Mysteriously
Missing
and
Merrily
Mysteriously
Missing and
Merrily Met
Optional Story Tables for Old-School Essentials
by Giuseppe Rotondo
Cover Art Images
Carlos Castilho Carlos Castilho
Layout Slabbo font by
A.Sword.In.Da.Eye. Mauro GATTI
Studio
THANKS to
George Patterson
Old-School Essentials is a trademark of Necrotic Gnome.
The trademark and Old-School Essentials logo are used
with permission of Necrotic Gnome, under license.
i studio
Intro Instruc
duction tions
Use these tables when a player misses one
or more sessions. The assumption is that
the rest of the party continue playing, even
though one of their comrades has somehow
disappeared. There is no trace of them, no
clue. As soon as the player joins the game
The following tables and rules require Old- again, it’s time to answer the obvious ques-
School Essentials, and are generally com- tion: Where have you been? The player rolls
patible with any other Original, BX or BECMI on the appropriate table, determined by the
clone of the classic fantasy role-playing referee, who checks the table and informs
game. them of the reason why their character dis-
These tables provide an instant, retroactive appeared and what they have been up to.
story to explain why a character disap- If a player misses more than one session,
peared and was not around during the last the referee may require a roll for each
session, when a player could not participate missed session, using the appropriate ta-
in the game. bles required to catch up with the party.
These tables aim at providing interesting Truth or Lies: The tables tell what really
events to inject more story into the cam- happened. The player may always decide to
paign. Sometimes the results are simple tell a slightly or completely different story
and bear little or no consequence; some- to the party, so the referee and the player
times a result may produce a significant should work it out aside from the other
change in the character’s story. players.
The referee is expected to agree with Take Your Time but Make it Quick: The
the players on using these tables in their referee and the player should take five
games. minutes to work out the result, fleshing
out the details where necessary, but not
This is important because these tables longer than that.
often “steal” the power of decision from
the players, determining specific courses of No Dying: No result may cause the char-
action for their characters, and these may acter’s death. If a result drops the char-
have positive or negative outcomes. acter’s hit points to 0 or lower, they are
returned to 1.
4 5
Last Seen in Town
D20
Old creditors pursued the charac-
ter, who owes them 1d100 gp per
character level. The player may
1 decide to finally pay their debt, or
face the consequences (which may
involve the local criminal under-
world, at the referee’s discretion).
The character was sick and needed
to rest. The player must make Con-
2 stitution check. If the check fails,
the character suffers 1d3 damage
but gains 1 point of Constitution.
The character fruitlessly courted
a romantic interest, and they’ve
spent 1d100 gp per character
level in gifts, dinners, entertaining
and fancy clothes. At least now
3
they have some elegant clothes!
The player must make a Charisma
check. If the check fails, the char-
acter spent 1d100 gp more, but
gains 1 point of Charisma.
A random item from the charac-
ter’s inventory was stolen, and
they tried to get it back. The
character retrieved it if they now
4
succeed in three ability checks.
The player can choose the ability,
but each roll must be a different
ability.
The character was in jail as a con-
sequence of a “misunderstand-
ing” with the local authorities.
Everything is settled now, but the
5
guards will keep an eye on the
character from now on, unless the
character bribes them with 1d100
gp per character level.
The character was offered a dan-
gerous task. If they accepted, the
player must make an ability check
with an ability of their choice. If
6 the check succeeds, the character
has earned 1d100 platinum pieces
per level. If the check fails, the
character suffers 1d3 damage per
character level.
6 7
The character drank a “miracu- The character met an old sage who
lous” concoction bought from a taught them about his life expe-
14
peddler. They’ve now recovered riences. Increase the character’s
from the dizziness, and the player Intelligence by 1 (maximum 18).
must reroll a random ability score The character spent their time
7
with 4d6 (maximum result 18). At researching old books or talking to
the referee’s discretion, this effect 15 the right people. The referee must
can be canceled with some kind of reveal to the player a clue, rumor
treatment (e.g. a dissolve magic or or other useful information.
remove curse spell).
The character has undergone a
A mighty wizard from another mystical crisis and has spent all
plane summoned the character to this time praying. The player may
take part in a glorious quest! They 16
change the character’s alignment,
don’t remember much, except the or increase their Wisdom by 1
flying ships and the treasures they point.
8
could not carry over to this plane.
Also, any alcoholic beverage the The character met a traveler from
character had is now gone, along 17 another land, and has learned the
with 4d10 gold pieces (if they had basics of their language.
them). The character came across an old
The character has met the love of debtor. The player may make a
their life... and the two are about Charisma or Strength check. If the
to marry! The character has spent 18 check succeeds, the character gets
⅓ of their riches to buy a house 2d100 gp back. If the check fails,
9 in town, and is ready to spend as the chosen ability increases by 1
much for the celebration. Congrat- point.
ulations! If the character is already The character took care of an easy
married, this result is the begin- 19 job, and has earned 1d100 gp per
ning of a secret affair instead. character level.
