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D&D - XSOLO1 - Lathan's Gold (TSR9082) (lvl 4-6 solo)

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Published by Capn_Ragnar, 2023-01-22 16:46:36

D&D - XSOLO1 - Lathan's Gold (TSR9082) (lvl 4-6 solo)

D&D - XSOLO1 - Lathan's Gold (TSR9082) (lvl 4-6 solo)

Keywords: Dungeons & Dragons,BECMI,DnD,TTRPG,TSR

Editor: Tim Kilpin Cover Artist: Jim Roslof Interior Artist: Jeff Easley Graphic Designer; Ruth Hoyer Dwnb111ccl 10 1hc book 1radt ,. !hr Unl1rd S...1t1 b) ll•nd"m Hume, hw , and In Canwla by lllNID111 llou,.. " ' Canad.t, I.al Dmribmod U> <M toy and hobby made by r<glon.t cllmibu1on D>•· tnbutod"' tlw lJm1nl Kingdom b~ TS.It {Uk ) Lad DU GEONS~ llRMl<>Nl> ond ~•rt ~""1 tnd.:ma.U ow11<d bt TSR, In• • lq84 Thll. In< AU lllpu llcwn'ed Printed In US A Tlt11 n1ochllr u prc11«1..i und<r lhc tup)'n~lu !.wt o( the United Sn.tc:t of Amrnra Any ~pcod-ucnn11 o.r other unaw.bunad utc ul U.. mat<nlll ,. .,._. caul"'n..t b=m I> jJtOlubltod • •lhuoll lk uprat wrlun p<"l1llbal• ul ·rsR In<. niR tor POR 7~6 LUcOcncva ~1$)10 TSll1UR)L14 11w \I ill llA1l11nure ll-i Cambnd!l'<CllHAD Unont Ku•gd0<11 TSR, Inc . ISBN 0·88038·106-X Spc.:ubrwn c:ntrie1, p. 12 Urban "-lllria. p. l6 Lathan's Gold by Merle M. Rasmussen CONTENTS Learning the ropes RULES & GUIDELINES Reading the: actions and entries .........•..•.....•. 2 Keeping- record.s . . . . . . . . . . . .....•....••••. 2 Using the s.hlp's log . . . . . • • . • . ....•.....•••••• 2 Encountering wan.de-ring monsters ..........•..•••. 2 Using the interaction sequence . . . .....••......•• 3 Combat c.harts .... . ...... . ..... . .... . ..... . .... 3 Combat example . . . . .. ...... , ...........•..•.. 3 The interaction sequence . . . . . . . . . . . . . . . . . . . • . . .4 Urting m.agic . . . . . . • . . . . . . • . . .8 First level magic-user/elf spells . .......•........... 9 Second level magi.c--user/elf spells . . . . . . . . . . . . . • . .9 First level clerical spells.... . • . .. • . . • . . . . . . . . .9 Second level clerical spells .. .. . .. . .. . . • .. .. .. • . .9 Chanu:rers & quens PREROLLED CHARACTERS La.than Lanccba.nd, elf ........................ 10 Elr-em Ncuumsar, dwad. . . .•.....••.....••... 11 BrotheT Octave, cleric . . .....• , • . . . . . 11 Kuat the Dngon·beartcd, fighter . • • • . . . . . . . . • . 11 Supatjo, magic-user . . . . . • • . . . . . . . . 1 l Krag Sc:raddle, thief .......................... 11 Unfurl the its THE SOLO ADVENTURE Land encounters.. . • • • • • . . • . • • . . . . • . . 12 Special procedures.. . .. .... .. ............... J2 Spec:ulnrum entries . • • • • • • • • • • . • . • • • . • • • • • 12 Urban enrrics ..............•...........•... 16 hJJand rrplor:lllon tntriei,p. 17 lsland eicploracion entries . ••.• , . . • . . . . . . . . . . . 17 Sea cncouutcn . . . . , . . . •...•.•••..• , • • • • 22 Coa1tal cncriu, p. ll.2 Voyage culTia, p. 25 Special procedures ...•..........•.... , • . . • . 22 Coastal eniries . • •••......•................ 22 Trade route entries • . . • . • . . . . . • • . . . • • . . . . . • . 23 Voyage entries • 25 TABLES, CHABTS, AND MAP Table 1: Wandering Monsters • . • . . . . . . . . . . . • . • . .3 Table 2: Monstc.r Treasure & Rations . • . . . . . . . . • . . . .5 Table 3: Voyage Locations • . •••• , . . .8 Table 4: Gambling Results . . . . . • . . • • • . 12 Attacker Chart . . . . . . . . . .. , ..•......... inside paocl Defender Chart . . ............... . ..... inside panel Croup Combat Chart .....•.......•...... rnside panel Single Combat Oha:rt ......•••.•.• , .. , . .inside panel NPC Party Cha.rt . . . . • . . . • . . . . .in,ide panel Expediti<m Record Sheet .............. . inside pancJ Sea of Dread Map . . . ..... ... .....•. .... outside panel 9082


RULES & GUIDELINES Square the yards and hoist the :spar! You're about lO set sail on an cxciung solo adventure: As La1han, you will be leading a party of bold ndvenrurcn on n que11t ror a store of unrefined gold, and umc i~ your greatest enemy! Six di1Tcren1 qucius and prcroUc:d characters are included in the adventure. You should piny lhe pan of Lathan and go on his quest lir'$t 1n order to learn the system. Before you begin play, read the text in thi8 section. You do not have co read the interaction sequence right away, but make sure you read the rules on how Lo use it. The prcrolled characters and their quests arc given in the Prerolled characters section. Once you have familiarized yourself with the rules. read Lathan ·s que111. This text will start you on your journey. Be sure to read the $pecial procedures given at 1hc beginning of the land and sea encounter sections before you begin reading entries. To play this solo adventure, you will need 1be D~ Basic arul Expert rules. a set of polyhedra! dice, paper, a pencil, and an eraser. Reading the actions and entries Every time you arc involved in an C\"cnl or face a decision in your adventure, the text will ask you 10 go to an entry or an action. Entries are numbered and lettered paragraphs that dC$Cribe the physical areas of your adventure They also describe events Lhal occur in these areas. There arc two mAID categories of cntnes: land encounters and sea encounters. The three types of land encounters are: SpccuJarum (S) entries, urban (U) entries, and island CX'ploraLion (E) entries The three 1ypes of sea entries al'<': coastal (C) entries. trade route m entries, and voyage (V) entries Actions arc numhc1cd paragraphs that appear only in the interaction sequence. Actions descnbe the sequence of events you follow when you encounter wandering monnen. Be sure you don't confuse entries and actions The text always tells you which of the two type.~ you should be reading. Each entry or action !ins a series of oprions from which you may choose When you come to an opiion that applies to your situation in the advenlure, go 10 the indicated entry or action. For example, if you read entry Cl 1 and decide 10 dock at the city of Thyalis (entry U4), you would lum to and read the paragraph numbered U4. Keeping records An Expedition Record Sheet and an NPC Pany Chart appear on the inside booklet cover. You will be using these sheets during your adventure to keep track of how much money and food you have, how many NPCs you have with you, how much time you have to complcu: your quest, and how much damage you take in combat. Be run: to U4C pencil when you fill out these sheets, as the numbcns will change several times during play. Use the NPC Party Chnrt to keep track of the number and type of pany members accompanying you on your quest. The Spccularum emncs direct you to make addirions to this chart. Use the Expcdiuon Record Sheet to keep track of your character's time limit, food rations, and bit points. The prerolled charac· ter descriptions provide you with some of this information. The Spccularum (S) entriCJ also direct you to make additions to this sheet Following arc explanations of some or this sheet's columns: DJys Remaining. Use thu column to keep track of the numMr of days you have left to complete your quest. Subtract the appropriate number or days from this column each rime the text directs you 10 do so. Rations. Use this column to keep 11 running total of the number of food rations you have left to feed to your crew-members while on the adventure. Each of your crew-members eats I ration per day. The text will tell you when to make deduccions from this column. }our Hit Points. Thi& value may change, depending on the outcome of any individual combat in which you take pan. Money & Treasure. All additions to this column arc measured in gold pieces (gp). "Unrefined gold" refers to raw gold, while "gold pieces" refer Lo minted, refined coina Make sure you subt:ract the proper amount from the column each time you pay out or lose money or treasure. Hull Points. Record your mip's Hull pomt value in this space. Certain incidems may reduce your ship's Hull point value. Be sure to subtract the lost Hull points from this column. Current Sea or La11d Enrry. Use these columns to record the sea or land entry you are reading when you go to the interaction sequence, or when you go from a sen entry (C. T, orV cntrie3)toaland entry(S, U, or E entries). This recordkceping process is a guard against losing your place in the adventure. Example: You arc reading entry V47. You decide to I.and on the island mentioned in the emry. You record " V47 " in the Currcnl Sea Emry column and go 10 entry El. After you have finished exploring the island, the 2 text directs you back to your "current sea enuy;• which you would have recorded as being entry V47 Using the ship's log The solo adventure sections in this booklet arc bounded on each aide by a apace marked "Ship'• log." Reminden on recordkecping and h.ow to play certain entries a.re given here. You may also use 1he log 10 do andimetic, and ro make notes 10 yourself about a specific entry or direction. You may write anything you wish in the ship's log. Some examples a.re: "Avoid E42," and "Sail cast away from VtOl." These notea will come in especially handy when you decide to play the adventure again as a difTc:rent player character. Encountering wandering monsters Entry text cx:easionally indicates that you sbould roll for a wandering monster encoun· tc:r. Follow this sequence of events once you have dc1cnnined that you encoumcr a wandering moll.Ster. 1. Roll 1 dB and add the modifier given tn the sea or land entry. rr you are reading voyage M entries, add 9 to your die roll. 2. Check Tublc I 10 dctennine which monster(s) you have encountered. If you encounter more than one mons1cr, roll the appropriate dice to find out how many monsters a.re in the group. Record this number in the ship's log space next to the sea or land entry where you encountered the monster. ff you encounter only I monster, record the monster leader's hit points in thi1 spac:c. 3. Record your cum:nt sea or land entry on the Expedition Record Sheet. f . Go to the interaction sequence and read action l . All wandering monster encounters are covered in this sequence. 5. When you have resolved the wandering monster encounter, record any treasure additions or pany losses on your record sheets, and return to your current sea or land entry. You and your party may use certain defeated monsters as rations. Table 2 lists the number of ration' each defeated monster provides. You must use these rations on the same day you defeat the monster. If you cannot use all of the radons provided by lhe monster in one day, the unused ponions arc considered to be spoiled and inedible.


TABLE t WANDERING MONSTERS Die Roll Monster Ml'dusn ( 1 ·4): AC 8; HD 4 Leade-r: AC 8, HO 4, hp 17; OM I ·6, Saving throw vs. spells 12 2 Blink Dogs (4-9) AC 5; HD 4. Leader· AC !'>, HD 4, hp 21; OM 1 ·6; Saving chrow vs. spdls 14 3 Tudl'rt t 1 ·20); AO 5; HD J. UaderAC 5, HJ) 1, hp 7, OM 1-8, Saving throw~ . spc:lls 16 Cyclopes (1-4-): AC 5; HD 13. Leader: AC 5; HD 13; hp 54, DM 3·30, Sav111g lhrow vs Spc:lls 9 5 GIAOI Omo Luan:IJ (I ·8): AC 5; HD 4 •2. Leader: ACS. HD4·2.hp23. OM 1·10; Saving throw va. spells 16 6 Pi1 Vipers (l·B): AC 6; HD 2 Leader: AC 6, HD 2; hp 11, OM 1·4 Saving throw vs 1pdls 16 7 Surges C3·36): AC 7; HD I Leader: AC 7: 1-fD I. bp 4. OM 1·3; Saving throw vs. spell& 14 8 Flame Salamandm (2·8)· AC 2; HD 8. Leader: AC 2: HD 8; hp 33: OM Hi: Saving throw vs. speUJ J 2 9 Becdr lnm.t Swann (I) AC 5, HD 7; Sa\ ing thro"' v• spcllJ 17 lO Flying Hydra (I)· AC 5: HD 7; hp 32; OM 7·70, Saving throw vs. spells 12 I I H.up1e11(2·8}: AC 7; HD 3. Leader: AC 7, HD 3, hp 16; OM 1·4; Savi.ng 1hrow vs. spc:Us I+ 12 Salt Watl'rTl'nnita (2·7): AC 5; HD 4. Using the interaction sequence Use this 11eclion whenever you fighl wander· mg monsters. Many choices are provided here. You may decide to try co talk LO the monsters rather than fight them. tr you do light monsters, vou may cilhcr fight them alone, send ou1 a fighting pany, or lead a fighting p!U1)' of your own Fighting partie~ can never be made up of mon:: than a number equal to yourCharinna score. Parties may be made up of either crew·members or mariners, but never both together Combat charts Whenever the phrase, "consult the combat charts' appean in the ioteracrion sequence, refer ro rhe charts given on the inside module cover Follow I.his sequence when detc:rmining Lhe ouicome of combat; J. U a lighung party 1s artaclung monsters. average the party member!' Hit Dice and Armor Clnas values. You may do the ma.t11 in Die Roll Monster Lc>.ader: AC !i; HD 4; hp 10; OM 1·6. Sav111g throw v1. spells 16 13 Mermen (1·20)· AC 6, HD I. Leader: AC 6, HD 2; hp 6; OM 1-6: Saving throw YS • .spdb a 14 Sea Snakes (HI): AC 6: HD 3. Leader. A.C 6. JiD '· hp 17; OM I; Saving throw "•. Jj>Cl!J 14 15 Bucuncc:r1 (31·50); AC S; HD I Leader: AC 5; HD 7; hp 41; OM 1·8: Saving Lhrow vs.. spells 12 16 ltadcri ( l-'20): AC 5: HD I Leader AC 5; HD I, hp 7 DM 1·81 Saving throw vs, tpclb 16 17 Pirarci (31·50): A.C 5, HD I. Leader: AC 5; HD 5; bp 20; DM J-8; Sav111g throw vs. spcll1 14 18 Ogres (2·12) AC 5. HD 4 •I. Leader A.C 5; HD 4 •l ; hp 15; OM 1-4 ·2: S:w· ing 1brow vs. spell• 14 19 Ghouls (2·16) AC 6; 110 2. Leader AC 6; HD 2; hp 6; DM 1·3; Saving throw vs. spcfu 16 20 Skeletons (3·30) AC 7, HO J Leader. AC 7. HD I. hp S, OM I ·6; Saving lhrow "'· rpcllll 16 21 Tradc:rs (l-20): AC 5, HD I Leader· AC 5; HO I, hp 7; DM 1-8; Saving Lbrow vs. ,pens 16 22 Bandi1J1 (3-30): AC 6, HD I Leader· AC 6: HD S, hp 6; OM 1-1; Saving throw \'S, <pcll1 l '.i the space next to the sea or land entry whe:i·e you encountered the motUtcrs. ff you are fighung alone, we the Annor Class and Hit Dice values listed on your character sheet. 2. Go to t.he Anacker Chart. Cross· reference you or your party's HnOice wuh the number of attackers (I· 18. monsters may have groups as large as 150). The result will be a le11er 3. Co 10 the Defender Chart. Cross·rcfcrence rhe monsters' Armor C lass {taken from Table I) with the number of monsters facing the part) This result will be: a number 4. Go 10 the Group Combat Chan if a fight· ing pany is mvolved, or the Single Combac Chan if you are fighang alone. ff a party is fightmg a smgle monster, refer to the Single Combat Chart, Cross-reference the results from the Attacker and Defender charts. On t.he Gl'oup Combat Chart, the' result will be one of the followwg: A - all dcfcode1"$ dc:rcatcd; N - Rules and Guidelines no defenders defeated; 1/., 1 /2, 9/4 - a frac· lion of defenders defeated. When you sub· Lract a fraction of a monster's group memben, round the number or monscen to the nearut whole. On the Single Combat Chan, the numbers givc:.n indicate the number of hit poi.nls tlu: defender lo$CS in the am1clt If "N" 11 rhe resull, the defender loses no hit poinu. Optional; tr you arc fighting one momm:.r, you may also include any extra hi1 poin1 damage you cause by using a weapon Use the Vanable Weapon Damage Table (Expen rule book, p. 29) to ~ee how much addinonal damage your weapon causes. Subtract the ru.unbcrof monsters defeated, or subtract the hit pomts lost, from the notes you made m the ship's Jog. If lhe monster leader's hie points reaah 0, the monster is defeated. 5. Wh.c:n monstCJ'll a ttack you or your party, repeat the process. Use the monsicrs' Hil Dice and number ofauaeker.. on the Au.ackcr Chan, and use your pany's average Armor Class and number of party members on the Oefilllder Chan. Ir you' re fighting aJonr and a monster hill! you. the monster's dama~e modifier (DM) ma)' also be added 10 the damage done co you. Combat example You are an elf. carrymg a sword \-ou've determined that you are facing a group of -Igiant draco lizards. You decide to lead a party of 3 mariners m bnnle against the lizards Your par1y consists of two tighten and a magic-user. Average your combat vnluCll (AC 6, HD 4) with the pany membCTS' combat values (AC 2, HD S; AC 2, HD 5, AC 9; HD 6). Your average combat values are; AC 5. HD5 mu auac.k the lizards! Cross-reference the "4-7" row on t.bcAttackerCb.an with the "4• to 5" column The result is "G " Go io the Dcrendcr Chart and cross-refer· cncc the lizard's Annor Clasll (5) wnh the number oflizarw in the group (4) The result is "7" Go to the Group Combat Cha.rt. Cross•referencc the "G" with the "7" The resuh j5 " 31•" Three of the four lizards have been defeated The remaining lizard now at;tacka your party. Uo;e the lizard leader's s1atistics (given on Table I) from now on. Go to t.he Attader Chan. Cross-rcfen:ncc the lizard's Hit Dice (4- to 5) with the number of attackers ( l ). The result ls '' E." On the Defender Chart, reference the pony's Armor Class (5) wu.h the number or defenders (4-7)


