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The Adventurer: Solo Hexcrawl Review and Game Play

The Dungeon Dive May 3, 2026
Transcript 43:00

Hey folks, welcome back to the Dungeon Dive. Daniel here. I hope you're doing well and if you're not, I hope you are soon. Okay, in today's episode we're taking a detailed look at Dungeons and Drifters, the Adventurer. And this is a game that I just recently briefly discussed in my ultimate guide to solo hex crawls. So if you haven't watched that yet, go watch that. Lots of good information in that video all about this this huge wide and varied world of solo hex crawls. And as mentioned in that video, the Adventurer is part of this Drifter series which includes examples from other genres such as the Wild West Drifter here, which is as you can imagine is a cowboy themed solo hex crawl. And then we also have a Star Drifter. And all of these are created by a guy named Ken Kennedy. And these printed books were sent to the channel for review and they can be purchased on DriveThruRPG.

But as you can see, Ken has quite a few genres covered here in this Drifter series. But today we're going to focus on the Adventurer, which is the fantasy version. Just because fantasy is is my favorite, but we're also eventually going to do a detailed look at the other two as well. I would love to see a horror themed one. I think that would be awesome. Kind of maybe a Cthulhu themed one or maybe a Victorian horror themed one. I think that would be really really cool. But before we get into the Adventurer, we're going to talk a little bit about the game in general and then we'll play through some turns. Maybe we'll play through a whole game because sometimes the games of the Adventurer can can be very very fast. I want to mention some things that you may not like about this game because this game is not going to be for everybody. It's not going to be everybody's cup of tea and that is perfectly okay. But I wanted to give three reasons why you may not like this game. So you don't have to waste your time with this video. A win-win situation here. So the Adventurer it really does lack a cohesive narrative. So if you are the kind of gamer who wants and who desires and who greatly values a strong cohesive narrative with story and and lots of flavor text that you can really get into, the Adventurer may not be the game for you.

Point number two, the Adventurer has instant death. There are things where you will just roll poorly and your character will immediately die. And I know some people don't like that. That is something that I don't mind at all and I actually find it really fun. I think it's funny when my characters just die from a trap or because they rolled poorly. Especially when a game is very easy to get back into, to set up again and to start playing again quickly, which the Adventurer is. And third, and I think that this might be a big one that this is the one where I wish there was a little more going on and that is in the kind of shallow character progression and depth. So characters in the Adventurer are not very deep and you don't have a bunch of skills and stats and things to manage.

You know, I wish there was maybe a little bit more depth to the characters or at the character level in this game, but I find the game so much fun that it's something that I can easily overlook. And while you are playing, if you wanted to create something more, maybe a little more depth to the character, I think there are ways you could go about that in house ruling, maybe introducing some other oracles to help flesh out your character. But your characters are really really simple. You basically have a name, a class and a motivation and then you have basically two stats. You have your physicality stat and your intellect stat. And these two stats are kind of like buckets that contain all of the things that have to do with a physical actions and then mental actions. You also have hero points. Hero points are a currency that you can spend on rerolls and you can also spend those to trigger some of your class abilities. And as you are progressing through your adventure, you can have up to five different items and you can have a journal of five different points of interest on your hex map that you will want to visit in order to discover things. You will also keep track of how much gold you have, how much XP you have because your character can level up and there are a few skills that you can unlock as your character levels up and you will keep track of your character's level. And that's basically it. It's a very basic game on

the character level. So in a game of the Adventurer, you will be playing on a pre-generated hex map and I went and got mine printed out on some really nice glossy card stock here. I love this. I'm going to be going to this local printer shop who did this for me and they only charged me like a buck 25 for this. It was a great deal. I was shocked by how cheap this was because I think the quality is really nice. It's 11 by 17. I think this is a good size. And yeah, I can't wait to have more maps printed off by this printer shop. Really really cool cool guy over there. But you will be exploring this hex map having random encounters. So if you like random encounters, if you're like me and you like connecting the dots between a whole bunch of different random things that are going on and you have to put a little bit of effort into coming up with your own story about why certain things are happening, I think you'll get a lot out of this game and I really really enjoy this game. So let me talk about my last game here. So I am playing of course as Kraygor as a cleric and Kraygor's motivation was penance. He did something wrong at his monastery and has to make up for it. And the story I came up with is that he was on guard duty one night and somebody, something, maybe bandits, maybe some kind of demon or something broke into the monastery and stole a sacred relic. And so I need to go and I

