Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
rules:house:fate_chart_of_doom [2018/08/08 20:16] – restless | rules:house:fate_chart_of_doom [2018/08/31 22:07] (current) – restless | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== The Random Dungeon Fate of Doom Chart ====== | + | ====== The Random Dungeon Fate of Very Probable |
- | [[http:// | + | ([[http:// |
- | Dungeons | + | The style of play for this game is a [[http:// |
+ | |||
+ | This system is //not// meant to punish players. | ||
+ | |||
+ | |||
+ | ===== Ending a session ===== | ||
+ | |||
+ | ==== Ending a session without returning home ==== | ||
+ | |||
+ | This means a session ends one of three ways: | ||
+ | |||
+ | - The players can choose to return home, ending the session. | ||
+ | - The DM can announce that we will stop playing in one hour. If the end of the hour comes, then the session ends normally. | ||
+ | - If the players have not exited the dungeon at the end of the play session, then either: | ||
+ | - 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 off((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.)), or | ||
+ | - // | ||
+ | |||
+ | ==== 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 [[# | ||
+ | |||
+ | ==== Escape check ==== | ||
+ | |||
+ | Roll percentile dice to determine if you were able to escape the dungeon or wilderness. | ||
+ | |||
+ | ^ Situation | ||
+ | | 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. | ||
+ | |||
+ | <WRAP indent> | ||
+ | '' | ||
+ | </ | ||
+ | |||
+ | so the character has an additional 20% chance of escape. | ||
+ | |||
+ | (" | ||
+ | |||
+ | |||
+ | == 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. | ||
+ | |||
+ | |||
+ | ==== 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, | ||
+ | | 2 | Waitaminute, | ||
+ | | 3 | Maimed. You escape but suffer the effects of a random critical hit. Also, 50% of your stuff is gone, randomly determined. | ||
+ | | 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, | ||
+ | | 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' | ||
+ | | 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, | ||
+ | | 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. |