TEXT: 1
  Open Design
   
  and the Dark Army
  Elgar Fletch
  This stand-alone adventure is designed for a single 
  player with no GM. All you need to play is some 
  dice (d6, d8, d10, and 20), a pencil, some paper, 
  and this adventure.
   
  The rules are explained as you play. Begin 
  at paragraph 1 and proceed from there, taking 
  notes (including the paragraph path you’ve already 
  followed) on your paper as you go.
  Written by Matthew J. Hanson
  Edited by Spike Y Jones
  Art & Layout by Rick S. Hershey
  Published by Wolfgang H. Baur
  Party of One is a trademark of Open Design LLC. © 2012. 
  All rights reserved.
  Compatibility with the Pathﬁ nder Roleplaying Game requires the Path-
  ﬁ nder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathﬁ nderRPG for more information on the Pathﬁ nder Roleplay-
  ing Game. Paizo Publishing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  
  2
  Party of One BB2
  1
  Your name is Elgar, and the only home you’ve ever 
  known is your small village, Elm Creek. Papa taught 
  you how to hunt and trap, and that’s provided you 
  with plenty of food to eat and pelts to sell.
   
  It’s those pelts that brought you to Grabe’s 
  General Store. You’ve purchased all your basic 
  supplies, and still have a  pouch full of coins. “You 
  know,” Grabe says just as you are about to leave, “I 
  got a couple things from a trader a few days ago that 
  might interest you.”
   
  “What ya got?” you respond.
   
  He ﬁ rst pulls out a ﬁ ne grey cloak. The color 
  seems to shift as you watch it. “Real elven work,” 
  Grabe says. “Keeps you warm and hides you in the 
  forest.” Then the shop owner produces a ﬁ ne chain 
  necklace. “This is said to be woven with dwarven 
  magic. It gives you the strength to keep going when 
  times get tough.”
   
  You look at the coins in your purse. You have 
  enough to buy either the cloak or the dwarven chain, 
  but not both. On the other hand, you don’t need 
  either, and you never know when extra gold will come 
  in handy.
   
  “So,” Grabe asks, “what’ll it be?”
   
  If  you decide to buy the elven cloak, read 14.
   
  If  you decide to buy the dwarven chain, read 17.
   
  If  you decide to save your money, read 52.
  2
  Pierced by many arrows, the ogre falls to the ground 
  with a mighty thud.
   
  Now read 60.
  3
  You look down and shufﬂ e your feet. “Sorry, Annah. 
  The time just got away from me.”
   
  “Sometimes I swear, Elgar, you are more 
  forgetful than a ﬂ y on Tuesday.”
   
  “But as soon as I remembered,” you say, “I 
  ran here as fast as I could.”
   
  “As fast as you could?”
   
  “Yeah, I didn’t stop for nothing. I mean, there 
  weren’t much to stop for anyhow, but if there were, like 
  a raging river or a thicket of brier, that wouldn’t have 
  stopped me either.”
   
  Annah furrows her brow. “Well, I suppose I’ll 
  forgive you just this once.” Then Annah leans forward 
  and gives you a quick peck on the lips. “Now sit down 
  and eat your lunch.”
   
  Now read 9.
  4
  The wolf dodges your rushed attack.
   
  You missed the wolf, and she is undamaged.
   
  Read 5.
  5
  The wolf leaps through the air, her fangs bared. 
   
  Make an attack for the wolf by rolling your d20.
   
  If  you roll a 15 or higher, read 76.
   
  If  you roll a 14 or lower, read 19.
  6
  The pot holds a thick stew made mostly of meat and 
  bones. You can identify deer, rabbit, and squirrel. 
  There are also trace amounts of edible roots and 
  mushrooms. Your stomach aches with hunger, and 
  you realize you haven’t eaten since leaving Old 
  Gerdy’s.
   
  If  you eat the stew, read 15.
   
  If  you leave it alone, read 46.
  7
  You move silently and pass the Dark warriors without 
  them noticing you. You get by the Army with no 
  other difﬁ culties, and continue your journey towards 
  the capital.
   
  Now read 71.
  8
  You use the tree roots to pull yourself from the hole 
  and onto the ground above.
   
  Now read 30.
  9
  The meat pie is, or course, delicious. Annah’s always 
  been the greatest cook around. You and Annah eat 
  quietly, and you listen to the rustle of the grass. As 
  she eats, the tension drains from her body. When she 
  ﬁ nishes, she speaks to you again, “Father says he’ll be 
  heading out to the capital at the end of the month. 
  I’m probably going to go with him. Would you like 
  to come?”
   
  “Nah. I’m not sure there’s anything I need 
  from the capital,” you reply.
   
  Annah rolls her eyes and ﬂ ops onto the grass. 
  Wrong answer, Fletch.
   
  “I mean... not much I want. But if there were 
  brigands on the road, you might want...”
   
  “Elgar Fletch, don’t you ever want to see what 
  
  3
  Open Design
  the world’s like outside of Elm Creek?”
   
  “Of course I do,” you say. “But... I don’t know. 
  There’s a lot of nice stuff in Elm Creek, too.”
   
  “What’s your biggest dream, Elgar?”
   
  You’re taken aback. You never really thought 
  about it before. “Well, I guess... I mean...” You need 
  to think fast. What’s something that would impress 
  Annah? “I thought about becoming a hero...”
   
  “A hero?” Annah says, her eyebrow raised in 
  skepticism.
   
  “Yeah. You know, like the kind that slays 
  monsters and saves the kingdom...”
   
  Annah stands up abruptly. “I’m going home, 
  Elgar. And before you ask, no, I don’t need somebody 
  to walk me home.”
   
  Then, before you can ﬁ gure out what you said 
  wrong, Annah’s gone.
   
  You know she’ll need some time to cool off. 
  You know it’s probably best to bring your supplies 
  back home. But your head is so confused, and at times 
  like these a walk in the forest is the best way to clear 
  your mind. Then you think it might be a good idea to 
  visit Old Gerdy. She might know a bit about women, 
  seeing as how she is one.
   
  Now read 13.
  10
  You ﬁ nd a path in the underbrush that you think will 
  keep you hidden from the ogre, and you use your 
  hunter’s training to tread lightly.
  You must now make a Stealth check to sneak 
  around the ogre. You have a +8 bonus to your Stealth 
  roll. If you bought the elven cloak, you gain an 
  additional +2 bonus (for a total of 10).
  If  your total roll is 15 or higher, read 25.
   
  If  your total roll is 14 or lower, read 34.
  11
  The second wolf falls to the ground. Looking at 
  them closely, you see that these wolves share the same 
  strange look as the one you fought in the forest, with 
  black fur and red eyes.
   
