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The Dyson Dilemma: A Warp21 Adventure (15 pages, free at DriveThruRPG) is a fun sci-fi adventure for Warp 21 RPG, but I used Doll house D.R.A.M.A. (31 pages). I used Four Colonial Marines Against the Darkness of Space (48 pages) as my solo engine. I created four first level characters.
The adventure started with the PCs going to a meeting. They are in an elevator when it stops working. Jana gets out her tool kit and redirects power to the elevator system. It is now working and the PCs get to the meeting. The mission is explained to them, rewards are discussed, and it is agreed that they will get promotions if they can get Sphere Control to work properly. At this point, Garfield the NPC wants to play a gambling game. Tara attempts to use her beauty to get the secret from him. Her attempt fails. She whispers her secret into his ear. Jana successfully pilots their ship to Sphere Control. They start to explore it and Tars searches for something useful. She fails.
In the Communication Room they find Boro the NPC and they talk to him. He does not want to cooperate, so they leave him there. In this same room, Kim repairs the radio. In a long hallway they find a dead scientist with a scalpel in his hand. They use their skeleton keycard to get past a locked door. Soon they encounter the plant menace. Jana is able to get around it and rescue Dr. Roberts. She uses her acid on the heart of the plant menace and kills it. Next, they go to the mainframe and Kim resets it. They successfully get back to Nexus station and get their promotions.
Note – the Dollhouse D.R.A.M.A. system is a d6 pool system. I would also describe it as a resource management game. It is not perfect, but I love it. It took me about an hour to create the characters and about two hours to go through the adventure.
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For the last few days, I have soloed my way through A Cularian Presence which is a Star Wars Living Force Adventure. The system that I used to play it was Fail Forward RPG System (27 pages). For the solo engine, I changed four lines in the Ultimate Alien Anthology sourcebook for Star Wars RPG (2003). I created six player characters.
The adventure starts in the town of Artom on the planet of Cularin. The PCs watch a 3D holographic image of Velin Wir. He explains his future plans for the planet. The townsfolk are not impressed. The PCs follow some of them into a bar. Inside, the PCs talk to seven NPCs. The Trandoshan PC hits it off with a human female. He leaves with her and he misses out on the whole adventure. He has a great time. Next, Darin comes into the bar yelling out a warning. He is followed by a group of security guards from one of the local trading houses. They take him out of the bar but something doesn’t seem right. He is put in a speeder which starts to move down the street. The five PCs hail a taxi vehicle which just happens to be a modified A-A4B truckspeeder. The PCs tell the driver, “Follow that speeder!”.
The chase goes through the town and then an open area. When the jungle is spotted ahead, two speeder bikes come in behind them and start shooting. PC Rod the Rodian shoots and hits Kerner. Kerner’s speeder bike crashes into a tree. PC Silia the human female temporarily blinds Bont with an illusion (a force ability). He crashes his speeder bike into another tree. At this point, the truckspeeder develops a control problem. Rod is able to fix it, but he does take some electrical damage. The vehicle chase leads them to a compound (of pirates). The PCs hide and watch. They decide that they are going to attempt to blow up the two enemy speeders. As they try to set this up they are spotted. So, the PCs steal the two speeders instead. So, they now have three vehicles and when they get back to the jungle/open area border they are stopped by some Cartel members on speeder bikes. The PCs are escorted to a bunker facility. They have a conversation with Velin Wir and both sides are asking questions. Silia uses her Affect Mind ability to convince Velin to send one of his patrols with the PCs in an attempt to take down the pirates. When this combined group reaches the pirate compound, they discover it is in chaos. The pirates are attacking each other and everything that moves. The PC Mark the Mon Calamari takes damage.
Soon, all of the pirates are dead. Loot is taken from the compound and dead bodies. The PCs put on the rings that they find. The PCs take samples of the food and drink that they find. The PCs contact the authorities and tell them about what happened. The authorities show up wearing protective clothing. They take all of the loot except for the rings the PCs are wearing. They quarantine the PCs and Cartel members that are with them. The PCs get scolded for their actions. The samples are tested by the authorities and it is determined that the drinks that the pirates created from the jungle fruit did alter their behavior and minds. The next day, the six PCs get back together and discuss their strategies for the future.
Give this RPG a try!
