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Locket Away

Locket Away is a solo adventure designed for the Unbelievably Simple Role Playing system, where players assume the role of a hard-boiled investigator in the fantasy city of Jailton. The story begins with the protagonist being approached by a woman seeking help to recover a stolen locket, leading to various choices and encounters throughout the city. Players will engage in combat, attribute tests, and decision-making to progress in the adventure and ultimately retrieve the locket for a reward.

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Rodrigo
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0% found this document useful (0 votes)
15 views17 pages

Locket Away

Locket Away is a solo adventure designed for the Unbelievably Simple Role Playing system, where players assume the role of a hard-boiled investigator in the fantasy city of Jailton. The story begins with the protagonist being approached by a woman seeking help to recover a stolen locket, leading to various choices and encounters throughout the city. Players will engage in combat, attribute tests, and decision-making to progress in the adventure and ultimately retrieve the locket for a reward.

Uploaded by

Rodrigo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Locket Away

A solitaire adventure for use with USR

By Stuart Lloyd

Rodrigo Ditz (Order #43472424)


Locket Away

Text copyright © 2012 by Stuart Lloyd

All illustrations in this book, including the cover image are public domain.

Many thanks to Nicky Elliott, my lovely wife and to Scott Malthouse for
creating USR and his continued support.

The Unbelievably Simple Role Playing System (USR) was created by Scott
Malthouse.

Published by Trollish Delver Games

May 2012

Rodrigo Ditz (Order #43472424)


Welcome to Locket Away, a solo adventure using the Unbelievably Simple Role Playing system
(available for free!) devised by Scott Malthouse.

This adventure is designed for a starting character who is a hard boiled investigator in the
dangerous and unpredictable fantasy city of Jailton. This will serve as an introduction to the USR
rules.

Solo rules
Specialisms

As a starting character, you may pick three specialisms which each have a +2 bonus. The
specialisms that are available to you in this adventure are as follows:

Action specialisms:

Intimidate: You can scare people into doing what you want

Throwing: You can throw weapons with deadly accuracy.

Dodge: You can get out of the way of danger fast.

Wits specialisms:

Astrology: You can read the stars or cards to get a glimpse of someone’s future.

Secret signs: You understand the codes and signals that thieves and secret societies use.

Cold reading: You can pick up clues about someone’s personality or life with a glance.

Ego specialisms:

Haggle: You can drive a hard bargain to get the best prices.

Con: You can convince someone of even the most blatant of lies.

Taunt: You can put someone down with a word.

Whenever, you are told to perform an attribute test, you may add the bonus from any specialism
that appears in brackets after the instruction. For example, if you are trying to decipher a code you
will be told to make a hard wits roll (secret signs). If you have the secret signs specialism, you may
add its bonus to the roll.

Rodrigo Ditz (Order #43472424)


Combat

Initiative: Before combat you roll the initiative for both yourself and your opponent(s). You do this
by rolling your action and wits die and doing the same for each opponent. You may also add your
bonus for cold reading and/or intimidate if you have them to your initiative. Whoever rolls the
higher initiative gets to attack first. The combatant who has rolled the next highest initiative goes
next etc.

Other actions in combat

In addition to your attack, you may perform an extra action each round. If you have one, you may
throw a dagger at an opponent. If you do, you must make a hard action roll (throwing). If make it,
you will inflict 2 damage ignoring armour to your opponent. If you fail, you lose the dagger for the
combat. If you have another dagger you may use that one to fight with. You may recover thrown
daggers after the combat if you win.

You may also perform other actions in combat known as stunts. The stunts will be listed in each
combat along with an attribute test and the effect of succeeding at that test. If you succeed, you
may use the effect listed. If you fail, your opponent gets in an extra strike and you lose 1 hit point.

Narrative points

You begin this solo with 1 narrative point which you may be able to use when instructed in the text.
You may also use you narrative point to modify any die roll (even opponents’) by +3 or by -3 (your
choice). You come up with the reason for why you get such a favourable modifier. Maybe your
opponent trips over at a vital point or you manage to win a gambling game by rolling six sixes.

Equipment

You begin your adventure with the following items but you may find or buy other items of
equipment later.

Dagger (+1 to attack).

