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XSOLOUNGEONS
DRAGONS’ Lathan’s Gold
Official Solo Adventure
‘CONTENTS
eaming the ropes
RULES & GUIDELINES
Reading the actions and entries 2
; Keeping records 2
4 Using the ship's log 2
Encountering wandering monsters 2
Using the interaction sequence 3
Comba charts 3
Combat exampie 3
Editor: Tim Kilpin “The imeraction sequence 4
ee oe create Fist level magic user spell 9
J 7 Second level magiuser/elf spells 9
Graphic Designer: Ruth Hoyer Fiat Ievel erica spel 9
Second level erica spell 9
ed hk a he Un by Rn | SPEEA TE Characters quests
eed oy me ity by ge actin Dir PREROLLED CHARACTERS
ncn a Dah GD een eye 10
a Elsem Nesumaar, dwarf it
1, A Rig Rr di USA Brother Octave, cleric tt
hoeapehy Kuat the Dragon-hearted, fighter 11
Suparjo, magie-user ut
Krag Scradde, thief tt
Unfit thesis
a ‘THE SOLO ADVENTURE
Land encounters 2
‘Special procedures 2
2
z Urban entries. 16
Inland exploration entries 7
Sen encounters, 22
Special procedures 22
Coastal entries 22
Trade route entries 23
Vegege cates 25
‘TABLES, CHARTS, AND MAP
‘Table 1: Wandering Monsters 3
‘Table 2: Monster Treasure & Rations 5
‘Table 5: Voyage Locations 8
‘Table 4: Gambling Results 2
Attacker Cha inside panel
Defender Chart inside panel
Group Combat Chart inside panel
Single Combat Chart inside panel
NPE Party Chart inside panel
Expedition Record Sheet inside panel
Set of Dread Map outside panel
ISBN 0-0038-106-X 9082RULES & GUIDELINES
Square the yards and hoist the spar! You're
about to set sail on an exciting solo adven:
ture. As Lathan, you wil be leading a party
fof bold adventurers on a quest for a store of
‘unrefined gold, and time is your greatest
‘Six diferent quests and prevolled charac
ters are included in the adventure, You
should play the part of Lathan and go on his
‘ues first inorder to learn the system,
Before you begin play, read the text inthis
section. You do not have to read the interac-
tion sequence right away, but make sure you
read the res on how to use it
‘The prevoled characters and their quests
are given in the Prerolled characters section
(Once you have familiarized yourself with the
rules, read Lathan’s quest. This tex wil start
you on your journey. Be sure to read the spe:
ial procedures given atthe beginning of the
land and sea encounter sections before you
begin reading entries.
“To play this solo adventure, you will need
the D&D® Basic and Expert rules, a set of.
Polyhedral dice, paper, a pencil, and an
Reading the actions and entries
Every time you are involved in an event o
face a decision in your adventure, the text
will ask you to go to an entry or an action.
Entries are ntumbered and lettered pars
graphs that describe the physical areas of
your adventure. They also describe events
that occur in these areas. There are two main
categories ofentries: land encounters and sea
‘encounters. The three types of land encoun-
ters are: Specularum (S) entries, urban (U)
‘entries, and island exploration (E) entries
‘The three types of sea entries are: coastal (C)
‘entries, trade route (T) entries, and voyage
(V) entries.
‘Actions are numbered paragraphs that
appear only in the interaction sequence.
‘Actions describe the sequence of events you
follow when you encounter wandering mon-
sters. Be sure you don’t confuse entries and
actions. The text always tells you which ofthe
‘two types you should be reading
Each entry or action lst series of options
from which you may choose, When you come
‘oan option that applies to your situation in
the adventure, go 10 the indicated entry or
action. For example, if you read entry G11
and decide 0 dock’ at the city of Thyatis
(entry UA), you would turn 0 and read the
paragraph numbered Us
Keeping records
‘An Expedition Record Sheet and an NPC
Party 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 complete your ques, and how much dam:
‘age you take in combat, Be sure to use pened
‘when you fill out these sheets, as the numbers
will change several times during play.
‘Use the NPC Party Chart to keep track of
the number and type of party members
accompanying you on your quest. The Spe-
calarum entries direct you to make additions
to this char.
‘Use the Expedition Record Sheet to keep
track of your character's time limit, food
rations, and ht points. The prerolledcharac-
ter descriptions provide you with some of this
information. The Specularum (8) entries also
direct you to make additions to this sheet.
Following are explanations of some of this
sheets columns:
Days Remaining. Use this column to keep
track of the number of days you have left to
complete your quest. Subtract the approps
ate number of days from thi column each
time the text directs you todo so.
ations. Use this column to keep a run-
ning total ofthe number of food rations you
have lft to feed to your crew-members while
‘on the adventure. Each of your erew-mem-
bers eats 1 ration per day. The text will rll
you when to make deductions from this
column,
Your Hit Poims, This value may change,
depending on the outcome of any individual
‘combat in which you take part.
Money & Treasure, All additions to this
column are measured in gold pieces (gp.
“Unrefined gold” refers to raw gold, while
‘gold pieces” refer to minted, refined coins.
‘Make sure you subtract the proper amount
from the column each time you pay out or
lose money or treasure.
Hull Points. Record your ship's Hull
point value in this space. Certain incidents
‘may reduce your ship's Hull point value. Be
‘sure to subtract the lost Hull points from this
column
Current Sea or Land Entry. Use these
columns to record the sea or land entry you
fare reading when you go to the interaction
sequence, or when you go from a ea entry
(C, Tor V entries) toaland entry (8, U, or F.
entries). This recordkeeping process is a
‘guard against losing your place inthe adven
ture. Example: You are reading entry V47.
You decide toland on the island mentions
the entry. You record V47" in the Current
Sea Entry column and go to entry EA. After
ve finished exploring the island, the
°
text directs you back to your “current sea
entry.” which you would have recorded as
being entry V47.
Using the ship’s log
‘The solo adventure sections in this booklet
are bounded on each side by a space marked
“Ship's log.” Reminders on recordkeeping
and how to play certain entries are given
here. You may also use the log to do
arithmetic, and to make notes to yourself
about a specific entry or direction.
You may write anything you wish in the
'slog. Some examples are: “ Avoid E42.”
‘and Sal east away from V101." These notes
‘will come in especially handy when you
decide to play the adventure again asa differ-
cent player character.