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During the last few days I have soloed my way through a fun adventure, Hell Night Hijinks (20 pages, free at DriveThruRPG). This adventure is designed for Neon Lords of the Wasteland, but I used Wushu: Black Belt Edition (192 pages). To solo it, I changed four lines in Trick or Treat a Tunnels & Trolls Halloween Solo. I created four first level characters. The adventure started when the PCs heard about the Hell Night event. This is when, for one night a year, the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. The PCs decided to go check it out.
When they got there, they listened to The Carnie, put on their costumes, and then entered the Warehouse of Horrors. They entered a dark room, found a bronze key, and soon found themselves on a dangerous conveyor belt. My geomancer PC saw its weakness and plunged his eight inch spiral metal spike into that spot. There was a loud grinding sound and then the belt stopped working. They discovered the secret and moved into the next room. They then used the bronze key to get to the mirror maze. When the PC Clarine looked into the mirror, a doppelganger, which looked like her, stepped out of the mirror, attacked, and killed her. The PC named Willy held out his plastic pumpkin and said, “Trick or treat”. The doppelganger put a severed finger into it and then just stood there with a blank look on its face. The PCs were able to escape the maze by using blindfolds. Next, they found the dungeon set of rooms where they saw The Executioner. Hack gives the PCs his stuff and then fights the enemy. Hack dies, the two remaining PCs retreat, and then blow up the enemy and part of the building with the C4. They escape the building through the damaged wall.
Determined to get better treats, they enter the McRonalds. This time they get a “Slimefinger” and a razor blade apple. When they try to get treats from a house, Willy gets hit by a poison dart that came from the occupant. They move around the corner and Willy heals himself. The two PCs go to the back door and try to get in using their lock pick. When this fails, Art the geomancer shoots the door with his semi-automatic pistol. They enter through the destroyed door. They are now face to face with two brothers. They are middle-aged, have goat eyes, and are wearing t-shirts. One is a Franken Berry shirt and the other is Frute Brute. They are armed with switchblades. Art and Willy kill them. They gather up the loot in this home: pink fluffy candy, two switchblades, a poison dart, and a blow dart tube. Well, the PCs have had enough of this crazy event. They leave the location and head back home.
Maybe you will have better luck. Give this RPG a try!
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During the last few days I have soloed my way through a fun adventure, Hell Night Hijinks (20 pages, free at DriveThruRPG). This adventure is designed for Neon Lords of the Wasteland, but I used Wushu: Black Belt Edition (192 pages, free/pay what you want, same place). To solo it, I changed four lines in Trick or Treat a Tunnels & Trolls Halloween Solo. I created four first level characters. The adventure started when the PCs heard about the Hell Night event. This is when, for one night a year, the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. The PCs decided to go check it out.
When they got there, they listened to The Carnie, put on their costumes, and then entered the Warehouse of Horrors. They entered a dark room, found a bronze key, and soon found themselves on a dangerous conveyor belt. My geomancer PC saw its weakness and plunged his eight inch spiral metal spike into that spot. There was a loud grinding sound and then the belt stopped working. They discovered the secret and moved into the next room. They then used the bronze key to get to the mirror maze. When the PC Clarine looked into the mirror, a doppelganger, which looked like her, stepped out of the mirror, attacked, and killed her. The PC named Willy held out his plastic pumpkin and said, “Trick or treat”. The doppelganger put a severed finger into it and then just stood there with a blank look on its face. The PCs were able to escape the maze by using blindfolds. Next, they found the dungeon set of rooms where they saw The Executioner. Hack gives the PCs his stuff and then fights the enemy. Hack dies, the two remaining PCs retreat, and then blow up the enemy and part of the building with the C4. They escape the building through the damaged wall.
Determined to get better treats, they enter the McRonalds. This time they get a “Slimefinger” and a razor blade apple. When they try to get treats from a house, Willy gets hit by a poison dart that came from the occupant. They move around the corner and Willy heals himself. The two PCs go to the back door and try to get in using their lock pick. When this fails, Art the geomancer shoots the door with his semi-automatic pistol. They enter through the destroyed door. They are now face to face with two brothers. They are middle-aged, have goat eyes, and are wearing t-shirts. One is a Franken Berry shirt and the other is Frute Brute. They are armed with switchblades. Art and Willy kill them. They gather up the loot in this home: pink fluffy candy, two switchblades, a poison dart, and a blow dart tube. Well, the PCs have had enough of this crazy event. They leave the location and head back home.
