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Solo Adventure Deck Printing Instructions

Single sided printing Instruction:


1. Pages 1-2 do not need to be printed.
2. Print pages 3-7 and 9-23 single sided.
3. Pages 3-7 are Rules.
4. Page 8 is not used (for double sided printing only).
5. Pages 9-22 are cards. Odd pages mate with even pages (front to back). If in doubt,
card fronts have codes that match card backs (M for Mountains, FL for Farm Land…,
Market card is double sided…, Stat Tracker has HP, M, CH).
6. Page 23 is tokens. 1 inch, double sided circles. Odd rows glues to Even rows (B is
Potion, C is Shield...).
7. Page 24 is not used (for double sided printing only).

Or,
Double sided printing instructions:
1. Print all pages double sided. Pages 1-2 (printing instructions and blank) can be
discarded, or just not printed.
2. Pages 3-8 are Rules.
3. Pages 9-22 are cards,
4. Pages 23-24 are tokens. 1 inch, double sided circles. Even rows on page 23 are not
used (for single sided printing only).

Note: Card and token alignment is not guaranteed, but expected.

Pages:
1 Printing instructions (no need to print)
2 Blank (used when printing entire document double sided)
3-7 Rules
8 Blank (used when printing Rules double sided)
9-22 Game cards (can be printed double sided -)
23 Tokens (even rows are for single sided printing only)
24 Token backs (for double sided printing only)
Solo Adventure Deck
By Ryan Byrd

In the land of Grenfel, a threat has recently made itself known. It came from nowhere and spoke from the sky. It
said that the land is soon to be in its control. All the wisest in the land came together to find a way to stop this
threat, but not even the wizards have been able to figure out where it is.

One night, you are startled awake by a visionary dream. In that dream, you saw yourself with a special item in
your hands which you took to the Wizard Tower. The wizards saw that the item could be used to find the threat,
where would be up to you to defeat it and save the land. After pondering this vision, you know what you must do.
You grab your few gold pieces and embark on a courageous quest to save Grenfel. Can you learn all you need
and find the special item before the threat takes over? Can you defeat it and save your home?

1. Overview - You travel the land gaining experiences and items while meeting people along the way. As you
gain power and skills, you hope to be able to defeat the Threat before it takes over the land. You may take odd
jobs, shop at the Market, go hunting and fishing, talk to locals, and explore strange things. You choose what you
do in the land as you travel.
2. How to Win - Take the required Item listed on the Threat card to the Wizard’s Tower before time runs out and
then defeat the Threat.
3. Components - 2 6-sided Dice (2d6), 45 Location Cards, 3 Threat Cards, 2 Character Cards (4 Characters), 6
NPC Cards, 1 Market Card, 1 Day Tracker Card, 1 Gold Tracker Card, 1 Stat Tracker Card, 6 Tracker Cubes, 1
Figure, 12 Market Tokens, 6 Condition Tokens, 6 NPC Tokens
3.1 Characters - Each Character has a Vocation, 2 Characteristics (one bonus, one difficulty), starting Locations,
starting Gold G , Health Points (HP) , Charisma (CH) , and Might (M) . Each of the 2 Character cards is
double sided, allowing for 4 different choices. These starting stats will change as the game progresses and are
tracked on the Stat and Gold Tracker cards.

3.2 Threats - Each Threat has a chart listing 4 difficulty levels (Novice, Challenger, Master, or Legend). Each
difficulty level shows the HP, Might, Days to complete the game, Item needed to face the Threat, and the unique
behavior of the threat. On the back of each Threat card is a place to track HP (for another Threat) as well as rules
for combat.
3.3 Map Locations - There are 9 map locations. Each location has 5 cards. On the back of each card is part of
the total map, including roads. On the front of each card is an ID code noting the map location to which it belongs,
along with choices to make and results charts. There may be Items or Words along the bottom or side of the card.

3.4 Market - The Market card lists all Items available to purchase within the game. Each item name is preceded
by a letter identifier, followed by 2 numbers. The first number is the cost of the Item, the second is the sell back
price. Notes follow the name of the Item. If the Item has “(T)” at the end of the notes, this denotes that a Token is
used to represent that Item when purchased.

3.5 NPCs - Non Player Characters (NPCs) are people met during travel. These NPCs travel the land on their own
and can be approached. Each NPC has a card and a corresponding token. Each token has a number to
determine which NPC to approach first if more than one NPC is in the same area. The tokens also have letters
representing the order of locations they will travel as the game progresses. NPCs may have an Item or Word that
may be gained by the player.
3.6 Tokens - Tokens are used to represent Items purchased at the Market, Conditions (Blessing, Boon, Curse,
Poison, Sickness, Infected), and NPCs. If a Token is already in the Player’s possession, then that Token is not
available to be gained again until it is put back into the general supply. This means 2 of the same Item cannot be
purchased at the same time and 2 of the same condition cannot be stacked.

