TEXT: 1
  Open Design
   
  and the Ghouls Through the Breach
  Kalgor 
  Bloodhammer
  This stand-alone adventure is designed for a single 
  player with no GM. All you need to play is some dice 
  (d6, d8, and 20), a pencil, some paper, and this book.
   
  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 by Hugo Solis
  Layout by Rick Hershey
  Published by Wolfgang 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 BB1
  1
  You are Kalgor, son of Kongar, son of Kalal, of the 
  Bloodhammer Clan. You were born in the depths of 
  the earth, in an underground dwarven city. Ever since 
  you can remember you have dreamed of joining the 
  Iron Shields, the elite guards who protect your city 
  from threats from both above and below. For years 
  you have trained, mastering not only hammer and 
  shield, but also the proper tactics for leading soldiers 
  into battle.
   
  Each year, the Iron Shields accept only half 
  of those who make it to the ﬁ nal test. The applicants 
  are paired in one-on-one combat. The winner joins 
  the Shields; the loser must wait a year for even the 
  chance to ﬁ ght again. Your ﬁ nal test comes today.
   
  To continue, read 22.
  2
  You step into streets and speed towards your next 
  location.
   
  You often have the option to navigate the city 
  by going to this section. You begin knowing several 
  locations to travel to. You may discover further 
  locations during the course of the adventure. When 
  you do, you will be asked to write the option on your 
  paper. You will need to refer to your note in order to 
  know where to go.
   
  If  you head toward the city wall, where the   
   
   
  ghouls came from, read 33.
   
  If  you head east, toward the ghouls and the   
   
   
  feast hall, read 34.
   
  If  you go to the barracks to get help, read 45.
   
  If  you go to the House of  Healing, read 65.
   
  If  you go to another location, consult your   
   
   
  notes.
  3
  The immediate threat eliminated, you have a chance 
  to evaluate the scene more fully. The crack in the wall 
  opens to a narrow tunnel. You’ve seen many stones 
  similar to the one that lies nearby. When an unwanted 
  tunnel is discovered, masons ﬁ ll it with crumbled rock, 
  cover the opening with a massive slab of stone, and 
  bolt the stone to the outer wall with strong iron bands.
   
  You ﬁ nd the iron bands and examine them. 
  Oddly they show no signs of being broken or strained. 
  This can only mean that they were removed from the 
  inside. A ghoul would certainly be noticed traveling 
  through the city; a dwarf must have helped the ghouls.
   
  You examine the stone. It might be possible 
  to at least lift it back into place, although it will be 
  difﬁ cult, and you aren’t sure how long it will hold. 
   
  If  you attempt to move the stone, read 25.
   
  If  you leave the stone alone read 2.
  4
  “I fought against the ghouls, and saved a woman in 
  the streets. She rests now at the House of Healing, 
  and the cleric Hilgar can speak to my actions.”
   
  If  you know Secret A, but NOT Secret E, now   
   
  read 70.
   
  Otherwise, read 59.
  5
  You try to dodge away, but the axe catches your side, 
  and leaves a nasty gash.
   
  You suffered a severe wound from Brusgar's 
  attack. Brusgar wields a two-handed axe, so his attack 
  deals 1d12+6 (roll your 12-sided die and add 6 to 
  the result) points of damage. You began with 36 hit 
  points. Subtract Brusgar's damage from your starting 
  hit points and note this on your paper. 
   
  Then read 12.
  6
  Brusgar’s axe lands a bone-shattering blow. Your legs 
  collapse and you crumple to the ground. The arena 
  fades to black. The last thing you see is a ﬁ gure in 
  white rushing toward you.
   
  Now read 48.
  7
  You look over Brusgar’s wounds. Although he survived 
  this battle, you doubt he can take much more.
   
  “If the ghouls destroy the House of Healing, 
  it’ll be a disaster. Somebody must protect it.”
   
  Brusgar considers your words carefully. Then, 
  at last, he speaks. “Your words have a certain wisdom. 
  I’ll protect the House of Healing. See if you can reach 
  Gunthar at the Iron Shields’ feast hall.” He pauses, 
  then adds, “And take this.” He hands you a small 
  stone engraved with a magic rune, and explains its 
  function. Brusgar then bows and leaves for the House 
  of Healing.
   
  You have received a rune stone of ﬁ re. Make 
  a note of this on your paper.
   
  Rune Stone of Fire: Before making an 
  attack, you may choose to activate the rune stone. If 
  you do, for the rest of that battle, your attacks deal an 
  extra 1d6 points of ﬁ re damage every time you hit. 
  Once you use the rune stone, it is destroyed.
   
  Also note that you learned Secret E.
   
  Now return to 2
  8
  Brusgar deftly parries with his axe. “Is that the best 
  you’ve got?” Brusgar says.
   
  You missed Brusgar, and he is undamaged.
   
  Read 37.
  
  3
  Open Design
  9
  An older dwarf steps into the room. You know his 
  face well, Gunthar, son of Galdur, son of Untharg, 
  of the Stoneﬁ st Clan - the leader of the Iron Shields. 
  You bow your head in respect.
   
  “You fought bravely, son of Kongar,” he says. 
  “Brusgar is a ﬁ erce warrior, and starved after two 
  years of losing glory. Few of us joined on our ﬁ rst try, 
  and I have no doubt you will succeed next year. If the 
  Iron Shields survive, that is.”
   
  “As long as one brave soldier lives,” you say, 
  “the Iron Shields will survive.”
   
  The older dwarf smiles. “I wish it were that 
  simple,” he says. “I should probably not be telling you 
  this, but there are some on the Council of Elders, led 
  by Thorvald Blackhelm, who believe the Iron Shields 
  have...outlived our usefulness. He and his allies seek 
  to disband the Iron Shields.”
   
  You are stunned. It cannot be. The Iron 
  Shields have always been your city’s ﬁ rst line of 
  defense. Without them...
   
