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Recently, I soloed my way through Mutant: Year Zero - Starter Booklet (free at DriveThruRPG, 66 pages). I did use the rules from Mutant: Year Zero RPG (268 pages). I created six characters. For my solo engine, I used Mythic Magazine # 18 plus the Mythic Game Master Emulator.
The PCs started the adventure on guard duty at night (Day 1) at the palisade which protects the Ark (base). PC Sable noticed that a mutant wolf had infiltrated the Ark. She used her mutation, and character class, to take it as a pet. The next day (Day 2), Max (the bad leader or Ark) called an assembly. He talked about the problem of mutant animals coming into the Ark. He demanded that everyone help build a new higher wall. The PCs helped with this. Brutus (Sable's new pet) at a kid's lunch. Sable yelled at it. It looked like Brutus was smiling. On the morning of the third day, it was noticed that a young woman of the Ark was missing. The PCs investigated the disappearance. Sable used her talent to find the dead body not far from the Arc. When they got back to the Ark, Brutus led them to the shovel of Sixter which had blood on it. Sable accused Sixter of murder and demanded that he be banned from the Ark. Max (Sixter's buddy) said, "This is not a democracy. I make the rules". Sparks the PC made a powerful speech (awesome dice roll) to the people of the Ark. He stated that the two of them should be banned from the Arc. So, the two were banned and they left with their stuff. On the morning of the fourth day, Max was found dead on the beach. Sixter could not be located, even with the help of the PCs. The PCs found The Towers at dusk and wondered if the murderer was there. The PCs spent the night at the ruins of a small house at the base of The Towers. It was a quiet night (good dice roll). On the fifth day, the PCs used a ropeway to go up towards the top of one of the towers. When they started getting shot at, they retreated and went back to the Ark. I will need to continue this on another day. Give this fun adventure a try! :)
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For the past few days, I have soloed my way through Dare To Dream (13 pages, one buck at DriveThruRPG). This is a Tabletop Role-playing Game (RPG) for three to five players. One player is the Dream Master (DM). The others have three attributes — Id, Ego, and Superego. I played four PCs (dreamers). To solo this, I used Mythic Magazine Compilation 2 (183 pages) and the Game Master Emulator. The adventure started in the town of Closport in New England. The PCs heard that the Chief of Police needed help with a murder case. The PCs went to go see him and they received their mission along with the location of the dead body. As they walked through the town, Chad the PC encountered a young woman selling flowers. He became infatuated with here and would not follow the others to the woods. The other three PCs left him there and later they did find the body in the woods. The crime scene was guarded by a deputy. The three PCs examined the body and looked for tracks. They had not found a lead yet, so they exited the woods and went to the nearby vineyard. There they talked to Zane. He answered their questions and told them about Tockley Manor located in the woods. So, the PCs went there and entered the manor. First, they explored the Foyer and the Fancy Hallway. In the Library, they watched ghosts from the Revolutionary War fight it out. Next, they explored the Study, the Dining Room, the Kitchen, and Guest Bedroom #1. In the Bloody Room, Chad joined them. In the Attic, a wall attempted to bite the PC Shirley, but she dodged out of the way. They did not find anything in the Servant's Room. In the research Laboratory, the PCs were attacked by the nightmare. The PCs killed it, but Shirley did take damage. They searched the nightmare's body and found a wizard's hat (Dream Object). Chad was able to unlock the Vault with his key, but the key vanished after he used it. In the Vault, they found a knight's helmet (Dream Object). Chad put on the helmet and the PC Coral put on the wizard's hat. Suddenly, all of the PCs were in a fantasy world. Chad was in full plate armor and Coral now knew some spells (she has a three-story sand castle in her back pocket). So, the PCs now need to find six more Dream Objects to complete the Dream Sequence. Give this fun RPG a try! :)