3.7 Trackers - Trackers use cubes placed on the appropriate number to track the corresponding information
(Gold, Might, Charisma, HP, Days, Threat HP). HP cannot exceed a Character’s starting Health Points.
4. Set Up
A. Choose a Character from the 4 available.
B. Choose one of the 4 difficulty levels (Novice, Challenger, Master, or Legend).
C. Randomly choose a Threat card and place it face up.
D. Place the other Threat cards face down next to the card in step C..
E. Set out the Day Tracker, Gold Tracker, Stat Tracker, and Market cards, along with all tokens.
F. Place cubes on the stat trackers according to your Character Stats and starting gold.
G. Place cubes on the Threat HP tracker and Day Tracker based on the difficulty level chosen as outlined on
the Threat Card.
H. Shuffle the Location cards in 9 different stacks based on their backs (5 cards per stack).
I. Randomly lay out the 9 stacks in a 3x3 grid. Make sure the roads connect every stack to the map.
J. Shuffle the NPC cards and lay them face down in easy reach.
K. Place your figure on the starting location outlined on the Character card.
5. Turn Sequence - The basic turn goes as follows:
A. Move to a location connected by a road, or stay in the same location
B. Approach any NPCs (if any NPC tokens are on that area) and resolve choices
C. Flip over the top card of the location and make a choice/resolve the action
D. Move the Day Tracker down 1 day
6. Game Play
6.1 Movement - To move, simply go to an adjoining map location that is connected by a road. You may choose
not to move, if you like.
6.2 Approach NPC - If an NPC token is on the chosen location, read the corresponding NPC card and follow the
directions on that card, then move the NPC token to the next location listed on the token..
6.3 Flip Over the Top Card and Make a Choice - Flip over the top card of your location and read it. Most cards
will say “Choose A or B” at the top. Below that will be 2 choices labeled “A” and “B”. Read the corresponding
choice and follow the instructions. Most of the time, there will be a small chart with numbers under the choices.
Roll both dice to determine the outcome of the choice.
6.3.1 Tests - Some choices will have either , or next to the choice name. This indicates a Test. Roll the
dice and look at the results as usual. You may now add up to your current , or (depending on the test) to
modify the outcome.
6.3.2 Reading Results - Results of the die roll are listed next to the numbers shown under the choice. Some
results will have a Reward or Penalty listed as follows: (R: Reward X, P: Penalty Y). These Rewards and
Penalties come from the outcome of certain Encounters, actions, or tests. If the Reward lists an item or word that
is printed on the bottom or side of the card, then take the card and rotate it so the item or word is upright and place
it in your inventory near your Character card. If the reward on the card has “(I)” next to the name, then this is an
Item. If a card is not taken, place the card at the bottom of the stack from whence it came.
6.3.3 Combat - If a die roll results in an Encounter combat, there will be a number after the Encounter’s name.
This is the their Might. Roll both dice and add the Character’s Might. If the result is greater than the Encounter’s
Might, the Character wins. Take the Reward listed (otherwise, take the Penalty listed). If “Retreat” is listed after
the name of the encounter, you can choose to take the penalty listed just after “Retreat”, or you may fight as
described above and take the Reward or Penalty listed after the words “or fight”. Threat combat is resolved over a
series of alternating rounds, starting with the Character, and is described on the Threat cards and HP Trackers.
6.3.3.1 Combat Example
Your Might is 3 and you approach the Snakes, which show the following: Snakes (9) Retreat (P: -1 ) or fight (P: -2 ,
R: 2 ). You may choose to retreat and lose 1 HP (as listed as the Penalty next to the word “Retreat”), but you
choose to fight. The Might of the Snake is 9 (as listed just after “Snake”). You roll the 2 dice and get a 7. Adding
your Might (3) gives you 10. You have exceeded the Might of the Snake and may take the reward of 2 Gold.
6.3.3.2 Threat Combat Example
Your Might is 5 and the Might of Druenar is 8. You have the Medallion. The AI of Druenar is as follows:
Roll each round for Threat behavior:
2-3 Stumbles Back
4-7 Attacks
8-10 Guards - Character’s next round attack damage does 1 less
11-12 Focus - Attacks and does +2 damage, if hits

With the Attack Chart as follows:


Attack Chart
Char Threat
2-9 Miss 2-11
10-12 -1 12-14
13-15 -2 15-17
16+ -3 18+

On each round of battle, you can Attack, Defend, or use an Item.


A. You decide to use your Medallion.
B. Now Druenar gets to act. You roll for the behavior of Druenar and get an 8, indicating that Druenar will
Guard. However, you subtract 2 due to the use of the Medallion, dropping the roll to a 6. Druenar Attacks!
You then roll both dice, add the Might of Druengar, and then compare the total to the Attack Chart. You roll
a 5 and add the 8 from Druenar’s Might to get 13. The Attack Chart shows that a total of 13 for the Threat
deals 2HP of damage to you.
C. Now it is your turn again. You choose to Defend. You will subtract 5 (your Might) from the next attack roll
from Druengar if it attacks the next round.
D. Now Druengar rolls 2 dice and gets a 9. It will Guard. Your Defend action will not be used. Due to Guard,
if you choose to attack the next round, you will deal 1 less damage that you normally would.
E. On your turn you choose to Attack. You roll both dice and get a 10. Adding your Might gives you 15. The
Attack Chart shows that you would deal 2HP of damage to Druenar, but due to its Guard, you only deal
1HP of damage.
6.4 Day Tracker - At the start of the game, a cube is placed on the Day Tracker based on the difficulty chosen on
the Threat card. At the end of each turn, move the cube down one on the day tracker. If the Day Tracker reaches
zero before approaching the Threat, the game ends.
Note: Some events may cause you to lose or gain a day (or 2) before the end of your turn. You will still need to
move the Day Tracker down once more at the end of that turn also.
7 Other Rules
7.1 The Market - At the top of each Town and Village card is a row of letters. These letters indicate the items
available to buy at the Market that day (as shown on the Market card). If an item is purchased that shows a “T”
next to the name on the Market card, take the corresponding token as a reminder. If there is no token available,
then that item cannot be bought. If an item with a token is lost, sold, traded, or broken, then return the token to the
supply for later purchase. You may make purchases any time during your turn, but only when you are in the Town
or Village (unless another card specifically allows). You may visit the Market multiple times in the same turn.
7.2 Losing Items - If an Item with a token is lost, stolen, sold, traded, or broken, then return the token to the
supply. If the Item is on a map card, then return the card to the bottom of the map stack to which the card
belongs, or remove from the game (player’s choice). Condition tokens are not Items. Also, if an Item says “once”
in the description, then it must be sent back to where it came from after it is used (or discarded).
7.3 Threats - When you take the right Item to the Wizard’s Tower, you may fight the Threat on that same turn.
You may choose to approach the threat before making a choice on that card, or after. You do not need to move
the Day Tracker down at the end of that turn.
7.4 Resting - In the Town and Village, you have the option to rest at the Inn. Resting costs gold as outlined on the
top of the Town and Village Location cards. It also takes an extra day to rest. Move the Day Tracker down 2 days
at the end of that turn, instead of just one. Resting fills your HP back to the full value listed on the Character card
and can be done at the beginning or end of the turn. You may rest before, or after you resolve that particular card.
Also, you may use an entire turn to gain 1HP in any location. Either type of Rest satisfies condition tokens that
require Rest.
7.5 Conditions - Two of the same Conditions cannot be applied at the same time. If a Condition token is already
applied when another of the same Condition should be taken, then no token is taken. When a Condition is no
longer applicable, return the token to the supply for possible future use.
7.6 NPCs - When you turn over a Map tile with the NPC symbol ( ), you draw the top card from the NPC deck
and make as many choices as the card directs. Follow the rules for choices on Map tiles to resolve the choices. If
the NPC card is not taken as an Item or Word, leave the card face up for future reference and move the token to
the first location listed on that token. Whenever you move to a location with an NPC token, you approach that
NPC again. If the card is not taken again, move the token to the next location listed on the token, and so on.
If a Map tile has the NPC symbol, but all NPCs are already on the map, ignore the NPC symbol
If multiple tokens are on the same location, you will approach them in numerical order based on their token
numbers. If an NPC card is taken as an Item or Word, remove the token from the Map. If an Item is lost, stolen,
etc. from an NPC card, return the NPC card to the NPC deck and shuffle the NPC deck. That NPC may be
encountered at a later date.
Note: After you resolve the actions with an NPC, you then flip over the Map location and continue your turn. Do
not move the Day Tracker after resolving NPC action unless the NPC card tells you to do so.

