TEXT: How to use this adventure
  This is the ﬁrst known attempt at a solo adventure for the Legendary Lives game. This is for 
  those times when you not only have no other players around, but when you don't even have a 
  game master. Simply read the paragraphs, 
  choose from the options at the end of each 
  paragraph, and the adventure will act as the 
  game master.
  
  Wyvern's Way is designed for an adventurer 
  early in her career. Although it is probably 
  better for a character who is not a 
  spellcaster, if you can accept that some of 
  your spells simply aren't going to function 
  because the planets are lined up awkwardly 
  today, limiting Divination and other spells that 
  a "programmed" adventure can anticipate, 
  then a Wizard or Witch has a ﬁne chance of 
  completing the story. You can burn, freeze, or 
  electrify any Foe you like, but you'll have to 
  be a strict game master for spells like 
  Bewitch.
  
  Combat actually works well without a regular 
  game master, since Legendary Lives allows 
  most of the die rolling to fall on the player's 
  shoulders anyway, whether you have a game 
  master or not. Of course you could fudge your die rolls or skip around to paragraphs to which 
  you were not directed, but that defeats the point and most of the fun.
  
  
  The Story - Start Here
  You have dust in your boots and under your clothes. You’ve been traveling along the Inis Road 
  for three days--three days since the last time you slept in a bed, ate something other than salty 
  rations, and three days since you shared the company of another human being. The good 
  news is that you guess you’ll be in the town of Thistle--and in a warm inn--within the next ﬁve 
  or six hours. 
  
  Nothing is ever that simple for you though. Up ahead, around a bend, you hear a moan. The 
  road has been suspiciously vacant for three days, and the grass growing in the ruts makes you 
  wonder what anyone else would be doing on this near-forgotten byway. Weapon in hand, you 
  inch forward. There, half hidden under a fallen elm tree, is the body of a young man, covered 
  in blood. A red-stained spear lays broken, out of his reach. Seeing no danger on either side of 
  the road, you lean down to take a look at him. His peasant tunic is shredded and deep gashes 
  �1
  Wyvern's Way
  
  ooze blood. His right leg has what you at ﬁrst make out to be a dagger jab, but when you see 
  the viscous, green poison around the wound, you realize something else has happened here. 
  
  The boy groans and whispers for you to come closer. “I’m dying. The wounds should have 
  killed me, let alone this burning poison, but my love for my Elise is keeping this heart beating 
  longer than this body deserves.” He coughs up blood and tries to smile. “I fell in love with Elise 
  the moment I saw her, and we were only children then. And to win her hand from her father, I 
  promised to slay the ﬂying terror, the wyvern that has haunted this valley for years, taking her 
  father’s sheep and even a townsperson once or twice a year, swooping down in the evening 
  and nights.”
  
  The young man cries out as the poison grips his heart. When the pain eases enough, he 
  continues. “I left town with the promise to bring the proof of the wyvern’s death, his tooth. And 
  then I, just a useless peasant, would be permitted to wed Elise, my fair Elise.” His eyes glaze 
  over, and after another coughing ﬁt, he says, “My name is. . . was Jonas, a scout for Thistle.” 
  He struggles to take something from his neck. You help him remove a braided necklace, made 
  from shiny blonde hair. “Take this to my Elise and tell her I tried but that I don’t deserve to love 
  her. I failed.”
  
  Jonas has only a few seconds to live. You have heard a little of his tale, a tale that would break 
  even the staunchest warrior’s heart. In these last remaining seconds you can wish the young 
  man farewell, or you can swear on his love for his Elise to ﬁnish what he started in the name of 
  something grand and good.
  
  If you walk away, not wanting to accept the responsibility and pain of this young man’s love, go 
  to 1A. If, however, you are made of sterner stuff, and swear on his dying breath to vanquish 
  the wyvern, deliver the tooth, and communicate Jonas’s undying love to Elise, go to 2A.
  
  1A. You step away from Jonas’ body as he breathes his last breath. Making sure no one has 
  seen you, you trot away from the scene, nervous and, if you have even a sliver of a 
  conscience, ashamed of your behavior. And when you hear hoof beats coming toward you, 
  you immediately leap from the trail and scramble into the brush, avoiding the rider in your 
  humiliation. However, there is more to the brush than you thought. Roll against your Dodge. 
  If you roll Great or better, go to 3A. If you roll under Great, go to 4A.
  
  2A. You have taken this task on, to destroy a wyvern in the name of a poor peasant and to 
  deliver his last words and this deed to his true love. You bury Jonas’ body on the side of the 
  road, marking the spot with a heavy stone, etched with his name. You stand in the setting 
  sun, wiping the sweat from your brow. You have another task at hand, to face a deadly 
  creature. To the North are the mountains. To the West is the Forest. To the East are the 
  ﬁelds dotted with sheep. To the South is the town of Thistle. You haven’t ﬁnished your 
  quest, so you tell yourself that South--and safety--is not an option. If you go North towards 
  the mountains, go to 1M. If you go East towards the ﬁelds, go to 1E. Or if you want to try 
  searching the forest for the wyvern, go to 1F.  
  
  �2
  
  3A. Your quick reﬂexes save you from falling into a nasty looking hole in the ground. You wait. 
  Once the rider passes, you crawl back to the road. You try not to wonder about the power 
  of love and righteousness and all of those other outdated phrases. What does any of that 
  matter anyway? You’ll have a hot meal and a warm bed tonight, you tell yourself, as you 
  make your way toward Thistle. The end.
  
  4A. You miss your roll and fall into a rocky hole in the ground. You take Passable damage to 
  one body part (roll a d6). If you are still alive, you ﬁnd yourself at the bottom of a dark, dank 
  cave. As you get to your feet, you see that dozens of two- to three-foot tall mushrooms cast 
  a weak, sickly yellow glow from their phosphorescent spots. It’s just enough light show you 
  that you have only three ways to go: north, south, or up. If you try to climb from the hole, go 
  to 5A. If you go north, go to 6A. If you go south, go to 7A.
  
