On a whim, today I decided to play some solo Dungeons & Dragons. The report from the game is quite long, so I’ll divide it in to some parts.
When I mention that I solo roleplay, I am often met with some suspicion – presumably from the assumption that you can’t roleplay on your own. As I’ve mentioned in past articles, solo gaming is both very do-able and a lot of fun. I’ve also found that past reports, such as my Mythras Classic Fantasy series, have proven quite popular.
Anyway, the game was played using Dungeons & Dragons 5th Edition and the ALONe solo engine (complete with the GameMaster’s Apprentice Base Deck). I also used the Universal Adventures Dungeon Deck and Raging Swan’s very helpful DM’s Miscellany: Dungeon Dressing tome.
Prologue…
“I’m telling you, Dorn, those villagers don’t realise what they’ve found!”
Dorn stared back at Valen, seemingly unfazed.
“They say that the tracked a bunch of Goblins back to a tomb within which was a hidden chamber. From within the largest tomb they have brought back a sword and a shield,” said Valen.
“Right, I’m with you so far,” Dorn replied.
“Good. Keep up. Look, I asked them to show me the items and the sword is definitely a Dragon Blade from the era of the Dragon Kings; the shield too, marked with a Dragon Rune in the ancient Draconic tongue.”
“So, the tomb was a Dragon Knight tomb,” said Dorn.
“Yes, but the Dragon Knights tended to build tombs in sacred sites. That makes it likely that there will be more than one tomb. Don’t you see?”
“Are you saying that, given the close proximity to where you think the ancient city was built, that there will be more undiscovered tombs?”
“Yes. And that means a chance to find clues. If the Dragon Knights were burying their dead here a thousand years ago, there had to be a good reason to be stationed here. I mean, take a look around… it’s hardly a rich area,” said Valen.
“What should we do?”
“I say we head out in the morning and try to find the tomb these guys plundered. From there, we can see if there are signs of other ruins,” said Valen.
Dorn nodded.
The two rose from their seats and walked quietly past the revelling villagers and up to their room in the Inn of the Amber Stone. Tomorrow would be a long day…
Setting Up
I began by creating two heroes, Dorn and Valen – a Cleric and a Wizard. I’ve long been fascinated by the idea of playing without Fighters and wondered how such a pairing might fare.
I also decided to (finally) try out the Hero Lab 5eSRD rule set, which then tempted me into downloading the iPad app for use during the game. Both fared well and helped with the game, especially on the iPad where I was able to track details as I played – that’s an app I’d endorse because, before long, I stopped using the paper character sheet.
I’d decided that I wanted to follow on from the games I’ve been running at the school club in my Mistamere Fells setting, hence the prologue above.
For the report, I typed up the action as it happened into a document. I used italics to indicate more rules or GM-style comments, and left the story in normal font. What follows is a largely unedited transcript.
Game on!
Episode 1, Return to Mistamere Woods
Two days have passed. Dorn and Valen are crouched at the edge of the clearing the other adventurers told them about.
Are there any Goblins around? Even odds. Yes and… the Goblins appear to be performing a ritual outside the tomb entrance.
“What are they doing, Valen?”
“Looks like some kind of ritual. What are they saying?”
Dorn listens carefully to the shaman’s chanting, tuning in to his cadence. Words such as “cleanse” and “free the spirits” catch the Cleric’s attention. He listens a few moments longer.
“Sounds like he’s laying the spirits of the dead to rest,” says Dorn.
“Makes sense. Can’t risk them coming back undead,” replies Valen.
“Do you want to let them finish?”
“I suppose, given that you’ll want to try and negotiate,” says Valen.
The pair wait until the full ritual ends, about 10 minutes or so. As the Goblin Shaman nods to the assembled group, the two heroes step from their hiding place and walk forward into the pool of dim light the Goblin’s fire casts around the clearing.
With a squeak, one of the Goblins sees them first and whirls to draw his scimitar. Others scramble to protect the shaman, but the older Goblin raises a hand and urges them to be quiet. He watches carefully as Dorn takes one step closer than Valen, with both hands in the air.
