5E Solo Gamebooks - The Solo Adventurer's Toolbox.pdf

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The Solo
Adventurer’s
Toolbox
by PAUL BIMLER
CREDITS:
All text by Paul Bimler
Art by William McAusland, Jenna Fowler, Joseph G., Robert Scott, Johann
Jaeger, Kaitlynn Peaver, Tom Prante, Neoccaos, Matej Cadil, Jonas Olsen
Playtested by: John Todsen, Kristina Chun,
Timothy Arthur, Nathan Voss, Scott Niedjela, Jay Davies
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’s Guide,
D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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TABLE OF CONTENTS
Chapter 1: Introduction……………...……………………….4
Chapter 2: Unique Question/Answer Mechanic...………….11
Chapter 3: Travelling/Camping/Arriving in Settlements....13
Chapter 4: Wilderness Encounters…………...……………..22
Chapter 5: Urban Encounters……………….………..……..26
Chapter 6: Dungeon Encounters………………...………….31
Chapter 7: Quest Generator…..……………...…………...…36
Chapter 8: Random Dungeon Generation……………...…...40
Chapter 9: Random Wilderness Generation………………..57
Chapter 10: Merchants & Shopping…………………..…….81
Chapter 11: Downtime Activities………………………..….87
Chapter 12: Roleplay in the Solo Format…………………...95
Chapter 13: NPC Generator..……………………...………...98
Chapter 14: Story Element Interaction Tables……..……..104
Chapter 15: What Do The Monsters Do?...............................112
Chapter 16: Monster Encounters For The Solo PC…..…..115
Chapter 17: Loot Tables……..…………………………….152
Chapter 18: Example Gameplay Session……………..……157
CHAPTER 1
Introduction
This book was written with the intention of
providing a comprehensive method for
playing D&D without a dungeon master.
Some might argue this goes against the
spirit of the game. I strongly disagree.
Some of the first D&D products came with
solo adventures included, to help beginning
players learn the basics of the game. So
that’s one use for a solo adventure. Another
is that not all players can find a game. Some
may live in a remote town where they are
the only person interested in D&D, or they
may simply not know how to go about
joining a group. Also, there are many long-
suffering Dungeon Masters who seem to
always be the ones putting their hands up
to run the game. This book was written for
them, probably more than anyone else!
The contents menu on the left-hand side of
this pdf (access it now by clicking the
bookmarks tab:
) is how you will
navigate between the many tables and
th
resources in this book. Eventually, you will
become familiar with where the tables you
like to use are and will know how to get to
them quickly. Adapt this menu as you see
fit.
Within these pages, you will find a wealth
of resources to help you enjoy detailed,
immersive solo adventures. There are
random encounter tables, quest and
encounter generators, urban and wilderness
encounter tables, merchant tables,
instructions about travel, downtime
activities, and much more. Using this
supplement and a simple question/answer
mechanic, you can enjoy hours of DM-less
play using the 5th Edition system.
Over the years I have developed my own
style of solo play which involves the use of
a question/answer mechanic (Mythic GM
Emulator), random dungeon generation
tables (from the DMG), loot tables (also
DMG, as well as a number of resources
from DM’s Guild), encounter tables (DM’s
Guild / several useful websites) and a
number of tools of my own.
That’s a lot of different resources to access
in one session. The idea came to me
4
recently that a collection of all such tables
could be gathered into one product.
But obviously, creating tables for
everything that your PC might encounter
during a solo play session is a big task!
Crafting my own versions of the tools I’ve
been using has taken a while.
Some of you who are experienced with this
style of play will use the tables you want
from this product and add other tables of
your choosing to accentuate
your adventures.
This is highly
encouraged. This
book has been
designed as a
catch-all, but if
you feel
something is
missing please let
the author know
through DM’s
Guild. That way,
subsequent
revisions can be
even more
comprehensive, based
on your input! The idea is
that you should be able to
generate all of your
adventure elements just
using this supplement, and
I certainly don’t pretend
like I’m going to be
able to think of
everything the first time.
Also, don’t overlook the
Dungeon Master’s
Guide.
Within its pages, you will find a
wealth of resources for solo adventuring.
Suggestions are given throughout this book
as to how to use the mechanics, tables and
generators to facilitate your solo play, but
in reality, you can use the resources you
find in here however you want. There are
no firm rules. You may decide to use the
whole book, but
choose
encounters rather
than rolling for them - that’s fine.
You may choose to use Chapter
14, (the Story Element
Interaction tables), in
conjunction with
Chapter 2 (the
question/answer
mechanic), and nothing
else, and that’s fine
also.
Simply think of this
book as a collection of
resources that
hopefully contain
some (and maybe all)
of the resources you
need for a satisfying
solo experience. If
you have a copy of
Dungeon Master’s
Guide
and the
Player’s
Handbook,
these will
be extremely useful
resources.
How To Use This Book
Spend a few minutes now to skim through
the whole book, taking in the basics of each
chapter. You’ll probably discover that some
of the chapters and systems will be suited
to your style of play, and in other instances,
you will have your own systems that you
prefer to use instead. The final chapter
contains an example of gameplay using the
mechanics in this book, which would be
ideal to read after your skim-through. You
might find that useful, to put everything
into context.
Solo Adventuring
Within D&D
When the Red Basic Box was issued back in
the early 80s, I vividly remember playing
through the little dungeon that served as
the intro to the
Player’s Handbook.
I was in
my sister’s apartment / flat with
Thompson Twins and Billy Idol playing in
the background, and making maps in my
school maths book. What a great
experience, rolling those light blue dice
which were so different and cool, defeating
monsters and exploring dungeons!
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