The sea gives you back. The island will not. After the wreck of The Mercy of Saint Veyr, you wake on a black reef with no certainty that you survived. Prisoners, pilgrims, guards, sailors, and strangers have washed ashore around you. The dead move in the surf. Monsters hunt the treeline. Somewhere inland, a buried bell calls from beneath the island. Choose your survivor: witch, monk, pirate, druid, Templar, or barbarian. Mark the secret you carried into the wreck. Roll 2d6, track Flesh, Salvage, Hope, Fever, Dread, and Revelation, and follow numbered entries through mangrove prisons, salt monasteries, living jungle, prisoner camps, and the drowned heart of the island. Escape is possible. But the tide will not release you until you learn what the island is keeping locked inside-and whether opening the Drowned Gate will save you, damn you, or prove you were never alive at all. Isle of the Drowned Gate is a dark-fantasy solo RPG novel by Richard Donovan, designed for one player, a pencil, and two six-sided dice.
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