  5A. It will be a long, treacherous climb, but you think you can make it. Roll against your Climb 
  skill. If you roll Good or better, go to 8A. If you roll under Good, you take Passable damage 
  (roll a d6 to determine which part of your body suffers the most from the fall) and, if you are 
  still alive, go back to 4A.  
  
  6A. You feel a hint of a breeze from the north, and you certainly don’t want to risk another fall, 
  so you begin your trek through the gloom, surrounded by grotesque mushrooms, heading 
  north. A few hundred yards down the cavern, you come to a ledge, where a rope ladder 
  dangles into the dark. You think you can see the bottom a good eighty feet below. If you 
  don’t want to risk it and would rather head south, go to 4A (ignore the ﬁrst three sentences). 
  If you climb down the rope ladder, go to 1N.
  
  7A. The caverns turn and twist for what feels like miles. Eventually the tunnel ends at a large 
  cave. In the center is a dark pool. On the far side, atop a stand of mushrooms, his back to 
  you, a man sits, apparently completely oblivious to you. You can turn around and head 
  back to 4A, talk to the man at 2S, or attack him while his back is turned at 3S.
  
  8A. Covered in dirt and mud, you pull yourself from the cave. You rest for a moment in the 
  setting sun, get to your feet and tramp toward town and a night in a warm inn. The end.
  
  1C. Weapon in hand, you stealthily creep into the cave. You eyes adjust to the dim light that 
  seems to be given off by odd, glowing mushrooms growing from the walls and ﬂoor. 
  Fortunately you don’t need a torch or lantern. The ﬁrst large cave you enter is empty, but 
  you follow the cave into the mountain and hear the sound of movement. If you are trying to 
  be sneaky, roll against your Stealth. If you roll Passable or better, go to 3C. If you roll under 
  Passable or weren’t trying to be too stealthy to begin with, go to 4C.
  
  2C. You notice that the cave entrance is not only large, but that a number of boulders rest 
  precariously above the entrance. You break a branch from the tree to use as a lever and 
  you climb above the cave. Jamming the stick under a sizable boulder, you begin to hoot 
  and holler, shouting how wyverns are pansies, and in general making yourself as 
  obnoxious as possible. And it seems to be working. You hear movement from the 
  entrance. . .then a roar that sends a chill down your spine. Still, you ready yourself. Just as 
  �3
  
  its head pokes through the entrance of the cave and carefully looks from side to side, you 
  push on the lever. Roll against your Traps. If you roll Good, go to 5C. If you roll Great, go to 
  7C. If Superior, go to 8C. If Awesome, go to 9C. If you roll under Good, go to 6C.
  
  3C. You move in the darkness like a shadow. As you peer around a boulder, you see it. The 
  Wyvern must be bigger than a cow, and with wings easily spanning twice its body’s length. 
  It doesn’t seem to see you. If you attack, go to 13N. If you run, you escape out of the cave 
  and scamper down the trail with your tail between your legs.
  
  4C. You don’t surprise the wyvern, but--you 
  tell yourself over and over--real men don’t 
  need to surprise monsters. You get to 
  attack ﬁrst. If it survives, it attacks you. If 
  you live through the encounter, go to 10C.
  
  5C. The rock comes crashing down on the 
  wyvern’s wing, trapping it in place for one 
  round, but not causing any damage. You 
  get one round to attack without 
  repercussions (it won’t attack next turn). 
  Then regular combat ensues with you 
  getting to attack again. If you survive, go to 
  10C.
  
  6C. Not the best of luck. You lift and pry at the 
  boulder, but it doesn’t budge. And worse, the wyvern hears you. It rushes out of the cavern 
  and immediately takes to the air. If you have a missile weapon you get to get a shot off 
  before the wyvern attacks. From here on out, unless you have a missile weapon, you are at 
  -1 column shift because you will be attacking a ﬂying enemy who is very comfortable in the 
  air. You only get to swing when it comes close enough to attack you. If you survive and kill 
  the creature, go to 10C.
  
  7C. You deal a Great wound to the wyvern (cross off a Great on the wyvern’s Defense), and 
  you get on free attack before starting regular combat. If you survive combat with the 
  monster, go to 10C.
  
  8C. You deal a Superior wound to the wyvern (cross off a Superior on the wyvern’s Defense), 
  and you get on free attack before starting regular combat. If you survive combat with the 
  monster, go to 10C.
  
  9C. Astounding! The boulder drops directly in the wyvern’s skull. And then part of the cave 
  entrance gives way under your feet, and tons of rock and dirt collapse on the monster’s 
  body and wings, crushing him dead. You were fortunate not to get caught in the small 
  avalanche. Go to 10C.
  
  �4
  Wyvern
  Defense: Great, Great, Superior, Awesome, 
  Awesome (where Jonas wounded the beast)
  Magic Resistance: Good
  Awesome Strength, Good Agility, Passable 
  Alertness, Feeble Intelligence, Poor Run, 
  Superior Fly, Great Hostility
  Attacks: Two attacks: One Bite for Good 
  damage and One sting for Passable 
  Damage: if you are stung, you will pass out 
  for Stamina vs. Poor hours. On a 
  Catastrophic, you turn green and die. If you 
  become unconscious, the wyvern eats you.
  
  10C. You’ve defeated the wyvern either through strength of arms or a lot of luck. You pry or cut 
  one of the creature’s teeth free before heading into its den. Digging around for a while 
  uncovers a nice cache of goodies. In a pile under a low ledge, you ﬁnd various cow bells 
  and sheep bones, but also a small purse with 1 gold, 14 silver, 162 bronze, and 33 copper 
  pieces. You also dig out a jade ring carved to look like a rope. Wearing it provides a +1 
  column shift to your Climbing skill. Under an old wool blanket you ﬁnd a willow ﬂute with 
  various runes burned into it. You blow a note or two, and the sound is crisp and melodious. 
  It adds +1 to your Entertain skill when played. You’ve nearly ﬁnished your promise to Jonas. 
  You can now head to Thistle. If so, go to 1Z. If you want to explore the smaller cave you 
  found at the far end of the wyvern’s cave, go to 1X.
  
