Update January 15, 2024: This post has won the Bronze Bloggie in the Gameable category! My thanks to everyone involved. It’s easy to feel like blog posts disappear into the past, forgotten a few days after they are written. Having my work recognized by my peers is encouraging. Thank you for running this year, Zedeck. Also, neener neener, so long as I don’t win I don’t gotta put any work in next year!
I’ve been inspired by my time working with Gus on Tombrobbers of the Crystal Frontier, and want to play at making something similar: a big intro adventure for Dungeon Moon. Something that sells the vibe of the setting, and will allow me an opportunity to think with modes of play that aren’t accommodated by my current campaigns.
Returning to Dungeon Moon will mean returning to Flux Space. It’s an idea that has had a lot of time to percolate in the 6 years since I last discussed it, so let’s begin at the beginning. What is Flux Space?
The Problem
Classic exploration play is great. The referee describes an environment, the players describe how their characters interact with that environment, and the referee tells them how the environment changes. Rinse and repeat until the player’s characters are either wealthy, or dead.
This simple conversational back-and-forth is a good engine for producing fun, but it falters when the characters are exploring spaces which are Large, Samey, and Confusing. The paradigm example is a maze. Mazes work so poorly with classic exploration play¹ that they’ve become shorthand for jokes about bad dungeon design. Yet bad as they are, mazes stick around because they’re romantic. They beg to be explored, even if our tools for imaginative exploration don’t suit them. It’s why kids love solving them on paper, and why people line up for corn mazes every October. The labyrinth of the Minotaur was a maze, and it’s arguably the most fundamental example of a dungeon we have.
Other examples of large, samey, and confusing environments would be a winding network of caves, a dark and dense forest, or a dungeon which fills the entire interior space of an artificial moon created by an inscrutable warlock.
¹ I do actually think this could be fun with a certain set of conditions. You’d need a group of players who were highly engaged in the process of mapping and exploration, as well as some significant pressure to discourage boring-yet-safe play, such as following the left hand wall. So it’s possible, but not suitable for my game or my players.
The Solution
Flux Space is a way of representing large, samey, and confusing environments without mapping and keying them. No maps or keys are needed, because while the characters must trudge through a Flux making meticulous notes and backtracking from dead ends, the players will be “zoomed out.” Time passes very quickly since the players need only make broad administrative decisions. When the characters encounter something interesting the players “zoom in” to engage with it.
Traversing through Flux Space can be regarded as a type of Point Crawl, with the distinction that moving between each point is especially arduous. Once a Flux is solved it can be peregrinated through more swiftly, but solving it will be taxing.
Flux Space is a mix of overland travel and dungeon exploration. It’s for those situations where an environment exists primarily as an obstacle to forward progress, rather than a rewarding location to explore in its own right. Charting the flux gives space for our imaginations to percolate in these environments, and for them to feel as imposing as they ought to, but does so without straining the players’ patience.
System Assumptions
This new Dungeon Moon adventure is intended for use with Errant, so Flux Space must be built to fit into Errant’s mechanics. Because of that, this post will include more system-specific terminology than has been typical for Papers & Pencils. The free, no-art edition of Errant may be a useful reference. What I will call a Flux Turn is a specialized form of Travel Turn, and if you’d like context for all that entails the chapter describing Travel Turns begins on page 120.
Though I’m using a specific system here, I will avoid jargon where possible. Where it isn’t possible, I will endeavor towards clarity. It should not be difficult to adapt the Flux Turn described here to whatever style of adventure play you practice.
Flux Space Procedure of Play
Upon entering a Flux, play shifts to Flux Turns, of which there are 6 each day.² During Flux Turns, the party/company generally acts as a group. Their goal³ will be to find a path through the Flux, which they do by Charting.
Each turn spent Charting represents hours of the company moving carefully, dropping breadcrumbs, taking measurements, making notes, and backtracking from dead ends. All this hard work depletes their resources and requires them to roll the Event Die.⁴ At the end of a successful Charting action the company will discover a Point of Interest within the Flux. Play zooms in for classic-style Exploration to resolve the Point of Interest, after which the company chooses how to spend their next Flux Turn. Thus the basic play loop is:
Chart → Deplete Resources → Resolve Event Die →Point of Interest → Choose next action
Each Flux has only a finite number of Points of Interest. Once all have been discovered the Flux is fully charted, and may be moved through more easily.
² Thus a Flux Turn lasts roughly 4 hours, though it’s important not to let that relationship become rigid in your mind. Turns at all scales are abstractions which cannot correlate one-to-one to certain distances traveled by the hands of a clock.