Enjoy the adventure that awaits! You will have a new story to tell each time you venture forth.

Special thanks to BGG users who gave me good feedback on


https://boardgamegeek.com/thread/1787861/wip-solo-adventure-deck-2017-solitaire-pnp-contest
Prince Knight Traveller
You must Choose 1 or 2 of A, B, or C. You may Choose 0 or 1 of A, B, or C. You may Choose 0, 1, or 2 of A, B, or C.
Then move this token to its next location. Then move this token to its next location. Then move this token to its next location.
A Talk A Talk A Talk
2-10: He ignores you. 2-9: He ignores you. 2-8: He gets you sick. (P: Sickness
11+: "I know you. Here is something to 10+: He shows you the fastest way. token)
help you on your quest." (R: 1 ) (R: Gain 1 now) 9-11: No news.
12+: Teaches you Experience.
B Try to Follow Him
B Challenge Him B Trade
2-10: He is too fast.

Experience
Knight (13) (R: Healing Potion, but -1 2-7: Offers 2 for Jerky, Wood Box,
11+: You go with him to his next location or Rope
due to bad karma), (P: Deep wound, -1 )
instead of resolving the Map card here. 8-12: Offers Silk Ribbon for an Item.
Lose 1 when you arrive there. C Hire You may pay up to 3 to add up C Offer to Help
to 3 to this roll.
C Show Respect 2-6: "No thanks."
2-10: He denies you. 7-12: "Escort me to the Swamp."
2-8: You did not act correctly. He slaps you. 11+: Move this token with you until your Take this token. (R: +1 after
(P: -1 ) next combat. You automatically win, you go to the Swamp, then move
9-11: He is nonplussed. then move this token to the Forest. this token to the Farm Land)
12+: He accepts your obeisance.
time (once), then return to NPC deck.
(I) Healing Potion - Heals 1d6 any (I) Silk Ribbon
(R: Boon token)

Trader Druid Thief


You may Choose 0, 1, or 2 of A, B, or C. You may Choose 0, 1, or 2 of A, B, or C. You must Choose 1 of A, B, or C.
Then move this token to its next location. Then move this token to its next location. Then move this token to its next location.
A Talk A Talk A Talk
2-8: You cannot get away. (P: Lose 1 now) 2-8: You offend him. (P: Cursed - 2-9: Never trust a thief. (P: One Item of
9-11: No news. Take token) yours is stolen)

Herbal Knowledge - You may avoid


12+: Tells you about a short cut. (R: You
may travel to any adjoining tile after this 9-11: Keeps to himself. 10-11: "The Prince has an attitude."
turn) 12+: Teaches Herbal Knowledge 12+: He shows you a good escape route.
(R: Gain 1 now)
Sickness Tokens.

B Buy From Him B Trade


2-7: Reroll until >7. Plus all goods cost +1 G. 2-7: Will give Cotton for Herbs
8-10: Market Items C, G, K, L for sale. B Attack
8-12: Will give Herbs (Market
11-12: Market Items A, E, J, M for sale. Thief (11) (R: Gem), (P: -2 )
Token, if available) for any Item.
13+: Scroll 2 for 4 .
C Offer to Help C Hide
C Attempt to Steal From Him 2-6: He sees you. (P: Go to choice A)
2-7: He catches you. (P: -1 ) 2-6: "Not interested."
7-12: “Give me Prosperity Runes 7-12: You slip away!
8-12: Sneaky. (R: Market Item B, I, or K)
once. or Jerky.” (R: +1 ) then return this card to the NPC deck.
(I) Scroll 2 - May be used as a roll of 10 (I) Cotton (I) Gem - Roll 1d6 in Town to find G value,
NPC NPC NPC

NPC NPC NPC


You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T1 Lost V1 Festival! WT1 Hire Wizard's Services .
A B C E G H K M A C G J L M
On a roll of 9+: Wizard's services cost
You may add 2 with Local Knowledge. You may add up to 2 after the roll if you 1 less. Roll before paying.
2-4: You get mugged have Local Knowledge.
(P: -1 and lose 1 Item) 2-4: You get into a fight (P: -1 and you Cost Service

(I) Map
5: You do not know where to go are detained - lose 1 now, unless you 1 Heal 1
(P: Lose 1 now) pay 2 ) 2 Heal 2
6: Beggar (P: Lose 1 now unless 5: Others buy you food and drink (R: +1 ) 3 Can conjure any Market item at a 1
you pay him 1 ) 6: You win a contest (R: 2 ) discount (if token is available)
7: You find a cafe (R: If you pay 1 , +1 ) 7: The food is great (R: If you pay 1 , +2 ) 5 Time Slow - Teleport to area of
8: You find a hidden shop (R: You may 8+: The locals accept you and give you a your choice and gain 1
purchase any Item in the Market card) ceremonial Silk Ribbon 5 Clairvoyance - View the top card of
9: Your detour takes you through an alley any road connected adjacent area
(R: Found Map in the loose garbage) 7 Heal all
The locals have some lively traditions
10+: You find Prosperity Runes worthy of a closer look.
The old Wizard has been known to help
those who are working towards a
of every turn ending in 7
(I) Prosperity Runes - Gain 2 at the start (I) Silk Ribbon
worthy goal.
S1 Terrain Issues F1 Roll for the Weather M1 Roll for the Weather

2-5: Quicksand! Roll 1d6. On a roll of 2-4: It is very Cold. Roll 2d6. On a roll 2-4: A fierce storm rages. You are
of 2-3: -1 , unless you have Cloak forced to find shelter until the
1-2: (P: Lose 2 this turn)
5-7: Steady Rain brings out Mud storm abates.
6-8: Treacherous rocks make you slip
Creatures (9). (R: 2 , P: Lose 1 Item (P: Lose 1 now)
and fall (P: -1 )
in the slippery mess)
9-10: Your feet stay damp. Roll 1d6. 5-6: It suddenly becomes very Cold -
8: Pleasant weather makes you feel
On a roll of 1-2: (P: You become Roll 2d6. 2-3: -1 unless you
grateful for the beauty of the world.
Infected - take token) have Cloak.
9-12: Perfect weather helps you feel
11+: Swampy goodness surrounds you
rejuvenated. (R: +1 )
7-8: A soft rain falls.

