Good call, folks. I need to do some Itch admin, so will see if I can add it into the downloads later this week!
1d10+5
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Yes, exits are relative to the direction you enter from.
Have you exhausted all possibilities? Remember the top and bottom of the map wrap round. You could also return to the entrances on the left and explore s other path. Rooms can also be searched, with a 1 in 4 chance of finding a secret door. Teleport Traps and backslide spells can also move you to undiscovered squares.
However, if all those avenues have been exhausted, I guess it is a loss, unless you have any other characters with backside, or a grappling hook if the way has been blocked by a chasm etc. I have never had a game which ended in dead ends, but I guess it is still a small possibility despite the ways around mentioned above!
The expanded edition includes Alone in the Crowd, which is a pretty comprehensive city crawl supplement:
https://www.drivethrurpg.com/product/370201/Solitary-Defilement--Expanded-Editio...
Streets of Decay also acts as an oracle for generating streets, but does not include the additional rules for each shop type, location, and event, as found in Alone in the Crowd. It might be good for some sparks on inspiration, though:
I'm not sure what you mean, but maybe this helps:
In Tunnels of Nechrubel you replace BASILISK!'s Special Rooms and Encounter tables with the new ones. When you find an entrance to the Tunnels of Nechrubel you decide on a direction of travel and move 'under' the board in a single direction, rolling on the 'Tunnel Events' table and moving your counter one space in your direction of travel until you have an opportunity to emerge.
And thank you - I am very glad you are enjoying it. It was sooo much fun to write!