  1E. You march off east towards the grassy ﬁelds. Before long, you've left the road far behind, 
  and you are surrounded by acre after acre of swaying grassland and the occasional goat. 
  The sun will be setting in another hour or so. If you want to keep walking, go to 2E. If you 
  want to sit and think for a moment, go to 3E.
  
  2E. You keep walking through the ﬁelds for another hour or so, and you don't see anything out 
  of the ordinary. Roll against your Alertness. If you roll Great or better, go to 6E. If you roll 
  Good or less, go to 5E.
  
  3E. You spy an ancient apple tree on a nearby snap an apple from a branch, settle in in the 
  shade, and enjoy a quick lunch to the sound of goats in the distance. Roll against your Trap 
  skill. If you roll Passable or better, go to 4E. If you roll Poor or less, you ﬁnish your apple 
  and begin walking again. Go to 2E.
  
  4E. While listening to the bleating goats on the hillocks around this apple tree, you recall what 
  Jonas had said about livestock being frequently devoured by the Wyvern. You dig through 
  your supplies and ﬁnd a length of rope (or even a bit of leather boot lacing). With a little 
  enticing with an apple, you catch a plump goat and stake it to the ground within a hundred 
  feet of the apple tree. The goat, being less than thrilled, bleats louder and more often. You 
  wait under the tree. Within half an hour, as the moon rises, you catch a glimpse of a 
  shadow speeding over the ﬁelds toward the goat. If you have a ranged weapon, go to 9E. If 
  you don't, go to 10E.
  
  5E. You never heard the Wyvern swooping 
  down from the darkening sky. It delivers a 
  vicious bite (roll a d6 to determine where it is 
  aiming for) for Good damage. It follows up 
  with a sting from its scorpion-like tail for 
  Passable damage. If the tail caused a Light 
  or huger damage, roll against your Stamina. 
  If you roll Poor or less, you're pass out while 
  the Wyvern eats you. If you survive the 
  attack, go to 7E.
  
  6E. The hair on the back of your neck rises up, 
  �5
  Wyvern
  Defense: Great, Great, Superior, Awesome, 
  Awesome (where Jonas wounded the beast)
  Magic Resistance: Good
  Awesome Strength, Good Agility, Passable 
  Alertness, Feeble Intelligence, Poor Run, 
  Superior Fly, Great Hostility
  Attacks: Two attacks: One Bite for Good 
  damage and One sting for Passable 
  Damage: if you are stung, you will pass out 
  for Stamina vs. Poor hours. On a 
  Catastrophic, you turn green and die. If you 
  become unconscious, the wyvern eats you.
  
  and you hear a whisper of something rushing through the wind. You turn just in time to see 
  the Wyvern swooping down on you. Go to 7E.
  
  7E. You are facing the Wyvern. You attack, and then it returns with snapping jaws and a 
  poisonous, barbed tail. If you survive, go to 8E. If you die or pass out from the creature's 
  sting, it ate you. 
  
  8E. You have defeated the beast, its body bloodied and beaten (and perhaps burned or frost 
  bitten). If you wish to pry a tooth from the wyvern's toothy maw, go to 13G. If not, go to 
  14G.
  
  9E. As the Wyvern pounces on the goat, you have two rounds of ranged attacks before the 
  Wyvern discovers your location under the apple tree. Fire your shots and then begin hand-
  to-tooth and tail at 7E, if the creature survives the ranged attacks.
  
  10E. While the Wyvern is feasting on the goat, you sneak up on it. Roll against your Stealth. If 
  you roll Good or better, go to 11E. If you roll under Good, go to 7E.
  
  11E. You manage to get behind the Wyvern and surprise it, allowing you to attack without fear 
  of its immediate reprisal. If it's still alive, go to 7E.
  
  1F. You go west into an oak and maple forest. Fortunately these are old trees, and much of the 
  underbrush has died off in the shadows of the high branches, making for an easy hike. 
  Aside from the occasional squirrel and shy deer, you don't see anything threatening--
  especially a Wyvern--for the ﬁrst mile. About when you think you might have picked the 
  wrong place to search, you catch a whiff of something being cooked. Following your nose, 
  you come upon a squat, stone hut, smoke rising from its chimney. If you want to knock on 
  the door, go to 2F. If you are the paranoid type and want to peek through a window ﬁrst, go 
  to 3F. And if you think you have gone the wrong direction, and would like to try looking for 
  the Wyvern somewhere else, go back to 2A. 
  
  2F. You look to the left and then to the right. Nothing seems wrong, so you knock on the door. 
  You hear a chair scraping along a stone ﬂoor, and within a few moments a hooded man 
  stooped with age, opens the door. Soft, inviting ﬁrelight beckons you in. The old man greets 
  you warmly and beckons you in. "Please, come in and have some stew with me." If you 
  take him up on his offer, go to 4F. If you decide to turn down is offer, you can return to 2A.
  
  3F. Peering through the grimy windows, you notice what appears to be an old man eating a 
  bowl of soup at a small table by a bright ﬁreplace. If you want to knock at the door, go to 2F. 
  If you want to watch a little longer, go to 12F. Or you can head back to the road to 2A.
  
  4F. You take one of the chairs at the small, rough-sawn table and relax in the warm glow of a 
  crackling ﬁre. Your host brings a large wooden bowl of lamb stew to your setting, and as he 
  does, you notice black tattoos on his wrists when his sleeve rises up his arm. He grins, 
  showing a few sharpened, rotten teeth. "From my younger, wilder days," he tells you. As 
  �6
  
  you lean over to take a bite of the stew, roll against your Alertness. If you roll Poor or lower, 
  go to 5F. If you roll Passable or better, go to 6F.
  
  5F. You should never trust a person with a lot of 
  tattoos, you tell yourself as your host stabs you 
  in the back. Roll against Inferior for your back, 
  but with a -1 column shift because you never 
  saw it coming. If you survive, you can attack. If 
  you don't kill him after your ﬁrst attack, go to 
  7F. If you do stop him with your ﬁrst attack, go 
  to 8F.
  
  6F. Your paranoia pays off. You hear the 
  unmistakable unsheathing of a dagger, leap up from the table, and see the robed man 
  leaping towards you, dagger ready to jab you in the ribs. Since you were not surprised, you 
  get the ﬁrst attack. If he survives, go to 7F. If 
  you kill him in one round, go to 8F.
  
