Inactive PC options (d100)

A list of things that could happen to Player Characters when players don't show up often enough to be relevant

d100 Result

1

Death: Poisoning, the PC was poisoned by a random peddler they met on a road side.

2

Death: Drowning, they tried and failed to swim, tragically while no one was watching they sunk to the bottom of the sea.

3

Inheritance: The PC has been given word that they are the heir to a vast amount of land and wealth and that their presence is required forth with.

4

Inheritance: The PC has was left a large amount of money that they have decided to actually do something with now.

5

Familial: After adventuring for a while the PC decides it's time to settle down for a bit and just enjoy being alive.

6

Puppy: As the party continues to adventure so too does the PC, though they are little more than a pack mule at this point.

7

Lost: One evening as the party sits to enjoy a meal they find that the PC has wandered off and are unable to find the PC even if they spent hours searching.

8

Death: Skewered, the blade that pierced their abdomen as if they were a piece of meat to be served up with barbecue. The party is left a bit devastated by the scene.

9

Mission: Their personal mission is no where near completion and they decided that the party is not going in the direction they want to go and set off on their own.

10

Mission: A new mission from their homeland has come to them and they must set off immediately to complete it. Turns out the PC was an important part of an underground movement back home.

11

Familial: While the party has left their family behind to seek their own glory and adventures it turns out that one of their family members is now on their death bed and has requested the PC be by their side at the end.

12

Familial: A Child is on the way, and they wish to be out of harms way so that the PC can raise the child, they will often tell stories of the adventures they had with the party.

13

Lucky or Unlucky: roll 1d4, odds the character won a huge bet that has put them in a position to not adventure any more, evens they find themselves at the end of a blade having lost the bet.

14

Death: Rare Disease, after adventuring in strange lands the PC finds that they have contracted a rare disease, that even if cured leaves them as little more than a vegetable, they venture off on their own to not be a burden to the part.

15

Death: Protection, as one of the party members is about to take a fatal blow the PC steps in and takes the blow for them, letting their death fuel the party into further action. The protected party member gains 1d6 HP and a +1 dmg bonus for the next 1d6 rounds.

16

Inheritance: Oh I have money now?! Peace out folks no need to put my life on the line anymore!

17

Inheritance: The PC has just inherited the family farm and returns home to manage the harvest and animals.

18

Mission: A dream from the Divine sets the PC out on a mission for their god.

19

Done: The PC has just had enough, enough adventuring, enough almost dying, enough arguing over loot, they settle down in an out of the way town.

20

Puppy: As the party continues to adventure so too does the PC, though they are little more than a pack mule at this point.

21

Icon: As the party sits in a tavern one day, the PC decides to start singing, a lot of coin is thrown their way and an man offers them a permanent job as an entertainer, the party will later hear of them singing for the best of the best.

22

Party: the party decides what to do with the PC.

23

Death: Unimpressive, the PC dies doing something rather stupid even for them.

24

Death: Unimpressive, the PC dies doing something rather stupid even for them.

25

Death: Surprise, as the party ventures on a dire beast comes out of nowhere and devours the PC in one gulp.

26

ADOS: Oh Shiny! The PC has been distracted by something very enticing to their libido and has decided this is the place for them, they no longer wish to venture forth with the party.

27

Drunkard: After the long road they have traveled the PC falls into a rut and begins drinking themselves into oblivion, they refuse stubbornly to be with the party any longer, and argue to fight should the party insist. Death or Booze!

28

Darkness: The torture of those around them, all the death and for what?! The PC falls into a mindset of "Fuck it all!" and starts a path toward creating utter chaos for the sake of chaos. Party members all find something stolen from them and the PC to have vanished in the night.

29

Done: The PC has just had enough, enough adventuring, enough almost dying, enough arguing over loot, they settle down in an out of the way town.

30

Secrets Shared: Oh no! a devastating secret has been found out an the PC must go into hiding.

31

Death: Falling, the PC failed a climb check and fell to their death, their body unrecoverable as it was washed away by the rapids to gods knows where.

32

Void: The party comes across a Deck of Many things and the PC draws the void card, sending them into a plane of existence from which there is no return, all their items are left behind in a pile on the ground.