  You rush through the debris, searching for 
  signs of life, and then you see her.
   
  Annah lies on green grass, her clothes soaked 
  with blood. You rush to her side and clasp her hand. 
  She bears several wounds, the deepest a slash across 
  her belly. You see that she still breathes - just barely. 
  Then her eyes ﬂ utter open.
   
  “Elgar... is that you?”
   
  “I’m here, Annah. Everything will be all right. 
  Gerdy gave me a salve...”
   
  “No. No time,” Annah wheezes, bloody foam 
  forming on her lips. “You must listen...” she whispers, 
  barely audible.
   
  If  you apply the salve against Annah’s wishes, read 47.
   
  If  you focus on listening to what Annah says, read 40.
  12
  “Hello,” you call to the ogre.
   
  It ﬁ xes its massive eyes on you. “A human in 
  my woods! Why you here?”
   
  “I’m just passing through.”
   
  “Mama say human good eatin’. You get in my 
  pot!” the ogre commands.
   
  “I don’t want any trouble,” you say.
   
  “You get in pot or me stab you with stick,” the 
  ogre replies.
   
  Though you are not a skilled liar, the ogre is 
  slow-witted, so you may be able to trick him, or you 
  could rely on your bow to defeat him.
   
  If  you try to trick the ogre, read 33.
   
  If  you attack the ogre, read 69.
  13
  You soon are on the familiar path that leads to Old 
  Gerdy’s shack in the woods. Then you stop. Something 
  isn’t right. You scan the woods, and see it. At ﬁ rst it 
  just looks like a shadow that’s too big, but then you 
  know it for what it is: a wolf.
   
  There’re plenty of wolves around Elm Creek. 
  Normally they stay away from humans... unless 
  they’re rabid.
   
  This wolf doesn’t look rabid, but she doesn’t 
  look right either. Her coat is black and almost looks 
  burnt. Her eyes are red.
   
  You lift your bow from your shoulder and nock 
  an arrow, just as the wolf charges from the bushes.
   
  Roll your 20-sided die (d20).
   
  If  you roll a 7 or higher, read 58.
   
  If  you roll a 6 or lower, read 4.
  14
  You run a ﬁ nger over the ﬁ ne cloak. “Looks good,” 
  you say. “I’ll take it.” You hand your money to Grabe 
  and pick up the cloak.
   
  Make a note on your paper that you bought 
  the elven cloak.
   
  Then read 37.
  
  4
  Party of One BB2
  15
  The stew is foul, but you’re very hungry. You quickly 
  eat as much as you can stomach.
   
  Make a note that you ate the ogre’s stew.
  If  you search his cabin, read 39.
   
  If  you continue your journey, read 54.
  16
  With a twang, your bow string launches an arrow that 
  strikes the wolf squarely in its chest. She releases a 
  soft whimper, then falls to the ground. 
   
  You are relieved that the wolf is dead, but 
  deeply troubled by her aggression. Fortunately, 
  Gerdy’s hut is close by. You proceed again on your 
  path.
   
  Now read 21.
  17
  You pick up the dwarven chain and it seems almost 
  weightless in your hand. “Looks good to me,” you say 
  and pass Grabe your money.
   
  Make a note that you bought the dwarven chain.
   
  Then read 37.
  18
  You ﬁ re your bow. The ogre is momentarily stunned, 
  but then pulls a sharp stick from his belt and tries to 
  skewer you.
   
  Now read 36.
  19
  You knock the wolf aside with your bow.
   
  The wolf missed you. 
   
  Now read 20.
  20
  You back-pedal to give yourself room to loose another 
  arrow at the wolf.
   
  You have just played a single round of combat. 
  Each round you make an attack and then your foe (in 
  this case the wolf) does. An attack hits if the total of 
  the d20 roll plus the attacker’s attack bonus is equal 
  to or higher than the defender’s armor class. If the 
  attack hits, the attacker causes damage.
   
  This adventure uses hit points to track how 
  much punishment somebody can take. You started 
  with 26 hit points and the wolf started with 13. If 
  you hit her with an arrow, you do 1d8+3 damage: 
  roll your 8-sided die and add 3 to the result, and then 
  subtract it from the wolf’s current hit point total as 
  noted on your paper.
   
  If she hits you with her bite, she does 1d6+1 
  damage: roll your 6-sided die, add 1 to the result, and 
  then subtract it from your current hit points as noted 
  on your paper. Make sure you keep track of how 
  many hit points you have even after the battle ends, 
  as you don’t automatically heal between ﬁ ghts.
  Your Attack Bonus 
  +7
  Longbow Damage
  1d8+3
  Your Armor Class
  17
  Your Hit Points
  26
  Wolf ’s Attack Bonus
  +2
  Bite Damage
  1d6+1
  Wolf ’s Armor Class
  14
  Wolf ’s Hit Points 
  13
   
   
  If  the wolf  reduces you to 0 hp, read 80.
   
  If  you reduce the wolf  to 0 hp, read 16.
  21
  Gerdy’s shack is a hodgepodge of various woods that 
  she collected from the forest ﬂ oor and assembled 
  into a dilapidated shape. While it looks like it might 
  collapse at any minute, it is surprisingly sturdy.
   
  “Gerdy, it’s Elgar,” you call from outside the 
  hanging buckskin that serves as her door.
   
  “Enter,” Gerdy’s withered voice replies. “I 
  thought I might have a visitor today.”
   
  You step inside and see Gerdy’s aged frame 
  hunched over a bubbling pot where she heats a foul-
  smelling concoction. 
   
  Gerdy looks up. “What happened to you?” 
  she asks.
   
  “A wolf in the forest. It didn’t seem right. Its 
  fur looked scorched, and it had...”
   
  “Eyes like the devil.”
   
  You nod. “How did you know?”
   
  “There’s been a foul wind in the air these past 
  few days. Death is on the march.”
   
  A shiver runs down your spine. “What’s that 
  mean for Elm Creek?”
   
  Gerdy shrugs. “Maybe nothing. Maybe 
  everything. Sometimes the signs are hard to read. But 
  just because it might pass by Elm Creek don’t unload 
  your worries; somebody somewhere is in for trouble.”
   
  You think of the words you told Annah earlier  
  that you wanted to be a hero. You didn’t really mean 
  it. You just thought it would impress Annah. Or did 
  you?
   
  “What should we do?”
   
  “First things ﬁ rst: Did the wolf get her teeth in 
  you?”
   
  If  you took any damage battling the wolf, read 29.
   
  Otherwise, read 43.
  