The character had a great hand, so The character made friends with
they bet they would have cleaned an important, powerful NPC who
the whole tavern if they had lost. had them as their guest at their
10 Which they did. The tavern is abode. Roll 1d6 for more details
now pristine! Several people in about the NPC:
town now call the character “The D6
Cleanser”.
20 1 Ruling class
The character accidentally
bumped their head somewhere. 2 Merchant
For a few days they lost their 3 Criminal underworld
memory and lived like a beggar,
11 4 Clergy
until a bunch of street rascals
“healed” them with a volley of 5 Adventurer
stones. They’ve also earned 3d6 6 Magical
copper pieces.
The character joined a secret
religious ritual. They are healed
12 of all damage and cleansed of all
disease, poison and curse (includ-
ing cursed items).
The character took care of a sick
13 stray dog or cat, who is now well
and happy to follow them.
8 9
Last Seen in a
Dungeon
D20
The character fell into a deep pit
or pit trap, and they had to climb
back up to freedom. The player
must make a Dexterity check. If
1
the check fails, their Dexterity in-
creases by 1 but they suffer 3d6+3
damage. If check succeeds, they
climb back up unscathed.
The character was ambushed and
taken prisoner by a group of mon-
sters of the same type as the party
2 last encountered! They took all the
gold and treasure the character
had with them and then set them
free.
The character fell into a deep pit
or pit trap. Before they rejoin the
party, they might have to face a
3
Wandering Monster (standard
chances for the dungeon they
were in).
The character touched a tiny,
brilliant rune on the wall, and was
4
teleported to the last bed they
had slept upon!
The character fell into a pit or pit
trap, and they had to use all their
strength to break free. The player
must make a Strength check. If
5
they fail, their Strength increases
by 1 but they suffer 1d3+1 dam-
age. If they succeed, they suffer 1
damage.
A mighty wizard from another
plane summoned the character to
take part in a glorious quest! They
don’t remember much, except
6 the burning lava wastes and the
treasures they could not carry over
to this plane. Also, any alcoholic
beverage they had with them is
now gone.
10 11
The character tasted something
that looked like cheese, and
they’ve only regained conscious-
ness now. Luckily, nothing ate
7
them while they were uncon-
scious. The player must make a
Wisdom check. If they fail, their
Wisdom increases by 1.
The character found a potion and
carelessly drank it. They passed
out and have only recovered now.
The player must reroll a random
ability score with 4d6 (maximum
8
result 18). At the referee’s discre-
tion, this effect can be canceled
with some kind of treatment (e.g.
a dissolve magic or remove curse
spell).
An extremely short-sighted car-
cass crawler mistook the character
for one of its offspring. It paralyz-
ed them and took them to its lair,
where it lovingly fed them with
garbage. The character must save
9
versus paralysis or lose 1 point of
Dexterity. From now on they are
immune to paralysis caused by
carcass crawlers, and they add +2
to all saves versus paralysis from
any other source.
The character saw an eerie appa-
rition behind a corner, and was
magically lured to follow it. It was
10 the ghost of an adventurer who
died here! The spirit has warned
them through a vision about a
great threat in the dungeon.
The character found a coin stuck
between two stones, and re-
mained behind to recover it. The
11 player must make a Strength
check. If they fail, the character’s
Strength increases by 1. If they
succeed, the character gains 1 gp!
The character remained behind to
decipher a graffiti, which revealed
12
a clue about the dungeon (at the
referee’s discretion).
The character was kidnapped by a
13 group of sprites, who taught them
the language of mice!
12 13
The player must make up another The character heard a soft moan-
story, because what has happened ing and followed it to a lost
must remain a secret. The charac- adventurer (a level 1 Fighter),
ter touched a small rune, and is the sole survivor of a party that
now imprisoned inside it, while entered the dungeon shortly after
18
their evil twin came out. The play- or before the players. The rest of
er now plays the evil twin (which their group is either dead or has
has the same game statistics), un- fled the dungeon, so the lone war-
til the twin is slain or discovered. rior wants to follow the player’s
The actual character still receives character.
the experience the player would As above, except the lost adven-
14 gain, plus a 10% bonus for each 19
turer actually is a Doppelgänger.
sentient creature it manages to
kill (please note it doesn’t have to The character heard a soft moan-
be the other players’ characters, as ing and followed it to a young
they are probably more useful as creature that wandered the dun-
allies... until they find out). When geon and got lost. The character
the evil twin dies or is detected, fed it out of compassion and now
the original character is released the creature follows them loyal-
from the magic rune prison, but ly. Roll a d10 to determine the
must roll 2 times on this table creature type. It only has 1 HD and
and 1 time on the Last Seen in the consequent THAC0 and saves. The
Wilderness table. creature grows to adult size and
maximum HD by 1 HD per month.