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For the past few days, I have soloed my way through Moonlit Wings (12 pages, percentage system, on sale at DriveThruRPG). This is a technofantasy adventure for Cloud Empress/Mothership which I did use. To solo this, I used a virtual deck of Magic Cards (246 cards, expansion - Phyrexia: All Will Be One). I used seven PCs. The adventure started when the PCs accepted the mission - investigate the problem at a greenhouse at the outskirts of Upsilon City. There were going to be six sent on the mission, but the PC Jason has a grandfather who is a veteran and wanted to come. All seven passed the physical which qualified them for this mission. The PCs arrived at the greenhouse complex and entered the Reception Room. The door to the Dome was locked. The female PC Curry, figured out the password for the computer on the desk. She used the computer to unlock the door. They then entered the Dome and the Southwest Section. Sherry the PC noticed Lureka the NPC hiding up in a tree. Lureka said that she was waiting for someone, but Sherry determined that she lying. When the PCs found another locked door, Jason used his tinkering skill to get it open. In Control Room A, they found the NPC Irina all tied up. They freed her and Irina told them that Lureka was responsible. In the Northwest Section the PCs were attacked by genetically modified butterflies. Three PCs are wounded and they had to deal with the transformation effects that lasted for about an hour. In the Southeast Section, Grandfather's books started sprouting mushrooms. Later, the mushrooms exploded, spores went everywhere, and the books were gone. In Control Room B, NPC Wallow attempted to force a PC to eat a butterfly. The PCs subdued him. The PCs were not able to fix the computers in this room. When the PCs opened the door into the Compost Room, the smell was so bad that they closed the door and took a different route. In Office B, NPC Joseph pleaded with the PCs to escort him out of the complex. They agreed. In Office A, the PCs found documents about gene splicing. On their way to the exit, the PCs found a map of an abandoned lab. It is about 2 miles from this location. So, the PCs and Joseph did make it back to Headquarters. They all filled out reports and were questioned. The wounded PCs had to go through thorough examinations and they have the sore butts to prove it. Give this unique adventure a try! The Cloud Empress rules do contain lots of awesome charts.
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On April 15, 2019, I used The Solo Investigator's Handbook with the Savage Worlds Test Drive 2012. This modern horror adventure is free at DriveThruRPG. It includes a short version of the game rules, six characters, and an adventure. It is designed for one game master and several first level characters. Because the adventure started with a jolt, I did play it defensively. A reporter joined us, but he did not survive. Three characters survived (out of seven) and I avoided the big boss. I was a bit rusty with the Savage Worlds system, but this brought me up to speed. Enjoy! :)
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For the past few days, I have soloed my way through Larry Spotter and the Secret Supplement (resembles Harry Potter, 32 pages, on sale at DriveThruRPG). This is a setting for Witch Girls Adventures Second Edition (194 pages, same place) which I did use. The adventure I used was Blood Moon Rising for Labyrinth Lord (34 pages, has a fighting theme) but I changed it to a wizard casting theme. To solo this, I used a virtual deck of Magic Cards (275 cards, expansion - Strixhaven: School of Mages). I used six PCs for this adventure. The adventure starts when the NPC Rich (student) asks PC Leo to sign a homemade book. "Sign this petition. It is about getting free candy on the weekends. When we get the 20th signature, I will give the signers the candy." Leo signs it right away. Drina the PC knows this is dangerous, but Leo has already signed it and he is a friend. "Rich, you didn't sign it. You wrote Black Knight." She writes the name Princess in the book. Tod writes Werewolf, Larry writes White Knight, Biff writes Dragonslayer, and Rita writes Healer. When the 20th name is written in the book, all the signers find themselves in a fantasy world. They are now in a medieval village which is celebrating a festival. The PCs watch a parade and then participate in a wizard's wand duel (disarm your opponent). Tod gets first place. Because they participated in the challenge, they all get some coins. That evening there is a feast and then a bonfire. On the second day, an artist comes up missing. The PCs help search for him, but he is not found. The PCs then participate in a potion mixing contest. Drina wins that one. On the third day, the PCs go to a farm where some farmers were wounded by demons the night before. They use their healing spells. Next, the PCs participate in the Broom Riding Obstacle Course (race). An NPC won that one. That night the PCs go demon hunting. An hour before midnight, the PCs find six of them. The PCs kill four of them. Two of the PCs take two hits each and then blow up with blue slime flying everywhere. These two PCs now show up back at the magic school. The Headmaster questions them. They had been missing for three hours. When it is noticed that each of them has a lightning scar on their forehead, they are checked out. They have been cursed. The other four PCs watch the remaining two demons retreat. The demon bodies vanish and the four PCs pick up the four treasure tokens on the ground where the bodies were. The PCs then spend the tokens at the magic shop. Give this fun adventure a try! :)