need to find the sacred relic. Now the game doesn't have, you know, rules to govern that kind of quest, but I'm using the I'm using the overall goal of the game as to to to trigger my end point. The goal of the Adventurer in the basic game is to acquire 500 gold. So what I'm saying is that once I have acquired 500 gold, then I have found that that relic. So it's kind of like a timer. The gold is kind of like a timer in the way I'm playing. But Kraygor died. And Kraygor died by at the hands of some giggling goblins. So here is Kraygor's adventure. Games of the Adventurer can be very quick. This game, this last game I played only lasted eight turns.

And so on turn number one, I discovered a cairn that was covered in blood. Turn number two, I discovered a wizard who took up a defensive attitude towards me, but I talked to him and he offered to for me to hire him if I paid him a certain amount of gold, but I didn't have any gold, so I didn't hire the wizard, but we left amicably. But you know, in my mind I thought maybe this wizard was some kind of mercenary warlock or something and he had just recently killed somebody. He was hired as a hitman or something. And so that blood covered cairn was was the evidence of him committing this crime. I then traveled to a city I called it Hamperville and I had a street encounter where somebody told me about a gladiatorial arena combat that I could enter, but I decided not to cuz I'm not really a fighter and that wouldn't really I guess I could probably earn some gold there, but I just decided that Kraygor wasn't interested in gladiatorial combat. So I ignored that.

I traveled to a swamp where I fought a gorgon and and and I won that encounter. And then I traveled northwest from the swamp and there was approaching an approaching storm. I traversed the storm and had a strange encounter with this warrior who told me about this rumor of this hidden temple. And so I wrote the hidden temple down as a point of interest. And so I left the warrior. I traveled southwest from that encounter and came across a weird animal who when I approached it, it fled into the wilderness. And then I got caught in this smoky vortex, but I was able to push through. I came across a modest sized home, but it was engulfed in flames and I discovered that the flames were caused by this band of giggling goblins. There were five goblins and they attacked me and Kraygor died while fleeing. So I thought in this next adventure here, I'm thinking that this will be Kraygor the second. And the monastery is requiring this this lineage, the the lineage of the Kraygors to continue adventuring until they have found this lost relic.

And so we will continue playing and so I'm just going to use my same character sheet and we're going to be Kraygor the second. So he will be a cleric, same motivation as penance. A cleric starts with a mace at this level. So these shields kind of represent your levels. We also have this aura shield here and this aura shield kind of dictates how the world responds to you, and it will tell you which table you roll on for random encounters. The lower your aura aura shield, the the more positive types of encounters you will have, and the higher your aura shield, the more negative types of encounters you will have. So, we start with zero wounds, and on zero wounds, that means our physicality is at a four, so that's our physical stat is at a four, and I'm keeping track of that just with this black cube here, or this black disc.

And so, as we take wounds, we will move that down, and our physicality score will take penalties until we die. The one kind of confusing thing I think about this game is the way it uses wounds. It uses light wounds, heavy medium wounds, heavy wounds, and definitely wounds, dastardly wounds. I can't remember what the D stands for, but these are really bad. And so, it's kind of like they compound on each other. So, if you have a light wound, and you take a heavy wound, you actually have a D wound. Well, I just kind of think of it in terms of this is one light wound, this is two, this is three, and this is four, and I think that's how it's supposed to work. I think it makes sense. We will start with a certain number of intellect, and I will keep track of that with my green dial after determine that.

And we will also start out with with two hero points, and I am using this orange D6 to determine or to keep track of my hero points. And we will also randomize our starting aura shield as we continue to create Kraygor the second. Now, what I want to do is I I kind of want to have a little bit of progression from one game to the next, almost like a little rogue light kind of mechanism. And what I'm going to say is until the Kraygor lineage retrieves the lost holy relic that I can carry over one point of interest from the previous game. Now, in my previous game, I only had one point of interest, and that is the hidden temple, and that is at hex 0007.