³ Presumably, anyway. Players have strange motivations sometimes, and far be it from me to dictate what their goals are.
⁴ As per normal for Errant, each member of the company who has an encumbrance greater than 4 adds +1 negative event die to the roll.
Depleting Resources
A Flux is generally a dark place which requires the company to carry portable illumination. Each Flux Turn applies 4 Burn⁵ to all light sources. (Thus if the company are using candles, each candle bearer will go through 4 per Flux Turn. If using torches they’ll go through 2. If using lanterns they’ll go through 1 bottle of oil.)
Additionally, some Fluxes may have special resources the company is required to spend in order to chart them. For example, a Flux defined by cliffs or other vertical traversal challenges may require the company to deplete a length of rope each time they Chart, since they must strategically leave ropes behind in order to create pathways for themselves. Likewise a Flux that is filled with water might require potions of water breathing to be consumed for each Charting Action, etc.
⁵ Errant’s Burn mechanic is designed to create interesting lighting situations for exploration play, but does not mesh with the hella-time cost of Flux Turns. I’ve opted for 4 Burn/Turn because it translates into full resource units: 4 candles, 2 torches, 1 lantern oil. Nothing is ever spent partially. As a happy coincidence, this *also* scales to the average amount of Burn players would experience if they played 24 Exploration Turns (the length of a Flux Turn).
Resolve Event Die
If using Errant’s player roles, the referee calls on the Timekeeper to roll a d6. If not, I like to call on a different player each Turn to make the roll:
- Encounter
- Rest (+1 Negative Event Die) or gain 1 Exhaustion
- Deplete all rations or lower all Supply by 1.
- Local Effect
- Encounter Sign
- NPC Chatter
Encounter — While the company is in the midst of their declared action they meet a creature. Determine surprise and disposition for this encounter as you normally would. Play zooms in until the encounter is resolved.
Rest — The company is fatigued, and must make a choice: do they rest, or force themselves to press on? Resting means the company is unable to perform the action they declared for this Flux Turn, and on the next Turn they gain 1 Negative Event Die.⁶ Forcing themselves to press on causes everyone in the company to gain 1 Exhaustion.⁷
Deplete — Everybody needs to eat! Deplete rations and animal feed by 1 for every member of the company. If there are no rations to deplete, or if food sources are plentiful, instead reduce Supply⁸ by 1 for every member of the company. Any ongoing effects or conditions, and perhaps other intangible resources such as an NPC’s patience, dwindle.
Local Effect — An effect occurs that is particular to this Flux. This is discussed in greater detail below under the heading “Construction of a Flux.”
Encounter Sign — The company receives some clue as to what their next encounter might be. Footprints, the sound of beating wings, a figure spotted at the end of a long corridor, etc. The company might want to track this creature down, or they might wish to take special effort to avoid it. Otherwise, the next time an Encounter or Encounter Sign is rolled, it will be an encounter with the creature pressaged by this sign.
NPC Chatter — Nothing of note happens, which means that any NPCs currently traveling with the party get bored and express themselves in some way. Perhaps they talk with one another, sing a little work song, or try to wrangle better wages for themselves out of their employers.
⁶ In Errant, having a Negative Event Die means that your next Event Die Roll is made with 2d6, taking the lower of the two result. Having a Positive Event Die means the reverse. Both types of event die can stack (2 Negative event die = roll 3d6 take lowest), and if the company has both types they cancel each other out. (1 Negative + 1 Positive = roll the Event Die normally)
⁷ In Errant, 1 Exhaustion fills 1 Item Slot. It acts as an extra burden weighing the character down. Exhaustion can only be removed by resting in a comfortable location, which players are not guaranteed to find outside of a settlement.
⁸ In Errant, Supply is a resource that the company will always want to keep well stocked of. If you’re not playing Errant, the important thing to note is that rolling Depletion always causes something to be depleted, even if the party is in a situation where they don’t need to worry about food.
Point of Interest
A notable location within a Flux, comparable to a dungeon room. A Point of Interest might be as simple as a statue the company can choose to ignore, or it might be as involved as a small series of challenges that must be overcome in order for the company to reach the far exit.
Each Flux has two sets of Points of Interest: Shallow Rooms and Deep Rooms.
At the end of each Charting action, after the Event Die is resolved, the referee rolls on a table of the Flux’s Shallow Rooms. These are closer to the entrance, and thus are much more likely to be encountered early. After each room is found it can be crossed off the list.