  5
  Open Design
  22
  You sleep deeply, but not well. You dream strange 
  visions. You see the wolf you fought, risen again. 
  Blood still drips from the wounds you inﬂ icted as it 
  snarls at you.
   
  You try to raise your bow, but an unseen force 
  strikes. Again and again blows from nowhere strike 
  your side. You hear a croaking voice, say “Up... up... 
  get up!”
   
  You open your eyes and see Old Gerdy 
  hovering above you. She hits your side with a gnarled 
  staff, and shouts at you. “Get up, you lazy bones.”
   
  “What?” you groggily respond.
   
  Gerdy opens the hide door ﬂ ap and points to 
  something in the distance. “Look there,” she says. 
   
  Now read 32.
  23
  You think quickly, “Well, the thing is, Annah, I really 
  wanted to be here, but I was attacked.”
   
  “Attacked?” Annah asks, raising one eyebrow.
   
  “Yeah. There were these brigands...”
   
  “Brigands?”
   
  “Of course brigands. And they had swords. 
  And they said they were heading towards town to 
  rob us all. But I fought them, and they ran off, and 
  promised they won’t ever hurt another soul.”
   
  “Elgar Fletch,” Annah stares at you with 
  critical eyes, “that is the most ridiculous story I have 
  ever heard. First of all, I don’t think there’s a thing in 
  Elm Creek that brigands would waste their time on. 
  And second of all, if there were, you would not be the 
  one who’d chase them off.”
   
  “Well... I could, maybe.”
   
  “Maybe you could,” Annah responds. “But 
  you didn’t. I’m not talking to you. I’m just going to sit 
  here and eat my pasty.”
   
  Now read 9.
  24
  The battle is ﬁ erce, but at last the Dark warrior falls. 
  You know that you have precious little time to reach 
  the city before the rest of the Dark Army arrives.
   
  Now read 65.
  25
  Your training serves you well. The ogre gives no sign 
  of noticing you, and you’re soon well away from his 
  cabin.
  Now read 54.
  26
  You know what you must do. Elm Creek is gone, but 
  there are others you can still save. You must make your 
  way to the capital and warn them.
   
  But what route to travel?
   
  Although you’ve never traveled it, there is only 
  one road that runs through Elm Creek, and you know 
  that if you follow it long enough, it’ll take you to the 
  capital. But you also know that the Dark Army that 
  Annah spoke of is following the same road. At some 
  point you’ll overtake the Army, and will need to ﬁ nd your 
  way around them.
   
  You also know that the road curves around the 
  forest, and that you may be able to save time if you cut 
  directly through it. There’s no marked path, but you’re 
  skilled at ﬁ nding your way through the woods.
   
  Unfortunately, there are other dangers that 
  lurk in the forest. Normally you have little to fear from 
  wild animals, but the wolf attacks have left you worried. 
  Worse, rumor has it than a terrible ogre lives deep within 
  the forest and eats any who stray to close to his lair.
   
  Whatever path you take, you must decide quickly.
   
  If  you travel along the road, read 50.
   
  If  you travel through the forest, read 41.
  27
  The fall leaves you bruised, but after the initial 
  shock you quickly stand and take in your situation. 
  Fortunately, the pit is not deep, and many roots should 
  provide ample handholds. You grab one and try to 
  pull yourself free.
   
  Trying to climb from the pit is a skill check 
  using the Climb skill. You have a +2 bonus to your 
  Climb skill, so roll 1d20 and add +2.
   
  If  the total is 10 or higher, read 8.
   
  If  the total is 9 or lower, read 56.
  28
  You pull your foot back and steady yourself at the 
  edge of the pit. 
   
  Now read 30.
  29
  You nod. “Just a little nip,” you tell Gerdy. “Nothing 
  to worry about.”
   
  “Better let me have a look” Gerdy says. Then 
  before you can protest, she lifts your shirt to examine 
  your wounds. “Tch, tch. Just a nip indeed. Well, I’ve 
  got something for this, and I’ll have you patched up in 
  no time.”
  
  6
  Party of One BB2
   
  Gerdy opens one of her jars of salves and 
  spreads it on your wound. Then she wraps it in ﬁ ne 
  linen, and forces you to drink a bitter tea. “Better rest 
  here for the night,” Gerdy says. “It’s getting dark. And 
  besides, it’s not a good idea to walk too far after what 
  you’ve just drunk.”
   
  You begin to protest but already Gerdy’s tea 
  is muddling your head. You curl up on a blanket on 
  Gerdy’s ﬂ oor, and are soon fast asleep.
  Old Gerdy’s herbs and the night’s rest restore 
  your hit points to the maximum of 26. Note this on 
  your paper.
   
  Then read 22.
  30
  You walk away from the pit trap. Somebody 
  obviously made it either to catch game or ward 
  off  intruders. Either way, whoever dug it is likely 
  nearby. You proceed again with caution.
   
  Before long, you find out who dug the trap. 
  In a clearing in the forest, you see a primitive log 
  cabin. Outside it is a small fire with a large cast-
  iron pot. Sitting on the stump is a massive vaguely 
  human-like creature. It stands at least nine feet 
  tall and is whittling a long stick with a crude stone 
  knife. You’ve never seen such a creature before, but 
  you recognize it as an ogre.
   
  Ogres are said to be strong but often dull-
  witted. It hasn’t seen you, so you might be able 
  to sneak around his cabin, or you could try to get 
  the drop on him and kill him before he strikes 
  back. Though ogres are said to be wicked, it’s also 
  possible that you could reason with this one.
  If  you try to sneak around the ogre, read 10.
   
  If  you try to talk to the ogre, read 12.
   
  If  you attack the ogre, read 49.
  31
  The ogre ponders your idea for a moment, then 
  finally says. “No. It like Mama tell me. One human 
  in pot is better than two in hole. Me poke you with 
  stick now.”
   
  It seems you have no choice but to fight the 
  ogre.
   
  Now read 69.
  32
  Your body is heavy, but you drag yourself to your feet and 
  stumble outside. You look where Gerdy points.
   
  Smoke.
   
  And lots of it. More than a bonﬁ re. A forest ﬁ re, 
  you think at ﬁ rst. Then you realize the direction the smoke 
  comes from: That’s Elm Creek.
   
  “I’ve gotta go,” you say to Gerdy and quickly 
  grab your possessions.
   
  “Wait,” Gerdy rushes inside the house and looks 
  through her pots of odd concoctions. She ﬁ nds what she 
  was looking for and holds it out to you. “Take this salve. It 
  will ease your wounds. I hope you won’t need it, but...”
   
  “Thank you,” you say and take the clay pot. 
  Then you turn and run towards Elm Creek.
   