And when I enter that hex, I will turn to the page to look at event 148. So, I'm saying that, you know, somehow this knowledge of this hidden temple has been passed along. Now, one thing I'm doing is I am using these little tokens here. These were like blank tokens, I think, from some game, I can't remember. I think I think maybe Dungeon Crusade, but I'm using these to keep track of the points of interest on the map. And so, point of interest number one is the hidden temple. And so, I'm going to place that on hex 0 07, which is just right over here. So, there is our hidden temple, and so that kind of gives me a goal to work towards during the early portion of this game.

It can be a little difficult to find points of interest because everything is random, so this does give me, you know, something something to do early on in the game. So, now let's take a little look at the rules. So, the the rules are relatively simple in this game. Like I said, victory conditions, you have a standard when you reach 500 gold, you immediately win. You can continue to accumulate gold to see how long your character can survive, and you can also just do a high score chase mode. So, very very simple on the victory conditions here. Character creation, you will pick your character name. They will have a physicality score, so of course, we start with zero wounds, so our physicality score right now is a four, and an intellect, we will roll a D4 to determine our starting intellect score.

So, let's roll this D4 here, and we have a starting intellect of three. One of the main things that intellect does is it does help you in determining initiative in combat. Okay, so XP, so as you gain XP through combat or through discovering points of interest or through other events, you will mark that on your character sheet, and I'm going to erase my XP from Kraygor the first and Kraygor the first's gold there. And as you level up, you can spend your XP to unlock a certain number of abilities up to level five. Once you reach level five, you can continue to level up. I think it's every 15 experience points or so after level five, then you will get to choose something. You will get to heal two wounds, or gain D4 hero points, or some kind of boon that you can turn to on event number two in the book, and there are various boons, and those can help give you bonuses, and and and so on. So, there is level progression past five, but it's relatively simple, and as you can see, there are only a handful of of different skills and abilities.

But, playing as a cleric here, my starting weapon is a mace with a with a shield for its strength. So, there are five different strengths that kind of correspond to that aura shield. You have a blank shield all the way up through a shield with three swords crossing through it. That's a really strong weapon. So, my weapon is pretty weak, but it's not the weakest. All of the characters kind of start off with the same strength weapon as well, and the strength and the same physicality of four. So, again, there's not a lot of You know, the characters aren't very different when they start out, and they don't get very different as you progress. So, it's pretty shallow on the character level. So, again, that's one of the things that I kind of wish was a little more fleshed out here. It'll go over your points of interest, how to use your aura shield, because as I said, your aura shield will determine which column you roll on when you have random events.

And if your aura shield is that symbol, these events tend to be a little more negative, or a little stronger, a little harder to overcome. As far as actions go, there's really only a one action that you take on a turn, and that is to travel to a new hex. So, that's the action that is always available. So, you travel to a new hex. When you reach a new hex, you roll for a random encounter on that table on the aura shield table that we just went over. If the hex that you are entering contains a city, you can enter the city, or if it contains a point of interest, then you turn to that page in the book, and you go through that. So, very very simple, there's not a lot going on. It's just a whole bunch of cool random encounters.

Combat is relatively simple. You will either compare physicality scores or intellect scores, take the difference, roll a I believe it's a D10, and you will add or subtract the difference in those in comparing those scores, and then you will look up the results on the table, and you do that after you determine initiative. And determining initiative is done with a skill test that you use your intellect score for. And skill tests are relatively simple as well. It's also possible to gain companions in this game, and the companions can help you fight and can help you overcome at different challenges. But, let's take a look here at event 01, the adventure begins. You are a fledgling adventurer. Now, far from Now, far from home, you have set out into this fabled land in hopes of accumulating enough wealth in order to fulfill your quest. So, again, I'm looking to accumulate over my adventure 500 gold, and that will trigger the event of me finding that holy relic and completing the quest of the Kraygor lineage.

The terrain of this mysterious realm is covered in dense forests, arid deserts, hazy marshes marshes, and rolling grasslands. Throughout, there are all walks of life from docile critters, predatory animals, peasants, patricians, and ravenous creatures. There are tales of perilous dungeons, secret tombs, and ancient ruins inhabited by by mythological beasts and menacing magic that guard legendary riches. Armed with your wits and weapon of choice, you are ready to explore the highest mountains to the deepest valleys to achieve your goal. Now, consult the entire section under rules one. We just went over all of that in in briefly. Locate in the rule section to determine your character stance, items, and go over the general rules. When completed, return and read the next paragraph. You awaken in the wilderness. Roll a D10 to determine which hex you start on on the map board. Okay, so let's roll a D10 here and see where we start on our hex map.

