each dungeon room, or whenever you make untoward noise, you must build a new /\ onto a house of cards, building a floor if necessary.
- when the house collapses you pick the second highest face-up card as the encounter.
- you may collapse the tower early to force an encounter
- at the end of the session, the party gains xp equal to the highest number of floors your house had this session, multiplied by the dungeon floor, multiplied by [some sensible amount for old school play]. (I can't be bothered doing the math, sorry.)
Extension: When building a /\ in your house of cards, you may place a die in it (not on the ground floor though).
- 5th floor: d12
- 4th floor: d10
- 3rd floor: d8
- 2nd floor: d6
- 1st floor: d4
- Ground floor: -
When the tower collapses, the dice will roll. find the highest result and add it to the damage of your first attack.
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A riff on Prismatic Wasteland’s tactile tower