Encountering wandering
monster
Entry text occasionally indicates that you
should roll for a wandering monster encoun-
ter. Follow this sequence of events once you
hhave determined that you encounter a wan-
dering monster:
1, Roll 1d8 and add the modifier given in the
tea or land entry. Ifyou are reading voyage
(V) entries, add 9 t0 your die rll
2. Check Table 1 to determine which mon
ster(s) you have encountered. Ifyou encour
ter more than one monster, roll the
appropriate dice to find out how many mon
sers are in the group, Record this number in
the ship's log space next to the sea or land
entry where you encountered the monster. If
{you encounter only 1 monster, record the
monster leader's hit points in this space
3. Record your current sea or land entry on
the Expedition Record Sheet
4. Govto the interaction sequence and read
action 1. All wandering monster encounters
fare covered inthis sequence
3. When you have resolved the wandering
monster encounter, record any treasure add
tions or party loses on your record shects,
and retum to your current sea oF land entry.
‘You and your party may use certain defeat
monsters as rations. Table 2 lists the number
of rations each defeated monster provides
‘You must use these rations on the same day
you defeat the monster. Ifyou cannot use all
Of the rations provided by the monster in ane
day, the anusedl portions are considered to be
spoiled and inedible.Rules and Guidelines
‘TABLE 1
WANDERING MONSTERS
Die
all Monster
Die
Roll Monster
1
‘Medusa(1-4)- AG; HD 4 Leader: AC.
8; HD 4; hp 17; DM1-5; Saving throw
si spell 12
2 Blink Dogs (+9): AC 5; HD 4, Leader:
[AC 5; HD 4; bp 21; DM 1-6; Saving
throw. spells 14
3 Traders (120): AC 5; HD 1. Leader:
AG 5; HD 1; hp 7; DM 18; Saving
Uvow spel 16
4 Gyelopes (14), AG 5; HDD 13, Leader
AG 3! HD 13: bp $4; DM 3-20; Saving
throw va. Spall
5 Giant Draco Lizards (1-8): AC 5; HD4
+2 Leader: AC 5; HD 42; hp 23; DM
1-10; Saving throw vt. opts 18
© Pit Vipers (1-8): AG 6; HD 2. Leade
AC 6; HD 2; bp 11; DM I+; Savin
‘hows, spelle 16
7 Strge (3-36): AGT: HD 1. Leader: AC
7: HD I; hp 4: DM 1-3; Saving throw
apes
8 Mame Salamanders (28): AC2; HDS,
Leader: AG-2; HDB; hp 33; DM 1-5;
‘Saving throw ve spell 12
9 Beale Insect Swarm (2): AC 5; HD 7
‘Saving throw vi. ape 17
10 Flying Hydra (1): AC 5; HD 7; hp 32,
DMC7-70, Saving throw vs. spells 12
M1 Harpies(2-8)-AG 7: HDS. Lender: AC
7; HD; bp 16; DM 1-4; Saving throw
vs spl 18
12 Sak Water Termites (2-7) AC 5; HD 4,
ender: AG 5; HD 4; hp 10; DM 16,
Saving throw vs. spl 16
13 Mermen (1-20); AC 6; HD 1, Leader:
‘AG 6; HD 2; hp 6; DM 16; Saving
throw vs. spels 14
14 SeaSnakes (1-8) AC 6; HD. Leader:
‘AG 6; HD 3; hp 17; DMC 1; Saving
throw
15. Buccaneers (31-50): AC 5; HD 1
Leader: AG 5, HD 7; bp 41; DM1-8,
Saving throw ve. spell 12
16 ‘THaders (1-20): AG 5; HD 1. Leader:
AC 5; HD 1; bp 7; DM 16; Saving
throw vs. spels 16
17 Pirates (1630): AC 5; HD 1. Leader:
‘AG 3, HD 5; hp 20; DM 1-8; Saving
‘how n-spelle 14
18 Ogres (2-12). AC 5; HD 4st. Leader:
‘AC 5, HD 4-1, bp 15; DM 1-4-2; Sa
ing throw ve. spel 18
19 Ghouls 2-16)" AC 6; HD 2. Leader:
‘AG 6; HD 2; hp 6; DM 1-3; Saving
throw a. spells 16
20 Skeletons (30): AC 7; HD 1. Leader:
AG 7; HD 1; hp 3; DM 16; Saving
throw vs. spats 16
21 Traders (1020). AC 5; HD 1. Leader:
AG 5, HD 1; bp 7; DM 18; Saving
throw va. spel 16
22 Bandits (30): AO 6; HD 1, Leader:
AC 6; HD 3; bp 6; DM 1-4; Saving
throw va spel 15
Using the interaction sequence
Use this section whenever you fight wander-
ing monsters. Many choices are provided
here. You may decide to try 10 talk to the
‘monsters rather than fight them. If you do
fight monsters, you may either fight them
alone, send out a fighting party, or lead a
Fighting party of your own. Fighting parties
can never be made up of more chan a number
‘equal your Charisma score. Parties may be
made up of either erew-members or mari-
ners, but never both together.
Combat charts
‘Whenever the plarase, “consult the combat
charts” appears in the interaction sequence,
‘refer tothe charts given onthe inside module
cover. Follow this sequence when determin-
ing the outcome of combat:
1, Ifa fighting party is attacking monsters,
average the party members’ Hit Dice and
‘Armor Class values You may do the math in
the space next tothe sea or land entry where
you encountered the monsters. If you are
fighting alone, use the Armor Class and Hit
Dice values listed on your character sheet.
2, Go tothe Attacker Chart. Cross-reference
‘you or your party's Hit Dice with the number
ofattackers(1-18, monsters may have groups
as large as 150). The result will be a letter.
3. Goto the Defender Chart. Crose-reference
the monsters’ Armor Clas (taken from Table
4) with the number of monsters facing the
party. This result will bea number
4. Go to the Group Combat Chart ifa fight-
ing party is involved, or the Single Combat
Char i you are fighting lone: pry i
1g single monster, refer to the Single
amore
Cross-reference the results from the
‘Atvacker and Defender charts. On the Group
Combat Chart, the result will be one of the
following: A — all defenders defeated; N —
3
no defenders defeated; V4 Vay 4 — a frac-
tion of defenders defeated. When you sub-
tract a fraction of a monster's group
members, round the number of monsters to
‘On the Single Combat Chart, the numbers
given indicate the number of bi
‘defender loses in the attack. If“
result, the defender loses no hit points
Optional: Ifyou are fighting one mons
you may also include any extra hit poi
damage you cause by using a weapon. Use
the Variable Weapon Damage Table (Expert
rule book, p.29) to see how much additional
damage your weapon causes.
‘Subtract the number of monsters defeated,
‘or subtract the hit points lost, from the notes
you made in the ship's log. If the monster
leader's hit points reach 0, the monster is
defeated.
