Zones
His Majesty the Worm · p.109
Open source p.109The GM describes the encounter and demarcates the scene’s zones. Zones are an abstract way to talk about the different parts of dungeon rooms. You can interact with things and characters in the same zone as you.
Imagine an auditorium. In this room, the GM might demarcate the following zones:
- Backstage
- Stage
- Orchestra pit
- Seating
- Balcony
A scene can have any number of zones. Often, there are at least two zones: the room you’re leaving and the occupied room you’re entering. More complicated scenes will have more. As you throw open doors, run down hallways, destroy walls, etc., the GM will add new zones to the scene.
Zones are important for the Challenge Phase, but the concept of zones is easy to use in other phases. Several spells use “zones” to explain their effects. Outside of a Challenge, the GM should make it clear how these spells work if zones have not previously been established in the scene.
Combatants and position
The GM describes all of the characters involved in the Challenge and their positions in the scene. It should be clear which zone you’re in and which zones the GM’s characters are in.
Generally, positioning around a zone during a Challenge is abstract. Even if you use miniatures as visual aids to represent your position on the map, it’s assumed that your adventurer is moving around a lot within the zone.
You Move (p. 120) or Dash (p. 117) to go to a new zone. If there is something preventing you from moving between zones, like a big ogre guarding the door or a hallway of swinging blades, you must Avoid the hazard to get past it (p. 117).
Characters (both adventurers and the GM’s characters) are either engaged or disengaged during Challenges. You begin most Challenges disengaged.
- While disengaged, you can move freely.
- While engaged, you are actively struggling against opponents in battle.