  7F. The man literally roars, taking you a little by 
  surprise. Suddenly, before you can attack 
  again, he changes, growing until he nearly ﬁlls 
  the entire cottage. He leap out the door in 
  time to see one of the walls and part of the 
  roof explode. You are now facing an angry 
  wyvern that is ready to tear you limb from 
  limb. You swallow your fear and attack. If you 
  survive, go to 9F. If you lose, the wyvern 
  devours you.
  
  8F. You got lucky. The tattooed man lies dead on 
  the ﬂoor, and though you feel a twinge of guilt 
  for killing him, you realize it was him or you. Not one to overlook a chance to scrounge a 
  coin or two, you root around the cottage, ﬁnding 12 silver pieces, 123 bronze, and 
  moonstone that gives you +1 to your Unlock skill. On the mantel above the ﬁre, you pull 
  down a leather-bound diary of some sort. If you roll Passable or higher on your Literacy, go 
  to 17F. If not, then the scribbles are illegible to you. You toss the diary on the ﬂoor and go 
  back to 2A.
  
  9F. You've defeated the beast! Bloodied, beaten, burned, or frozen, it lies still, allowing you to 
  dig through what is left of the cottage, where you ﬁnd 300 bronze, a copper and garnet 
  necklace worth 100 bronze, a tin with two doses of elfroot (heals Medical x2 wound levels 
  to the body part the cream is administered), and an old diary explaining the pact the 
  tattooed man made for the ability to become a wyvern. If you take a blade and remove the 
  wyvern's tooth, go to 10F. If not, go to 11F.
  
  �7
  Tattooed, Body-Pierced Man
  Defense: Passable, Good, Great, Superior, 
  Awesome
  Magic Resistance: Good
  Passable Strength, Good Agility, Good 
  Alertness, Poor Intelligence, Great Hostility, 
  Good Run
  Attacks: One dagger attack: Inferior damage.
  Wyvern
  Defense: Great, Great, Superior, Awesome, 
  Awesome (where Jonas wounded the beast)
  Magic Resistance: Good
  Awesome Strength, Good Agility, Passable 
  Alertness, Feeble Intelligence, Poor Run, 
  Superior Fly, Great Hostility
  Attacks: Two attacks: One Bite for Good 
  damage and One sting for Passable 
  Damage: if you are stung, you will pass out 
  for Stamina vs. Poor hours. On a 
  Catastrophic, you turn green and die. If you 
  become unconscious, the wyvern eats you.
  
  10F. With a little muscle and a sharp instrument, you extract one of the wyvern's fangs. You 
  remember what Jonas had said before he died, and you gain one adventure point for 
  completing the adventure and completing a poor boy’s quest of love. You head toward 
  Thistle. The end.
  
  11F. You trek through the forest and back to the road and off to more adventures. The end.
  
  12F. Whether you're a voyeur of not, your peeping Tom behavior pays off. After he ﬁnishes his 
  dinner, he scurries to a dark side of the cottage. When he returns, he is dragging a child, 
  his hands tied. He lifts the boy onto the table, begins chanting, and pulls a crooked dagger 
  from his belt. If you leap to action, go to 13F. If you run back to the road, go to 2A.
  
  13F. You run to the front of the cottage, weapon in hand, and burst through the door. You get 
  two attacks. If you kill him within those two attacks, go to 14F. If you don't, go to 7F.
  
  14F. The man, covered in tattoos, lies dead at your feet. The small boys is weeping, and after 
  you untie him, he explains how a huge dragon swooped down and carried him away as he 
  was shepherding his goats a few miles away. Then the dragon dropped him here, where it 
  turned into the man on the ﬂoor. You dig through what is left of the cottage while the boy 
  tells you his story, and you ﬁnd 300 bronze, a copper and garnet necklace worth 100 
  bronze, a tin with two doses of elfroot (heals Medical x2 wound levels to the body part the 
  cream is administered), and an old diary explaining the pact the tattooed man made for the 
  ability to become a wyvern. If you take a blade and remove the wyvern's tooth, go to 10F. If 
  not, go to 15F.
  
  15F. You take the boy back to the road and ﬁnd a traveling family who is willing to take the boy 
  back to Thistle. You gain one adventure point and head off to new adventures.
  
  16F. With a little muscle and a sharp instrument, you extract one of the wyvern's fangs. You 
  remember what Jonas had said before he died, and you gain two adventure point for 
  completing the adventure and completing a poor boy’s quest of love, and for rescuing an 
  innocent child. With the boy in tow, you head toward Thistle. The end.
  
  17F. The diary describes the pact the tattooed man made with a demon. Over the course of a 
  dozen horrible rituals, the man learned how to take on the form of a wyvern. From there, 
  the diary lists his atrocities on the neighboring area, killing livestock and the occasional 
  solitary traveller or shepherd. You have killed the wyvern! You take the diary and head to 
  Thistle, where you present the fate of the boy 
  seeking the love of a girl. The end.
  
  1G. You hear the scrape of metal on one of the 
  standing stones surrounding the altar. You turn 
  just in time. A loin-clothed man covered in 
  tattoos and body piercings was running up 
  behind you with a club. You get the chance to 
  defend yourself. Attack ﬁrst. If you defeat him, 
  �8
  Tattooed, Body-Pierced Man
  Defense: Passable, Good, Great, Superior, 
  Awesome
  Magic Resistance: Good
  Passable Strength, Good Agility, Good 
  Alertness, Poor Intelligence, Great Hostility, 
  Good Run
  Attacks: One club attack for Poor damage.
  
  go to 3G.
  
  2G. You never heard it coming. You feel something hard bash the back of your head and then 
  darkness. Your head is still spinning when you wake, ﬁnding yourself chained to the altar. A 
  tall, lean man wearing a loincloth and covered in tattoos and body piercings dances around 
  your body. He must have lit the three or four torches in the clearing. He stops and picks 
  something up from the ground. You’re glad to see that it isn’t a dagger, but when he puts 
  the horn to his mouth and blows out a long mournful wail through it, you begin to 
  understand that he is announcing that dinner is prepared, and you are the dinner. The 
  tattooed man drops the horn and sprints off into the darkness. You see a dark shape pass 
  in front of the moon. You have only one chance. If you want to try to break free with your 
  Strength, go to 4G. If you want to try to pick the locks with Unlock, go to 5G.
  