Leather armour (-1 hits in combat).

Attribute Tests

Throughout the adventure you will be asked to roll an attribute test. When you are asked to do this,
roll the appropriate attribute die and add any relevant bonuses from specialisms. The target
success rolls are below:

Successful Roll Difficulty

2+ Easy

4+ Medium

7+ Hard

10+ Very Hard

14+ Impossible

Rodrigo Ditz (Order #43472424)


Background

The rain outside slams against the windows as you sip your ale. Another dark and stormy night in
Jailton to reflect the dark and stormy crimes that its denizens commit. Another night for you to stay
inside the Pickled Newt tavern in and drink yourself into oblivion with the last of your payment from
your last case. You take another gulp of the watery ale as you stare at the door wondering when
you’ll get your big break. Then you see something that almost makes you drop your flagon.

A woman walks into the tavern drawing the eyes of everybody there. She wears a flowing red silk
dress which accentuates the curves of her voluptuous body. Her long curled blonde hair bounces
as she walks but keeps its perfect shape as she saunters towards the bar. She says a few words
to the barman who, once he has stopped staring agape, points at you. The woman seductively
glides across the floor towards your table and sits opposite you. When she opens her luscious lips
to speak, you are rapt by the salacious sound of her voice.

‘I have a little job for you and I’ll see that you are well rewarded.’ She says, giving you a wink. ‘I
also need your discretion. I am one of the mistresses of Prince Talos. He has treated me well but
that may end soon and I may be executed. You see, the prince gifted me with a locket containing
paintings of him and myself. Last night, that locket was stolen from me by three masked robbers.
If anyone finds out about my, er, connection to the prince, my life will be in forfeit.’

‘Why is that?’ You ask ‘Prince Talos is infamous for his lovers and his wife, Mildred has come to
accept them.’

‘It is not the fact that I am his lover that is the problem. You are right that Mildred can forgive many
of his indiscretions. However, she would find it unforgivable that the prince has been with a
peasant girl such as myself instead of with one of those blue bloods. I need that locket back for if
Mildred finds out about me, I shall be executed on the spot. I can pay you two hundred and fifty
gold pieces for your troubles as the prince is very generous with me as I am with him. I will give
you fifty now and the rest upon returning my locket.’

How can you refuse? You agree on the spot and the woman produces a small bag of coins from
her cleavage which she passes to you (add 50 gold pieces to your adventure sheet) and tells you
what little she knows – she was attacked by three men in black masks who took her locket but who
were then scared away by the city guard before they could take anything else. After listening to
her account, you pull up your hood and head out into the storm to find this woman’s locket.

Turn to 1...

Rodrigo Ditz (Order #43472424)


1
You step out into the pouring rain. It soaks to your skin within seconds. Your luck stinks like this whole town.
Half of this city could be the masked robbers that the woman described. What are you going to do to get
further clues?

Visit Freddie the Fence? Turn to 39

See the Guild of Sages? Turn to 27

Report the crime to the Watch? Turn to 5

Ask Bruiser Bob the Bailiff? Turn to 3

Listen out for the word on the street? Turn to 43

Go to the Howling Balrog Tavern? Turn to 30

2
You are approached by a muscular rough man bearing the tattoo of the Red Star gang. He pulls a knife from
his belt and demands that you hand over all of your money in a course voice. Will you:

Hand over all of your money? (turn to 23)

Attack him? (turn to 9)

Talk your way out of this? (turn to 13)

3
You walk through the narrow streets until you come to a ramshackle wooden building with a faded wooden
sign. You enter the building to see Bob's huge muscular form sitting at a desk. You and Bob go a long way
back as you have helped him collect a few debts. You ask Bob if he has heard about a locket stolen by
masked robbers. 'If I had a gold piece every time someone had told me about masked robbers, I wouldn't
need to be in the debt collecting business.' However, Bob offers you a job to collect a debt from someone.
He offers you 10 gold pieces for an hour's work.

If you agree to do this job, turn to 19.

If you turn down the job and investigate elsewhere, turn to 41.

4
You join the four men around the table and throw your money into the middle. 'Deal' You say to the short
man with the deck. You get your hand and look at the other players trying to discern their tells. Make a hard
wits (cold reading) roll. If you succeed, you win twenty gold pieces (add twenty gold pieces to your adventure
sheet). If you fail, you lose your money (lose 5 gold pieces).

