The fifth session of my solo Through Sunken Lands and Other Adventures game sees my two characters Tilly, (a Licenced Rogue and native of Jundarr, the impossible city), and her friend Moonwane, (The Cosmic Champion, from a great city state somewhere in the Western Lands) leaving Jundarr far behind and crossing the Hundred Seas in a North Westerly direction towards who knows where. With them is a child, a girl of about three years, they know nothing about the child, not even her name, except her mother is dead and the child life is in grave danger.
A butterfly spirit is leading them to a place where the child should be safe and a small ship that has no crew is taking them over the seas.
Also there is a little black and white winged cat called Whiskers
You can read the first session here https://solorpg.co.uk/through-sunken-lands-part-1-jundarr/ Character sheets for Tilly and Moonwane can be found there.
As I type this session I have no idea what will happen next or where the oracle will lead my characters, I would love you to find out with me and welcome you to read on.

Toolbox
I am using a minimal set for this game
Through Sunken Lands RPG
MUNE GM emulator
Randomlists.com for when I need a random verb or prompt
650 City Encounters by Johnn Four Roleplaying Tips if I get stuck for a plot or an encounter.
Finally, I have used Nightcafe Studio AI art program to generate the pictures for this post.
Threads.
Main Thread.
Who is the child, why is she in so much danger and where is the Butterfly Spirit leading them.
Secondary Threads.
Is the Shadowy Sorcerer following them?
Who gave Tilly the poisonous flowers and why?
Who are the trader and his wife who helped Tilly and what part if any will they continue to play.
Does the haughty merchant still have a part to play in all this, whatever this turns out to be.
Possible NPC’s
- Haughty Merchant (the PC’s have already had a run in with this one, has Intelligence 12).
- The Master Thief
- Petty Eldritch Noble
- Priest
- Trader and his wife (the PC’s have already encountered these two NPC’s)
- Shadowy Sorcerer (just because I like the sound of it)
- The Pirate Captain
- Foolish Adventurer
Possible Monsters
- Pirates
- Warriors of the Depths
- Kraken
- Waiter in the Depths
- Serpentine Horror
- Giant Sea Birds
- Sharks
- Sea Cat
Magic Items
Tilly’s mirror of the cosmos smashed but it is possible that Tilly may unknowingly still have a piece of the mirror which would allow her to commune with one spirit from another realm once per day. Such conversations may only last for 15 minutes. The user must make an Intelligence check to contact a known spirit; failure means they will be talking to an unknown entity.
The ship of ghosts. A small sailing ship that sails the high seas yet has no crew to sail it. It always seem to know where its passengers need to go to even if that is not the same place as they actually want to go to.

Scene 9 – the open seas
(Intervention points at 2)
Tilly managed to grab a few hours sleep, now awake she looks around the cabin, Moonwane and the child are not there. She takes a drink and some food from the table and spots the box that Moonwane found under the child’s cot.
Tilly makes an Intelligence roll to see if she can work out the meaning of the riddle written on the lid of the box, she needs 13 or less, rolls a 4, success.
Oracle Question. Will the box now open for her? No.
Oracle Question. Is there a lock of some kind on the box? Yes, and… (+1 Intervention point, Intervention)
Intervention Type = Wild.
Ranndom verbs. recognise, matter, cough.
Tilly reads the riddle to herself, she easily works out its answer, Childhood.
She tries to open the box but it is locked shut. Feeling around the box she discovers a locking mechanism which she manages to unlock using her lock picking tools. The lid springs wide open.
Oracle Question. Is there anything inside the box? Yes, and,,, (+1 intervention point)
The box contains d4 items, roll = 1
Inside the box is a painting of a small child which Tilly recognises as the little girl that is with them. Just then there is a cough from cabin door, Tilly looks up to see a somewhat ashen faced Moonwane standing there “Tilly, your awake, good. There is a matter of some importance we need to attend to up on deck”.
Open Question. What is the matter of some importance. Random verbs, Kneel, claim, impress.
Tilly follows Moonwane onto the deck and explains, “the child was kneeling, that butterfly thing came to it and, Tilly look…”
A beautiful young eldritch woman is kneeling on the deck, on the palm of her outstretched hand sits the spirit butterfly. She turns her head to look at Tilly and Moon, “the butterfly, I thought it was dying, it seems to be well now”.
Tilly turns to Moon and asks “Where is the little girl and where did she come from”?
“She is, was, is, the girl” Colour slowly comes back into Moonwane’s face.
Tilly turns to the young eldritch woman, “you have grown up surprisingly quickly, I am impressed, could you please tell us who you claim to be”.
Oracle Question. Does the young woman know who she is? No, but…
The eldritch woman shakes her head. She remembers very little, she knows she is in danger but not why, she also remembers that Dithea magically disguised her as a small child and took her to Jundarr to hide her away but they were found, the rest Tilly and Moon already know. She knows nothing else of her past or her future except the butterfly spirit is important as are Tilly and Moon.
Tilly looks over the side of the ship, they are now in open sea, “well, it looks like we are on this ship for a good few days, maybe the rest will restore your memory”
After 8 days at sea, the boat is close to the group of large islands known as ‘The Dogs’. The journey was uneventful, food and fresh water seem to magically appear on a daily basis and Tilly and Moon are rested and regain all their hit points.
Oracle Question. Are the islands know as The Dogs their actual destination? No.
Oracle Question. Does the ship stop at The Dogs? Yes.
Oracle Question. Do they dock in a port? No.
Random Verbs. Beam, entertain, apologise
Roll for a random NPC, 7, Pirate Captain.
The little ship sails very close to the islands but passes them without stopping. Then it turns towards a small island on the outer edge of The Dogs. It sails into an inlet littler wider than its upper beam. then the ship just stops. A rough unshaven, unwashed seadog is stood on the shore portside, he shout to them, “apologies for the detour and slight delay to your journey. My crew seem to have left me here. As entertaining as the island has been, I feet it is time to leave. Captain Anvarn is my name, good t make your acquaintance, mind if I come aboard”?
Next post, and then there were four.
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