Rules and Guidelines The result 1s '7' On the Group Combat Chan, the result of cross·ttferencmgG and 7 as 1 '2" Two mcm• bcn of your party hnve bc<'n dcfc1ued After r<'3ding the next action, you d1~cover that you survive 1hr a u nd.,; . However, you mUJt decide which two pany membcra vou mus1 subtract from your pany. If you sub1rac1 1he magic-user and one oJ the fighiers, your party's new combat values arc now AC ·1. HD 5. You atu.1t.k lhe lizard . Your Attacker Chart result as "P" The liz· ard's Defender Chari result 11 "S.'' Cross·n:f· cn:ncc these rcsuhs on the Single Combat ChllTI, a' there is only one defender The result is" 16" You may also add your 'word's variable weapon damage ( 1 ·8) 10 this result You roll a 6. You have inOicted 22 ( 16 • 6) b11 points of damage. The lizard leader only bnd 17 lut points You have defeated the hz:rnll Now you may collect the hzard's trcuurc and return 10 your current ~ca or land entry. The interaction sequence I . Record your current sea or land entry. When you encounter wandering monsters, you may choose to figh1 or not to fight rr you arc going to light, read action 2 If you an: not going m fight, read action 78 2. You may fight wandering monsters alone, or you may fight monsters as a part)' rr you want to fight alone, read acuon 3. You may decide to lead fighting parties, or you may send them out on their own. 1f you lead a fighting pany of crew-members, read act.ion 39 [f you lead a part)' of manners, read action 40 . lf you aend out tl'('w·mcmbcrs and 11ay behind, read action ·U If you send ou1 man· ners and stay behind, read action 42 You cannot send out a liithung part> thut is a mixture of crew-members and mariners. 3. Groups of wandering monsters always have leaders If you can defeat the group's leader, the other moruters become demoral· izcd and will Oec. If th<' monsrc,. you arc fighting i~ : a mcdusa, rend aciion 4. a pit viper read action 5. a Dame salamander, read action 6. an insect swarm, read actton 7 a Oyang hydra, read action 8 a harpy, read acuon 9 a salt water tennite, read acuon 10 a sea snake, read acrion 11 a ghoul or akt'leton, read acuon 12 anorher monater, read acuon t3 4. You must make 11 saving throw vs tum to stone. If you fail, your JOints begin 10 stiffen, your arms begin to feel heavy, and Pa.co uys, "nice statue" Read action 29 If vour saving throw succttd5, you may either fight the medusa {action 11 ) or rt'treat (action 27) 5. The monster dltack& youl Consult the combat chans rr the monster hits you, rcat.l acrion St. If the monster missed you, you may either fight n (action I 1) or retreat {action 27). 6. lf you att n cleric, elf, or magic·ust"r, or if you have a magic weapon, read action 13 Otherwise, read action 19 7. A swarm of 1nsei:u buzzes around your bead! You can try to run through or swat al the swarm with a weapon (action 21 }, stand in 1hc swarm and swat with your hands (action 22), or recrcat (ac11on 23) 8. You au.ack lhc Dying hydra! Consult the comb3t chans. If you defeat the hydra, read action 30 If you do not defeat it, read art ion 24 9. You must make a uving throw vs !!pclls. If you fail, you arc overcome by a sudden, uncontrollable urge to dive into the sea Withm $econds, you run out of rur and pass out. Read act.ion 14 If your saving throw succeeds, you may either light the harpy (action 13) or rcLrcat (acuon 18). lO. You attack the termite! Consult the com· bat charts. If you rut the termite, read action 15. If you miss, read action 16. 11. You attack the monster! Con1uh the combat charts. If you defeat the monster, read action 30 If you do not defeat it, read act.ion 5. 12. lf you arc a cleric you automa1icall> tum this undcad creature• Read action 30 If you are not a cleric, you muSl fight the creature. lf 1t is a ghoul, read acuon 32. If it is a skcle· ion. read action 13. 13. You anac:lt the monster' Con~h the combat chans. Ir you defea1 1he monster, read action 30 If no1, read action 17 14. 'tou wake, coughing up wa1er and trying to breathe. A small herd of dolphins has pinned your arms to your sides You an:- 100 weak to fight the friendly bc~ts as lhey pu~h you through the waves. Many hours later, the bcas11 nudge you toward a small island. They ctently shove you mto shallow water and swim away. Your ship, holding your party and pos· sessions, is nowhere to be 'ICen. Read ac1ion 119. 4 i S. You have defeated the salt water tenmtc! Read action 30. 16. The salt water termites anac.k )'OUr 'hip, causing ld6 points of hull damage Subtract this damage trum the ship's H ull poinlll. Return to your current sea or land entry. 17. The monster amu:ks you! Consult t.he combat charts. If your hit points reach 0, r ead action 29. U vou have not been defeated, you may either continue fighung {action 13). or you may rerreat (action 18). 18. The monster au.acks you~ you r~reat Consult the combat charts. If your bJt points reach O. resid action 29. JI you have not been defeated, read actjon I . 19. Normal weapons do no damage to Oamc salamanden. The llamc salamander aullW you! Consult the combat charts. If your hj1 point.a ruch 0, read acuoo 29. lf you have not been defeated, you may either continue ligbung {action 20), or you may retreat (action 18). 20. Paco scrcanu, "Flee! Flee!' If you heed the parrot's warning, read action 18. rr not, read acuon 19 21. You take 1 llit point of damage from the insect swann, but you have defeated them. Retum to your current sea or land e.nU). 22. You take 2 hit potnts of damage from the mscct swunn. Read action 7. 2S. You take I hu point of damage from the insect swarm, but yo1,1 have escaped ! Rcmm to your current sea or land entry. H . Roll 3d6. If the number rolled is greater than your Dexterity scoTC, read acuon 25. U the number rolled is less t.han or equal to your Dcx1crity score, you may either con11nuc fighting the hydra (action 8), or you may retreat {action 26). 25. The Oymg hydra swoops down and picks you up in one of its mouth!. Its huge, crush· ing teeth pin vour arms to your sides. You try to fight back as lhe monster gtid~ over the ocean Many hours later, lhe Oymg hydra drops you on a sandy beach. The fall docs not harm you, although the hydra'• gnp has left you bruised and aon: The hydra wheels away, leaving you alone. Your ship, holding your pany and po~ions, is nowhere to be seen. Read action 119. 26. Roll 4d6. If the number tolled i~ greater than your Dexterity score, read action 25 If the number rolled is less than or equal to your Ocxtcnty score, read action 1. 27. T he monncr attacks you ..- you N'tl"l'Utl


Consult the combat chans. 1f the monster hits you, read action 28. H the monster llili;scs you, read action J. 28. You must make a saving throw vs. poi· son. If you fail, read action 29. If you sue· cecd, check to see how many hit points you lost in the monneT's last attack. lf your hit points reach 0, read acaon 29. If you have not been defeated, read action l. 29. Your character is defeated Paco carries your ship's log back to Specularum. You may now select a new player charatler to try to complete we dcrcated character's goal. or you may sdect a new adventure for your new character (go to we Prerolled characters section). 30. Consult Tublc 2 to sec whac the defeated monsten have left behind. The monster has been defeaccd Tf rhis encounter took place at the dock of a ciry or on the shore of an island, you may land. Ir not, you may pass. Return to your eum:nt sea or land entry. TABLE!l MONSTER TREASURE & RATIONS Moruter 'n-euurc Ratio DJ Bandits 300 gp ca. None Blink 0og, 85 gpca. 25 ca Buccaneers 340 gp ca., None 250 radon• Cydopa l,875gpca. None Flame Salamandert 950 gpca. None flying Hydra 2,000 gp 400 Ghouls 125 gpea. None Giant Draco Lu:ards 300 gp ea. 50 ca. Harpies 95 gpea. None lnseci Swann' None None Meduau l,900gpca None Merm"n 850 gp ea. None Ogres 175 gp ea. None Pirate1 34-0 gp ea., None: 200 rations Pit Vipers None 5 ea. Sall Willer Termites None None: Sea Snakes None 5 ea. Skeletons None None Stlrges 7 gpea 2 ea. 1hu:lcrs 850 gpea. , None: 300 n11ions 31. You mwt make a saving throw vs. poi· son. If you fail, read action 29. Lf you sue· cecd. check to sec how many hit points you lost in the monster's last attack_ 1C your hit points reach 0, read action 29. lC you have not been defeated, you may either continue Oghcing (action 11), or you may retreat (a.ction 27). 32. You attack the ghoul! Consult the com· bat eharts. If you defeat the ghoul, read action 30 lfno1, read action 33. 33. The ghoul au.acks, trying to paralyze you! If the ghoul hjts you and you are an elf, n:ad action 34. If the ghoul hits you and you are not an elf, read action 35. If the ghoul misses you, read action 32 34. The ghoul cannoc paral~c you! Check 10 sec ho-... how many hit points you lost in the ghoul's last attack tr your hit points reach 0, read action 29 . If you have not been defeated, you may either continue fighring (acrion 32), or you may retreat (action 36). 35. You muat make a saving ll1row vs. paralysis. lf you fail, read action 29. lf you sue· cced, check to see how many hit points you lost in the ghoul's last attack. Lf your hit points reach 0, read action 29. If you have not been defeated, you may either continue fighting (action 32), or you may retreat (acrion 36). 36. The ghoul attt1cks as you retreat, trying to paralyze you! lfthe ghoul bits you and you are an elf, read action 37 lf the ghoul hits you and you arc not an elf, read action 38. ff the ghoul misses vou, read action 1. 37. The ghoul cannol paralyze you! Check to see bow many polnts you lost in the ghoul's last attack. U your hit poinrs reach 0, read action 29. If you have not been defeaced, read action 1. 38. You must make a saving throw vs. patnl· ysis. rr you fail, read action 29. rr you succeed, check to sec how many hit points you lost in the ghoul's last actac.k. If your hit points reach 0, read action 29. If you have not been defeated, read action l . 39. Decide how many crew-members arc going 10 accompany you In the fighting pany (no more than a number equal to your Charisma). Average your Hit Dice and Armor Class with the rest of the crew-members to decennine your lighting party's combat values. Read action 43 4:0. Decide how many mariners are going lo accompnny you in the fighling party (no more than a number equal ro your Cha· risma). Mariners have variable Ann01 Class and Hit Diec values Combine your Hit Dice and ArmorClau with the other mariners you have selected, and use these averages as your fighting party's combaJ values. Read action 43. 41. Decide how many crew-members you want 10 send ou1 in the lighting party (no more than a number equal to your Cha· risma). Read action 4:3. 5 Rules and Guidelines 42. Decide how many mariners you wam co send out In the fighting parry (no more than a number equal 10 your Charisma). Marfaers have variable Annor Class and Hit Dice values. Average these values 10 determine the fighting pany'3 combat values. Read acnon 43. 43. If rhc wandering monsreris: a medusa, read acbon 44 a pi1 viper. read ac.t.ion 45. a Dame salamander, read action ~. an insect swann, read action 47. a flying hydra, read action 48. a harpy, read action 49. a salt water termite, rend action 50 a sea snake, read action 51. a ghoul o r skeleton, read action 52 another monster, read action 53. 44. You must make a saving throw vs. tum to stone for each character class represented in your lighting pany II you are leading the party and: you fail the saving throw for your class, re.ad a.won 29. all or some of the other classes fail their sav· ing throws, n:ad action 54. no cl uses fail cbeir saving throws, you may either fight the monster (action 51 ) or retreat (action 55). II you a.re nor leadmg the p11t'ty and: some or none of the classes fail their saving throws, subtract the defeated party members from the NPC Party Chart and read a.euon 51. all claRses fail the ir saving throws, subtract the defeated party members from the NPC Party Chart and read ocrion 1. 45. The monsters attack your party! I (you are leading-du: party SJ1d: all party members arc dereated, read action 29. some part)' members are defeated, read action 57. no party members arc defeated, you may either fight (action 51) or retreat (action 58). If you are nor leading the party and: all p:trty members arc defeated, subtrnct the number defeated from the NPC Party Chan and read acuon 1 some party members arc defca1cd, sub· rract the defeated party members from the NFC Party Chart and read action 51. no party members are defeated, read aclion 51. 46. U the fighung party has clve!, magic·


Rules and Guidelines uscni, clerics. or members having magic weapons, read acuon 60. lf not, read action 61. 47. A swarm of msecLi; buz1.es around your party. lf the partv runs through the msea swil1'tll. read acril1ll 64. [f the party attacks the swarm, read nc1ion 65 . If you arc leading the party, you may retreat (action 66). 48. Your party attacks rhe Oying hydra! lftbe pany ddcats the hydra., read action 30. If the pacey docs not defeat the hydra. read aetion 67. 49. You must make a saviTig throw vs. spells for each character class represented in )'Our lighting party. If i'Ou are leading rhc partr and: you fail the saving throw for your class, you feel the sudden, uncontrollable urge to dive mto the water. Read acrion 14. all other classes Cail their saving throw. s ubtract the defeated pany members from the NPC Party Chart and read action 1. some or none of the classes fail their saving throws, 1\lbtract any defeated party members from the NPC Pany Chart You may either fight the harpies (action 53) or retrear (action 55). If you are not leading the pttny and: some or none of lhe classes fail then saving throw~. subtract the defeated party members from the N"PC Party Chan and read action 53 aU classes fail their saving lhrows, subtract the defeated parry members from the NPC Pany Chan and read action 1. 50. )'Our parry attacks I.be cenmtcs! lf the pan)' defeats all the termites, read acttoo 30. rr not, read action 70. 51. Your party attacks the moo.seers! If ihe party dereats all of the monsters, read action 30 Jr nol, read action 45. 52. lfthere are dencs tn your fighting partv, the undead creatures are turned and nee Read action 30. lfchere arc no duics in the party: read action 53 if the rnonsten; are skeletons. read action 71 if the monsters are ghouls. 53. Your pany anack$ the monsters! lfthe part} defeats all or the monsters, read accion 30 tr not. read action 68 54. Subtra<.t the defeated pany members from the NPC Party Chart Ir you arc alone, you ma)' either continue figbung (action 11), or you may rclreat (ac1ion 27). Ir one or more members of your fighting party is left, you may either continue fighnng (action 51), or you may relreat (action 55) 55. The monster'$ attack your party as you retreat! If all pany members are defeated, ttad action 29 lf some party members arc defeated, read action 56. (f no party members arc defeated, rend action t. 56. You arc not among the defeated party members. Subtraa the defeated pany mem· hers from the NPC Parry Chan and read action l . 57. You must make a saving throw vs. poison. II you fail, read action 29. II you rucc.ced, you an:: not among the defcaLed pany members. Subtract the defeated party mem· bers from the NPC Party Charl. If you are alone, you may either continue fighring (acrion 13), or you may retreat (action 18). Tf you succeed in your saving throw and one or more members of your fighting pany is leh, you may either continue fighting (action 51), or you may retreat (act.ion 58). 58. The monsters attack your party as you retreat! If all party members are defeated, read ac;tion 29. lf some party members are defeated, read action 59. If no party members are defeated, read action t. 59. You must make a saving throw vs. poi· son If you fail, read actfon .29. tr you succeed, subtract the defeated party members from rhe NPC Party Chart and read action t . 60. The elves, magic-users, and clerics using spells, and the party members having magic weapns an: the only party members who can attack the salamander. Avera~c these members' Armor Class and H it Diec value11, and consult the combat chans. [f the pany defears all or the salamanders, read action 30. rr not, read action 61. 61. Normal weapons do no damage to !lame 1alamanders. The name salamanders attack your parry! Conwh the combat charts. If you art: leading the party and: a.II party members are defeated , read action 29. 11<>me party memberi are defeated, read a ction 62. no party members arc defeated, you may either continue fighting (action 60), or you may retreat (action 63). lfyou are nor leading the party and: all party mcmbcra arc defeated, subtract the number of defeated party members from the NPC Parry Chan and read 6 action 1. some or none of the party members arc defeated, sublract any defeated pa.ny members from the NPC Pany Chan and ~d aetion 60 62. You are not among the defeated party members. If you arc alone, read action 1. Tr one or more membcra of your fighting party is lefl, you may either continue fighting (action 60). or you may rclreat (action 63) 63. The monsters auru:k your pany as you retread Consult the combat charts. If all party members are defeated, ttad action 29. If some party members are defeated, read acrion 56. lfno party members arc defeated, read action 1. 64. The pany takes minimal damage and loses no members. Return to your current sea OT land entry. 65. The party loses one member to the tnsect swarm. SubLract the member from the NPC Party Chart and read action 47. 66. The party loses one member to the iruect swarm. Subtract lhe member from the NPC Pany Chart and read action 1. 67. Three members of your lighting pany are carried away by the flying hydra. If you are a member of the fighting party, read acuon 25. II you are not a member of the party, subu:act 3 pany members from the NPC Party Chart and return to your current sea or land entry. 68. The monsters anack your party! Con· s\111 the combat clutrts. If you are leading the party and: all party members a~e defeated, read action 29. some pany members are defeated, read action 69. no parry members arc defeated, you may either continue fighting (actino 53), or you may retreat (action 55). ff you are not leading the pany and: all patty member.I arc defeated, subtract lhe defeated pany members from the NPC Party Chan and read action 1. some or none of the party members are defeated, subtract any defeated party members from the NPC Party Chan and read action 53 69. You are not among the defeated party membcrH. Tr you arc alone, you may either continue fighting (action 13), or you may retreat (aclion 18) U one or more members of your fighting party is left, you may either conunue fighting (acdon 53), or you rnay


retreat (acuon 55). 70. All surviving salt water tenni1es attack your ship Each 1ennitc docs ld6 po1ms of damage to the bull Subtraet the damage from the sh1p's Hull pointS. The tcrmita then flee. Return lo your current sea or land entry. 71. Your party auacks rhc ghouls! Consul! the combat cbans. If the party defeats all of the ghouls, read acuon 30. tr not, read action 72 . 72. The ghouls anack your party' Consult the combat cbans ff you aiY leading rhe pan.v and· all party members are defeated, read action 29 some parry members are defeated, read acuon 75, if you arc an elf [f you arc no1 an elf, read acuon 74. no party members arc defeated, you may either conunuc fighting (action 71), or you may ret.tt.at (action 73). If you arc nor leadmg the party and all party members arc defeated, sub1rac1 the defeated members from the NPC Part)' Chart and read action 1 some or none of the pany members arc defeated, subtract any defeated parry members from the NPC Pany Chart and read action 71 73. The ghouls attack you as you rcuea.11 Consult the combat chan~. lf all pany mem· bers arc defeated, read acuon 29. If some party members arc defeated, read acuon 77 (if you arc an~ or acuon 76 (1fyou arc not an ell). (( no pany mcmben arc defeated. read action 1. 74. You must ma.kc a saving throw vs. paraly· sis for each character class represented an your fighting pany. lf you fail the sa\·ing throv. for your clASS, read action 29 If all orher classes fail their saving throws, subrract rhc defearcd pany members from the NPC Party Chan If you arc now alone, you may either continue fighting (acuon 32). or you may rem:at(acllon36). If one or more members of your lighting party is left, you may either continue lighting (acuon 71), or you may retreat (acoon 73). If some or none of the classes fail rherr sav· ing throws, subtract any defeated party members from the NPC Pany Chart. If you want to continue fighting. read acrion 71 . If you want to retreat, read acrion 73 75. The ghouls try 10 paralyze you and any other elves in your pany, but they faJll You musl make a saving rhrow vs paralysis for all other character daues represented 10 tile lighting party If any clas. es fail their savtng throws, subtract the defeated party members from the NPC Pany Chart If you arc now alone, you may either conunue fighting (acuon 32), or you may retreat (action 36). If one or more members of )'Our fighting party 1s left, you may either concinuc l'ighting (action 71), or you may retreat (action 73). 76. You musr ma.kc a saving throw vs paralysis for each character class rcpn:JCntcd in your fighting pany. tr you fail the saving throw for your class, read acuon 29 lf any other classes fail their saving throws, subtract the defeated pany members from rhc NPC Pany Chan and read acuon l . If no classes fail their saving throw1, read action I). 77. The ghouls try to paralyze you and any other elves 1n your pany, but they fail! You must make a saving throw vs. paralysis for all other character danca represented in the fighnng party II any cluscs fail their ~vmg throws, subrraet the defea1ed party members from the NPC Party Chart and read action 1 U no classes fail !heir saving throws, read action J. 78. If your encounter ta.ktt place at the dock of a cny or on the wore of an island, and if the monsters encounrcred arc traders, read act.ion 79. Otherwise, read action 82. 79. If you speak 10 the traders in Common or Neutral, read action 8 1 rr you speak to the rraders in any othar language, or if you do not speak to them at all, read action 80. 80. The traders quickly sail away. Rerurn to your current ac,a or land entry. 81. The traders may aeU you up to 100 rations at 2 gp per ration. If you aJ'e stranded or adrift, the traders transpon you to Spccularum in 2dl0 days You may hire the rraders and rent their boat for 10 gp per trader. However, you mus1 hire all of them and pay in advance, or none of them will sail with you Return 10 your current sea or land en rry 82. If the wandering monsters are: bandits, read action SS. buccanecn, read action 84 cyclopes, read action 85 harpies, read acnon 86 medusas, read action 87. 7 Rules and Guidelines mermen, read acrion 88. ogres, read acuon 89. pirates, read action 90. traders, read action 79 othcn. re.ad action 91 83. If you speak to bandits in Chaotic. Com mon, or Neutral, ~~action 92. If you speak to bandits an any other language, or if you do not speak to them at all, read acuon 93. 84. lfyou speak to the buccaneers ID Chaonc, Common, or Neutral, read actton 101. lfyou speak to the buccaneers in any other language, or al you do not spcal to them at all, read action 102 8!1. lf you speak to 1bc cyclopes in Chaonc or Giant, read action 97 lf you speak to the cyclope! in any other language, or 1f you do not speak to them at all. read action 98 86. If you speak to the harpies in Ch.aouc or Harpy, read action 105 lf you speak to the harpies in any other language. or if you do not speak to them at all, read action 2. 87. If you speak to the mcdusas in Chaotic or Medusa, read acuon 107 lr you speak 10 the medusa.s in any other language, or if you do not speak to them at all, read action 2 88. U you spcalc to the mermen ID Mermen or Neutral, read action 109. If you 11pcak to the mermen in any other language, or if you do not speak to them at all, read action J 10. 89. If you speak to che ogres in Ch1ot1r or Clam, read action 1t1 If you speak 10 the ogres in any other language:. or if you do not speak to 1hem at all read accion 100 90. lf you speak 10 the pirates in Chaouc, Common, or Neutral, read action t 1S If you speak to the pirates in any other language, or if you do not speak ro them at all, read anion 114 91. If the wanden.ng monsters arc bhnk dogs, a Dying hydra, giant draco lizards, insect swarms, pit vipers, salt water termites sea makes, OT surges, read aetiOn 99, ff the wan· dcnng monsters are Dame salamanders, ghouls, or ~kcletons read acuon 117 92. Roll 3d6. lf the number rolled is greater than your Charisma score, read action 93 If the number roUcd is lesa than or equal to your Charisma score, read ac11on 94 93. If there are two or more bandi~ for each member of your fighling party, the bandits attack your party Read action 2 If there are fewer than rwo bandits for each member of your fighting party, read anion 94.