  You have received a Healing Salve. Make a note 
  of this on your paper.
   
  Healing Salve: You may only apply a Healing 
  Salve while you are out of combat. When you use the 
  Healing Salve some hit points you lost because of damage 
  are restored to you. Add 8 to your current hit point total; 
  this cannot bring you beyond your maximum of 26. 
  Once you have used the Salve it is destroyed.
   
  Now read 42.
  33
  “Humans are good eatin’,” you tell the ogre. “And 
  there’s a bunch more trapped in that hole you dug. 
  You better hurry and get them before they climb out.”
   
  You are attempting to bluff the ogre. You have 
  a +0 bonus to your Bluff skill, so just roll your d20 and 
  use the result.
   
  If  you roll a 10 or higher, read 51.
   
  If  you roll a 9 or lower, read 31.
  34
  You misplace your foot and snap a dry twig. “Huh?” 
  you hear the ogre say to himself. Then his massive 
  head swivels in your direction. “A human in my 
  woods!” he bellows.
   
  If  you attack the ogre, read 69.
   
  If  you try to reason with the ogre, read 12.
  35
  It takes all your willpower, but you are able to keep 
  traveling through the night. Just as dawn is breaking 
  the next day, you climb to the top of a steep hill and 
  see the capital city. 
   
  Now read 44.
  
  7
  Open Design
  36
  Your advantage is soon lost, as the ogre sees you 
  and charges with his sharpened stick. You nock an 
  arrow to your bowstring and prepare for the ogre’s 
  onslaught.
  You will run this combat similarly to how you 
  fought the wolf. However, in this ﬁ ght you may also 
  try to ﬂ ee the battle. If you try to ﬂ ee, you will not 
  attack on your turn, and if you fail, the ogre attacks 
  you on its turn. You may attempt to ﬂ ee as many 
  times as you wish.
  Your Attack Bonus 
  +7
  Longbow Damage
  1d8+2
  Your Armor Class
  17
  Your Hit Points
  Check your paper
  Ogre’s Attack Bonus
  +7
  Pointed Stick Damage
  1d8+5
  Ogre’s Armor Class
  13
  Ogre’s Hit Points 
  30
  If  the ogre reduces you to 0 hp, read 83.
   
  If  you reduce the ogre to 0 hp, read 2.
   
  If  you try to ﬂ ee, read 79.
  37
  “Pleasure doing business with you,” Grabe says. 
  “Oh, and you if  you see Annah, tell her...” but you 
  don’t wait for him finish.
   
  Annah.
   
  You’re an idiot.
   
  You race down the dirt road that leads 
  through town, then cut through the grass. You 
  climb a hill that overlooks Elm Creek.
   
  Sitting at the top of  the hill is the most 
  beautiful woman in the world. Chestnut hair 
  cascades over her silky shoulders. Her brown doe 
  eyes look up at you as you draw near.
   
  Then she slaps you.
   
  Annah.
   
  “Elgar Fletch. I slaved over a hot stove 
  cooking these pasties for you. Pasties that have 
  now gone cold. And why would that be?”
  If  you tell Annah the truth, read 3.
   
  If  you try to make up an excuse, read 23.
  38
  You pass between two large trees, and behind you, 
  you hear a loud crackling sound as the bark ﬂ ies off.   
   
  “Come back, human!” the ogre yells. “I put 
  you in my pot!” 
   
  You turn to see that the ogre has become 
  wedged between the two trees and will require some 
  time to break free -- time enough for you to escape.
   
  Now read 54.
  39
  Most of the objects in the ogre’s home are of no value, 
  but you do ﬁ nd three arrows enchanted to burst into 
  ﬂ ame when they strike a target.
   
  Make a note on your paper that you found 
  three Flaming Arrows.
   
  Flaming Arrow: You must decide whether 
  or not to use a Flaming Arrow before making your 
  attack roll in a round. If you hit with a Flaming Arrow, 
  the target takes an extra 1d6 points of ﬁ re damage. 
  Whether you hit or miss, the arrow is destroyed after 
  the attack.
   
  If  you investigate the pot above the ﬁ re, read 6.
   
  If  you continue your journey, read 54.
  40
  You lean in to Annah as she whispers. “They’re 
  headed to the capital. We were just... in the way. Army 
  marching under black banners. Must warn them.”
   
  “We will, Annah. We’ll go to the capital and 
  warn them together.”
   
  “No... you... promise me you’ll warn them.. 
  promise...”
   
  “I promise,” you tell Annah. “Just hang in 
  there.”
   
  But it’s too late. The last breath ﬂ utters from 
  Annah’s perfect lips, “I love...” she says. Then she 
  breathes no more.
   
  Now read 82.
  41
  You make your way into the woods. The ﬁ rst part 
  of your journey is easy, but as you travel deeper, you 
  come to parts of the forest that you’ve never seen 
  before, and navigating becomes more difﬁ cult.
   
  You look at the position of the sun, take the lay 
  of the land, and judge that you’re on the right track. 
  You continue your journey for several more hours. 
  You know you should focus on the journey, but your 
  thoughts drift to the events of the day: the strange 
  wolves, the plume of smoke, the blood... Annah.
  
  8
  Party of One BB2
   
  Your foot comes down and keeps going beyond 
  where the ground should be. In your carelessness you 
  missed an obvious trap: a pit covered with a weak 
  frame of reeds holding up a false ﬂ oor of leaves.
  To avoid falling into the pit, you must make 
  a Reﬂ ex saving throw. This is similar to making an 
  attack or skill check. You must make a d20 roll, and 
  add your Reﬂ ex save bonus of +6.
  If  the total is 20 or higher, read 28.
   
  If  the total is 19 or lower, read 77.
  42
  Your muscles ache as you force yourself to continue 
  running far beyond your normal limit. You lose track 
  of time as the landscape blurs past. At last the forest 
  clears and you see Elm Creek.
   
  In ruin.
   
  Black smoke rises from the scorched remains 
  of the dozen buildings that once made up the heart of 
  the village. Bodies of people you knew lie motionless 
  on the ground. Two black wolves feast on the carrion.
   
  Before you realize what you are doing, you 
  loose an arrow at the closest wolf.
  You must now ﬁ ght two wolves. This is similar 
  to the battle you ran before with two exceptions. In 
  this ﬁ ght, you can only attack one wolf each turn, but 
  each wolf gets to attack you each turn as long as it has 
  any hit points left (when you reduce one to 0 hp, that 
  wolf falls). Also, you begin this battle at range, and the 
  wolves have no ranged attacks. This means that you 
  get to attack twice on the ﬁ rst round of combat (and 
  only the ﬁ rst) before the wolves attack at all.
  Your Attack Bonus 
  +7
  Longbow Damage
  1d8+2
  Your Armor Class
  17
  Your Hit Points
  26
  Wolf ’s Attack Bonus
  +2
  Bite Damage
  1d6+1
  Wolf ’s Armor Class
  14
  Wolf ’s Hit Points 
  13
  If  the wolves reduce you to 0 hp, read 80.
   