So, we are starting on two. We are starting on 1814. So, 1814. Way way over here. So, pretty far from that hidden temple. That's going That's going to take me quite a bit of time to reach that hidden temple. I am pretty close to a city here. So, on the map, we have we have some keyed terrain here. So, we have mountains, we have forests, we have swamps, there's grassland and deserts, and then there are a few keyed cities. So, there's one here, there is one here, and there's one here. But, you can also discover other cities while you are playing. You know, there are secret cities that you can that you can discover.

Okay, so we are ready to play. You gather your supplies and set out to seek your destiny in this mystical land. Choose an available action. Well, our action right now is only to travel. And I don't think maybe we could go to the city. Maybe we could stop by at the city. There might be a possibility that we can I some kind of a rumor, maybe find another point of interest. I do know about that hidden temple. Uh let me kind of move this over a little bit. Let's see if we can get a little bit more of the character uh page on the screen here. Uh let's see. What should we do? Let's start our new adventure log here. Okay, so this is the adventures of Craygor the second here.

So, Craygor the second. And on turn one, I think I will travel from 1814, I will travel uh northwest. So, I'm going to put T northwest for travel. And the only reason I'm doing this is just some kind of character log just because I like to look back and look at all those stuff that happened to my character. It kind of adds a little bit of permanence. And you know, you can remember things. And so, if you wanted to, you know, make some more kind of rogue light style elements where things might carry over from one game to the next if you're playing kind of this like lineage mode that I'm kind of playing in right now, which I just made up, it's not in the book. But uh you know, the the rules for the adventurer, the the the the groundwork is so simple that it's really easy to add stuff to it to make it a little more complex or to make it a little more involved. And those are typically the the kinds of games that I really love. Games that have a solid foundation that I can build on and I can add other things. You know, I could add other oracles. Uh maybe I could I could take, you know, my um my game master's apprentice deck here.

And if I wanted to use that or something, I'm going to be doing a whole video on these uh probably later this week. But you know, you have if you have a whole bunch of things, you could just add them to this game to to make it exactly what you want. Okay, so we will travel from a swamp area into uh to the northwest going into 1714, which is a forest area. Okay, so that's our travel. That's our action for the day. And now we will have our random encounter. So, my aura shield is Oh wait, we didn't determine my starting aura shield. I need to uh look that up real quick. I forgot to do that. Okay, so did to determine your starting aura shield, you will roll a D4. So, let's take our blue aura shield die here. And we rolled a three. So, uh we are placing that on low. Okay, so we'll have, you know, some more positive encounters are not as deadly encounters towards the beginning of the game. So, I will place that on one to show that that is low. That's kind of like my key. It goes from one to four.

So, we are in a new hex. Now we will consult our our aura shield table. We are on low. So, we're going to be looking at this column here for our random events. And we will roll a D100 to determine what happens here. Uh where's my tens die? There we have it. Okay, so let's see what our first encounter is. Uh a 10. Okay, so a 10 here is event E043. And so now we look in the book here. And the book is really just a whole bunch of tables that have random encounters. And there are nestle tables. There are tables that they that nestle like two or three deep. Not a lot of text as far as flavor text or as far as story goes, just a bare bones. And so, what did I say here is 043. So, let's see what we have discovered here.

Okay, so we can forage here. So, you are hungry and forage for food. Attempt an intellect skill test on table C at that shield level at intelligence minus two. Okay, so let's go to our skill table here. So, this is the table that you use for all of your skill rolls. We are going to use this column because that was uh said in the book. And [snorts] we are at a minus two. So, my intellect right now is three. And so, this is a D10 roll. And so, my uh modifier's going to be three minus two. So, it's going to be plus one. And we rolled a two. That was a two. Plus one is three. And I have failed to find the food that I needed to find.

