David says...
At some point a random direction is going to be needed. Be it for a critically failed grenade throw, a fumbled magic control, or just someone going out of control in a speeding vehicle. This should be covered here.
Determine base direction as North (this may be obvious or may need impartial choosing).
Roll 1D8 and consult the table below:
1D8 ROLL | DIRECTION |
1 | North |
2 | North-East |
3 | East |
4 | South-East |
5 | South |
6 | South-west |
7 | West |
8 | North-West |
(E.g. If a character threw a ball into the air, straight up, the direction the ball comes down could be random. The DM determined that straight ahead of the character is North. The player rolls a D8 and gets a 4. This means the ball comes down just behind the character and slightly to his right side.
Determine base 'Ground' level ('Ground' level is the horizontal plane that the character, device or vessel is situated in and represents the forward, back, and side directions)
Determine actual level of direction by rolling 1D6 and checking the table below:
1D6 ROLL | LEVEL OF DIRECTION | RESULT |
1-2 | Above Ground | See Hemisphere Direction |
3-4 | Ground | See Compass Direction |
5-6 | Below Ground | See Hemisphere Direction |
Determine Quadrant of hemisphere:
Once Quadrant has been determined, Determine direction within that quadrant.