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Spoilers- Recently, I soloed my way through Chased/A Distemper Encounter (free at DriveThruRPG, 40 pages). It is for Distemper RPG, but I used Atomic Punk 2240 (same place, 170 pages, a 2d10 system). For the solo engine, I used a yes/maybe/no oracle and an encounter chart that I created. I created six PCs for this adventure. The encounter opens with the players moving east through Delaware towards the coast and what they hope will be a reliable source of fresh fish. They had hoped to make it there before nightfall, but it has become increasingly clear that they are going to have to stop for the night in this woods. Here the PCs encounter Maddy, and one of the Connor Boys (Luke) who is chasing her. The PCs win that battle and then they have to deal with Luke's brother Owen. The PCs win that battle and then question Maddy. She insists on rescuing her boyfriend and her two kids. The PCs agree to help her and the group manages to find the farmhouse in the dark. Namek the PC shuts off the power to the farmhouse. A battle starts when Junior and Donnie come outside to investigate. The PCs win that battle. The PCs attempt to search the bodies and are attacked by Silas. It is obvious that he has been drinking. The cuss words that come out of his potty mouth are slurred. The PCs win that battle, but Carson the PC is killed.
The PCs then enter the farmhouse, rescue Maddy's family members, and gather up food and supplies. The group finds their way back to the mall area where Maddy has been staying. The PCs interact with the NPCs at the campsite and the first impression skill check is favorable. They eat dinner there and spend the night at the partially constructed motel. The PCs decide to stay here because there are supplies and food. That night they eat dinner at the campsite, but they are attacked by two more members of the Connor Family. The good guys win, but two NPCs die in that battle. How will you do when you give this fun adventure a try?
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Creator Reply: |
Thanks, Bob! So glad you enjoyed it! Great recap, and particularly enjoyed the line "The cuss words that come out of his potty mouth are slurred" |
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Recently, I soloed my way through Chased/A Distemper Encounter (free at DriveThruRPG, 40 pages). It is for Distemper RPG, but I used Atomic Punk 2240 (same place, 170 pages, a 2d10 system). For the solo engine, I used a yes/maybe/no oracle and an encounter chart that I created. I created six PCs for this adventure. The encounter opens with the players moving east through Delaware towards the coast and what they hope will be a reliable source of fresh fish. They had hoped to make it there before nightfall, but it has become increasingly clear that they are going to have to stop for the night in this woods. Here the PCs encounter Maddy, and one of the Connor Boys (Luke) who is chasing her. The PCs win that battle and then they have to deal with Luke's brother Owen. The PCs win that battle and then question Maddy. She insists on rescuing her boyfriend and her two kids. The PCs agree to help her and the group manages to find the farmhouse in the dark. Namek the PC shuts off the power to the farmhouse. A battle starts when Junior and Donnie come outside to investigate. The PCs win that battle. The PCs attempt to search the bodies and are attacked by Silas. It is obvious that he has been drinking. The cuss words that come out of his potty mouth are slurred. The PCs win that battle, but Carson the PC is killed.
The PCs then enter the farmhouse, rescue Maddy's family members, and gather up food and supplies. The group finds their way back to the mall area where Maddy has been staying. The PCs interact with the NPCs at the campsite and the first impression skill check is favorable. They eat dinner there and spend the night at the partially constructed motel. The PCs decide to stay here because there are supplies and food. That night they eat dinner at the campsite, but they are attacked by two more members of the Connor Family. The good guys win, but two NPCs die in that battle. How will you do when you give this fun RPG a try?