Okay, so we failed. It tastes terrible. So, we found something and ate it and it was really bad. Uh this is not going to be good, but we'll roll a D6 to see what happens. And a four. Uh you and any companions take a medium wound. Oh man. Okay, so we are already down to a medium wound, which means that our physicality score is now at a three. So, I don't know. You you could die. So, yes, if you roll a one, you eat something poisonous. So, it is very possible to die on your first turn in this game. It's like done It's like uh uh dungeon quest. And I like games where I can die in my first turn because I could easily just make this Craygor the third, roll a couple of dice, and be up and going in a matter of seconds really, probably less than a minute to start a new game. And so, that doesn't bother me at all. And I like when bad stuff happens to my characters, especially when a game is, you know, is this simple.

Okay, so that was turn one. Turn two, let's enter the city. So, turn two, I am going to travel to the southwest. Travel southwest. Okay, so turn one, what happened? I ate some bad food. Ate bad food and got food poisoned. Great start, Craygor the second. Okay, so I'm traveling to the southwest and I'm entering a city. Uh Hamperville was up here. So, I entered the city of Let's see. Enter city. We will call this uh Crescent Point.

Okay, so I entered the city of Crescent Point. And so, when you enter a city hex, you don't have to have a random encounter from this chart, but you will use the uh city table here in the book. So, this action is only available when on when in a hex with a city. You're in a large city. Many people of various social classes are here purchasing, selling wares, and going about their daily lives. Okay, so roll a D10. Let's see what kind of random thing happens to us in the city here. A seven. Uh you must choose one. Okay, so we can visit an inn, a temple, an emporium, a tavern, or the stable. Uh I think I'm going to enter the temple. You know, maybe Craygor the second, maybe I can find uh something, maybe one of my brothers or sisters is there and we can find out some information. I don't know. So, let's go to uh event 264 in the in the book here.

So, 264. Okay, the temple. You enter a grand city temple. Roll a D6. And a five. Okay. You pray You You can pray or approach a priest for healing. If you pray, go to result seven. If you approach the priest for healing, go to result eight. I do want to heal. And so, I want to heal. So, I will approach the priest and go to result eight. You approach the priest. Roll a D6. A six. They heal you and any companions two wound levels. Super cool. Okay, so I am back up to no wounds. That was great. That was very beneficial. But as you can see here, there are other things that can trigger. So, you know, you might have a bad aura shield and you might have to go to event 08 and event 08 there. So, you know, you are kind of constantly looking back and forth through this book. It's not always just a roll once, find out what happens, and do that.

There are kind of cascading effects. Okay, so I went to the city. I think I'm going to continue on my way to this temple. I haven't learned about anything else in this strange world where I'm a stranger. So, let's keep going. So, turn three. I'm traveling northwest from the city. So, travel northwest. Okay, so we will look on our random encounter here. And again, our aura shield is in column one still. Nothing has caused us to to raise our aura shield. So, let's roll for our random encounter. And 11. Wow, I'm rolling really low here. Uh E43. That's the same one. Okay, so we have to forage again. I'm very hungry. Hopefully I have learned uh not to uh eat the uh the poison food here. So, we are going to have an intellect skill test on table C in this column. So, we will roll a D10 and my bonus was plus one. So, let's roll our D10 here.

And a four plus one is five. So, I have passed my skill test. Nice. So, I I learned something. And so, I did pass. So, let's go ahead and roll our D6 to see what happens. And a one. Um XP two bad sustenance. Roll on the fail table. No. Okay, so I thought I found something good to eat. And I was very happy about it. I did gain two XP. So, that's nice. So, I'm going to write two XP on my tracker on my character sheet. But uh you know, it didn't sit well with me and I'm walking around and my stomach starts grumbling just after I get healed. Uh really nice. Okay. And a five. Okay, so uh you and any companions take a light wound. Oh man, poor Craygor. He's having a tough time out there with He has a weak stomach. Gregor the Second was um um not blessed with a with a high constitution. Uh this is kind of like you know the the uh the video game uh Rogue Legacy, how you know, your characters can inherit traits from the previous characters. And I think there's one that's like a uh a weak stomach, where your character has gas or something. Uh yeah, this is kind of like that. So, Gregor the Second has inherited a poor constitution from Gregor the First.