‘5, When monsters attack you or your part
repeat the process. Use the monsters’ Hit
Dice and numberof attackers on the Atacker
‘Chart, and use your party's average Armor
‘Class and number of party members on the
Defender Chart. If you're fighting alone and
‘a monster hits you, the monster's damage
modifier (DM) may also be added to the
‘damage done to you
‘Combat example
You are an elf, carrying a sword. You've
determined that you are facing a group of 4
‘giant draco lizards. You decide tolead a party
‘of 3 mariners in battle against the Hizards,
‘Your party consists of two fighters and a
magic~user. Average your combat values (AC
6, HD 4) with the paryy members’ combat
values (AC 2, HD 5; AC 2, HDS; AC9; HD
6). Your average combat values are: AC 5,
HDS,
‘You attack the lizards! Cross-reference the
"4-7" row on the Attacker Chart with the 4
t055” column, The result is "G.”
Go to the Defender Chart and cross-refer-
ence the lizard’s Armor Class (9) with the
‘number oflizards in the group (4). The result
Goto the Group Combat Chart. Crossref
rence the “G" with the “7” ‘The result is
"Ye" Three of the four lizards have been
defeated
‘The remaining Hizard mow atacks your
party, Use the lizard leader's statistics (given
‘on Table 1) from now on.
Go to the Attacker Chart, Cross-reference
the lizard’s Hit Dice (4to 5) with the number
of attackers (1). The result is “E.” On the
Defender Chart, reference the party's Armor
(Glas (5) with the number of defenders (7).Rules and Guidelines
The result is “7!
‘On the Group Combat Chart, the result of
crose-referencing G and 7 s/s" Two mem
bers of your party have been defeated. After
reading the next action, you discover that
you survive the attack. However, you must
ecide which two party members you must
subiraet from your party.
Ifyou subtract the magie-user and one of
the fighters, your party’s new combat values
are now AG 4, HD 5. You attack the lizard
Your Atacker Chart result is “R" The liz
ard’s Defender Chart result is “5.” Cross-ref
ference these results on the Single Combat
Chart, as there is only one defender. The
result is "16."
‘You may also add your sword’s variable
‘weapon damage (1-8) this result. You roll a
6, You have inflicted 22 (16 + 6) hit points of
‘damage. ‘The lizard leader only had 17 hit
points. You have defeated the lizard! Now
Yyou may collect the lizard’s treasure and
return t0 your current sea or land entry.
‘The interaction sequence
4, Record your current sea or land entry,
‘When you encounter wandering monsters,
you may choose to fight or not to fight. Ifyou
Are going to fight, read action 2. If you are
‘not going to fight, read action 78.
2. You may fight wandering monsters alone,
‘or you may fight monsters asa party. If you
‘want to fight alone, read action 3.
‘You may decide to lead fighting partes, or
‘you may send them out on their own. Ifyou
lead a fighting party of crew-members, read
action 39. Ifyou lead a party of mariners,
read action 40.
Tf you send out crew-members and stay
behind, read action 41. Ifyou send out mari-
ners and stay behind, read action 42, You
‘cannot send out fighting party that is a mix
ture ofcrew-members and mariner,
3. Groups of wandering monsters always
have leaders. If you can defeat the group's
leader, the other monsters heeome demoral:
ized and will lee. IF the monster you are
fighting is
‘a medusa, read action 4
2 pit viper, read action 5
‘flame salamander, read action 6.
fn insect swarm, read action 7.
fa flying hydra, read action 8
‘a harpy, read action 9.
4 salt water termite, read action 10.
4 sea snake, read action 11
‘ghoul or skeleton, read action 12.
another monster, read action 13.
4. You must make saving throw va. turn 10
stone. Ifyou fail, your joints begin to stiffen,
nar arms begin 0 fee! heavy, and Paco s
‘ice statue.” Read aetion 29,
If your saving throw succeeds, you may.
rer fight the medusa (action 11) or retreat
(action 27).
5. The monster attacks you! Consult the
‘combat charts. Ifthe monster hits you, read
action 31. If the monster missed you, you
may either fight it (action 11) or retreat
(action 27).
6. Ifyou area deric, elf, or magic-user ort
‘you have a magie weapon, read aetion 13.
Otherwise, read action 19.
7. A swarm of insects buzzes around your
head! You can ty to run through or swat at
the swarm with a weapon (action 24), stand
in the swarm and swat with your hands
(action 22), oF retreat (action 23).
hhydrat Consult the
‘combat charts. Ifyou defeat the hydra read
action 30. Ifyou do not defeat it, read action
throw vs. spells IF
you fail, you are overcome by a sudden,
Luncontrollable urge to dive imto the sa
Within seconds, you run out of air and pass
‘out. Read action 14
If your saving throw succeeds, you may
citer fight the harpy (action 13) or retreat
(action 18).
10, You attack the termite! Consul the com
bat charts Ifyou hit the termite, read action
415. Ifyou miss, read action 16.
11. You attack the monster! Consult the
combat chars. If you defeat the monster,
read action 30. Ifyou do mot defeat it, read
action 5
12. Ifyou area cleric, you automatically urn
this undead creature! Read action 30. If you
are not a cleric, you must fight the creature.
itis a ghoul, read action $2, it sa skele-
ton, read action 13,
13. You attack the monster! Consult the
combat charts, If you defeat the monster,
read action 90, Ifmot, read action 17.
14. You wake, coughing up water and trying
to breathe. A small herd of dolphins has
pinned your arms to your sides. You are too
tweak to fight the friendly beasts as they push
you through the waves. Many hours ater, the
beasts nudge you toward asmallisland. They
jgently shove you into shallow water and swim
away. Your ship, holding your party and pos:
session, is nowhere to be seen. Read action
119.
4
415. You have defeated the salt water termite!
Read action 30.
16. The salt water termites attack your ship,
‘causing 146 points of ull damage. Subtract
this damage from the ship's Hull points.
Return to your current sea or land entry.
47. The monster attacks you! Consult the
combat charts. If your hit points reach 0,
read action 29. If you have not been
defeated, you may ether continue fighting
(action 13), oF you may retreat (action 18).
18. The monster attacks you as you retreat
‘Consult the combat charts. If your hit points
reach 0, read action 29. If you have not been
defeated, vad action 1.
19. Normal weapons do no damage to fame
salamanders. The flame salamander atacks
you! Consult the combat charts. If your hit
points reach 0, read action 29. If you have
not been defeated, you may either continue
fighting (aetion 20), or you may retreat
(action 18),
20. Paco screams, “Flee! Fee!” Ifyou heed
the parrot’s warning, read action 48. If not,
read action 19.
21. You take 1 hit point of damage from the
insect swarm, but you have defeated them,
Return to your current sea or land entry.
222. You take 2 hit points of damage from the
insect swarm, Read action 7.
223, You take 1 hit point of damage from the
insect swarm, but you have escaped! Return
to your eurrent sea or land entry.
