The quest continues deeper. Daniel returns to his Advanced HeroQuest campaign and tackles a question every solo dungeon crawler faces: what happens when you kick down a door and find absolutely nothing? Between encounters, he shares thoughts on empty rooms, pacing, and a couple of house rule ideas for keeping the momentum alive when the dice conspire to deliver silence.
The actual dungeon delve picks up where Part One left off, pushing further into Skaven territory with the usual mix of tactical combat and procedural surprises. The campaign’s narrative continues to build organically from the dice.
How do you handle empty rooms or dead ends in dungeon crawl games — skip them, house-rule them, or embrace the quiet?