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Bay of the
Black Wolves
Solo Adventure
Play Solo, co-op or in a party.
For one to four players with level 2 characters.
A GM is optional.
Table Of Contents
How to Play this Adventure 2 Map 6
Map of the Realm 3
The Dusklands 4
Meeting at the Gryphon 5
Legal:
This adventure is compatible with Fifth Edition. This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of the
Credits Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-
document.
© Copyright 2023 Elfypunk.
The SRD 5.1 is licensed under the Creative Commons
Join the Elfypunk Patreon for access to the Dusklands Attribution 4.0 International License available at
series. https://creativecommons.org/licenses/by/4.0/legalcode.
Special thanks to these Heroes of the Realm on
Patreon: Urban Hagflayer, Ekkard Human
Images by Midjourney AI
CONTENTS
1
How to Play this Adventure
This adventure is designed to be played solo or co-op, Normal and Heroic Encounters
with one to four players. You may choose to play with or You can choose from two difficulty levels: normal and
without a GM. heroic. If you are a solo player, then normal difficulty is
If you choose to play without a GM you will make best suited for you. Heroic difficulty is intended for two
choices about what your character does, which direction players, or solo players who want to test their skills to
to go and how to interact with people. the limit. Heroic encounters offer additional loot
rewards.
Take a moment to make your choice and remember (or When you encounter an enemy, you might see a section
write it down) before reading on in the adventure. like this:
If you see a section in green like the one below, it Encounter
contains information for your character (or characters if
you’re playing with a friend) about what they see or Guard
hear: Heroic Encounter:
Thug
A guard watches over this area to deter would-be robbers. In Treasure: A turquoise gem worth 10 GP.
the shadowy torchlight ahead you see the glint of what could
If you are playing on normal difficulty, you encounter
either be a steel trap, or the glimmer of treasure.
the Guard enemy, and on heroic difficulty you meet the
Thug. If your adventure group has 3 or 4 players, you
Encounters meet both normal and heroic encounters.
Being captured
There are a few ways you could proceed with each If an enemy manages to incapacitate or knock you
encounter, including: unconscious, you will be captured and taken to a prison
Combat area. Your weapons will be removed and stored in a
You could decide to fight your way in and slay or subdue chest in that area. You will be able to rest and plan your
any who oppose you. escape…
This mechanism is intended to allow you character or
Stealth small party to avoid dying if, for example, an enemy has
You could try to sneak through, keeping only to the a net or a hold person spell, or manages to knock you
shadows. out with burst damage.
When you try to hide, make a Dexterity (Stealth) check. Non-Combat Encounters
Until you are discovered or you stop hiding, that check’s Remember that you don’t always have to kill monsters
total is contested by the Wisdom (Perception) check of to bypass them. You can often achieve your objectives
any creature that actively searches for signs of your through non-violent means, by using skills like Stealth
presence. or Animal Handling.
Passive Perception. When you hide, there’s a chance
someone will notice you even if they aren’t searching. Milestone Experience
To determine whether such a creature notices you, This adventure makes use of milestone experience, so
compare your Dexterity (Stealth) check with that when you successfully complete the adventure, your
creature’s passive Wisdom (Perception) score, which character will progress to the next level!
equals 10 + the creature’s Wisdom modifier, as well as
any other bonuses or penalties. If the creature has This means that you don’t have to keep track of
advantage, add 5. For disadvantage, subtract 5. experience during the adventure.
HOW TO PLAY
2
The Dusklands
The Dusklands, the areas surrounding Port Dusk, lie in He also sells some healing items:
the shadow of a range of mountains called the Spires.
Dust and ash billow from active volcanoes along the Healing and Arcana
Spires, coloring the atmosphere that gives the
Dusklands its name. Item
Potion of healing (2d4+2 HP)
Price
50 gp
The folk of the Dusklands are a hardy bunch, hard- Potion of healing (Greater) (4d4+4 HP) 100 gp
working and used to defending themselves from the orc Raolin’s black cat stretches sleepily and falls asleep on
and hobgoblin raids which issue regularly from the the counter. As you browse the store’s wares, the feline
Spires down into the valleys and plains of the opens a lazy eye to follow your movement.
Dusklands.
Port Dusk
Your appointment
Port Dusk is a hard-working town on the southern coast Once you have completed browsing through the
of the Kingdom of Eryndor. The Port is a hub of activity available supplies, you hasten towards the tavern where
for adventurers seeking their fortunes in the interior, you have an appointment with an agent of the Crown.
lured by rumors of pirates’ gold and wild magic.