Maybe you will have better luck. Give this a try!
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Diamonds & Furs (24 pages) is an exciting adventure for fourth level Pathfinder 1e characters. I used a yes/maybe/no oracle as my solo engine. I did use the four PC characters that are included in this module along with a third level warpriest. The PCs started in the village of Chillhaven. They checked out three village locations, talked to seven NPCs, and picked up their quest. They left the village and were hoping to find a trail. They did not find it at first, so some of the characters took cold damage. At Wintergrave they killed a frost skeleton champion. Later, they killed frost skeleton warriors.
Next, they travelled to the diamond mines. The PCs did see the trap in the mines and they were able to avoid it. They did have to fight the kobold cleric and his acolytes. After the battle, the wounded PCs retreated to the front of the mines and set up camp. They had a quiet night. In the morning, they explored deeper into the mine and found a young white dragon. As the PCs charged forward a dwarven fighter came from behind the PCs and assisted them. The PCs were able to kill the young dragon. However, Quarl the sorcerer died during the battle. The PCs did find some loot which included a diamond. The PCs then went back to their campsite and spent the night there. On the third day of their adventure they arrived back at the village of Chillhaven and got their rewards.
Give this a try!
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Recently, I soloed my way through A.C.E. #2 Spirits of Manhattan (47 pages). It was designed for A.C.E., but I used IGOR – Adventures in Mad Science! (15 pages, free/pay what you want at DriveThruRPG). I used the Mythic Game Master Emulator as the solo engine. I created six Igors. They are clones and they all look the same. They do have different skill sets. The adventure is set in the U.S.A. 1984. The Master has given the Igors a mission: go out and capture a ghost which will be used as an energy source. They have a vehicle and ghost lasso devices which use anti-plasm.
THE FIRST CHALLENGE IS ROADWORK. IGOR DRIVER IS ABLE TO FIGURE OUT AN ALTERNATE ROUTE. NEXT, THEY ARRIVE AT ST. PETER’S CHAPEL AT COLUMBIA UNIVERSITY. THE GHOST IS CAUGHT BY AN ANTI-PLASM DEVICE, BUT IT DOES GO CRASHING INTO A STAINED GLASS WINDOW. UNIVERSITY SECURITY ARRIVE ON THE SCENE FOLLOWED BY THE DEAN. IGOR SNEAK EXPLAINS THE SITUATION SUCCESSFULLY, BUT A REPORTER FROM THE UNIVERSITY PAPER TAKES THEIR PICTURE. ON THE WAY BACK TO THE LAB, THEY HAVE TO TAKE A DETOUR. IGOR DRIVER IS NOT ABLE TO AVOID THE FRUIT CART. WHEN THEY GET BACK TO THE LAB IN THE EVENING, THEY EXPERIMENT WITH MAKING A DUPLICATE OF THE GHOST THEY CAPTURED. THEY ARE SUCCESSFUL.
IN THE MORNING, THE MASTER SHOWS THEM THE LATEST EDITION OF THE UNIVERSITY PAPER. IT PORTRAYS THE IGORS AS ”BUMBLING IDIOTS”. THE MASTER’S NEW PLAN IS FOR THE IGORS TO GO TO THE LIBRARY AND KILL A TROUBLESOME DEMON. ON THEIR WAY, IGOR DRIVER IS ABLE TO AVOID THE FLATBED TRUCK FILLED WITH CHICKENS, BUT THE VEHICLE DOES GO CRASHING THROUGH A SHEET OF GLASS CARRIED BY TWO WORKERS. THE IGORS ARRIVE AT THE UNIVERSITY LIBRARY AND ARE SOON BEING HARASSED BY THE DEMONIC HELLHOUND. IGOR THE DEVICE SPECIALIST IS ABLE TO WOUND IT WITH HIS ANTI-PLASM DEVICE. IGOR THE ANIMAL TRAINER SUCCESSFULLY TRAINS IT TO BE HIS NEW PET. THEY ALL SQUEEZE BACK INTO THEIR CAR. THE HELLHOUND STICKS HIS HEAD OUT OF THE WINDOW AND BARKS AT ALL OF THE CARS. THEY HAVE A SAFE DRIVE BACK TO THE LAB.
