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Recently, I soloed my way through Debutantes & Dagon (27 pages) an adventure for Regency Cthulhu (England 1820). The RPG system that I used to play it was One-Sot RPG (same place). I used The Solo Investigator’s Handbook (Bimler) as the solo engine. The adventure started with the five PCs picking up their mission from their contact (government official). They then travelled to their destination and found the five zombies marching in a circuitous fashion. The PCs killed the zombies, but Sarah did take damage from a bite. The PCs then searched the bodies and found a feminine silver ring with a small ruby attached to a leather cord. Rachel put the ring on. That night Sarah left the bed. Her boyfriend Ackley (PC) covered her with a coat as she walked out of the building in a trance. He followed her to a dirty old inn at the outskirts of the city. He was careful and was not noticed. The inn was guarded by two human guards. He knew that he would need the team for the rescue, so he went back to his bed. When Rachel the PC prepared for bedtime, she kissed her pet dove. When she woke up, the dove was gone from its cage.
At breakfast, the remaining four PCs ate their tea and crumpets and discussed the missing bird and the old inn. They spoke to their contact and did get some soldiers to accompany them. When they arrived at the inn, one soldier was instructed to help the PCs with combat, the others were to capture people trying to escape the inn. The attacking force killed the two guards and entered the inn. In the common room, they killed five zombies, but the soldier took bite damage. Ackley then heard Sarah downstairs pleading for help. When he walked down the stairs, the steps that were illusionary did not hold his weight and he fell down into a small room filled with Sarah the zombie and another zombie. Ackley did take some bite damage. He had trouble with his longsword in this small room. He did kill his two opponents and grieved the death of this girlfriend.
At this point, the witch attempted to escape but she was caught outside by the soldiers. Upstairs the PCs were attacked by a blacksmith zombie and a regular zombie. They both had come through an illusionary wall. The PCs killed them. So, they had completed their mission. At dusk they gagged and tied up the witch so that she could not use or touch her hands. They put the silver ring on her hand and left the room. The next morning they looked into the room. The witch was gone and the ring was on the floor where she had been. Give this adventure a try!
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During the last few days I have soloed my way through a fun adventure that is included in Heroes & Heels Quick-Start (free at DriveThruRPG, 76 pages). This game is a 5e compatible role playing game set in a generic super-heroic setting.
To play it, you will need the Fifth Edition D&D Player’s Handbook. To solo it, I used a yes/no/maybe oracle. I did use the
five fourth level characters that are included in this Quick-Start.
The first scene started with someone needing to be rescued. The intelligent beasts were killed, but all of my characters were damaged. They were able to medically help the person they rescued. After this, they rested for an hour and investigated an incident where a “Beast Kid” had been beaten up by the local community. The PCs quickly decided that he was innocent. They talked to the tribal authorities and were given a lead to the next location.
So, things got nasty at the warehouse. The PCs managed to kill the alien along with two of his drones. Three PCs went down during this. At this point, Low Orbit used his smoke grenade. It enabled the two functional PCs to carry out two of the unconscious PCs. They managed to stop the bleeding and then used their gunfire to pin down the two drones in the warehouse. Eventually, the police showed up. The police killed the last two drones and found evidence that the Beast Kid was indeed, innocent. The unconscious PC On-Dot, who had been left in the warehouse, died of blood loss. So, this was kind of a mess (I will blame the dice). Maybe you will have better luck. Give this a try!
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Creator Reply: |
Thank you for the kind and excellent review. |
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Toy World (32 pages) is an exciting adventure where the players roleplay children’s toys. It was designed for the RPG system Adventurers! (12 pages) which I did use. To create my solo engine, I changed four lines in Savage Worlds Deluxe. I used six first level player characters (Raggedy Andy, Snake Eyes, Woofles, Robot, Teddy Bear, and Quackie).
The adventures started with the PCs in a city. One large wall on a building was showing commercials. At this point, the PCs heard a boy’s voice which told them, “Your quest is to kill three monsters.” In the city they were attacked by Storm Shadow and later Serpentor. Snake Eyes was damaged. After experiencing a lifting sensation, they found themselves in a swamp. Andy wanted to make a healing potion, so he searched for and found an Ivory Tree. He used its sap to make the healing potion. They then fought and defeated The Creature From the Black Lagoon.