Buy a drink for 1 gold piece (if you have it)? (turn to 44)

Go into the back room? (turn to 20)

Give up and search elsewhere? (turn to 41)

Rodrigo Ditz (Order #43472424)


5
You traverse the mud ridden streets until you come to the run down watch building. You climb the steps,
stepping over the unconscious drunks and enter the reception room where two watch guards are trying to pin
a struggling man to the ground. Another man in a scruffy leather jacket is standing behind a desk. You report
the crime to him. His response is a loud mocking laughter. 'Is that it?' If it ain't murder, we're not interested,
so unless you want to drag some criminal off to the cells, you can clear off!'

Frustrated, you try to find another place to search. Turn to 41.

6
The thug buys your story and lowers his knife. Will you now leave the area before someone else decides to
rob you (turn to 41)? or get a surprise attack on the thug? If you do, you may reduce the thug's hits by 2
before the combat. Turn to 9.

7
The crystal pendant stops over a part of the city. You make a note of its location. Whenever you are at
paragraph 41, you may investigate this hut by turning to 42. You thank Terrick who wishes you luck and
gives you a four leafed clover. Add the four leaf clover to your equipment list. You may use it to give yourself
a +1 bonus to any attribute roll. You may only use this once. turn to 41.

8
You enter the ring. The hunchback announces your name and then announces the current champion -
Pummit the Pulveriser. He grins upon seeing a new challenge. You must fight him unarmed and unarmoured
(you do not get bonuses from weapons or armour). Pummit has an action die of 1d10 and 9 hits.

Stunts

Fast feet - hard action roll (dodge) - you may reduce the damage that Pummit deals by 1 for the rest of the
combat. Once you have succeeded at the roll once, you may not do this again.

Distract - hard ego roll (con) - you may reduce Pummit's action roll by 2 in the next combat round. Once you
have succeeded at the roll once, you may not do this again.

Feint and jab - medium wits roll - you deal 1 hit of damage to Pummit. You may succeed at this roll any
number of times.

If you reduce Pummit's hits to 0, you knock him out and the crowd goes wild! The hunchback grudgingly
gives you 25 gold pieces (add them to your adventure sheet) and tells you to clear off. If you have your hits
reduced to 0, you are knocked out. You survive but you now have half your hits rounded up.

When you have finished, the hunchback declares that fight night is over for another week, to the boos of the

Rodrigo Ditz (Order #43472424)


crowd. You continue your investigations. What will you do next?

Return to the front of the tavern and join a card game for money (you must have at least 5 gold pieces to
gamble)? (turn to 4)

Return to the front of the tavern and buy a drink for 1 gold piece (if you have it)? (turn to 44)

Give up and search elsewhere? (turn to 41)

9
You pull out your own weapon and face the thug. The thug has an action roll of 1d8 and has 8 hits.

Stunts:

Quick jab - hard action (dodge) roll - inflicts 1 hit upon your opponent. You may succeed at this roll any
number of times.

Predict move - hard wits (cold reading) roll - Reduces the damage dealt against you by 1 for the rest of the
combat. Once you have succeeded at the roll once, you may not do this again.

Feint - medium ego roll - Gives you a +2 bonus in your next attack roll. Once you have succeeded at the roll
once, you may not do this again.

If you kill the thug, you find 5 gold pieces on the body (add 5 gold pieces to your adventure sheet). The
beggars, seeing you grab a money pouch, start to shuffle towards you. You leave this wretched area before
someone else assaults you. Turn to 41.

10
You manage to convince the man that you are part of powerful crime syndicate and you have a little chat
about the goings on in the city. The man tells you that a locket was stolen by his friends and where they live.
Whenever you are at paragraph 41, you may investigate this hut by turning to 42. When you have finished
with the man, you may:

Join a card game for money (you must have at least 5 gold pieces to gamble)? (turn to 4)

Go into the back room? (turn to 20)

Give up and search elsewhere? (turn to 41)

11
The whole tavern roars with laughter. The man, enraged, tries to punch you in the face, but he is so drunk,
his swing makes you fall over onto the floor, making the denizens of the tavern laugh even harder as the
drunken good for nothing is dragged out by two huge bouncers. You become the life of the party at the
tavern with its patrons buying you many a drink and telling you all kinds of stories. One man boasts about
how his friends managed to steal a priceless locket from one of the prince's concubines and even tells you
where they live! Whenever you are at paragraph 41, you may investigate this hut by turning to 42. After a
couple of hours of revelry, you go elsewhere. Turn to 41.