Agent of the Crown
The locals are sturdy, gruff folk who are used to life in Agents who are loyal to the King and Queen of the
the Dusklands - fishers, sailors, trappers, blacksmiths Dusklands hold both lowly and prominent positions in
and traders. The town has a small standing militia, who each of the guilds and in this way, enforce the smooth
look capable of fending off any would-be raiders or running of Duskland society at every level.
pirates.
Sera Runetide
Gathering Supplies You know that Sera Runetide is an agent of the crown
Raolin Dawnsorrow and his family proudly run the and that her contracts are particularly lucrative.
smithy and general store. The Dawnsorrows sell the Perhaps you know her by reputation or have done work
entire range of simple and martial weapons, armor, and with her before.
adventuring supplies. Consult your favorite handbook
for a full listing.
KINGDOM OF DUSK
3
QUEST
4
Area Map
MAP
5
1: Travel in Style Eventually, the carriage comes to a halt and the driver
gives you a coin purse containing 10 gold pieces. “An
The journey to the Blue Water cove is uneventful, along advance from Mister Brightwell.”
beautiful coastal dirt roads. The carriage was commissioned
With a flick of his wrist, the carriage starts moving back
by the merchant, Tobias Brightwell, whose daughter, Isabella
had been taken by the pirates.
towards Port Dusk.
As you travel, you read the letter given to you by Tobias 2: A Rest Area
Brightwell. The handwriting is shaky and uneven, as if
written in haste and under duress. This area looks suitable for resting.
“Dear adventurer,
During this adventure, after each encounter, you may
choose to come back to this area to rest. In total, the
I am writing to beg for your help in rescuing my daughter events and timeline of the adventure could allow up to
from the clutches of the Black Wolves. She is a young three long rests, with two short rests each day.
woman of eighteen years, with dark hair and a scar above
her right eyebrow. She was taken from our home in the dead
of night, and I fear for her safety.
The ship that took my daughter had black sails, in the style
of the Black Wolves.
6
3: A Holding Area
The pirate crew have converted a dank sea-cave into a briny
prison by building a makeshift cell with iron bars into the
cave wall.
7
Attacking the guard
After some time, the guard comes close to the cell to
give you water. If you attack and successfully manage to
overcome him, you can lift the key from his person.
Remember that your weapons are still in the chest near
the entrance.
Retrieving your weapons
Once you overcome or bribe the guard, you can retrieve
your weapons and equipment from the chest.
Skill Perception +2
Guard Languages any one language (usually Common)
humanoid (any race), monster manual, any alignment Challenge 1/8
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8+2) Actions
Speed 30 ft.
Spear Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or
STR DEX CON INT WIS CHA 5 (1d8 + 1) piercing damage if used with two hands to make a
13 (+1) 12 (+1) 12 (+1) 10 (0) 11 (0) 10 (0) melee attack.
8
4: Strange Runes
You hold your breath, waiting for an unknown horror to
As you approach the rocky outcrop, you notice a series of appear, but nothing does. Instead, you hear the sound of
strange runes carved into the rocks. They are circular in something heavy and lumbering moving away from you. You
shape, with angular lines etched into them that seem to can hear its footsteps receding into the distance, growing
glow with an otherworldly energy. fainter and fainter until they finally disappear altogether.
As you stand before the runes, you realize that you will need You realize that you must have solved the puzzle correctly,
to step on at least one of them to proceed. However, you and that the guardian has been defeated without you ever
also know that choosing the wrong rune could have dire having to face it.
consequences.
If you succeed, you can make a Dexterity (Acrobatics) You hear a low, ominous growl, and then out of the mist
check with a DC of 12 to avoid the wards as you emerges a massive creature, glowing red with malevolent
9
Heroic Encounter:
Gray Ooze
Gold: 10
If you kill the guardian
After a hard-fought battle, the undead guardian finally
falls to the ground, its body dissipating into a green
mist. As the mist clears, you notice that the runes on the
walls and floor of the room begin to fade, their magic
subsiding now that the guardian has been defeated.
10
11
Bandit Actions
humanoid (any race), monster manual, any non-lawful alignment
Scimitar Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Armor Class 12 (leather armor) Hit: 4 (1d6 + 1) slashing damage.
Hit Points 11 (2d8+2) Light Crossbow Ranged Weapon Attack: +3 to hit, range 80
Speed 30 ft. ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Skill Intimidation +2
Thug Languages any one language (usually Common)
humanoid (any race), monster manual, any non-good alignment Challenge 1/2
Armor Class 11 (leather armor)
Hit Points 32 (5d8+10) Pack Tactics The thug has advantage on an attack roll against a
Speed 30 ft. creature if at least one of the thug’s allies is within 5 ft. of the
creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA Actions
15 (+2) 11 (0) 14 (+2) 10 (0) 10 (0) 11 (0)
Multiattack The thug makes two melee attacks.
