First, let’s acknowledge that there are two kinds of “getting lost”:
- Not knowing which way to go.
- Not knowing where you are and which way you are facing.
Conversely, the things that will get you lost are:
- Moving quickly, for example fleeing a monster,
- Moving in darkness,
- Moving along very twisty paths.
GM: You’re running down the corridor. There’s a door on the left and some side passages on either side.Once the pursuit ends, players can try to make their way back as best as they can, or start a new map and hope they can fit the two maps together later. If they want a clue as to which way they are facing, characters with Very High Int (16+) get a d6 roll: on 5+, tell them which way they are facing, otherwise tell them a random direction (1 = North, 2 = East, 3 = South, 4 = West, or roll a d8 or d12 for the direction instead.) Those with some kind of background or ability that would be relevant to underworld navigation would also get a roll, even if their Int isn’t that high. And even though OD&D doesn’t give dwarves direction sense as AD&D does, I’d allow dwarves to automatically know which way is North.
Player: We take a side passage on the left!
GM: Passage turns right, but there’s also a door on the left.
Player: Turn right!
GM: Passage ends in a T.
Player: Turn left this time!
The same roll applies to moving in the dark. If using light, but not mapping, or if trying to map a tunnel that curves or turns in less than 90 degree increments, use a d6 roll, but on 1-4, the players are only off by one (think they are heading East when really heading Northeast.) Shift clockwise on even results, counterclockwise on odd results.
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