33

Reincarnation: By way of a wayward magical spell the PC is destroyed only to be reborn in the world as a young child, should the party run into the child they will find a sort of peace when talking to them and feel as if they have met them somewhere before.

34

Lost: One evening as the party sits to enjoy a meal they find that the PC has wandered off and are unable to find the PC even if they spent hours searching.

35

Choice: Have the player write down how they think they're character would leave, this is what happens.

36

Choice: Have the player write down how they think they're character would leave, this is what happens.

37

Death: Undead, the night was long and the party fought hard, but the PC fell and the body has vanished from the battle field. The party will later face the PC as an undead creature hell bent on a sliver of revenge against the party for not protecting them.

38

Choice: Have the player write down how they think they're character would leave, this is what happens.

39

Reincarnation: By way of a wayward magical spell the PC is destroyed only to be reborn in the world as a young child, should the party run into the child they will find a sort of peace when talking to them and feel as if they have met them somewhere before.

40

Inheritance: The PC has been given word that they are the heir to a vast amount of land and wealth and that their presence is required forth with.

41

Done: The PC has just had enough, enough adventuring, enough almost dying, enough arguing over loot, they settle down in an out of the way town.

42

42: The answer to life, the reason for living, the PC thinks they've discovered it and it's not with the party, they venture off on their own in pursuit of their answer.

43

Choice: Have the player write down how they think they're character would leave, this is what happens.

44

Choice: Have the player write down how they think they're character would leave, this is what happens.

45

Choice: Have the player write down how they think they're character would leave, this is what happens.

46

Lost: One evening as the party sits to enjoy a meal they find that the PC has wandered off and are unable to find the PC even if they spent hours searching.

47

Familial: After adventuring for a while the PC decides it's time to settle down for a bit and just enjoy being alive.

48

Reincarnation: By way of a wayward magical spell the PC is destroyed only to be reborn in the world as a young child, should the party run into the child they will find a sort of peace when talking to them and feel as if they have met them somewhere before.

49

If you Can't Beat em Join em: The PC is done playing nice, and decides to turn against the party, figuring that the evil they face is far more powerful than the party will ever be.

50

Party: the party decides what to do with the PC.

51

Party: the party decides what to do with the PC.

52

Choice: Have the player write down how they think they're character would leave, this is what happens.

53

Drunkard: After the long road they have traveled the PC falls into a rut and begins drinking themselves into oblivion, they refuse stubbornly to be with the party any longer, and argue to fight should the party insist. Death or Booze!

54

Death: Protection, as one of the party members is about to take a fatal blow the PC steps in and takes the blow for them, letting their death fuel the party into further action. The protected party member gains 1d6 HP and a +1 dmg bonus for the next 1d6 rounds.

55

Banker: The PC finds a large sum of money and starts investing in various trades, they eventually set up a bank building in a town and move into a luxurious home.

56

Done: The PC has just had enough, enough adventuring, enough almost dying, enough arguing over loot, they settle down in an out of the way town.

57

ADOS: Oh Shiny! The PC has been distracted by something very enticing to their libido and has decided this is the place for them, they no longer wish to venture forth with the party.

58

Death: Surprise, as the party ventures on a dire beast comes out of nowhere and devours the PC in one gulp.

59

Choice: Have the player write down how they think they're character would leave, this is what happens.

60

Choice: Have the player write down how they think they're character would leave, this is what happens.

61

Puppy: As the party continues to adventure so too does the PC, though they are little more than a pack mule at this point.

62

Choice: Have the player write down how they think they're character would leave, this is what happens.

63

Inheritance: The PC has been given word that they are the heir to a vast amount of land and wealth and that their presence is required forth with.

64

Inheritance: The PC has been given word that they are the heir to a vast amount of land and wealth and that their presence is required forth with.

65

Darkness: The torture of those around them, all the death and for what?! The PC falls into a mindset of "Fuck it all!" and starts a path toward creating utter chaos for the sake of chaos. Party members all find something stolen from them and the PC to have vanished in the night.

66

Choice: Have the player write down how they think they're character would leave, this is what happens.

67

Void: The party comes across a Deck of Many things and the PC draws the void card, sending them into a plane of existence from which there is no return, all their items are left behind in a pile on the ground.

