Dying is fun. Last words, whispered funerary requests, and final confessions are all good stuff.
But, if your table is like mine, players want to get back into the action as soon as possible.
D4 Caltrops has, of course, a resource for this already, but here's me reinventing the wheel using a d66 (A d6, followed by another d6) chart.
This was written around a standard a fantasy dungeon, stereotypically underground, but should be fairly universal. If you want less gonzo options, roll a d26 to a d46; pending how lo/hi-fantasy you require.
- D66 Ways Back Into The Dungeon -
[PDF HERE]
11. Pressganged! Those damn sneaky recruiters…
12. Your brothers said they'd come down here with you - where'd they get to?!
13. You awaken inside the giant urn, cold ceramic squashed against your face.
14. Being on decoy duty is never fun, even if your former party members do end up as the real decoys.
15. The woodsman took a boar's heart instead, then left you here. Your gratitude is expected.
16. They said they could only trust someone brave. That lead you here.
21. Who would've thought such interesting tunnels lay beneath that well?
22. Ackh! You knew the curse was worsening, but total amnesia is new...
23. You saw your chance and you took it - anywhere is better than being on that wagon!
24. Village customs vary, but in some towns you roll inside the barrel.
25. A ritual sacrifice; but you went willingly.
26. The prospector wasn’t lying, the ores here are worth a fortune... if you find them.
31. You aren't quite sure how you managed it yourself, but you snuck past everyone in getting here.
32. You make a muffled attempt at a shout, but the jilted-lover vines wrap too tightly.
33. The trap misfired, granting you your life - by inches... You stand still, refusing to jinx fate.
34. Bargaining with the marsh-hags was unwise, even if it was noble.
35. A jester's life is never easy, especially when your patron finds your constant abduction hilarious.
36. Rarely, a scrying spell goes askance and the object emerges from the mirror, confused.
41. The fortune-teller was very clear. This precise room, at this precise hour...
42. One wrong turn in a goblin labyrinth will never fail to surprise.
43. Easy money they said. Just let the arch-mage test her translocation scrolls they said.
44. The bailiffs were to audit the entire kingdom... Your only chance at escaping was this place.
45. A cooking pot, at the right temperature, resembles a bath. Shame about the lid.
46. Getting lost in a song is a magical experience... until you awaken in the ancient halls it told of.
51. The chilled stone which was your skin flushens. You awaken from your prison, no longer a statue.
52. The puddle was deeper than expected; you emerge dripping.
53. When you asked the demon to show you "hidden places" you expected a return ticket...
54. A door, infinitely black, haunted your dreams for months. Opening it was a bad idea.
55. At the tavern, a powerful psychic peered through your mind. For whatever reason, they teleported you here.
56. Yes, the cage was technically unlocked, but where is the fun in that?
61. The doctors did say there'd be side effects, but phasing through spacetime wasn't exactly what you had in mind.
62. Finding food as a dungeon-rat was never easy, but are you sure the morsel you just ate wasn't enchanted?
63. You are an immediate reincarnation of the deceased PC - a cosmic glitch in a new outfit. Retaining your old memories is optional.
64. Performing an action never done before let you no-clip; you landed here.
65. You left clear instructions to compartmentalise your organs into different canopic containers... Unfortunately you must've re-congealed.
66. Sometimes, the fish catch us.
Of course, players can play as their pets/hirelings first - even suggest their own origins, but in the event nothing is available (or they suggest, with a sigh, being a caged captive yet again), roll on this table.
Or just let the player choose their result... No one will know… Shhh...
Thanks for reading - as always. Now go out there and die a heroic death. ⁽ᴵⁿ ᵃ ᵀᵀᴿᴾᴳ⁾