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For the past few days, I have soloed my way through The Gilded Lilly (51 pages, at DriveThruRPG). This is an adventure for Traveller, but I used Bandits and Battlecruisers (140 pages, same place, on sale). This RPG is a supplement for Classic D&D. I did add some skill rules to make it better. To solo this, I used the Microsoft Copilot (AI, I asked it detailed questions). The adventure started when the PCs picked up their mission. It was a long-term diplomatic mission for the Coalition. The PCs arrived at the landing pads of the planet Berens by spaceship. They were greeted by Dairoku. He answered a lot of their questions. Next, they talked to Ravi who happened to be one of the three bankers on the planet. The PCs decided to lease a storefront building and have it remodeled. They spent the night at the Kenneally Inn. So, they talked to seven NPCs that day. On the second day, they attended a town meeting and met the other 35 NPCs that call this planet home. On the third day, they went out on a hunting expedition with Mujiba and Delmar. They did find a Thunderbeast which they killed, but Mujiba was killed and the PC Paul went down with a broken arm. The PC Chelsea, a psychic, healed Paul enough so that he could walk back with the others to town. That same day, the PC Sherry tried a local tea. That night, after midnight, Sherry woke up. She was compelled to walk into the woods. In the woods, her eyes caught the sight of something peculiar—a patch of luminescent blue nestled among the green.
She stepped closer and discovered a plant like none she had ever seen before. Its leaves were broad and fleshy. It glowed softly as though illuminated from within. Each leaf was adorned with intricate, vein-like patterns that pulsed rhythmically, almost like a heartbeat. Tiny droplets of an unknown substance beaded along the edges.
The plant's stem was a translucent, crystalline structure. It swayed gently even though there was no wind, it responded to her presence. Upon closer inspection, she noticed the stem emitted a faint, melodic hum, adding an otherworldly atmosphere to the encounter.
At the top of the stem, a cluster of delicate, star-shaped flowers bloomed. These flowers radiated a soft, warm light that contrasted with the cool blue of the leaves. They had an almost hypnotic quality. Their petals moved in a slow, mesmerizing dance.
Suddenly, she felt a slight prickling sensation on her skin. She realized that the plant was releasing tiny spores that glowed like embers in the air. These spores reacted to her body heat. They hovered around her and formed intricate, swirling patterns.
She quickly grabbed her specimen jar, collected a sample of the spores and a few of the plant's leaves for further study. As she sealed the jar, she couldn't shake the feeling that this plant was more than it appeared—that it held secrets. To be continued. Give this fun adventure a try! :)
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For the past few days, I have soloed my way through The Gilded Lilly (51 pages, at DriveThruRPG). This is an adventure for Traveller, but I used Bandits and Battlecruisers (140 pages, same place, on sale). This RPG is a supplement for Classic D&D. I did add some skill rules to make it better. To solo this, I used the Microsoft Copilot (AI, I asked it detailed questions). The adventure started when the PCs picked up their mission. It was a long-term diplomatic mission for the Coalition. The PCs arrived at the landing pads of the planet Berens by spaceship. They were greeted by Dairoku. He answered a lot of their questions. Next, they talked to Ravi who happened to be one of the three bankers on the planet. The PCs decided to lease a storefront building and have it remodeled. They spent the night at the Kenneally Inn. So, they talked to seven NPCs that day. On the second day, they attended a town meeting and met the other 35 NPCs that call this planet home. On the third day, they went out on a hunting expedition with Mujiba and Delmar. They did find a Thunderbeast which they killed, but Mujiba was killed and the PC Paul went down with a broken arm. The PC Chelsea, a psychic, healed Paul enough so that he could walk back with the others to town. That same day, the PC Sherry tried a local tea. That night, after midnight, Sherry woke up. She was compelled to walk into the woods. In the woods, her eyes caught the sight of something peculiar—a patch of luminescent blue nestled among the green.
She stepped closer and discovered a plant like none she had ever seen before. Its leaves were broad and fleshy. It glowed softly as though illuminated from within. Each leaf was adorned with intricate, vein-like patterns that pulsed rhythmically, almost like a heartbeat. Tiny droplets of an unknown substance beaded along the edges.
The plant's stem was a translucent, crystalline structure. It swayed gently even though there was no wind, it responded to her presence. Upon closer inspection, she noticed the stem emitted a faint, melodic hum, adding an otherworldly atmosphere to the encounter.