  “But I should not worry youth with the fears 
  of an old man. You ﬁ ght bravely, son of Kongar.”
   
  “Thank you,” you say. Then a thought occurs 
  to you. “I mean no disrespect, sir, but should you not 
  be at the ceremony?” With the winners, you think but 
  do not say.
   
  Gunthar chuckles. “That was a mighty ﬁ ne 
  blow you suffered. The ceremony’s come and gone, 
  and you’ve slept through it. Rest in the House of 
  Healing tonight, and tomorrow you may resume your 
  training.”
   
  Gunthar turns from your bed, nods to Hilgar, 
  and leaves. You lie down and soon enough you 
  surrender to slumber.
   
  A scream outside jolts you awake.
   
  Now read 10.
  10
  You quickly grab your hammer and shield and race 
  out to the street. You soon see the cause of the screams: 
  A foul creature bears down on a fallen female dwarf. 
  If the hunched creature stood upright, it would be as 
  tall as a human, but its yellow eyes, clawed hands, and 
  rank stench betray it for the monstrous undead that 
  it is: a ghoul.
   
  You raise your hammer and charge the beast.
  You will run this combat similarly to how you fought 
  the battle with Brusgar. However, the ghoul gets to 
  attack you twice per round, with a +3 attack bonus 
  each time. 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 
  +8
  Warhammer Damage
  1d8+3
  Your Armor Class
  20
  Your Hit Points
  36
  Ghoul’s Attack Bonus
  +3/+3
  Claw Damage
  1d6+1
  Ghoul’s Armor Class
  14
  Ghoul’s Hit Points
  13
  Special: Undead
   
  If  the ghoul reduces you to 0 hp, read 73.
   
  If  you reduce the ghoul to 0 hp, read 21.
  11
  The barracks are lifeless, and everything of value 
  has been destroyed. You will have to go elsewhere to 
  complete your quest.
   
  Now read 2.
  12
  This battle has just begun. You and Brusgar are both 
  ﬁ erce warriors, and it will take more than a single hit 
  to take either of you out of battle.
   
  You have just played a single round of combat. 
  Each round you make an attack and then your foe (in 
  this case Brusgar) does. An attack hits if the total (a 
  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 deals damage.
   
  This adventure uses hit points to track how 
  much punishment somebody can take. You started 
  with 36 hit points and Brusgar started with 30. If 
  you hit him with your warhammer, you do 1d8+3 
  damage: roll your 8-sided die and add 3 to the result, 
  and then subtract it from Brusgar’s current hit point 
  total as noted on your paper.
   
  If he hits you with his greataxe, he does 
  1d12+6 damage: roll your 12-sided die, add 6 to 
  the result, and then subtract it from your current hit 
  points as noted on your paper.
  Your Attack Bonus 
  +8
  Warhammer Damage
  1d8+3
  Your Armor Class
  20
  Your Hit Points
  check your paper 
  (maximum 36)
  Brusgar’s Attack Bonus
  +7
  Greataxe Damage
  1d12+6
  Brusgar’s Armor Class 
  17
  Brusgar’s Hit Points 
  check your paper 
  (maximum 30)
   
  Now read 13.
  
  4
  Party of One BB1
  13
  You continue to run the battle until one side or the 
  other drops.
  If  you are reduced to 0 HP, read 6.
   
  If  you reduce Brusgar to 0 HP, read 14.
  14
  You bring your hammer down on Brusgar’s helmet 
  and hear a loud crack. With a dazed look in his eyes, 
  he struggles to raise his axe once more, then it slips 
  from his ﬁ ngers, and he crumples to the ground.
   
  As soon as Brusgar falls, dwarves rush from 
  the edges of the arena. Clerics from the House of 
  Healing surround Brusgar and begin to weave their 
  magic.
   
  A young dwarven woman with golden hair and 
  wearing the crest of the House of Healing approaches 
  you. “Well fought. Do you require healing?”
   
  You nod curtly. 
   
  “Not much of talker are you... Kalgor was it? 
  And I am Hilgar.” She calls forth divine magic and 
  your wounds mend.
   
  “My thanks, and the thanks of my ancestors,” 
  you say.
   
  “The honor is mine,” Hilgar says, then turns 
  away.
   
  Healing your wounds restores your hit points 
  to their maximum of 36.
  Now read 31.
  15
  With pride swelling in your heart, and the memory of 
  your battle with Brusgar fresh in your mind, you lie 
  awake for several hours that night. 
   
  Just as you are about to drift off to sleep you 
  hear a scream outside.
   
  Now read 10.
  16
  The way ahead of you is clear, and, if you desire, you 
  can swiftly reach the Iron Shields’ feast hall.
  Add a note at 2 that you can travel to the Iron 
  Shields’ feast hall at 60. 
   
  Now read 2.
  17
   “I returned the stone to its place,” you say. “Though 
  the iron fastening must be tended to.”
   
  Elder Thorvald nods. “And what of your 
  actions during the battle? Are there any who can 
  speak to them?”
  If  you know Secret E, read 19.
  If  you know Secret A, but NOT Secret E, read 4.
   
  Otherwise, read 51.
  18
  The large stone still lies on it side, but you know that 
  your strength alone is not enough to lift it. You must 
  ﬁ nd help elsewhere. 
   
  Now read 2.
  19
  “I fought alongside Brusgar of the Bronzehand Clan,” 
  you say. “He now guards the House of Healing.”
   
  “I will speak to him. Are there any others who 
  can speak of your actions this evening?”
   
  If  you know Secret A, read 4.
   
  Otherwise, read 70.
  20
  You dodge away from Brusgar’s powerful blow, and 
  his axe catches nothing but air. 
   
  Brusgar missed you. 
   
  Now read 12.
  21
  The ghoul’s undead body shatters under the weight 
  of your blows. You rush to the fallen bystander. She 
  has several gashes, but she is awake and alert.
   