The next location they were dropped into was the mountains. They saw the turrets on the castle and smelled a chicken soup smell coming from them. Because the drawbridge was up, Quackie had to fly over to the courtyard and lower the drawbridge for them. They entered the keep, killed Dracula, and then got into a large horse drawn carriage. The driver was Ken. They gave Ken instructions to drive them to the nearest town. On the road, in the woods, the horses stopped and looked distressed. They all then heard a woman’s scream from the woods. It was Barbie (dressed as Red Riding Hood) being chased by a werewolf (wearing tidy whities). The PCs killed the werewolf and Snake Eyes went down because of damage. He was put into the carriage. In the town, Andy asks for a healing oil ingredient. He tracks down Murphy and acquires the oil. Andy creates the healing ointment and brings Snake Eyes back to life.
At this point, the PCs are dropped into a meadow with ponies with rainbow colors. This time they hear a woman’s voice, “Put your brother’s toys back in his room. We don ‘t want him getting mad.”
Give this a try!
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Toy World is an exciting adventure where the players roleplay children’s toys. It was designed for the RPG system Adventurers! and I did use this RPG system. To create my solo engine, I changed four lines in Savage Worlds Deluxe. I used six first level player characters (Raggedy Andy, Snake Eyes, Woofles, Robot, Teddy Bear, and Quackie).
The adventures started with the PCs in a city. One large wall on a building was showing commercials. At this point, the PCs heard a boy’s voice which told them, “Your quest is to kill three monsters.” In the city they were attacked by Storm Shadow and later Serpentor. Snake Eyes was damaged. After experiencing a lifting sensation, they found themselves in a swamp. Andy wanted to make a healing potion, so he searched for and found an Ivory Tree. He used its sap to make the healing potion. They then fought and defeated The Creature From the Black Lagoon.
The next location they were dropped into was the mountains. They saw the turrets on the castle and smelled a chicken soup smell coming from them. Because the drawbridge was up, Quackie had to fly over to the courtyard and lower the drawbridge for them. They entered the keep, killed Dracula, and then got into a large horse drawn carriage. The driver was Ken. They gave Ken instructions to drive them to the nearest town. On the road, in the woods, the horses stopped and looked distressed. They all then heard a woman’s scream from the woods. It was Barbie (dressed as Red Riding Hood) being chased by a werewolf (wearing tidy whities). The PCs killed the werewolf and Snake Eyes went down because of damage. He was put into the carriage. In the town, Andy asks for a healing oil ingredient. He tracks down Murphy and acquires the oil. Andy creates the healing ointment and brings Snake Eyes back to life.
At this point, the PCs are dropped into a meadow with ponies with rainbow colors. This time they hear a woman’s voice, “Put your brother’s toys back in his room. We don ‘t want him getting mad.” Give this RPG system a try!
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Dungeon Grand Prix (44 pages) is an exciting fantasy funnel adventure for Dungeon Crawl Classics, but I used A Dungeon Game (48 pages, free/pay what you want at DriveThruRPG)). I used The Dungeon Oracle (Bimler) as the solo engine. Shea and her three friends continued their adventures and they did recruit a dirt biker. The Bone-Tyrant hosted the event and the PCs were sponsored by Helen’s Healing Herbs. The PCs were taken to their go-karts and off they went. The first encounter was with three frog men (also in karts). Laney the PC ended up in the hospital after a crash. One enemy was killed in the hand to hand combat. One enemy kart flipped and one had a wild spinout. The second encounter was dark wizards (yes, in karts). One cast darkness which put the actor PC in the hospital after a crash. The other cast portal which put the burglar PC in the dark realm (with his go-kart). The PCs survived the kobold kart encounter. They then found a crate filled with slime-fruits. It was used to take out two kobold karts. They also found a emerald scarab crate which they used to take out a lizardman kart.
When the two PCs, which are still in the race, gas up, Shea is asked about her opinion on the Bone-Tyrant. She gave the right answer and is handed an invitation for a secret meeting for the next day. The next encounter was with a half-orc cart which was bigger. It had a copilot extra (inflatable) which enabled the enemy to jump into Tulak’s cart. Tulak crashed and went to the hospital. Shea then pretends to have engine trouble so that she is out of the race (and still alive). The next day, she visits the other three PCs at the hospital. Later, they all go to the secret meeting. It is there that they learn of the plan to infiltrate the fortress by hiding in boxes labeled go-kart parts. To be continued. Give this a try!
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Spiders on the Storm (11 pages, at DriveThruRPG) is a fun fantasy adventure for Fifth Edition D&D, but I used A Dungeon Game (50 pages, same place). I used GEMulator as my solo engine. I created five first level characters. Each had one spell, two weapons, and no armor.