At the top of the stem, a cluster of delicate, star-shaped flowers bloomed. These flowers radiated a soft, warm light that contrasted with the cool blue of the leaves. They had an almost hypnotic quality. Their petals moved in a slow, mesmerizing dance.
Suddenly, she felt a slight prickling sensation on her skin. She realized that the plant was releasing tiny spores that glowed like embers in the air. These spores reacted to her body heat. They hovered around her and formed intricate, swirling patterns.
She quickly grabbed her specimen jar, collected a sample of the spores and a few of the plant's leaves for further study. As she sealed the jar, she couldn't shake the feeling that this plant was more than it appeared—that it held secrets. To be continued. Give this fun RPG a try! :)
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This was awesome! Check out my full post in discussions - Recently, I soloed my way through Ghost Planets (59 pages at DriveThruRPG, free/pay what you want). This adventure was designed for Fate Core, but I used Uncharted Worlds (Powered By The Apocalypse system, 178 pages, same place). I added a yes/maybe/no oracle to Extreme Future RPG second edition to make my solo engine. I picked out six characters for this adventure. Here are the highlights. The PCs have already received their mission to study the ancient sites on this planet for sixty days. This includes many research projects and bringing back artifacts from the advanced alien race that vanished with no explanation. On the first day they had several problems to deal with. The NPC Cielo was one of these. She said that she was here with her ship to study the ancient culture (a lie, she is here to steal artifacts). The other problem was with cubots. They look like an alien relic in the shape of a cube. However, when the PCs had trouble accessing some alien doors, they activated. Some came in from outside. Cielo got a call from her ship (they had activated from inside there too). The battle started and seven of the bots were killed. Barb the technomancer was able to turn one of them into a pet. Once again, the PCs tried to open those stubborn doors. Once again, more bots attacked. After the bots were killed, the PCs figured out how to communicate with the devices and the pet using their wristcomps and microwave signals. The PCs spent the night in the dome building and Cielo spent the night in her ship. Well, she was killed by the bots in her ship and her body spent the night in her ship. An hour after midnight, a large device in the dome building activated (loud noises and bright lights). This lasted for five minutes (and happens every night at this same time). On the second day, the PCs started their first research project. At noon, they went over to Cielo’s ship to check on her. Inside, a battle started with the bots. Once again, they had to use med packs to heal each other. On the third day the PCs triggered another signal while they were experimenting. The microwave signal woke up the Dreadnought that was “sleeping” in the mountains. So, as you can see, there was a lot going on with this adventure. On the seventh day the PCs were able to open up a tunnel to another planet using the alien technology. On the ninth day, bounty hunters showed up. This fun adventure will need to be continued at another time. Give this a try!
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For the last few days, I have soloed my way through Whitefrank: Hawk Castle (51 pages available at DriveThruRPG). This fun adventure is for Whitefrank rulebook (63 pages, same place) which I did use. For the solo engine, I used Nonsensical Journeys in Ink and Thought (21 pages). I used my six druid characters (this was their second adventure together.
So, the PCs were on their way to Hawk Castle. They checked out Hawkwood and then the Apple Orchard. It was here that they had their first possible combat encounter. It was with an angry six-foot long scorpion. The PC Kendra talked to it (spell). Combat was not necessary. On the ground floor of the castle they encountered an aggressive Haukr. The PCs killed it and grabbed the loot. Kendra had been wounded, but she was healed right away (spell). The PCs found no one else in the castle, so they went down to the first dungeon level. Here they found some workers in the Laundry Area.
