Wednesday, August 12, 2026

RPG-a-Day #12: Loss


 What tragic loss and circumstance put the character on the path to being a PC adventurer? Roll 1d20 gainst the table below during character creation. (See the end of the post for additional guidance.)


20 Tragic Backstory Events

Roll a d20 to determine a tragic event from your character's past.

1: The Plague - A mysterious plague swept through your hometown, killing your entire family while you were away. You returned to find empty houses and mass graves. 
Motivation: Find a cure for similar diseases, seek revenge on those who caused it, or carry survivor's guilt. 
Hook: Medical knowledge, fear of illness, protective of communities.

2: Branded Heretic - The religious order or organization you served branded you as a heretic and burned your lifetime of work. You were cast out and marked for death. 
Motivation: Prove your innocence, expose corruption, or find a new purpose. 
Hook: Distrust of institutions, hidden identity, theological knowledge.

3: Enslaved After War - Your village was conquered in war and you were sold into slavery. You spent years in chains before managing to escape. 
Motivation: Free other slaves, seek revenge on captors, or rebuild what was lost. 
Hook: Physical scars, combat skills, knowledge of criminal networks.

4: Cursed Bloodline - Your family is cursed to slowly wither and die—a magical hex placed by a powerful enemy generations ago. You're the last survivor. 
Motivation: Break the curse, find the one who cast it, or ensure your family is remembered. 
Hook: Magical research, time pressure, fear of attachment.

5: Witnessed Assassination - You witnessed the assassination of someone you loved deeply. The killers got away, and nobody believes your account of what happened. 
Motivation: Hunt down the killers, uncover the conspiracy, or protect others from similar fates. 
Hook: Investigative skills, paranoia, political knowledge.

6: Accidental Death - A spell, trap, or accident you caused killed your closest friend. Nobody holds you responsible, but you'll never forgive yourself. 
Motivation: Seek redemption, master your abilities to prevent future accidents, or punish yourself through dangerous quests. 
Hook: Extreme caution, self-destructive tendencies, technical expertise.

7: Planar Rifting - A planar rift opened in your hometown, swallowing half the city and everyone you knew. You were somehow spared, though you don't know why. 
Motivation: Understand why you survived, prevent future rifts, or find a way to reach those lost. 
Hook: Planar knowledge, survivor's guilt, strange magical affinity.

8: Falsely Imprisoned - You were framed for a crime you didn't commit. You spent years in a brutal prison before escaping or being exonerated. 
Motivation: Clear your name, find who framed you, or reform the justice system. 
Hook: Prison contacts, survival skills, distrust of authority.

9: Bound Servitude - Through debt, magic, or blackmail, you were bound into servitude to a tyrant or dark master for many years. 
Motivation: Ensure others don't suffer the same fate, seek revenge, or break free from lingering control.
 Hook: Insider knowledge of villain's operations, magical binding scars, loyalty issues.

10: Hometown Destroyed - Invaders, a natural disaster, or a cataclysm destroyed your hometown entirely. You were one of few survivors and had to flee with nothing. 
Motivation: Rebuild elsewhere, prevent similar destruction, or find other survivors. 
Hook: Refugee status, survival skills, knowledge of the disaster.

11: Disfiguring Magic - A magical accident or curse left you physically disfigured and marked. You're shunned by former friends and community. 
Motivation: Find a cure, prove your worth despite appearance, or embrace your new identity. 
Hook: Magical scarring, social outcast status, empathy for the marginalized.

12: Betrayed by Love - Someone you trusted completely—a partner, sibling, or mentor—betrayed you for power, money, or revenge, destroying your life in the process. 
Motivation: Confront the betrayer, rebuild trust in others, or never be vulnerable again. 
Hook: Trust issues, knowledge of betrayer's plans, emotional walls.

13: Forced to Kill - You were forced to kill an innocent person or someone you loved to save yourself or others. The moral weight never left you. 
Motivation: Atone for the act, ensure it wasn't in vain, or find peace with impossible choices. 
Hook: Moral complexity, combat trauma, protective instincts.

14: Family Torn Apart - Your family was torn apart—separated by slavery, war, or abduction. You've spent years searching for them with no success. 
Motivation: Reunite your family, help others find lost loved ones, or accept they're gone. 
Hook: Investigation skills, wide travel experience, hope against odds.

15: Dragon's Devastation - A dragon or other great beast attacked and destroyed your community. You watched it burn and were powerless to stop it. 
Motivation: Slay the beast, become strong enough to face such threats, or warn others. 
Hook: Knowledge of monsters, feelings of powerlessness, drive to become stronger.

16: Possessed by Darkness - You were possessed by a demon, spirit, or dark god. While you managed to expel it, the experience left psychological and physical scars. 
Motivation: Prevent others from possession, hunt the entity that took you, or understand what happened. 
Hook: Occult knowledge, lingering dark urges, exorcism experience.

17: Hunted Fugitive - You were falsely accused of a heinous crime and hunted as a criminal. You've been fleeing from authorities for years. 
Motivation: Clear your name, find the real culprit, or start a new life in hiding. 
Hook: Evasion skills, false identities, knowledge of law enforcement.

18: Cult Survivor - You were born and raised in a dangerous cult. After years of indoctrination and abuse, you managed to escape and break free. 
Motivation: Dismantle the cult, deprogram others, or simply live freely for the first time. 
Hook: Cult secrets, psychological trauma, difficulty with normal social interactions.

19: Shattered Faith - A tragedy shattered your faith in your god, order, or ideology. You witnessed something so contradictory to your beliefs that you can never unsee it. 
Motivation: Find new meaning, expose the truth about your former faith, or fill the spiritual void. 
Hook: Religious knowledge, existential questions, crisis of purpose.

20: Apocalyptic Omen - You were the sole survivor of a prophetic vision or apocalyptic event. You've been marked or changed by the experience in ways you're still discovering. 
Motivation: Prevent the prophecy, understand your role, or prepare others for what's coming. 
Hook: Prophetic dreams, strange powers, sense of destiny or doom.


Using This Table:

Roll during character creation or work with your DM to choose an appropriate tragedy

Modify details to fit your character's race, class, and campaign setting

Consider how much time has passed since the event


Discuss with your DM how this tragedy might connect to the campaign's story

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