  3G. With your ﬁnal blow, the wild man shouts a curse, screaming: "The winged death will 
  devour your soul!" Searching his body reveals only 15 bronze pieces worth of body 
  piercings. As you take in the situation, and the altar before you, you realize he was 
  meaning to offer you up as a sacriﬁce to this "Winged Death." If you want to wait around to 
  see what happens come nightfall, go to 14G. If you want to move along and get out of this 
  valley of death, go to 3M.
  
  4G. The chains may be rusty and simple, but they are still strong. If you roll Great or better, go 
  to 6G. If you don’t, the wyvern descends from the night sky and quickly devours you. The 
  end.
  
  5G. The chains may be strong, but, fortunately, they are pretty basic. If you roll Passable or 
  better on your Unlock, go to 6G. If you don’t, the wyvern descends from the night sky and 
  bites your head off and swallows it in one gulp. The end.
  
  6G. You escape from the chains just as the silhouette of a winged reptile crosses the moon 
  and descends toward the altar, the altar to which you were chained only seconds ago. If 
  you try to run, go to 9G. If you stand and ﬁght, go to 7G.
  
  7G. You face the huge Wyvern, it wings keeping it hovering above the ground. You get to 
  attack ﬁrst, so let the battle begin. If you 
  survive, go to 12G. If you don't survive, well, 
  you don't survive, and the Wyvern has 
  claimed another victim. The end.
  
  8G. There is no way you should be reading this. 
  Go back to to the last paragraph you just 
  came from.
  
  9G. You leap from the altar and sprint up the 
  trail the way you came, hoping you can 
  outrun the ﬂying, very fast wyvern. It doesn't 
  look good. If you can roll an Awesome 
  �9
  Wyvern
  Defense: Great, Great, Superior, Awesome, 
  Awesome (where Jonas wounded the beast)
  Magic Resistance: Good
  Awesome Strength, Good Agility, Passable 
  Alertness, Feeble Intelligence, Poor Run, 
  Superior Fly, Great Hostility
  Attacks: Two attacks: One Bite for Good 
  damage and One sting for Passable 
  Damage: if you are stung, you will pass out 
  for Stamina vs. Poor hours. On a 
  Catastrophic, you turn green and die. If you 
  become unconscious, the wyvern eats you.
  
  against your Run score, go to 10G. If you don't roll an Awesome, go to 11G.
  
  10G. Dodging between boulders and sprinting like a jack rabbit, You have actually outrun a 
  Wyvern. It ﬂies back the way it came after growling its frustration at losing its meal. With a 
  sigh of relief, go to 3M.
  
  11G. It wasn't even a close race. The Wyvern bites for Good damage (roll a d6 to determine 
  where he bites you). And then it follows through with a vicious poisonous sting for Passable 
  damage. If the tail hit you, roll against Stamina to see if you pass out. If you do, the Wyvern 
  eats you. If you survived the attack, go to 7G.
  
  12G. You have defeated the beast. Its body bloodied and beaten (and perhaps burned or frost 
  bitten). If you wish to pry a tooth from the wyverns toothy maw, go to 13G. If not, go to 14G.
  
  13G. With a little muscle and a sharp instrument, you extract one of the wyverns fangs. You 
  slip the bloody tooth into you pack and then start the half a day’s hike to Thistle. You 
  remember what Jonas had said, and now that your conscience has ﬁnally caught up to you, 
  you gain two adventure points for completing the adventure and completing a poor boy’s 
  quest of love. The end.
  
  14G. Far off in the distance, the lights of Thistle sparkle. You ﬁnd an easy-to-navigate game 
  trail and begin the hike to a hot meal and a warm bed. You gain one adventure point for 
  surviving the adventure. The end.
  
  15G. You ﬁnd a comfortable spot and wait. Come nightfall, as your eyes begin to droop, you 
  hear the ﬂapping of wings in the distance. Go to 7G.
  
  1N. It’s a long way to fall, but you begin the long descent. The rope ladder is thick, but smells 
  of mold and dampness. Roll against your Climb skill to see if you make it safely to the 
  bottom of the cliff. You have a +2 column shift because the ladder is easier than a regular 
  old rope. If you roll Passable or better, go to 2N. If you don’t, you fall for Great damage (roll 
  a d6 to see which body part takes the brunt of the fall). If you survive, go to 2N. In either 
  case, the rope ladder has seen its ﬁnal days. It won’t hold you for a return climb.
  
  2N. You stand at the bottom of the cliff, alone in the dark. Then you hear something behind 
  you. Roll against your Quickness to see if you can get your weapon out. If you roll Passable 
  or better, go to 3N. If not, go to 4N.
  
  3N. Your battle-hardened reﬂexes (or you are just 
  lucky) save you. You have your weapon in 
  hand as something leaps, screeching, through 
  the air at you. In the brief instant before you 
  attack, you see what looks like a rat, the size 
  of a doberman, covered in pale, hairless 
  growths. You get the ﬁrst attack. If you survive, 
  go to 5N. If you don’t survive, then this is 
  �10
  Fungus Rat
  Defense: Passable, Good, Great, Superior
  Magic Resistance: Good
  Passable Strength, Good Agility, Passable 
  Alertness, Feeble Intelligence, Great Hostility
  Attacks: Two attacks: One Bite for Poor and 
  One Claw for Inferior Damage
  
  where you and the story ends.
  
  4N. You weren’t quick enough! Something cold, clammy, and toothy leaps out of the gloom at 
  you. Roll twice to see which body parts the thing bites for Poor damage and which is 
  clawed for Inferior damage. If you survive, you pull your weapon and attack. If you defeat 
  the rat--that you now see is covered in fungal growth--go to 5N. If you are killed, then the 
  story ends here.
  