Rules and Guidelines 94. Roll 3d6. lf the number rolled is gn:ater than your Wisdom score, read action 95 Ir the number i1 Jess than or equal 10 your Wisdom score, read acrion 96 95. The bandits run away. taking 1/w of your money and treasure. Subtract Llus amount from the Money and Tuai.ure column a u your Expedition Record Sheet. Read nction 96. 96 . If you arc at the dock of a cit> or on the short"ofan island. you may pass tht' monsters and land. Return to your current sea or land entry. Otherwise, you may pass the moustt:rs and return to your currenr sea or land entrv. 97. Roll 3d6 tr the number rolled is gn:mer tban your lncclligence score, read action 98 If the number rolled is less than or equal to your Intelligence score, you have outi.marted the cyclopes by mckery. Rend act inn 96. 98. lf you said anytlung to the cyclopes In anv language, the cyclopes are confused. Read action 99. If vou said nothing to the cylcopcs, they attack you. Read action 2. 99. These wandering monsrers attack unless you throw something om 10 d1srrac1 thrm Roll ldtO. If you throw out 1his amount nr more of rations, s11btTact the amount from rhe Rations column on your Expedition Record Sheet, and read ac:rion 96 If you throw oul 1he rolled amount or more of gold pieces (in money or treasure), subtract the amount from the Money and Trca11\lre c:olumn on your Expedition Record Shee1, and read action 112 Ir you do not throw out any rarions or 1rea· sure, or if you throw oul less than the rolled amoun1, the monsters attack. Subuac1 the amount thrown out, 1f any, lrom your Expedition Record Sheet and n:ad action 2 100. The ogres auack urunt'diatcly1 Read acrion 2. 101. Roll 3d6. lf1he number rolled Is greater than your Chansma score. read action 102. If the number rolled i~ less than or equal to your Chansma score. read action 103. 102. lf there are three: or more buccanec:no for each member of your party, read action 104. If there n.re bcrwccn two nnd three bucca· necrs for each member of your pany, the hue· cancers attack. Read action 2. Ir there arc fewer than two buccanurs for each member of your party, read anion 96 103. Roll 3d6. If the number rolkd is greater than your Wisdom score, read acrion 102. If the number rolled is less than or equal 10 your Wisdom score, you detect an ambush Read action 96. 10(. You art: bll.dly outnumbered. The buc· cancers ambush you and take your sbjp, carrying away with them all of your rations and treasure:. U you art! at the dodc of n ci ry or on t11e shore of an island, you arc srrandcd. U not. you arc ndrifL. In either case, rrtum to your current sea or land entry. 105. Roll 3d6. lf 1he number rolled i!t greater than your Cha.nsma score, read aelion 2 If the number rolled is less than or equal to your Charisma score, read action 106. 106. Roll ldlO. The: harpies ask for r.his amoum or rauons or gold p1rces (in money or Lreasure). If you give the harpies rhis amounr or more, read acuon 96. If not, the harpies atcack. Read action 2 . 107. Roll 3d6. If the number rolled is greater than your Cban!ma score, read action 2. If the number rolled is Jess than or cqunl to your Charisma score. read action 108 108. Roll percentile dice (d%). The mcdusas ask for this amount in gold pieces (in money or creasure). If you give the medu~ 1his amount or more, read ac1ion 96 If n0t, Lht: medusas attack Read acnon 2 109. Roll 3d6. If the number rolled is g-rea1er than your Charisma score, l'l!Ad action 110 tr the' numbt:r rolled is less 1han or equal to your Charisml\ score, read action 96. UO. Each of the mermen causes I point of bull damage to yoUT ship as ii Ooa1s over them. Subtract the dalJlage Crom your ship's Hull points. The mermen then swim away. Read action 96 . 11 l. Roll 3d6. If the numbcuolled is greater than your Charisma score, read action 100. If the number roUed is less than or equal tn your Charisma score, read action 96 112. The approaching moru1crs are not slowed by your sacrifice. rr you decide to throw out more gold, or if you declik to throw out rations, read acuon 99. ff you decide to attack or not throw out anything, read action 2. 113. Roll 3d6. lfthe number rolled is grcatu 1han your Charisma scort:, read action lU. Ir the number rolled is Jen than or equal to your Charisma score, read acrion 115. 114. If there are three or more pirates for each member of your party, read acLion 116 lfthcre arc between two nnd three pirates for each member of your party, the pirates attaclc.. Read act ion 2. If there are fewer than two pirates for each 8 member of your parry, read acrion 96. 115. Roll 3d6 Uthe number rolled 1s greater than your Wi~dom M'Ot'C, rtad arrion 114 If the number roiled is less than or equal to your Wisdom srore, you detect an ambush. Read action 96 l l 6. \our party is badly outnumbered. The pirates ambush you and take your ship, carrying away with 1hem all of your rations and Lreasure. II you are at the dock of a eity or on the shore of an island, you arc stranded Return 10 your current sea or land enrry. lf you arc nor at a dock or 011 shore, the pirates caprure you and put you in irons. lo 2d l0 days, the pirates take you tn fart Doom. R.cad enuy U7. 117. These wandering monsters attack unlesa you 1hrow something our 10 distrncr them. Roll ldlO If you 1hrow out thit amount or more of ratiorrs, ~-ubmici the amount from the Rations column on the ~pedirion Record Shet:t, and rt:<td action llB lfyou throv. our the rolled amount or more of gold pieces (m money or rreasurc), subtract the amount &om the Money and Treasure column on the Expedition Record Sheet and read action 96. If you do not throw out any ranom; or trea· sure, or if you throw ou1 less than the rolled amount, the mons1CTS attack. Subtract the arnoum thrown out. if any, Crom the E.-..:pcdiuon Record Sheet, and read action 2. 118. The wandering monsters are not alowed by your sacrifice. ff you decide tO throw OU t more rations, or if you decide to throw ouc gold or treasure, read action 117. H you dcc:1dc to nm1ck or nor throw out anything, read action 2 1 L9. To find out where you are, roU ld6 and refer LO Table 3. Die TABLE S VOYAGE LOCATIONS Roll Location. Read cmuy El. 2 Read cnrry E4-. 3 Read CJltry E.5. 4- Read miry E6. 5 Read entry E7. 6 RClld enrry £9. Using magic Certain player ch.araclen may use magical spells on their solo adventures. Ui;e the tol-


lowmg guidelines when cauing magical spells: • You may case a spell whenever you arc figh1i ng alone during the inlcracllon sequence. lf the sequence indicates that it is your tum to attack, you may cas1 a spell ins1cad of using the combat charts. • You may cast a cl1arm person spell when you are in an urban area recruiting pany members Some spcll's effects have been altered 10 suit this adventure. Each spell may be used only once per day. First l evel magic-user and elf spells Charm person. This spell may affec' one living b11Tidit, buccaneer. cleric, dwarf, elf, figbtc.-r, ogre, pirate, thief, or trader. The victim makes a saving tnrow vs. spells. II the saving throw succeeds, the spelJ bas no ef'rec.t. If the saving throw fails and: the victim is a merman or ogre leader, I.he leader and bis followen; do not attack. Only the leader gives you Its treasure. the victim is a bandit, buccaneer, or pirate leader, the leader and his followers join your party at no cost, if you want them. the victim is a dcric. dwarf, elf, fight.u, halfling, or thief, the victim joins your party at no cost, if you want him. Sleep. This !pell only afTects 2d8 Hit Dtce of the following: banilitJ, bJink dogs, buccaneers, harpies, medusas, mermen, ogres. pirates. pH vlpe"', salt water ccrmites, sea snakes, stirgea, and traders. No saving throws arc allowed. Uthe victim is a wandering monster leader, the leader is defeated and all of hill followers nee. Second level magic·aSeT and elf spells Continual liglu. You may cast this spell at any Orlt! creat11tt's eyes. The vicum must make a saving throw vs. spells. lf the saving throw Cails, the victim is blinded and defeated. Ir the sa\ling throw succeeds, the globe or light appears. but the intended victUn suffers no ill cffectJ. levitarc, You may cast this spell on yourself when you are recreating during the interaction sequence. U t.he monster you are Occing cannot ily, go 10 action 1. The spell hot.s no effect if the mOll$ter you arc fleeing can fly. You may also use this spcll ro scout out the surrounding area. when you are at sea. You may read ahead to the entries listed in your currcm sea entry without actually 5ailing to any of the curies First level clericaJ spells Cu.re light woun~ You may cast tluupell on Rules and Guidelines yourself 10 heal ld6,.J points of damage, or to immediately rcn1ove I.be effects or a failed saving throw vs. paralysis. You cannot use tho spell for both effects a t the same time, nor can you heal yoursclf to a hit point total greater than your ongi.ru.U totaJ. Purify food and water. You may use this spell lo purify up to 21 worm and bcedc-infcsted rations. you may alto make ration• provided by a monster you dcreatcd last rnorc than J day. Second level clerical spells Hold person. You may use this spell to paralyze up to four bandits, buccaneers. mc.rmcn, ogres, pirates, thieves, or trade!"$. Vict1m11 must make savmg throws vs. spells. A penalty of-2 is assessed lo a single victim's saving throw. Each paralyzed victim is co1uidcred lO be defeated. 1I the victim is a wandering monster leader, all or his followers flee. Snake charm. A fifth level cleric may e&L t.hu spell, which causes two pit vipeni or one sea snake to rise up and sway. The m.akt$ do not altack. (The pit viper. however, always gets to auac.k before the spell can be east.} Uthe victim i$ a wandering monster leader, the leader is defeated and all of his followers flee. TO BEGIN YOUR FIRST ADVENTURE, READ "LATHAN'S QUEST" IN THE PREROLLED CHARACTERS SECTION. 9


PREROLLED CH ACTERS Lathan Lance· band Founh lc"cl elf Strength 12 Intelligence I 7 Wisdom lJ Hero/ Magician AC 4; HD4 Dexterity 9 Consutuuon 10 Charisma 15 Hit points: 18 (Rcoord this number at r.he top of Your Hll Points column on the fapcdidon RC"cord Sheet.) Equipment: chain mail armor and <ihicld; sword ·1 (ma~cal. docs ld8+1 po1ms of damage an single combat) Possessions: Paco, the talking parrot; ship's log Spells: Fir-;t level: c-harm person, slt>ep Second level: roncinual light, lelitate Languagu: Common, NeuCJ"al, Giant, Harp~ lachan 's quesr )bur betrothed, the lovely Alandah, has been kidnapped by the t>vil Baron Ludwig von Hendriks. The baron requires a rd.llSom 1n unrefined gold equal in weight to the kidnapped Alandah. 1.000 coms' weight ( 1.000 gp) You rnust taJcc the ran om to the baron in Fort Doom in a cenain number of days, or you will Mver sec AJandah alive again Roll 1d20 and add 30 to the rcsuh. Write this number ar the top of the Days Remaining column on your Ex-pediaon Record Sheet. You must bring the unrefined gold back to the baron before this number of days has passed. The baron has left word of a burning mountain in the Sea of Dread that produce'3 streams of unrefined gold He wants you lo find 1he mountain for hun_ The only problem 1s that you don't know exactJy where the mountain is. You have borrowed 750 gp to finance your exped1uon Add 750 gp 10 the Mone> & Treasure column on your Expedition Record Sheet You must find a sea captain who has a ship, rations, crew. and navigator To help you on your quest, an old woman of your village has given you her talking parrot and a leather-bound book. The woman was once' a seafarer. and she assures you that Paco and the hip's log will hdp guide you on vour journey. You may write anything you wish in Lhe 1thip's log. If you arc dcreated, Paco carries the log, filled with your notes, back 10 Specularum. You start your adventure in one of 11 possible locations inside the city of Spccularum. Roll 2d6 to deterrnioe which "$"entry you read firsl. For example, if you roll 9, read encry S9 10 If Lathan is defeated before he can complete his quest, you may choose one of the following prcrollcd player characters 10 take his place. You may choose to complete Latban's quest, if he has been defeated, or you


may try to fulfill the quest gwen for each player character 'rou will alwavs have Paco and the srup 's log to guide you. no maucr wluch quest you choose. When you bcgfo ;.1 new adventure using another character, roll 2d6 to determine which "S" entry you read first. Elrcm Nessumsar Dwarven Myrmidon Sixth level dwarf AC 2, HD 5 Strength 12 Dexterity 11 lntelligence 16 Constitution 16 Wisdom l 0 Charisma 7 Hit points: 40 (•2 hit point per Hit Die bonus ts included) Equipment: plate mail armor and shield: w:1r hammer •I (magical, does I d6• I points of damage in single combat) Possessions: Paco, the talking parrot; ~hip's log Languages: Common, Medu)a, Mermen Neutral, EJrem 's quest. \our people are not a seafarin~ race. but they do have foresight. Because of other race~· rapid population growth. Rockhome's borders are shrinking. \our riders realize that your people mav one day need more land. It 1s rumored that the Isle of Dread is large, mountainous, and unpopulated. You arc a scout b1·ing sent to locate the infamous island. You havt' been given 1,000 gp for your expedition. Your quest is to explore the Isle of Dread and return to Spccularum in 35 days. lf you do not return, another scout will be ~nt out and vou will be disgraced · Brother Octave Curate rsith level cleric AC 4, HD 5 Strength 10 Dcxlcrity 10 lntclhgcnce 16 Consritucion 11 Wisdom 12 Charisma 13 Hit points: 22 Equipment: chain mail armor and shield. mace ·1 (magical. does I d6• J points of damage in single combat) Possessions: Paco, the talking parrot, ship's log Spells: First level: cure light wounds, purify food and water Second level: hold person, snake charm Languages: Common, Lawful, Giant, Mermen Octave's quest: Your diminishing order has learned of an ancient holy shrine called the Temple of Araknee. Members of your order believe that if the Lem pie is found before rhe next new moon rises, your order will survive and nourish. Ancient doctrine indicates that those who search for the temple ~hould sail lO lhc Th.rec Sisters Keys and sacrifice their ship to the Dragon's Teeth. Uthe searchers survive this sacrifice, they arc to intone the Three Sisters, who will send them to Spider Isle You must find the Temple of Araknee before the new moon rises (28 days away) or your order will disband forever. The order gives you 500 gp and tells you to rely on your own abilities and the goodness of others in order to complete your quest. Kuat the Dragonhcarted M ynnidon Sixth level fighter AC 2, HD 5 Strength 16 lntelligence 13 Wisdom 10 Hit points: 36 Dextenty Constilution CharlSilla 10 11 10 Equipmenl: plate mail armor and shield; sword •J (magical, does ld8 • I poims of damage in single combat) Possessions: Paco, the talking parrot; ship's log Languages: Common, Neutral, Mermen Special bonus: Add 2 poinlS of damage for every hit made in !iinglc combat Kuat's quest. Since you were a child, you have beard stones of the war again~t the merpeople Now that you arc an experienced fighter, you wanl to find out if the legends of the Aquapopulus War arc true. One legend tells of a battle in which merpeoplc surrounded and fought your people on a small island in the Sea of Dread. You have deoded to seek out this baltleficld. You have saved up 600 gp and you expect to find more to linance your search party. A friend of yours in Spccu· !arum bas wagered that you cannot find 11 Lhc banlefield and return in 20 days or less. If you fmd the banlefirld and return 10 SpecuJarum in that rime, the reward of J ,500 gp is yours. Supa:rjo Founh level magic-user Strength Intelligence Wisdom Hit points: J 2 9 18 12 Magician AC9; HD6 Dexterily Constitution Charisma I I 9 11 Equipment: robes; dagger •J (magicnl, does ld+. J points of damage in single combat) Possessions: Paco, the talking parml; ship's log SpellJ: F~l level· charm ~rson, sleep Second level. roruinu.al light, lcdt.acc Languages: Common. Neutral, Giant, Harpy, Medusa Supa.rjo 's quest Legend tells of rare seven-headed hydras in the Malphe~gi Swamp and the Sea of Dread. You wish to see for yoursdfifthcse mythical beaSl~ really exist. You have saved 650 gp to finance your expedition. lf 90 days pass and you still have not seen one of the fabulous beasts, you have failed and you must return ro Spccularum to continue your magical research. Krag Skraddle Sharp~r Sixth level thief AC 7; HD 4 Strength J ntclligencc Wisdom Hit points: 24 9 Dexterity 14 Conslilution ll Charisma 12 10 ~ Equipment: leather armor. sword •J (magical, d~s ld8• J points of dam· age in single combat) Poueuiom: Paw, the talking parrot; ship's log Languages: Common, Chaouc, Meduu Krag'squest: For centuries, piralcs have hidden their slolen treasure on unmarked islands Much of the Lrcasurt> was losl when pirates were killed in battles or srorms. All you need to do to find these hidden stores of wealth is lind Pirale Rock and dig up the beach. You have 450 gp to finance your expedition. No time limit has been set.


