5E Solo Gamebooks - Tables of Doom.pdf

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Tables Of Doom:
5e Solo Adventuring
 
Two Short Solo Quests
& A Unique Solo Play System
for Dungeons & Dragons (fifth edition)
by PAUL BIMLER
 
 
CREDITS:    
All  text  and  maps  by  Paul  Bimler  
Art  by  William  McAusland,  Patrick  E.  Pullen,  Awful  Good  Games,    
Sawan  Kumar  Pandey,  Matt  Morrow,  Jacob  E.  Blackmon  
 
Playtested  by:    
Roddy  Presley,  David  Bond,  Shayne  Rodrigues,    
James  Svoboda,  Adrian  Aguirre  Riofrio,  Luis  Miguel  Garcia  Romero  
 
 
 
 
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
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©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
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TABLES OF DOOM: GM-LESS ADVENTURING!
Welcome to a new system of solo gaming. This
book contains the framework for two short solo
quests designed for level 2 PCs. By “framework”,
I mean that within each quest you will find a
backstory and the basic goal of the quest, as well as
rooms / passages / loot / clues / monsters / traps /
NPCs that you
might
encounter along the way.
How and when you encounter those facets is
determined by dice rolls, making every quest
completely different, even when you replay the
same quest. This will become quickly clear as we
play, so let’s get straight into it.
Those of you who have played my gamebooks
“The Death Knight’s Squire” and “Tyrant Of
Zhentil Keep” will be familiar with some of the
styles of play here, such as the combat sheets. But
those are gamebooks. Overall, this book contains a
much looser, free-form style of solo play, a little
lighter on details but hopefully not on the
enjoyment factor.
Once you have read the backstory and Entry 1,
you will begin to roll for locations. The location
table is the first thing you will see in the quest.
Every time you encounter a new location, you will
deduct a point from your Questability until it
reaches zero. Then you will arrive at the quest’s
penultimate encounter – the Big Bad Evil Guy,
final showdown, whatever. Narrative text entries
will guide you through that last encounter.
SEQUENCE OF PLAY
This style of solo play is largely made up of
randomly generated locations and effects. What
follows is the sequence of play for the Tables of
Doom system, with explanations of each step.
1: Choose whether you are entering your
next location with stealth or checking for
traps (or neither).
Are you entering with stealth? If
successful, this will allow you to make a
surprise attack on any enemies. The DC is
the passive perception of the monster
within the location. Keep in mind that
choosing this option leaves you open to
triggering a trap.
Are you checking for traps? This allows
you to potentially disarm or avoid a trap,
but removes your ability to make surprise
attacks.
You can only choose one of these.
2: Roll for your next location on the
location table. Turn to the appropriate
map.
When leaving a location and progressing to a new
one, decide which exit to leave by – north, south,
east or west. The location table at the start of each
adventure will show you how to determine your
next location. Don’t worry if you get the same
location twice within a quest – simply treat that as
a different room that happens to have the same
shape. However, I’ve tried to include enough
variation that that shouldn’t happen too often.
3: Deduct 1 Questability point.
Questability is a stat unique to this play system.
More on this later. It is included here for ease of
reference.
4: Roll for the facets listed on the map,
then on their sub-tables.
The facets are as follows: CLU E,
ENEM Y, LOOT, RANDOM , SD, TRAP.
After viewing the facets for that map (listed on the
map itself), you will need to make some D12 rolls,
one for each facet. If any of your D12 rolls equals
or exceeds
the facet
score,
then that element
exists in that room.
If none of your D12 rolls
exceed the facet score, then treat it as an empty
passage or room and progress to the next location,
thanking the gods for keeping you safe. Still
deduct a Questability point, though. Map roughly
as you go – it helps you to keep track of where
you’ve been. You could also keep notes on the
adventure and later use the dungeon you generate
as a campaign for multiple players, adjusting
monster numbers accordingly!
The first facets to encounter are ENEMY, TRAP
and RANDOM. If one of those exists within a
location, you will need to resolve that first before
proceeding to another facet. If more than one of
those exists (e.g. you might roll for ENEMY and
TRAP and get both) then you will need to roll on
sub-tables to determine their timing.
5: Roll for trap location if appropriate.
There is a sub-table which determines where on the
map the trap is situated. This will allow you to
determine when to encounter it.
6: Roll for random event timing if
appropriate.
A similar sub-table exists for random event timing.
progress to the Gremlin Combat Sheet and work
through the encounter as per the directions there.
After that, you may encounter loot, random
events… anything else that was rolled.
9: Proceed to the next location!
You are done with this location. Go back to Step 1.
GAM EPLAY EXAM PLE
7: Place token on map.
Based on your facet rolls, place your token
somewhere appropriate on the map. Where you
place it won’t make a difference to the effect the
facets have on you.
8: Encounter and resolve all facets.
As stated above, ENEMY, TRAP & RANDOM
take priority, so encounter those first. Consult
Trap timing table and Random Event table for
exact order. Unless otherwise stated, always deal
with enemies first.
SUB TABLES: Each facet has tables relating to
it. For example, if the ENEMY value for a
location is 8 and you roll an 8 or above, then you
move to the enemy table. Below is an example
enemy table.
ENEM Y TABLE (D10) Reroll for
repeats.
ROLL
1-3
RESU LT
Gremlins
NU M BER
Roll 1d4.
1-2 = 1 gremlin
2-3 = 2 gremlins
1 d4-1 per PC
(minimum 1)
2
1
1
Avriel rolled for his next location which resulted in
the map above. After deducting a Questability
point, Avriel rolled the D12 four times for each of
the facets and got 3, 11, 5, 11 for CLUE, ENEMY,
Let’s say you roll a 3. It’s gremlin time! You roll
to determine the number of gremlins, then
LOOT and RANDOM respectively. This placed
an enemy and a random event within this room,
Before rolling for his next location, Avriel of
Chronias, a dwarven barbarian, decided to search
for traps in the next location. He made a
preliminary investigation roll of 15, before even
seeing the map.
4-6
7-8
9
10
Manes Demon
Dretch
Quasit
Imp
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