9-12: It is a beautiful day.

Sometimes, the trees help you feel safe.


The Swamp can be a strange, but At other times, they look like powerful The weather in the Mountain region is
dangerous place. sentinels that are warning you of truly unpredictable, but usually not
danger. very friendly.

P1 Roll for the Weather L1 Choose A or B FL1 Choose A or B


A Explore the Lake Front A Steal From a Nearby Garden - You
may add 2 if you have Experience
2-3: Torrential rains beat down 2-5: Snakes (9) Retreat (P: -1 ) or
relentlessly. (P: Roll 2d6. 2-3: You 2-4: You get chased away (P: You stay
fight (P: -2 , R: 2 ) hungry, -1 )
must slow down. Lose 1 now) 6: Nothing special found 5-6: You get some tasty vegetables, but are
4-6: Strong winds blow against you. 7-8: You find 2 racked with guilt all day (R/P: +1 and
Roll 2d6. On a 2: (P: Lose 1 Item). 9-12: A kind local greets you : lose 1 now)
7-10: The sun shines down pleasantly. On a roll of 8+: (R: Teaches you 7-9: The garden is not ripe
11-12: High heat beats down on you. Hunting Skill) 10-12: You find plenty that will go to rot if
Roll 2d6. On a 2: You become not eaten now (R: +1 )
very thirsty (P: -1 ).
B Take a Rest
B Move Faster
2-6: Insect attack (P: Infected token)
2-5: You fall in your haste (P: -1 )
7-9: Uneventful (R: +1 )
6-7: No Event
If you are not happy with the weather 10-12: Very relaxing (R: + +2 )
8-10: You make up time (R: Gain 1 now)
in the Plains, just wait a few hours.
Hunting roll. 11-12: You make up lots of time
Hunting Skill - You may add up to 2 on (R: Gain 2 now)
Wizard’s
Tower Village Town

Mountains Forest Swamp

Farm Plains
Land Lakes
You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T2 Choose A or B V2 Choose A or B WT2 Choose A or B
A D E F G H J K M A B C D F G J K L
A Try the Green Door
A Go to Money Traders - You may A Go to Tavern 2-3: Force Wall - Entry prohibited.
Invest 5 . 4-5: Seemingly empty. Roll 1d6. 1-2: You
2-6: Tavern fight (8) (cannot use from
2-3: Big loss (R: 2 ) find 3 .
4-5: Loss (R: 4 ) weapons) (R: 3 , P: -1 ) 6: Magical Aura - You may convert any 1
6-8: No change (R: 5 ) 7: You enjoy good conversation Item to 3 , or you may teleport to
9-10: Gain (R: 6 ) 8-12: For 1 , you may buy a meal (R: +1 ) Mountains.
7: A strange abandoned metal box is in the
11-12: Big gain (R: 8 )
corner. Use vs. (10) (R: 3 )
B Go to Village Square (You may add up 8-12: You find a rare Jewel
B Talk to Locals to 2 after the roll if you have Local
Knowledge)
B Try the Yellow Door
2-5: You contract a rash (P: Infected 2-7: Angry Warlock (11) (R: 2 , P:
token) 2-6: Pick pocket! (P: Roll 1d6. 1-2: you Cursed - Token)
6: They ignore you catch them, 3-6: Lose 1 or 1 Item) 8: Empty
7-8: They show you a shortcut (R: You 7: The locals are talking about the mutated 9-12: Teleport to the area of your choice
may move to any adjacent area next cats around (move the Day Tracker down for this
turn) turn after you arrive there)
8-12: A local charity is collecting. You may
9+: They are impressed by you (R: 2 ). donate 2 to get Boon token
(I) Jewel - Worth 3 in the Town.

S2 Hermit F2 Choose A or B M2 Choose A or B


You may give him any Item to add 2 A Go Hunting (May add 2 if Hunting Skill) A Go Hunting (May add 2 if Hunting Skill)
before you roll. 2-4: You lose your way (P: Lose 1
2-5: You lose your way. (P: Lose 1 now,
now, unless you have Map)
unless you have Map

(I) Small Wood Box


2-5: He takes your Item and sends you
5-7: Bobcat (10) (R: 2 , P: -2 ,
away. If you fight him to get it back: (9) 6-7: Rabid Dog (11) (R: 1 , P: -2 , unless
unless you have Bow)
(R: The Item he took from you, P: -1 you have Bow)
8: No Luck
and the Item is gone forever - remove 8-9: You find mushrooms. (P/R: If you eat,
9-10: Success! (R: +2 )
from the game). : 2-8: -1 , 9-11: No effect, 12+: +2 )
11+: You catch large animal (R: +2 ,
6: He gets you sick - Item returns to the 10+: Success! (R: +1 )
and you make Jerky)
Map deck (P: Sickness token)
7-8: Gives item back and sends you away B Move Faster
B Move Faster
9-10: Offers food - Item returns to the Map 2-4: You set off a snare (P: -1 )
deck (R: +1 ) 2-5: You fall in your haste (P: -1 )
5-7: You disturb a Monk . Roll 2d6.
11+: Gives you Dragon Statuette (Item 6-7: No Event
On 2-10, he attacks (8) (R: 2 , P: -2 )
returns to the Map deck) 8-9: You make up time (R: Gain 1 now)
8-9: You found a Small Wood Box.
10-12: You make up lots of time
10+: You make good time (R: Gain 1 now)
the Mountains and Forest. (R: Gain 2 now)
(I) Dragon Statuette - You may add +1 in (I) Jerky - You may eat to gain +1 once.