  “Did you see where the ghoul came from?” 
  you ask.
   
  The woman nods her head and points down 
  the street to the west, the direction of the city wall.
   
  “Were there any more?”
   
  She nods again. “They were headed east,” the 
  direction of the Iron Shields’ feast hall.
   
  If  you help the survivor to the House of  Healing, 
   
  read 26.
   
  To travel toward the city walls, toward the feast hall,  
   
  or to the Iron Shields’ barracks to get help, read 2.
  22
   You wait in a room below the arena. Above you, you 
  hear the sounds of clashing steel. Finally a messenger 
  comes to you. “It is time,” he says.
   
  You follow the messenger through twisting 
  halls until you reach a wide arch. Then you step into 
  the bright arena, your hammer in one hand and 
  shield in the other. Across the arena, you see your 
  competition, Brusgar Bronzehand. You know him. 
  Brusgar is two years your elder and twice now he has 
  failed the ﬁ nal test to join the Shields. He is stronger 
  than you, and skilled, but he is slower and ﬁ ghts 
  without a shield. If you can block his blows you stand 
  a chance.
   
  Gunthar Stoneﬁ st, leader of the Iron Shields, 
  signals you both to come forward, and you touch your 
  hammer to Brusgar’s axe.
  
  5
  Open Design
   
  “Looks like they took pity on me,” Brusgar 
  says. “I’ve spit up meals bigger than you.” You 
  respond with a stiff nod. 
   
  Then the battle begins. Speed is your asset. 
  You are ﬁ rst to swing your weapon at your opponent.
  Roll your 20-sided die (d20).
   
  If  you roll a 9 or higher, read 44.
   
  If  you roll a 8 or lower, read 8.
  23
  Hilgar offers a prayer and her hand glows with divine 
  light. She places a ﬁ nger on your forehead, and you 
  feel your wounds mend.
   
  “Thank you,” you say and bow slightly.
  She has healed 16 hit points of damage. Add 
  16 to your current hit point total; this cannot bring 
  you beyond your maximum of 36.
   
  Now read 2.
  24
  You spend the night under lock and key, occasionally 
  hearing the sound of battle and wishing you could 
  take part. You learn the next day that many dwarves 
  lost their lives that night.
   
  You remain under guard three more days as 
  Elder Thorvald concludes his investigation. In the 
  end, he learns the truth: Gunthar, indeed, allowed the 
  ghouls to enter your city. For this, he is executed.
   
  You are freed. But, alas, your dream of joining 
  the Iron Shields is dead. At Elder Thorvald’s urging, 
  the Council of Elders disbands the group, using 
  Gunthar’s treachery as an excuse. You are offered a 
  position in the Common Guard, but you worry that 
  your home may not survive a true attack without the 
  protection of the Iron Shields.
  This concludes the adventure. To attempt a 
  different outcome, return to 1 to begin again.
  25
  Your muscles strain under the extreme weight of the 
  stone.
  By trying to lift this weight, you are making 
  a Strength check. Roll your d20, and add 3 (your 
  Strength bonus).
  If  the total is 15 or higher, read 52.
   
  If  the total is 14 or lower, read 43.
  26
  You help the woman to her feet, and support her as 
  you walk to the House of Healing.
   
  Hilgar, the initiate who tended your wounds, 
  greets you as you enter. “I heard screams,” she says. 
  “What happened?”
   
  “Ghouls,” you mutter. 
   
  Her face blanches for a moment, then she 
  turns to her work and begins tending the woman’s 
  wounds. You turn to leave, but Hilgar stops you. “Take 
  this,” she says as she hands you a ﬂ ask of sparkling 
  liquid. “It’s holy water. You’ll need it if there are more 
  of those creatures.”
   
  Make a note on your paper that you have a 
  vial of holy water. 
   
  Holy Water: Instead of attacking on your 
  turn in a round, you can throw the holy water at 
  an undead creature (holy water does not affect the 
  living). Make an attack roll with a +8 bonus. If you 
  hit, you deal 2d6 damage (roll your 6-sided die twice 
  and add the two results together) to the target and 1 
  point of damage to every other undead in the battle. 
  If you miss, you still deal 1 point of damage to your 
  primary target, as some of the water splashes onto it. 
  Once you use the vial, it is destroyed.
   
  Also note on your paper that you learned 
  Secret A.
   
  Now read 50.
  27
  With all your force, you smash your hammer against 
  the stone, and the stone shatters.
   
  Now read 29.
  28
  You crush the ﬁ nal ghoul, and then rush to Brusgar’s 
  side. He bears many wounds and blood pools around 
  him. Brusgar looks into your eyes and whispers, 
  “Avenge me.” Then his life slips away.
   
  Now read 11.
  29
  The stone wall crumbles, and three warriors wearing 
  the colors of Clan Blackhelm enter followed by the 
  clan’s patriarch, Elder Thorvald.
   
  “What is going on here?” the elder demands.
   
  “Treachery,” Gunthar replies. “I discovered 
  this wretch was in league with the ghouls and he 
  attacked me.”
   
  “Gunthar, son of Galdur, son of Untharg, of 
  the Stoneﬁ st Clan speaks false,” you reply. “It is he 
  who betrayed us.”
   
  Elder Thorvald turns to you, “Speak, young 
  one. Have you evidence?”
   
  “I discovered a breach in the western wall. It 
  was once blocked, but the stone was removed. The 
  iron bars showed no sign of bending or breaking; it 
  was opened from the inside.”
   
  “And what has become of this breach?” Elder 
  Thorvald asks.
   
  If  you know Secret B, read 17.
   
  If  you know Secret D, read 46.
   
  Otherwise, read 53.
  
  6
  Party of One BB1
  30
  The ﬁ nal ghoul falls. Brusgar turns to you, “I’ve gotta 
  admit, I thought when push came to shove, you’d 
  crumble. Glad you proved me wrong.”
   