  5N. The dead rat creature is grotesque. Slick, almost cancerous boils protrude from its skin. It’s 
  just a trick of the light, you tell yourself, when you think you see the rat’s body quiver. You 
  kick it with your foot, and it doesn’t leap up and rip out your throat. You look around the 
  area and ﬁnd one small amethyst worth 20 bronze half buried in the muddy ﬂoor. You can 
  climb up the rope ladder and return to 4A, or you can continue down the cavern to 6N.
  
  6N. The cave continues North for hours. Maybe longer. Without a sky, it is difﬁcult to tell how 
  much time has passed, but you do know that you are tired, cold, and hungry. Off to the right 
  of the main cavern, you ﬁnd a half-hidden cave. It looks like as good a place as any to rest. 
  If you want to stop and rest in the cave to your side, go to 1S. If you want to just keep 
  moving, go to 9N.
  
  1S. You search the area and not ﬁnding anything, set up a makeshift campsite. If you have a 
  torch, you light it and it offers some warmth. The mushrooms growing from the walls and 
  cavern ﬂoor continue to give off a glow that, now, seems almost comforting. In fact, those 
  mushrooms are looking tasty. Roll against your Will. If you roll Passable or better, go to 7N. 
  If you roll less than Passable, go to 8N.
  
  2S. You clear your throat and begin a conversation with the man. He stands, turns, and meets 
  you with a blank stare. His face is covered with mushrooms, and when he raises his hands 
  and begins creeping toward you, you see 
  that his arms are sprouting pale fungi as 
  well. He’s coming straight for you. You get 
  one attack before he reaches you. If you 
  survive the encounter, go to 4S. If not, then 
  you are dead.
  
  3S. Either you are very paranoid or very bitter 
  towards your fellow man. You get two 
  attacks before the man has the chance to 
  attack in kind. During the battle, you see 
  that he is covered in mushrooms and never says a word. If you survive the encounter, go to 
  4S. If you don’t survive, the mushrooms eventually begin to grow from your corpse.
  
  4S. Fortunately, the mushroom man never took out the +1 ivory-handled dagger around his 
  waist, which you can now claim as your own. You examine the cave, circling the pool in its 
  center. It’s a dead end. You can head back to 4A (ignore the ﬁrst few sentences), or you 
  can examine the pool closer at 5S.
  �11
  Mushroom Man
  Defense: Passable, Good, Great, Superior, 
  Awesome
  Magic Resistance: Good
  Passable Strength, Poor Agility, Poor 
  Alertness, Feeble Intelligence, Great Hostility
  Attacks: One attack: either a Bite for Poor and 
  One ﬁst for Inferior Damage
  
  
  5S. When you get closer to the pool, the water ripples and stirs, and you can’t help but feel that 
  the pool might lead to another cavern or even to the surface. You can either go back to 4A 
  (ignore the ﬁrst three sentences there). Or you can take the plunge at 6S.
  
  6S. If you are wearing chain mail or heavier armor, you realize that you are going to have to 
  leave it behind. It would be too difﬁcult to swim with metal weighing you down. So, if you 
  are wearing heavy armor, leave it here beside the pool, or go back to 4A (and ignore the 
  ﬁrst few sentences). You dive into the water. Roll against your Swim skill. If you roll Good or 
  better, go to 7S. If you roll under Good, go to 8S.
  
  7S. It is like swimming through ink, but you use your hands to pull yourself along. Within a 
  minute, it feels like your lungs are going to explode. Just as you feel the panic build and 
  think you are going to drown, you see a shimmering light up ahead. You kick your legs, and 
  as you feel yourself slipping into unconsciousness, you break the surface of a small river. 
  With the last of your strength, you swim to the nearest shore and collapse. When you 
  awake in the morning, it doesn’t take long to ﬁnd and follow the old dirt trail into Thistle. You 
  get yourself a good meal and a clean room. The end.
  
  8S. You just can’t ﬁnd your way through the water, and the current is dragging you down. Roll 
  against your Strength. If you roll Passable or better, you make it back to the cave, catch 
  your breath, and head back to 4A (ignoring the ﬁrst three sentences). If you rolled under 
  Passable the current overpowered you, and you drown. The end.
  
  1M. You know you’ve heard somewhere that giant ﬂying monsters often live in mountainous 
  areas, so you head toward the northern peaks. Miles pass underfoot before arriving at the 
  foot of an old game trail that leads up the mountains. You take a breath and head up. Every 
  once in a while, carried on a the wind from the peaks, you think you catch a tune or a note. 
  It fades away before you can guess which direction it is coming from. However, before 
  hiking little more than half a mile, you come to where the trail splits. You can travel to the 
  left or the right. And sitting on a boulder between the two trails, a pretty elf girl tunes a 
  mandolin. If you speak with the girl, go to 2M. If you ignore her and go right, go to 3M. If 
  you ignore her and go left, go to 4M.
  
  2M. You wave and greet the young lady. She looks up from her mandolin and smiles at you 
  warmly. “Good day,” she says. “Where are you heading?” If you tell her that you are looking 
  for the wyvern, go to 5M. If you think it prudent to lie to her since you don’t know anything 
  about this young woman, go to 6M. Or if you are the paranoid type, and attack her without 
  warning, go to 7M.
  
  3M. The trail switchbacks up the mountain side. Fortunately the path provides plenty of rocks 
  and scraggly branches to help catch you if you stumble. After nearly another hour of hiking 
  up the mountain, the trail passes a cave on your right. It’s about ﬁfty feet away and pretty 
  large, but not as large as you would have guessed it to be. Roll against your Caves skill. If 
  you roll Passable or better, go to 15M. If you roll under Passable, go to 16M. If you are a 
  Ranger, you receive a +1 column shift to your Caves roll.
  �12
  
  
  4M. You take the left trail. The sun is starting to get low in the sky when the trail levels off and 
  enters a shallow, dusty valley. The trail ends at a stone altar. Red-brown stains paint the 
  rock. Two rusty manacles are anchored on the side of the altar. Roll against your Alertness. 
  If you roll Good or better, go to 1G. If you rolled Passable or less, go to 2G.
  