So, the first thing the PCs had to deal with was a nasty storm. My undertaker character took damage from the mudslide and then died drowned during the flood. When they arrived at Archway, they had to deal with two giant spiders. My gambler character got bitten twice and died because of the poison. The other three PCs did kill one of the giant spiders. The other one was hit with a beast friend spell and it retreated. At this point, Tulak joined the group (he had been living at Archway). He was the one that had the antitoxin potions. The PCs then tracked the spiders back to their den. In the den, they had to fight two giant spiders and an Ettercap. Shea the astrologer went down because of two spider bites. Tulak healed her and cured her of the poison. The loot was pretty good. They found copper, silver, electrum, gold, three potions, and an oil of slipperiness. Give this RPG a try!
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Spiders on the Storm is a fun fantasy adventure for Fifth Edition D&D, but I used A Dungeon Game (50 pages, DriveThruRPG, free/pay what you want). This spider adventure is the first adventure in this set of adventures. I used GEMulator as my solo engine. I created five first level characters. Each had one spell, two weapons, and no armor.
So, the first thing the PCs had to deal with was a nasty storm. My undertaker character took damage from the mudslide and then died drowned during the flood. When they arrived at Archway, they had to deal with two giant spiders. My gambler character got bitten twice and died because of the poison. The other three PCs did kill one of the giant spiders. The other one was hit with a beast friend spell and it retreated. At this point, Tulak joined the group (he had been living at Archway). He was the one that had the antitoxin potions. The PCs then tracked the spiders back to their den. In the den, they had to fight two giant spiders and a Ettercap. Shea the astrologer went down because of two spider bites. Tulak healed her and cured her of the poison. The loot was pretty good. They found copper, silver, electrum, gold, three potions, and an oil of slipperiness. Give this a try!
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Don’t Let Them Take You Alive (100 pages, free at DriveThruRPG) is a wild modern horror d100 RPG which I would compare to Call of Cthulhu. To create my solo engine, I used the principals of SoloCutz (same place, same price) with the third book of the Dresden Files (Jim Butcher). I created four first level characters. The adventure is one of the ones included in the rule book.
So, the adventure started when my mage accepted a find person case in Los Angeles. He called his friends and hired them to help. On the second day, they flew to Japan and then took a boat to Battleship Island. Their first encounter was with a Japanese fishing boat (just a conversation). The second encounter was with a mastiff built from shadows and soot. My mage was the only one who could fight this thing. The mage killed it. The third encounter was North Korean spies running from a ghost. The ghost then targeted the PCs. The mage created a portal which sent the ghost to Los Angeles. At this point, the mage was out of magic points, so the group left the island and came back the next day. The fourth encounter was with a bored mercenary who was looking for something to kill. The PCs killed him, but my soldier/hacker character died. The fifth encounter was with a Warden of the White Council. The PCs stayed in place for an hour so that the warden could do this thing.
The sixth encounter was with South Korean spies. There was a stare down and both sides were wary. The seventh encounter was the mine. It was here that they fought the taskmaster. He was a brute and not human. They killed him and freed the slaves/miners. Yes, they now had the guy they were supposed to find and rescue. The last encounter was the mining office. In here they had to face a hazard (sanity check), a human guard, a locked vault (a failed roll), and the Boss Jenny. So, my remaining three PCs did survive this and did find a paper trail which proved the location of the secret Xaos temple. Going there will be the next adventure. The rescued man did make it back to his dad. Mission completed. Warning – I am rating this as “R” because of bad words, violence, alcohol, drugs, and questionable images. Try it if you dare.
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Recently, I soloed my way through Fear Can’t Hurt You (21 pages, free) which is an adventure for Elemental RPG. This adventure is set in the year 1984. I did use the six characters that are in this adventure as my PCs. To solo this I used Monster From the Other Side with a yes/no/maybe oracle. All three products are available at DriveThruRPG. So, last year when I did my camp adventures, my PCs were campers. This time my PCs were adults who worked at the camp.
On the first day, my PC Zac the camp leader discovered a dead body in the woods during the day. That evening, he and his friends explored the same woods looking for the culprit. They discovered three campers (woods map is attached, artist Manon Krapf) who did not listen to their instructions and made a run for it. The PCs followed them to an abandoned mansion. It was here that it was revealed that the campers were actually aliens who were armed with knives. The PCs killed the aliens and gathered up the loot: three knives and a pair of rainbow earrings.
On the second day, the PCs looked for a camper who was acting weird (an alien). That night they took him to the shed, tied him up, questioned him, watched him turn into an alien. Fifteen minutes later, a crab vehicle, piloted by an alien, crashed through the wall and attacked. The vehicle and pilot were destroyed. The camper/alien escaped. The camp nurse PC Amanda drove the camp bus to go get help.