  You nod briskly. “What happened?” you ask.
   
  Brusgar shakes his head. “I don’t know. Most 
  of us were asleep when the attack started. Some of 
  us never had a chance, All-Father take their souls.” 
  Brusgar makes the sign of the prayer to watch over 
  the dead. “But there will be time for the dead soon 
  enough. Now we need to see if there are more ghouls 
  out there, and make them pay.”
  If  you’ve learned Secret C, read 38.
   
  Otherwise, read 7.
  31
   The next few hours are a haze of congratulations and 
  cold looks of jealousy. Then you arrive at the feast hall 
  of the Iron Shields. After a tremendous banquet, a 
  great ﬁ gure rises to address those assembled. Instantly 
  the crowd falls silent. You know this man, Gunthar, 
  son of Galdur, son of Untharg, of the Stoneﬁ st Clan 
  - the leader of the Iron Shields. 
   
  “My brothers and sisters,” Gunthar says, “we 
  are the Iron Shields. We protect our home from all 
  dangers above and below, but it seems there may be 
  another danger that we have not yet reckoned with. 
  Yesterday I spoke with the Council of Elders. It seems 
  some members of the Council, led by Thorvald 
  Blackhelm, believe we have outlived our usefulness.” 
  At these words, the crowd erupts in jeers and boos.
   
  Gunthar raises his hands, “But that is not why 
  we gather here tonight. We come to welcome new 
  members to our ranks. All have proven themselves 
  many times over, and all have fought with bravery, 
  doing their ancestors proud.” Then he reads the 
  names of the dozen men and women who earned the 
  right to join the Iron Shields that day, and Gunthar 
  presents each with a shield.
   
  At last he comes to your name. “Kalgor, son 
  of Kongar, son of Kalal, of the Bloodhammer Clan.” 
  The rest of the assembled clank their goblets on the 
  table as you approach Gunthar.
   
  “It is rare that one so young joins our ranks,” 
  Gunthar says to you. “I believe you shall serve us well 
  to great glory.” He hands you your shield. You ﬁ t it on 
  your arm, and you marvel at its craftsmanship. 
   
  The shield Gunthar gives you is magically 
  enchanted. It has the following power: 
  Guardian Shield: Once per day you can 
  call on the guardian shield’s power to protect you from 
  harm. You may activate this power when you are hit 
  by an attack; you suffer no damage from that attack. 
  Once you have used the power of the shield, you may 
  not use it again until the next day.
   
  Now read 15.
  32
  You bow to Gunthar. “I know where my allegiance 
  lies.”
   
  “Excellent,” Gunthar replies. “Then let us do 
  our job and rid the city of this ghoul menace.”
   
  Gunthar gathers a party of the greatest 
  warriors in the Iron Shields. He leads them out into 
  the city, and you are at his side. The soldiers sweep 
  through the streets, and quickly dispose of the ghouls. 
  Several dwarves lost their lives this day, but you know 
  that the losses would’ve been much worse without the 
  Iron Shields.
   
  This concludes the adventure. To attempt a 
  different outcome, return to 1 to begin again.
  33
  You head to where the injured dwarf said the ghouls 
  came from.
   
  If  this is the ﬁ rst time you’ve ventured here, read 66.
   
  If  you’ve been here before, read 47.
  34
  You make your way down the street, and soon come 
  upon more stalking ghouls. Without wasting any time, 
  you charge them.
   
  You now face one normal ghoul and one ghoul 
  ﬁ ghter. You can only attack one ghoul each turn, but 
  they can both attack you, the normal ghoul twice per 
  round and the ghoul ﬁ ghter once per round but with 
  a higher attack bonus and damage.
  Your Attack Bonus 
  +8
  Warhammer Damage
  1d8+3
  Your Armor Class
  20
  Your Hit Points
  check your paper 
  (maximum 36)
  Ghoul’s Attack Bonus
  +3/+3
  Claw Damage
  1d6+1
  Ghoul’s Armor Class
  14
  Ghoul’s Hit Points
  13
  Ghoul Fighter Attack Bonus
  +6
  Longsword Damage
  1d8+3
  Ghoul Fighter’s Armor Class
  14
  Ghoul Fighter’s Hit Points
  18
  Special: Undead
   
  If  the ghouls reduce you to 0 hp, read 73.
   
  If  you reduce both ghouls to 0 hp, read 16.
  
  7
  Open Design
  35
  You rise from your cot. Your head spins brieﬂ y, but you 
  soon regain your balance, and begin gathering your 
  gear. As if on cue, a golden-haired young dwarven 
  woman enters the hall.
   
  “First you sleep like a log, then you’re dashing 
  out the door,” she says. “Take some time to rest up.”
   
  You pause and examine her face. You 
  recognize her as a recent initiate to the House of 
  Healing, but you cannot recall her name.
   
  “I’m Hilgar, by the way,” she says. “You don’t 
  talk much, do you?”
   
  You nod, “Kalgor. Thank you for the care, but 
  I’ve already taken up enough of your time.”
   
  “Nonsense,” Hilgar replies. “I’ve closed your 
  wounds, but you need rest. Besides, you have a visitor.”
   
  Now read 9.
  36
  “I’m sure you know the ghouls have struck,” you tell 
  Gunthar. “I’m here for orders.”
   
  Gunthar nods, and assigns you to a squad 
  of Iron Shields. Your soldiers sweep the streets, and 
  quickly clear out all the ghouls. Although several 
  dwarves lost their lives this day, you know the losses 
  would’ve been much worse without the Iron Shields.
   
  Yet in the back of your mind, you cannot 
  shake the feeling that something is wrong. You can’t 
  put your ﬁ nger on it, but you think there’s more to 
  this attack than what it seems.
  This concludes the adventure. To attempt a 
  different outcome, return to 1 to begin again.
  37 
  Your attack left an opening, which Brusgar seizes. He 
  swings his axe at your chest. 
  Make an attack for Brusgar by rolling your d20.
  If  you roll a 13 or higher, read 5.
   