  5M. Her eyes grow large when you tell her about the peasant boy Jonas and quest to slay the 
  wyvern, and how you have taken on his task. She jumps down from the boulder, stand 
  before you, then reaches her arms around you, and you think you hear her snifﬂe a cry. “A 
  tale worthy of a song. I’ll write that one up tonight. In the meantime,” she says, ﬁshing 
  something from her pack, “take this.” She hands you a pewter and abalone-shell amulet. “It 
  might help protect you.” The amulet will allow you to--just one time and then it will 
  disappear--roll your defense over. In other words, if you get a Critical wound to you left arm, 
  you can re-roll the die, just once. The young lady blows you a kiss, if you are male, and 
  wanders down the path you had just come up, singing a tune about “traveling the right way 
  to trouble” with her lovely voice. Once she is well out of sight roll against your Alertness. If 
  you roll Good or better, go to 8M. If you roll under Good, go to 9M.
  
  6M. She listens intently as you tell her your 
  completely ﬁctitious tale. Roll against your 
  Lie skill. If you roll Great or better, go to 
  11M. If you roll under Great, go to 12M.
  
  7M. You tell yourself that “you never know what 
  kind of people can be in these mountains” 
  and attack. You get the ﬁrst attack. If she 
  survives, she returns in kind with a rapier. If 
  you survive, go to 10M.
  
  8M. You can take either the right or the left trail 
  up the mountain. If you decide to take the right path, go to 3M. If you take the left path, go 
  to 4M.
  
  9M. Well, she did blow you a kiss and give you an amulet, but the lovely minstrel also took all 
  your money. Erase all of the money you may have been carrying in your pack, in a pouch, 
  or anywhere else on your torso (and don’t just now decide you’ve been carrying your 
  money in your boot). It’s too late to go chasing after her now. If you decide to continue on 
  your quest up the right path, go to 3M. Go to 4M, if you take the left path.
  
  10M. Well, you must be proud that you killed a young woman minstrel. You search her body 
  and ﬁnd 55 bronze pieces, 2 silver pieces, her mandolin, her rapier, and an amulet. The 
  amulet will allow you to re-roll one Defense roll. It will disappear after its one use. Go to 8M. 
  
  11M. The pretty thing jumps off the boulder and says she must be on her way before night. 
  “Wouldn’t want to face that thing when it comes out at night” she says, pointing over her 
  shoulder toward the left trail. She takes your hand and shakes it softly, leans forward and 
  �13
  Mandolin-Playing Girl
  Defense: Passable, Good, Great, Superior, 
  Awesome
  Magic Resistance: Good
  Passable Strength, Good Agility, Great 
  Entertain, Good Alertness, Good Intelligence, 
  Poor Hostility
  Attacks: One attack: Rapier for Poor damage
  
  kisses you on the cheek, and wanders down the mountain the way you came, singing a 
  song about “ﬂying reptiles being left for dead.” You watch as she disappears around a 
  bend. Roll against your Alertness. If you roll Great or better go to 13M. If you roll under 
  Great, go to 14M. 
  
  12M. Go to 11M.
  
  13M. Go to 8M.
  
  14M. After a few minutes you realize that all of your money is gone, and she is long gone. 
  Erase all the money from your character sheet. Now go to 8M.
  
  15M. This cave looks vaguely like a bear’s lair, and if you have any way of detecting magic, 
  you do not detect any. You can continue up the trail by going to 17M. Or you can explore 
  the cave at 18M.
  
  16M. This must be the place, you tell yourself. Even from here the cave smells a little funny. If 
  you are going to explore the cave, go to 18M. Or if you would rather continue on, go to 
  17M. Or you can end your quest now, if you are getting a little nervous. If so, then this is the 
  end. Close the book without ﬁnishing your quest.
  
  17M. The trail continues up the mountain. It to a dirt clearing in front of a huge cave entrance, 
  probably twenty feet tall by thirty feet wide. The sun is setting, but in the last of the orange 
  glow, you make out a few skulls dangling from a dead tree to the left of the clearing. A few 
  bones are scattered in the dirt. What is the plan? You can get out of here now, in which 
  case the adventure is over. If you enter the cave, go to 1C. If you want to try to prepare for 
  the wyvern out here in the clearing, go to 2C. 
  
  18M. You duck your head and make your way into the cave. If you have a torch or lantern or 
  have Nightvision, you make out the dirt ﬂoor and a few scattered deer bones. Even if you 
  can’t see well, you can certainly smell the odor wafting from the cave. It only goes back 
  twenty or so feet. When you turn around, standing in the entrance to the cave (your only 
  exit), a brown bear growls at you. If you attack, go to 19M. If you want to try to Dodge past 
  him and Run, go to 20M. If you have 
  someway to calm him down, go to 21M.
  
  19M. You get the ﬁrst attack. If it survives, it 
  attacks you. If it doesn’t eat you, go to 
  22M.
  
  20M. First, roll against your Dodge. If you roll 
  Passable or better, you make it past the 
  bear. Go to 23M. If you roll under 
  Passable, you can’t get past him and must 
  ﬁght. Go to 19M.
  
  �14
  Angry Brown Bear
  Defense: Great, Great, Superior, Awesome
  Magic Resistance: Passable
  Awesome Strength, Passable Agility, Good 
  Alertness, Pathetic Intelligence, Good 
  Hostility
  Attacks: Two claw attacks for Good damage 
  each. If both claws do damage, the bear 
  delivers a bone-crushing bite for an 
  additional Great damage.
  
  21M. If you are a Ranger or a Forester or have magic capable of getting you out of this 
  predicament, Roll Passable or better against the appropriate skill. If you make it, the bear 
  let’s you pass, and you go to 17M. If you roll under Passable, it attacks. Go to 19M.
  
  22M. You're still alive. There is nothing of value in the bear’s lair. Go to 17M.
  
  23M. Now RUN!. If you roll Passable or better, you outpace the bulky bear and go to 17M. If 
  you roll under Passable, then you take Good damage from a swipe by the bear and then go 
  to 19M.
  
