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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:
- 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 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 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% |
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 but based around a basic concept of challenge for a typical party of five or six characters of the same level.)
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.