Chart of Random Fate of Very Probable Doom

Chart of Random Fate of Very Probable Doom (d20):
Taken from Jeff's Gameblog by jrients.

1. You lucky dog! You manage to somehow escape the dark forces of Chaos. You return to civilization, naked and half-delirious.

2. Waitaminute, Lefty’s not right handed! Situation appears to be #1, but you’ve been replaced by a shapeshifting badguy.

3. Maimed. You escape but lose 2 points from a random ability score. Also, 50% of your stuff is gone, randomly determined.

4. Alas, you are no more. If any comrades escape they are able to bring your remains and your stuff back to civilization.

5. Pining for the fjords. If any comrades escape they are able to bring your remains back to civilization, but your stuff is lost.

6. Dead as a doornail. The general location of your body is known to any surviving comrades.

7. Your stuff has become part of a dragon’s hoard and your body part of a dragon’s supper.

8. That is an ex-character. The location of your body is unknown to all.

9. Bought the farm. Your body and possessions irretrievable due to dragon fire, ooze acid, disintegration, etc.

10. Also dead. Your body is irretrievable due to dragon fire, ooze acid, disintegration, etc. but your stuff is still around for some other jerk to nab at a later date.

11. Held for ransom by seedy humans. A member of the Thieves Guild can arrange release for 1,000gp per character level. 1 in 6 chance the money disappears.

12. Captured by monsters. Escaping comrades know the general location of where you were captured and the type of monster holding you captive.

13. Captured by monsters. Escaping comrades know the general location of where you were captured, but not the type of monster involved.

14. Captured by monsters. Escaping comrades know the type of monster involved, but not where to search.

15. Captured by monsters. Unseen monsters spirit you away to an unknown location.

16. A fate worse than death. Drafted into the ranks of the monsters. Roll d6: 1-2 undead, 3 lycanthrope, 4 charmed, 5 polymorphed, 6 other.

17. You and your stuff are sacrificed to the loathsome forces of Chaos in order to gate in d6 demons that are added to the key.

18. A gorgon or somesuch has petrified you. Escaping characters know the general location where to search for your statue.

19. Lost! GM sets your location each session. Re-enter play if the party finds you.

20. Opportunity for betrayal. Pick one other character who got away safe. Roll 1d6, 1-4 he takes your place and has to roll on this chart while you escape, 5-6 you both suffer the fate rolled by your victim.

Anyone who is captured gets one chance to escape on their own power. The base chance is 1 in 6, increased to 2 in 6 if their character level is higher than the dungeon level of their prison. Treat successful escapes as result ‘1’ on the chart above. If more than one PC is trying to escape, all escape rolls are at 2 in 6 (3 in 6 for higher level characters). If you don’t escape you must be rescued or maybe ransomed. For each session of play that you languish in captivity or wander lost there’s a 1 in 6 chance of some worse fate befalling you.

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