24, Roll 3d6. Ifthe number rolled is greater
than your Dexterity score, read action 25. IF
the number rolled sles than or equal your
Dexterity score, you may either continue
fighting the hydra (action 8), or you may
retreat (action 26),
25. The fying hydra swoops down and picks
‘you up in one ofits mouths, Its huge, erush-
‘ng teth pin your arms to your sides. You try
to fight back as the monster glides over the
‘ocean. Many hours later, the flying hydra
‘drops you on a sandy beach. The fall does not
hharm you, although the hydra’s grip has lft
‘you bruised and sore. The hydra wheels
Aveay, leaving you alone. Your ship, holding
your party and possessions, is nowhere to be
seen, Read action 119.
26, Roll 446. If the number rolled is greater
than your Dexterity sere, read action 25. If
the number rolled is less than or equal your
Dexterity score, read action 4.
27, The monster attacks you as you retreat!Rules and Guidelines
Consult the combat charts. If the monster
hits you, read action 28, If the monster
‘misses you, read action 1.
28, You must make a saving throw vs. poi-
son, If you fail, read action 29. If you suc
ceed, check to see how many hit points you.
lost in the monster's lait attack. If your hit
points reach 0, read action 29. If you have
not been defeated, read action 1
29, Your characteris defeated. Paco carries
your ship's log back to Specularam.
‘You may now select anew player character
to ty to complete the defeated character's
goal, or you may select a new adventure for
Your new character (go to the Preolled char-
acters section)
30, Consult Table 2 to sce what the defeated
‘monsters have left behind
‘The monster has been defeated. If this
encounter took place at the dock ofa city or
fon the shore of an island, you may land. If
not, you may pass. Return to your current
sear land entry.
TABLE?
MONSTER TREASURE & RATIONS
Monster ‘Treasure ations
Bendis 300 gp ca. None
Blink Dogs Spa Bea
Buccaneers swo pen, None
None
Nowe
“100
None
Giant Draco Lizards sea
Harpies None
Insect Swarme None
Medusa None
Memmen None
Ogres None
Pirates None
ie Viners Sea
‘Sa Water Termites None
Sea Snakes Sen
Skeletons None
Sige 2en
“raters None
34, You must make a saving throw vs. poi-
ton. If you fail, read action 29. If you suc-
‘ceed, check to tee how many hit points you
Tost in the monster's last attack. If your hit
points reach 0, read action 29. Tf you have
rot been defeated, you may either continue
fighting (action 11), or you may retreat
(action 27),
32. You attack the ghoul Consult the com-
bat chars. Tf you defeat the ghoul, read
action 90. Ifnot, read action $3.
33, ‘The ghoul attacks, trying to paralyze
you! I the ghoul hite you and you are an elf,
Tead action 34. If the ghoul his you and you
fare not an elf, read action 35. Ifthe ghoul
‘misses you, read action 32,
‘34, The ghoul cannot paralyze you! Cheek
tosec how how many hit points you lostin the
‘ghoul’ lst attack. If your hitpoints reach 0,
read action 29. If you have not been
defeated, you may either continue fighting
(action $2), or you may retreat (action 36),
‘35. You must make a saving throw vs. paral
ys, Ifyou fail, read action 29. If you suc-
eed, check to see how many hit points you
Tost in the ghoul’s last attack. IF 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
(action 36).
36, The ghoul attacks as you retreat, ying
toparalyze you! Ifthe ghoul hits you and you
are an elf, read action 37. Ifthe ghoul hits
‘you and you are not an elf, read action 38. If
the ghoul misses you, read action 1
'37. The ghoul cannot paralyze you! Check
to see how many points you lost in the ghoul’s
last attack. If your hit points reach 0, read
action 29. If you have not been defeated,
read action t.
38. You must make a saving throw vs. paral=
ysis. Ifyou fail, read action 29. If you suc-
ceed, check (0 ee how many hit points you
Tost in the ghoul’s last atack. IF your hit
points reach 0, read action 29. If you have
not been defeated, read action 1
39. Decide how many crew-members are
‘going to accompany you inthe fighting party
(Go more than a number equal to your Ch
risma). Average your Hit Dice and Armor
Class with the rest of the crew-members to
‘determine your Fighting party's combat val-
tues, Read action 43,
40. Decide how many mariners are going to
‘accompany you in the fighting party (no
‘more than a number equal to your Cha
fama). Mariners have variable Armor Class
land Hit Dice values. Combine your Hit Dice
land Armor Class with the other mariners you
Ihave selected, and se these averages as Your
fighting pary's combat values. Read action
“6.
41, Decide how many erew-members you
vvant to send out in the fighting party (no
more than a number equal to yoar Cha-
‘sma. Read action 43
5
42, Decide how many mariners you want to
send out in the fighting party (no more than a
‘number equal to your Charisma). Mariners
have variable Armor Class and Hit Dice val-
tues. Average these values to determine the
fighting party's combat values. Read action
6.
49. Ihe wandering monster is
‘medusa, read action 44
‘pit viper, read action 45.
‘flame salamander, read action 46.
fan insect swarm, read action 47.
a flying hydra, read action 48,
aa harpy, read action 49.
salt water termite, read action 50.
‘sea snake, read action 81.
‘ghoul or skeleton, read action 52.
Another monster, read action 53,
44, You must make a saving throw vs. turn to
tone for each character class represented in
‘your fighting party.
I you are leading the party and:
‘you fail the saving throw for your elas,
read action 29.
allorsome ofthe other classes fail their sav
ing throws, read action 54
‘no classes fail ther saving throws, you may
‘either fight the monster (action 51) oF
retreat (action 55).
Ifyou are not leading the party and:
ome ar none of the clases fail ther saving
throws, subtract the defeated party
members from the NPC Party Chart
and read action 51
al lasses fil their saving throws, subtract,
the defeated party members from the
NPG Party Chart and tead action 1
45. The monsters attack your party!
you are leading the party and:
fall party members ate defeated, read
‘action 29,
some party members are defeated, read
‘action 87,
no party members are defeated, you may
‘ther fight (action 51) or retreat (action
58).
you are not leading the party and:
All party members are defeated, subtract
the number defeated from the NPC.
Party Chart and read action 4
some party members are defeated, sub
tract the defeated party members from
the NPC Party Chart and read action
51.
no party members are defeated, read
action 51
46. If the fighting party has elves, magic~Rules and Guidelines
‘users, clevies, or members having magic
‘weapons, read action 60. Ifnot, read action
1
47. A swarm of insects buzzes around your
party: If the party runs through the inseet
warm, read action 64. If the party attacks
the swarm, read action 65. Ifyou are leading
the party, you may retreat (action 66)
48, Your party attacks the fying hydra! Ifthe
pany defeats the hydra, read action 30. Ifthe
party does not defeat the hydra, read action
67.
49. You must make a saving throw vs, spells
for each character class represented in your
fighting party.