12
The two bare chested men enter the ring, flexing their muscles and performing for the crowd. The hunchback
announces the start of the fight and the competitors start to pummel each other with their fists. Vargrad is
larger and has more stamina but Pummit is more skilled. Conduct a fight between the two competitors.
Pummit has an action die of 1d10 and 9 hits. Vargrad has an action die of 1d8 and has 12 hits. When one of
the fighters has won (reduced their opponent's hits to 0), you may collect any winnings you may have. The
hunchback then declares that fight night is over for another week to the boos of the crowd. You continue your
investigations. What will you do next?

Return to the front of the tavern and join a card game for money (you must have at least 5 gold pieces to

Rodrigo Ditz (Order #43472424)


gamble)? (turn to 4)

Return to the front of the tavern and buy a drink for 1 gold piece (if you have it)? (turn to 44)

Give up and search elsewhere? (turn to 41)

13
You tell the thug that you are actually a member of the red star gang who is just going to get your tattoo. The
thug is not too bright. Make a medium ego (con) roll. If you succeed, turn to 6. If you fail, turn to 36.

14
You take a swing at the man, but you are promptly stopped by two huge bouncers who grab you, drag you
out of the tavern and throw you out of the door. You land face first into a pile of horse manure. Indignant, you
storm off to find a more successful way of finding the locket. Turn to 41.

15
As you approach the door, you realise that the scratches upon it show a familiar pattern. It is a thief code
telling you that the door is trapped. A short search reveals a back door with no such code so you use this
door to make your entry. Turn to 40.

16
'No I haven't. Clear off.' The man refuses to talk to you any more. What will you do now?

Join a card game for money (you must have at least 5 gold pieces to gamble)? (turn to 4)

Go into the back room? (turn to 20)

Give up and search elsewhere? (turn to 41)

17
Watch who you talk to, orc breath; I don't want to see your puke stained teeth.' Make a roll using your ego
and wits dice (you may add your taunt and cold reading specialisms). If you roll 12 or more, turn to 11. If you
fail, turn to 33.

18
You manage to catch up with the robber who, knowing that they cannot escape, whirls around and draws an
ornate, jewelled dagger. The robber has a 1d8 action die with a +1 bonus and 8 hits.

Stunts

Opportunistic kick - medium action roll: Inflicts 1 hit of damage. You may succeed at this any number of
times.

Exploit weakness - medium wits roll: Inflicts 1 hit of damage. You may succeed at this any number of times.

Feint and jab - medium ego roll: Inflicts 1 hit of damage. You may succeed at this any number of times.

If you win, turn to 45.

Rodrigo Ditz (Order #43472424)


19
Bob gives you an address and tells you that the man owes fifty gold pieces. You head to the address to find
a small hut and knock on the door. A young man in a black jerkin opens it.

'You owe fifty gold.' You say. The man refuses to hand it over.

If you want to scare him into handing over the money, make a contested attribute test on action (intimidate)
against the man's action of 1d6. If you succeed, turn to 22. If you fail, or if you do not want to try that, you
can fight him (turn to 38) or continue your investigations elsewhere (turn to 41).
20
A you enter the back room, you hear a great cheer go up. This night is fight night and drinkers are eagerly
watching a large muscular man land a left hook upon another large man sending his teeth and blood flying
halfway across the ring. The man who was struck crumples to the floor. A hunchback in black stands over
him counting 'One…two…five, er three…four…er, er,…ten! Yooooou're out!'

Two men drag the unconscious fighter away as the hunchback calls out for more challengers. The prize
money is 25 gold pieces. You may enter the fight or you may bet on the next fight. Alternatively, you may
decide to have nothing to do with the fight and return to the front part of the tavern. What will you do?