  If  you reduce both wolves to 0 hp, read 11.
  43
  You shake your head, “Nah, her teeth came close but 
  I stayed clear.”
   
  “Even still,” Gerdy says. “It’s getting dark. It’s 
  best that you stay here the night.”
   
  You start to protest, but realize she is right. It’s 
  getting dark, and if there are more of those wolves 
  about, it’s best to wait till dawn to face them.
   
  Now read 22.
  44
  The capital is still several miles away, but at last your 
  destination is within your reach.
   
  Check your paper to see if you have lost any time.
   
  If  you never lost time or only lost time once, read 61.
   
  If  you lost time twice, read 48.
   
  If  you lost time three times or more, read 65.
  45
  You stay close to the shadows and use your hunter’s 
  training to avoid the men in dark armor.
   
  You must now make a Stealth check. You 
  have a +8 bonus to your Stealth roll. If you bought 
  the elven cloak, you gain an additional +2 bonus (for 
  a total of +10).
   
  If  your total roll is 15 or higher, read 7.
   
  If  your total roll is 14 or lower, read 66.
  46
  Despite your hunger, you don’t trust anything the 
  ogre prepared, and you leave the stew alone.
   
  If  you search his cabin, read 39.
   
  If  you continue your journey, read 54.
  47
  You open the clay jar holding the healing salve, and 
  apply it to Annah’s wounds. She continues speaking, 
  but you can’t make out her words. As you bandage 
  the gashes, Annah’s eyes ﬂ utter closed, and she falls 
  unconscious - but she’s still alive!
   
  Your thoughts now turn to whatever she was 
  so desperately trying to tell you. It must’ve been tied 
  to whoever destroyed Elm Creek. It should be easy 
  to follow them, but that would mean leaving Annah 
  here in a vulnerable state. You could move her to Old 
  Gerdy’s, but it would take some time, and you might 
  not have time to waste.
   
  Note on your paper that you used your healing 
  salve, and that you learned Secret A.
   
  If  you decide to leave Annah and follow the Dark   
   
  Army, read 50.
   
  If  you bring Annah to Old Gerdy’s, read 53.
  
  9
  Open Design
  48
  You hustle along the path towards the capital. In your 
  haste, you are less watchful than you probably should 
  be.
   
  “Where are you off to in such a hurry?” you 
  hear a gruff voice say. You look to see a man clad in 
  black armor. At his heel are two wolves with black 
  fur and red eyes. You scan the land, and see no other 
  trace of the Dark Army. This must be an advance 
  scout, sent to gauge the defenses and the land. 
   
  And to stop anybody from warning the king.
   
  “I’m just a simple traveler,” you say. “I want 
  no trouble.”
   
  “Well, trouble has found you, traveler. Attack!”
  The warrior orders his wolves to attack you. 
  Run this ﬁ ght as you have done the others. You begin 
  the battle at range, and can make two attacks during 
  the ﬁ rst round of combat.
  Your Attack Bonus 
  +7
  Longbow Damage
  1d8+2
  Your Armor Class
  17
  Your Hit Points
  Check your paper
  Wolf ’s Attack Bonus
  +2
  Bite Damage
  1d6+1
  Wolf ’s Armor Class
  14
  Wolf ’s Hit Points 
  13
  If  the wolves reduce you to 0 hp, read 83.
   
  If  you reduce both wolves to 0 hp, read 63.
  49
  You silently nock an arrow and ﬁ re it at the ogre 
  before he even realizes you are there.
  Because you are attacking with a ranged 
  weapon and the ogre was not aware of you, you get to 
  attack him three times on the ﬁ rst round of combat.
   
  Now read 36.
  50
  You set off down the dirt road leading away from 
  Elm Creek. All along the path you see signs that 
  hundreds of men, horses, and wolves passed this way 
  not long ago. Here and there you ﬁ nd scorched wood 
  and splatters of blood. At one point you see a trio of 
  men clad in blood-stained clothes who’ve been cast 
  into the ditch. Doubtless, they were little more than 
  simple travelers who walked down the wrong road at 
  the wrong time. 
   
  Night falls and you realize you haven’t eaten 
  since leaving Old Gerdy’s. You’ve walked all day, and 
  your muscles ache. You struggle to stay on your feet.
   
  You must now make an Endurance check to 
  keep moving. This is similar to making an attack roll, 
  in that you roll your d20 and add your bonus. Your 
  Endurance bonus is +7. If you bought the dwarven 
  chain, you gain a +2 bonus to this check, for a total of 
  +9.
   
  If  your total is 15 or higher, read 72.
   
  If  your total is 14 or lower, read 67.
  51
  “More humans!” the ogre shouts. “Okay. Me go get. 
  You wait here until me get back.” Then the ogre 
  charges off through the forest.
   
  Now read 60.
  52
  “They’re nice,” you say to Grabe, “but I’ve got all I 
  need for today.”
   
  “If you change your mind, let me know. But 
  don’t wait too long, or I’ll ﬁ nd somebody else who’ll 
  take them.”
   
  Make a note on your paper that you saved 
  your money.
   
  Then read 37.
  53
  You sling Annah across your back, and retrace the 
  route to Old Gerdy’s hut. This time it’s even more 
  difﬁ cult, because of Annah’s weight and your own 
  exhaustion.
   
  Gerdy is at the door waiting for you. “It’s bad, 
  ain’t it?” Gerdy asks as you approach.  
   
  “I used your salve,” you say, as you enter and 
  set Annah down on Gerdy’s cot.
   
   Gerdy examines Annah’s wounds, “She’ll 
  live,” Gerdy says, then forces a foul-smelling paste 
  down Annah’s throat.
   
  After endless minutes Annah’s eyes creak open. 
  “Elgar... no time... Dark Army is headed towards the 
  capital. Warn them.” Then she lapses back into sleep.
   
  You have lost time. Keep track of how many 
  instances you lose time on your paper. Also note that 
  you’ve learned Secret B.
   
  Now read 26.
  
