Adventures on Tellene - Stirrot Isle
Escaping The Dungeon
All sessions must begin and end outside Castle Stirrot. The GM will give warning 1 hour beforehand, 30m beforehand and 10m beforehand so you have ample time to escape.
If you end the session trapped in the Castle, there is still a possibilty you may escape the dungeon. There is a flat 25% chance that you can escape the dungeon. This is modified in the following ways:
+10% per level of character
-20% per level of dungeon
This means a Level 5 character on Level 2 of the dungeon will have a 35% chance of escaping.
If you fail that roll however, all is not lost. All that will occur is that I will roll on the TABLE OF DOOOOOOOOOOM
1 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.
Good luck Delvers! And try to survive…