Saturday, May 6, 2017

The Table of Doom

Based on Jeff Rients' Triple Secret Random Dungeon Fate Chart of Very Probable Doom (scroll down for it), I've come up with my own table for the West Marches campaign that will be starting up next weekend.

As you can see, I borrowed lots of ideas from Jeff, but made it a bit different to fit a wilderness hex crawl. I wonder how some of the players will react to it. I mean, as long as they can make a return trip to town (or another safe haven) by the end of a session, they don't need to worry about it.

TABLE OF DOOM
Roll a d20 if in the wilds at the end of the session 
1 You were slain, and all of your gear and loot was destroyed (or stolen). Roll up a new character.
2 You perished attempting to return. Escaping party members know the location where you fell, and your gear may be recovered there. Roll up a new character.
3 You were slain and raised as an undead creature (or polymorphed into a monster of some type), haunting a random hex. Your former gear and loot is now the treasure you guard. Roll up a new character.
4 Lost and presumed dead with all gear and loot. Roll up a new character.
5 Lost in the wilds, DM determines a random hex where you can be found with all of your gear but no loot.
6 Petrified, trapped in a crystal cave, put into a magical slumber, charmed by a dryad, or the like. Escaping members have no idea where you are trapped.
7 Petrified, trapped in a crystal cave, in a magical slumber, charmed by a dryad, or the like. Escaping members know the general location where you are trapped.
8 Captured! No one is sure what captured you, or where it might be located.
9 Captured! Escaping party members know what captured you, but not where its lair is located.
10 Captured! Escaping party members know where you were captured, but do not know exactly what captured you.
11 Held for Ransom! Humanoids demand 1000gp x your level to release you. Local thieves can arrange the payoff (1 in 6 chance the money never gets delivered).
12 Taken in by friendly creatures. You have all of your gear and loot, but are located in a random hex and in no hurry to return home.
13 Wild Man or Woman of the Woods. You've gone mad and wander in a hex known by any escaping party members. They will need to heal your insanity to convince you to return to a life of adventure.
14 Wandering in the wilderness for weeks before you manage to find your way back to town with your gear but no loot. The player must use a different character for one session before playing this PC again.
15 You return to town! Or do you? Something about you seems different. Replaced by a doppelganger or some other shape-shifter. DM rolls again secretly to learn your true fate.
16 You contract a disease, get poisoned, or fall victim to a curse before returning to town with your gear and half of your loot.
17 You crawl into town, with nothing but the clothes on your back. And those clothes are torn to shreds.
18 You make it back, barely. All loot and half of your gear is gone.
19 You gave up your loot to escape your enemies. All gear intact, but no loot.
20 You lucky dog! You make it safely back to town with all gear and loot!

2 comments:

  1. Tell your players that the Table of Doom exists when it gets invoked and they will make every effort to avoid letting you roll on it. I had one for my West Marches game and never had to roll on it thanks to the paranoia of the players.

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