The next day, THE MASTER SHOWS THEM THE LATEST EDITION OF THE UNIVERSITY PAPER. IT PORTAYS THE IGORS AS HEROES. THE MASTER IS PLEASED! LATER, THE MASTER RECEIVES BILLS FOR THE BROKEN STAINED GLASS WINDOW, THE FRUIT CART, AND THE SHEET OF GLASS. THE MASTER IS NOT HAPPY! GIVE THIS adventure a try!
I am not yelling. This is a font problem.
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Recently, I soloed my way through A.C.E. #2 Spirits of Manhattan (47 pages, available at DriveThruRPG). It was designed for A.C.E., but I used IGOR – Adventures in Mad Science! (15 pages). I used the Mythic Game Master Emulator as the solo engine. I created six Igors. They are clones and they all look the same. They do have different skill sets. The adventure is set in the U.S.A. 1984. The Master has given the Igors a mission: go out and capture a ghost which will be used as an energy source. They have a vehicle and ghost lasso devices which use anti-plasm.
THE FIRST CHALLENGE IS ROADWORK. IGOR DRIVER IS ABLE TO FIGURE OUT AN ALTERNATE ROUTE. NEXT, THEY ARRIVE AT ST. PETER’S CHAPEL AT COLUMBIA UNIVERSITY. THE GHOST IS CAUGHT BY AN ANTI-PLASM DEVICE, BUT IT DOES GO CRASHING INTO A STAINED GLASS WINDOW. UNIVERSITY SECURITY ARRIVE ON THE SCENE FOLLOWED BY THE DEAN. IGOR SNEAK EXPLAINS THE SITUATION SUCCESSFULLY, BUT A REPORTER FROM THE UNIVERSITY PAPER TAKES THEIR PICTURE. ON THE WAY BACK TO THE LAB, THEY HAVE TO TAKE A DETOUR. IGOR DRIVER IS NOT ABLE TO AVOID THE FRUIT CART. WHEN THEY GET BACK TO THE LAB IN THE EVENING, THEY EXPERIMENT WITH MAKING A DUPLICATE OF THE GHOST THEY CAPTURED. THEY ARE SUCCESSFUL.
IN THE MORNING, THE MASTER SHOWS THEM THE LATEST EDITION OF THE UNIVERSITY PAPER. IT PORTRAYS THE IGORS AS ”BUMBLING IDIOTS”. THE MASTER’S NEW PLAN IS FOR THE IGORS TO GO TO THE LIBRARY AND KILL A TROUBLESOME DEMON. ON THEIR WAY, IGOR DRIVER IS ABLE TO AVOID THE FLATBED TRUCK FILLED WITH CHICKENS, BUT THE VEHICLE DOES GO CRASHING THROUGH A SHEET OF GLASS CARRIED BY TWO WORKERS. THE IGORS ARRIVE AT THE UNIVERSITY LIBRARY AND ARE SOON BEING HARASSED BY THE DEMONIC HELLHOUND. IGOR THE DEVICE SPECIALIST IS ABLE TO WOUND IT WITH HIS ANTI-PLASM DEVICE. IGOR THE ANIMAL TRAINER SUCCESSFULLY TRAINS IT TO BE HIS NEW PET. THEY ALL SQUEEZE BACK INTO THEIR CAR. THE HELLHOUND STICKS HIS HEAD OUT OF THE WINDOW AND BARKS AT ALL OF THE CARS. THEY HAVE A SAFE DRIVE BACK TO THE LAB.
IN THE MORNING, THE MASTER SHOWS THEM THE LATEST EDITION OF THE UNIVERSITY PAPER. IT PORTAYS THE IGORS AS HEROES. THE MASTER IS PLEASED! LATER, THE MASTER RECEIVES BILLS FOR THE BROKEN STAINED GLASS WINDOW, THE FRUIT CART, AND THE SHEET OF GLASS. THE MASTER IS NOT HAPPY! GIVE THIS fun RPG a try!
I am not yelling. This is a font problem.
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Creator Reply: |
Nice, this is exactly the kind of adventures I thought people would have using the game :D
Using a Solo Game Engine to run it is very interesting, I didn't consider that when I originally made the game (it being my very first one), and I am very happy you had fun with IGOR ^^
I hope your SCIENCE! adventures will continue to be fun and plentiful ^^
If you have any critique let me know.