Two rooms later, the PCs found the Overgrown Room. There was a ghost in there. He gave them a quest – find a Slot Machine Token and bring it back to me. At this point, the PCs tried to check out the plants in this room because there was an amazing variety of them. The ghost yelled at them, “Do the quest now!” So, the PCs checked out two more rooms, but found a hatch that they could not open (did not have the required strength). In another room they found The Princess. She smelled like candy and became a member of the adventuring party. Actually, she was a Soulsucker, but the PCs were clueless. Three rooms later, they found a room with a hot bath. In here the PCs got sleepy and did fall asleep. The Princess was not sleepy and she kissed the PC fen. He quietly died when she ate his soul. In the morning the PCs find the dead body. They decide that they are going to leave the dungeon and castle. They leave his body right where they found it. When the PCs reach Hawkwood, they notice that the animals do not like The Princess. The PCs also notice that she is magical. Kendra and The Princess then have a magical duel. The Princess loses, she drops to the ground, and she now looks like a hag. The PCs kill her and loot the body. So, the loot for the two days of adventuring is 120 gold pieces. Maybe you will have better luck. Give this a try! :)
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For the last few days, I have soloed my way through Added Value - A Level 1 Adventure for Starfinder
(22 pages available at DriveThruRPG). I did use Starfinder (532 pages, same place). For the solo engine, I used the Mythic Game Master Emulator (53 pages). I picked out six characters – two soldiers, one solarian, one bio-hacker, one technomancer, and a Jubilexian (corrosive slime).
Neebon Biotech is an up and coming corp that has been making strides in the field of full body cyber and biotech implant systems. An upstart in the field, they have been displacing some of the larger and more established corps with innovative ideas and tech that is several steps ahead of their competitors. This has made them no few enemies, and as the adventure begins, one of those enemies has begun a multi-pronged corporate espionage campaign poised to wipe Neebon Biotech off the map entirely, and swipe their intellectual property in the process. This is where the PCs come in. First, the PCs received their mission. Next, they started behind the building in an alley.
The first encounter was with an angry homeless man on drugs. The PCs shot him with a paralyzing dart. Of course, they destroyed the back alley camera. The slime then slid under the back door and let the other PCs into the facility. After they killed the security drone, they took the dwarf out with a paralyzing dart. The PCs got down to the next level by using the stairs. They were greeted by hell birds. The PCs killed them. The PCs explored the next nine rooms and killed more birds and bots. They did not mess with the tentacled thing because it was already contained in a room. They explored four more rooms and killed a bot. The last room was their destination (server room). It was guarded by a modified human and an orc soldier. These two did not work in this facility. They were intruders. This was the toughest battle. One of the PC soldiers did go down. The biohacker was able to stabilize his wounds (medicine skill roll). The ranged battle was not going well, so after the nasty human was killed, the slime grappled and killed the orc. At this point, they used the datadrive to retrieve the needed information. They did manage to escape the structure with some additional loot. So, mission accomplished. And they got paid.
Give this fun adventure a try! :)
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Recently, I soloed my way through The Tomb of Myriad Horrors (3 pages at DriveThruRPG). It was designed for Hack’D & Slash’D, but I used Ordure Fantasy (a d6 system, 19 pages, same place). To solo it, I used two tools. The Bing Copilot answered my questions and I used Oldskull Underworld Generator 1: Rats in the Walls (260 pages, same place) to generate two additional rooms and two outside encounters. For the PCs, I used Chalk and her four friends, this was their third adventure. So, the PCs heard about the Tomb from a wandering peddler and headed off in that direction. Before they saw it they heard the sounds of orcs talking loudly. Terence the PC summoned an orc and then the group attacked the orcs guarding the entrance. The PCs killed the guards and then entered the tomb.
On a wall they saw the riddle. They had no idea what it was about. In the first room they found a bunch of dead orcs. Traps had killed them. In the second room their was a puzzle. The PCs were clueless and they triggered an Animated Statue. Terence got rid of his summoned orc and summoned an Animated Statue. The PCs won this battle. There was also a trap in this room and Chalk did not notice it. Luckily, Terence saw the trap and they were able to avoid it. In the third room (puzzle) they fought gargoyles. One of them had to be killed twice. In the fourth room they saw a sarcophagus on a platform. The PC’s animated statue investigated it. Another trap was triggered. The statue flew up to the ceiling taking damage, and more damage when it fell back down to the floor. It was now dead. Terence summoned another one. It then went on the platform to investigate the sarcophagus and a mummy came out of it. The PCs killed it.
At this point they had to make a choice and they did pick the better one. In the next room they killed giant rats. They did find electrum and gold pieces hidden in the debris. In the final room they found a skull on a stake and a skeleton (not animated). They then exited the tomb and headed back towards the nearest town. The next encounter was two aggressive chaotic wizards. Terence started a wizard duel with one and that wiz went down. The other wizard summoned an animated statue and the battle started. The PCs won that battle. They searched the dead bodies and found a wand of magic missiles (seven charges remaining). So, the PCs finished the adventure and had plenty of loot to pay for meals, lodging, and supplies.