Mace Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
12
After the encounter
Call sign
You have learned one of the pirates’ two call signs. Note
down how many call signs you have learned so far.
After her rescue
“Ye saved me life, and for that I’m thankful. I’ll be headin’
back to Port Dusk to tell the authorities what I’ve seen here.
And just so ye know, my real name is Merla Goldhammer.”
13
6: Mugger!
If you Pay his ‘toll’
You investigate this area, and see nothing out of the Roll 3d6 +12. This is the minimum amount that the
ordinary, when suddenly a pirate steps out from behind a pirate will accept as a payment.
boulder, brandishing a cutlass and sneering at you.
If you fight the pirate
“Well, well, well, what have we here?” he says, his voice Encounter:
dripping with malice. Tribal Warrior
Gold: 3
“Looks like we’ve got a little traveler who’s wandered into
Heroic Encounter:
our territory. It just so happens that there’s a toll for passing
Scout
through. So, how about you hand over your coin and maybe
we’ll let you live to see another day?”
Gold: 6
Combat
The pirate will break and run if it seems the fight isn’t
Make your choice going his way.
You can try persuasion, intimidation, or deception to get He’ll attempt to run north towards reinforcements in
the pirate to leave, you can pay his price, or you can area 7, jumping across the gap in the rocks along the
attack him. way.
Make your choice now, before reading on. Jumping
If you try to convince him You can attempt to jump across to the rock in area 7 by
Choose your approach, and make a persuasion, making a Strength (Athletics) check with a DC of 12.
intimidation, or deception check, whichever is more If you fail the check, you fall into the churning waters
appropriate. You need to succeed against a DC of 14. below. See the description in area 9.
If you fail your check, the pirate will attack you.
14
Tribal warrior Actions
humanoid (any race), monster manual, any alignment
Spear Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
Armor Class 12 (hide armor) range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or
Hit Points 11 (2d8+2) 5 (1d8 + 1) piercing damage if used with two hands to make a
Speed 30 ft. melee attack.
15
Heroic Encounter:
If you spare his life
Hobgoblin
Gold: 16 The old goblin leans in and tells you:
Stealth “It’s a two-part signal, starts with three sharp whistles
If you try to sneak, make a Dexterity (Stealth) check vs
the a DC of 10. followed by a bell ringing twice. If ye hear that sound, ye
know they’re making their way over.”
16
The rope ladder
A rope ladder descends to the sea below. If sufficiently
threatened, the goblin lookout may decide to take his
chances by sliding down the rope ladder and swimming
to the shore.
See area 8 for more details about the sea encounters.
Skill Stealth +6
Goblin Senses darkvision 60 ft.
humanoid (goblinoid), monster manual, neutral evil Languages Common, Goblin
Challenge 1/4
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft. Nimble Escape The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.
STR DEX CON INT WIS CHA Actions
8 (-1) 14 (+2) 10 (0) 10 (0) 8 (-1) 8 (-1)
Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Hobgoblin Actions
humanoid (goblinoid), monster manual, lawful evil
Longsword Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 18 (chain mail, shield) target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Hit Points 11 (2d8+2) slashing damage if used with two hands.
Speed 30 ft. Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
17
As you step into the water, the sound of the waves on the
shore fills your ears. You can feel their force pushing against Encounter:
you, but you summon your courage and start swimming. Reef shark
The water is cool and refreshing, and you can see the
sunlight dancing on its surface.
Heroic Encounter:
Giant octopus
As you make your way further out, you notice the fins of a
reef shark in the distance, but you push the fear aside and
keep going. The sound of the waves becomes a soothing
background noise as you make good progress, feeling the
power of your strokes propelling you forward.
18
Pack Tactics The shark has advantage on an attack roll against a
Reef shark creature if at least one of the shark’s allies is within 5 ft. of the
beast, monster manual, unaligned
creature and the ally isn’t incapacitated.
Water Breathing The shark can breathe only underwater.
Armor Class 12 (natural armor)
Hit Points 22 (4d8+4) Actions
Speed swim 40 ft.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (0) 4 (-3)
Skill Perception +2
Senses blindsight 30 ft.
Challenge 1/2
Hold Breath While out of water, the octopus can hold its breath
Giant octopus for 1 hour.
beast, monster manual, unaligned
Underwater Camouflage The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Armor Class 11 Water Breathing The octopus can breathe only underwater.