SHIP'S LOG THE SOLO ADVENTURE Land encounters Special procedure& Reading cnt.rics: Some entries use a form of sllorthand to remind you about recordkttping and 10 din:ct you LO your next entry. For example, an cntry might read, "You may spend another da)' on the shore of thl" isle (entry E6, 1 day)'' tr you decide 10 scay anoihcr day, you would subtract I day rrom the Days Remaining column and l ration for each party member from the Rations c-olumo on your Expedition Record Sheet. You would then read entry £6. Exploring the city: No map of the city of Specularum hM been provided. You will have to explore ll1e cil)' and cuabliih landmarks if you want to find your way from location w location. Special monster encounters: 1f you encounter wandering monsters on an island of the Thanegiorh Archipelago, you encounter twice the rolled number of monsters. If you encounter wa.ndenng monsters on the l.sle of Dread, you encounter three rime.~ the rolled number of monsters. Becoming stranded: Any time you are on an island or in a ciry, then: is a chance that yO\l will be stranded without a 5hip or crew. If tbiJ; happens, you mu.st nay at the edge of the water (dockside in a city, the beach on an island) and repear Lhc actions of the same laud cntr)' until you llave n wandering monster encounter that involves friendly tradcn. lf you have enough money, you can Lhcn hire the traders and rent their shrp You may then continue your quest Speeuluum entries Sl. What a coward! You have just left town. If you want to choose a new player character and quest, you may do so now. If you decide to go ahead wilh your current quest, rerurn to Specularum through the norrheast gate (entry 52). S2. The trail from the northeast gate least to Krakatos, northeast of Specularum. The trail becomes a street at the gate and leads southwest to lhc Hippogri!f lnn. You may end your adventure by leaving Specularum (entry Sl), or you may approach the Hippogrl!f Inn (entry Sl7). S3. You are locked behind barJ in a reckingjail cell. City guards have taken away your weapons. You muSt pay a fine, OT )'OU will be imprisoned for ldlOdays Lfyou want 10 pay the fme, read entry $14.. tr you do nor pay rhe fme, read entry S15. rr you arc a thief, you may try to escape from U\C jail. [(you want to escape, read entry S13. $4. You are in the Golden Coin Gambling House. Select 12 1he amount of money (in gold pieces) that you want to wager. Subtract the gold from your Expedition Rccortl SheeL Roll percentile dice and refer to Table 4 to sec if you win. You may gamble as often as you like. When you decide 10 leave the gambling house. read entry St6. Diec Roll 01-60 61-87 88-96 97-99 00 TABLE 4 GAMBLING RESULTS Result You lose! You break even. You win twice what you bet! You win 5 times what you be1! You win 10 rimes what }'OU bc1! 55. You arc in the armorer's shop. The annottr tS a tough looking character who docs not buy any used armor or weapons. rr you aren't going 10 buy any armor, weapons, or shields, read entry S26. A cleric may buy any oflbe ronowing weapons: mace (5 gp): club (3 gp); 5llng and 30 .ione1 (2 gp); wQ.r hammer (5 gp). He may also buy a shield (10 gp) and any type of armOT. A dwarf may buy any of the rollowing wcapoM: short bow and 20 arrows (30 gp); normal dagger (3 gp); short sword (7 gp); sling and 30 stones (2 gp). He may buy a shield and any type or armor. The dwru·f may also buy lhe following: two-handed bait.le axe (7 gp): hand axe(~ gp); light crossbow and 30 quarrels (40 gp); normal sword (10 gp); two-banded polearm (7 gp); spcar{3 gp); !hicld (JO gp); and any type of armor. A magic-user may buy a normal dagger (3 gp), but Ile may not buy a shleld or any armor. A lhief may buy any missill.' weapon, but no twohanded wcapons. He may buy leatherarmor(20 gp), but he may not buy a shidd. A fighter and df may buy any of the weapona listed above. He may also buy chain mail armor (40 gp), plate mail armor (60 gp), and a shield (10 gp). When you a.re finished buying weapon& and armor, read entry S26. S6. You are in the Hippogrifi' Inn. You must pay I gp if you want a mea.1 and a place to sleep for the night. II you sU1y, read entry S3'1. If you do not ttay, read entry Sl'/. S7. Three main avenues intersfCI here at the city well. A signpost scand~ beside tile well. You may travd in llD)' of the rollowing cllrccuons: north to the Hippogriff Inn (entry 817) northeast to the Golden Coin Gamhllng House (entry Sl6) SHIP'S LOC. R.,m,,.mbc:r 10 record any wcapon.t llr annnr )'01• buy on lhrobm tlw Ii•• yc>ur dta:racier'. mtl.iics ad l«JWJllDCnt S11bunrt 1hc PTOP<'' numhcr orpdpi-. from thl." Money &'frc:IUl.ltt column every 1irnc ynu •pmd money during tht A..lventW"- ~may want to makcn t'JlllP of1h11c11y or Spttularum. ha-'°" !hr dim-lions yoo diootc and th~ t'nlhel VOii ~


SHIP'S LOG nortbwer1 to the Capital Armorer (entry S26) south to the marketplace (entry S IS) southeast 10 the Grog Shoppe (entry S19) $0\Jthwcst to Ccesalt the Sage (enlry S2-i) SS. You arc in the Specularum marketplace. If you aren't buying any rauoru, read cniry S18. Each rauon you buy here coSls l gp. You may buy as many rations as you can a.fl'ord. The men:hants dehvcr the rauon5 to your 5hip at no extra charge, u they k;1ow adventure!') an urually qu11e weakhy. The merchants want the return business For each ralion you buy, subtract 1 gp from the Money & 'Ireasurc column and add I ration 10 the Rations column on the Expedition Record Sheet. When you arc finished buying rations, IUd entry S18 S9. You arc in the Grog Shoppe. lf)•ou aren't gomg to hire marines he~. you're not welcome. Rud entry 819. Before you can try to hire a manne (any charncter class except magic-user), you must pay I gp for a round of driw. Once you buy the marines a drink, you may hJre each marine for 3 gp. Roll ldl2. ThtS value 11 the number of each type of marine that is available here. The marines you hire will be on your ship when you sail For each marine you hire, subtract 3 gp from the Money & 1reasure column and add a tally mark U1 the proper box on the NPC Pany Chan. You wake up the nCJCt morning m the gutter oumJe the Crog Shoppe. Subtrai:t I day from the Days Remaining column on your Expedition Record Sheet and read entry $19. 810. Standing among ancienl UIJ'Onomy charu and nautical maps 11 the wise young man known u Cecsalt the Sage. "For a pncc, I will give you directions to any site tn the Sea of Dread," saysthe sage. "My price changes with the infomiation desired. I cannot tell you anything aboul cit· 1es or ports, I'm afraid." (f you leave the sage, read entry 824. If you want Lhe sage's advice, roll 2dl0. Pay the man chis number of gold pieces in coin or unrefined gold. Subtract the gold pieces from the Money & 1rcasure column on the Expedition Record Sheet. Cccsalt can telJ you about the following sites: Burning Mountain (entry S20) Temple of Araknce (entry S21) Battlefield of the Aquapopulus War (entry 822) lsle of Dread ( emry 523) Three Sisten Keys (entry 825) 511. You arc in the Tavcrn-on·thc·Shon: Many~• cap· tams come to th 11 comfortable, old tavern 10 trade stones and relax after long voyages. If you do not 1tay, read COlt'Y S27 You may talk 10 any one or the following characters in 13 THE SOLO ADVENTURE the tavern: normal man (entry S2S) citric (entry 829) ligh1er (entry SSO) Land encounters th1c((cntry S31) elf (entry 832) haJOing (enrry SS3) 512 . Several ships manned by full CrCWI are docked here at the city wharf. A ~hip sets sail from the wharf if you hire 11s captain in the Tavcm-on·the-Shorc. You may purchase a used ship's lifeboat here for 100 gp Each lifeboat comes \\1th 70 rauons and a collapsible mast The lifeboat has 15 Hull poU1t1. If you buy the hfcbonc, Nbtract the gold piea:s from the Money & Trca· sure column and add 70 to the Rations column on thl' Expedition Record Sheet You may leave lhe wbarfon foot (entry 834), or you may sail out of the wharf on a ship (entry Cl). 813. Your thieving abilities allow you 10 escape al mgb1. Subtract 1 day from the Days Remaining column on the Expedition Record Sheet. You may flee southeast (entry 517) or south (entry S26). SH. RoU percentile dice. You an: f111cd 1his number of gold pieces Subtract the gold piccca from the Money & Treasure column on the Expedition Record Sheet You may hike sou1hcast (entry 811) or 1<>ulh (entry S26) 815. Roll ldtO. You spend this number of days in Jail Sub1rnct this number of days from the Days Rc.nWmng column on lhe Expcdi1ion Record Shce1. You may travel 1outhcast (entry 817) or south (entry S26) S16. The Golden Com Gambling Hou~e stands before you If you enter, read entry Sf You may travel northwest (entry Sl7) or south (entry Sl9) 817. You arc in front of I.he H1ppognlf Inn. lI you go inside, read entry 86 You may travel in any of me following directions; northwest (entr)' S35) southeast (enrry St6) soulhwen (entry S26) St S. A busy macketpJacc stands before you. U you want to buy rauons, read entry SS. You may travel in any of the foltowing direcuona: nonh (entry 87) northeast (entry 519) northwm (entry S24) soulhca.st (entry 821) southwest (entry SS-4) St9. The Grog Shoppe stands before you. If you enter, read entry S9. You may travel m any of the following directions: north (entry 816) northwest (entry 87) south (cnlt'Y S27) southwest (entry S18) 820. "The safest route to the Burrung ~fountain is to fol· low the coast caat 10 Kcrendas and Thyaua:' begins CccsaJt "Next, sail straight south along the Thyauc SHlP"SLOC ltmipt~a goad odce 10 f'l"C'Of'llec-.h'• dtrca.1ma 1n ihil 'J>3


SHIP'S LOG pcninsuJa to a mialJ village. Then you sail the trade routes to a tiny village in the Minrothad Guilds-and you'd berter have a capuun along! "Sail south for 5 days, then cast for 2 days.'' the sage concinues, "This way, you'll avoid the deadly cloud tbac eventually leads you to the mountain. " This souncli familiar, ad"enturer. Has the baron ~nt you on this quest? lf so, you might wish to sail to Fort Doom lint. Then: you may ask the baron for more time 10 complete your task," advises Ceesalt. "Of course, the baron may refuse and command a greater price." Read entry StO. 521. '"'mu must leave the cout and sail t0ward Icrendi," the sage says. "From lerendi, sail 7 days south and l day cast." Read enrry SlO. $22. "So you want ro find this ancient place," the sage begins. "You must leave the coast and sail toward Tercndi. From lercndi, sail south until you hear the dragon roar, then tum wct1. But beware the Dragon's Teeth," warns Ceesalt. Read entry SlO. $23. "A terrible place, the lslc of Dread,'' thesage says. " But if you rc:Ally want to go there, I shaJI tell you the way. "Leave the coast and sail toward lercndi,'' CeesaJt begins. "You will fim come to a small v1U&ge on an island in the Kingdom of Icrendi. From this village, sail south until you sec the islands of the Thanegioth Archipelago. Then sall 1 day west. Do not stay long or you will surely perish! " Read entry 510 S2ii. You arc ouwdc Lhe home orCecsaJuhc Sage If you enter, Tcad entry SlO. You may travel in any of lhe following directions: nonb (entry S26) ru>rtheast (entry 87) southeast (cnrry 818) S25. CecsaJt stares at you in disbelief. " You do not really wish to go to thla place,'' he warns. " But you have paid for the information. "Th reach these keys, you mu!t travel over the Drag· on's Teeth reef,'' the sage says " Few 1raden; have ever returned from there. Leave the coast and sail toward lercndi. At lcrendi, sail south for either 5 or 6 days and then tum west. Sail toward the sound of thunder and, if you do not perub, you will come to one of the Three Sis· ters Keys." Read enrry SlO. 826. You are outside the forge of the CapitaJ Armorer. If you enter, read cru.ry S5 You may travel in any of the following direction s~ north (entry S.35) northeast (entry S17) south (enrry S24) southeast (entry S7) S27. Beside the water stands the infamous Tuvcm-onthc-Shorc. lfyou enter, read entry Sll. Yo\l may travel north (entry 819) or northwesr (entry 818). THE SOLO ADVENTURE Land encounters S28. "Por 600 gold pieces, you may hare me, my naviga· tor, and 200 crcw•members. We sail the galley Seastced. There's room for a couple lifeboats and 50 mariners, if you like. We' re ready for any adventure or sport,'' boasts the man Seasteed is a large galley that has 100 Hull points and 3,000 rations aboard. The captain, navigator. and cTewmembcrs arc all nonnal men. lfyou do not hire Llle captain, read entry 811 . lf you hire Lhe captain, subtract 600 gold pieces from the Money & Treasure column of your Expcdiuon Record Sheet. Add 3,000 to the Rat.ions column and 100 10 the Hull points column. Write 200 in the normal man crew box on the NPC Party Chart. Place one rally mark in each normal man captain and navigator box. Read entry 811. S29. "For a 4-00-gold piece donation to my order, l, my navigator, and 10 crew-members will sail with you. We sail the ship Crusader. She can hold one lifeboat and 25 mariners. We are ready for any quest," confirms the cleric. Crusader is a small sailing ship that has 90 Hull points and 180 rations aboard. The caprain, navigator, and crew-members arc all clencs. ff you do not hire the captain, read entry SU. lf you hire the captain, sublnl.c:t 4-00 gold pieces from the Money & Theasure column on your Expcclition Record Sheet. Add 180 to the Rations column and 90 to the Hull points column. Write 10 in the cleric crew box on the NPC Party Chan. Place one tally mark in each cleric captain and navigator box. Read entry SU. S.30. "For500 gold pieces, you may hire me, my navigaror, and 72 crew-members. We sail the longllh.ip Dragon's Breath. She'll hold one lifeboat for you We' re ready for any adventure or 51>ort," cbaUenges the fighter. Dragon's Brca1h is a longshap that has 80 Hull points and 1,125 rations aboard. The captain, navigator, and crew-members are all fighters. If you do nol hi.re the captain, read entry S 11. IC you hire the captain, subrracl 500 gold pieces from the Money & Treasure column of your E.xpedrtion Record Sheet. Add 1,J25 to the Rations coJwnn and 80 to the HuU points column. Write 72 in 1he fighter crew box on Lhe NPC Party Chart. Place one tally mark in each fighrer captain and navigator box. Read entry SU. S.31. "For450 gold pieces, you may hire me, my naviga· tor, and 20 crew-members. We sail the ship Cutpursc. She'U hold two lifeboats and 50 mariners. We'll go on any quest, if ya can pay,'' sneers the thief. Cutpurae is a small sailing ship that bas 120 Hull points and 330 rations aboard. The captain, nuvigator, and crew-members are all thieves. lfyou do not hire the captain, read cntr)' Sl t. If you hire the capcain, subuact 450 gold pieces from 15 SHIP'S LOG Have you recorded all of r~ i111'ormntion ahou1 yow slup and crew on your NPC Pany Cban IU'ld apcdJilnn Record Sheer>


SHIP'S LOG THE SOLO ADVENTURE L and encounters the Mone,• & Treasure column or your Expedition Record Sheet. Add 330 10 the Rations column nnci 120 to the Hull points column Write 20 in the thief crew box on the NPC Party Chart Place one tally mark in each thief captain and navigator box Read entry SH. S32. "For475 gold pieces, you may hire me, my navigator. and 72 crew-members. We sail the longship Willo· way. We can take on one lifeboat for you We are ready for any adventure or spon:' says the elf Willoway is a longship 1hn1 ha.~ 80 Hull poinrs and 1.000 rations abonrd. The captain , navigator, and crcwmembers are all dves. If vou do not hire the eaptrun, read entry S11. lf you hue the caprain, subtract 475 gold pieces from the Money & Treasure column of your Expedition Record Sheet Add J ,000 to the Rations column and 80 to the Hull points column Wntc 72 in the elf crew box on the NPC Party Cha.rt. Place one tall)• mark in each elf captain and navigator box. Read entry S11 S33. "For410 gold pie<'es, you may hire me, my navigator, and I 0 crew-members We sail the ship Goodhope. There's room for one lifeboat and 25 mariners, if you like. We' re ready ror any quest," smiles the halfHng. Goodhope is a small sailing ship that has 60 Hull point!: and 200 raoons aboard The captain, naviga1or, and crew-membcl'li nn: all halilings. If you do not hire tbe cnpmtn, read entry Sl 1. Ir you hire the captaln, subtract ~I 0 gold pietc~ from lhe Money & Treasure column of your Expcdicion Record Sheet Add 200 to the Rations colurun and 60 to the Hull points column. Wnte 10 1n the b.ullhng crew box on the NPO Pnny Chart. Place one tally mark in each halfling captain and navigator box Read entry S 1 t S'.J4. The cny wharf stretches from the shore. You may walk out omo the wharf(~· S12), or you IJlll} travel northeast (entry Sl8). S35. You arc outside the city Jail, which is surrounded by a !Core of well-anned guarck Tht' captain or ~he guards shouts, "Stay back, citizen. We've had too many jailbreaks lately.'' If you try to enter the jail despuc his warn· ing, read entry S36. You may travel southeast (entry S l 7) or south (entry S26). S36. "You've been warned, r1rizcn. Guards, arrest the meddler and charge him with disobeying an officer of the peace." You are suddenly surrounded b)' many spear points. You arc unable to even raise your arms The guards take your weapons and armor and lock you in a dark cell. Read entry S3 537. You have a good night's sleep. Subtract l day from 1he Dayi Rem11lning column on your Expedition Record 16 Sheet. You may spend ano1hcr day a1 the Inn (entry S6) nr you may leave (entry S 17}. Urban enlrie1 Ul. Roll 1d6. U )'OU roll a 6, your party encounters a wandering monster. Rec.ord this land crury. Roll 2d4 and add 13 co the resuh Fmd this number on Table 1. If you defeat Lhe monsters, or if you encounter no monsters, you may enter the village (entry 05). II you do 001 defeat the monstcn;, vou muJt leave chc village Rerurn to your current sea entry. U2. Roll ld6. rr you roll a 6. your pan~ cncoun1cn a wandering monstl'.r. Record rhLS land cntrv. Roll 2d4 and add 14 to the resuh. Find this number on Thblc I. If you defeat the monsters, or if you encounter no moruters, you trul)' rnter the city (entry 06) rr you do not defeat the monsters, you must leavr the city. Return 10 your current sea cntrv. U.'J. Roll 1d6. Ir you roll a 6, your party encounters a wandering monster Record thit land entry. Roll I d8 and add 14 to the result. Find this number on Table I. [f you defeat the monsters, or 1f you cncountc1 no monsters. you may cmer Fort Doom (enu;• U7) If you do not dcfca1 the monstm, you musl leiwr Ftm Doom Return to your currrnt sea entr') U4. Roll ld6. If you roll a 6, your party cncountcrS a wandering monster Record this land entry. Roll I d6 and add 15 to the n:sull. Ftnd th!J number on 1hblc 1 U you defeat the monstcn, or if you encounter no momucrs, you may enter the capital (entry US). If you do not defeat the mon.!um;, you mus1 leave rhc capital Return co your currcnl sea entry. U5. In this village, you may hire a captain (nonnal man) for 250 gp, and a navigator (normal man) for 150 gp. You may also repair 1-144 points of damage to your ship's hull at a cost of 100 gp per Hull potnt. Roll ld4 You may bite tlw 1mmbcr of normal men to serve ~ crew-members for 6 gp each You may also buy 10 times this number of muons at 2 gp per ration You return to vour sbtp You mny leave the dock immcdintely, returning 10 your current sea t'llcry, o r you may ~pend another day at the village (cnuy Ul, l day). U6. ln this city, you may hln: a captain (deric, elf, fighter, or normal man) for 250 gp. You may also hire a navtgator (cleric, elr, fighter. magic-usu, normn.J man. or thiel) for 150 gp. You DlllY rcprur I· 144 poill ts of dam· age to your ship's bull at a COSl or 100 gp per Hull point. Roll ld8. You may hire this number of t"rew•mcmben1 (dwarves, clvC!I, lighters, and normal men) for 6 gp each You may also hi.re tlus number or marines (clerics, dwarves, elves, fighters, normlll men, and thie\lcs) for 4 gp each. You may also buy I ti elm cs this number of rations at 2 gp p<'r ration. You return to your ship You may leave rhe dock immedia1cly, remming 10 your current se.a entry, or you SHIP'S LOG Roncmber to rec<>rd your cutttnt land <'ntry on th~ Ri.pedihun RtttJrJ Shttt 1C vnu ,,,., pns "' 1um101h• tntcr-a.c.11110 "'1!UCl\U for A wantlrnng mon•m Cllt.allntct. Make aure you tttord an) rn11on1 you b\ly "" vwr l:xpedJ• UDO Record Sheet. and l>dd My tl•rtd crewmcmbcn co your !'I PC PArty Chan. Finall), don 'I fr>r1e1111 ~\lhc.r.i.cl lhr 11old 111e.:c. •pcnl on 1hcac ll'llMKllOllJ Crom 1hc ~o"ry &~ column.