How close are the Goblins? (2d8x10 feet) 80 feet away on the far side of the hole in the ground.
Are the Goblins hostile? Good odds. No but they are very guarded.
“We mean you no harm. I stand in the name of Morwyn, the White Lady,” begins Dorn.
He pauses, allowing his rough-sounding Goblin-speech to sink in.
“We have come to inspect the tomb and seek wisdom. We ask that you allow us to enter below.”
The Shaman steps forward and plants his staff in front of him.
“This our home, human. Too dangerous to let even a priest into our home.”
Dorn nods, “Fair comment. Perhaps you would accept an assurance? We could leave our weapons outside, perhaps.”
Does the Goblin accept this suggestion? Charisma DC20 but Dorn fails hugely (scored 2).
Is the Goblin Shaman becoming hostile? Good odds. No.
“What you seek?” the Shaman asks.
“We believe that there will be other tombs,” says Dorn, “and we want to find clues in this one.”
Does the Goblin Shaman know of other tombs? Even odds. Yes, if…
“Other tombs near. Will show for trade,” says the Shaman.
“Coin? Something else?”
What does the Goblin Shaman want in trade? Draw for noun but see “Occult” in adjective space, which is cool.
“Is he wizard?” the Shaman points at the silent form of Valen.
Dorn nods.
“Want spell.”
“Valen,” Dorn whispers, “he wants to trade one of your spells for the location of another tomb.”
“What? Erm… that’s a very unusual Goblin,” Valen says.
“Well?” Dorn asks.
“Fine.”
“My friend agrees,” says Dorn to the Shaman, “Shall we meet in the middle?”
“Just him and me,” nods the Goblin.
Valen and the Goblin Shaman spend 2 hours copying the Expeditious Retreat spell into the Shaman’s spell book. The Shaman provides the materials, and Dorn watches as they scurry down the hole and return with various implements for writing, leaving them nearby for the Shaman to access. Dorn sits on the ground behind Valen and prays quietly while he waits.
At length, the Shaman calls for a Goblin to join him and leads the pair through the forest towards the new tomb.
Which direction do they travel? Scatter die indicates “North”.
At the tomb…
In front of them, another small clearing opens and ruined walls poke from the undergrowth. The Shaman points towards the largest of the walls and then nods, retreating in silence back into the woods.
“It’s awfully dark out here,” mutters Dorn.
Rolls on Dungeon Entrances characteristics table.
The feature that the Goblin pointed out is a broad staircase of stone rising to a door of iron, painted bright red and covered in dripping blue runes. The door pierces a wall of plain stone.
“Wait here,” says Valen as he steps forward and slowly climbs the steps, looking for traps.
Rolls Perception 17. Is there a trap? Even odds. Yes…
Strung across the stone steps near the top lies a trip wire. Valen steps over it and looks more closely at the door.
Rolls on Dungeon Entrances dressing table.
Written in Draconic, a language Valen reads, over the door in what looks like dried blood are the words, “Welcome to Hell.”
Valen takes a closer look at the fingerprints, looking for clues as to the nature of the vandals.
Rolls Investigation 17.
The fingerprints in the blood make it clear that the writing was drawn by a small clawed hand. The iron door’s paint work is recent, perhaps within a few years, and certainly not original. Valen concludes that the tomb might be inhabited by Kobolds.
“Kobolds, Dorn. Get up here but be careful of the tripwire.”
With care, Dorn climbs the stairs and joins Valen.
Does the door open inwards or outwards? D6, 1-3 inwards – rolls 2. Inwards.
Is the door easy to open? Even odds. Yes.
Is the door locked? Even odds. Yes.
Dorn pushes gently at the door and feels it move against his hand, inwards slightly, but then stops as it catches a bolt. It’s locked.
“Shall we try knocking?” asks Dorn.
Valen stares at him for a few moments, not sure if the man is joking, before saying, “Just break it open.”
Iron Door DC20 Strength check. Dorn casts Guidance spell on himself, gaining +1d4 on next ability check. Scores 22. Bingo!
To be continued...
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