Hit Points 52 (8d10+8)
Speed 10 ft., swim 60 ft. Actions
STR DEX CON INT WIS CHA Tentacles Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (0) 4 (-3)
creature, it is grappled (escape DC 16). Until this grapple ends,
the target is restrained, and the octopus can’t use its tentacles
Skill Perception +4, Stealth +5 on another target.
Senses darkvision 60 ft. Ink Cloud (Recharges after a Short or Long Rest) A 20-foot-
Challenge 1 radius cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute, although
a significant current can disperse the ink. After releasing the
ink, the octopus can use the Dash action as a bonus action.
19
9: A Misty Portal
If you step into the portal
As you approach the magic portal carved into the rock, you
see a swirling mist emanating from within. Looking closely, As you step through the portal, you feel a sudden shift in the
you can make out a faint image of another rock, similar to air around you. The temperature drops sharply, and a chill
the one you’re on, through the mists. runs down your spine. The world seems to blur and warp,
and for a moment, you feel like you’re being stretched in a
The image seems to shift and waver, as if viewed through a hundred different directions at once.
heat haze. Colors swirl and blend together, creating a
dreamlike effect that makes it difficult to focus on any one There’s a sense of weightlessness, as if you’re floating
point. through a void of swirling colors and shapes.
You feel a sense of otherworldly energy emanating from the Then, as quickly as it began, the sensation ends, and you
portal, as if it were a living, breathing thing. The air around it find yourself standing on a new rock in the sea. Your ears
crackles with energy, and you feel a slight tingle in your skin pop as the air pressure equalizes, and you take a moment to
as you get closer. steady yourself, feeling a little disoriented from the sudden
teleportation.
It’s an eerie and captivating sight, and you feel a mixture of
excitement and trepidation as you contemplate stepping You are now at area 10 on the map.
through the portal to the unknown destination beyond.
20
10: Many, many legs Encounter:
Giant Centipede
As you step through the magic portal, the scenery around
you changes dramatically. You find yourself standing on a Heroic Encounter:
rocky outcropping jutting out from the crystal-clear waters of Swarm of Spiders
the sea. As you look around the rock you’re standing on, you
notice a giant, centipede-like creature skittering across the If you do anything except step back through the portal,
surface, its many legs undulating in a mesmerizing pattern. the creature will move to attack you.
The creature seems very interested by your presence, as if it
Roll for initiative!
is only used to pirates arriving through the portal.
If you try to return through the portal
The water around the rock is teeming with life, from brightly You find yourself back at the portal entrance in area 9.
colored fish darting through the waves to seaweed swaying After the encounter
gently in the current. The air is heavy with the briny scent of
saltwater, and the sound of waves crashing against the rocks You don’t find anything of interest on this part of the
echoes in your ears. rock, but you notice stacked up chests and supplies in
area 11.
21
11: The Pirate Stash With the creature in area 10 defeated, the supply stash
You see an impressive display of pirate supplies piled atop
is now completely unguarded.
the rock. Chests overflowing with gold and jewels, barrels of Make your choice
exotic spices and rums, and sacks filled with mysterious
contents. The thought of what kind of loot could be hiding in
You can:
those containers makes your heart race with excitement. Ignore the pirate supplies and proceed to the next
area.
Burn the supplies.
However, you notice strange glyphs etched into the rock
beneath the piles of treasure, and strange markings that
Investigate the supplies.
seem to be warning you away. You realize that this is no Make your choice now, before reading on.
ordinary stash of pirate loot.
If you ignore the stash
If you proceed closer You can proceed to area 12, or back through the portal
in area 10. You could decide to come back to check the
As you approach the pile of pirate supplies, you notice the stash later, although the stash won’t remain unguarded
glint of weapons among the scattered chests, barrels, and for long.
bags. Swords, daggers, and pieces of armor are scattered
If you burn the supplies
haphazardly across the rocky surface, giving an ominous
You may decide to set the stash on fire by pouring oil
impression of the pirates’ intentions.
over it and setting fire to the oil, if you have oil available.
After a while, there will be a small explosion from
It seems that they are preparing for a possible invasion, and within the flames; the pirate stash destroyed. Proceed to
these weapons may be used to defend their newfound area 12, ‘Signaling the Ship’.
territory. You can’t help but imagine the chaos that could
erupt if these weapons were to fall into the wrong hands.
22
If you investigate the supplies
The supplies are trapped by a magical ward that has
been placed on the rock beneath the stash.
Make an Intelligence (Arcana) check with a DC of 12 to
disarm the trap.
Disarming this magical trap doesn’t require thieves’
tools, and can be performed by any class. A part of the
ward needs to be removed, carefully.
If you succeed with the check
You manage to disarm the trap successfully.