SfilP'S LOG If )llU fllll•I l\Ull IU lhir lr1,f'ra(tlOI\ ""JU•nte, bt 1un to r=•td 1h" 1 .. nJ mtry c>n your l!.xp:di • 11011 Record Sh,-.,1 mar spt·ntl ilOOthcr day al Lhc: \'illagc (emf) U2, I day). U7. Hund~ds of Baron von Hendrik's men Junound you. "b your t1.1mc Lathan?" one uf the men barks. 11 yes, rt.ad entry 09. lf not, all 1h1e-.-es in your party jump ship anti join the baron·~ men Subtrn1:1 all 1h1cvC'S from thr ~PC Pany Chan and rc.1d cntr) U 10 U8. In the c-ap11al, you mar hire .i capuun (elem:, elf, lighter. halllmg, normal man, or thie£) for 250 gp, md you m'y hire .1 na"igator (cleric. elf. figluc.r, magic·ml.'r, norm.ii mi'ln, or thief) for 150 gp. 'tou may also repair I· H4 p<Jm15 of dama~e to YQUr hull at a co.sr of JOO gp per Hull poinr Roll ldJO \ ou may hire 1h1' number or crcw·mt"mbcrs (dwarves, elves, fighters, hatnmgs, and nonual ml!mbers) for 6 gp enclJ. You may a lso hire this number o( manncs (derics. dwarves. elves. fighters. hulllmgs normal men. and thieves) lor 4 gp each. 'tou may also buy I 0 timt"s chi~ number of ratiom 1u 2 gp caC'h. '\:bu rt·mm to your <1hip. "1u may leave: the: dO<'k immC'd1:itc-ly, rcruminit to your currenr 'K'a entry, or you mav Spt'nd anothrr day in the capit:il (entry U4, I day) U9. 'lhu arc escorted under hen' y l{Ullfd directly into the b.uon ·~ 1hmneroom rr you hnn lhl" rcquin:d amount or unrefined gold, read entry U 11. ff not, !'f'ad en1ry 0 12 . u 1 o. , 1 f.tVI! you come for Alane.Jab?" moues a guard. If you answl'r yes, read entry 0 19. If you answer no, or If you do not .1mwc:r, read rntry 020. U 11. Did you return with 1 he ransom before you ran out ol umr> If yes, read entry U l.1 II rm. read entry U 14 U l 2. Tht baron Lwgh~. "So vou have coruc w a!lk for more 11111c, eh?' Roll 3db. If the touil i) greater than your Charisma score, tht baron require you to bnn~ addiLional ran· ~om . Roll ld4 and multiply the current ransom rcquil't"d by thi'I number. The baron now iosi.>P1 WI you bring this new amount of unrefinrd gold m order to tt'S(:Ut! Alandah Read C'lll l) U15 If your dice roll total is less than Ot' equal to your Cha· risma score, the baron grants you additional time 10 complete your quest Roll 1d20 and add this numbet to tht' numbl"r of day you h.A\C remruning to fulfill your queM Read entry U15 013. Tht· baron asks, "Have vou brought the required ransom?" \ou hand the baroo tbc ransom Ir unt or more thieves wa~ Jboard your ship when you ~ached ron Doorn, read entry Ul 7 Ir no thlC\I('~ wcrt abuard your ship read cntn UIS U14. The baron Lhunders, \ou arc late, ad\lcnturer! Fortunately, l spared )'Our precious Alandah. As a P'"n· altv for kttping me waiung, vCJU mu~ dcfea1 om• ol' m\ champions-if you want to cc your Alandab .alive' The baron's guards form 1.1 cin k of ~peari around )'OU and 1hr lraclcr of the baron's hanrhts This will be 11 fight 17 THE SOLO ADVENTURE Land encounters to the fini~h \bu may not rcr.reat. G11 tonccion L3 '''th<' tntcrauion \cqut'nc.:e lfyou defl'al the bandit leader, rro!!d emn• 013. 0 15. 'Be gone!" the baron shouts 'lour time 1~ p.tM· ing. Do not cxpt:ct mt to be as meruful nl'Xt 1ime.'' 'tou re1um IC> rour ; hip 'fou 111.iy lt•a\'e the dock immediately. n·t1Jming 10 vour current ~t·a entry. You may spend another day at Fon D0om (rnlt) 0 3. I day). U 16. "You d1splca'e me, advcnrurcr," the baron grum· bles • Perhaps comruu will loose'n your tongue:• The baron 'a guards form~ cirdc of spear!! around you and thC' leader or a pirate band, "llii~ will\)(' a fight to tht' fimsh \ bu may 001 retreat. Go to union 13 of the inter· action sequencc. If you defeat the pirate: leadtr, rend enLry U17 017. " My •pies nb<i:ird your ship rcpon thai you have mdecd done well, advtmurcr," c(lmplimcnt$ von HC'n· driks You have kept VOUl end or die bargain, and 110\\ I will keep mine. Guards! Bnng him Aland.ah.. • My guards will cscon you bmh safcly p~t tht! Haumed Keep and wiU take you w Kclven," 111c guardl' bring t\lanclah for1 h and c\t:Qll you both home You h ,1\ e succeeded in your t JUtHt b~ resc:uing Alandah Paco flie.' toward Sptf'ularum, clutching )'Our ~hip' log in hi.> talon~ rr vau wi~h 10 pla) airam, choose another player characler and rr ad that clulraccer'~ advenrurc baclu~ ound. Ut8. "Tcll me where you found 1hi~ gold!" the barnn demands. lf you tell him the irulh, read entry U 17 II you he to the baron. <>r if you do not answer lum rwd entry lJ 16 U J9. )ou are e<;Corted under hea vy guard directly irtto the baron's throneroom. "So Lathan is dcfoated, di? Perhaps y<.ou ~hould prove your urthinel>~ for thb quest by .figluing one of my champions." Thr baron·, gurl1'd~ ronn a r1rde of ~J)('an1 around you .and 1he h:ade r of ,1 b.md or buctanccr:.. TM will !Jc a fight to tht fin ~h 'tbu may 1101 n:1rea1 . Go co action 13 of the inttrnc 1ion ~C'qurnce lf you defeat the buccanc-cr leader, read r•ntry U21 020. " h is forbidden to enter fort Doom! ~hou \ a IN3Td You must l't"IUm 10 your ~trip. You may leave lh<" dock 1mmedia rnly, rccuming to your current ~ea entry. or yuu may spend another day a t the dock (entry \J3. I tlav) 021. lfyou hit\t th1: required ;unuunt ofunrefint."tl gold read rntry UH. 1rno1, rt'ad rntf) 0 12, Wand exploration entries El. Rull 1tl6 On.troll of 4--6, you encounter a "'1.rukr· mg mnn~1e r Record thb land cnlry. Roll ld6 and add I w tht. result Find hi~ number on l ilblr I. Tf you dt•frnt the monsters, or if there an: no monstc~, SHIP 'S LOG


SHIP'S LOC II \'OU .... 11ranfl!'d. "'l>Ut thr acunn• nr '"" lolllU" hind f'ntry unul vnu f'ucoun1rr fnmdlv ir .. drn 1r ~ou .... 11nndrd, "'!>e•I IM ai:tiont of tM •&mr land miry until vou c.ncoun"·• (nm<O~ tradrn THE SOLO ADVENTURE Land encounters you may ex-plo~ the atoll (entrv E 16) U you do not dl'fC'al the moa .. tel"!, you mu~t lca\'c 1he atoll, retumin~ 10 vour current §ea enll): \ou may spend an extra day on the shore of thC' atoll (entry Et, I day) E2. Roll 1d6 On 11 roll of 4·6, you encounter a wander· ing monster. Rccortl 1his l11nd entry. Roll Jd8 and ndd 2 to the rcsul1. Ftnd this number on Table I U you defeat the monsters, or if there arc no monsters, you may explore the key (entry EJ7). If you do not drfeat thc mcinm~n. you mu.1 leave thl' key, reruming to your Nrrent <ca cntl"}~ \ ou ma\ spend an extra Jay on the shore of the key (c:ntn: E2, I day). E3. Roll ld6. On a roll of i·6. you encounter a wander· mg monster. Record this land entry. Roll l d4 a.nd add ld6 to the result hnd thu number on Thhle I. lf you defeat the monsic:rs, 0 1 lf there arc DO mon~tcrs, ynu IDJl}' explore the island (cntt]' E18). LC you do not defeat the monsters, you mu111 lca\·e tl1e tsland returning 10 vour current sea entry You may spend an ex1 r.i day on the shore of the island (entry E3, J daq. E4. Roll I d6 On a roll of 4-6, you cncounrer a wander· mg monster Record thi~ land entry. Roll ld8 and add I ro the result. Find thu number on Table I. Jfvou defeat thc monsters, or 1f1hcre a.re no monsters, you mav eA-plorc the island (entry E19) (f you do no1 dd'tat the monsters, you mus1leave 1hc i!<land, returning 10 your currcm ~ca cnrry. You may spend an extra day on the shore of I.he island (entry E4, I day). E5. Roll ld6. On ft roll of 4-6, you encounter a wander· ing monsccr Record this l•rnd c:nt11· Roll I d6 and add 2 to the rCS"ult find thL number on Table I. H you defeat the monsters, or if there arc no monsm"J, you may explore the island (entry E20} If you do noc defeat the onster~. you mu•1 lea"c the island, retuming to >·our current sea entry. 'tou ma)' spend nn extra day on the shore of the i~land (entrv E5, I day). E6. Roll ld6 On a roll of 4-6, you encounter a wander· ing monster. Record this land entry Roll 2d4. Find 1h1s number on Table I tr you defeat the monsters, or ir there arc no monsters, you ma.v explore the i~le (entry £21 ). U you do not defeat the monsters, '10U mu~t lea\'e the isle. returrung to your current ~ erury. 'tou mav spend an extra day on the shore or the isle (entry E6, I day). E7 Roll ld6. On a roll or+ 6, you encounter a wander· mg monster. Recoro rhis land enrry Roll Jd4 and add 2 10 the result. Find this number on Table I. If you dcfe111 the monsters, or if then: a.n: no monsters, 18 you may explo.n: the mounuun (entry E22) If you do not defeat the monsters, you mu!lt leave the mountain, rcturrung to your current sea entry. \bu may spend an extra day on the shore of the mountarn (entry E7, J day) ES. Roll ld6 On a roll or +6, you encounter a wander· ing moniter Record this land entry. Roll Jd4 and add I 10 the re!lult. Find Lhia number on 1llble I. Tf you defea1 I.he mons1ers, or if there are no monsters, you may explore the key (enrry E23) If you do not defeat the monsten, you must leave the key, returning to your current sea entry. You may spend an extra day on the shore of the key (entry ES. I day) £9. Roll 1d6 On a roll of 4-6, you encounter a wander· rng monster. Record this land entry. Roll 2d4 and add I to the result Find tius number on "table I . lf you defeat the monsters, or if there arc no moruters, you may explore the rock (entry E24). lf you do not defeat the monsters, you must leave the rock, returning to your current sea entry. \'Ou may spend an extra day on the shore of the rock (enll)' E9, I day). ElO. Roll ld6 On a roll of+-6, you encounter a wander· inr· monqer Record this land entry. Roll ld8 and add 3 to 1hc resuh . Find 1h1s number on Table I. If you defeat rhe monstc:n, orifthere arc no monsters, you may explore the island (entry £25). If you do not defeat the monsters, you must leave the island, rcLUml.llg 10 your current sea entry. You may spend an extra day on the shore of the illand (entry E10, I day). El 1. Roll l d6 On a roll oH ·6, you encounter a wandering monster Record this land entry. Roll ld8 and add 3 to lhc result Find th11 number on Table l . If you defeat the monsters, or if there an: no monsters, you may explore the isle (entry E26) If you do not dcfut the monsters, you must leave the isle, returning Lo your current sea cnrry. 'rou may spend an extra day on the shore or the isle (entry Ell, 1 day). Et2. Roll ld6. On a roll of4-6, you e n.countua wandering monster. Record this land entry. Roll ld6. Find thu number on Tahlc 1. If you defeat the monsters, or if I.here are no mon.sten, you may explore the island (entry E2 7). If you do DOI defeat the monsters, you must leave the island, returning to your current sea cm I') \ou may spend an CJttr1I day oo the shore of the island (entry E12, I day) E 13. Roll ld6. On a roll of 4-6, you cru:ountera wander· mg monster Record chis land entry Roll ldB and add I to the: result. find this number on Table I Ir you defeat the monsters, or Ir there are no monsters, you may explore the tsland (entry E2S) If you do not SHJP'SLOG If )'UV cna.un· 1cr .. uci.nnc mon11rn, you may dorhe math nl .,-craging yvv1 fi11h1in• pany·1 combat valun 1n1hl1~c If you att 1tranfkd, repeat the RrtlOIH of the 11tm~ land cnrry until Y"'lll encou111t:r friendly rrad&n


SHIP'S LOG rr>1tur slup sufkn HuJI pomt dllmllll•· be sun: to subtrat1 tha1 dama~ from your Expcdiuon Record Sllcct. Lr you hllf'-Cst raliom, bC' s1ue lo rcmrd rhrrn on your Expoclidon Rc<ord Sheer defeat the monsters, you must leave the island, rerorning 10 your current sea entry. You may spend rui ~ua day on the shore of the island (entry .£13, I day). E 14. Roll ld6. On a roU or 4-6, you cncouncer a wanderlllg monsrer. Record tJw; land e:nrry. Roll ldB. Find this number on Table I . If you defut the monsters, or if there arc no monsters, you may explore the i!lo.nd (entry E29). (( you do not defeat the monstus, you must leave the island, returning 10 your currcnr sea cniry. You may spend an extra dar on the shore of the island (entry E14, I day). E 15. Roll I d6 On a roll of 4-6, you encounter a wandering monster. Record 1his land entry Ron 1d8 and add 9 10 the result. Find thi5 number on Table I . If you defeat th1! monsters, or if there are no monsteni, you may explore the unknown (entry E30). If you do not defeat the monsters, you mll.!l leav<! the unknown, returning 10 your current ~ea entry. You may spend an exua day on the edge of thr unkno~n (entry EtS, I clay) E 16. You are on Tcnnite A10U. \bu may lead an exploring party, or you may explore alone. Roll 1d4. You may harvest thu number of rations for each member of your expedition If you have come to the atoll by ship, 2-7 sail water ter· mites attack the ship while you are harvesting and ator· ing rauons. Each rennite causes ld6 points of hull damage. lfyou recurn to your ship and leave the atoll, rerurn to your current sea entry. You may spend another day on the atoll (entry El . I day). E 17. You are on the East Ke)'. You may lead an exploring party, or you may explore alone. Roll Jd4. You may hatvesc this number of rations for each member of }'our expedition If you recum to your ship and leave the island, return to your current sea entry. You may spend another day on rhc island (entry E2, I day) E18. You are on Three Sisccrs Keys. You may lead an exploring party, or you may explore alone. Roll ld4. You may harvest this number of rations for each member of your expedition. Paco closes his eyes and begms to speak as tf dreaming, ''We are the three sisters of lhesea. We will transport you and all you poss~ to the Wand dcstlnauon of your choice. You ma> sray there only a short while. Speak now." lf you do not speak, read entry E•l 1f you say: "Termite AtolJ," read entry El 6 "East Key," El7 "Three Sistcl'1 Keys;· E•t "Insect Island," £19 19 THE SOLO ADVENTURE Land encounters "Spider Isle," E21 "Buming Mountain:• E22 "Ske.leton Key," £23 "Pirate Rock," E24 "Thancgiolh Ardupclago," £25 "Isle of Dread," E26 "Kingdom oflerc:ndi island," E27 "Minrothad Guilds island." E28 "Empire ofThyatis island," E29 anything e.lsc E20 E 19. You are on Insect Island. You may lead a parrv of explorers, or you may explore alone. RoU J d4. You may harveSt this number of rations for each member of your expedition Roll percentile dace. Worms and beetles have infested thts number of harvested rauons, wtucb arc now inedible and must be thrown away. If you return to your ship and leave che island, return lO your current sea carry. You may spend another day on the island (entry E4 , 1 day). E20. You are on No Name fsland. You d1scovi:r that it is little more than a sand bar that has int'diblc plants growing on it. If you recum 10 your ship and leave the i~and, rorum to your current sea entry. You may spend another day on the is.land (entry .ES, I day). E21. You arc: on Spider Isle. You may lead a party of explorers, or you may explore alone. Roll ld4. You may harvest this number of radons for each member of your cxpcdtlion An ancient building surrounded by eight standing pillars rests in the center of lhc island The roofo( the build ing is shaped like the body of a spider Cobwebs stretch between the building's pillan. U vou arc $CArdifog (or the: Lost T~nple of Araknce, congratulations! You nave found it. ff you rcrum 10 your ship and leave the isle. return to your current sea entry. You may spend another day on the isle (entry E6, I day). .E22. You are on rhe Burning Mountain. You may lead a party or explorcrs, or you may explore: alone. You may stay near the 8horc or the mouncatn (entry E!33), or you may climb one of th.: mountain '11 facel>: north face - E34 cast Ca.ct - E35 south faec - E36 Wtl>t face - E37 E23. You are on the Skeleton Key. You may lead a parry of explorers, or you may explore alone. Roll ldil-. You may haIVCsL I.his number ofrauons for each member or your cxpctlitlon. Thousands of bonus litter the ground near the c:corer of the island. If you arc searching for the batd~lu: oft11e Aquapopulus War, congratulations! You have found it Among the piles of bones arc clubs, daggers, hand a:i:cs, maces, shori swords, war banuners, and nonnal SHIP'S LOG Ir you la~ cm onrnfthrot" 1alauclo oU1d ~ornpl•lcd your qucsr you rnnv glop rc:u:hn<: nQYii, ot you rnay rrrum m SpecuLinun •nd b<-!(ln ann•ber <1u .. 1 un n~w rhJranrr II Y"" arc lll'lllld«i, "'""'' rhf' ftrt1UIU 111 1hraamc l<and rntry unul vuu craeountrr frltndl~ mulrn,