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Recently, I soloed my way through Cohors Cthulhu RPG Quickstart
(82 pages) which does include an awesome adventure that could be modified for any RPG.) For the solo engine, I used a yes/maybe/no oracle. I did use the six PCs that are included in the quickstart. The adventure started right after an attack on a caravan. The caravan master is in a fight to the death with a dream-frenzied villager. The PCs kill the villager and the caravan master is wounded. The PC Egino casts one heal spell on him, but technically, all of the PCs have “scrapes and bruises”. So, the PCs loot the bodies and then escort the caravan master to the nearest village.
They meet the village leader and at dusk, they all go into Miltrude’s Hall and bar it from the inside. They sleep for two hours and then they hear a commotion outside. They open the door and then find themselves in combat with a dream-frenzied berserker. They kill him, bar the door again, and sleep for another five hours. In the morning, three cultists are harassing a villager. The PC Gerfrid scares them off. The PCs figure out that the trouble seems to be coming from a nearby farmstead. When they get there, they have an encounter near the barn. They are forced into combat against a dream-frenzied villager, a cultist protector, and a drude. The three enemies are defeated, but Herodion the PC also goes down. Egino attempts to heal him with a healing spell but the botches the attempt which kills Herodion (Oops!).
There are now five PCs left and they have not even entered the manor yet. So, Egino casts The Gods Guide You. It is successful and the PCs can now get to the troublemakers without worrying about the cultists (the cultists are occupied with barriers and complications). At this point, the PCs kill Gislin, Ingolf, and Lao-Ur. When Lao-Ur is being killed, it brands the PC Cossus with a brand/tattoo. The cultists run off, the PCs loot the bodies and then go back to Miltrude. She thanks the PCs but her face goes pale when she sees the brand on Cossus.
Give this Quickstart a try!
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“Extra, extra, read all about it! Aliens are real!” The headline on The Sun Newspaper – the year 1970. Recently, I soloed my way through Adventure Framework 67: Sky Tower of Belk Xos (19 pages) a fun adventure for Low Fantasy Gaming. The RPG system that I used to play it was Moon’s Haunted (13 pages, free/pay what you want at DriveThruRPG). I used The Dungeon Oracle (Paul Bimler) as the solo engine. The adventure started with the five Marines and one Navy guy walking across the moon on the dark side of the moon looking for missing astronauts. They were expecting trouble so they were armed with shields and swords. They discovered the Sky Tower and managed to get inside it from the bottom.
The tower had fresh air, so they took off their spacesuits. They used the Gravity Chute to go up. On the first level they found a med pod with a Verrg in it. It came out blasting with its ray gun. The PCs killed it and acquired the ray gun. On the second level they killed a Chak Chak and two more Verrgs. They acquired two more ray guns, but Charles was shot and killed by ray gun damage. At this point, they went down to where their spacesuits were located and Mark the Marine put one on (to increase his armor class). On the third level, they found a homing map sphere, a suitcase, two kinds of oil, and paper, followed by bad air.
On the fourth level, they encountered an ooze and Thomas the Marine took damage from an acid tendril. The PCs escape by going up the Gravity Chute. On the fifth level, they found data crystals, a displacer field amulet, and a jet pack. Next, they explored part of level six and then headed back down to the med pod. Thomas took a point of damage when it did not work properly. They went back up to the sixth level and discovered a spectre. They were terrified. They ran away and exited the tower. They did make it back to earth with alien artifacts and a story to tell. Charles was given a proper burial and he was the subject of many speeches.
Give this adventure a try!
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“Extra, extra, read all about it! Aliens are real!” The headline on The Sun Newspaper – the year 1970. Recently, I soloed my way through Adventure Framework 67: Sky Tower of Belk Xos (19 pages, free at DriveThruRPG) a fun adventure for Low Fantasy Gaming (same place). The RPG system that I used to play it was Moon’s Haunted (13 pages). I used The Dungeon Oracle (Paul Bimler) as the solo engine. The adventure started with the five Marines and one Navy guy walking across the moon on the dark side of the moon looking for missing astronauts. They were expecting trouble so they were armed with shields and swords. They discovered the Sky Tower and managed to get inside it from the bottom.