As the company continues to chart, eventually the referee’s roll will point to one of those crossed out rooms, and the party will discover a Deep Room instead. Deep Rooms are not rolled. They are encountered in order from first to last.
Once all Points of Interest have been discovered, the Flux is solved, and need not be charted any further.
Choose Next Action
Aside from Charting, there are a few other things the party might consider using a Flux Turn for:
Peregrinate⁹ — The company moves from any space within the Flux to any previously discovered Point of Interest. Even from the entrance to the very deepest of the Deep Rooms, if it has been found. Their meticulous charting allows them to travel more efficiently, so they do not need to Deplete Resources on this trip. They still have to roll the Event Die, though.
Make Camp — Spending more than 4 Flux Turns per day on heavy activity causes each character in the company to gain 1 point of Exhaustion per extra turn. When the company makes camp one of the players¹⁰ makes a navigation check to find a suitable campsite¹¹. Each individual member of the company then decides if they will Sleep or Take Watch.
Take Watch — If no characters keep watch, all Event Die rolls of 5 (encounter sign) are instead treated as rolls of 1 (encounter). If only one character keeps watch they gain a point of Exhaustion. If two characters keep watch together, no Exhaustion is incurred by either.
Sleep — Characters who spend two full travel turns sleeping may remove a point of Exhaustion.
⁹ Note that, due to the nature of Flux Space, the Peregrinate action functions a bit differently than it does in Errant’s Travel Turns. Likewise the Explore and Orient actions are not available. Foraging within a Flux is possible, though the DV might be quite high!
¹⁰ If using Errant’s player roles, this should be The Navigator.
¹¹ If the check fails the party must choose between an exposed campsite where encounters are more likely, or an uncomfortable campsite where their rest does not remove points of Exhaustion.
Maps & Local Knowledge
A Flux would not be a Flux if it were well understood. Any few who might know the space’s secrets and byways will guard their knowledge jealously. If a Flux has inhabitants, then keeping outsiders ignorant will be a vital matter of home defense. Even so, it may happen that the company acquires knowledge of the Flux second hand.
Maps reveal some of a Flux’s Points of Interest, which are treated as having already been discovered. Thus the party gets a head start on their own Charting. A complete map, revealing all Points of Interest, should be an object of exceeding rarity.
Peregrinating to locations the company only knows via the map incurs a negative event die, since they lack firsthand knowledge.
Advice from someone who has traveled in the Flux before grants the party a positive event die for a number of Flux Turns equivalent to the quality of the advice. (Someone who has been there once before can give the party a positive event die for 1 Turn, while a native inhabitant of the Flux could give them advice that’d last 10 Turns or more).
Guides may insist the party wear blindfolds, since they want to protect the secrets of the Flux. If the party then loses their guide, they’ll need to begin Charting from wherever they’re at, and the Flux entrance should be added to the Deep Rooms. (How far down the Deep Room list it is should depend on how far the company was led.)
If the guide doesn’t insist on blindfolds, the party can retrace their steps, but must endure a negative event die. They’re much more likely to take a wrong turn than if they had charted the area themselves.
Construction of a Flux
At minimum a Flux needs a Theme which describes the space the characters are moving through; NPCs for the company to Encounter; along with some Local Effects that can occur; and Points of Interest to discover. As with any aspect of play, it’s worth looking for opportunities for Special considerations, though these are not obligatory.
Theme
Hopefully your Flux is not simply a series of grey corridors. Perhaps it’s a maze of stairs which zig zag up and down, or abandoned mines dripping with acidic slime deposits, or a massive clockwork mechanism built by the gods which controls the movement of the stars in the sky. The theme will inform everything else you develop for your Flux, and give you something to riff off of at the table. Instead of saying “After hours mapping corridors and dead ends you find…,” you can more easily come up with stuff like “After hours of climbing spokes and avoiding being crushed by the teeth of titanic cogwheels, you find…” It’s a little thing, but it’s one of the little things that makes moment-to-moment play enjoyable.
Encounter
I would not use the full 2d6 encounter table method for a Flux. The company won’t be in one long enough to make the effort worthwhile. Even if it takes 16 rolls of the Event Die for a Flux to be solved (6 Shallow Rooms + 3 Deep Rooms + 4 Turns of Sleep + 3 Rest results), there’s a good chance they’ll only experience 3 encounters. Instead I will opt for 2d4 encounters per Flux. With a Dragon and Wizard at the two extreme ends of the table, this leaves only 5 unique encounters to concoct.
