Some results might only be reasonably used once. Cross them off as they’re used. Alter results to fit context if necessary.
1d12 | Exit | Entry | Effect |
---|---|---|---|
1 | Sleepwalk away. Sleep the entire time. | Party member dreams movements guiding back the sleepwalker. Return with a disgusting, bubbly rash covered in the stench of high-proof alcohol. | Gain a rumor of elven ruins from dreams. |
2 | (Secretly?) agreed to dumb solo quest with an NPC. | Wanders back to party camp, exhausted. | Gain information about an NPC. Flip a coin to either gain some minor loot or have failed the quest and upset the NPC. |
3 | Kidnapped by neutral faction member during sleep. | Returns near the party. | PC gains knowledge and apology/promise to repay debt from the NPC. |
4 | Fear of the other players led to a lot of time alone in the wilderness. | Return from the wilderness, maybe a little paranoid, but with newfound confidence. Tracked players to their current location. | Improved bushcraft. (Wilderness survival stuff.) However, infected with a disease. http://goblinpunch.blogspot.com/2016/06/the-glog-diseases.html |
5 | Overcome by illness and hallucination. | Better now. Don’t worry. Totally fine. See, I found you on my own. Ha. Haha. It’s okay. | Random mutation. See The Metamorphica or https://coinsandscrolls.blogspot.com/2018/01/osr-1d500-biological-mutations.html |
6 | Tried to explore a dungeon alone. Spent the whole time exploring the entrance area. | Returns to party camp. | Gain knowledge about location of and entrance to a dungeon location. |
7 | Wandered into an unexplored hex and hid from something scary there. | Returns, frazzled and injured, to party camp. | Learned basic details about the hex and some information about a creature or other hazard. 1/4th HP is lost. |
8 | Captured by Martel Company mercs. | Martel Company mercs return to party explaining that they mistook PC for a bounty target. (If there is a bounty, roll again.) | Temporary bonus to interactions with Martel Company, including trading with Jeremy Rand. |
9 | Led away by faction member who gave drugs, invoked visions, or some such. | Stumbles out of the wilderness making wacky gestures or saying strange things. | A little crazy or a little visionary. Choose the first fitting effect on this list. https://coinsandscrolls.blogspot.com/2018/04/osr-1d500-supernatural-mutations.html |
10 | Kidnapped by opposing faction member. | Returns to the party. | Faction gains knowledge from the NPC in exchange for safe release. |