table of probable doom

Get out of the dungeon by 10pm or suffer the consequences. roll 1d20

  1. You lucky dog! You manage to somehow escape the dark forces of the dungeon. 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 Situation appears to be #1, but you’ve been replaced by a shapeshifting badguy.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 suffer the effects of a random critical hit. 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, disintegrator beam, etc.
  10. Also dead. Your body is irretrievable due to dragon fire, ooze acid, disintegrator beam, 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 level you were captured on and the type of monster holding you captive.
  13. Captured by monsters. Escaping comrades know the level you were captured on, but not the type of monster involved.
  14. Captured by monsters. Escaping comrades know the type of monster involved, but not what level 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 Frog Gods in order to gate in d6 Croaking Demons that are added to the dungeon key.
  18. A gorgon or somesuch has petrified you. Escaping characters know what level to search for your statue.
  19. Lost in the dungeon. 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.

source: http://jrients.blogspot.ch/2008/11/dungeons-dawn-patrol.html