P2 Choose A or B L2 Choose A or B FL2 Choose A or B


A Approach Gypsy Caravan A Go Fishing (You may add 2 with A Cut through Fields
2-5: In the excitement, an Item is Fishing Skill). You may use any Hook to
stolen. add 1 more before rolling. 2-6: You trip on a rock (P: -1 )
Experience

6-8: They read your fortune. It doesn't 2-5: Broken line (If you used a Hook, it is 7-10: Wolf (11) (R: 1 , P: -2 )
look good. now lost) 11: You find a shortcut (R: You may move
9+: Gypsy can unroll Paper Flute into 6-7: You catch a Giant Crab (11) (R: 1 , to any adjacent area next turn)
Scroll. P: -2 ) 12+: Along the way, you find a Goose
8: No Luck Feather
B Move Faster
9+: Success! (R: +1 )
2-4: You hit your head in your haste
(P: -1 ) B Move Faster B Help Farmer - Choose One:
5-6: You cannot move faster due to some 2-4: Water Spirit (11) (P: -1 and fight
flocks being shepherded again) 1 Field work (R: 2 )
7-8: You learn a lot about travelling as you 5-6: Pixies (2-8: You are Cursed - take 2 Irrigation Work (R/P: 4 , and lose 1 )
go (R: Experience) Token, 9+: Gain 2 ) 3 Barn Raising (R/P: Food, +2 )
9-12: You make up time (R: Gain 1 now) 7-8: No Event
9-12: You make up time (R: Gain 1 now) (once).
(I) Scroll - You may reroll one roll (once). (I) Goose Feather - Gain +1 to hit Threat
Wizard’s
Tower Village Town

Mountains Forest Swamp

Farm Plains
Land Lakes
You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T3 Choose A or B V3 Choose A or B WT3 Choose A or B
A B C E F J K M A C E G H J K
A Explore Exterior
A Go to the Commons A Go to Chapel 2-5: Giant Lizard (10) (R: Lizard

(I) Lizard Tail


2-5: You are distracted and pick 2-5: You are kicked out as a heathen Tail, P: -1 )
pockets make you their victim 6-7: You enjoy a nice service 6: Nothing special here

(I) Cloak
(P: Lose 1 ) 8: Priest gives a Blessing (Token) 7-8: A meal suddenly appears before
6: You enjoy a nice day you (R: +1 )
7-8: You find a Cloak left behind 9-10: Priest heals you (R: +1 ) 9-12: A magical feeling comes over
9-12: Some extra picnic food is 11+: Priest gives you Holy Symbol you (R: Boon token)
offered to you (R: +1 )
B Go to Wishing Well - If you choose to B Explore Main Hall - If you have Key,
B Take a Job - Select one below: drop in 1 , roll 2d6, otherwise, do nothing. you may also unlock a small door under
2-4: A fool and his money are soon parted. the stairs (R: Scroll), otherwise, just roll.
1 Security (R/P: 5 , but lose 2 now)
2-5: The magic in the hallways makes you
2 Unload goods for Trade Guild (R/P: 3 , 5-7: Your money is retrieved (R: 1 )
lost (P: Lose 1 now)
but lose 1 now) 8-9: Extra money (R: 2 )
6: A magic student scoffs at your presence
3 Courrier (R: 1 ) 10-12: Your wish is granted (R: Boon
7: No Event
4 Clean Tavern (R: Gem) token)
8-12: Refreshments are set out (R: +1 )
value, then discard the Cemetery.
(I) Gem - Roll 1d6 in Village to find G (I) Holy Symbol - You may add up to 3 in (I) Scroll - May use this as a roll of 10 once.

S3 Choose A or B F3 Choose A or B M3 Choose A or B


A Explore Bubbles A Go Hunting (May add 2 if Hunting Skill)
2-5: You lose your way (P: Lose 1 A Climb Higher (May add up to 2 with
Rope)
now unless you have Map)
2-4: You inhale a toxic gas (P: Poisoned -
5-7: Wild Boar (11) Retreat (P: -1 ),

Camouflage Skill - You may Retreat


take token) 2-3: You fall (P: -2 ).
or fight (R: 1 , P: -2 , unless you 4-6: Bear (12) (R: 1 , P: -2 )
5-6: Harpy (13) Retreat (P: -1 ) or fight

without taking the Penalty


have Bow) 7: You see an alternate path. You may
(R: 4 , P: -3 )
8-9: No Luck, but you find a strange move to any adjacent area next turn.
7: No event
Paper Flute 8+: You find a decaying Jawbone.
8-12: You find a forgotten Amulet resting
10-12: Success! (R: +2 )
under the murky bubbles
B Offer to Help Woodsman
2-4: He sends you away B Follow the Path
B Stay on Drier Path 5-7: He pays you (R: 1 ) 2-5: Rock Golem (12) (R: 2 , P: -2 )
2-6: Vultures (9) (P: -1 ) 8-10: Teaches you Camouflage 6-7: No event
Skill 8-9: You make good time (R: Gain 1 now)
7-8: Your feet stay dry
11+: Offers you food (R: +1 )
9-12: You make up time (R: Gain 1 now) Tower, 9-12: Farm Land 10-12: You find a dropped pouch (R: 2 )
played. Roll 2d6. 2-5: Swamp, 6-8: Wizard
(I) Amulet - Worth 4 in the Town. (I) Paper Flute - Can teleport you if (I) Jawbone

P3 Choose A or B L3 Choose A or B FL3 Choose A or B


A Explore Mysterious Pit A Talk to Shepherd
2-4: You lose your footing and slip A Strange Mist 2-5: You scare his sheep and must help him
(P: -1 ) 2-5: You get disoriented (P: Lose 1 now) collect them (P: Lose 1 now)
5-6: Wild Dogs (11) Retreat (P: -1 ) 6: You get a creepy vibe 6: He tells you of evil at the Swamp
(I) Herbs

or fight (R: 1 , P: -2 ) 7: No event 7: He shares his food (R: +1 )