Ifyou are leading the party and:
you fail the saving throw for your class,
you feel the sudden, uncontrollable
lurge to dive into the water. Read ation
u“
other classes fail their saving throw,
subtract the defeated party members
from the NPC Party Chart and read
action 1
some or none ofthe lasses fail their saving
throws, subtract any defeated party
‘members from the NPC Party Chart
‘You may either fight the harpies (action
453) or retreat (action 55),
Ifyou are not leading the party and:
ome or none of the clases fail their saving
throws, subtract the defeated party
members from the NPC Party Chart
sand read action 53.
all classes fail their raving throws, subtract
the defeated party members from the
NPC Party Chart and read action 1
50. Your party attacks the termites! Ifthe
party defeats all the termites, read action 30,
not, read action 70.
51. Your party atacks the monsters! If the
party defeats all ofthe monsters, read ation
130. Ifnot, read action 45.
52. Ifthere are deriesin your fighting party,
the undead ereatures are tured and flee
Read action 30. If there are no clerics in the
ary:
read action 53 if the monsters are skele
read action 71 ifthe monsters are ghouls.
53. Your party attacks the monsters! If the
party defeats all ofthe monsters, read action
530. Ifnot, ead action 68.
454, Subtract the defeated party members
from the NPC Party Chart. Ifyou are alone,
‘you may either continue fighting (action 11),
‘or you may retreat (action 27)
Trone oF more members of your fighting
partys left, you may either continue fighting
{action 51), or you may retreat (action 55).
55. ‘The monsters attack your party as you
retreat! [fall party members are defeated,
read action 29. If ome party members are
defeated, read action 56, If no party mem-
bers are defeated, read action 1.
156. You are not among the defeated party
members, Subtract the defeated party mem-
bers from the NPC Party Chart and read
‘ction 1.
57. You must make a saving throw vs. poi-
son. If you fil, read action 29. Ifyou suc-
‘eed, you are not among the defeated party
members, Subtract the defeated party mem-
‘bers from the NPC Party Chart If you are
lone, you may either continue fighting
{action 13), oF you may retreat (action 18).
Tf you succeed in your saving throw and
‘one or more members of your fighting party
is lefty you may either continue fight
(action 51), oF you may retreat (ation 58)
58, ‘The monsters attack your party as you
retreat! If all party members are defeated,
read action 29. If some party members are
defeated, read action 59. If no party mem>
‘bers are defeated, read action 1
59, You must make a saving throw vs. poi-
son, If you fail, read action 29. If you suc
‘eed, subtract the defeated party members,
from the NPC Party Chart and read action 1
60. The elves, magic-users, and clerics using
spas, and the party members having magic
weapns are the only party members who ean
attack the salamander. Average these mem-
bers! Armor Class and Hit Dice values, and
consul the combat charts
Ifthe party defeats all of the salamanders,
read action 30, Ifnot, read action 64
61. Normal weapons do no damage to flame
salamanders. The flame salamanders attack
your party! Consult the combat charts,
you are leading the party and:
all party members are defeated, read
‘ction 29.
some party members are defeated, read
‘action 62.
ro party members are defeated, you may
cither continue fighting (ation 60), or
{you may retreat (aetion 63).
{you are not leading the party and:
Ail party members are defeated, subtract
the number of defeated party members
from the NPC Party Chart and read
action 1
tome oF none of the pary members are
‘defeated, subtract any defeated party
members from the NPC Party Chart
and read action 60.
162, You are not among the defeated party
members. Ifyou are alone, read action 4. If
is left, you may either continue fighting
(ction 60), oF you may retreat (action 63)
163. The monsters attack your party as you
retreat! Consult the combat charts. If all
party members are defeated, read action 29.
If some pary members are defeated, read
action 56. Ifno party members are defeated,
read action 1.
64, ‘The party takes minimal damage and
loses no members, Return to your current sea
‘of land entry:
165. The party lowes one member tothe insect
swarm, Subtract the member from the NPC
Party Chart and read action 47
(66, The party loses one member tothe insect
swarm, Subtract the member from the NPC
arty Chart and read action 1
167. Three members of your fighting party
are carried away by the flying hydra, If you
fare a member of the fighting party, read
action 25. If you are not a member of the
party, subtract 3 party members from the
NPC Party Chart and return to your current
sea or land entry.
68. ‘The monsters attack your party! Con-
sult che combat chars
Ifyou are leading the party and:
All party members are defeated, read
action 29.
some party members are defeated, read
‘action 69.
no party members are defeated, you may
either continue fighting (action $3), oF
you may retreat (action 55)
Ifyou are not leading the party and:
fll party members are defeated, suberact
the defeated party members from the
NPC Party Chart and read action 1
some oF none of the party members are
defeated, subtract any defeated party
‘members from the NPC Party Chart
and read action 53.
69, You are not among the defeated party
members. If you are alone, you may either
continue Sighting (action 13), or you may
retreat (action 18). If one or more members
fof your fighting party is left, you may either
Continue fighting (action 53), or you mayRules and Guidelines
retreat (action 58)
70. All surviving salt water termites atack
‘your ship. Each termite does 1d6 points of
damage to the hull, Subtract the damage
from the ship's Hull points, The termites
then flee. Return to your current sea or land
entry,
74. Your party attacks the ghouls! Consult
the combat charts. Ifthe party defeats all of
the ghouls, read action 90. [fnot, read action
n.
72. The ghouls attack your party! Consult
the combat charts
{you are leading the party and:
all party members are defeated, read
action 29,
some party members are defeated, read
‘action 75, ifyou arean elf. Ifyou are not
fan elf, read action 74,
no party members are defeated, you may
‘ether continue fighting (action 71), or
{you may retreat (aetion 73)
Ifyou are not leading the party and
All party members are defeated, subtract
the defeated members from the NPC
Party Chart and read action 1
some or none of the party members are
defeated, subtract any defeated party
‘members from the NPC Party Chart
and read action 71.
73. The ghouls atack you as you retrea
Consult the combat charts. If all party mem-
bers are defeated, read action 29. If some
party members are defeated, read action 77
(if you are an elf) or action 76 (ifyou are not
aan elf. If no party members are defeated,
ead action 1.
74, You must make a saving throw vs. paraly-
for each character class represented in
your fighting party
If you fil the saving throw for your elas,
read action 29.
fall other clases fail their saving throws,
subtract the defeated party members from
the NPC Party Chart. Ifyou are now alone,
‘you may either continue fighting (ation $2),
‘or you may retreat (action 36). Ione or more
‘members of your fighting party is left, you
may either continue fighting (action 71), or
‘you may retreat (action 73)
some or none ofthe classes fil their sav-
ing throws, subiract any defeated party
‘members from the NPC Party Chart If you
‘want to continue fighting, read action 71. If
‘you want to retreat, read action 73,
175. The ghouls uy to paralyze you and any
axer elves in your party, but the fa
tmust make saving throw ve, para
ther character clases represented in the
febing party.
any clans fi their saving throws, sub-
tract the defeated party members from the
NPG Pary Chan. Ifyou are now alone, you
may ether continue fighting (action 32), or
you may retreat action 36).