Because encounters will occur in a nonspecific environment, it may be useful to include a location along with the encounter. (i.e. “d6 skeletons on a narrow staircase”). Alternatively you could write a small table of such environments to be rolled on when an encounter occurs. For myself, I will rely on the theme, and use it to invent an appropriate encounter environment in the moment.
Local Effect
This is how the theme is expressed most directly, and how the environment resists the company’s attempt to control it. Because Flux Space is explored from a zoomed out perspective, local effects must have clear zoomed out consequences. I’ve been able to come up with 4 different types of local effect that will work well in a Flux:
- Altered Circumstances — A change that effects all future Turns. It might alter what resources are depleted after a Charting Action, impose a negative or positive event die, or prompt the party to adjust their marching order. For example: “A fierce wind begins to blow, strong enough to send someone tumbling over the cliffs. Anyone who doesn’t tie themselves to the rest of the party will need to make a DV: 2 Phys Check each Turn to avoid falling to their death. Will the scout rejoin the main body of the company, or will they risk it?” Altered circumstances will usually end the next time a Local Effect is rolled. (Instead of, rather than in addition to another Local Effect).
- Minor Choice — Some sort of obstacle which requires the company to choose between two or more costs. For example: “The corridor ahead is filled with noisemaking traps. If you set them off a creature encounter is rolled immediately. The company can avoid them all by moving carefully, but this will slow you down and you’ll get a Negative Event Die on your next turn. Alternatively, one character can attempt a DV 8 Skill check to quickly and silently disable all the traps—though failure will count as setting the traps off!”
- Attrition — The Flux takes an extra toll on the company. For example: “A flame trap goes off! Everyone in the vanguard of the party takes 2d6 damage, but can make a DV 6 Skill save for half.”
- Flavor/Hint — Something about the environment draws the company’s attention without doing them any harm. What they learn may or may not be useful. For example: “Everyone in the company hears a mysterious voice inside their head. It mumbles something about how red is the color of vitality, then fades away.”
Local effects ought to be reusable, so 1~3 is plenty for a Flux.
Points of Interest
For my purposes, d6 Shallow Rooms and 3 Deep Rooms will usually (if not always) be adequate. This is large enough for a Flux to pose a significant obstacle, without wearing out its welcome. Any bigger and it feels to me like all these rooms would be put to better use in a traditional dungeon.
When constructing the Points of Interest themselves…they’re just dungeon rooms. They ought perhaps have a higher conceptual density than standard, since the Flux itself serves in place of the empty rooms. All Points of Interest could easily accommodate monsters, tricks, traps, treasure, and/or special contents if you so desire.
Special
Does Charting this Flux deplete any special resources? Is there anyone outside the Flux who might want the party to do something for them in there? Is there any danger in this Flux which might follow the company when they leave? Do any of the creatures on the encounter table constitute a faction? If so, which Point of Interest do they live in, and what do they want? Is one of the Flux’s Points of Interest a bottleneck, which the company will need to deal with every time they peregrinate through the Flux?
Example Flux: The Zig Zag Staircase Maze
Theme: An Escher painting hewn in stone. Bottomless pits abound, and there is a dearth of safety railings. Gravity reorients itself at fixed spots. As the company charts they may find themselves traversing the same set of stairs several times with a different “up” on each pass. True Up can always be determined by throwing something into a pit and seeing which way it falls. The pits are not truly bottomless. After 900’ there is a wall of magical darkness, followed by a final 100’ in which space loops back on itself. Anything dropped will be stuck looping through the final 100’ forever.
Encounters
- Dragon
- 2d6 Zippity Gloobs: Eyeballs with four razor talons protruding from around their retina. Fly by screaming, though they have no mouths. They gather in wasplike nests seen frequently around the bottomless pits.
- 1d6+1 Cow Creature raiders. They are collecting loot from the bodies of three dead surface dwellers. Cow creatures can go up stairs, but not down them.
- 1d6+1 Cow Creature raiders. They’re on the hunt for intruders. Cow creatures can go up stairs, but not down them.
- A sludgebelly which wandered out of the Slime Mines, and is now lost. Reaction roll determines how long it has been lost and how hungry & frustrated it is.
- Animated suit of armor left behind by a wizard with a bad disposition.
