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rules:house:fate_chart_of_doom [2018/08/11 05:40] – [Escape check] restless | rules:house:fate_chart_of_doom [2018/08/31 22:07] (current) – restless | ||
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- | The style of play for this game is a [[gameinfo:game_style|"West Marches" | + | The style of play for this game is a [[http:// |
+ | |||
+ | This system is //not// meant to punish players. | ||
- | This system is not meant to punish the players. | ||
===== Ending a session ===== | ===== Ending a session ===== | ||
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- // | - // | ||
- | ==== Players who leave early ==== | + | ==== 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 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. | ||
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===== The Procedure ===== | ===== The Procedure ===== | ||
- | First, you must [[# | + | First, you must [[# |
==== Escape check ==== | ==== Escape check ==== | ||
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Roll percentile dice to determine if you were able to escape the dungeon or wilderness. | Roll percentile dice to determine if you were able to escape the dungeon or wilderness. | ||
- | ^ Situation | + | ^ Situation |
| You don't know where you are | 25% | | | You don't know where you are | 25% | | ||
| You know where you are | 50% | | | You know where you are | 50% | | ||
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<WRAP indent> | <WRAP indent> | ||
- | '' | + | '' |
</ | </ | ||
so the character has an additional 20% chance of escape. | so the character has an additional 20% chance of escape. | ||
+ | |||
+ | (" | ||
+ | |||
== Small complex == | == 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. | + | 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 === | === Making the check === | ||
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==== Fate determination ==== | ==== 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. | ||