How do we start this crazy adventure?

Reference name: how-do-we-start-this-crazy-adventure ~ ID: 1001
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Roll Result
1 - 2 PCs wake up in a mausoleum inside a haunted graveyard.
3 - 4 PCs wake up at the starting inn, but it is on fire.
5 - 6 PCs wake up getting shaved and tattooed and branded, before being hung up to give transfusions to diseased cultists. =)
7 PCs wake up in a wagon during a high-speed chase.
8 PCs wake up hungover after a bacchanal
9 - 10 PCs wake up slung and tied over a horse.
11 - 12 PCs wake up on a sinking ship.
13 - 14 PCs wake up standing over their sleeping bodies.
15 - 16 PCs wake up tied to the belly of a boar
17 - 18 PCs wake up washed up on a beach after a shipwreck
19 - 20 PCs wake up falling from an airship
21 - 22 PCs wake up on a tower during a storm
23 - 24 PCs wake up during surgery... alien surgery.
25 - 26 Wake up with a knife to their throat
27 - 28 Wake up in a village, only they are still alive.
29 - 30 The PCs happen to be travelling down the road together when a horse-drawn carriage comes barreling around a turn towards them.
31 - 32 PCs wake up in a wizard's laboratory, decapitated. Fortunately for them they are being magically kept alive and just need to find their bodies. Also somewhere nearby there is a single golem that follows voice commands.
33 - 34 Pcs wake up in the inn. Water surrounds their beds. The inn is floating down river on a flash flood.
35 - 36 They wake up in individual coffins
37 - 38 They wake up strapped to various torture devices in a dungeon. Good way to introduce themselves as the torturer interrogates them.
39 - 40 PCs wake up each holding a fragment of a treasure map. Between them they do not have the whole thing.
41 - 42 They wake up in each other's bodies. Sally the halfling thief is now playing a dwarven male fighter. They have to find each other in the city.
43 - 44 They wake up in a pitch black room that smells, and they are waist deep in acid. Something splashes nearby (they are in a giant's stomach, it unfortunately has worms. Big worms).
45 - 46 Being dragged from the sea by strange man-frog fishermen in walrus leather.
47 Wake up in a crater, smoking.
48 - 49 PCs wake up (unarmed and without their gear) with a headache, in a caged wagon, including an armed guard escort, and they are traveling in place they are not familiar with.
50 - 51 Same as above above, except they are traveling through an unfamiliar village and while being insulted and mocked by villagers, and being pelted with rotting vegetables and waste. They are quite aware of the shouts of "Witch!, Burn! Warlock! Demon Worshippe
52 - 53 PC's wake up to find a rather large dragon attacking. As each pc is slain, they wake up once again, only they are not anywhere near their home,. They are all in a strange outdoor place with a glowing extra-dimensional gate or portal that is quietly powerin
54 - 55 PCs wake up in the menagerie garden of the Emperor
56 - 57 Wake up in a conference room with Dr. Doom.
58 - 59 PCs all wake up (with hirelings too) naked in bed together. A big bed.
60 - 61 They wake up underwater, surrounded by a maze of coral and seaweed. They have gills.
62 - 63 Wake up in hot air balloon that is descending
64 - 65 Wake up inside Kansas farm house In a tornado, tumbling through sky.
66 - 67 Wake up at your moms house, have an existential crisis, realize you need to go kill something and take its gold.
68 - 69 They don't wake up. They never sleep. Insomnia has been constant for a month and now at four a.m. the dark sends a strange guest
70 - 71 They wake up outside of an already raided dungeon, unfamiliar magic items in hand
72 - 73 They hit middle age and none of their dreams ever happened and there are dragons out there and the bills are getting higher
74 - 75 They emerge spontaneously from the forehead of Zeus
76 - 77 They reverse-nirvana out of oneness with the universe and somebody in a dungeon did it
78 - 79 They wake up mid-brawl with each other. A neat sum of XP is offered the sole survivor. They were pregens, they roll up characters who were placing bets. The survivor won the privilege of guiding them into a dungeon
80 - 81 PCs wake up covered head to toe in unknown rune-tattoos
82 - 83 They wake up in a mesmerists room in Victorian London. He says that was a pretty good session but they need to regress again to find out where the special snowflake treasure went. They wake up in a dungeon.
84 - 85 They go to sleep on the night of the equinox and pass through The Gates of Ivory and Horn...
86 - 87 Waking up in a morgue has been done by Torment of course, but it has more applications than that.
88 - 89 They wake up under an upturned, burning wagon
90 - 91 The players (not the PCs), wake up naked in this strange temple. There is an old person in priestly robes staring at you
92 - 93 PCs wake up in the tavern, but the village is completely empty of other people. Half-eaten meals and cooking fires still burning. Footprints end mid-stride.
94 - 95 Wake up inside tubes full of fluid, which are slowly draining while an alarm sounds.
96 - 97 PCs wake up shrunk to 3 inches tall and inside an iguana terrarium.
98 - 99 PCs wake up naked in the Sultan's harem as scimitar-wielding eunuchs enter the chamber.
100 PCs wake up chained to barrels of gunpowder, longs wicks sizzling towards their doom.