- Wizard
Local Effects¹²
- (Attrition): The magical gravity doesn’t work properly on this next flight of stairs. In order to Chart it, each character will need to have a kit of Climbing gear with them. Anyone who lacks it must peregrinate to the Flux entrance, buy a climbing kit somewhere, then peregrinate back here in order to continue charting. The climbing gear remains necessary until the next time a Local Effect is rolled.
- (Minor Choice): The party comes upon a gap where the stairs have crumbled away. Jumping would be easy to do, but exceedingly dangerous (DV 0 Skill check, but any who fail fall to their death). If the party brought a ladder, or a plank of wood they can use it to cross the gap easily. Improvising a safe way across without proper tools can be done, but will take a long time, and the Company will suffer a Negative Event Die on the following Turn.
- (Attrition): The stairs transform into a slide beneath the company’s feet! Each character must make a DV 2 Skill Saving Throw or drop one item of their choice from a Hand or Handy slot. It tumbles away into a bottomless pit.
- (Flavor/Hint): The party comes upon a gap where the stairs crumbled away at one point. It has been bridged by a sturdy mat woven from coarse hair, and pinned firmly in place at each end. It will take everyone’s weight easily. (The Cow Creatures placed this here.)
¹² To be clear: There’s no need for each flux to have one of each type of Local Effect. I’m just using this to further illustrate how each type might be used.
Points of Interest
Shallow Rooms (d6)
- A tangle of stairs converge into an amphithatre where 16 ghosts are staging King Lear. The ghost playing Kent keeps forgetting his lines during Act 2 Scene 4. Each time, the rest of the ghosts throw up their hands in frustration and begin the scene again from the start. If someone were to stage whisper the correct lines to Kent, the play will finally be able to end. The ghosts will be at peace, and everyone in the audience will receive a blessing: 2 Positive Event Dice for 3 Turns.
- A staircase landing, on which there is a gurgling fountain with coins at the bottom. If a penny is dropped into the fountain then the water is supremely refreshing. Anyone who drinks from it can ignore the next Deplete result on the Event Die. Anyone who attempts to drink from it without paying will get stomach cramps and diarrhea. If anyone takes money from the fountain, the water will pull them in and attempt to drown them.
- A circular room 100’ across, enclosed by a low wall, and pillars which support a vaulted ceiling. Four broad staircases connect to this room at right angles from each other. Any staircase other than the one the company entered from is a valid exit. At the center of the room is a 9 foot tall marble statue. It will animate and attempt to destroy anyone who enters this room, but will not pursue them beyond it.
- Room #3 again, but this time you’re approaching it from a different set of stairs, and must exit using the final set. The statue remembers your behavior from your last visit, and has learned from it.
- In the middle of the stairway ahead of the company is an iron gate with a face on it. It’s surrounded by a barrier which extends 5’ out over the edge above a bottomless pit. Dagger blades protrude from the end of the barrier to discourage attempts to climb around the gate. The face animates to ask a riddle of all who approach: “I rise and I fall without ever moving. You may stand on me, though I am neither the ground nor a floor! Though one of me is helpful, you need many of me to accomplish anything. What am I?” If the correct answer is given (“Stairs,” obviously) the door will open. If someone attempts to climb around the outside the door’s face will be offended. It will wait until the climber is in a vulnerable position, then wiggle the dagger blades that protrude from its barrier to try and make them fall.
- In a stretch of stairs which spiral around a column, the company comes upon a door with a shingle hanging above it, proclaiming it to be the site of The World’s Greatest Salesperson. Within is a shop filled with models of stairs, diagrams of stairs, and materials for constructing stairs. The woman inside has a big creepy grin on her face, and is convinced the company look like a group who could really use some stairs. It may seem like her services are completely useless. However, if the party pay her a retainer of 50 pennies she will accompany them through this Flux. If they come upon the Local Effect of a crumbled staircase she can quickly build stairs to bridge the gap. After that if the party wish for her continued services they must pay another 50 pennies.
Deep Rooms
- The stairs brush up against a rough stone wall unlike any other in this Flux. There’s a hole in the wall: round, four feet across, dripping with acrid slime. Beyond this hole are the Slime Mines, a completely different Flux!
- Village of the Cow Creatures, constructed upon the flat top of a column both broad and tall. 35 adult Cow Creatures live here, and are belligerent towards outsiders. One set of stairs leads up into the village, and another leads up out of the village, and because Cow Creatures can only go up stairs one of these is how they enter the village and the other is how they leave it. The company must get through the village by charm, guile, or force in order to explore further.
- A great curved arch leading into The Pleasure Palace of Zanator the Opulent! This is a traditional dungeon, and presumably the goal which led the company to enter this Flux in the first place.