  If  you roll a 12 or lower, read 20.
  38
  You look over Brusgar’s wounds. Although he is 
  injured, he still has great strength - strength you need.
   
  “There is another matter we must see to ﬁ rst. 
  The ghouls come through a hole in the wall. I need 
  your help to raise a stone to block it.”
   
  Brusgar nods. You lead him quickly to the 
  breach. There you struggle together to lift the stone 
  into place. With Brusgar’s strength, the two of you 
  raise the large slab. Brusgar, exhausted by the effort, 
  collapses.
   
  “If the ghouls destroy the House of Healing, 
  it’ll be a disaster. Somebody must protect it.”
   
  Brusgar considers your words carefully. Then, 
  at last, he speaks. “Your words have a certain wisdom. 
  I’ll protect the House of Healing. See if you can reach 
  Gunthar at the Iron Shields’ feast hall.” He pauses, 
  then adds, “And take this.” He hands you a small 
  stone engraved with a magic rune, and explains its 
  function. Brusgar then bows and leaves for the House 
  of Healing.
   
  You have received a rune stone of ﬁ re. Make 
  a note of this on your paper.
   
  Rune Stone of Fire: Before making an 
  attack, you may choose to activate the rune stone. If 
  you do, for the rest of that battle, your attacks deal an 
  extra 1d6 points of ﬁ re damage every time you hit. 
  Once you use the rune stone, it is destroyed.
   
  Also make an note that you have learned 
  Secret D.
   
  Now return to 2.
  39
  “Are you in need of healing?” Hilgar asks.
   
  If  you accept healing now, read 23.
   
  If  you leave without being healed, read 2.
  40
   “I’m sorry,” you reply. “But what you ask of me goes 
  against everything the Iron Shields stand for.”
   
  “No,” Gunthar replies. “I am sorry.” He 
  traces a magical rune on his desk, and the stone door 
  slams shut. He raises his hammer and attacks.
   
  In this battle, you not only need to track hit 
  points, but you also must track the total number of 
  rounds that you have completed.
   
  Your Attack Bonus 
  +8
  Warhammer Damage
  1d8+3
  Your Armor Class
  20
  Your Hit Points
  check your paper 
  (maximum 36)
  Gunthar’s Attack Bonus
  +12/+7
  Battleaxe Damage
  1d8+6
  Gunthar’s Armor Class 
  24
  Gunthar’s Hit Points 
  62
   
   
  If  you decide to throw your vial of  holy water            
                 
   
  at Gunthar instead of  attacking, read 72.
   
  After you complete the second round, read 67.
   
  After you complete the third round, read 42.
   
  After you complete the fourth round, read 29.
   
  If  Gunthar reduces you to 0 hp, read 73.
   
  If  you reduce Gunthar to 0 hp, read 49.
  
  8
  Party of One BB1
  41
  “I fought alongside Brusgar of the Bronzehand Clan,” 
  you say. “He now guards the House of Healing.”
   
  “I will speak to him. Are there any others who 
  can speak of your actions this evening?”
  If  you know Secret A, read 4.
   
  Otherwise, read 59.
  42
  You hear mufﬂ ed voices from outside the stone door, and 
  then pounding on it. You realize that someone’s trying to 
  break through, and that perhaps if you help destroy the 
  door, you won’t face Gunthar alone.
   
  For the rest of the battle, you have the option to 
  try to break down the door instead of making an attack. 
  This requires a Strength check. You roll your d20 and 
  add your Strength bonus (+3). If the total is 15 or higher, 
  you will read 27. Make a note of this on your paper.
   
  Now return to the battle in 40.
  43
  You begin to lift the stone, but the weight becomes too 
  much to bear. It slips from your grasp and slams against 
  you as it falls to the ground.
   
  You suffer 1d6 points of damage from the stone, 
  and you can’t try to lift it again on your own.
   
  Make a note that you learned Secret C.
   
  If  this reduces you to 0 hp, read 73.
   
  Otherwise, read 2.
  44
  Your hammer strikes Brusgar’s side. He grunts in pain, 
  but quickly regains his composure. 
   
  You just hit Brusgar and caused him 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. Brusgar started with 30 hit points. 
  To ﬁ nd his current hit points, subtract your damage from 
  his previous total of 30. Mark Brusgar’s current hit points 
  on your piece of paper.
   
  Then read 37.
  45
    
  If  this is the ﬁ rst time you’re at the barracks, read 69.
   
  If  you’ve been to the barracks before, read 11.
  46
  “Brusgar of the Bronzehand Clan and I were able 
  to set the stone in its place, though the iron fastening 
  must be tended to.”
   
  “And where is Brusgar now?”
   
  “He guards the House of Healing,” you say.
   
  “I will speak to him. Are there any others who 
  can speak of your actions this evening?”
   
  If  you know Secret A, read 4.
   
  Otherwise, read 70.
  47
   
  If  you know Secret B or Secret D, read 63.
   
  Otherwise, read 18.
  48
  You awaken in strange bed. Many such beds surround 
  you, although all the rest are empty. Your weapons 
  and armor lie in a pile next to you. It takes you 
  several minutes to realize where you are: the House 
  of Healing.
   
  You were told that clerics from the House of 
  Healing would be on hand to ensure that the losers 
  survived the test of the Iron Shields.
   
  And then it hits you. You lost.
   
  On the positive side, the clerics have restored 
  you to your maximum hit points (36). Note this on 
  your paper.
   
  Then read 35.
  49
  Gunthar, son of Galdur, son of Untharg, of the 
  Stoneﬁ st Clan, the leader of the Iron Shields, crumbles 
  under your mighty blows. You stare in disbelief at his 
  broken body and ponder what you have done.
   
