Escaping the DungeonThe Dungeon Dimensions are unstable and their connection to the Mortal Realm is tenuous. Every few hours, there is a mighty rumble and shake in the fabric of reality - your cue to escape if you can!At the end of each game session, your characters will have to leave the dungeon. You can simply retrace your steps, if you're close enough to the surface - but there are always wandering monsters that may cut off your path home...
Here are your options for getting out:
- The player group can, at any time of their choosing, make their way out of the dungeon and end the session for the evening, or rest their characters and return for more adventuring.
- As the GM I can, at any time of my choosing, announce that we will stop playing in 1 hour (usually an hour before closing time). If, by the end of the hour, the PCs have made their way out of the dungeon, the session ends normally...
- If the player party has not made their way out of the dungeon at the end of the session (for whatever reason), then the Escaping the Dungeon! tables will be used to determine their fate.
Escaping the Dungeon!ESCAPE CHANCE
You don't know where you are: 25%
You know where you are: 50%
You have a clear and unhindered path of escape: 75%
FAILED ESCAPES
1d10 RESULT1 You escape unharmed.
2 You escape but have been permanently altered (maimed, permanently polymorphed, replaced with a double, etc.).
3 You escape but have been injured. You suffer 1d6 x 1d6 points of damage. (If this kills you, see result #8.)
4 You have lost 1d6 pieces of equipment. Determine randomly between slots and bags. If a bag is lost, all of its contents are lost with it.
5 You have been captured, petrified, or otherwise trapped. Roll the escape percentile again to see if your comrades know where you are. If they do not, roll the escape percentile again to see if your comrades have a clue of some sort.
6 You have become lost.
7 You have been transformed into a monster (undead, lycanthrope, mind controlled, etc.).
8-9 You have died. Roll the escape percentile again to see if your comrades were able to retrieve your body. (Instead of retrieving your body, your comrades may choose to loot it and/or leave it.) If they did not, roll the escape percentile again to see if your comrades know where your body is. If they do not, there is a 50% chance that your body has been utterly destroyed.
10 Opportunity for betrayal. You can choose to either reroll on this table or betray a comrade who would otherwise escape. If you choose to betray a comrade roll 1d6 -- on a roll of 1-4, you escape and they must roll on this table; on a roll of 5-6, both you and your victim suffer the fate they roll.
(With acknowledgements to the Alexandrian for the Open Table Gaming concept)