SHTP'S LOG I( you arr. stranded, repeat lb~ ~llOOI of the gmc land entry until you enr:ounter fncndly ulldcrs Ir \'OU att exploring alone and you c.numnterwandcnng monslcr1, you mull flgbt thClll! mon11ers alone lfvou 1'11n retreat. you may call up liglnlna pany mnnbcn &om your clup THE SOLO ADVENTURE Land encounters 1worcis You may ann yourselr with any of these weapons. rr you rcrum lO your ship <1nd IC<IVC the island, retum to your current sea entry. 'i'l:lu may spend another day on the island (entry ES. I day). E24. You are on Pirate Rock. You may lead a parry of explorers, or you may explore alone. Roll Jd4-and subtract 2 You may harvest this number of rations for each member of your expedmon. Roll perccnt.ilc dice. As you dig up roots. you discover this num· ber of gold pieces. This gold was buried here by pirates. The gold is in the form of coins If you return to your ship and leave the island, return to your current sea entry. You may spend another day on the island (enrry E9. I day). £25. 'iou arc on an island in the Thanegiot.h Archipelago. You may lead o party of explorers, or vou may explore alone. Roll 2d4. \ou may harvest this number of rations for each member of your expedition. if you return to your shtp and leave the island, return to your current sea entry. You may spend another da>· on the tSland (entry E10 I day) E26. er yvu arc searching for the lsle of Dread, congrat· ulations! You have found u. You may lead a party of explorers, or you may explore alone. Roll Id 10. You may haivesi this numbcrofrarions for each member of your expt"dition. If you h<lvc come to the isle by ship, 2-7 sail water termites attack the ship while you arc harvesting and storing rations. Each termite causes ld6 points of hull damage. If you l'C!.um LO your ship and leave the isle, reLurn to your cum:ni sea entry. You may spend another day on the isle (cnLry Et 1, l day). .E27. You a.re on an island of the Kingdom of lcrendi. You may lead a party of explorers, or you may explore alone. Roll ld8. You may harvest this number of ralions for eru:h member of your cxpcdinon. If you return 10 your ship and leave the island, return to your current sea en cry. You may spend another day on the island (entry E 12, I day). E28. You a.re on an island of the Minrothad Guilds. You may lead a parry of explorers, or you may explore alone. Roll ld6. You may harvest th.is number of rations for each ~mber of your ~cfuion. 1f you return to your ship and leave the island, rerurn 10 your current sea entry. You may spend another day on the island (entry E 13, J day). E29. You are on an island of the Empire ofThyatis. You may lead a party of explorers, or you may t.'<plore alone. Roll ld6. You may harvest this number of rations for 20 each member of your expedi1ion. If you return to your ship and leave rhe island, mum to your au rrem sea entry. You may spend another day on the island (c:ntry El4, I day). E.'30 . You are at the edge of the unknown You enter a misc and lose sight of land. U you have a party, the members attempt a mutiny. Roll 3d6. If the total rolled is greater than yolll'Charisma score, the party members stuff you in a wooden barrel and th.row you overboard. You are now adrifL You even· tuaUy drift back to the edge of the unknown. Return to your curren1 sea entry. You must wait here for traders. lf the dice roll total is less t.ban or equal to your Cha· risma scort:, you are able to put down I.be mutiny. The mucineen jump overboard and try 10 swim to land. Roll ld lO. Subtract this number or party members from l~ NPC Pany Chart. 'rour ship mysteriously returns to I.be edge or the u11known even if it i~ adrift here. lf you leave the unknown on your shlp, return to your current sea ent.ry. You may spend another day on the edge of Lhc unknown (entry E15, I day). E3 1. Roll ld6. On 1 roll of4-6, you encounter a wandering monster. Roll 2d8 and add 5 to the resuh. Find this number on Table I. If you defeat the monsters, or if there are no monsccrs, you may exploTC the swamp (entry ES2). rfyou do not defeat the monsters, you must leave the swaJflp, return· ing 1.0 your curreru sea entry. You may spend an extra day on the edge or the swamp (cn1ry E!H, I day). E32. You are in the MaJphcggi Swamp. You may lead a pany of explorers, or you may explore alone. Roll Jd4 and add I You mav harvest this number of rations for each member of your expedition. Roll ld lO. You lose this numberofpany members in quicksand. 1f there are fewer members in your explaring party than the number rolled, you find younetr sinking in quicksand. Roll 3d6. If the 1oial is greater than your Strength score, the quicksai1d pulls you under Read acuon 29. lf the dice roll tot.al is less than or equal to your Strength score, you escape the quicksand. If you return to your ship and leave the swamp, return to your current sea en t.ry. You may spend another day at the swamp (entry E31, J day). £ 33. Roll ld4. You may harvest th!S number of rru.iorui for each member or your expedition. lfyou return to your ship and leave the shore, rccum 10 your current sea entry. You may spend another day at the shore (entry E 7, 1 day). E34. A dark, gray cloud boils from the mountain peak above you. Suddenly, tbe ground begins to shake. Boulden thunder down the slope past you. SHIP'S LOG If you.,.., •tnn<ltd, repeal the •ctioJU af th~tam<' alld entry until you encounter friendly U'Jldtors


SHIP 'S LOG 'OU may WllDI 10 makt nl'llr• nn whAI y1n1 rtlCoumcr when you gu 111 J1fTrttn1 d1rn·uoos an lht Bumm~ Muum:un. You may conunuc to climb uphill (entry £39). You muy Oec downhill (entry £ 38). You may circle to the cut (entry £ 35) You may drcle to the west (entry E37) E35. Thundc.rlikc rumbles pcaJ from the peak above you. As you clunb among fom! and sharp, hot rocks, the! glint of gold catches your eye A scalding stream of raw gold secpll from a crack in the stone: The rivulet of gold stopa, and the molten metal begins hardening You can pry the small lump of unrefined gold from the rocks. Multiply ldlO by 100 gp. This num!M-r represents the value or the golden lump You may chmb downhill (entry E38). You m.ny c1 rc.le 10 1he north (entry £ 34). You may circle to the aouth (entry £36). You may climb to the peal (entry .E40). E36. Ash and smoke billow from the peak. Suddenly. the mounwn~idc above you bulges outward, and bright red lava bunu do~ n the slope toward you. RoU 3d6. if the total is gmuer th.an your Dexterity score, you take 2d10 points of damage from bums. If your hit potntJ reach 0, read action 29. Ir you an: accom· panic:d by an exploring party, you lose half of its mrm· bers to the river of lava You may climb downhill (enrry E38). YOl.I may circle to the north (entry E34). You may circle ro the south (entry £36) You may climb 10 the peak (entry E.0). lf vour dice roll total is less than or equal to your Dex· tcrity score, you .cramble out of the wa> (crut - entry E35, we~t - entry E37). You lose no pany mcmbcr1. £37. A sudden downdraft brings a thick blank.cl of ash plunging down to smother you You must make a saving throw vs. poison. If you fail, read action 29. If you succeed, all pany mcmbcn wnh you a.re poisoned and collapq!. They arc all dead Sub· 1ract the dcfoated pany members from the ~PC Party Chan. You may climb lo the peak (en try E40). You may climb downhill (entry £ 38). You may c1.rde to the north {entry .E34) You may circle to the M>uth (entry E.36). E38 . If your return to )llUr 11hip and leave tlte mountain, return to your current sea entry. You may spend another day on the mount.ain {entry E7, I day). E39. Roll 3d6. lf 1hc toral U1grea1crihan your Dcxtenry score, you suffer Id I 0 points of damage. If your hit points reach 0, read acuon 29. If the dice roll tot.al is es~ than or equal to your Dcxtenty ~c.orc, you avoid Whng boulders. tr you are accompanied by an exploring pany, you lose ld lO membcn in the avalanche. You may continue climbing to the peak (entry E40). You mny d rde to the cast (entry E35). You mny circle to the wctt (entry E37). You mil)' climb d ownhill (entry ESB}. 21 THE SOLO ADVENTURE Land encounters E40. A fiery crater of molten rock lie~ tx-forc you A huge, gray plume nse:s from the 'enter of the crater and blows ~est . Bus of gold glisten a.round the lip of the c..rater. A hardened lump of unrefined gold is plauercd on the rock. 'tou can break the lump ofT tlu: ri.mrot.k. This lump is worth Jd lO times 100 gp. You mny climb down tbe north focc of th<' mountain (entry £ 34) You may climb down the case face (t'ncry E3S) )ou may climb down the south CacC' (entry E36) You may climb down the west face (entry £ 37). E41 . If you return co your shtp and lravc the i~lnnd. rccum 10 your current sea entry You mar spend another day on the island (en try E3, I da.y) SHrP'S LOG


SHIP'S LOG THE SOLO ADVENTURE Sea encounters SpedaJ procedures Reading lhe C111rie1: Mlllly of the entries given here use a form of shorthand to remind you about rccordkeeping and tu direct you to your next cnuy. Most ennics list a set of dircctiuns in which you may SRtl For example, an cnuy might read, "nonh - enrry V31, ea,~1 - encry V40" If you $ail nonh, you would read enu-y V31. If you sail east, you would read enrry V4D. Some entnes also list the number of days it takes to sail an a speaftc direction and arrive at a new entry. Make sure you sublnlct that number of days from the Days Remairung column and that number of radons per party member from the Rations column on your Expedition Record Sheet Special monster encounter•: If you cncoumer wander· 1ng monsters in the Tbancgioth Archipelago, you encounter twice thr rollc:d number of monsters. Recording cntriea: Whene"cr the text gives you a choice: of going to an "S," "U ," or "E" cnrry, make au re you record your current sea encry on your Expedition Record Sheet before going on lo the new land enuy. Coastal entries Ct. You cut olf the mooring lines and push away from the dock. Your ship is sailing toward the passage between the two breakwaters that protect the hubor. Read entry c:z. C2. Your ship is just outside the breakwaters oft.he city or Specularum. You may enter the city harbor (entry C3). You may sail trade routes along the coast (entry C4:). You may sail trade routes toward lerendi (captain aboard - entry T6, 2 days~ no cnprain aboard - entry T.S, 3 days). You may sail trade routes lOward Minrothad (c:apc1tin aboard- entry T 2 l , 3 days; no capiain aboard - entry T20, 2 days). C3. Your stup passes the breakwaters and docks at wharfsidc. You may cast olfimmediatcly (entry Ct), or you may leave the ship to enter Specularum (entry S12) C4. You may sail cast to Kcrenda! (entry C5, ~days), or you may sail west to Fort Doom in the Gulf or Halag (entry C6, 2 days). C5. You are outside Kerendas. You may dock (entry U2), or you may bypass the city (entry C 7). CG. You are outside Fore Doorn. You may dock (entry 03), or you may bypass tb.c: city (entry CS). C7. You may sail trade routes along the coll.St (entry C9). You may sail trade routes toward Minrothad (captam aboard- entry T21, 4 days; no capt.ain aboard- entry T9, 2 days). CS. You may sail trade routes along the coast (entry C l O) 22 You may sail trade routes toward lerencli (capiain aboard - entry T 6, 1 days; no captain aboard - entry Tl 7, 3 da)'S). C9. You may sail cast to Thyatis (entry CU , 2 day!), or you may llail wc:Sl to Spccularum (entry C2, 4 days). CIO. You may sail east to Specularum (eouy C2, 2 days), or you may sail west Lo the Malpheggi Swamp (entry C l.2, 5 days). Cl 1. You arcomsideThyans. You may dock (enrry 0 4), or you may bypass the city (enrry Cl3). Cl.2 . You arc off the coast of the Malpheggi Swamp. You may anchor in the swamp (cnrry E3 1), or you may bypass the swamp (entry C14). C13 . You may .sail U'llde routes along the coast (c:n1ry C15). You may sail trade routes toward Minrothad (capt<tin aboard- entry T21, 4 days; no CJJputinaboarrJ - entry T2S, 3 days). C14 . You may sail trade routes along the eoas1 (entry C16). You may sail trade routes toward lercnd1 (capuiin aboard- entry T 16, 3 days; no captain Dboard- entry T3, 2 days). C 1.5. You may sail southeast, then northeast to 1Cl Akhi.r (entry Cl7, 4 days). You may sail southeast, then .south to a small village on the Tbyaric peninsula (entry V119, 3 days). You may sail south along the Thyatic peninsula to a small village (entry Cl8, 2 days). You may sail west to Kerenda!l (cnlr}' C7, 2 days) C16. You may sail west toward the unknown (enuy CU, 4 days), or you may aail east toward Yon Doom (entry C6, 5 days). C17. You arc outside Tel Akbir. You may dock (entry U2), or you may bypass the city (entry C l 9) C18. You are out.Side a small fi&hlng village. 'lou may dock (entry U l ), or you may bypius the village (enlry C20). C19. You may sail trade routes along the coast (entry C21), or you may wl cast away from the coast (encry Tl2, 1 day). C20. You may sail trade routes along the coast (entry C22), or you may sail the trade routes away from the coaat (captain aboard - entry V99, l day; no captb.in aboard- entry T23, 2 days). C21. You may sail north to Soderfjord (entry C23, 9 days). You may sail 1outhwCJ1t, then northwest to Thyati• (cnrry Ctt, 4 days). You may sail southwest, then south to as.mall fishing village on the T hyatic peninsula (entry V119, 4 days). SHlP'S LOG ffyo11 go ID a "U0 cnlr'\I., rcm=bttw r«anl your currmt sea. rntry cm your f.xpcd11111n R«t1nl Shert befnl'l' turrung u11hc ""' ·u" entry If Yo'J l\JJV<'. Ulptalll aboard )'<Jllf ib1p llnd )'OU an: oailmll along lhe COlllltlibr, '°" arc ICllll rUu:Jy 10 lose your .. a, a1 aea


SHIP'S LOG Remember 1ha1 tbucm1nn .... abortband 10 din.'C1 VOii 10 ~r Mxl rrury. For unmplc, 1r yo11 u1I nonh m miry Cl2, IUbUlKl 2 d;aya' ttmc and ra11on1 from vour Expcdmon RKOnl Shttt C22. You may sail north to Thyam (cnrry Ct t , 2 days). You may sail south 10 the tip of the Thyauc peninsula (entry Vt 18, 3 days) C23. You are outside Soderfjord. You may dock (entry 04), or you may bypass the cit)' (entry C25) C24. You an.: at rhe edge ofrht- unknown. You may enter the unknown (entry E15) You may tum back to the known world, srulJng along the coast (entry C26). You may sad the crack routes toward lcttndi (captain aboard-entry T16, 6days; nu captain aboard- entry T28, 3 days). C25. You may sail the trade routes along the colllt (en ti") C27). You may sail rhc trade routes away from the coast (captain aboard- entry T2S, 4 days; no capcam aboard - entry El5, 3 days). C26. You sail the trade routes nlong rhe coast heading cut toward the Malphc:ggi Swamp (entry C12, 4 days). C27. You may sail south to Tel Akb1r (entry C17 9 davs), or you may 11Ul nonhwest to Nom ik (entry C28, 4 days) C2S. \ou arcoumde Nomik. You may dock (entrv U{), or you may byplUI the cny (entry C29) C29. You may sail the trade routes along the coast, bead· ing southeast toward Sodcrfjord (enrry C23. 4 days) You mar sail u-nde routes away from the coast (aipr111n aboard- entry T2S, 3 days; no CJJpram aboard - entry £15 , 3 days). Trade route entries Tl. An island of the Kingdom oriercndi lies to the Cilltt. nonb - C24, 2 day~ easr - T2 I day south -TU, 1 day west - Et5, I day T2 . You arc JU"tt off tht: ~hore of an island of the Kingdom of lerendi. Another of the kingdom's i$lands lie§ 10 1he cast and south. If you land on the island before you, read entry .E12. north - Cl2, 2 days east - T3, I day south -T15, I clay west - T 1, I day T.3. You are just ofTlhe shore of an island of the Kingdom of lettndi. Other island of the kingdom lie to the cast and west The city of Iercndi nscs to I.be: south. If you land on cbe i.sland before you, read entry E 12 nonb - C12, I day east - T4, I day south - Tl6, I day west - T2, I day T4. You arcjust olTche ~hore of an uland of the Kingdom of lcreru:li. Other islands of the kingdom lie to the cut, south, and west. 1f you land on the 1.sland before you, read entry E 12. north - C12, 2 days south - T17, I day cast - TS, I day weal -T3, l day 23 THE SOLO ADVENTURE Sea encounters T5. You are jus1 of the shore off an i1land of the Kingdom of ferendi. Other islands of the kingdom lie to rhc south and west. A small lilhmg v1llagt• lies to the east If you land on the Wand before you read entry E12. north - C6, J day c:a.~r - T6, I ctay south - TtS, I day Wl'bt - T4, I day T6. You are just outside a 1mnll fi~hing village on an island of the Kingdom of Icrrnd1. Tht i!llanct 11 retches olT to the west. If you land r>n the island J>t,fore you read entry E12. You may sail the trade routes toward lt'rend1 (capt11i11 aboard- enu; T16. 3 days; no rap1.1in aboa.rd- entry Tl7, 2 days). You may sail the trade routes 1owam Minrothad(capum aboard - entry T21. l clays: no raptaUJ Abcnud - entry T20, 2 days). You may sail the trade rout~ wwarcl Spccularum (captJJin Jbnard- entry C2. 2 days, 110 r11pt11m aboard - entry C6, 3 days). You may sail sou1h (entry T19 , I day) T7. Islands of the M1nrothad G11iltl' lit:: tn thl" east nnd south. A small fi~ing villagt> on an island of the Kingdom oflcrend1 lies to the west . north - C2, l day cast - TS, I day south - T20, 1 day weJt - ·r6 I clay TS. You are just off the shore of an island of rbc Minrothad Gwlds. Another of the guild islands lies to the ease. The city of Minrothad rises 10 tht' M>Utb. lf you 13.Dd on 1he itlnnd before you, read cnuy EU. north- CZ. 2 day:- cut -T9, I day aouth -T21, 1 day wr~l -T7, I day T9. You are just ofT 1he ~horc of an ~land of the Mmro· thnd Guilds. Other guild islands lie tll 1he east and we~. If you land on the island before you, read enr~ El3 north - C5, 1 day cast - T10, 1 day south - T22, I day wat - TS, I da)' TJO. You arc just off the shore of an island of the Mmrothad Guilds. Other guild islands lie: to the \outh and WC$l Jf you land On the island before )'OU, mid entry E13 north - C5, I day south - T25, 1 clay east - Cl 1 I day West -T9, I day Tl 1. You arc just oil' the CC>Mt of the Em pi rt' ofThyal1s. You may land on the coast (entry E 14) You may sail north to Tcl Akbir (entry C17, J day}. You may sail east (entry T12, I day) or .outh (entry T25, I dAy). You may sail south along 1ht' coi1>tlinl' 10 Thyati1> (entry Cll, 3 days) You may sail south along the t:oastline 10 the fishing village on the peninsula (entry V 119, 3 day•) T12. A Slonn approaches from the; east. An island orthr Empire ofThyatis lies to the south. You may sail north townrd Sodrrijord (cnrry C23, 8 days) SHIP'S LOG