Example of Play
Referee: After your harsh overland journey the company reaches the passage which leads down into the stair maze you’ve heard about. Before you enter, are you going to use any scouts?
Moss: Nobody is sneaky, so we oughtta stick together. I’ll be in the front, Ajmira you take the rear, everyone else can be in the middle.
Referee: If that works for everyone, I’ll just need to know what light sources you’re using. Including hirelings there are 6 characters in the group, so you’ll need 6 Burn worth of illumination if you want to stay in bright light. That means everyone carrying a candle, three people carrying torches, or two people carrying lanterns.
Suzan: Torches is what we’ve got, and we’ve got plenty of ’em! You said this place was gonna eat through them, so we hired a whole extra guy to carry supply. I’ll carry one of the torches, and Torgul and Erin will carry the other two like usual.
Flux Turn 1
Referee: If anybody wants to discuss further, or make any additional arrangements before descending the stairs, please speak up. Otherwise, Ajmira, I’ll have you roll the Event Die for the first few hours of exploration. D6, please.
Ajmira: I got a 6.
Referee: Torchie—the hireling you employed just to carry extra supply—tries to strike up a conversation with Torgul, Erin’s bodyguard. Torgul responds with grunts. They clearly regard this weakling as beneath their notice, and Torchie eventually gives up trying to make friends.
Erin: I chastise Torchie for distracting my employee while they’re supposed to be keeping an eye out for threats.
Referee: Torchie looks distressed. This is a rough first day at work for her. Time passes in awkward silence as the party climbs up stairs and down again, working to chart a path through this labyrinth. By the end of the Turn all your torchbearers have gone through 2 Torches, so mark those off. Suzan, can you roll a d6 to determine what Point of Interest the party finds?
Suzan: I got a 2.
[The referee describes the fountain. The party argue about whether they should put money into it or drink from it. Eventually they decide to ignore it and just move on.]
Flux Turn 2
Referee: Alright, you spend a second Turn charting. Erin, can you roll the next Event die?
Erin: That’s a 5.
Referee: Encounter sign. I’mma just roll 2d4 real quick…I got a 3 so…um. A screaming sound rises in pitch from somewhere in the darkness behind you, reaching a crechendo just outside the range of your torchlight and fading gradually into silence. Something has passed you by very closely, and moving very fast.
Moss: Well I move to look at it!
Referee: You go back up the stairs that you just came down, towards where you heard the scream. You don’t find anything. Whatever made the sound is gone.
Moss: And NOBODY glanced over their shoulder to see it?
Referee: I assume everybody turned, but it’s dark, and torchlight only goes so far. Whatever made the sound was too far away to be illuminated.
Ajmira: Where did it sound like it was going? It came down the stairs until it was close to us, then turned around and went back up the stairs again?
Referee: No, the sound was coming from off the stairs. Like it was flying straight up out of the bottomless pit beside you, then continued to fly up after it passed.
Suzan: So it’s very fast and it flies. Fuck.
Referee: Are there any preparations you’d like to take against encountering whatever this creature was?
Moss: While we’re moving, everyone remember to keep watch on the pits and the air above us, not just the path ahead and behind.
Referee: I’ll take that into consideration, but remember you’re a bright spot of light in a dark place. You’ll be visible to a lot of things which you won’t be able to see no matter where you look.
Moss: It’s the best we can do. Let’s get a move on.
Referee: Okie dokie. You continue to map your way through the stair maze. Suzan, Erin, and Torgul, each of you mark off another 2 torches from your inventory, or from Torchie’s inventory if you need to get them from her. Moss, give me a d6 to see what the party finds!
[Moss rolls a 4. The referee describes the circular room, statue, and four sets of stairs. When the statue comes to life the party attempts to fight it, but it injures Moss’s character severely, and the party flees down the nearest staircase.]
Flux Turn 3
Referee: You’ve escaped the terrible marble statue with your lives, and can resume your charting. Ajmira could you roll the Event Die for the next Flux Turn?
Ajmira: Thassa 4.
Referee: Local effect! The stairs the company is walking down suddenly snap flat beneath your feet, transforming into a slide! Everyone is sent careening downward at uncontrollable speeds. Everyone roll a DV 2 Skill check for themselves and their hirelings to see if you drop anything as you try to steady yourselves.
Erin: How does this work again?
Moss: Roll a d20. You gotta get higher than the DV, and lower than or equal to whatever your Skill is.