If you fail the check
The ward explodes, dealing 2d6 damage to you.
Looting the supplies
The pirate stash contains food supplies, a range of non-
magical pirate weapons and armor (cutlasses, bows,
axes and leather armor), and various coins amounting
to 100 gold.
Once you’ve picked out items that you find useful, you
can still elect to destroy the stash with burning oil, or by
throwing the weapons into the sea.
You can signal the pirate ship if you know both pirate
call signs, or if you burnt the supplies in area 11.
Otherwise, try investigating other areas and return
when you are able to signal the ship.
If you signal the ship
As you gaze across the endless sea, you notice a pirate ship
in the distance. You summon the courage to use the pirate
call signs you’ve learned to signal to the ship. The vessel
begins to draw near, its sails billowing with the winds.
You climb up the ladder, aboard the ship, and as you reach
the top, you are met by a couple of fierce-looking pirates,
who eye you with suspicion.
23
24
The Pirate Captain’s Cabin
Your character starts at 2 on the map. Sorn sees woman too, and calls out to her and the two
Position 3, 4, and 5 start empty but will become guards, “Isabella, attack this fool!”
occupied later in the battle.
Encounter:
You wince, but don’t feel the sudden kiss of cold pirate
steel between your ribs. Instead, it seems that Isabella
Pirate Thug
Gold: 12 and the two guards are busy conferring urgently in
whispers about something.
Heroic Encounter:
Sorn sees their reactions and curses, “Scar damn you
all!”, before attacking you once more with renewed
Pirate Berserker
Gold: 25 vigor.
Turn 1:
The captain leaps up from his chair and vaults across the If you defeat the pirate captain
table towards you!
If you defeat the pirate captain by turn 3, you can search
Normal Encounter’s Attack:
the pirate captain’s desk to find:
3 opal gems worth 15 gold each
Sorn attacks you twice with his mace. 2 Potions of Greater Healing (4d4+4 HP)
Heroic Encounter’s Attack: Turn 4:
Sorn activates his Berserker ability at the beginning of If Sorn is still alive by turn 4, the two pirate guards and
the round and swings his huge greataxe at you, Isabella will join in the combat on your side and help
attacking (once) with advantage. You may also attack you to finish him off.
him with advantage. They all use the Pirate Thug stat block.
Turn 2:
The two pirate guards enter the cabin and stand inside the
The Pirate’s Last Words
doors. Before the doors slam shut, you hear cries from
outside of “Mutiny!” and the sounds of combat. Sorn Darkwater’s last words are “Well played adventurer.
Well played.”
The guards enter and stand at positions 3 and 4 on the
map respectively, but don’t attack yet. You’re trapped! Then looking past you, his eyes focus on the First Mate, to
Sorn appears to also hear the commotion from outside, whom he offers his final word.
Sorn will attempt to make sure that your back is turned
towards his pirate guards, and if possible during the
combat, move you into their attack range.
26
Skill Intimidation +2
Pirate Thug Languages any one language (usually Common)
humanoid (any race), monster manual, any non-good alignment
Challenge 1/2
Armor Class 11 (leather armor)
Hit Points 32 (5d8+10) Pack Tactics The thug has advantage on an attack roll against a
Speed 30 ft. creature if at least one of the thug’s allies is within 5 ft. of the
creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA Actions
15 (+2) 11 (0) 14 (+2) 10 (0) 10 (0) 11 (0)
Multiattack The thug makes two melee attacks.
Mace Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
27
The first mate
Isabella is a human woman in her twenties. She looks at you
quizzically, as you give her the letter from her father, holding
her hand over her mouth as she reads the words.
You all emerge from the cabin, to a huge cheer from the
pirate crew. The mutiny is a hard-won reality to all now.
Epilogue
The crew of the Black Wolf take down their pirate
colors and sail to Port Dusk, where Isabella and her
father are reunited in an emotional scene on the dock.
You receive a reward of 100g from Tobias Brightwell,
and a further 100g from Sera Runetide for helping to
defend the town.
Isabella thanks you personally and confides in you:
“Thank you for rescuing me! You arrived at just the right
time.
I’ll keep sailing the Black Wolf, though under a new name,
“The Grey Wolf”. I’ll even take along the same crew, if they
choose to stay, but their days of piracy will be over. We’ll be
sailing within the law as one of my father’s merchant ships,
trading supplies up and down the coast.”
Isabella winks at you, “If we’re ever in the same port and
you’d like to sail with us, I could have a hammock ready for
you.”
28
Congratulations on completing this
adventure!
The challenges presented by the
adventure completes a story
milestone and so your character
will progress to the next level.
Huzzah!