SHlP'SLOG THE SOLO ADVENTURE Sea encounters eaSt - T13 . J day south -T26, I day west -TU, 1 day T13. A terrible storm has swept in from the easl. Whitecaps race before the squaJJ. Read erury VllO T 14. An island of the Kingdom ofl ercndi lies to the east The roar of surf nses to the south. nonh -Tl, I day east - T15 , l day soulli - V09, J day west - E J5, l day Tt5. You a.re just off the shore of a large island of the Kingdom of lercndi. Tile island's shoreline runs off to the north and south. Another island of the kingdom lies to the north. lf you land on the island before you, read entry El2. nonh - T2, I day south - V19, I day west - T14, l day T16. ~u are 1us1 outside the city of lerendj on an island or the Kingdom of lerencli. The island's shoreline runs off to the north. Another island of the kingdom lies to the wuth. You may dock at the city (entry U4). You may sail the trade routes toward the MaJpheggt Swamp (capcain aboard- entry C12, 3 days; ao captain aboard - entry T4, I day). \ou may sail r.be rrade routes to the fishlng village (captain aboard - entry T6, 3 days; no captain aboard - T17, l day). You may sail south (entry V29 , 1 day). T17. You arc just off the shore or an island of the Kingdom of krcndi. Other islands of the kingdom lie to the nonh and east. The city of Icrcnru rises lo the west lf you land on the island before you, read en try E 12 north - T4, I day south - V39, I day ea!t - TlB, I day wesl - Tl6, I day T18. You are just off the shore of an island of the Kingdom of lercndi. Other islands of the kingdom lie to the north. south, and west If you land on the island before you, read entry E12. nonh -TS, I day ca.st -T19, 1 day south - V49, I day west -T17, J day T19. A fishing village on an i~land of 1hc Kingdom of lcrcndi lies to the nonh. Another of the kingdom's islands lies to the south and wesi. An island of the Minrothad Guilds lies to the eas1. nonh - T6, I clay south - VS9, I day east - T20, l day wesi - T18, I day T20. You arc just off rhl" roast of an island of the Minrothad Guilds. The c1ry of Minrothad rises to the east. Another guild island lies to the south. Tfyou land on the island before you, read cnn;y ElS. nonh - T7. 1 clay Ybas1 - T21 , 1 day south - V69, I day west - T19, 1 day T21. You arc just outside the city or Miruothad. Oilier guild islands lie to lhe north, soulh, and west. You may dock at the city (entry U4). You may sail the trade routes toward Specularum (captain aboard- entry C2, 3 da)'1; no captain aboard - entry T20, I day). 24 You may sail the trade routes toward the Kingdom of Jerendi fishing village {captaUl aboard - entry T6 , 3 days; no captain aboard - ent.ry T20. 1 day) You may sail the trade routes toward Kerendas (capram aboard - entry C5, 4 days; no captain aboard - entry T9, 2 days). You may sail the trade routes toward Thyatis (captain aboard-entry Cll. 4 days; no captain aboard- entry T 9, 2 days). You may sail the trade routes to the Minrothad Guilds fishing village: (captain aboard- ent.ry V99, 3 days; no caprain aboard- entry V89, 2 days). north - TS, t day eas1 - T20, J day south - V79, l day west -T22, l day T22. Islands of the Minrothad Guilds lie to lhe north, caSl, and south. The city or Minrothad rises to the west on another island. north - T9, J day south - V89, 1 day cast-T23, J day west -T21, I day T2$. You are just off the shore of an island of the Minrothad Guilds. Other guild islands lie to lhe north and south. A fishing village lies on an island to the s.outh. Another fishlng village lies to the cast on the Empire of Thyatis peoinsuJa. U you land on the island before you, read cnt.ry E13. north - T10, 1 day south - V99, I day east - C18, 1 day west -T22, .1 day T24. You are jun olT the shore of the Empire of Thyatis peninsula. You may land on the peninsula (entry E14). You may sail north along the coast lo Tel Akbir (enrry C17, 2 days). You may sail nonh and west along the coast to Thyatis (cnrry CU, 2 days). You may sail cast away from the coast (entry T25 , I day) You may sail south to a fishing village (entry V119, 1 day). T25. lslaods of the Empire ofThyatis lie to the ean and south. north - TU, 1 day south - V129, 1 day cast - T26, 1 day WCSl - T24, 1 day T26. You arc just off the shore of an island of the Empire ofThyatis. A storm approaches from the cast Another wand of the empire lies to the south. If you land on the island before you, read entry E14. north - T12, 1 day east - T27, 1 d11y south - V t39, t day west -T25, 1 day T27. A terrible storm hu swept in from the east. White· caps race before the squall. Read entry Vt 10 . SBlP'S LOG


SlilP'S LOG T28. 'tou arc just outside Zc.'\burg. You may dock here {cntl')' U4). You may sail the trade routes toward Norrvik (captain aboard- emry C28, 3 days; r10 captain aboard- entry E 15, 3 days). You may sail the trade routes toward Soderljord {captain aboard - entry C23, 4 days; no captain aboard - entry E15, 3 days). You may sail away from the trade routes (entry E 15, '.-! dll)'S). Voyage entries Order of events. FoUow lh111 sequc:nt:.c.' for each voyage entry you read. 1. Read the enrry you have Lhoscn. Before going on IO Lhe nexl entry allow your hara~-ter ;ind his pany to srudy and change any spells that 1hev Wlsh Note any spell changes on your charocrer sheet. tr ''OU wanr, you may n:cord any distinguishing fcaturo abou1 thi& locacion in your -thip's log. 2. Check to sec if your party encounters a wandering monster. Roll ld6 lfvou roll a 6, you encounter a mons1er. Go to 1ilb1e l and roll Jd8•9. If your party enct>unters no molllltc:n., skip to s~p 4 3 Co to the inu:raclioo sequence to resolve the wandering monster cncowuer. 4. If you have a navigator aboard, skip to seep 5. If you have no navigator aboard, you must check lO see if your pan y becomes lost. Roll ld6 On :1 roll or I, vour party becomes lost. If you do not roll a I, skip to step 5. Check to sec if your current sea entry teJJs you Y>here to go iC you become lost lf ll doesn 1, decide which dil'ec· Lion m which you wan1 to rry to go. lf you go nonh, rubrrac.t 9 from your currenc sea cmry number and go to thr new sea entry. If vou go ~outb, subrran 10 from your current sea entry number and go to the new ~ea entry. If you go east or west, stay at your cur1·ent sea entry. 5. Choose your next sea or l.i.nd entry from tht' choices given lJl your current sea cru.ry. lf you arc: drifting, subtract 10 from your currt'm sea entry number and go to the new sea emry. 6. Go to your Expedition Record Sheet Unless an encry directs otherwise, subtract J da)' from the Days Remaining rolumn You ~hould al5o subtract J ration per parry memb(-r from the Rations column 7 As long as you arc reading vov~ (V) entries, repeat this prorei.s. Go back w seep I VOl. V02. Your vessel ts smaming agamsl the rocki1 of the Dragon's Teeth Red U you arc aboard a ship, the reef 1ear~ away the bottom of the ship. You lose nJl rations and rreasure Tf you are drifting on wreckage. nothing 25 THE SOLO ADVENTURE Sea encounters el.8e happens. lf your Armor Class is 1 or lower, read e ntry V 134. If your Annor Class is higher chan 4, r ead entry V t 32 V03, V04, V05, V06. Your VCSllcl is smashing against the rocks of the Dragon's Teeth Reef I (you are aboard a ship, the reef tears away Lhe bouom of che ship You lose aU rations and treasure. lf you are dnfring on wreckage, nothing else happCDll. 1f your Armor Class is 4- or lower, rc~d entry V 135 Ir your Armor Olass as hightr thllll 4, read entry V131. V07. Your vessel is smashing against the rocks of the Dragon's Tueth Reef. lI you are aboard a llhip, the: reef tears awa)' the bo1 rom of the ship. You lose all rations and treasure Tf you are drircing on wreckage. nothing else happens Read entry V10. VOS, V09. Your vessel is smashing ngniMt the rocks of the Dragon's Teerh Reel. tr you arc aboard a ~hip, the reef tc.-u·s away the bottom of the ship. You lose all ratioru and treuure. Lr you are drifting on wreckage, nothing else bappcnr.. Tr your Armor Class is 4 or lower, read entry V 136 Ir your Armor Class is higher than 4, read entry VtOO V 10. Roll 3d6. If the total is greater than your Dexterity score, you' re unable to remove your heavy armor before drowning. Read action 29 lf1hcd1ce roll total is less than o r cqual to your Dexterity $Core, you'reable to remove your nrruor. You .Jsolosc your shield (1f you had one), and you no:u lll the surface You are unconscious, and your Armor Clasll 15 now 9 You've los1 your entire parry. Subtran all party member!! from the NPC Pany Chart. Read action i 19. V lJ. Your vessd is smashing against the: rodu ol the Dragon's Teech Red'. lf you are aboard a ship , the rcer rear.; away the bottom of' the ship You lose all rations and treasure. II you are clnfti.ng on wreckage, nothrng else happens If your Armor Class is 4 or lower, read entry VU4 If your Armor .u~ tS higher than 4, read cnlrv Vl32 V 12. You arc: sailingjust oITthc shore ora small, tropiral coral island. The sound of rurf roars to the west and south. Paco says, "Skeleton key!" lf you land on the island, read entry ES. nonh- Vl3, I day Cl1St - V22, I d:iy south - Vt l , I day west - V02, I day V 13. A small tropical island lies to Lhe sou1h The sound of surf roars to rbe west, Paco chirps, "Breaker, breaker. Bad water'" north - V 14, 1 day south- Vl2. 1 day cast - V23 , J dav west - V03. I <la)' V14. A small tropical island nses to tbe WC!t. Surf pounds against its shores Paco flaps his wings and wh1s· ties. " Big rcen Danger!" nonh - V15, I day south - V 13, I day east - V24, 1 day w~t - Vo+, I da>· SlllP'SLOG VO~.lll(C "1111')' unkr u( """'"· I Rt'ad mtry l. t:h.,.l l•w v-undrrtn~ rnunstrn 3 Go101he tntcr .cuon P'tjU<'nt<• t( )">II do cnc.ou1Ut't mun,.t ... n . t II you ha~ uo n•vt)li10r. chr1 ~ "' ... ,. •I \'{)U bt<cJm .. '°"' $ Gn HI Y'"" nut..,at11 ~nd t"Utn I> '\ubtr .... t I d.\\.11' "'"' aw.I rnuou. lrwn vour Exp<thtHm RL'CUIU Sheet 7 Rcpl'lU 1h .. utdcr of t"'\"C'.nU' 1lyou.....- .. nll nmd1ng •·•ty~I!" (Vlmt°"'"


smp·s LOG \Ou mav wa.nl 10 mak" nllfct aboul .,.h~I Yllll cncounccr ~' " •p.:c·ilie em11 ">u maywanl to map poruona of lhr IH while YOU are voyait· mg THE SOLO ADVENTURE Sea encounters V15. Small tropic:tl j5Jandll lie 10 the cas1 and west. The sound of pounding surf comes from the west. Paco squawks. " Drngnn's Leeth1" north - Vl6, I day ca.st - V25, I day south - V14, I da)• "'est - V05, I day V 16. Surf roars co the north and west. Paco hides his head under his wing and mutters, "Sharp rocks." north - Vt7, J day east - V26, I day south - V15, I day Y.CSt - V06, J day V17. Vl8. 'tour vessel is smashing against the rocks of the Dragon's Teeth Reer. lf you are aboard a ship. the reef 1ean away the bonom of the ship. 'tou lose all rauons and treasure. If you are drifung on wreckage, notlung else happens. If your Armor Class is-tor lower, read entry V 136 lf your Armor Class is higher than 4, read entry V 100. V19. You arc JUSI off the southern shore of a Large island or the Kingdom of lercndi To 1he ca:st lies another of the kmgdom 's islands. The roar or surf rise., 10 the south Ir you land oa the isl.and before vou. read entry E12. north - T15, I day east - V29, I day south - V18 , 1 clay wl!llt - V09, I day V20, \'21. Your vessel is smashing against the rocks or rhe Dragon's Teeth Reef If you arc aboard a ship, I.he reef cears away the bottom of the ship. You lose all rations and rreasurc If you are dnfung on wreckage, nothing else happens. lfyour AnnorClass is -i or lower, read entry V137. U your Armor Class i! higher than 4, read emry V 133. V22. A rropicnl coral island lies to che west. The sound of surf roars 10 the south. Paco screeches, "Bad sound. Danger!" north - V2J. I day east - VS2, I day sou1b - V2t, Ida)' west - V12, 1 day V23. A small tropical island lies to the easl. north - V24. I day east - V33, I day south - V22, I day west - V13, I day V24. A small tropical island lies 10 the nonh. north - V2S, 1 day east - V.34, I day south - V23, 1 day west - Vl4, I day V25. You are just olTthe shore ofa small tropical 1sJand. Paco announces, "Insect Island." lf you land on the island, read entry E4. north - V26, I day south - V24, l day east - VJS. I day west - VH. l day V26. A small tropical island lies to the somh. nonh - V27, 1 day east - V36, 1 day south - V2S, 1 day west - V16, I day V27. To the north lies an island of the Kingdom or lercndi. north - V28, 1 day south - V26, I day ea&t -V37, 1 day west - V17, I day 26 V28. You are just off I.be shore of an island of the King· dom oflerendi. Other islands of the kingdom lie to the non.h nnd caat. The roar of 1urf rises 10 the west. If you land on the island before you, read entry Et2 nonh - V29, I day eas1 - V38, l day south - V21 , I day west - Vt8, J day V29. You are just orr I.be shore of an island of the Kingdom oflerendi. Ct.her islands of the kingdom lie to the caJt, south, and west. The city of lcrcndl lies to lhc nonh. If you land on the island before you, read CnLT)' £12. nonh - T 16, I day south - V28, I day east - V39, 1 day west - V19, I day V30. You are juu off the sbo~ of an island in the Tbanegioth Archipelago. The iAland 's shoreline runs off to the cast. Surf pounds on a reef to the west. Paco says, "Dread Isle." lf you land on the isle, read entry EU. north - V31, 1 day east - V40, I day we1t - V20, 1 da>• V 31. An island of rhc Thanegiotb Archipelago lies to the south. The sound of 8urf roars to I.be west. Paco whis· pers, "Dragon's 'leeth." nonh - V32, 1 day cast - V41, 1 day south - VSO. I day west - V21, I day VS2. A :small tropical island lies co the north. north - V33, 1 day eas1 - V42, 1 day south - V31, 1 day west - V22, 1 day V.33. You arc just off the shore or a small Lropical island. Paco screeches, "Spider [sJe!" Uyou land on the island, read entry E6. nonh - V34, J day east - V43, J day sonth - V32, 1 day west - V23, 1 day V34. A miall tropical island lies to t.he sout.b. nonh- V35, I day cast - V4<i, 1 day south - V33, 1 day west - V24, 1 day V 35. A small tropical Wand lies to the west. north - V36, 1 day eut - V45, 1 day sou1h - V34, J day wesl - V25, I day V36. A stiff sea breeze blows from the cast. north - V.37, 1 day cast - V46, 1 day south - V3.5, I day west - V26, l day V.37. An island of the Kingdom of Tcrendi lies to the north, and a small trepical island Ii" to the east. nonh - V38, I day east - V47, I day south- V36, 1 day WC5"t - V27, 1 day V38. You are just oJT the shore of an island of the King· dom of lerendi. Another of the kingdom's islnnds lies to the west If you land on I.be island before you, read cn1ry El2. north - V39, I day 90uth - V37, I day cast - V48, l day west - V28, I day V39. Tulands of the Kingdom of lerendi surround you ac SHIP'S LOG


SHIP'S LOG Vor•!I" .. n1ry order or evenl.t: I. R-1 entn 2. Ch«k for .,an.J..nnt moru:ttn , Go 10 tbr •nt~racuon 1equrnc~ 1r you do rncount~• monttcra 4 II )OU have no na• 1p1or, cn.d:to-11 you lxcomc lost ) . Go 10 )'OUT nol IU OT land rntry Ii Sublni.n t day1' tLme 4rul 111111101 from yourE~rmn Rt<Wm! Shttt 7 Rf'PC.U !hr onkr of e-·c:nis ii you ..,.. .ii11 rnd1n1 voyage (V)mmeo all points of the comp~ north -T17, I day south - V38 , I day cast - V49, I day ¥.CSt - V29, I day V40. )ou arc just offlhe sho~oran island in che Thancg101h Archipelago. The island's $horclme SU'Ctch<::i on lO the we:;r. Another Wand of the archipelago Lie~ 10 the rasl Paco 'quawlu, "Isle of Dread!" Ir you land on the i~le before you, read entl') E 11 nonh - V41 , I day cast - VSO, I day ~est - V30, I day V 41. An j,Jand in the Thanegioth Arch1peJago lies 10 the south. nonh - V42, 1 day south - V40. I day east - V.51. I dav W('~I - V3 1, I d~y V42. Salty breezes from the e1U1 gently rock your ship nonh - V43, J day cast - V52, I day south - V41 , I day west - V32. I day V43. A small tropic~ 1Mand lies 10 the west oonh - V44. 1 day east - V53, I day 'outh - V42, I day wc:.1 - V33, I da.,, V44. Cool bree1.n from the ras1 ripple your sails. nonh - V45 . I day cast - V54, I day south - V43, 1 day west - V34, I day V45. Steady easterly wmd' stir your sails nonh - V46, 1 day cast - V55 , I day south - V44, I day w1:31 - Vl.5, I cby V46. A small 1ropical island lies 10 the north. nonh - V47, l day cast - V56, I day south - V45, I day west - V36, J d:iy V 47. You :ire just off tJ1e shore or a small tr0pic.al wand. "lennue Atoll1" Paco scn:echcs rr you land on the island, read entrv El north - V•8. I day cut - V57, I day south - V46, I day wc~t - V37, I day V 48. l•lands of the Kingdom of lcrcndi lie to the north and west A smnll tropieal island lies to the south nonb - V49, I day east - V58, I day south - V47, I day west - V38, Ida>• V49. You a.re JUst off rhc shore of an island of the King· dom of lcrendi Another island of the kingdom lies lO the north and cast. tr you land on the island before you, read cnm· El2 north - T18, I day ~outh - V48, l day cut - V59, I day west - V39, l day V50. You .lrcjust off the sliore of an island or the TI1ane· g1och Atthipclago Other uland~ of the archipelago lie to the cast and west. If you land on the island before you, read entry £10 nonh - V!it, 1 day cast - V60, l day we.'t - V40. 1 day V51. Sharp easterly winds ~ti!Ten your sails. 27 THE SOLO ADVENTURE north - V52, I day south - V50 . J day Sea encounters east - V61, I day west - V41 , l day V.52. Your ship gltd~ easih through the smooth waters, iu sails full norch - V5 3, I day south - V5 1, 1 day cut - V62, 1 day ~CSl - V42, 1 day V53. An empty honzoo surrounds you as breezes from the cast rustle your sails. north - V54, 1 day south - V52, I day ea.st - V63, I day west - VU, I day V54. A small tropical island lies 10 the case. nonh - V55 , I day C'Ul - V64, I day south - V53, I day WC'5l - V'44 , l clav V55. Seagull• carried by 1uff easterly winds wheel and glide about your mast . north - V56, I day soulb - V54. I day east - V65, I day west - V45. I day V56. A strong sun warms you as the rhoppy ~ pitchci; your slup forward north - V57, I day souch - V5.S, I day caM - V66, I day west - V46, 1 day V57. A smalJ tropical island lies 10 the west. north - V58, I cl.av cast - V67, I day .south - V 56, I c1a; WC'! - V-67. I iliy VS&. An island ol the Kingdom oJ lcrcnd1 lies to the nonh north - V59, I day south - V57, I day ca.s1 - V68, Ida)' west - V48 I day V 59. You ar<: JUSl off the shore of an island or chc King dom of lerend1 An island ohhe M inro1had Guilds lies 10 rhc cas1 Another asland of tht' Kinf!dom of lcrendi lit>J to the "-est If you land oa the as land before you, read cmry £12. north - T19, I da) south - V.58, I day east - V69, I day west - V49, 1 dav V60. You areJUSl oO"the shore of an island IJl the Thane gioth AJ'dupelago. Other islandll of the arc:h1pc:lago lie to the east and west lf vou land on cht island bdore you, read entry ElO nonh - V61 , I day east - V70 I day west - V50 , I dav V61. Sharp wincb blow from the· cast north - V62, I day ea,1 - V71 I day south - V60. I day west - VSl, 1 day V62. A small tropieaJ island lies to the ust. north - V63. I day cast - V72, I day south - V61 , I d:iy wes1 - V52, I day V63. A ~mall tropical island lie.~ 10 the north. nonh - V64, 1 day east - V7-', I day south - V62, I day west - V53, 1 day V64. You arCJU5l off1hc shore of a smttfl 1rop1cal island. SRJP'SLOC