Erin: My Skill is 12, and I rolled an 8. That’s a pass, right?
Referee: Yup!
Suzan: My Deviant has expertise in Fitness. That should reduce this DV by 2.
Referee: That tracks. You can roll this as a DV 0 check.
Suzan: I make it.
Referee: Does anyone fail?
Erin: Torgul and I both did.
Referee: You both have to choose one item from your Hand or Handy slots which has been fumbled into a bottomless pit, and lost forever.
Erin: Both of us were holding torches, so we’ll drop those. Those are cheap.
Referee: It’s time to deplete torches anyway, so you two go through 3 torches for this Flux Turn, Suzan you only mark off the usual 2. How’s Torchie’s supply going?
Suzan: I kinda wish we’d brought two spare torch hirelings, but we’ve got enough to keep going for awhile if these two clumsy oafs stop dropping them.
Erin: Torgul and I glare at you, and will begin plotting revenge as soon as you’re out of earshot.
Ajmira: It’s time to determine our Point of Interest, right? I got a 2.
Referee: Okay! We already rolled 2 earlier—that was the fountain—so instead you discover one of this Flux’s deep rooms…
[The referee describes the village of the Cow Creatures. The party haven’t encountered them before this, and manages to work out a deal with them: for a 10 penny toll per person, they will be allowed to pass through the Cow Creature village in peace.]
Flux Turn 4
Referee: The Cow Creatures seem happy enough to accept your coins, but they glare daggers at you the whole time you’re moving through their village. It looks like some of them would much prefer to just kill you and take all your coins, but they’re obeying the headwoman’s command for now. You put some distance between yourselves and the village. Now between 3 Flux Turns of charting and the 1 Travel Turn it took for you to reach the entrance to the stair maze, you’re all feeling wiped out. If you don’t bed down for the night you’re going to start taking points of Exhaustion.
Suzan: I don’t suppose we could convince the Cow Creatures to take us in for the night.
Moss: I like my skin attached to my body, thank you very much.
Ajmira: Yeah those guys were assholes. Let’s just find a dead end or something where we can make camp.
Referee: I think Suzan has the highest Skill score, so I’ll have you make the navigator check to find a suitable campsite.
Suzan: Well I got a fucking 20, so that’s a failure.
Referee: That sucks bro. You’ve got a choice between an Uncomrotable campsite where you won’t be able to heal, or an Open campsite where you’re more likely to face encounters.
Moss: I’m the only one injured, but it’s not too bad. I’d rather avoid encounters.
Referee: Unless anyone objects, you can all bed down in an uncomfortable campsite. It’s a secluded little landing that’s enclosed on 3 sides, but there’s heaps of loose stone that make it unpleasant to sleep on. In order to avoid penalties 4 characters will need to take a watch—2 for each turn spent resting. Nobody can get the benefits of a Full Night’s Rest, so it doesn’t matter much who sleeps and who doesn’t.
Ajmira: It doesn’t matter so we’ll let the hirelings sleep while the four of us keep watch. Then they won’t be able to complain when we find a comfortable campsite and make them keep watch.
Suzan: Oh yeah! I like the way you think.
Referee: Alright, I’ll assume Ajmira and Suzan are the first pair to watch. Ajmira, can you roll the Event Die?
Ajmira: I got a 3.
Referee: Depletion! Everyone in the party needs to eat something. Everyone make sure a ration gets taken out of the inventory for themselves and their hirelings please.
Ajmira: Hah, so far the Event Die has rolled each result in descending order. Almost like this is a fictionalized account of a game session constructed to demonstrate how each result would be handled in this mode of play.
Suzan: Lawl.
Flux Turn 5
Referee: The watch changes to Erin and Moss. Erin, can you roll the Event Die?
Erin: I got a 5! Darn it, we broke our streak.
Referee: A result of 2 would normally be handwaved away if it occurred while the company is sleeping, so the dice probably wanted to save that for later. Anyway, you’ve rolled an Encounter Sign! Since this is your second one it would normally result in an encounter with that screaming creature you got sign for back on the stairs. However, since you opted to avoid having an open campsite, I will rule that you simply hear a distant screaming. It’s clearly that same creature, but it isn’t too close. You also notice an additional detail on this second occurrence: it’s not one voice, but many small screams in chorus with one another.
And with that it is the next morning! Would you like to get back to exploring this Flux?
Flux Turn 6
Moss: We gotta get this place cleared, let’s get to it. I’ll roll the Event Die…that’s a 2.