  10
  Party of One BB2
  54
  You make your way from the ogre’s house and towards 
  the capital. The sun soon sets, and you feel exhaustion 
  creep into your bones. You know that time is urgent 
  and that you can’t afford to rest, but you struggle to 
  keep your eyes open.
  You must make an Endurance check to keep 
  going. Your Endurance bonus is +7. If you purchased 
  the dwarven chain, you gain a +2 bonus to this check. 
  If you ate the ogre’s stew you gain another +2 bonus. 
  (So your maximum total bonus is +11). Roll your d20 
  and add your bonus.
  If  your total is 15 or higher, read 35.
   
  If  your total is 14 or lower, read 81.
  55
  You’re not sure how long you remain in the pit, but 
  at last a large hand plucks you out. You see that the 
  hand is attached to a massive, vaguely human-like 
  creature with a bloated head and misshapen features. 
  As it talks, it carries you through the forest until you 
  come to a crude cabin.
   
  “A human! Mama say human good eatin’! Me 
  put you in pot now, and eat you up real good!”
   
  You can tell that this ogre is slow-witted, and 
  although lying isn’t your strong suit, you may be able 
  to trick him. Otherwise, you still have your bow and 
  could try to bring him down.
  If  you try to trick the ogre, read 33.
   
  If  you attack the ogre, read 18.
  56
   You struggle to pull yourself up, but the roots snap, 
  and you fall again into the pit. After minutes of 
  struggle, you collapse with exhaustion.
  You have lost time. Keep track of how many 
  instances you lose time on your paper.
  Now read 55.
  57
  After the siege, the king himself proclaims you a hero, 
  but you don’t stay for the ceremony and celebrations. 
  You race across the battleﬁ elds back to Elm Creek, 
  but the ruins are abandoned. Frantic, you rush to Old 
  Gerdy’s shack; maybe she knows where Annah is.
   
  The place looks untouched by the war and 
  you rush inside to ﬁ nd Gerdy and the most beautiful 
  woman in the world, Annah, alive and well.
   
  “Annah! I’ve come back. I have so much to tell 
  you. I was in the capital and the king declared me a 
  hero and...”
   
  But she interrupts you. “I survived quite well 
  on my own wounded and unconscious in the woods, 
  thank you very much, Mr. Hero,” and turns her 
  attention back to the soup simmering over on the 
  hearth. One war is over, but another has just begun.
   
  This concludes the adventure. If you wish to 
  explore other possibilities, return to 1, and begin the 
  adventure again.
  58
  Your arrow grazes the wolf ’s side. She yelps in 
  pain, but doesn’t turn away from her attack. 
   
  You just hit the wolf  and caused her damage. 
  Roll 1d8+3 (roll your 8-sided die and add 3 to the 
  number rolled) to determine how much damage 
  you dealt. This adventure uses hit points to track 
  how much punishment somebody can take. The 
  wolf  started with 13 hit points. To find her current 
  hit points, subtract your damage from her previous 
  total of  13. Mark the wolf ’s current hit points on 
  your piece of  paper.
   
  Then read 5.
  59
  The guards you vanquished seem to be the only 
  Dark warriors nearby. You continue along your 
  path and soon make your way past the Dark 
  Army’s encampment.
   
  Now read 71.
  60
  Now that the threat is gone, there is more time to 
  investigate the ogre’s home. Something bubbles in 
  the pot over the fire. If  the ogre had anything of 
  value, he likely kept it in his log cabin.
   
  If  you investigate the pot over the fire, read 6.
   
  If  you search the ogre’s cabin, read 39.
   
  If  you continue your journey, read 54.
  61
  You reach the capital gates and tell your tale to 
  the guards. In the next hour you repeat your story 
  again to the captain of  the guard and then to the 
  general of  the army. Though he has little reason 
  to trust you, the general heeds your words. He 
  orders his captains to prepare a defense, and, more 
  
  11
  Open Design
  importantly, he dispatches horsemen to contact the 
  battalions that are deployed away from the capital 
  and others to allies of the kingdom who might come 
  to its aid.
   
  The Dark Army arrives mere hours later, but 
  your warning has bought the city much needed time. 
  The civilians from the countryside ﬂ ee into the safety 
  of the city walls. The Dark Army lays siege to the city, 
  but within a few days, reinforcements and allies arrive. 
  After a heated battle, your kingdom is victorious, and 
  the Dark Army ﬂ ees. 
  If  you know Secret A, but NOT Secret B, read 57.
   
  If  you know Secret B, read 78.
   
  Otherwise, read 64.
  62
  You didn’t manage to escape the ogre this time.
  Now return to the ﬁ ght in 36. Remember that 
  the ogre gets to attack you as his action in the round.
  63
  The second wolf falls, but the Dark warrior sneers 
  at you. “Those devil-wolves cost me a pretty penny. 
  You owe me. But from the looks of you, I’ll have to 
  take my payment out of your hide.” He raises a long, 
  jagged sword and attacks.
  You must now ﬁ ght the Dark warrior. Because 
  the warrior came close while you fought the wolves, 
  you only get one attack on the ﬁ rst round.
  Your Attack Bonus 
  +7
  Longbow Damage
  1d8+2
  Your Armor Class
  17
  Your Hit Points
  Check your paper
  Dark Warrior’s Attack Bonus
  +4
  Bastard Sword Damage
  1d10+3
  Dark Warrior’s Armor Class  
  17
  Dark Warrior’s Hit Points 
  14
   
  If  the Dark warrior reduces you to 0 hp, read 83.
   
  If  you reduce the Dark warrior to 0 hp, read 24.
  64
  After the siege, the king himself proclaims you a hero. He 
  offers you your choice of any reward you desire. Alas, the 
  only thing you want is not within his power to give.
   
  This concludes the adventure. If you wish to 
  explore other possibilities, return to 1, and begin the 
  adventure again.
  65
  As you look out at the capital, you see ribbons of 
  black smoke rising into the sky, then you see dark 
  shapes moving on the ground. You realize that you’re 
  too late. The Dark Army has arrived. They’ve laid 
  waste to the countryside outside the city walls, and 
  besieged the city.
   
  Over the next few weeks, you assemble as 
  many of the survivors as you can ﬁ nd and set up a 
  camp in the forest. Some travel off to other cities 
  to gather allies, while you and other able-bodied 
  warriors form a small guerrilla force and make raids 
  against the Dark Army.
   
  If  you know Secret A OR Secret B, read 68.
   
  If  you don’t know Secret A OR Secret B, read 73.
  66
  Although you move quietly, the soldiers are on guard and 
  have keen eyes.
   
  “There’s somebody in the brush,” one calls, and 
  points at you.
   
  You must now ﬁ ght the soldiers. Because you 
  begin at range, you may make two attacks on the ﬁ rst 
  round of combat.
   
  Now read 74.
  67
  You struggle against it, but fatigue overcomes you. 
  Your legs collapse and you crumple to the ground.
   