On the third day at dusk, Amanda and a FBI agent arrived in his car. Soon, the group is attacked by two crab vehicles. Zac is damaged again, the agent is killed, and the two vehicles and pilots are destroyed. At this point, all staff and campers are escorted to the mess hall for safety reasons. At midnight the Men In Black appear. They took control of the situation and the campers and staff are taken out of the area to a safe location. Give this RPG a try!
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Recently, I soloed my way through Fear Can’t Hurt You (21 pages, free) which is an adventure for Elemental RPG. This adventure is set in the year 1984. I did use the six characters that are in this adventure as my PCs. To solo this I used Monster From the Other Side with a yes/no/maybe oracle. All three products are available at DriveThruRPG. So, last year when I did my camp adventures, my PCs were campers. This time my PCs were adults who worked at the camp.
On the first day, my PC Zac the camp leader discovered a dead body in the woods during the day. That evening, he and his friends explored the same woods looking for the culprit. They discovered three campers who did not listen to their instructions and made a run for it. The PCs followed them to an abandoned mansion. It was here that it was revealed that the campers were actually aliens who were armed with knives. The PCs killed the aliens and gathered up the loot: three knives and a pair of rainbow earrings.
On the second day, the PCs looked for a camper who was acting weird (an alien). That night they took him to the shed, tied him up, questioned him, watched him turn into an alien. Fifteen minutes later, a crab vehicle, piloted by an alien, crashed through the wall and attacked. The vehicle and pilot were destroyed. The camper/alien escaped. The camp nurse PC Amanda drove the camp bus to go get help.
On the third day at dusk, Amanda and a FBI agent arrived in his car. Soon, the group is attacked by two crab vehicles. Zac is damaged again, the agent is killed, and the two vehicles and pilots are destroyed. At this point, all staff and campers are escorted to the mess hall for safety reasons. At midnight the Men In Black appear. They took control of the situation and the campers and staff are taken out of the area to a safe location. Give this a try!
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Recently, I soloed my way through The Haunting of Abbeyham Priory! (A Jumpstart for They Came From Beyond the Grave!)
(50 pages). This RPG is set in the 1970s and the characters are in a movie. I did use the five characters that are in this set of rules as my PCs. To solo this I used Betrayal at House on the Hill with a yes/no/maybe oracle. So, the adventure started out with the PCs arriving at the English priory and being forced to deal with some vocal villagers (there was no violence, only talking/scene one). Sister Faustina gives the PCs a tour (scene two), but things change when they discover a secret trapdoor. The PCs climb down through it and start to move through a crawl space. The Sister hits them with a sleep spell.
Scene three is a dream sequence. Diana gets damaged by a beast and her damage carries over to the real world. In scene four, three PCs wake up before the others. They are on the ground, but get kicked in the face and go unconscious. When all of them wake up, they find themselves tied to chairs, sitting at a dining room table. There are more conversations and the PCs realize how much trouble they are in. Next, they are put to sleep with Chloroform. In the scene five dream sequence, they explore a different version of the priory. Rowland the professor finds a lucky stone. He slips it in his shirt pocket and it does carry over to the real world.
In scene six, the PCs are tied to wooden racks down in the basement. Their feet are elevated higher than their heads. They wake up, struggle against the ropes, and are lacerated. Their blood is collected by the devil worshippers, the lucky stone slips out of the pocket, hits the floor, and then Rowland hears a voice in his head. It is the voice of Sister Fortitude. She instructs him to repeat a spell if he wants him and his friends to survive this. He does so. The PCs bleed out. Their blood is taken upstairs. The dead PCs wake up. They are now zombies. This time they all hear the voice, “You are mine”. The zombies break the ropes, and follow a large black cat out of the priory. The PCs have escaped the priory, but what plans does Sister Fortitude have for them? The next adventure will answer this question.
Give this a try! All the rules you need for this exciting adventure are included in this Jumpstart.
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Rift Runners Ruins of the Earth (120 pages, free at DriveThruRPG) is a fantasy RPG. I created four human healers and put them through four days of adventuring. For the first adventure, I used The Great Academy Caper. For the second adventure, I used Cultist Monastery. I used the Solo Adventure The Dungeon Oracle (Bimler) as the solo engine. The adventure started with the four seventeen year-olds at the academy where they were trained. They will graduate in a few weeks. They heard about some trouble around the school, but were not allowed to leave their dorms. On the second day they were able to sneak into the library where something was going on. The PCs killed eleven goblins. The goblin shaman wanted to talk. He explained why they were there. The PCs talked with the teachers and they gave the shaman the scroll that he wanted. It had been taken from his tribe. The PCs rested on the third day.
