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Updated about 2 months ago
The goal of these rules is create a fall back scenario for when the party is stuck someplace and unable to return to town during the session. We are also aiming for a dark and dangerous campaign theme that can be throughout the lore and house rules.
The party should plan to return to town within the time allotted for the real-life session.
This return can be quicker to resolve than the travel out, since encounters along the way have likely already been resolved. However, the full amount of game-world time required to return should still be recorded.
If the party fails to plan for their return, or is still stuck in a dungeon at the end of the session, the GM may roll consequences to simulate a hurried and dangerous return to town.
First, roll for each player. There is a 50% chance that the character returns to town unscathed.
If they do not return unscathed, the GM will roll on a Hurried Return table.