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Spoilers - You have been warned - Recently, I soloed my way through Escape From the Fortress of Memories (8 pages, at Dungeon Masters Guild). This is an adventure for Fifth Edition D&D which I did use. This was the third adventure for Luna and her friends. For my solo engine, I used a deck of virtual Magic the Gathering cards, all from the Throne of Eldraine set. The adventure started when the PCs arrived in Phandalin. They talked to several NPCs including Sildar. He told them about his daughter, her disappearance, and the details leading up to it.
The PCs got into bed that night, still unsure of what they should do. After sleep embraced them, they found themselves in Alana’s (the daughter) dream landscape. Sildar was there too. They discovered that they were at the Candy Forest location. After reading the riddle/sign, they followed the trail (and ribbons) into the forest. Soon, they find Alana being attacked by The Wretched in a closed-in grove. After the monsters are killed, the PCs search for an exit, but one can not be found. When Alana drops her last ribbon, they find a new path and a Staff of Adornment. Later they arrive at a campsite at a lake. They all look through the items at that location including a Moon-Touched Shortsword. Alana finds her hand mirror and looks into it. The PCs see a reflection of a skulk in it. This triggers something in Alana, and when she talks about her memory, the skulk and its friends appear. The PCs kill the monsters.
The PCs now see a new path and pick up their third magic item – Boots of False Tracks. Soon, they find a full length mirror showing images from Alana’s favorite book. They go through it and discover a castle. They enter it and find Linden the Steadfast Queen. She gives them their quest and they head off in the correct direction. They are halfway up a mountain when they encounter the Prophet of the Peak. They answer its riddle and continue on. Next, they find the Diseased Griffin. Their instruction are to kill it, but they notice it has been hit with an arrow, and that the fletching is made from raven feathers. Luna sings to it, removes the arrow, and heals the griffin. At this point, the adventuring party wakes up. Three of the PCs are still damaged. They do have the three magic items that they found in the dream.
Give this fun adventure a try!
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Creator Reply: |
Thank you so much for sharing your solo adventure! I love the idea of using an MtG deck as an oracle deck to help guide the story and Eldraine is such a great set for this setting. |
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For the last few days, I have soloed my way through Rocks on the Other Side (119 pages, at DriveThruRPG). This post-apocalyptic RPG depicts the aftermath of a global nuclear catastrophe. I created six PCs. For the solo engine, I used Magic the Gathering Cards (92% of the virtual deck was from the Fallout expansion).
The PCs started with a Ford Transit Cube Van XLT. They were sleeping in it. They had parked it on a side road. At 05:00 A.M., they heard the sounds of vehicles. It was an Enclave Convoy being led by Colonel Autumn. He wanted to know if their vehicle was “available”. He looked them over and then confiscated it from them. He had many men under his command and they were well armed. Just after this, still before dawn, the PCs were attacked by a bat mutant. The PCs killed it, but Dirk did take damage and he did make his saving throw to avoid the effects of mutated damage. At 05:30 P.M. the PCs encountered a Caesar’s Legion Convoy being led by Legate Lanius. This time the PC’s guns and ammo were taken.
On the second day, they found the Darkwater Catacombs. Only armed with spears, they did not want to mess with that. Later, they encountered a man on a grey horse. He introduced himself as Mr. White. He looked at Dirk’s wound, changed the bandage, gave him a pill, and shared his food with the PCs. He left after this meal. This was followed by the PCs being attacked by raiders. Dirk, Zack, and Pam died. The other PCs ran away. The last encounter for the day was a market, but the PCs had nothing to trade. They spent the night in a boiler room. On the third day, while searching a large building, they found a basilisk collar. They took it to the market and traded it for a crossbow and bolts. Later, while exploring, they found a robot. It seemed to be on some kind of mission. It ignored them and moved on. The last encounter of the day was a zombie mutant. They killed it, but Carlos died. So, only two of my PCs survived the three days of adventuring. Maybe you will have better luck.
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