SHIP'S LOG THE SOLO ADVENTURE Sea encounters "No name;· spouts Paco. If you land on the island. read entry E5. north - V65, I day south - V63 , I day east - VH, 1 day wcsr - V54, I dar V65. A smnll uopical island lies to Lhc sou1h north - V66, I day eas1 - V75 , I day south - V64, 1 day we11 - VSS , 1 day V66. A steady easterly wind rodes your ship. north - V67, 1 day cast - V76 , 1 day south - V65, 1 day west - V56, 1 day V67. Empry, cloudless honzons surround your abip. nonh - V68, 1 day east - V77, I day soulh - V66, 1 day west - V57 , I day V68. An island of the Minrothad Guilds lies to the nonh north - V69, I day east - V78, 1 day south - V67, I dav west - V58, J day V69. You are just off the &bore of an l!land in I.be Minrothad Guilds. Other guild islands lie to the north and east. An island of the Kingdom of lerendi liell to 1he west. lf you land on the island before )'OU, read cnuy E13. north - T20. I day east - V79, 1 day south - V68, l day west - V59, I day 28 V70. You are just olftheshore of an island in the Thane· gioth Archipelago. Other islands of the archipelago lie to the cast and west. If you land on the island before you, read eniry .EtO. north - V71 , I day east - V80, I day west - V60, I day V71. A &mall tropical island lies to the north north - V72, I day east - V81 , I d.-.y south - V70, I day wes1 - V61, 1 day V72. You are JUSt off the shore of a tropical island. Paco flaps his wingi; and announces, "Pirate Rocle." If you land on t1us rock. read eo1ry E9. north - V73. 1 day east - V82, I day south - V71, I day west - V62, I clay V73. A small iropical island lies to the sol11h. north - V 74, J day east -V83, 1 day !JOuth - V72, I day west - V63, I clay V74. A small tropical island lies to the west. north- V 75 , 1 day east - V84, I day south - V73 , 1 d;iy west - V64, I day V7.S. Cool winds from the taill fill your sails north - V76, J day cur - V85 , l day south - V74, I day west - V65 , l clay SHIP'S LOG


SRlP'S LOG V76 . AJl through the day Paco repeats, " Minro nonh, pirate south'' nonh -V77, I day south - V15 , I day cast - V86, I day west - V66, I day V77. The horii.ons arc clear for u far as you can sec. north -V78, I day ras1 - V87, I day south- V76, I day west - V67, I day V78. An island of the north. north - V79, I day south - V77, I day Mtnrothad Guilds lies to the cast - V88, I day west - V68, I day V79. You arc JU~t ofT the ,horc of an island in the Minrothad Guilds The cny of Minrothad lies to the nonh . Othu guild islands he to the cast and west lf you land on the island before you, read entry E13. nonh -T.21, I day C<bt - V89, I day south - V78 , I dny west - V69, l day V80. You are just otT the shore ofan island in the Thane· gioth Archipelago. The island's shoreline runs ofTto the east. Lf you land on the island before you, read entry ElO. nonh - V8J , I day callt - V90, I dar WC!lt - V70, I day V81. An island or the Tbancgioth Archipelago hes to the south The wind carries a gnnding sound from the cast. Paco coven bis head with a wing and scrcccllcs, "Wtudpool!" lfyou are adrift, read entry V9l. north - VSJ , I day east - V91 , I day south - V90, I day wes1 - V 70, I day V82. A small tropical island lies to the west. nonh - V83, I day cast - V92, I day south - Vet, I day west - V7.2, 1 day V83. The water here is muddy and dark. north - V84, I day east - V93, I day south - V8.2, I d.iy wcst - V73, I day VM. Paco chups, "No name west" north - V85 , I day east - V94, I day south - V83, l day wCllt - V74, I day V85. Paco squeaks, "lnse<:ts west. Danger south" nonh - V86, I day cur - V95, I day south - V84, I day west - V75, 1 day V86. f..ookjng e.'\St, Paco chirps, "East key. ca.st" nonh - V87, I day easl - V96, 1 day south - V85, 1 day wcsl - V76, l day V87. "Eddy wcst 1" Paco ~ya. nonh - V88, I dny cast - V97, I day south - V86, I day west - V77, I day V88. An 1sl.md or the M1nro1had Guilds Lies to the north and east north - V89, I day sourh - V87, I day CUI - V98, l day west - V78, I day THE SOLO ADVENTURE Sea encounters V89. '-Ou arc just off the &horc of an island (n the Minrothnd Guilds. The island's shoreline runs ofT 10 the east Anatbcr guild ISiand hes to the we~ If you laru:l on the island before you, read entry £13 nonh -T2.2, 1 day south - V88, I day west - V79, I day V90. You are just off the shore of an island in the Thane· gioth Archipelago. The island's shoreline ru.ns off to the west Huge $tOrm douds fill the eastern sky. A steady grinding sound come1 from the nonh. Paco coven bu head with a wing and shrieks, "Maelstrom. Beware!" U you arc adrift, read entry V91 If you land on the Ulland before you, read entry EJO north - V9J, I day cur - VJOt , I day wes1 - V90, I day V91 . SLrOng currents draw you into a shaucn:d mass of flotsam, which swirls nround the center of a massive whirlpool. Tfyou arc on a •hip, the- 5h1p's hull is crushed, and you arc dragged down into the whirlpool. If you arc drifting on wreckage, you an.· pulled inco the swirling ma.u. Shredded sails and snapped ropes whip around In the vortex, prevcntmg you from flying or levitating away. You sink awifily into the swirling waters. You lose your ship, treasure, and party membcn to Lhe whirlpool Soon the deadly waters begin dragging you under. You may enter one last note in your ship's log before Paco matches it from your band, and tries to Oy off toward SpccuJarum \ou have been defeated. Hyou want tottart overusmg a new chara.etcr, tcad acuon 29 V92. The noise of grinding turmoil rises from che souih "Nasty circles!" Paco says If you an: adrif1, n:ad entry V91. north - V83, I dav south - V9t, 1 day cast - V9.2, 1 day WC!lt - V81, I day V93. A great gray cloud looms over the ocean 10 the east. nonb - V9.of, I day cast - VJOS, 1 day south - V92, I day west - V8.1, I day V94. " You're geuing warm!" Paco chirp north - V95 , I day east - V104. I day south - V93, 1 day west - V8f, I clay V95 . Paco cocks his head to one side and chortlea, "Storm east. Danger south We go borne?" north - V96, 1 da)' cast - V105, I day south - V94. 1 day wat - V85, I day V96. "Too quiet." Paco mutters. 29 nonh - V97, Ida>· cast - V 106, I day south - V95, 1 day wes1 - V86, I day V97. An 1~land or the Minrulhad Guilds lies to the nonh north - V98, 1 day south - V96, I day cast - V107, I day west - V87, I day SRlP'S LOG \\•)'•g< <nit~ O~I <ti n"t'Ola.: I Rnid C!llll'l '.I Check for wanrJ<rinl( ltlOlttt• 1• '.I (.;, HI 11.~ lntrrw1i11• ..-qurn• r 1r ~"'' do rnrnw11cr m•l'li.kn • .. . "}'le"' ...... ""n•-i1t.Uor. '''"""'~'' ,,. .... t .... omr k111 . Go 111 )'<>(tr "'"''....,or l1ncl rnrry b. Sublr..c I tlay1• 1mu: •nJ nuion• fh·lll ynur f.>CJl"•lhk•n Ro:t'lfdShtt1 7. Rrpc-a1 lhr nn:k-r or f"t•("nft 11 you •re •llU modrq...,y~ fV)nitt-. V.ru m•y-nr IO Ill~ M"4l" "buu1 wl~• you <""nt ounttr al • •pH.Utt rl1tr)


SHJP'S LOG THE SOLO ADVENTURE Sea encounters V98. \ou arc just off the shore of an island of the ~1i.nro thad Guilds. The island's shordtne ruruotTto the nonh. The Emptrc of Thyatis peninsula lies to the east. U you land on thl" island before you. read entry E19 north - V99. J day east - V108. 1 day south - V97 I day west - V88, I day V99. You are ju~t off the short' or a villa~ in r.he Minro· thnd Guild•. Another guild island lies 10 the oonh The Emp1rC' ofThyatis peninsula lies to the cast. To the south and we~t hes more ~horchne . If you dock at tht village, read C'ntry U 1 nonb - TI3. I day south - V98, I day east - V109, I day west - V89, 1 day VlOO. Roll 3d6. Tr the total i1 greater than your Consti· tuuon 'Core you're unable 10 swim the distance to the DC'IJ"CSI island You p!W ou1 from exhaustion . Read acuon 119. lfrhediC"e mil total is lttsthan or equal to vourConsumnon Kore, you can swim to the nearest island. Read enrn Vt38 VlOl. Storm clouds approach Crom the ea&t and sou1h. Thl' 'ound of grinding and creaking comes from the west. Paco b.irki, "Flee cast Sail north." If you •re adrift, rtad entry V91 nonh - V92, I day south - VIOl, I day east - Vl 12, I ct.y WCSI - V91 , r day V 102. ~ massive gray cloud appears on the horizon to the north. Paco flaps his wmgs and screeches, "Doom and despair. Death and bad wrl" north - V103 I day cast - V112, I day south - V101, I day west - V92, I day V 103. You ba\•e entered a dense gray cloud of dufl and gases, which seems to bl' coming from a mountain to the cast. You must make a saving throw "'· poison. lf you faiJ, read awon 29. If you succe<.-d, roll 11 saving throw vs. pouon Cor each character class rcprcknted in your pany. lf a character class faiJs a saving throw. subtract all defeated party members from the "IPC Panv Chan No additional harm comes 10 charac1cr clau~s whose saving throws ~uccttd . nonh - V104, I day south - VI02, I day ea.,t - V113 , 1 day west - V93 , I day V104. A huge gray cloud rises up on the water to the south Paco growls." Bad air! Beware! " nonh - V105 , I day east - V114:, 1 day south - V103 , I day west - V9"4. 1 day V 105. Paco flaps his wings and says, "Something's bum inst.' nonh - VJ06, I day south - V IO<l, Ida)' ca11 - Vt 15, I day west -V95, I day V 106. Paco croaks. " Backwater eddy.'' liyou are adrift, read 1~n1ry Vl16 30 north - V 106. I day south - Vl15, 1 day east - VU6, 1 day west - V9.S, 1 day V107. The Empire of Thyatis peninsula hes to the north . Paco muucn, "Round and round " U you an: adrift, read entry Vl06 north - V98, 1 day cast - V107, J da>· south - V 106, I day west - V96, I day V 108. You arc just off the &bore of the Empire ofThyatls peninsula The island's shoreline runs ofT to the nonh. The southern tip or the peninsula lics to the couch. An island of the Minrothad Guilds lies to the west If you land on the pemn11Jla beside you, read entry EH. north - Vl09, I day cast - V118, I day south - V107, I day west - V98, t day V 109. You arc JUSt off the shore of the .Empire ofThyati.s pcniruula A village l1e110 the north. The i~l:ind '• shore· line runs off to the IOuth. A villa~ on an island of the M inro1had CuildJ rixs off to the wett. If\ ou la.nd on the peninsula bca1dc you, read eOll')' E14 · nonh - Cl8, I day south - V108, I dnr west - V99, 1 day VUO. Violent winds roar i.n your cars. A humcan.c ts upon you! Roll percentile dice if you arc aboard a ahip SubtraC.t the number rolled Crom the ship's Hull points. 1b determine where the hurncanc blows you, roll 2d4 and add the numbers together. Roll 2d4 again and add the numbers together The !int total is the tens digit of the voyage (V) locauon you arc blown to by the atonn The second total i1 the ones digit of the voyage location you arc blown to by the,storm. [f you are adrift, follow the same procedure lo deter· mine where the hurricane blows you. V111. A terrible storm has swept in from w east. Whitecaps race before the squall Read entry VUO. Vt 12. Thunderheads approach from the southeast A mountain rtands to the north A tall gray plume trails from its peak toward the west. "Thar she blows!" says Paco north - Vl13, I day south - Vl11 , I day cast - V120, I day west - Vl02 , I day Vl 13. You arc just off the ahorc of the Burning Moun· tain Thunderhead• approach from the cut. Tr you land on the mountain, read entry E7 north - V114, I day east - VL21 , 1 day south - VU2, I day wc'ft - V103, I day V 114. Stormclouds arc blowing in from the cast. A mountain stands to the ~outh . A gray cloud trails Crom its peal toward the WC3t. Paco streu:hCj hu wings and crows, "Bummg Mou.ncnml" north - Vll5, I day cast - V122, 1 day south - VU3, I day wesi - VlO<i, I day V 115. Stormc.louda approach from the crust. north - V116, I day e&I - V12.3, 1 day SHIP'S LOG


SHIP'S LOG sou.ch - Vt 14, I day west - V105, I day V 116. A small tropical island lies co the east. Tbunder· cloud' ri.se on the nonhcast and southeast hori?.ons. Paco announces, "Srrangc waler." IT you arc adrift, read entry V117. north - V117, J day south - Vl23, l day ea.at - Vl25 , I day west - Vl 16, l day V117. The southern Lip of the Empire ofThyatls pcnUl· sula lies 10 the north. Storm clouds are piling up on the eastern horizon. "Storm coming." Paco spouts. If you arc adrift, read CDtry VJ07 north - Vl08, 1 day ease - V128, I day south - V117, J day west - V107, I day V 118. You are jusc ofT the ,outbern lip of lhc Empire of Tbyatis peninsula The peninsula's shoreline: runs off to the north and west A small island of the empire lies to the east. If you land on the tip, read entry EH. north - V119, J day east - V128, I day south - Y117, I day west - V108, 1 day V 119. You are jus1 ofT the sh.ore of a village on the Empi.n: ofThyatis peninrula. The peninsula's shoreline Jtretehes off to the north and south. A Jong island of the empire lies to the east. U you dock ac the village, read entry UL north - T2•, I day cast - Vt29, I day south - Vl 18, I day V120, V121, Vt22, V123, V124, V125 . A terrible storm has swept in from the cast. Whitecaps race before the squall. Read entry V110. V 126. You an: just off the shore of a small tropical island. Paco announces, .. East key." Thunderheads approach Crom the north, case, and south. If you land on the island, read entry E2 north - V125 , I day 50Utb - v 123, I day ea.sL - V124, I day west - V116, 1 day V127. A terrible s1orm baa swept in from the eas1 Whitecaps race before the squall. Read entry Vl 10. V .128. You arc JUSt off the shore of a small island of the Empire of Thyatis. Another small i1la11d of the cmpiJ·e lies to the nonh. Storm clouds approach from the cast. The sou1hcm tip of the Empire ofThyaru peninsula Hes to the west. tr you land on the island before you, read enrry EH. north - V129, 1 day south - V125, I day cast - V127, 1 day west - VHS, 1 day V129. You are j ust off the shore of a long isla:nd of the Empire ofTbyalis. Other small islands or the empire lie to the east. A village on the empire's peninsula rises to the weit. U you land on the island before you, read en cry EH. north - T25, J day south - VJ28, 1 day cast - Vl39, 1 day west - VU9, I day 31 THE SOLO ADVENTURE Sea encounters Vl30. A terrible storm has swept in from the east. Whitecaps race before the squall Read entry Vl 10. V131. RoU 3d6. If the total is greater than your Consti· tuLlon score, you're unable 10 swim the dl~UUlcc to the nearest island You pass Ol1t from exhaustion. Read action 119. lf the dice roU total is lesa than or equal 10 your Consti· cution score, you can swim to the nearest islnnd. Read entry Vl40. V132. Roll 3d6. If the total is greater than your Consti· tution score, you're unable to swim the dil11ance to the nearest island. You paas out from exhaustion. Read action 119. ff the dice roll wtal is less than or equal to yourComni· tulioa score, you can swim co rhe neaTest island. Read entry V141. V133. Roll 3d6. £f the total is grearcr than your Consri· tucion score, you're unable to swim the distance to the nearest island. You pass out from cxhawtioa. Read aclion 119. If the dice roll total is less thau or equal to your Conni· tution score, you can swim co the nearest island. Read entry Vt42 V U4. Roll 3d6 If the tot.al is greater than your Dciner· ity score, you're unable to remove your heavy armor before drowning. Read action 29. Tfthe dice roll total is lc.u than or equal ro your Dexter· ity score, you 're able to remove your armor. You also lose your shield (if you had one), and you Ooat to rhe surface. You arc now Annor Class 9. Read cnuy V13.2 . Vt35. Roll 3d6. Uthe cotal is greater than your Dc:xtt>r· it}' score, you're unable to remove your heavy armor before drowning. Read action 29 Uthe d1ce roU total is less than or equal to your o~"Ctcr· ity score, you're able to remove yourannor. You also lose your shield (if you had one), and you float 10 the wrface. You are now Armor Class 9 Read mtry VtSt. VI36. Roll 3d6. If the total is greater than your Dexterity score, you're unable: to remove your heavy armor before drowning Read action 29. J f the dice roll total i$ le.,.s than or equal to yuur Dexterity score, you're able to remove your armor. You also lose yourshidd (if you had one), and you lloa1 co the surl'acc. You are now Armor Class 9 Read entry V100. VlS7. RoU 3d6. If the total is greater thnn your Dex· cerity score, you 're unable co remove your heavy annor before dt'owning. Read act.ion 29. LI' the dice roll total is less duln or equal to your Dexter· ity score, you' re able to remove your nrmor: You also lose your shjcld (if you had one), and you no.11 to the surface. You arc now Armor Class 9. Read entry V 133. V138. lf you are alone, you re.'\Ch the shore of an tsland. Read entry Et 2. II you arc: wltl1 a party, all pa11y mem· SHIP'SLOG


SHIP'S LOG THE SOLO ADVENT Sea encounters bers having an Armor Class of 4 or lower arc lost Sublracl all clenn, fighters, and dwarves from 1hc NPC Party Chart You reach the shore accompanied by any survivmg pany members. Read entry El2. V1'9. You arc JUSt off the shore of an island of th.c...<. Empire ofThyaus Other islands of the empire lie to-Odlr-.1 .. ~ nonh and west. Thunderheads approach from the t:a3l and sou1h If you land on 1he island before you, read entry EH. nonh - T26, I day cast - V130, I day south - Vl27, l day w_cs1 - V129, 1 day V 140. lf you arc alone, you reach the shore of an island Read entry ES Ir you art with a par1y. all party mem· bers having an Armor Class of 4 or lower arc Jost . Subtract all clencs, ligh1ers, and dwarves from the :-.lPC Party Chan You reach 1he a.bore accomparucd by any 1Uf'·1ving pany mcmbcn.. R<:.'.ld cnt :J. VHJ. lryou arc alone, you reach the Read entry ES If you arc with a pan brn havmg an Armor Cl~ of Subinict all c~ncs. lighten, ~d d Pany Chan he llborc Read -


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