68

Familial: While the party has left their family behind to seek their own glory and adventures it turns out that one of their family members is now on their death bed and has requested the PC be by their side at the end.

69

Death: Undead, the night was long and the party fought hard, but the PC fell and the body has vanished from the battle field. The party will later face the PC as an undead creature hell bent on a sliver of revenge against the party for not protecting them.

70

Choice: Have the player write down how they think they're character would leave, this is what happens.

71

Death: Protection, as one of the party members is about to take a fatal blow the PC steps in and takes the blow for them, letting their death fuel the party into further action. The protected party member gains 1d6 HP and a +1 dmg bonus for the next 1d6 rounds.

72

Done: The PC has just had enough, enough adventuring, enough almost dying, enough arguing over loot, they settle down in an out of the way town.

73

Death: Surprise, as the party ventures on a dire beast comes out of nowhere and devours the PC in one gulp.

74

Death: Surprise, as the party ventures on a dire beast comes out of nowhere and devours the PC in one gulp.

75

Reincarnation: By way of a wayward magical spell the PC is destroyed only to be reborn in the world as a young child, should the party run into the child they will find a sort of peace when talking to them and feel as if they have met them somewhere before.

76

Lost: One evening as the party sits to enjoy a meal they find that the PC has wandered off and are unable to find the PC even if they spent hours searching.

77

Choice: Have the player write down how they think they're character would leave, this is what happens.

78

Choice: Have the player write down how they think they're character would leave, this is what happens.

79

Party: the party decides what to do with the PC.

80

Choice: Have the player write down how they think they're character would leave, this is what happens.

81

Choice: Have the player write down how they think they're character would leave, this is what happens.

82

Party: the party decides what to do with the PC.

83

Drunkard: After the long road they have traveled the PC falls into a rut and begins drinking themselves into oblivion, they refuse stubbornly to be with the party any longer, and argue to fight should the party insist. Death or Booze!

84

Drunkard: After the long road they have traveled the PC falls into a rut and begins drinking themselves into oblivion, they refuse stubbornly to be with the party any longer, and argue to fight should the party insist. Death or Booze!

85

Void: The party comes across a Deck of Many things and the PC draws the void card, sending them into a plane of existence from which there is no return, all their items are left behind in a pile on the ground.

86

Void: The party comes across a Deck of Many things and the PC draws the void card, sending them into a plane of existence from which there is no return, all their items are left behind in a pile on the ground.

87

Reincarnation: By way of a wayward magical spell the PC is destroyed only to be reborn in the world as a young child, should the party run into the child they will find a sort of peace when talking to them and feel as if they have met them somewhere before.

88

Inheritance: The PC has been given word that they are the heir to a vast amount of land and wealth and that their presence is required forth with.

89

Death: Undead, the night was long and the party fought hard, but the PC fell and the body has vanished from the battle field. The party will later face the PC as an undead creature hell bent on a sliver of revenge against the party for not protecting them.

90

If you Can't Beat em Join em: The PC is done playing nice, and decides to turn against the party, figuring that the evil they face is far more powerful than the party will ever be.

91

ADOS: Oh Shiny! The PC has been distracted by something very enticing to their libido and has decided this is the place for them, they no longer wish to venture forth with the party.

92

Lost: One evening as the party sits to enjoy a meal they find that the PC has wandered off and are unable to find the PC even if they spent hours searching.

93

Done: The PC has just had enough, enough adventuring, enough almost dying, enough arguing over loot, they settle down in an out of the way town.

94

Banker: The PC finds a large sum of money and starts investing in various trades, they eventually set up a bank building in a town and move into a luxurious home.

95

Familial: After adventuring for a while the PC decides it's time to settle down for a bit and just enjoy being alive.

96

Secrets Shared: Oh no! a devastating secret has been found out an the PC must go into hiding.

97

Puppy: As the party continues to adventure so too does the PC, though they are little more than a pack mule at this point.

98

Death: Surprise, as the party ventures on a dire beast comes out of nowhere and devours the PC in one gulp.

99

Inheritance: The PC has been given word that they are the heir to a vast amount of land and wealth and that their presence is required forth with.

100

Party: the party decides what to do with the PC.