  When you wake up, your body still aches, but 
  you at least feel rested. Unfortunately, you can see the 
  sun rising in the east, and you know you lost precious 
  hours.
   
  Make a note that you have lost time.
   
  Then read 70.
  68
  Although it takes weeks, help eventually arrives. After 
  much bloodshed, the Dark Army ﬁ nally retreats. 
  Although your kingdom is safe, many lives were lost 
  in the process. But all you care about is ﬁ nding Annah 
  and starting over again.
   
  This concludes the adventure. If you wish to 
  explore other possibilities, return to 1, and begin the 
  adventure again.
  
  12
  Party of One BB2
  69
  You lift your bow and ﬁ re a quick shot before the ogre raises 
  his whittled stick and charges you.
  Because you are making the ﬁ rst attack from range, 
  you may make two attacks on the ﬁ rst round of battle.
  Now read 36.
  70
  You walk over a rise, and see the Dark Army for the 
  ﬁ rst time. Hundreds of men are camped in the valley 
  below, black banners ﬂ ying above them. Tall pikes 
  bear severed heads, and more of the strange wolves 
  you killed earlier gnaw on human corpses.
   
  You know that you cannot possibly travel 
  through the army, so you enter the brush around the 
  road and hope to sneak by.
   
  At ﬁ rst it goes well, but then you hear gruff 
  voices up ahead. You see two men in black armor 
  wielding enormous swords. These must be some kind 
  of patrol.
   
  Your ﬁ rst instinct is to unleash your arrows 
  on them to make them pay for what they did to Elm 
  Creek. You realize, however, that this may prevent 
  you from reaching the capital. There isn’t much room 
  in the valley to maneuver without straying far from 
  the path, but you could try to sneak by the warriors. 
  If  you attack the warriors, read 75.
   
  If  you try to sneak around them, read 45.
  71
  You travel along the road for most of the rest of the 
  day. At last you see the tall towers of the capital city 
  rising in front of you.
  Now read 44.
  72
  Though your muscles ache, you continue your march 
  through the night, certain that you are gaining ground 
  on the Dark Army.
  Now read 70.
  73
  Although it takes weeks, help eventually arrives. After 
  much bloodshed, the Dark Army ﬁ nally retreats. 
  Although your kingdom is safe, many lives were lost 
  in the process, including everyone who had been 
  precious to you. 
  This concludes the adventure. If you wish to 
  explore other possibilities, return to 1, and begin the 
  adventure again.
  74
  The Dark warriors quickly close the distance between 
  you, and now you must ﬁ ght them face-to-face.
   
  You must ﬁ ght two Dark warriors. 
  Your Attack Bonus 
  +7
  Longbow Damage
  1d8+2
  Your Armor Class
  17
  Your Hit Points
  Check your paper
  Dark Warrior’s Attack Bonus
  +4
  Bastard Sword Damage
  1d10+3
  Dark Warrior’s Armor Class
  17
  Dark Warrior’s Hit Points 
  14
   
  If  the Dark warriors reduce you to 0 hp, read 83.
   
  If  you reduce both Dark warriors to 0 hp, read 59.
  75
  You nock your arrow and ﬁ re a shot before the Dark 
  warriors even know you’re there.
   
  Because you begin at range, you gain an extra 
  attack in the ﬁ rst round, and because you surprise the 
  warriors, you gain another attack, for a total of three 
  attacks in the ﬁ rst round of combat before the warriors 
  get to attack you.
   
  Now read 74.
  76
  You try to dodge away, but the wolf’s teeth catch your 
  side, leaving a nasty gash.
   
  You suffered a wound from the wolf’s attack. 
  Her bite deals 1d6+1 (roll your 6-sided die and add 1 
  to the result) points of damage. You began with 26 hit 
  points. Subtract the attack’s damage from your starting 
  hit points and note this on your paper. 
   
  Then read 20.
  77
  You lose your footing and stumble into the pit.
   
  You take 1d6 points of damage from the fall.
   
  If  this reduces you to 0 hp, read 83.
   
  Otherwise, read 27.
  78
  After the siege, the king himself proclaims you a hero. 
  But you hardly hear his words, as two faces in the crowd 
  distract you. You rush from the podium to embrace Old 
  Gerdy and the weak but smiling girl leaning on her. “I 
  love you, too,” she laughs, “But don’t crush me... hero.”
  
  13
  Open Design
  This concludes the adventure. If you wish to 
  explore other possibilities, return to 1, and begin the 
  adventure again.
  79
  You turn to run, weaving through the trees and hoping to 
  pass through openings that the ogre is too large to follow 
  through.
  In order to escape the ogre, you must make a skill 
  check using the Acrobatics skill. You have a +5 bonus to 
  Acrobatics, so roll 1d20 and add +5.
  If  the total roll is 15 or higher, read 38.
   
  If  the total roll is 14 or lower, read 62.
  80
   The wolf rips into your throat and all goes dark.
  This ends the adventure. To try again, return to 1.
  81
  Your heart is still willing, but your body is weak. Your legs 
  give way mid-stride, and you collapse on the forest ﬂ oor.
   
  When you at last wake up, it’s daylight again. 
  You leap to your feet and continue your journey. Before 
  long, you climb a steep hill and see the capital before you.
   
  You have lost time. Keep track of how many 
  instances you lose time on your paper.
   
  Now read 44.
  82
   You don’t know how long you kneel by Annah’s body 
  weeping, your mind ﬁ lled with nothing but the wail of 
  grief. Eventually a solid thought worms its way into 
  your mind: Warn the capital -- Annah’s last wish.
   
  Now read 26.
  83
   Your wounds overcome you, and the world around 
  you fades to black. You call out to Annah, and realize 
  that you’ve failed her.
   
  This ends the adventure. To try again, return to 1.
  13
  Open Design
  give way mid-stride, and you collapse on the forest ﬂ oor.
   
  When you at last wake up, it’s daylight again. 
  