Okay, so uh bad food again, but not quite as bad. Bad food again. Man, I don't know. I don't know if If Gregor keeps stopping and eating uh everything he can come across, I don't know if I'm going to uh survive my trek to the to the hidden temple. But uh let's uh go ahead and take turn four here, and let's travel to the northwest. So, we traveled northwest. And let's roll our random encounter. Hopefully, we roll higher than a 10 or an 11 this time. And a a 93. Hey, that's uh that's higher. Okay, a 93 here is on E16. Okay, so what's this event going to be? Uh E16, turn to the book here.

E16 is an encounter. Someone approaches, roll a D10. Okay, who am I encountering here? A seven. Um it's an elf. Okay, so I am approached by an elf. So, I'm going to write approached by elf. So, we come across this elf. The elf is like, "Hey, you haven't been eating uh any uh weird vegetation lately, have you?" And I'm like, uh "No." As my stomach is like

Okay, so we can avoid them, be friendly, or attack. Uh Gregor is not an angry dude. Uh he does need to find a bathroom, but uh we will be friendly, and we will turn to event 82 in the book. Okay, 82. Let's see here. Elf, friendly approach. You approach the elf in a friendly manner. Roll a D10. An eight. You converse with the elf. Attempt an intellect skill test on table C with the uh dark shield and an intellect minus two. So, again, we will be rolling on that same table at a plus one. So, I'm going to roll a D10 plus one. A two, a three, and that is a failure. Fail, they attack. Oh man, so they were not uh they were not impressed with my conversation skills. So, they have attacked me. Okay, so let's go to 106 here.

Combat with an elf. You enter combat with an elf. Roll a D6. So, let's see what kind of elf we're going to be fighting. Hopefully, a weak one. A four. Okay, a slender elf with the initial So, here is our initiative roll that we need to do, and then we are fighting a slender elf. And so, I will take our um our companion and combat chart here. So, we can keep track of any companions that we have met. Uh we can uh keep track of our opponents here. So, uh let me write this down here. So, this opponent is opponent number one on this adventure is a slender elf. And what weapon does the slender elf have? Uh they are armed with a bow at this strength. So, we have the same strength weapons here. So, they have a bow.

Uh the slender elf's intellect is two. Their physicality is two. And uh they have if I defeat them, I get three XP, and I get to roll on the shield uh treasure table. So, let's go ahead and do our our um initiative first. So, the initiative table is towards the beginning of the book. And the slender elf told uh tells me to do 110B here. So, I need to do an intellect skill test table C with intellect minus one. So, I get to do a plus two to my intellect roll. And we're going to use this table again at the shield column.

So, adding a two, seven, eight, nine. So, I pass the that skill test. So, I get to act first. Now, I could flee from this elf, or I could attack him. Uh Gregor's just having kind of a bad time. His stomach's upset, and you know, he tried to talk to this elf. And he embarrassed himself. So, maybe he's getting a little angry. So, I am I am going to attack the elf. So, my physicality is a four. The elf's physicality is a two. And so, 4 minus 2 is plus 2. So, my combat roll is going to be uh plus 2. And that is going to be a D12. And we will roll on my mace has the shield column. So, we're going to roll on this column. D12 plus two. So, a seven plus two or 5 plus 2 is seven. So, we do one light wound to the elf. And the light wound does not impact the light elf's uh the slender elf's physicality in any way.

But now it is the uh slender elf's turn to attack. They have a physicality of two. I have a physicality of four. So, they are at minus two, and they're going to roll because of their bow on the same column. So, they're at a minus two. So, 11. Ooh, that's bad. Uh nine. Uh I take a light wound. So, I'm down to a medium wound now. So, now my physicality is three. So, now I'm only at a plus one. I could flee, but uh let's continue to attack the elf. So, I'm at a plus one. And an 11. So, a 12 on that is a heavy wound. So, that will be two um wounds to the elf. So, we're at one, two. So, they are all they are now at a minus two. I think that's how that works. I'm a little confused about the compounding wound.

They took a heavy wound, and they already had a light wound. Oh, a heavy wound is three. That's right. [clears throat] It it equals three. So, they would actually be down to a DW. Uh what does that D stand for? I always forget. Debilitating wound? Uh what is that? Uh yeah, debilitating wounds. So, I think they would be down I think a light wound plus a heavy wound equals a debilitating wound. So, uh their physicality can never go below zero. So, their physicality is at zero now. Mine is at three. So, they're at a negative three. And a 7 minus 3 is four. And so, they have missed. Okay, so I need to do one more wound basically of any type. And so, I am at a plus three now because their physicality is at zero. So, a plus three.