The tower had fresh air, so they took off their spacesuits. They used the Gravity Chute to go up. On the first level they found a med pod with a Verrg in it. It came out blasting with its ray gun. The PCs killed it and acquired the ray gun. On the second level they killed a Chak Chak and two more Verrgs. They acquired two more ray guns, but Charles was shot and killed by ray gun damage. At this point, they went down to where their spacesuits were located and Mark the Marine put one on (to increase his armor class). On the third level, they found a homing map sphere, a suitcase, two kinds of oil, and paper, followed by bad air.
On the fourth level, they encountered an ooze and Thomas the Marine took damage from an acid tendril. The PCs escape by going up the Gravity Chute. On the fifth level, they found data crystals, a displacer field amulet, and a jet pack. Next, they explored part of level six and then headed back down to the med pod. Thomas took a point of damage when it did not work properly. They went back up to the sixth level and discovered a spectre. They were terrified. They ran away and exited the tower. They did make it back to earth with alien artifacts and a story to tell. Charles was given a proper burial and he was the subject of many speeches.
Give this RPG a try!
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Recently, I soloed my way through Cast Tower of the Blood Moon Rises! (69 pages) a fun adventure for Dungeon Crawl Classics. The RPG system that I used to play it was GOZR Sci-Fantasy RPG (54 pages, at DriveThruRPG). I used a random sixty card deck (no lands) of Magic the Gathering cards and a yes/maybe/no oracle as the solo engine. The adventure started with the six PCs encountering the townsfolk in the town of Thanesmire. The PCs were escorted to The Steward and he gave them their first quest. Next, they went to the tavern Hilted Eye. This was where they picked up the second quest. They PCs decided to spend the night upstairs and they journeyed to Bloom Forest the next morning.
They explored seven locations. They did trigger the trap. The PCs were able to kill the mushroom men, but their shaman was able to hit the wounded P.C. Gobe with a mushroom/spore spell. He did not know it, but he had become infected. Later, Jam the PC was bit by bog-flies and then the PCs watched as a troupe tried to kill each other. When the second-to-last actor went down his magic ring was triggered. A Clay Stature magically appeared and killed the last actor, and then it attacked the PCs. The PCs killed it. Gobe passed gas. It was long, loud, and smelled of edible puffball. Next, they encountered a government execution (in the woods). The PCs did not interfere and they followed the guards back to town. Again, the PCs paid for a room at the tavern. During the night, Gobe suffered from abdominal distension. In the morning, he gave birth (trust me, you do not want to know the details) to a baby mushroom man. Gobe was able to successfully bond with it. So, Gobe now has a son.
There are other locations to explore. Give this adventure a try!
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Recently, I soloed my way through Cast Tower of the Blood Moon Rises! (69 pages, free/pay what you want at DriveThruRPG) a fun adventure for Dungeon Crawl Classics (same place). The RPG system that I used to play it was GOZR Sci-Fantasy RPG (54 pages). I used a random sixty card deck (no lands) of Magic the Gathering cards and a yes/maybe/no oracle as the solo engine. The adventure started with the six PCs encountering the townsfolk in the town of Thanesmire. The PCs were escorted to The Steward and he gave them their first quest. Next, they went to the tavern Hilted Eye. This was where they picked up the second quest. They PCs decided to spend the night upstairs and they journeyed to Bloom Forest the next morning.
They explored seven locations. They did trigger the trap. The PCs were able to kill the mushroom men, but their shaman was able to hit the wounded P.C. Gobe with a mushroom/spore spell. He did not know it, but he had become infected. Later, Jam the PC was bit by bog-flies and then the PCs watched as a troupe tried to kill each other. When the second-to-last actor went down his magic ring was triggered. A Clay Stature magically appeared and killed the last actor, and then it attacked the PCs. The PCs killed it. Gobe passed gas. It was long, loud, and smelled of edible puffball. Next, they encountered a government execution (in the woods). The PCs did not interfere and they followed the guards back to town. Again, the PCs paid for a room at the tavern. During the night, Gobe suffered from abdominal distension. In the morning, he gave birth (trust me, you do not want to know the details) to a baby mushroom man. Gobe was able to successfully bond with it. So, Gobe now has a son.
Give this RPG a try!
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Endless Encounters: Dungeons 5e (301 pages) is a fun dungeon adventure for D&D Fifth Edition. It is for levels one to ten. I used my five level six Barghest characters and I added a first level one to replace the one that had died in a previous adventure. The solo engine I used was The Dungeon Oracle (Paul Bimler). On the first day they killed a shrieker and three ogrons.