Tone or more members of your fighting
pany is lef, you may either continue fighting
(Getion 71), or you may retreat (action 73)
76, You must make a saving throw vs. paral-
‘ss foreach character class represented in
Your fighting party.
if you fail the saving throw for your clas
read action 29,
fang other cases fail tei saving throws,
subuact the defeated party members from
the NPC Party Chart and read action 1,
Ino clases fal their saving throws, read
action 1).
77. The ghouls try to paralyze you and any
other elves in your party, but they fall You
‘must make asaving throw vs. paalyi forall
other character cases represented in the
fighting party
any classes fil their saving throws, sub-
tract the defeated party members from the
NPC Party Chart and read action 1
Iino cases fal their saving throws, read
action 1
7B. If your encounter takes place atthe dock
ofacityoron the shore ofan sland, and ifthe
monsters encountered are traders, read
action 79, Otherwise, read action 82
79. Ifyou speak tothe traders in Common oF
"Neutral, read action 81. If you speak to the
traders in any other language, or if you do
rot speak to them at all, read action 80.
80. The traders quickly sail away. Return to
your eurrent sea or land entry,
B1. The traders may sell you up to 100
rations at gp per ration. Ifyou are stranded
or adrift the traders transport you to Speeu-
Tarum in 2410 days,
You may hire the traders and rent their
boat for 10 gp per trader, However, you must
hire all of them and pay in advance, or none
cof them will sal with you. Return to your
‘current sea of land entry.
82. Ifthe wandering monsters are
bandits, read action 83.
buccaneers, read action 84
cyelopes, read action 85,
hharpies, read action 86.
‘medusas, read action 87.
7
smermen, read action 88,
‘ogres, read action 89.
Pirates, ead action 90,
traders, read action 79.
‘others, read action 91,
'83. Ifyou speak to bandits in Chaotic, Com-
mon, or Neutral, read action 92. Ifyou speak
tobandits in any other language, or if you do
not speak to them at all, read action 93.
84. Ifyou speak tothe buccaneers in Chaotic,
Common, or Neutral, read action 101. Ifyou
speak to the buccaneers in any other lan-
guage, or if you do not speak to them at all,
read action 402.
£5. If you speak tothe eyclopes in Chaotic oF
Giant, read action 97. If you speak to the
cyelopes in any other language, or if you do
‘not speak to them at all, read action 98.
86. Ifyou speak tothe harpies in Chaotic or
Harpy, read action 108. Ifyou speak to the
harpies in any other language, oF if you do
not speak to them at all, read action 2
'87. Ifyou speak to the medusas in Chaotic or
Medusa, read action 107. Ifyou speak to the
rmedusas in any other language, oF if you do
‘not speak to them at all, ead action 2
'88. Ifyou speak tothe mermen in Mermen or
Neutral, read action 109. Ifyou speak to the
‘mermen in any other language, or if you do
rot speak to them at all, read action 110,
89. If you speak to the ogres in Chaotic or
Giant, read action 141. If you speak to the
‘ogres in any other language, or if you do not
speak to them at all, read action 100,
90. If you speak to the pirates in Chaotic,
‘Common, oF Neutral, read ation 113. I'you
speak tothe pirates im any other language, oF
ifyou do not speak to them at all, read action
114.
91, Ifthe wandering monsters are blink dogs,
a flying hydra, giant draco lizards,
swarms, pit vipers, salt water termites, sea
snakes, oF stirges, read action 99. Ifthe wan
dering monsters are flame salamanders,
ghouls, or skeletons, read action 117.
92. Roll 345. Ifthe number rolled is greater
than your Charisma score, read action 98. If
the number rolled is less than oF equal to your
‘Charisma score, read action 94
93. Irthere are two or more bandits foreach
member of your fighting party, the bandits
attack your party. Read action 2.
Tfthere are fewer than two bandits for each
‘member of your fighting party, read action
”Rules and Guidelines
‘94, Roll 3d6, Ifthe number rolled is greater
than your Wisdom score, read action 95. If
‘the number i less than oF equal to your Wis-
dom score, read action 96.
95. The bandits run away, taking "ho of your
‘money and treasure. Subtract this amount
from the Money and Treasure column on
your Expedition Record Sheet. Read action
96,
96. I you are at the dock of «city or on the
shore ofan island, you may pass the monsters
and land. Return to your current sea or land
‘entry. Otherwise, you may pas the monsters
land return to your current sea o land ent
97. Roll 346. Ifthe number rolled is greater
than your Intelligence score, read action 98,
If the number rolled is less than or equal o
‘your Ineligence score, you have outsmarted
the cyelopes by trickery. Read action 96.
98. Ifyou said anything othe eyelopes in any
language, the cyelopes are confused. Read
action 99. Ifyou said nothing o the eylcopes,
they attack you, Read action 2.
99, These wandering monsters attack unless
you throw something out to distract them,
Roll 1d10. If you throw out this amount or
more of rations, subtract the amount from
the Rations column on your Expedition
Record Sheet, and read action 96.
[you throw out the rolled amount or more
‘of gold pieces (in money or treasure), sub-
tyact the amount from the Money and Trea-
sure column on your Expedition Record
Sheet, and read action 142,
Tf you do not throw out any rations or trea-
sure, or if you throw out less than the rolled
amount, the monsters atack, Subtract the
amount thrown out, ifany, from your Expe-
dition Record Sheet and read action 2
100. ‘The ogres attack immediately! Read
action 2
101, Roll $d6, Ifthe number rolled is greater
than your Charisma score, read action 102,
If the number rolled isles than or equal to
your Charisma score, ead action 103.
102. Ifthere are three or more buceancers for
‘each member of your party, read action 104.
If there are between two and three bucea-
‘neers for each member of your party, the bue-
cancers attack. Read action 2
there are fewer than two buccaneers for
‘each member of your party, read action 96.
103. Roll a6. Ifthe number rolled i greater
than your Wisdom score, read aetion 102. If
the number rolled is less than or equal to your
Wisdom score, you detect an ambush, Read
action 96.
404, You are badly outnumbered. ‘The bue:
cancers ambush you and take your ship, ear
ying away with them all of your rations ancl
treasure. Ifyou are atthe dock ofa city or on
the shore of an island, you are stranded. If
not, you are adrift. In either case, return t0
your current sea or land entry.
108, Roll Sd6. Ifthe number rolled is greater
‘han your Charisma score, read action 2. 1f
the number rolled isless than or equal to your
Charisma score, read action 106.
106. Roll 1410. The harpies ask for this
amount of rations or gold pieces (in money oF
treasure) I'you give the harpies this amount
more, read action 96. If not, the harpies
‘attack, Read action 2
107. Roll 346, Ifthe number rolled is greater
than your Charisma score, read action 2. 1F
the number rolled is less than or equal 0 your
‘Charisma score, ead action 108.