Enter the fight? (turn to 8)

Bet 10 gold pieces on the next fight (if you have the money)? (turn to 32)

Return to the front of the tavern and join a card game for money (you must have at least 5 gold pieces to
gamble)? (turn to 4)

Return to the front of the tavern and buy a drink for 1 gold piece (if you have it)? (turn to 44)

Give up and search elsewhere? (turn to 41)

21
Make a hard action (throwing) roll. If you succeed, your weapon strikes the robber, who cries out in pain and
crumples to the floor, dead. Turn to 45. If you fail, your weapon misses (cross it off your adventure sheet)
and you give chase. Turn to 18.

22
He submits and hands over the money. You return to Bob with it and he gives you your payment (add 10
gold pieces to your adventure sheet). After your little diversion, you continue your investigation. Turn to 41.

23
You hand over your money to the thug who grabs your pouch and runs off. A group of beggars nearby laugh
and point at your ready capitulation. You have nothing left here, so you decide to explore elsewhere. Turn to
41.

Rodrigo Ditz (Order #43472424)


24
Graffiti is actually a great source of information. It is a way of knowing which gang is doing what and who
rules which part of town. It is also used as an advertising tool. You notice that one bit of graffiti contains the
hidden message that there is a locket for sale in a small hut at the docks. You memorise the address and
walk on. Whenever you are at paragraph 41, you may investigate this hut by turning to 42. Turn to 2.

25
You hear a twang and immediately dice to the side as a spear flies out through the entrance and lodges itself
into the wall of the house opposite. You pick yourself up and inspect the spear. You may take it (add the
spear to your equipment list - it is a +2 weapon) before entering the hut. Turn to 40.

26
The man backs down and apologises. You notice another man, sitting quietly in the corner.

Will you approach a man drinking his ale in the corner (turn to 35)?

Join a card game for money (you must have at least 5 gold pieces to gamble)? (turn to 4)

Go into the back room? (turn to 20)

Give up and search elsewhere? (turn to 41)

27
Not all cases can be solved by scouring the streets. Sometimes you can find the answers in the books of the
sages. You knock on the back door of the guild building to have it answered by Terrick, a young sage who
you met in a tavern once and drunkenly exchanged stories. You tell him your story. He lets you in and takes
you to the library where the maps are. 'You could try an old trick the mystics have.' He says as he takes a
crystal pendant from around his neck. 'If you get a map of the city, focus on the object you need and dangle
this pendant over the map, the pendant may rest over where it is.'

If you wish to try this, you take the pendant and dangle it over the map. Make a hard wits roll (astrology). If
you make it, turn to 7.

If you do not wish to try or if you fail, you thank Terrick and find another place to search. Turn to 41.

Rodrigo Ditz (Order #43472424)


28
You push the door to find that it is unlocked. It creaks open. Make a hard action (dodge) roll. If you succeed,
turn to 25. If you fail, turn to 34.

29
'Watch who you're taking to mate, or I'll wipe that puke off your teeth with my fists.' Make a hard action
(intimidate) roll. If you succeed, turn to 26. If you fail, turn to 33.

30
The Howling Balrog is a favourite of the rogues and low lives of the city. As you approach the black door,
scarred with the assaults of a hundred knives and broken bottles, two men, embroiled in some vicious
combat burst out of the tavern and wrestle on the ground in front of you as if the tavern itself is offering you
its customary welcome. The inside does not disappoint. As soon as you walk through the door, a flagon flies
past your head. Men are drinking, gambling, singing, smoking, trying to flirt with the wenches and finding out
that having four black teeth and a sick stained jerkin is not very charming. What will you do?

Join a card game for money (you must have at least 5 gold pieces to gamble)? (turn to 4)

Buy a drink for 1 gold piece (if you have it)? (turn to 44)

Go into the back room? (turn to 20)

Give up and search elsewhere? (turn to 41)

31
As you fight the thugs, the third robber has climbed out of the trapdoor and run out of the door. Hot in pursuit,
you sprint out to see them running down the street. If you have a spear or a dagger, you may throw it at
them. If you wish to do this, turn to 21. If you wish to give chase instead, turn to 18.

