Doesn't anybody just die? (1d20 Postmortem Parentheticals)

Doesn't anybody just die? Character death can often feel hollow, but its a necessity for the kind of tension that high lethality games provoke. But just because death can be more common, doesn't mean it should be meaningless. In worlds of imagination, there are all kinds of ways to cheat death, but sometimes dead is better. This table ought to be rolled on when characters die or are lost in unusual and fantastical circumstances.


1d20 Postmortem Parentheticals
  1. The character is well and truly dead but their secrets never die. Some element of their past resurfaces to threaten the party.
  2. The character dies but death is not the end. The character is brought back as an appropriate undead: a skeleton, zombie, vampire, ghost, etc. They are likely just an NPC monster now.
  3. The character is brought back as undead but cruelly, they remain perfectly conscious and in control of their actions, but this body no longer feels the pleasures of life unless they are stolen from others.
  4. The character did not truly die but was sent to a blasted hellscape dimension where they had to survive in the wastelands of an alien world. When they return, they are forever scarred.
  5. The character did not truly die but was sent forward in time, witnessing a terrible calamity which they must now prevent or simply wait for the end since their return to the present.
  6. The character did not truly die, yet a note promptly is delivered to the party informing the party that the character is waiting for them in a nearby town. Once the party arrives, they find the character old and feeble, laying on their death bed. They will die today. They were sent back into the past to live a full life, predestined to end on the very day they were "slain."
  7. The character did not truly die, they were sent back into the distant past. A notable NPC or one of the PCs turn out to be their descendant. Their deeds in the past are yet meaningful in your current circumstances.
  8. The character's soul descended into Hell, but they did not stay there. They fought their way through the labyrinthine nightmare of office buildings, death camps, and torture pits that is Hell before finally finding a way out.
  9. As above but they didn't fight their way out as they will claim. They made a deal with a devil and their life now belongs to a diabolical power.
  10. They found themselves suddenly awake, liquid spilling out from their newly opened pod. Rows upon rows of identical pods, all containing people just like them line endless rows of bottomless corridors patrolled by floating machine nurses. They return as their old character or another that they have hijacked. The world is fake and they must decide what to do with this terrible knowledge.
  11. They awaken to new life, reincarnated at the exact moment of their death, squealing and mewling, they live a whole new life, bereft of their memories, only a strange conviction that there is something yet to be done. If they ever encounter their old comrades or enemies, they will feel compelled to continue what was left undone.
  12. They awaken to a new life on a mostly pleasant alien world. They have all of their memories and were found by the locals washed up on the beach. They live a whole new life, probably finding the partner of their dreams and starting a family. Then the strange light that brought them to this world returns...
  13. An error in the cosmic bureaucracy sees you reassigned a new body, but upper management has been alerted and has sent agents to rectify the mistake.
  14. They awaken in the horror of a desolate post-apocalyptic future. Surviving the mutants and roaming mechanical horrors changes them and once they find a way to return to the present, they return with a piece of damaged future-tech.
  15. The character lives on as a memetic entity contained in the memories of their life. Wherever people remember them, they live. These memories might be gathered together to restore the character.
  16. The character's soul was caught as many were, sucked into monstrous bodies being crafted into an army by a dread overlord, preparing to use them to invade and conquer the land. Tons of forced training and conditioning made them fight for a long time, but once they meet their party again, they remember their true self.
  17. Who can say what realms they traveled through? They have lived a thousand lifetimes on a thousand worlds, traveling the length of the universe and back again, blessed or cursed with the ability to maintain their memories across each one. By sheer chance or perhaps by providence they are returned to this world but their experiences will change them forever.
  18. They were trapped in the Realm of Dreams for a long time, learning to live in that strange world lurked over by hungry Azathoth, learning the ways of the fae that dwell there.
  19. They awakened to the drabness of real life, finding that it was all a dream. They live in their humdrum world for a day and then fall asleep once more, awakening back in the game world convinced the "real world" was a dream. Who is to say they are wrong?
  20. They mysteriously return with a strange and unlikely sounding story about how they survived, but they have been replaced by a doppelganger with malicious intent towards the party.

Comments

  1. Thank you – this is very good.

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  2. If I ever get to run that eldritch horror campaign, I'll be sure to use this table. ;)

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  3. This is really nice stuff. I especially liked the idea where the PC's soul is captured to be used by an evil undead (or monster) army, perhaps the one the party is unknowingly working for.

    This is as flavorful as it gets really. This and the whole "Matrix" style, waking up from an induced illusion.

    I'll try to remember this the next time the PCs in my campaign manage to kill themselves. The last time I failed to read the mood on the table (it was my 2nd time running for them) and really f*cked up when one of the players decided to sacrifice his PC for the greater good, and.. well, I saved him against all odds, I feel that kinda ruined the whole realism we were going for

    They were battling against two crocodiles in a salt-water lake, two of the PCs had already been pulled underwater by the crocs and one was on the verge of death, already 2 death saving throws down. The others refused to try anything other than to throw arrows at them from the shore with disadvantage (again, kinda my fault for optimizing too much the crocs strategy). The sorcerer decided to use shocking grasp to hit both crocs and end the encounter, thus also killing the other PC, which he promptly agreed.

    I just kinda panicked haha.

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    Replies
    1. I know a lot of DMs who have that trouble. The impulse to shield them from consequences can be strong. It is better to let them face their consequences but I would say you could soften the finality of death in a number of ways. This table was one idea. Making it easy to make new characters is another. Having to go on a rescue mission to the underworld is always fun. That sort of thing.

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