108. Roll percentile dice (4%). The medusas
ask for this amount in gold pieces (in money
fr treasure). If you give the medusas this
amount or more, ead action 96. If not, the
‘medusas attack. Read aetion 2
4109. Roll Sd6. Ifthe number rolled is greater
than your Charisma score, read action 110.
[the number rolled is less than or equal 10
your Charisma score, read action 96.
110. Each of the mermen causes 1 point of
hull damage © your ship as it floats over
them. Subtract the damage from your ship's
‘Hull points. ‘The mermen then sivim away.
Read action 96.
111, Roll Sd6. Ifthe number rolled is greater
than your Charisma score, read action 100.
If the umber rolled is less than or equal «©
your Charisma score, read action 96.
112. The approaching monsters are not
slowed by your sacrifice. If you decide 10
throw out more gold, or if you decide to
throw out rations, read action 99. If you
decide to attack oF not throw out anything,
read action 2.
113. Roll 36. Ifthe number rolled is greater
than your Charisma score, read action 114
Ifthe number rolled is less than oF equal to
your Charisma score read action 115:
114, If there are three or more pirates for
‘each member of your party, read action 116.
there are between two and three pirates for
‘each member of your party, the pirates
attack. Read action 2
there are fewer than two pirates for each
‘member of your party, read action 96.
115, Roll $d6. Lfthe number rolled is greater
than your Wisdom score, read action 114. If
the number rolled is less than or equal to your
Wisdom score, you deteet an ambush. Read
action 96,
116. Your party is badly outnumbered. ‘The
pirates ambush you and take your ship, car
ying away with them all of your rations and
treasure. Ifyou are atthe dock ofa ety or on
the shore of an island, you are stranded,
Return to your current sea or land entry If
you are not ata dock or on shore, the pirates
capture you and put you in irons. In 2410
days, the pirates take you to Fort Doom.
Read entry U7.
117. These wandering monsters attack
unless you throw something out to distract
them, Roll 1410. If you throw out this
amount oF more of rations, subtract the
amount from the Rations column on the
Expedition Record Sheet, and read action
118,
[you throw out the rolled amount or more
of gold pieces (in money or treasure), sub-
tract the amount from the Money and Teea-
sure column on the Expedition Record Sheet,
and read action 96.
you do not throw out any rations o tea
sure, o if you throw out less than the rolled
amount, the monsters attack. Subtract the
mount thrown out, if any, from the Exped
tion Record Sheet, and read action 2.
118. The wandering monsters are not slowed
bby your sacrifice. If you decide to throw out
more rations, of if you decide to throw out
gold or treasure, read action 147
Tf you decide to attack or not throw out
anything, read action 2
119. To find out where you are, rll 146 and
refer to Table 3
TABLES
VOYAGE LOCATIONS
Die
oll__Location
Read entry El
Read entry Et
Read entry ES.
Read entry B
Read enty 87
Read entry E9.
Using magic
Certain player characters may use magical
spells on their solo adventures, Use the following guidelines when casting magical
spells:
* You may cast a spell whenever you are
fighting alone during the interaction
sequence. Ifthe sequence indicates that itis
your turn to attack, you may cast a spell
instead of using the combat charts.
* You may cast a charm person spell when
you are in an urban area recruiting party
members.
‘Some spells effects have been altered to
suit ths adventure. Each spell may be used
‘only once per day
First level magic-user and elf spells
Charm person. ‘This spell may affect one iv
ing bandit, buccaner, cleric, dvart, lf,
fighter ogre, pirate, thi, or wader The vie
tim makes saving throw vi. spel. Tf the
saving throw succeeds; the spel has no elec.
Te saving throw fils and:
‘he wctim is a merman or ogre leader the
leader and his followers do not atack
nly the leader gives you its treasure
the victim ia bandit, buceanee, oF pirate
leader, the leader and his followers
{om your pay a acon, you wan
the victim is a leic, dart, ef, fighter,
haling, or thief, the vite joins your
party a no cost if you want him.
‘Sleep. This spell only affects 248 Hit Dice of
the following: bandits, link dogs, bucca:
neers, harpies, medusas, mermen, ogres,
Pirates, pit vipers, salt water termites, sea
snakes, stirges, and traders. No saving
throws are allowed. Ifthe vitim isa wander
ing monster leader, the leader i defeated and
all of his followers le.
Second level magic-user and elf spells
Continual light. You may cast this spell at
any one creature's eyes. The victim must
make a saving throw vs. spells Ifthe saving
throw fails, the vietim is blinded and
defeated, Ifthe saving throw succeeds, the
lobe of light appears, but the intended vie-
tim suffers no ill effets,
Levitate. You may cast this spell on yourself
When you are retreating during the interac-
tion sequence. Ifthe monster you are ecing
‘cannot fy, goto action 1. The spell has no
effet if the monster you are leing can fy
You may also use this spell to scout out the
surrounding area when you are at sea, You
may read ahead to the entries listed in your
‘current sea entry without actually sailing t0
any ofthe entries,
First level clerical spells
Cure light wounds. You may east his spell on
Rules and Guidelines
yourself heal 146.1 points of damage, orto
diately remove the effects of a failed
saving throw ys. paralysis. You cannot use
the spel for both effects at the same time, nor
‘ean you heal yourself toa hit point total
‘greater than your original total
Purify food and water. You may use this spell
to purify up to 21 worm and beetle-infested
rations. you may also make rations provided
by a monster you defeated last more than 1
day.
Second level clerical spells
Hold person. You may use this spell to para-
Iyze up to four bandits, buccaneers, mermen,
‘ogres, pirates, thieves, or traders. Vietims
‘must make saving throws vs. spells. A pen-
alty of 2s assessed toa single victim’s saving
throw. Each paralyzed vitim is considered 10
bee defeated. Ifthe victim is a wandering
‘monster leader, all of his followers fee.
Snake charm. Aff evel cleric may cas this
spell, which causes two pit vipers or one sea
snake to rise up and sway. The snakes do not
attack. (The pt viper, however, always gets to
attack before the spell can be cast.) Ifthe ve-
tim isa wandering monster leader, the leader
is defeated and al of his followers flee.