7-8: You find some strange Herbs 8-12: The mist heals you (R: +1 ) 8-12: He gives you some Cotton
growing
9-12: You find 1
B Approach a Traveller
B Move On B Search Lagoon
2-8: Razor fish (11) Retreat (P: -1 ) or 2-5: You see that he needs medical care (P:
2-6: Marauder (9) (R: 3 , P: Either lose Sickness token)
fight (R: 2 , P: -2 )
1 Item, or -2 ) 6: He warns you of strange things at the
9: No event
7-8: A wanderer teaches you Herbal Wizard's Tower
10-11: Water Fairies offer to teleport you
Knowledge 7-8: He will buy a Small Wood Box for 2
to Forest for 1
9-12: You make up time (R: Gain 1 now) 9+: He will share his food for 1 (R: +1 )
12+: Under a shell is a beautiful Pearl
Sickness Tokens
Herbal Knowledge - You may avoid (I) Pearl - Gain +1 to hit Threat (once). (I) Cotton
Wizard’s
Tower Village Town

Mountains Forest Swamp

Farm Plains
Land Lakes
You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T4 Choose A or B V4 Choose A or B WT4 Choose A or B
A C D E F G K L A B E I K M A Try the Metal Door
A Talk to Barkeep A Go To Outskirts 2-7: It shocks you (P: -1 )

Local Knowledge
2-4: He ignores you 2-4: You lose track of time (P: Lose 1 8: It will not budge
5-6: He regales you with interesting now) 9-11: A lively group of scholars invite you
stories 5-6: Mutated Cat (10) (R: 1 , P: -1 ) for tea (R: +1 )
7-8: If you trade any Item, he will give 12+: Neglected Prisoner - Will give Used
7: A local looks at you suspiciously Wand for Spring Water.
you a meal (P: +1 )
9+: He gives you Local Knowledge 8-12: In the dirt, you find something shiny
(R: Golden Hook) B Try the Wooden Door
B Talk to Magistrate - You may give 2-4: A suspicious occupant interrogates
up to 3 gold to add up to 3 before rolling B Go to Cemetery you (P: Lose 1 now)
2-6: Skeleton (10) (R: 2 , P: -2 ) 5: Empty
2-5: He gets you arrested (P: Pay 1 , or lose
1 now) 7: Creepy feelings abound 6-8: Phantasm (12). Roll 1d6. On a 1, it is
6: He ignores you 8-9: Mysterious fog puts you to sleep not real (no fight). Otherwise, fight
7-8: He gives you a tour (R: Gain 1 now) (awake in Swamp, move the Day Tracker (R: 2 , P: -2 )
9+: If you have Map, he shows you how it 9-12: A feast awaits you (R: +2 )
for this turn when you arrive there)
is actually a Scroll
location once. 10+: Open Grave (R: 2 ) charges; 5-6: Can be used again.
Threat, then roll 1d6. 1-4: No more
(I) Scroll - You may teleport to any (I) Golden Hook (I) Used Wand - Reduce damage from

S4 Choose A or B F4 Choose A or B M4 Choose A or B


A Investigate Fire A Approach Camp A Climb Higher (You may add up to 2
with Rope)
2-4: Fire Spirit (11) (P: -1 )
2-7: The party is mean (P: They steal 2-5: The rocks slide beneath your
5-6: You find some coins (R/P: 2 , but they

Fishing Skill - You may add 2 to Fishing roll


1 ; go to B below) feet (P: -1 )

(I) Seeing Stone - You may look at top


burn you, -1 )

card of any area once, then discard.


8+: The party is friendly (R: Roll 2d6. 6-7: Troll (13) (R: 2 and Potion,
7: Just a small dying fire P: -2 )
2-5:They offer food ( +1 now),
8-12: The heat keeps you warm at night 8-9: No Event
9-12: They give you 1 , 9-12: 10+: Nice view. You may retreat for
(R: +1 )
They teach you Fishing Skill) free on the next turn.

B Succumb to a Strange Sound B Spring - If you have Clear Stone,


2-5: Hungry Fox (9) Retreat (P: -1 ) or B Camp Alone (You may add 2 with you may wash it in the Spring to
Experience) turn it into Seeing Stone. You may
fight (R: 1 , P: -2 )
also bottle Spring water if you have
6-8: Gremlin (10) (R: 3 , P: -1 ) 2-4: Thief in the night (P: -1 Item) Flask, and you may drink now.
9: It must be your imagination 5-6: Bats (10) (R: 1 , P: -1 )
2-5: Poisoned (P: -1 )
10+: Fairy - Will give Fairy Dust for Silk 7-8: No Event 6-7: Very refreshing
Ribbon and Cotton. 9+: You found a curious Clear Stone 8-12: Life giving (R: +1 )
1d6 on next Attack roll (once). 2-3: +1 next turn, 4-6: +1 )
(I) Fairy Dust - Force the Threat to roll (I) Clear Stone (I) Potion - Roll 1d6 when used (1: -1 ,

P4 Choose A or B L4 Choose A or B FL4 Choose A or B


A Help Fisherman A Help Farmer - If you give him
A Talk to wanderer Prosperity Runes, he will also give you
2-7: He ignores you 2-5: He gets you sick (P: Sickness Secret Plant
(I) Key

8-11: He offers you food (R: +1 ) Token)


6-8: He pays you (R: 2 ) 2-8: He pays you 1
12+: He gives you travel advice. You
(I) Secret Plant - Gain +6 once

9-12: Fisherman can create a Lucky 9-10: He pays you 2


may move to any adjacent location
Charm if you give him Lizard Tail 11+: He pays you 3
next turn.

B Explore Odd Rock Formation B Hire a Boat to an Island : Pay 1 B Go to Stables


2-6: You slip and fall (P: -1 )
2-4: Whirlpool capsizes your boat (P: Lose 2-5: The sloppy mess is bad for you
7: You find the features very
1 Item) (P: Infected token)
interesting
5: Bad weather slows your progress (P: 6-8: The workers share their lunch
8-10: You find 2 left behind
lose 1 now) with you (R: +1 )
11+: Bees (12) (R: Nectar, P: -1 , 6-7: The captain shares his lunch (R: +1 ) 9-12: You find a discarded Rope
but also take Nectar) 8-12: You find a small Key on the island!
+1 (once).
(I) Nectar - You may eat anytime to gain (I) Lucky Charm - Adds +1 (I) Rope
Wizard’s
Tower Village Town