Referee: Apparently that uncomfortable campsite was pretty rough on everybody. The company needs to spend some extra time resting. You can choose to push on and everybody will gain 1 point of Exhaustion, or you can stop for awhile and use this Turn to recover and take a Negative Event Die next turn.
Moss: Let’s just push on, c’mon.
Erin: With a point of exhaustion I’ll have 5 encumbrance, and we’ll need to roll a Negative Event die every single Turn.
Ajmira: We should just take the hit and rest.
Moss: Alright, if we have to, but we can rest in the dark, right? No need to waste torches.
Referee: Sure, you can do that. And if anyone wants to use an armor repair kit they can do that. Otherwise I’ll assume everyone takes some time to sit and catch their breath, then you get right back to charting. Ajmira, I think it’s your turn to roll the Event Die. Remember to roll 2d6 and take the lowest, since resting incurs a negative event die.
Flux Turn 7
Ajmira: Aw shit I got a 1.
Referee: That’s an encounter, and since you’ve had two encounter signs it’s definitely going to be with that screaming thing. You don’t have any chance to surprise it because of your light, but since it is a noisy enemy and because you took some precautions against it I’ll reduce its surprise chance to 1-in-6, annd…no surprise!
[Initiative is rolled, and the party does battle with a swarm of Zippity Gloobs. They emerge victorious with minor injuries. Unfortunately the creatures carry no treasure at all.]
Referee: With your foes all dead the group continues to trudge up stairs and down, making notes as you go. That’s 2 more torches used by each torchbearer, and Erin can you roll a d6 for the next Point of Interest?
Erin: I got a 6.
Referee: While the company is heading up a set of spiral stairs around a massive column, you spot a shingle hanging from the wall up ahead, as if there’s a shop in here…
Alternative
If all that is too much, I do have another method for running large, samey, and confusing spaces: Draw a map on a sheet of paper. Give the sheet to your player group, and start a timer at the same time. For every 10 seconds it takes for them to solve the maze, that’s 1 Exploration Turn their characters must spend inside of it. Once the maze is solved and you know how long they’ll be stuck there, you can resolve the resulting Event Dice one by one.
Additional Reading
Pointcrawling Ruins Revisited, by Chris Kutalik
tbh a lot of stuff in the Pointcrawling Series Index, by Chris Kutalik
An Incomplete History of Mazes in RPGs, by Dwiz
How Do You Handle the “Inside” of a Hex?, by Dwiz
Bite-Sized Dungeons, by marcia
Hexcrawls ARE Pathcrawls, by Ava Islam
I want to try this just so I can use the word “peregrinate.”
Fully 95% of the way through Errant’s production it was called something like “Travel.” Then Ava and I were in a voice chat deciding which art should go where, and she says to me “Do you think I can get away with changing this to ‘peregrinate?'”
I responded with what I think is the most emphatic “YES” of my life.
I had to Google how to pronounce it. 😀
I’m interested in your thoughts on players coming to one of the rooms and saying “nope, we’ll find a different way” and going back out into the flux. Basically, I’ve been populating my flux space with certain rooms that need to be “cleared” in some way to move on.
For example, a rickety bridge across a chasm. You can’t get back to the flux without crossing the bridge.
The way I’m going to handle it is—you can just leave the bridge, go back the way you came, and try to find a different way. However, if you roll that same bridge chasm room again, you don’t get a deep location. You just end up back at the bridge. So, a cost of turns until you get the room sorted.
Excellent work on this post!
Now that you mention it, the post above ought to have included a breakdown of various types of Points of Interest, same as it does for various types of local effect.
There are Bottleneck Rooms, like the bridge you describe, where the path forward requires overcoming the Point of Interests’ challenge. (And yours is a good resolution the players refusing to go through the bottleneck!)
There may also be Points of Interest that are optional to engage in. The company can walk past them if they wish, but engaging with their challenge offers the opportunity for some reward, like treasure, information, or navigational advantage.
I really enjoyed this, particularly the section on constructing a Flux. D6 +3 rooms is a really satisfying little package to work with. Big enough to be exciting but small enough not to feel like an overwhelming amount of work.
This might be my new personal “5 Room Dungeon” format. 🙂
Oh that’s an interesting idea. Not being a 5-room-dungeon user myself that hadn’t occurred to me. It’s interesting how many novel interpretations I’ve seen from people on the Flux Space method. The author is dead, long live flux space.
Just so you know, as soon as I saw this nominated on the Blogglies I thought, “ooh, this is my winner”.