On the fourth day they heard about some local cultists causing trouble around town. They went to a monastery which had been taken over by cultists. They explored nine rooms total and killed eight cultists. However, things took a turn for the worse and they were forced to retreat. As they exited the monastery, they heard the sounds of the two portcullises dropping into position. My PCs are now third level. Give this RPG a try!
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A few days ago I soloed my way through Eulalie’s Curse : A Backwater Solitaire (38 pages, free/pay what you want at DriveThruRPG). It is an exciting solo adventure for Backwater: Southern Gothic Horror Tabletop Roleplaying . I used the Quickstart Guide & System Reference Document for Backwater
as the RPG system (54 pages, free at DriveThruRPG). I used the Zathrum Solo Engine as a way to answer questions that could come up. I did change two lines of text to get a possible “maybe” result. I did use the sample character that was included in the rules. The setting is described as a post-apocalyptic future (horror) with a tenuous social order. For this adventure, a mutant was not encountered.
So, most of the adventure took place around an old manor. What I liked most about this adventure was exploring the manor. It was definitely creepy. My seeker (ranger) PC (Adel) found three clues and had a run in with poison ivy (damage taken) and a plague (passed save). Adel was able to figure out the history of the family that had lived there. Adel had two dreams while staying in the manor. She also had to deal with the boss and that was quite a battle. Adel was able to hit it twice and her pet wolfhound damaged it twice and killed it. So, Adel and her pet survived the encounter. She was able to sell an item at the end of the adventure and received 200 coin for it (and she made it to level two). Give this RPG a try!
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A few days ago I soloed my way through Eulalie’s Curse : A Backwater Solitaire (38 pages, free/pay what you want at DriveThruRPG). It is an exciting solo adventure for Backwater: Southern Gothic Horror Tabletop Roleplaying . I used the Quickstart Guide & System Reference Document for Backwater
as the RPG system (54 pages, free at DriveThruRPG). I used the Zathrum Solo Engine as a way to answer questions that could come up. I did change two lines of text to get a possible “maybe” result. I did use the sample character that was included in the rules. The setting is described as a post-apocalyptic future (horror) with a tenuous social order. For this adventure, a mutant was not encountered.
So, most of the adventure took place around an old manor. What I liked most about this adventure was exploring the manor. It was definitely creepy. My seeker (ranger) PC (Adel) found three clues and had a run in with poison ivy (damage taken) and a plague (passed save). Adel was able to figure out the history of the family that had lived there. Adel had two dreams while staying in the manor. She also had to deal with the boss and that was quite a battle. Adel was able to hit it twice and her pet wolfhound damaged it twice and killed it. So, Adel and her pet survived the encounter. She was able to sell an item at the end of the adventure and received 200 coin for it (and she made it to level two). Give this adventure a try!
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Vats of Rats (11 pages, free/pay what you want at DriveThruRPG) is a fun fantasy adventure for the older editions/variants of D&D, but I used Cat Hack (16 pages, same place). To create my solo engine, I changed four lines in Eye of the Dragon/Golden Dragon Fantasy Gamebook #4. I created five first level cat characters.
So, the adventure started when the town Reeve visited the town prison cell and saw the man-rat. He listened to the employee report. His cat Jumper was there too. Jumper joined his four cat friends and they headed north to see if they could fix the problem. They were hit with a heavy rain storm and they took shelter in a cave for an hour. When they got to the cave/dungeon complex, they started looking for the entrance that was used the most. The first room they explored was filled with food. The second room contained a human farmer locked up in a prison cell. In the third room they encountered a rat guard who attacked. He screamed to the get the attention of his fellow rats. The PC cats killed the first rat guard and the one that came running in later. Fluff was damaged and partially healed with the only two healing spells that the two cat shamans had. They discovered a rat secret door and followed it to more rooms and encounters. Another nasty encounter was with the two rat vivimancers (the two bosses). Both were killed, but Fluff went to zero hit points. She did not lose one of her nine lives, but she is now crippled (minus two on Dexterity – permanent). She regained four of her five hit points. They also had to deal with a man-rat. The cats ran into the laboratory followed by the man-rat. The cats jumped up on the tables and started knocking glass vials and jars onto the floor. The liquids mixed together which formed a misty gas which rose up from the floor. This gas stung the eyes. The man-rat cried and the cats were able to escape. Jumper still had the dead vivimancer rat in its mouth. Next, they freed the farmer. They went to his place, had a nice meal, and slept near the warm fireplace. Then next day they encountered a frog creature who did not talk to them. The adventure ended when Jumper gave his owner (Reeve) the dead vivimancer rat body. Give this RPG a try!
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