  Then the stone door bursts open. Elder 
  Thorvald strides through, accompanied by three more 
  of his clan. He demands to know what happened. 
  After your explanation, Thorvald tells you there will 
  be an investigation, and until then you will remain 
  under heavy guard.
   
  Now read 24.
  50
  “And one more thing,” Hilgar says. “I’ve nearly spent 
  my magic for the day, but I think I can manage one 
  more healing. I can heal you now, or you can come 
  back, and I’ll heal you then.”
   
  If  you accept healing now, read 23.
   
  If  you leave without healing, read 2.
  51
  You shake your head. “No. There are none who can 
  speak for me.”
   
  “Very well,” Elder Thorvald says. “After the 
  ghouls are eliminated I shall make a full investigation 
  of this matter. Until then, I am afraid you must wait 
  under guard.”
   
  Now read 68.
  52
  The strain of lifting the stone is almost unbearable, 
  yet you manage it. With a great thud, it slides back 
  into place. This should at least slow the ghouls down, 
  but there are more in the city, and, worse, a traitor in 
  the city.
   
  Make a note that you learned Secret B. Now read 2.
  
  9
  Open Design
  53
  “Alas, the breach still lies open, and I fear even now more 
  ghouls may be pouring through.”
   
  Elder Thorvald whispers to one of the guards, 
  who then hastens out of the room. The elder turns again 
  to you. “And what of your actions during the battle? Are 
  there any who can speak to them?”
  If  you know Secret E, read 41.
   
  If  you know Secret A, but NOT Secret E, read 4.
   
  Otherwise, read 55.
  54
  The ghoul sees you and attacks.
  Your Attack Bonus 
  +8
  Warhammer Damage
  1d8+3
  Your Armor Class
  20
  Your Hit Points
  check your paper 
  (maximum 36)
  Ghoul’s Attack Bonus
  +3/+3
  Claw Damage
  1d6+1 
  Ghoul’s Armor Class
  14
  Ghoul’s Hit Points
  13
  Special: Undead
   
  After one round of combat, a second ghoul leaps 
  from the shadow, and you must ﬁ ght two ghouls.
  You can only attack one ghoul each turn, but 
  they can both attack you, making two attacks per round 
  each. Both ghouls start with the same stats.
  If  the ghouls reduce you to 0 hp, read 73.
   
  If  you reduce both ghouls to 0 hp, read 3.
  55
  You shake your head. “No. There are none who can 
  speak for me.”
   
  “Very well,” Elder Thorvald says. “After the 
  ghouls are eliminated I shall make a full investigation of 
  this matter. Until then, I am afraid you must wait under 
  guard.”
   
  Now read 56.
  56
  You spend the night under lock and key, occasionally 
  hearing the sound of battle and wishing you could take 
  part. You learn the next day that many dwarves lost their 
  lives during the night.
   
  Worse yet, Elder Thorvald’s investigation yields 
  little results. It is Gunthar’s word against yours, and you 
  have nowhere near his standing. He is able to sway much 
  of the Council to see you as threat to the existence of 
  your city.
   
  You are sentenced to death, to be crushed 
  beneath a massive slab of stone.
  This concludes the adventure. To attempt a 
  different outcome, return to 1 to begin again.
  57
  You enter the House of Healing. To the right is a room 
  ﬁ lled with rows of simple cots, to the left a chapel to 
  the All-Father. As the hour is late, only a single acolyte 
  tends the shrine. You recognize her as Hilgar, the 
  cleric who cured your wounds after battling Brusgar.
   
  “I 
  heard 
  screams,” 
  she 
  says. 
  “What 
  happened?”
   
  “Ghouls,” you mutter.
   
  “I’ve nearly spent my magic for the day, but I 
  think I can manage one more healing. I can heal you 
  now, or you can come back, and I’ll heal you later.”
   
  If  you accept healing now, read 23.
   
  If  you leave without being healed, read 2.
  58
  Hilgar greets you as you enter the House of Healing. 
  “I’m glad you are well. The ghouls have stayed clear 
  of us.”
   
  If  Hilgar has not healed you since the ghoul attack,   
   
  read 39.
   
  If  Hilgar has already healed you since the ghoul  
   
   
  attack, read 61.
   
  59
  Elder Thorvald strokes his beard. “After the ghouls 
  are eliminated I shall make a full investigation of this 
  matter. Until then, I’m afraid you must wait under 
  guard.”
   
  Now read 68.
  60
  When you arrive at the Iron Shields’ feast hall, the 
  chaos you discover tells you that the ghouls stuck here 
  too. You make your way past the guards, and soon 
  ﬁ nd Gunthar Stoneﬁ st in his private ofﬁ ce.
   
  “Son of Kongar,” he greets you. “What news 
  do you bring?”
   
  If  you know Secret B or Secret C, read 64.
   
  Otherwise, read 36.
  61
  “I will offer a prayer to the All-Father for you,” Hilgar 
  says. “But I’m afraid there is little else I can do.”
   
  You must look elsewhere, read 2.
   
  62
  You lower your shield and present your weapon to 
  Gunthar. “I swear,” you say, “to always remain loyal 
  to the Iron Shields, and to keep all their secrets.”
   
  “Indeed,” Gunthar says, “you will take our 
  secrets to your grave.”
   
  Gunthar swings his axe. With one mighty 
  chop, he severs your head from your body.
   
  Read 73.
  
  10
  Party of One BB1
  63
  You return to the location of the breach, and see 
  that the stone still stands, blocking the threat of more 
  ghouls. However, you know that there are other 
  ghouls still hunting within the city.
  Now read 2.
  64
  “I found the breach that the ghouls came through,” 
  you tell Gunthar. “And worse, it looks like somebody 
  inside the city let the ghouls in.”
   
  “I think...” Gunthar begins. “I think I can 
  trust you to keep this secret to ourselves.” 
   
  You cannot believe his words. “Surely we must 
  ﬁ nd out who the traitor is. The elders...”
   
