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- ESCAPING DANGEROUS TERRITORY
- For the sake of internal consistency, it's important that, at the end of any session, the Player Characters are no longer in danger. This needs to be a haven that is secure and safe, often a town or party hideout. In other words, they need to be in a position where it's easy to explain why - since Player X can't attend the session - Character X isn't part of the next adventure.
- Towards that end, there is a simple rule of table etiquette. There are three ways in which a session can end:
- 1. The players can, at any time of their choosing, make their way out of the dungeon and end the session for the evening.
- 2. As the GM I can, at any time of my choosing, announce that we will stop playing in 1 hour. If, by the end of the hour, the PCs have made their way to some sort of haven and the session ends normally.
- 3.But if they have not made their way to their haven (for whatever reason), roll a d4 to determine their fate. tables will be used to determine their fate.
- When you need to Escape Dangerous Territory roll a d4. On a fail roll on the following table.
- •I don’t know where I am. 1-in-4 chance of success.
- •I know where I am. 2-in-4 chance of success.
- •You have a clear and unhindered path of escape. 3-in-4 chance of success.
- FAILED ESCAPE TABLE
- 1 You escape unharmed
- 2 You escape but have been permanently maimed. Describe where you were hurt and take a permanent -1 penalty to an appropriate ability score.
- 3 You escape but have been injured, making it out alive with only 1 HP remaining.
- 4 You escape but have lost your gear. You only made it out with your worn armor and one weapon. If you don't wear armor, select a single item you saved.
- 5 You have been captured, petrified, or otherwise trapped. Your party knows where they last saw you, but it's possible you've been moved.
- 6 You have become lost. Maybe someone will find you eventually... Maybe.
- 7 You have "died" in a spiritual sense. Your body has been transformed into a monster (undead, lycanthrope, etc).
- 8 You have died, however the party was able to recovered your body (and the items on it).
- 9 You have died. Your party knows where they last saw you, but it's possible you've been moved, consumed, etc.
- 10 You have died performing an act of heroism. You choose one friendly character who also rolled on the Failed Escapes table. You put yourself in harm’s way to die for them, and now they roll a second time and choose which ever result they wish. If no one else failed their Escape Check you treat this result as 3 AND 4.
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