  7N. As you reach your hand toward the white ﬂesh of a two-foot tall mushroom, you realize you 
  are not that hungry, and these could be poisonous. You rest for a moment longer and 
  decide you had better keep moving through these caves if you are ever going to breath 
  fresh air again. Go to 9N.
  
  8N. There’s something about the pungent smell and oily sheen that you just can’t resist, almost 
  like the mushroom next to you is asking to be eaten. You dig your hand into the cap and 
  break off a ﬁst-sized clump. You take a bite, and it is delicious. Then another bite, and soon 
  you are ripping other chunks of the mushroom off and into your mouth. Eventually, you feel 
  very content and fall asleep. Roll against your Stamina. If you roll Superior or better, go to 
  10N. If you roll under Superior, your body wakes up, fungus growing through your skin, and 
  you aimlessly, mindlessly, wander the caverns forever as walking food for the mushrooms. 
  The end.  
  
  9N. You follow the caverns North for what seems like forever. The only thing that seems to be 
  changing is that the ﬂoor began to slope upward miles ago. Finally the cavern begins to 
  widen, and you slow your pace when you think you hear something up ahead. Roll against 
  your Listen skill. If you roll Passable or better, go to 11N. If you roll under Passable, go to 
  12N.
  
  10N. You miraculously survive, but somewhat the worse for wear. Mushrooms are growing 
  from your skin. You can pluck them off, but they grow back within an hour. Until you ﬁnd a 
  healer or some other way to free you of the fungi, your Charm (and all the related skills 
  under it) is reduced by half. The good news is that the mushroom you were eating was 
  growing from the remains of some past adventurer, and you ﬁnd an amulet around the base 
  of the nearly devoured mushroom. When worn, its magic aura adds +1 to your Head’s 
  defense rating. You realize you need to get out of these horrid caverns. Go to 9N.
  
  11N. Your ears saved you. In the cave before you, its snout low to the ground, a wyvern with 
  body bigger than a horse, seems to be snifﬁng around for something. He doesn’t see you 
  yet. What do you want to do? If you leap forward and attack, go to 13N. If you decide to try 
  to sneak back the way you came, go to 14N. If you are really feeling lucky and want to try 
  to sneak past the Wyvern, go to 15N.
  
  �15
  
  12N. In the dim light from the mushrooms, you never even noticed the Wyvern in front of you 
  until you nearly walked right into it. It 
  immediately attacks. If you survive the ﬁrst 
  round, you get to attack. If you survive, go to 
  18N.
  
  13N. Taking the wyvern by surprise, you attack. 
  You get this round to attack without the 
  reptilian creature being able to retaliate. If it 
  survives, you get to attack ﬁrst next round. If 
  you survive this battle, go to 18N.
  
  14N. You try to tiptoe back the way you came, 
  Roll against your Stealth skill. If you roll 
  Great or better, go to 17N. If you roll less 
  than Great, the Wyvern hears you and 
  attacks. Go to 16N.
  
  15N. Let’s be honest--it will take an amazing amount of skill to sneak past the Wyvern while it 
  is actively looking around for something. Roll against your Stealth skill. If you roll Superior 
  or better, go to 18N. If you don’t roll Superior or better, you’re in big trouble. Go to 16N.
  
  16N. The wyvern has caught you ﬂat-footed. It lashes out before you can do much of anything. 
  Roll two six-sided die to see where it tries to bite you and where its tail tries to impale you. 
  If you survive, it’s your turn. After the battle, if you defeat the wyvern, go to 18N.
  
  17N. You actually slid past the wyvern without it noticing and take a chunk out of your hide. 
  You leave the beast behind you and slip quietly down the cavern another hundred yards. 
  Then, ﬁnally, the earth and stone gives way to starlight. You have escaped the caves and 
  the wyvern. Miles in the distance, you can just make out the lights of Thistle. Carefully, but 
  quickly, you jog down the mountain side along a game trail and to safety. You gain one 
  adventure point for surviving. The end.
  
  18N. You have defeated the beast. Its body bloodied and beaten (and perhaps burned or frost 
  bitten), you have a chance to search its lair, where you ﬁnd a nice cache of goodies. In a 
  pile under a low ledge, you ﬁnd various cow bells and sheep bones, but also a small purse 
  with 14 silver, 62 bronze, and 33 copper pieces. You also dig out a jade ring carved to look 
  like a rope. Wearing it provides a +1 column shift to your Climbing skill. Under an old wool 
  blanket you ﬁnd a willow ﬂute with various runes burned into it. You blow a note or two, and 
  the sound is crisp and melodious. It adds +1 to your Entertain skill when played. If you wish 
  to pry a tooth from the wyvern's toothy maw, go to 19N. If not, go to 20N.
  
  19N. With a little muscle and a sharp instrument, you extract one of the wyverns fangs. You 
  follow the cavern for a hundred yards or so to ﬁnd yourself above the tree line of a 
  mountain, half a day’s hike from Thistle. You begin the trek toward town. You remember 
  what Jonas had said, and now that your conscience has ﬁnally caught up to you, you gain 
  �16
  Wyvern
  Defense: Great, Great, Superior, Awesome, 
  Awesome (where Jonas wounded the beast)
  Magic Resistance: Good
  Awesome Strength, Good Agility, Passable 
  Alertness, Feeble Intelligence, Poor Run, 
  Superior Fly, Great Hostility
  Attacks: Two attacks: One Bite for Good 
  damage and One sting for Passable 
  Damage: if you are stung, you will pass out 
  for Stamina vs. Poor hours. On a 
  Catastrophic, you turn green and die. If you 
  become unconscious, the wyvern eats you.
  
  two adventure points for completing the adventure and completing--although inadvertently--
  a poor boy’s quest of love. The end.
  
  20N. You stumble through the cavern, and soon ﬁnd yourself under an open, starry sky. Far off 
  in the distance, the lights of Thistle sparkle. You ﬁnd an easy-to-navigate game trail and 
  begin the hike to a hot meal and a warm bed. You gain one adventure point for surviving 
  the adventure. The end.
  �17
  
SOURCE: textdata/thevault/Legendary Lives [editions]/2nd Edition/Legendary Lives Adventure - Wyverns Way Solo.pdf