  Gunthar interrupts. “The elders? The elders 
  are soft! Those few remaining who know the thrill of 
  battle have forgotten it in their old age. Blackhelm and 
  his cronies think they can disband us?” He pauses, 
  and then continues more softly, “Occasionally the 
  elders need reminding how crucial the Iron Shields 
  truly are.”
   
  You cannot believe what you are hearing. 
  Gunthar talks as though he welcomed the attack, as 
  though...
   
  “So, Kalgor Bloodhammer, son of Kongar, 
  son of Kalal, can I trust you to keep this secret?”
  If  you agree to keep the secret, read 32.
   
  If  you refuse, read 40.
  65
  If this is the ﬁ rst time you’ve entered the House of 
  Healing since the ghoul attack, read 57.
  If  you’ve been to the House of  Healing already,  
   
   
  read 58.
  66
  You soon reach the edge of the city, and you ﬁ nd 
  the source of the problem. A thin ghoul pulls itself 
  through a small crack in the wall. A large stone block 
  lies nearby.
  If  this is the ﬁ rst location you visited since ﬁ ghting the  
   
  ghoul in the streets, or if  you visited one other location  
   
  (such as the House of  Healing OR the barracks), read 71.
   
  If  you visited two or more locations (such as the  
   
   
  House of  Healing AND the barracks), read 54.
  67
  “You could have been one of the greatest of the Iron 
  Shields,” Gunthar says. “You still have a chance. 
  Surrender your weapon and swear loyalty, and I will 
  let you live.”
  If  you surrender you weapon and swear loyalty, read 62.
   
  If  you refuse, return to 40 and continue the battle.
  68
  You spend the night under lock and key, occasionally 
  hearing the sound of battle and wishing you could 
  take part. You learn the next day that many dwarves 
  lost their lives during the night.
   
  You spend three days more under guard 
  as Elder Thorvald concludes his investigation. 
  Unfortunately, there isn’t enough evidence to prove 
  your innocence. Enough members of the Council 
  believe your story to spare your life, but they cannot 
  risk that you may betray the city. You are exiled to the 
  surface world, and may never return.
   
  This concludes the adventure. To attempt a 
  different outcome, return to 1 to begin again.
  69
  You enter the barracks. The room nearest the street, 
  where you bunk, is empty, but you hear the sounds of 
  battle further in.
   
  Making your way towards the sounds, you come 
  to another room littered with slain dwarves and ghouls. 
  One dwarf still stands, Brusgar, the one you battled for 
  the right to join the Iron Shields. He is wounded and 
  battles two ghoul ﬁ ghters. If you don’t help him, he will 
  surely fall.
   
  In this battle you will also make attacks for 
  Brusgar when you attack. One ghoul attacks you for 
  the whole battle, while another attacks Brusgar. Brusgar 
  attacks the ghoul who is attacking him (until it falls), but 
  you are free to attack either ghoul.
  Your Attack Bonus 
  +8
  Warhammer Damage
  1d8+3
  Your Armor Class
  20
  Your Hit Points
  check your paper 
  (maximum 36)
  Brusgar’s Attack Bonus
  +7
  Greataxe Damage
  1d12+4
  Brusgar’s Armor Class 
  17
  Brusgar’s Hit Points 
  12 (maximum 30)
  Ghoul Fighter Attack Bonus
  +6
  Longsword Damage
  1d8+3
  Ghoul Fighter’s Armor Class
  14
  Ghoul Fighter’s Hit Points
  18
  Special: Undead
   
   
   
  If  you are reduced to 0 hp, read 73.
   
  If  the ghouls are reduced to 0 hp before Brusgar has   
   
  been reduced to 0 hp, read 30.
   
  If  the ghouls are reduced to 0 hp after Brusgar has   
   
  been reduced to 0 hp, read 28.
  
  11
  Open Design
  70
  Elder Thorvald strokes his beard. “Anything else?” he 
  asks.
   
  You shake your head no.
   
  “Very well. After the ghouls are eliminated I shall 
  make a full investigation of this matter. Until then, I am 
  afraid you must wait under guard.”
   
  Now read 24.
  71
  The ghoul sees you and attacks.
  Your Attack Bonus 
  +8
  Warhammer Damage
  1d8+3
  Your Armor Class
  20
  Your Hit Points
  check your paper 
  (maximum 36)
  Ghoul’s Attack Bonus
  +3/+3
  Claw Damage
  1d6+1 
  Ghoul’s Armor Class
  14
  Ghoul’s Hit Points
  13
  Special: Undead
  If  the ghoul reduces you to 0 hp, read 73.
   
  If  you reduce the ghoul to 0 hp, read 3.
  72
  Gunthar isn’t undead, so the holy water does nothing 
  but make him wet and angry.
   
  Erase the vial of  holy water from your paper and  
   
   
  return to the ﬁ ght at paragraph 40.
  73
  Your body fails you, and your spirit rises to join the 
  ancestors. Just one question lingers in your mind: Is 
  your city safe?
   
