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XSOLO - Lathan's Gold

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184 views38 pages

XSOLO - Lathan's Gold

Uploaded by

Thiago Pedroza
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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EDP XSOLO UNGEONS 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 9082 RULES & 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 may Rules 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 fol lowing 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

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