5 plus 3 is eight on that column. I have done a light wound to the slender elf. So, the slender elf is dead. We have defeated the slender elf. So, let's see what we get for that. Uh slender elf, we defeated them. So, we will gain three XP, and we will roll on that treasure column on table D. Okay, so I'm up to five XP. And uh let's go to our table D here on this column here. So, that will be a roll of a D20. And a three. Uh we find zero gold. Nice, but we do get a hero point. So, I will raise that hero point up to three. One thing I didn't do is I didn't determine my starting gold. I forgot to do that.

Uh let me see. I can't remember how we do that. Okay, yes. So, to determine if you start with any gold, roll a D20 on treasure table D on the uh non-filled on the first column here. So, let's see if uh Gregor started with anything. Uh 20. Whoa, starts with 20 gold. And there's more. Roll under the same shield. Okay, so 20 plus um a six here is zero. So, Gregor did start with 20 gold. Nice. He came prepared. Okay, so that was the combat with the elf with the slender elf who uh unfortunately came across Gregor while Gregor was having a really upset stomach. But let's continue uh let's do a one more turn here, and let's go on to let's travel. So, turn five. I am down a wound. So, I can use uh let's do for my action for right now. I think what I'll do is my cleric action of heal. So, this is the uh the starting ability of the cleric. As an action, you can spend one hero point to heal yourself two wound levels. So, because I gained that hero point, I'm going to spend it immediately, going down to two, and heal myself up fully. Okay, so I spent that turn healing, resting, and hopefully, I don't eat any more poisonous food. My next turn, I'm going to travel to the northwest here.

And our aura shield is still low. Our aura shield has not changed. I'm surprised you uh the last game I played, Gregor the First, his aura shield did uh change quite a bit. Throughout the game, they can go up and down. But uh let's continue here. So, let's see what our next random event is. And 60 What is that? 69. Okay, 69 here. And that is uh E16.

And that's going to be another encounter. All right, so we find another encounter. Hopefully this one goes a little better. I don't want to get in a bunch of fights. Let's roll a D10 here. A 10, all right. It's a human. You can be friendly or attack. I'm going to be friendly to this human. Craig or is a human and I hello fellow human. So let's go to E 212 212 here to figure out what this human wants. Maybe I can learn some information. Okay, so let's see. What does that say? E212. This is actually a strange encounter. It could be a cultist, an old man, a warrior, or something even more mysterious here. So let's go ahead and roll a D6 to see what this strange encounter is. A two.

It is an old man. Turn to 145. Okay, so we come across this old man wandering in the wilderness. And it is a wizard. You meet an old man wizard. Okay, so let's roll a D6 and see what happens here. Actually let's write that down first. So we stumble upon, so we meet an old wizard. And let's see what this wizard is up to. We'll roll a D6 again. And a four. They grin and disappear in a puff of smoke or a shield up one. Okay, so things are going to get a little more deadly now. So we'll raise our aura shield up from one to two. And there we go. So now I want to ask all of you who have watched towards the end of this video. Do you want to see the continuing adventures of Craygor the second? If you do, comment below that you want to see this play through continue and we will continue.

No hard feelings if people don't want to watch this. I do want to mark where I'm at. So I am at 1313 for my save there my save hex. And as you can see it's super easy to save this game. You just write down the hex that you are in and you can continue. The Adventurer is a really fun game for slow questing, you know, just to play a couple turns here or there. The turns are so fast. You can play it, you know, for a few minutes every night. And the game is so easy that it takes almost no mental effort and that's something I really really appreciate. But if you want to see the continuing adventures of Craygor, let me know in the comment below and I will do a an extended play through of The Adventurer. However, people need to watch the next video. You know, whenever I do a series of videos, the views always fall off and and so it doesn't encourage me to do more. So if you want to see it, let me know and continue watching The Adventurer's The Adventurer's of Craygor in Dungeons and Drifters The Adventurer.

I think this game is really cool. It's available on DriveThruRPG. You can get the PDF or you can get the print on demand book. So I hope you enjoyed this look, this review, and this play through of The Adventurer. We will talk to you later. Bye-bye.

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