TO BEGIN YOUR FIRST ADVENTURE, READ
“LATHAN’S QUEST” IN THE PREROLLED
CHARACTERS SECTION.hand Hero/Magician
Fourth levelelf = AC 4; HD 4
Strength 12. Dexterity 9
Intelligence 17 Constitution 10
Wisdom 11 Charisma 15
Hit points: 18 (Record this number a
the top of Your Hit Points coluron on
the Expedition Record Sheet)
chain mail armor and
rd +1 (magical, does 1dB+1
amage in single combat)
Equipment!
shield; si
points of
Possessions: Paco, the talking parrot
ship's log
| Spetts:
First level: charm person, sleep
Second level: continual light, lev-
Languages: Common, Neutral, Giant
Harpy
Lathan’s quest: Your betrothed, th
lovely Alandah, has been kidnapped by
the evil Baron’ Ludwig von Hendriks,
The baron requires a ransom in unre
fined gold equal in weight to the kid
rapped Alandah: 1,000 coins’ weight
1,000 gp). You must take the ransom to
the baron in Fort Doom in a certain
number of days, or you will never see
Alandah alive again.
Roll 1420 and add 30 to the result
Write this number atthe top of the Days
Remaining column on your Expedition
Record Sheet, You must bring the unze-
fined 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 pro=
duces streams of unrefined gold. He
wants you to find the mountain for him,
| The only problem is that you don’t know
exactly where the mountain is,
You have borrowed 750 gp to finance
your expedition. Add 750 gp to the
Money & Treasure column on your
Expedition Record Sheet, You must find
a sea captain who has a ship, rations,
crew, and navigator,
Ta help you on your quest, an old
woman of your village has given you he
talking parrot and a leather-bound book.
The woman was once a seafarer, and she
assures you that Paco and the ship's log
| will help guide you on your journey
You may write anything you wish in
the ship’s log. If you are defeated, Paco
filled with your notes,
back to Specularum.
You start your adventure in one of 11
possible locations inside the city of Spe
cularum, Roll 246 to determine which
S” entry you read first. For example, if
you roll 9, read entry $9.
10
If Lathan is defeated before he can com:
plete his quest, you may choose one of
the following prerolled player characters
You may choose to complete Lathan’s
if he has been defeated,‘may try to fulfill the quest given for each
player character. You will always have
aco and the ship's log to guide you, no
matter which quest you choose
When you begin a new adventure
using another character, roll 2d6 to
determine which “S" entry you read
rst
Eirem Nessumsar Dwarven
Myrmidon
Sixth level dwarf 2;HDS
Strength 12. Dexterity 11
Intelligence 16 Constitution 16
Wisdom 10 Charisma 7
Hit points: 40 (+2 hit point per Hit Die
‘bonus is included)
Equipment: plate mail armor and
shield; war hammer +1 (magical,
does 1d6*1 points of damage in single
combat)
Possessions: Paco, the talking parrot;
ship's log el
Languages: Common,
Medusa, Mermen
Neutral,
Elrem’squest: Your people are not asea-
faring race, but they do have foresight
Because of other races’ rapid population
‘growth, Rockhome’s borders are shrink-
ing. Your elders realize that your people
may one day need more land.
It is rumored that the Isle of Dread is
large, mountainous, and unpopulated.
You are a scout being sent to locate the
infamous island.
‘You have been given 1,000 gp for your
‘expedition. Your quest is to explore the
Isle of Dread and return to Specularum
in 35 days, Ifyou do not return, another
scout will be sent out and you will be dis-
raced
Brother Octave Curate
Fifth level ceric AC 4 HD 5
Strength 10 Dexterity 10
Intelligence 16 Const im
Wisdom 42 Charisma 13
Hit points: 22,
Equipment: chain. mail armor and
Mihield; mace of (magieal, docs
id6+1 ‘points of damage in'single
combat)
Possessions: Paco, the talking parrot,
ship's log
Spell
First level: cure light wounds, purify
food and water
Second level: hold person, snake
charm
Languages: Common, Lawful, Giant,
ctave's quest: Your diminishing order
has learned of an ancient holy shrine
called the Temple of Araknce. Members
of your order believe that if the temple is
found before the next new moon rises
your order will survive and flourish,
"Ancient doctrine indicates that those
who search for the temple should sal to
the Thre Sisters Keys and sacrifice thelr
ship tothe Dragon's Teeth. Ithe search:
fra survive this sacrifice, they are to
intone the Three Sisters, who will send
them to Spider Ile
“You mut find the ‘Temple of Araknee
Selore the new moon aes (2 days
away) ot your order wl disband forever
“The order gives you 500 gp and tlls
you to rely on your own abilities and the
foodness of others in order to complete
your quest
Kuat the Dragon
hearted jidon
Sinth level fighter AG 2; HDS
Strength 16 Dexterity 10
Intelligence 13 Constitution 11
Wisdom 10 Charisma 10
Hit points: 36
Equipment: plate mail armor and
shield; sword + (magical, does 168
1 points of damage in single combat)
Possessions: Paco, the talking parrot;
‘ship's log
Languages: Common, Neutral, Mer:
Special bonus: Add 2 points of damage
tae eecedel
Kuat’s quest: Since you were a child,
‘you have heard stories ofthe war against
the merpeople. Now that you are an
‘experienced fighter, you want to find out
iF the legends of the Aquapopulus War
are rue,
ne eg tl of bln which
merpeople surrounded and fought your
people on a small island in the Sea of
Dread. You have decided to seck out this
baled
nu have saved up 600 gp and you
expect to find more 0 finance your
Search party. A friend of yours in Spec
Jarum has wagered that you cannot find
the battlefield and return in 20 days or
Jess. Ifyou find the battlefield and return
toSpecularum in that time, the reward of
1,500 gp is yours
Suparjo
Fourth level Magician
rmagic-user AC; HD 6
Suength 9 Dexterity, 11
18 Constitution 9
12 Charisma 1
Hit points: 12
Equipment: robes; dagger +l (magical,
foes 1d4+1 points of damage in sin:
fle corabat)
Possessions: Paco, the talking parrot;
‘ship's log oe
ells:
rc eget see eet)
Second level: continual light, levitate
Languages: Common, Nevtral, Giant,
"SHiarpy, Medina
Suparjo's quest: Legend tells of rare
sevencheaded hydras in the Malpheggi
‘Swamp and the Sea of Dread. You wish
to se for yourselfif these mythical beasts
really exist. You have saved 650 gp to
finance your expedition. If 90 days pass
and you still have not seen one of the fab-
tulous beasts, you have failed and you
‘must return to Specularum to continue
your magical research.
‘Krag Skraddle Sharper
Sinitlevel hit ACIDS
Strength 9 Dexterity 12
Tntelhgence 14 Constitution 10
Wisdom 11 Charisma 9
Hit points: 4
pment: leather. armor; sword +
ee ee
agen single combat)
Paco, the talking parrot;
Languages:
Medusa
Krag’s quest: For centuries, pirates have
Common, Chaotic,
hidden’ their stolen treasure on
‘unmarked islands. Much of the treasure
was lost when pirates were killed in bat-
tles or storms,
All you need to do to find these hidden
stores of wealth is find Pirate Rock and
dig up the beach,
it have 450 gp to finance your expe-
dition. No time limit has been set.
ut