The character followed a Will-o-
the-Wisp which led them out of
15 the dungeon (through a different D10
way than the they came in, if 1 Draco
available). (1d4 damage)
The character pushed a brick or 2 Owl Bear
rock, the wall rotated and they 20 (1d3 damage)
found a secret passage to a hidden
3 Warp Beast
treasure: 1d100 platinum pieces
16 (1d3 damage)
and 50% chance of a random
magic item! Then they spent hours 4 Blink Dog
and hours trying to open the se- (1d3 damage)
cret passage again. 5 Goblin (already adult)
The character found a coin stuck 6 Giant Weasel
between two stones and remained (1d3 damage)
behind to recover it. The player
7 Stirge (already adult)
makes a Strength check. If the
17 8 Giant Bat
check fails, their Strength increas-
es by 1. If the check succeeds, (already adult)
they discover it was not a coin 9 Cave Bear
after all, but a random magic ring! (1d3 damage)
10 Gnome
(already adult)
14 15
Last Seen in the
Wilderness
D20
The character remained behind
to contemplate the landscape.
1 The player must make a Wisdom
check. If the check fails, the char-
acter’s Wisdom increases by 1.
The character got lost but man-
aged to spy another group of ad-
2
venturers, who seem to have the
same objective as the group!
The character stepped on a mys-
terious brown substance. After
3
cleaning their boots, they found
themself alone. roll again.
The character found a coin stuck
between two stones and remained
behind to recover it. The player
must make a Strength check. If
4
the check fails, the character’s
Strength increases by 1. If the
check succeeds, the character
gains 1 gp!
A wizard from another plane sum-
moned the character to take part
in a glorious quest! They don’t re-
member much, except the emerald
5
suns and the treasures they could
not carry over to this plane. Also,
any alcoholic beverage they had
with them is now gone.
The character fell asleep. A farmer
or wayfarer woke them up, treated
6
them to a nice breakfast and also
gifted them a cheese wheel.
The character was kidnapped by a
group of sprites! They imprisoned
them in the dark, and set them
7
free only after they agreed to
yield one of their items (randomly
determined)!
16 17
The character was kidnapped by The character saw something
a group of sprites! They invited shining in a glade: a sword stuck
them to a feast and treated them into a rock! The player must make
to a magical concoction. The a Strength check: if the check fails,
player must reroll a random ability their Strength increases by 1; if
8 15
score with 4d6 (maximum 18). At the check succeeds, they got the
the referee’s discretion, this effect sword: roll a d100. 1-50: it’s just
can be canceled with some kind of an old, rusted sword; 51-99: it is a
treatment (e.g. a dissolve magic or random magic sword; 100: it is a
remove curse spell). random sentient sword.
The character fell into a ditch or The character got lost and stum-
9 down a precipice, and bumped bled upon an isolated group of
their head, suffering 1d3 damage. sentient creatures that live in
The character pursued a hare for this area (farmers, or more exotic
hours and hours, driven by a pri- creatures including those found in
16
mordial instinct. The player must the random encounter tables for
make a Dexterity check. If the this region or terrain type). The
10 check fails, the character’s Dex- character has made friends with
terity increases by 1. If the check them and can’t wait to introduce
succeeds, the charactercaught it them to the rest of the group.
and here they are, with dinner for The character got lost and met a
two. caravan of merchants. They can
17
The character bumped their head buy any items they want from the
against a branch. The player must Adventuring Gear section.
make a save versus death or lose The character got lost and met a
11
1 point of Intelligence. A squirrel caravan of travellers from another
has grown fond of the character land or culture. They’ve learned
18
and follows them. the basics of their language and
That silly nursery rhyme scram- also received standard rations for
bled on a piece of scroll actually 7 days as a gift.
was a powerful spell! The char- The character got lost, so they fol-
acter was with the party all the lowed a set of tracks that they be-
time, inside someone’s backpack, lieved were their friends’. They’ve
19
12 because they’ve been shrunk to located a lair of monsters instead
the size of an apple. Same effects (use the random encounter tables
of a Potion of Diminution, but the for this region or terrain type).
duration is permanent, unless a The character got lost and stum-
Dispel Magic or Remove Curse bled upon a mysterious wanderer.
spell is cast on them. Make a standard Reaction roll
The character wandered alone (apply the NPC reaction modifier
following their curiosity and inspi- due to Charisma). The wanderer
13 ration. The player gains one useful 20 actually is a Golden Dragon in hu-
clue, rumor or information about man form. Whatever the Reaction
the area. result, this encounter does not
The character got lost and met become a combat, but the dragon
a hermit, who treated them to a might keep an eye on the charac-
herbal tea of visions. The referee ter’s adventures.
14
must reveal to the player a clue of
something that might be in their
future.
18 19
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