The Long Road (A Solo Gloam Adventure)
The Long Road: A Solo Gloam Adventure Β· p.1
Open source p.1The Long Road
You must follow the long, steep road to the tallest tower in the town. You must toll the bell. You must, you must, you must. It's not easy though, as you will get sidetracked and confused amongst the winding streets. Will you toll the bell, or will the bell toll for you?
Setup
Layout a Settlement Map as pictured to the right, ensuring that the Judgement card (XX) is the last card of the layout.
Using page 41 of the Gloam rulebook, flip the starting card and determine your location.
When you come to the crossroad, perform a Wands test. If you fail the Wands test, your will is too weak and you are side-tracked down the longer road.
To search for a side street and return to the main road you may perform a Coins test once per location card. If you succeed the Coins test, you may take the side street to the right-most card on the row you are currently on for your next encounter. You may perform a Coins test to go the opposite direction, if you so choose.
Consult the Settlement Events table for each location card flipped.
Every time an event makes you lose time, mark a sun off the time track. If you lose track of time completely, you cannot reach the bell. Answer these three questions:
1. How close were you to the bell?
2. What ultimately caught your attention?
3. And what happened when you didn't toll it?
Why must you toll the bell?
| D4 | Reason |
|---|---|
| I | Someone close to you has passed, and you must toll the bell for them. |
| II | The ringing in your ears won't stop, the constant call of the bell. You must ring it to rid the demons. |
| III | Something approaches and you must warn the town! No one will listen until the bell tolls. |
| IV | There is great celebration to be had, and you have been given the honorable task to toll the bell to begin the festivities. |
Settlement Events
I. On the side street something glimmers. Pull a card: A: A coin, 6-10: A key, Pa-Ki: A small dagger
II. What's your intuition say? Minor or Major Arcana? Draw one of each face down. Mix them up blindly. Write down which you think you will pull. Flip one card. If you guessed correctly, you stay true to your path. If not, you wander down the side streets. Lose Time and draw another event card.
III. You come across a fruit tree growing out of a crumbling wall. The fruit shines and almost seems to beckon you to come taste. Pull a card: A: It changes your vision, what can you see dancing in the colors? 6-10: It's taste is overwhelming and the juice dribbles down your chin, how many do you eat? Lose Time. Pa-Ki: The fruit doesn't appeal to you, but the rocks of the wall do. What do you find amongst the rubble? A: An old shoe, 6-10: A fossil, Pa-Ki: A shining marble
IV. A guard post juts out of the stony buildings that line the streets. Two guards man it. They emerge from their post, blocking your way.
V. A priest stands on a street corner calling out a warning of the end times. Pull a card: A: you become enraptured in the doctrine and Lose Time listening to him, 6-10: you don't have time, you must ring the bell. You keep walking. Pa-Ki: you take a pamphlet from the priest that describes a horror from the heavens and it's eminent arrival. You must toll the bell before it happens, even if it's your final act.
VI. There's a hard choice to be made. What can you sacrifice to stay on the main path? Pull a card: A: Health, 6-10: Mind, Pa-Ki: Item. If you choose not to sacrifice something, Lose Time.
VII. Climbing this path has tired you. Your legs burn and your feet bleed. The smell of the blood attracts 3 Redcaps! If you fight, Lose Time.
VIII. A group of bandits emerge from an alleyway, smug. They gather around and taunt you. Perform any skill check based on how you approach the situation. On a success, the bandits leave. On a failure, they attack! Lose Time.
IX. An apothecary is coming up on your left, an old woman sits on a stool outside the door. She's beckoning you closer, trying to draw you in for a taste of her potions and poltices. Draw a card: A: She convinces you. Lose Time but heal a wound. 6-10: Your eyes remain pointed forward. The bell, the bell, the bell. Pa-Ki: She offers her wares for purchase, to take along on your journey.
X. On a wide street going west stands a strange and dilapidated little hovel in which sits a peculiar man with a fairy fluttering near his head. Without looking towards you he calls out, "Try your luck?" Draw two cards face down. Pick which card you think has the higher value. If you are correct, skip your next Coins test to traverse the side streets. If you are incorrect, Lose Time as you get caught up trying to win over and over, though it is never to be.
XI. The path you are on begins to crumble, causing you to lose your footing multiple times. Pull a card: A: Your path is blocked. Lose time as it takes you time to find an alternate route. 6-10: Perform a Swords test. Upon success, you stay true to your path. Upon failure, you trip and injure your leg. Pa-Ki: You press forward, catching yourself expertly each time a rock gives way.
XII. From an overhanging balcony hangs a bundle of herbs and sticks. There's a smell of incense nearby. A woman of about 30 years sticks her head over the balcony and watches as you closely.
XIII. A horse clops against the cobblestone. It's being ridden by a cloaked figure. All you see when the hood turns to you is a wide, gleaming smile. Make a Wands test to discern who this hooded figure is. On a success, it is a figment of who you miss most. On a failure, it is what you most fear.
XIV. Your feet are heavy, your heart heavier, as you continue up your path. There's a crooked bench on the roadside. It demands you rest. Lose Time if you choose to rest here.
XV. A cage swings from an overhead bridge connecting two towers. You see it swing in the wind.
XVI. The buildings grow taller and taller as you progress up the path. Shadows stretch and cast alleyways into darkness. The cobblestones themselves seem to rise and you hardly realize that you've entered a graveyard off the road. A Banshee roams. If you must fight it, Lose Time.
XVII. A spring of water dribbles out a buildings stone wall. A moment of respite? Lose Time if you choose to rest here.
XVIII. There is a presence behind you. A Shade laughs as it watches you search for it. Lose Time if you choose to fight.
XIX. A pile of garbage lays forgotten in an alleyway. Pull a card: A: no loot Pa-Ki: loot!.
XX. You climb the tower's many, many steps. The bell hangs heavy on its chain. Finally, it is before you.
XXI. Draw a card. A: You find a flower growing from a crack 6-10: You find some herbs growing around a fountain Pa-Ki: You find a shimmering gem stuck in the cobblestone.
Made for the Gloam One-Page Adventure Jam 2026 β @oakleyszines
No extracted maps for this adventure β the map is in the source book: Open source p.1