Danger is the cautious, trepid time scale used when threats are near. It’s the timescale of the dungeon, of no-man’s land. Of forbidden forests and cutthroats’ alleys.
While in danger, you’re assumed to be tentative, stepping slowly and carefully.
Though it’s usually obvious when you’re in danger, the Bookkeeper will announce the change of timescale regardless.
Encounters
When in danger, you are at risk of some semi-random encounter emerging from the threatening surrounds. Wandering monsters, patrolling enemies, unexplained sounds, ambushes, and the like. Encounters are not always violent or deadly—though they potentially are. They can be benign, ominous, helpful, or threatening. Sometimes, they herald something worse to come.
Every half hour (3 rounds,) the Bookkeeper checks for an encounter: There is a minimum 1-in-6 chance of an encounter. Busier or more dangerous areas may entail a higher chance.
Encounters may surprise you, especially if they appear from darkness, from stealth, or if no one was keeping watch. If the encounter features intelligent NPCs, you may be subject to a reaction roll. It’s important to manage your time spent in Danger, lest you tempt one too many encounters.
Actions
Every round in Danger, you can move and take an action. The Bookkeeper will judge what actions you can take while in danger.
Example danger actions:
- Scrounge a room
- Examine a room feature
- Keep watch
- Sneak around
- Pick a lock
- Take a rubbing of an inscription
Move up to 30 m per danger turn. You can opt to be incautious and go faster, but you suffer -2 to surprise rolls per 30 m/round over 30. Max 90 m/turn.
Some actions in danger may take more than 1 round to complete.
- Having a meal
- Searching a large area
Resting in Danger
Circumstances may drive you to sleep or take nourishment while in danger. You can do so, but you’ll suffer the usual rate of random encounters unless you take some measures to be inconspicuous or protected.
If you find some way to rest, such as by sheltering in a locked room, a treetop, or a hidden gully, the Bookkeeper will halve the encounter rate, but only if you stay quiet and don’t produce excessive smoke, light, or odors. Some monsters are sensitive to specific stimuli, so you may need to be specially careful to avoid their notice if they are roaming nearby. People are hardest to hide from, being sensitive to light and smells of camps stoves, cooking, and pepperelle smoke.