Sunday, April 7, 2024

You'll Be Eaten by a Grue d30 Table

 

For that moment when the torches have burned out, or the juncture when the session timer is up, see if the characters have met a terrible fate in the dungeon. In my Bright Spans game, if the players' characters are still in a dungeon at the time set for the game to end, they are subject to the whims of fate, and the horrors of the dungeon! There is no camping out in the dungeon (yet; there may or may not be ways around that later) so PCs are out into the overworld, and more specifically back at their home-base between sessions.

This was clearly stolen directly from a few locations, especially Jeff's Gameblog, and first posted on my old blog. Slightly reworked and placed here for my own benefit and also because I have to put this stuff somewhere. 


 

d30 ±2 per difference between dungeon level and level of the PC , ±4 for situationals (eg. being lost, the exit is like right there, etc.)

  1. Gone Gone Gone: Did that character even really exist? No one is sure they did.
  2. Dead: Obliterated, stuff scattered everywhere. Magic items, and more robust equipment now randomly located throughout dungeon.
  3. Dead: Body is blown away, but stuff is salvagable at location.
  4. Dead: Stuff is fucked, but body is locatable if that's your thing.
  5. Dead: Got out with the body, 50% chance the items that were at hand (or belt ready or equipped) made it out, too.
  6. Dead: Got out with the sweet equipment, but your dude was left behind at the location.
  7. Dead: Dead but resplendent in full panoply. Get a good sendoff. (Them funerals better get a bit of an XP reward, right?)
  8. Captured: Monster! Unknown situation. 25% chance infected!
  9. Captured: Monster! Level known. 25% chance infected!
  10. Captured: Monster! Type of monster known. 25% chance infected!
  11. Captured: Monster! Level and type of monster known. 25% chance infected!
  12. Captured: Asshole scumbags! Ransom note coming soon from rival adventurers.
  13. Petrified: Escaping characters know what level.
  14. Stuck: Pocket of slow-time, Screw you, elfs. 25% found a princess.
  15. Stuck: Bramble zone. 25% chance infected. 50% found a princess.
  16. Stuck: Sleeped. Everyone is asleep. 75% found a princess.
  17. Lost: Go on the random encounter table. 50% chance infected.
  18. Lost: Randomly determined static location. 50% chance infected.
  19. Replaced: Wait, Lefty ain't right handed! (Best line, thanks J Rients.)
  20. Brutality: Some body part is lost or damaged beyond usability; hit up that sweet random hit chart I know the GM has. You'll have to ask yourself if your dude is still viable.
  21. Got out: with a sweet scar, and nothing else but the armor on your back.
  22. Got out: with a sweet scar, and 50% of your stuff dropped.
  23. Got out: with a sweet scar and all your shit intact. Nice. 
  24. Got out: 50% chance infected. 50% each item is fucked or just gone.
  25. Getting too old for this shit: Made it out, 50% each item gone. Retires.
  26. Fly, you fools!: Choose another character to escape. 1-4 they escape, 5-6 you share their fate.
  27. Fly, you fools!: Choose another character to escape: 1-4 you both get out with only armor and equipment at hand, 5-6 you share their fate.
  28. Fly, you fools!: Choose another character to escape: 1-4 you both get out 50% items gone, 5-6 they escape, you roll again.
  29. That was CLOSE: Nekkid(ish) but breathing the sweet air of not the dungeon.
  30. No probs, really. What's the fuss?

Infected just means something got you. So, if there's mighty were-armadillos, you'll soon be shuffling along armoredly to sweet armadillo-y moonsong. If there's, say, candy zombies, well, get ready to emerge sweeter than ever. Otherwise, GM, pull out that bitchin' random disease, fungus, or potion effect table I know you got waiting for just such an occasion, and subject the (un)lucky character to some dungeony bullshit.

Oh, and give them one or two chances to escape if they got a "capture" or "lost" I suppose. Just use the same roll as up there, but only change to the new circumstance if the value is higher. I was going to say to just use the new value, but I think it might be interesting to leave the character languishing in their new circumstance. (Within reason: after a few failed rolls, or if the party just says "later" there are maaany possible outcomes. Revenge-bent monster overlord infected with dungeon fungus sounds legit, yeah?)




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