  This concludes the adventure. To attempt a 
  different outcome, return to 1 to begin again.
  If  the ghoul reduces you to 0 hp, read 
  0 hp, read 
  0 hp
  73.
  73.
  73
   
  If  you reduce the ghoul to 
  If  the ghoul reduces you to 
   
  If  you reduce the ghoul to 
  If  the ghoul reduces you to 
  0 hp
  0 hp
  0 hp
  0 hp
  , read 
  0 hp
  , read 
  0 hp, read 
  , read 
  , read 
  0 hp, read 
  0 hp
  , read 
  0 hp, read 
  0 hp
  0 hp, read 
  0 hp
  0 hp
  0 hp
  0 hp
  , read 
  0 hp
  0 hp
  0 hp
  3
  , read 
  3
  , read 
  .3.3
  
  12
  Party of One BB1
  ARMOR / DEFENSE
  Armor
   + Shield
  + Dex Mod
   + Magic
   = AC
  +7
  +2
  +1
   
  0
  = 20
  ATTACKS / WEAPONS
  Initiative +1  
  Speed 20 ft.
  Weapon: warhammer
  Attack Bonus
  Damage
  +4 
  d8+3
  Weapon: two-handed axe 
  Attack Bonus
  Damage
  +5 
  d12+5
  (Reduce AC to 18 when using this attack, no shield)
  CLASS  FEATURES
  Attack Bonus +1
  Saving Throws 
  =
   Class
   + Ability Mod 
  + Misc 
  Fortitude Save 
  5
   +2 
  +3
   +0
  Reﬂ ex Save 
  1
  +0
   +1
   +0
  Will Save 
  1
  +0 
  +1
   +0
  DWARF TRAITS
  Darkvision: You see up to 60 feet in dark conditions.
  Hardy +2 vs Poison and Spells: Dwarves resist poi-
  son and magic when they make saving throws.
  Hatred +1 vs. Goblins and Orcs: Dwarves gain a +1 
  bonus on attack rolls against their ancient enemies.
  Weapon Familiarity: All dwarves know how to use 
  battleaxes and warhammers.
  ABILITY SCORES / MODIFIERS
                   Scores 
   
  Modiﬁ ers
  Strength 16
   
  +3 Str Modiﬁ er
  Dexterity 12
   
  +1 Dex Modiﬁ er
  Constitution 16
   
  +3 Con Modiﬁ er
  Intelligence 11
   
  +0 Int Modiﬁ er
  Wisdom 12
   
  +1 Wis Modiﬁ er
  Charisma 10
   
  +0 Cha Modiﬁ er
  FEATS
  Weapon Focus (two-handed axe): You have a +1 
  bonus included in your two-handed axe attacks.
  SKILLS
   Ranks
  Ability 
  Mod
   Misc. 
  Mod
  Total
  Climb
  +1
  +3 Str
  +3 class,
   -8 armor
  -1
  Know: 
  Dungeoneering
   +1
  +0 Int
  +3 class
  +4
  Perception
  +0
  +2 Wis
  +0
  +2
  Swim
  +0
  +3 Str
  -8 armor
  -5
  EQUIPMENT
  Warhammer, two-handed axe, heavy steel shield, 
  banded armor
  Kalgor 
  Bloodhammer
  Alignment Lawful Good 
  Gender and Race Male Dwarf 
  Class and Level Fighter 1
  HIT POINTS 13
  
  13
  Open Design
  ARMOR / DEFENSE
  Armor
   + Shield
  + Dex Mod
   + Magic
   = AC
  +7
  +2
  +1
   
  0
  = 20
  ATTACKS / WEAPONS
  Initiative +5  
  Speed 20 ft.
  Weapon: warhammer
  Attack Bonus
  Damage
  +6 
  d8+3
  Weapon: two-handed axe 
  Attack Bonus
  Damage
  +7 
  d12+5
  (Reduce AC to 18 when using this attack, no shield)
  CLASS  FEATURES
  Attack Bonus +3
  Saving Throws 
  =
   Class
   + Ability Mod 
  + Misc 
  Fortitude Save 
  6
   +3 
  +3
   +0
  Reﬂ ex Save 
  2
  +1
   +1
   +0
  Will Save 
  2
  +1 
  +1
   +0
  DWARF TRAITS
  Darkvision: You see up to 60 feet in dark conditions.
  Hardy +2 vs Poison and Spells: Dwarves resist poi-
  son and magic when they make saving throws.
  Hatred +1 vs. Goblins and Orcs: Dwarves gain a +1 
  bonus on attack rolls against their ancient enemies.
  Weapon Familiarity: All dwarves know how to use 
  battleaxes and warhammers.
  ABILITY SCORES / MODIFIERS
                   Scores 
   
  Modiﬁ ers
  Strength 16
   
  +3 Str Modiﬁ er
  Dexterity 12
   
  +1 Dex Modiﬁ er
  Constitution 16
   
  +3 Con Modiﬁ er
  Intelligence 11
   
  +0 Int Modiﬁ er
  Wisdom 12
   
  +1 Wis Modiﬁ er
  Charisma 10
   
  +0 Cha Modiﬁ er
  FEATS
  Improved Initiative  You have +4 to initiative.
  Weapon Focus (two-handed axe): You have a +1 
  bonus included in your two-handed axe attacks.
  SKILLS
   Ranks
  Ability 
  Mod
   Misc. 
  Mod
  Total
  Climb
  +2
  +3 Str
  +3 class,
   -8 armor
  0
  Know: 
  Dungeoneering
   +1
  +0 Int
  +3 class
  +4
  Perception
  +2
  +2 Wis
  +0
  +4
  Swim
  +1
  +3 Str
  +3 class,
   -8 armor
  -1
  EQUIPMENT
  Warhammer, two-handed axe, heavy steel shield, 
  banded armor
  Kalgor 
  Bloodhammer
  Alignment Lawful Good 
  Gender and Race Male Dwarf 
  Class and Level Fighter 3
  HIT POINTS 37
  
  14
  Party of One BB1
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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 BB1 Kalgor Bloodhammer and the Ghouls through the 
  Breach. Copyright 2012, Open Design LLC.; Author: Matthew J. Hanson
  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 
  trademarks of Paizo Publishing, LLC, and are used under the Pathﬁ nder Roleplaying Game Compatibility License. See http://paizo.com/pathﬁ nderRPG/compatibility 
  for more information on the compatibility license.
  Party of One and all other Open Design product names and their respective logos are trademarks of Open Design in the U.S.A. and other countries.
  All Open Design characters, character names, and the distinctive likenesses thereof are property of Open Design. This material is protected under the copyright laws of 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Party of 1/BB1 Kalgor Bloodhammer and the Ghouls Through the Breach.pdf