Mountains Forest Swamp

Farm Plains
Land Lakes
You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T5 Choose A or B V5 Choose A or B WT5 Choose A or B
A C D F G J K L A D F I K L
A Approach Talking Door
A Talk to Guard A Take a Job - Select one below: 2-6: Health Drain (P: -1 )

(I) Gem - Roll 1d6 in Town to find G value


2-6: He finds you disturbing the peace. Roll 1 Move firewood (R: 1 ) 7-10: Seemingly empty. Roll 1d6. 1-2: You find 2 .
1d6. On a roll of 1: (P: You are fined 1 ), 2 Clean up the streets (R/P: 2 , but 11+: It opens to reveal Alchemist - He can create
2-4: He leaves you alone, 5-6: You slip Potion X from Jawbone.
lose 1 now)
away - go to B below) 3 Clear out a building lot (R/P: 4 , B Let Apprentice Practice Magic on You
7: He is busy working but lose 2 now) 2-4: Backfire! (P: -2 )
8-12: If you give him 1 , he will escort 4 Repair road (R: Gem) 5-6: Accidental Teleport (Roll 1d6. Go to 1-2:
you safely out of the town (R: Gain 1 Town, 3-4: Lakes, 5-6: Village). Move the Day
B Talk to Villager Tracker down after you arrive there.
now)
2-4: Ignores you 7: Time Snap (R/P: Roll 1d6. Even: Gain that
B Talk to Street Preacher 5-6: Will buy any Item from you for 2 many now, Odd: Lose that many now)
2-5: You are mesmerized (P: Lose 1 now) 7-8: They feed you (R: +1 ) 8: You feel funny for a moment
9+: Will trade Scroll for Goose 9: Healing Spell! (R: +2 )
6-7: Prophesies of your success
Feather 10-12: Vision (R: You may look at the cards of
8-9: Gives Blessing (Token) any area and put them back in any order)
10-12: If you give him 1 , he will heal you
instantly, or block 1 Threat attack (once).
(I) Scroll - You may defeat 1 Encounter (I) Potion X - +1 Damage once, if you hit.
(R: +2 )

S5 Choose A or B F5 Choose A or B M5 Choose A or B


A Approach Woman to Find Her True A Stay on the Path A Explore Outside Cave Entrance
Nature 2-3: You fall into a pit (P: Lose 1 now) 2-6: Snakes (10) Retreat (P: -1 ) or fight.
(I) Potion - Will heal 1d6

2-5: Witch (10) (R: 2 , P: She teleports you 4-5: Wolf (10) Retreat (P: -1 ), or fight (R: 2 , P: -2 and Poisoned - take token)
to the Plains with Curse - take token) (R: 2 , P: -2 ) 7-8: Soothsayer. Roll 2d6. 2-6: Tells you of
6-8: Naturalpath - Will trade Elixer for 6: No Event
your death; 7-10: Gives you a good
Herbs. 7: Found 3 under some leaves
8-12: Satyr , On roll of 8+: will combine
omen; 11-12: Shows you an alternate
9+: Herbalist - Will trade Potion for Herbs.
Amulet and Jewel to make Medallion. path (you may exit to any adjacent area)
B Move Along Otherwise, will do it for 3 . 9-12: You spot something shiny (R:2 )
2-5: The dreariness is draining. Roll 2d6.
2-4: (P: Lose 1 now, and at the end of B Go Deeper in the Trees B Widen the Cave Entrance
this turn) 2-4: Accidentally set off a trap (P: -1 )
2-7: Extreme Stink (P: Either -1 , or
6: No Event lose 1 now)
anytime (once)

5-6: Dryad (11) Retreat (P: none), or fight


7-8: You find mushrooms. (P/R: If you eat: (R: 1d6 G , P: -1 ) 8-11: Giant Spider (12). Retreat (P: -1 )
, roll 2d6. 2-8: Poisoned (Token), 7: You get lost (P: Lose 1 now) or fight. (R: 2 , P: -1 and Poisoned -
9-11: No effect, 12+: Replenishes all 8: No Event take token)
, but lose 1 now) 9-12: You find a hidden treasure of 2 12+: Altar - If you have Golden Hook, you
9+: You make up time (R: Gain 1 now)
Behavior roll (once). may lay it on the altar to turn it into Ring.
any location (once).
(I) Elixer - Will allow you to teleport to (I) Medallion - Subtract 2 from Threat (I) Ring - Subtract 1more on Defend.

P5 Choose A or B L5 Choose A or B FL5 Choose A or B


A Talk to Peddler A Approach Group A Talk to Farmers
2-5: They ask many questions 2-5: They prattle on (P: Lose 1 now)
(I) Full Flask - 2-4: -1 , 5-9: cool , 10-12: +1

2-8: He is not interested in a trade


(P: Lose 1 now) 6: They are too busy to talk
9-10: Will trade for the following: 1 Item
6: They become belligerent (8) 7: They tell you of good hunting in the
for 2 , or 2 Items for 5
(P: -1 , R: 1 ) Forest and Mountains
11+: Will trade Dragon Statuette for
7: They ignore you 8-12: If you give them 1 , they will give
Dragon Cape
8: They share their food with you you a meal (R: +1 )
(R: +1 )
B Go Hunting (May add 2 if Hunting Skill) 9-12: One member of the group gives B Cut Through Thick Vegetation
2-5: You lose your way. (P: Lose 1 now you an Empty Flask 2-8: Small Ogre (11) Retreat (P: -1 ) or
(unless you have Map). fight (R: 4 , P: -3 )
6-7: Coyote (10) (R: 1 , P: -1 unless you
B Travelling Merchant 9: No event
have Bow) 10-11: You find an abandoned campfire
2-4: He has no merchandise
8: No Luck. with food (R: +1 )
5-12: He has Market Items B, C, G, J,
9+: Success! (R: +1 now) 12+: Hidden behind a tree is a Crystal Egg
L, M for sale, provided tokens are
and Attack Threat (once). available Attack roll (once).
(I) Dragon Cape - You may Defend against (I) Empty Flask - Rotate with Spring Water (I) Crystal Egg - Subtract 1 from Threat
Wizard’s
Tower Village Town

Mountains Forest Swamp

Farm Plains
Land Lakes
Kenlorah
D (8/4) Sword +2 , can only add

M
6

1
from Sword or Dagger, but may

cannot use with Chain Mail. (T)


B (2/-) Potion +1 anytime (T)

E (7/3) Leather Armor +1 and


A (1/-) Food +1 now, you can

Difficulty Activation Item


F (5/2) Fine Clothes +1 (T)

Novice 10 7 60 Dragon Statuette


Challenger 12 7 58 Feather
Market

CH
C (5/2) Shield +1 (T)

Master 14 8 58 Ring

1
only buy 1 this turn.

