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rules:house:fate_chart_of_doom [2018/08/31 20:49] – [The Random Dungeon Fate of Very Probable Doom Chart] 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:faq_prospective_players# | + | 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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===== 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. | ||