32
The bookie is shouting all kinds of numbers as gamblers throw their money at him. You do likewise (deduct
10 gold pieces from your adventure sheet). If you bet on the current champion, you will win 15 gold pieces if
they win. If you bet on the challenger, you will win 25 gold pieces if they win. You decide on whether you will
bet on the current champion, Pummit the Pulveriser or the challenger Vargrad the Vicious. Decide on who
you will bet on and note how much you will win if they win the fight. Then turn to 12.

33
'They're only puke stained because I have to look at your smelly face.' The patrons of the tavern roar with
laughter at you. Enraged, you try to punch the man, but you are promptly stopped by two huge bouncers who
grab you, drag you out of the tavern and throw you out of the door. You land face first into a pile of horse
manure. Indignant, you storm off to find a more successful way of finding the locket. Turn to 41.

Rodrigo Ditz (Order #43472424)


34
You hear a twang and then feel a thud as a spear strikes your side. Lose 3 hits. You inspect the spear. You
may take it (add the spear to your equipment list - it is a +2 weapon) before entering the hut. Turn to 40.

35
You approach the man who stares at you saying nothing. You feel awkward. 'Soooo,' you start. ‘Heard of any
lockets getting stolen recently?' Make a hard ego (con) roll. If you succeed, turn to 10. If you fail, turn to 16.

36
The thug laughs a mean mocking laugh at your story and advances upon you, his grin revealing his cracked,
black teeth. He does not believe you. What will you do now?

Hand over all of your money? (turn to 23)

Attack him? (turn to 9)

37
You are starting to get frustrated with the fruitlessness of your search. While dragging your feet along a
narrow street through the pouring rain, you stop in amazement as you spot three figures in black masks
approaching you. One of them holds up a locket on a chain before putting it in a pouch. The figures walk past
you, ignoring you. Not believing your luck, you wait a few moments before following them. turn to 42.
38
You try to knock him out in a non lethal fight (you may not use weapons in this fight). The man has an action
of 1d6 and 6 hits.

Stunts:

Head butt - medium action roll: Inflicts 1 hit of damage. You may succeed at this any number of times.

Spot opening - hard wits (cold reading) roll: You get a +1 bonus to your action roll for the rest of this combat.
Once you have made the roll once, you may not do this again.

Put down - hard ego (taunt) roll: You may reduce the damage the man inflicts by 1 for the rest of this combat.
Once you have made the roll once, you may not do this again.

If you win, you knock the man out and search his hovel to find the money. You return to Bob with it and he
gives you your payment (add 10 gold pieces to your adventure sheet). You then continue your investigations
elsewhere. Turn to 41.

If you lose the fight, you wake up in a puddle of stinking water in the street. You are badly hurt (You have
half of your current hits, rounded up) and all of your gold has been stolen (cross all of your gold from your
adventure sheet). After investigating the hut, you find that the man has fled with all his valuables. You
painfully get up and hobble off to continue your investigations elsewhere. Turn to 41.

Rodrigo Ditz (Order #43472424)


39
Freddie the Fence lives in the cellar of a derelict building which is piled high with stolen goods, junk and
other bits and pieces scavenged from around the city. Freddie is a short, snake like man with greasy black
hair and a shifty look. 'Eh up, guv!' He says when he opens the cellar door to the secret knock 'What yer 'avin
tonight?'

Freddie knows nothing about the locket, but he offers you some of his specialty items - only the best ones for
his best customer.

You may try to haggle with Freddie over the price of an item. If you do, make a contested attribute test on
ego (haggle) against Freddie's ego of 1d10 +3 for his haggle specialism. If you get a higher score, you can
buy that item for its reduced price. However, if you fail, Freddie charges you a higher price. That's the risk
you take. Unless stated, you may only buy 1 of each item.