On the second day they killed an algid, a drant, and a giant bat. That night, while they were camping above ground they witnessed a ceremony between two witches. The PCs did not interfere. On the third day they killed five lizardfolk. On the fourth day they killed a giant water beetle and a gargoyle. While they were messing with a locked door, they were attacked by another giant bat. They killed it.
The fifth day started with another locked door problem. They did find a secret door and a half-elf bard joined the party (he will be a problem). Later they killed a water weird. That night they set up camp like usual – sleeping in hammocks up in the trees. The bard was sleeping on the ground. A horrible smell woke everyone up. They talked about their options and decided to stay where they were at. They did survive the night. The next day they went to town and exchanged their loot for gold pieces. They earned 3,760 g.p.
I am enjoying playing monsters as PCs. Give this adventure a try!
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Recently, I soloed my way through the adventure tulgey (19 pages, free/pay what you want at DriveThruRPG). It is for the RPG system Cairn, but I used Caltrop Core (can be used with any setting/adventure). I changed four lines of Dungeon Magazine Issue # 39 and made it my solo engine. I created a warrior, rogue, cleric, wizard, summoner, and an illusionist. So, the PCs started their adventure on the road. Soon they entered the town of Galumph. Here they entered five locations, talked to six NPCs, and picked up two quests. On the second day they were back on the road and encountered two bandits. The PCs killed one. The other one surrendered. They took his stuff and left him tied up not far from the road. Yes, this later bit them in the butt.
The PCs killed a boar on day three. On the fourth day, they arrived at Sloe Fell. Unfortunately they took damage in the cavern (large poisonous spiders) and Sherry the rogue was poisoned. The PCs killed the spiders and later the scant shade bulls. They moved away from this site, set up camp, and that night they were attacked by a minotaur. They killed it, but realized travelling on the road was just too dangerous in their condition. On the fifth day they followed the coast south and found a small fishing village. It was here that they were healed and got a good night’s sleep. On the sixth day they were on the road again. On the seventh day they found magic mushrooms. On the eighth day it was more bandits which were scared away by an illusion of a devil.
On the ninth day they were forced into combat with a large shade bull. They killed it. On the tenth day they arrived at Frabjous. They visited four locations and talked to seven NPCs. They discovered some evidence and followed it down to where the saltwater spring was located. The trail ended at a dead beast, but then they were attacked by bandits with revenge on their minds. Two bandits went down and Sherry was killed. A Valkyrie showed up and the battle stopped. The Valkyrie took Sherry to Valhalla. No one felt like fighting after that. Maybe you will have better luck with this adventure.
Give this a try!
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Recently, I soloed my way through the adventure The Drunken Unicorn’s Prize (23 pages). It is for the Cairn Roleplaying Game, but I used Champions of Odd (free/pay what you want at DriveThru, 86 pages).
I changed four lines in The Arcanum RPG and made it my solo engine. I used the same four PCs and three apprentices from my last adventure.
The adventure started with the PC party on the road traveling through the Westwood. It was a quiet day. On the second day they found a lost traveler. He was recruited as a replacement for the apprentice that had died in the first adventure. On the third day of adventuring they entered the old town of Renton. They talked to nine NPCs that day. The ranger went out on a date, and all of the PCs were hired to help build a house. They worked on this house for several days. On the seventh day, the unicorn appeared at the clearing. It sampled the various meads. Kev the NPC tried to touch it, but he was kicked (he survived). Sam the NPC tried next, but he was kicked and killed. The PC ranger tried to touch it, but he was kicked (he survived). The sailor PC was able to touch it. He was granted a wish and received cleric spells. Next, Daedra the PC made an attempt. She was kicked and did survive. At this point, a brawl started in the clearing.
So, the PCs went to the tavern and picked up a quest from The Quest Giver. They then went back to the woods to search for the Done Keep. That evening they encountered the Soupeaters (aggressive). A fight broke out and Daedra cast her Insect Swarm. The Soupeaters retreated. On they eighth day the PCs used their tracking skills to find the keep. They could tell that it was occupied. They backtracked and set up camp because it was late. They had no encounters that night.
Give this a try! Maybe you will have several wishes granted instead of just one.
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