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The Random Dungeon Fate of Doom Chart
(Adapted from here, with adjustments 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, so there has to be logistical support for this.
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 off1), or
- everyone in the party must roll on the Random Dungeon Fate of Doom Chart to determine their character's fates.
Players who leave early
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 Doom Chart.
The Procedure
First, you must determine if you escape, and if not, 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% |
This is adjusted by
A roll of 1 always succeeds, 100 always fails.