Item Asking price Lowered price Higher price

Sword (+2 in combat) 35 gold pieces 27 gold pieces 40 gold pieces

Shield (-1 damage) 20 gold pieces 12 gold pieces 25 gold pieces

Dagger (+1 in combat, 4 gold pieces 2 gold pieces 6 gold pieces


3 available)

Healing potion 10 gold pieces 5 gold pieces 12 gold pieces


(restores 4 hits, 3
available)

Warrior’s elixir (+2 to 15 gold pieces 10 gold pieces 18 gold pieces


your next action roll)

Scholar’s elixir (+2 to 15 gold pieces 10 gold pieces 18 gold pieces


your next wits roll)

Bard’s elixir (+2 to your 15 gold pieces 10 gold pieces 18 gold pieces
next ego roll)

Lucky charm (+1 to an 12 gold pieces 7 gold pieces 15 gold pieces


attribute roll once)

Once you have finished with Freddie, you think about where you can go next to find the locket. You may
return to Freddie the Fence if you want to buy anything else. Turn to 41.

Rodrigo Ditz (Order #43472424)


40
The hut is completely deserted but before you decide to leave, you hear voices from under the floor, getting
louder. A trapdoor opens up on the other side of the hut and the masked head of one of the robbers reveals
itself. You run over to him as he leaps out of the trapdoor and draws a knife, ready for combat. As you draw
your weapon, another masked thug leaps out of the trapdoor and gets ready to attack you. You must fight
both thugs at the same time. They both have a 1d8 action die and 5 hits.

Stunts

Opportunistic kick - medium action roll: Inflicts 1 hit of damage. You may succeed at this any number of
times.

Exploit weakness - medium wits roll: Inflicts 1 hit of damage. You may succeed at this any number of times.

Feint and jab - medium ego roll: Inflicts 1 hit of damage. You may succeed at this any number of times.

If you win, turn to 31.

41
Where will you go now? Unless you have been told, you may not return to a place that you have already
visited.

Visit Freddie the Fence? Turn to 39

See the Guild of Sages? Turn to 27

Report the crime to the Watch? Turn to 5

Ask Bruiser Bob the Bailiff? Turn to 3

Listen out for the word on the street? Turn to 43

Go to the Howling Balrog Tavern? Turn to 30

If you have been to three locations and not yet found a lead (i.e. you have not been given an option to visit a
place not listed here), you may spend a narrative point. If you do, turn to 37

If you have exhausted all avenues and you do not have a narrative point to spend, you have failed in your
mission and you have nothing to do but to report your failure to the woman in the red dress.

42
You find yourself standing before a small hut. There are no lights inside, but you approach the door as
quietly as you can. Make a hard wits (secret signs) roll. If you succeed, turn to 15. If you fail, turn to 28.

43
You wander the streets of the rough part of town, filled with beggars, thieves and muggers who would slit
your throat if they thought it would get them a gold piece. The rain water washes the filth that these stinking
low lives have thrown out of their windows into the middle of the street, making it unavoidable. Graffiti covers
the dilapidated buildings and suspicious eyes stare at you from every corner. Make a hard wits (secret signs)
roll. If you succeed, turn to 24. If you fail, turn to 2.

44
You buy a drink of ale and take a gulp. It doesn't taste too bad until you look down into the flagon to see a
rat's head floating in the drink. The barman sees it too. 'Don't make a fuss. otherwise everyone will want
one.' He remarks. Another man at the bar look at you and sneers. 'Poor baby. If you're such a pussy, why
don't you go and play with the elfies in the woods.' His friends burst out laughing.

If you insult the man, turn to 17.

If you threaten him, turn to 29.

Rodrigo Ditz (Order #43472424)


If you attack him, turn to 14.

If you ignore him, you walk away to the jeers of the men at the bar. You then notice another man, quietly
sitting in the corner, staring intensely at you.

Will you approach a man drinking his ale in the corner (turn to 35)?

Join a card game for money (you must have at least 5 gold pieces to gamble)? (turn to 4)

Go into the back room? (turn to 20)

Give up and search elsewhere? (turn to 41)

45
You search the body of the robber to find the locket (add the locket to your adventure sheet and gain 1
experience point). Curious about the identity of the robber, you remove the mask. Your jaw drops when you
see the face of corpse is that of princess Mildred. A hundred questions form in your mind, but, as you hear
the heavy thud of militia boots, they are all superseded by one simple question. How are you going to get out
of this one?

Rodrigo Ditz (Order #43472424)


A simple job...right?

On the brink of poverty, you accept a job from a mysterious


beautiful stranger. All you have to do is recover a stolen locket.
Nothing could be simpler...or could it?

Rodrigo Ditz (Order #43472424)

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