The Random Dungeon Fate of Very Probable Doom Chart

(Adapted from here, with some spice from here.)

The style of play for this game is a "West Marches" style of game for episodic play, potentially for multiple groups. Of course, that means to support this players need to begin and end in civilization so that there's no overlap or continuity issues.

This system is not meant to punish players. Instead, it is meant to provide them with a meaningful motivation to leave the dungeon or wilderness in a timely fashion. Failing that, it is designed to provide interesting consequences that (frequently) can be followed up on subsequent forays into the dungeon – whether that's recovering lost equipment, ransoming a lost comrade, or the like.

Ending a session

Ending a session without returning home

This means a session ends one of three ways:

  1. The players can choose to return home, ending the session.
  2. The DM can announce that we will stop playing in one hour. If the end of the hour comes, then the session ends normally.
  3. If the players have not exited the dungeon at the end of the play session, then either:
    1. everyone must commit before leaving the table to another session within seven days with all the same players and characters to pick up where they left off1), or
    2. everyone in the party must roll on the Random Dungeon Fate of Very Probable Doom Chart to determine their character's fates.

Players who leave during a session

The characters of players who leave early are assumed to have wandered off or gotten lost and are left to the whims of the gods. They must roll on the Random Dungeon Fate of Very Probable Doom Chart.

The Procedure

First, you must determine if you escape, and if don't you have to determine your fate.

Escape check

Roll percentile dice to determine if you were able to escape the dungeon or wilderness. Your basic chance to escape is determined on the situation:

Situation Chance of escape
You don't know where you are 25%
You know where you are 50%
You know where you are and have completely clear access to leave 75%

Adjustments

For relative level

This is adjusted by ±10% multiplied by the difference of the character level to the effective character level. For instance, if the level of the dungeon the character is on is considered the third level of the dungeon and the character is fifth level, then the chance for escape is adjusted by

(5th level character - 3rd level of dungeon) * 10% = 20%

so the character has an additional 20% chance of escape.

(“Levels” of the dungeon are subjective typical to the sorts of monsters one would find on the level from the encounter tables in the book.)

Small complex

If the character is in a small dungeon complex or lair, the chances of escape are increased by 10-20% at the discretion of the DM.

Making the check

Each character makes the check separately. There is always at least a 1% chance of success and failure. If you roll and your escape chance fails, you must then roll on the fate determination chart.

Fate determination

Triple Secret Random Dungeon Fate Chart of Very Probable Doom
d20 Result
1 You lucky dog! You manage to somehow escape the dark forces of the dungeon. You return to civilization, naked and half-delirious.
2 Waitaminute, Lefty’s not right handed! Situation appears to be #1, but you’ve been replaced by a shapeshifting badguy.
3 Maimed. You escape but suffer the effects of a random critical hit. Also, 50% of your stuff is gone, randomly determined. TODO
4 Alas, you are no more. If any comrades escape they are able to bring your remains and your stuff back to civilization.
5 Pining for the fjords. If any comrades escape they are able to bring your remains back to civilization, but your stuff is lost.
6 Dead as a doornail. The general location of your body is known to any surviving comrades.
7 Your stuff has become part of a monster's hoard and your body part of its supper.
8 That is an ex-character. The location of your body is unknown to all.
9 Bought the farm. Your body and possessions irretrievable due to dragon fire, ooze acid, disintegrator beam, etc.
10 Also dead. Your body is irretrievable due to dragon fire, ooze acid, disintegrator beam, etc. but your stuff is still around for some other jerk to nab at a later date.
11 Held for ransom by seedy humans. A member of the Thieves Guild can arrange release for 1,000gp per character level. 1 in 6 chance the money disappears.
12 Captured by monsters. Escaping comrades know the level you were captured on and the type of monster holding you captive.
13 Captured by monsters. Escaping comrades know the level you were captured on, but not the type of monster involved.
14 Captured by monsters. Escaping comrades know the type of monster involved, but not what level to search.
15 Captured by monsters. Unseen monsters spirit you away to an unknown location.
16 A fate worse than death. Drafted into the ranks of the monsters. Roll d6: 1-2 undead, 3 lycanthrope, 4 charmed, 5 polymorphed, 6 other.
17 You and your stuff are sacrificed to the godlings in order to gate in d6 otherworldly horrors that are added to the dungeon key.
18 A gorgon or somesuch has petrified you. Escaping characters know what level to search for your statue.
19 Lost in the dungeon. GM sets your location each session. Re-enter play if the party finds you.
20 Opportunity for betrayal. Pick one other character who got away safe. Roll 1d6, 1-4 he takes your place and has to roll on this chart while you escape, 5-6 you both suffer the fate rolled by your victim.
1)
If the players fail to reconvene or the same group cannot reconvene, then all players default to the Random Dungeon Fate of Very Probable Doom Chart.

DM, what is best in life?

To crush the characters, see their dice driven before me and hear the lamentations of the players