Legend 15 8 56 Medallion
G (1/-) Rope (T)

Roll each round for Boss behavior:


own both. (T)

2-3 Stumbles Back

12 6

11FH 5

9 M, GM 3

1
4-8 Attacks

HP
9-10 Prepares - Threat does 2 Attacks next turn

10V
11-12 Heals 1d6

7
Druenar

59 58 57 56

51

46

41

36

31
in Mountains and Swamp

G
6
Start with 1d6 extra G

Difficulty Activation Item

Gold Tracker
Starting Location

Novice 10 7 60 Holy Symbol

52

47

42

37

32
Vagabond

Challenger 12 7 58 Crystal Egg


M
2
Sneaky

Fearful

Master 14 8 58 Dragon Cape


Any

Legend 15 8 56 Used Wand

53

48

43

38

33
CH

Roll each round for Threat behavior:


2
2-3 Stumbles Back

54

49

44

39

34
4-7 Attacks
HP
811 8-10 Guards - Character’s next round attack damage
-1

does 1 less, if Character attacks

60

55

50

45

40

35
11-12 Focus - Attacks and does +2 damage, if hits
Tok

56

51

46

41

36

31
choices in Swamp

G
8
in Farmland and Plains

Must subtract 1 from non


Emotionally Scarred

Difficulty Activation Item

Farm Land or Plains


Starting Location
Farm Hand

Novice 10 7 60 Nectar

Day Tracker
59 58 57

52

47

42

37

32
Challenger 12 7 58 Pearl

M
2
Popular

Master 14 8 58 Potion X
Legend 15 8 56 Fairy Dust

53

48

43

38

33
CH
Roll each round for Threat behavior:

2
2-3 Stumbles Back

54

49

44

39

34
and
4-7 Attacks

HP
8-11 Heals 1
+1

10
12 Charge - Does 3 of Damage

60

55

50

45

40

35
Each round, player
Threat Tracker
26

21

16

11
May take, but not use, Scrolls

11

1
G

may choose to Attack,


and

Defend, or use Item.


Guild Member

Starting Location

16 15 14 13
Day Tracker
choices in Village

29 28 27

22

17

12
Attack Chart .
Town or Village

2
M

Char Threat
Untrained

2
May add 1 to non

2-9 Miss 2-11


Savvy

10-12 -1 12-14 12 11 10 9

23

18

13

3
13-15 -2 15-17
16+ 18+
CH

-3
3

8 7 6 5

24

19

14
To Defend:

4
Subtract your
HP

from the Threat


9

30

25

20

15

10
Attack roll next round, 4 3 2 1

5
if it attacks.
Each round, player
Threat Tracker
+1 G at the start of days ending

29 28 27 26

21

16

11
12

1
G

may choose to Attack,


in Forest and Plains

Defend, or use Item.

Gold Tracker
Starting Location

16 15 14 13

22

17

12
Attack Chart .
Town or Village
Merchant

2
M

Char Threat
Profitable

1
Infamous
in a 5 or 0

2-9 Miss 2-11


10-12 -1 12-14 12 11 10 9

23

18

13

3
13-15 -2 15-17
16+ -3 18+
CH
2
8 7 6 5

24

19

14
To Defend:

4
-1

Subtract your
HP
from the Threat
9

30

25

20

15

10
Attack roll next round, 4 3 2 1

5
if it attacks.
Each round, player
Threat Tracker
add M from Sword or Dagger,
may choose to Attack,
H (12/6) Chain Mail +2 and

K (3/2) Dagger +1 , can only


cannot be used with Leather

Defend, or use Item.

M (6/3) Fancy Cloak +1 (T)


Attack Chart . 16 15 14 13
but may own both. (T)
Char Threat

L (1/1) Steel Hook (T)


Market

2-9 Miss 2-11


10-12 -1 12-14 12 11 10 9 Stat Tracker
I (2/-) Herbs (T) 13-15 -2 15-17

J (8/4) Bow (T)


16+ -3 18+
Armor (T) To Defend: 8 7 6 5
Subtract your
from the Threat
Attack roll next round,
if it attacks.
4 3 2 1
If printing double sided, even rows are unnecessary

1
B C D E F G
(I) Potion (I) Shield (I) Leather (I) Fine
(I) Sword
2 +1 Armor Clothes (I) Rope
+1 +2 +1
anytime +1

3
H I J K L M
(I) Chain (I) Fancy
4 (I) Herbs (I) Hunting (I) Daggar (I) Steel
Mail Cloak
Bow +1 Hook
+2 +1

5 Cursed Poisoned Blessing Boon Sickness Infected

Cursed Poisoned Blessing Boon Sickness Infected


6 -1 next -1 until
-1 next +1 Once +1 Once -1 until
test test Rest Rest

1 2 3 4 5 6
Prince Knight Traveller Trader Druid Thief
7
F, P, M, L T, P, S, F M, WT, FL, V P, T, V, FL S, F, S, P V, L, FL, WT

1 2 3 4 5 6
8 Prince Knight Traveller Trader Druid Thief
F, P, M, L T, P, S, F M, WT, FL, V P, T, V, FL S, F, S, P V, L, FL, WT

If printing double sided, even rows are unnecessary


(I) Fine (I) Leather (I) Potion
(I) Sword (I) Shield
(I) Rope Clothes Armor +1
+1 +2 +1
+1 anytime

This page is not necessary if printing single sided.

(I) Fancy (I) Chain


(I) Steel (I) Daggar (I) Hunting (I) Herbs
Cloak Mail
Hook Bow
+1 +1 +2

This page is not necessary if printing single sided.

Infected Sickness Boon Blessing Poisoned Cursed


-1 until -1 until +1 Once +1 Once -1 next -1 next
Rest Rest test test

This page is not necessary if printing single sided.

6 5 4 3 2 1
Thief Druid Trader Traveller Knight Prince
V, L, FL, WT S, F, S, P P, T, V, FL M, WT, FL, V T, P, S, F F, P, M, L

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