  14
  Party of One BB2
  Elgar 
  Fletcher 
  Alignment Chaotic Good
  Gender and Race Male Human
  Class and Level Ranger 1
  HIT POINTS 11
  ARMOR / DEFENSE
  Armor
   + Shield
  + Dex Mod
   + Magic
   = AC
  +4
  +0
  +3
  0
  = 17
  ATTACKS / WEAPONS
  Initiative +3  
  Speed 30 ft.
  Weapon: shortsword
  Attack Bonus
  Damage
  +4 
  d6+3
  Weapon: longbow 
  Attack Bonus
  Damage
  +4
  d8+3
  (this becomes +5 within 30ft of target)
  CLASS  FEATURES
  Attack Bonus +1
  Saving Throws 
  =
   Class
   + Ability Mod 
  + Misc 
  Fortitude Save 
  3
   +2 
  +1
   +0
  Reﬂ ex Save 
  5
  +2
   +3
   +0
  Will Save 
  1
  +0 
  +1
   +0
  Favored Terrain: In a forest you gain a +2 bonus on initiative 
  checks and Knowledge (geography), Perception, Stealth, and 
  Survival skill checks.
  Track: You add +1 to your Survival skill checking when track-
  ing creatures.
  Wild Empathy +1 to Diplomacy checks with animals.
  HUMAN TRAITS
  Speed 30 feet (6 squares)
  Bonus Skill Ranks You get 1 extra skill point per 
  level.
  Bonus Feat Humans receive an extra feat at ﬁ rst 
  level.
  ABILITY SCORES / MODIFIERS
                   Scores 
   
  Modiﬁ ers
  Strength 14
   
  +2 Str Modiﬁ er
  Dexterity 16
   
  +3 Dex Modiﬁ er
  Constitution 13
   
  +1 Con Modiﬁ er
  Intelligence 10
   
  +0 Int Modiﬁ er
  Wisdom 13
   
  +1 Wis Modiﬁ er
  Charisma 11
   
  +0 Cha Modiﬁ er
  FEATS
  Point Blank Shot You get a +1 to attack and dam-
  age rolls as long as your target is not more than 30 
  feet away.
  Weapon Finesse When attacking with a light 
  weapon or rapier, you may add your Dex modiﬁ er 
  rather than your Strength modiﬁ er to the roll.
  SKILLS
   Ranks
  Ability 
  Mod
   Misc. 
  Mod
  Total
  Climb
  +1
  +2 Str
  +3 class,
  -4 armor
  +2
  Diplomacy
  +0
  +0 Cha
  +1 empathy
  +1 
  (animals)
  Handle Animal
  +1
  +0 Cha
  +3 class
  +4
  Know: Nature
   +1
  +0 Int
  +3 class
  +4
  Perception
  +1
  +1 Wis
  +3 class
  +5
  Ride
  +1
  +3 Dex
  +3 class,
  -4 armor
  +3
  Stealth
  +1
  +3 Dex
  +3 class,
  +2 terrain,
  -4 armor
  +5
  Survivl
  +1
  +1Wis
  +3 class
  +5
  EQUIPMENT
  Composite longbow, 20 arrows, hide armor, short-
  sword
  
  15
  Open Design
  Elgar 
  Fletcher 
  Alignment Chaotic Good
  Gender and Race Male Human
  Class and Level Ranger 3
  HIT POINTS 31
  ARMOR / DEFENSE
  Armor
   + Shield
  + Dex Mod
   + Magic
   = AC
  +4
  +0
  +3
  0
  = 17
  ATTACKS / WEAPONS
  Initiative +3  
  Speed 30 ft.
  Weapon: shortsword
  Attack Bonus
  Damage
  +6 
  d6+3
  Weapon: longbow 
  Attack Bonus
  Damage
  +6
  d8+3
  (this becomes +7 within 30ft of target)
  CLASS  FEATURES
  Attack Bonus +1
  Saving Throws 
  =
   Class
   + Ability Mod 
  + Misc 
  Fortitude Save 
  4
   +3 
  +1
   +0
  Reﬂ ex Save 
  6
  +3
   +3
   +0
  Will Save 
  2
  +1 
  +1
   +0
  Favored Terrain: In a forest you gain a +2 bonus on initiative 
  checks and Knowledge (geography), Perception, Stealth, and 
  Survival skill checks.
  Track: You add +1 to your Survival skill checking when track-
  ing creatures.
  Wild Empathy +1 to Diplomacy checks with animals.
  HUMAN TRAITS
  Speed 30 feet (6 squares)
  Bonus Skill Ranks You get 1 extra skill point per level.
  Bonus Feat Humans receive an extra feat at ﬁ rst level.
  ABILITY SCORES / MODIFIERS
                   Scores 
   
  Modiﬁ ers
  Strength 14
   
  +2 Str Modiﬁ er
  Dexterity 16
   
  +3 Dex Modiﬁ er
  Constitution 13
   
  +1 Con Modiﬁ er
  Intelligence 10
   
  +0 Int Modiﬁ er
  Wisdom 13
   
  +1 Wis Modiﬁ er
  Charisma 11
   
  +0 Cha Modiﬁ er
  FEATS
  Endurance Harsh conditions or long exertions do not easily tire 
  you. You gain a +4 bonus to Swim checks against exhaustion; 
  Constitution checks to keep running, on a forced march, against 
  thirst and starvation, or to hold your breath. You also gain +4 
  on Fortitude saves against heat, cold, and suffocation. You may 
  sleep in light or medium armor without becoming fatigued.
  Point Blank Shot You get a +1 to attack and damage rolls as 
  long as your target is not more than 30 feet away.
  Precise Shot If you shoot or throw into combat, you do not take 
  the usual -4 penalty for shooting into a ﬁ ght.
  Weapon Finesse When attacking with a light weapon or rapier, 
  you may add your Dex modiﬁ er rather than your Strength modi-
  ﬁ er to the roll.
  SKILLS
   Ranks
  Ability 
  Mod
   Misc. 
  Mod
  Total
  Climb
  +3
  +2 Str
  +3 class,
  -4 armor
  +4
  Diplomacy
  +1
  +0 Cha
  +3 empathy
  +4 
  (animals)
  Handle Animal
  +3
  +0 Cha
  +3 class
  +6
  Know: Nature
   +3
  +0 Int
  +3 class
  +6
  Perception
  +3
  +1 Wis
  +3 class
  +7
  Ride
  +2
  +3 Dex
  +3 class,
  -4 armor
  +4
  Stealth
  +3
  +3 Dex
  +3 class,
  +2 terrain,
  -4 armor
  +7
  Survivl
  +3
  +1Wis
  +3 class,
  +2 terrain
  +9
  EQUIPMENT
  Composite longbow, 20 arrows, hide armor, short-
  sword
  
  16
  Party of One BB2
  Pathﬁ nder is a registered trademark of Paizo Publishing, LLC, and the Pathﬁ nder Roleplaying Game and the Pathﬁ nder Roleplaying Game Compatibility Logo are 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Au-
  thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathﬁ nder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Au-
  thor: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christoffer-
  son, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  Party of One BB2 Elgar Fletch and the Dark Army. Copyright 2012, Open 
  Design LLC.; Author: Matthew J. Hanson
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Party of 1/Party of 1 - BB2 Elgar Fletch and the Dark Army.pdf