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3 Death Saves

The Doom Clock

The doom clock tracks the pressure building on a scene as turns pass. It sits in a collapsible Doom section in the party panel, above the token cards. Players see the section without the controls.

Threat is a number you set on the scene, capped at five. Each point raises the wandering-check threshold by one. The current level reads out beside the section heading whether the section is open or closed.

Every token included in the turn gets a torch row. To light a fresh torch on a token, click the flame. Clicking it again puts the light out.

A lit torch burns down by the length of the turn each time the turn advances, and the row reads out the minutes left. A torch that reaches zero goes out, and a chat message names the tokens left in the dark. A row whose torch is not lit reads Out. With nothing included in the turn, the rows are replaced by a note that there is nobody to carry a light.

With Token Light Condition active, a row can also carry a badge for the light level the token is standing in.

Torch length is set in Settings.

Pick a roll table for the scene from the table select. Each time the turn advances you are asked whether to run a wandering check against it. Accepting rolls the wandering formula and posts the result to chat. A roll at or under one plus the threat level draws from the table.

A scene with no table set skips the check. The formula is set in Settings.

With VGMusic active, the module registers a Doom music section for scenes. It plays while the active scene’s threat level is above zero.