SOLUS
An OD&D Solo Supplement
by Chaoclypse
Introduction Threads/Elements
This zine covers procedures and my In addition to journalling/note-taking, it is
house rules for solo-ing OD&D. useful to maintain a Threads (goals,
plots) and Elements (characters, items,
While there is a primary focus on OD&D, groups) list.
the procedures here are largely cross-
compatible with any old-school game. These lists help keep track of your world
in a convenient and easily digestible
fashion.
Tools
Entries in bold are highly recommended. Heroic Rules (Optional)
• OD&D (LBBs or retro-clone) • PCs can heal up to 2 HP after each
• AD&D DMG 1e combat by binding wounds. This only
• &&&&&&&&Treasure applies to damage applied that
combat.
• Monster & Treasure Assortment
• PCs deal damage in HD.
• Old-School Armory
• Left-over damage by PCs can be
• Sandbox Generator transferred to other targets.
• The following chart is used for all
damage conversion.
Attribution
d6 + mods Damage
Written by Chaoclypse.
≤1 0
Reaction roll adapted from BECMI. 2-3 1
Yes/No Oracle adapted from 4-8 2
Solo Dungeon Crawler’s videos. ≥9 4
Optional Heroic Rules adapted from
Scarlet Heroes.
Monsters Appearing adapted from
Delta’s DND Blog.
Combat Bonus and Funerals adapted
from Luke Gearing’s OD&D games.
Death Encounters
Characters are unconscious at 0 HP and A staggered encounter list such as the
can reach a negative HP equivalent to following is used during exploration of
their level. (Example: A level 2 character uncharted territory:
can reach -2 HP and still be unconscious.)
Any further damage kills the character. d20 Encounter
1-6
Combat 7-10
11-14
Instead of the Combat Matrix, characters 15-17
have a Combat Bonus. This is added to 18-19
the enemy’s AC along with any other
modifiers — a 20+ is a hit. 20 Random Encounter
On rolling a 10, roll for a random
Level Fighter Cleric/ Magic- encounter based on the dungeon level/
Thief User terrain.
1 +2 +1 +1
On rolling on an empty entry, roll for a
2 +3 +1 +1 random encounter based on the dungeon
3 +4 +2 +1 level or generate a creature and fill the
entry in.
4 +5 +2 +2
5 +6 +3 +2
6 +7 +3 +3 Monsters Appearing
For dungeons — Base is 1d6. If the level
Funerals difference is 1 or more, refer below.
Dead PCs can be returned to the surface Level Multiply/Divide
where funerals can be held for them. Difference
Depending on the extravagance of the 1 2
funeral, the spirit's XP can be transferred 2 4
to living souls at a rate of 1 GP = 1 XP.
3 8
If returning to the site of a dead PC in 4 16
future delves, there is a 2-in-6 chance that
the body is no longer there. 5 32
Found bodies have a 2-in-6 chance of For deeper dungeon levels, roll the
having been thoroughly looted. indicated multiple of dice and add.
For lesser dungeon levels, roll one die
and divide by the indicated number,
rounding up on a fraction of 0.5 or more
(minimum 1 monster).
Common modifiers:
Reactions
No common language: -2
Roll reactions when the encounter is Using surprise to parley: +1
about to make their first action, or when Trading desired items: +1
parley is attempted before the Applicable background: +1
encounter's first action. Notably stronger: +1
Notably weaker: -1
Friendly factions: +2
Unfriendly factions: -2 Optionally, if unclear whether a party is
notably stronger/weaker, compare the
Faction bonuses persist during parties' total HD — a difference of 4+ is
negotiation rolls. notable. (Not a hard rule — this does not
account for special abilities.)
2d6 Reaction
2 Immediate Attack Restocking
3-5 Hostile, roll again*:
2-8: Attack When returning to the dungeon, roll to
9-12: Uncertain, roll again*: check whether each room has been
2-5: Attack restocked.
6-8: Leave
9-12: Friendly Roll twice and take the lower if you
6-8 Uncertain, roll again*: haven’t been in the room for 2 delves or
2-5: Attack more, or if it’s a particularly volatile area.
6-8: Negotiate, roll again*:
2-5: Attack d20 Encounter
6-8: Leave
9-12: Friendly 1-4 Monster
9-12: Friendly 5-6 Treasure
9-11 Possibly friendly, roll again*: 7-8 Monster + Treasure
2-5: Uncertain, roll again*:
2-5: Attack 9-20 Nothing
6-8: Leave
9-12: Friendly
6-12: Friendly
12 Immediately Friendly Traps
* Wait 1 round, adjust with speaker’s PCs have a base 1-in-6 chance each of
Charisma and other modifiers before noticing a trap. This can be modified via
rolling again. Wisdom and/or background. There is
always at least a 1-in-6 chance of notice.
When triggering a trap, there is a 2-in-6
chance for it to actually be triggered.
After going through a trapped area, PCs
will be aware of the trap, regardless of
whether they triggered it.
Treasure Backgrounds
d20 Background
If applicable in the wilderness, simply
assume a “dungeon level” of 4. 1 Alchemist
2 Shepherd
Magic items can be generated with any 3 Soldier
book or supplement of your choice. 4 Farmer
Recommendations include Monsters &
Treasure, AD&D 1e DMG and 5 Sage
&&&&&&&&Treasure. 6 Thief
7 Smith
Method 1 (Recommended) 8 Merchant
For quick and easy treasure generation, 9 Gravedigger
when treasure is found the value equals 10 Mercenary
d20*Dungeon Level*100 gp.
11 Priest
If over 500 gp, there is a 2-in-6 chance 12 Hunter
these are found in gems (500 gp per) 13 Pilgrim
instead of gold coins. The excess gp is in
gold coins. 14 Actor
15 Druid
A roll on the d20 equal to or lower than
the Dungeon Level means an additional 16 Librarian
magic item is found. Magic items can 17 Sailor
stack.
18 Spy
Method 2 19 Scribe
When there is a room with treasure, 20 Butcher
determine the treasure details via Monster
& Treasure Assortment.
A roll of Level*5 or lower on the d100
indicates an additional magic item.
(1-5 on Level 1, 1-10 on Level 2, etc)
Like Method 1, additional magic items
can be stacked.
Oracle
Rolling low yields a "yes" result, and rolling high yields a "no" result.
Try to frame the question so "yes" is more beneficial. If this is tricky, frame the question so
"yes" is more interesting.
Probability Chance Answer (Yes) Answer (No)
Very Likely 5-in-6 Yes (1-3: and) No, but
Likely 4-in-6 Yes No, because
50/50 3-in-6 Yes No
Unlikely 2-in-6 Yes, because No
Very Unlikely 1-in-6 Yes, but No (4-6: and)
On a result of 6, roll another d6. On a 1-2, a random event is triggered.
Threads/elements can either be chosen or randomized.
d6 Random Event
1-2 Advance Thread
3 New Thread
4-5 Change Element
6 New Element
Note that after a random event is triggered, no additional random events can be
triggered until a PC has acted.
At the end of each scene/session, remove irrelevant threads/elements.
Situations
11 Betrayal 41 Broken
12 Guidance 42 Survival
13 Destruction 43 Tragic
14 Warning 44 Conflict
15 Loss 45 Separation
16 Victory 46 Revenge
21 Chase 51 Enlightenment
22 Transformation 52 Trickery
23 Corruption 53 Return
24 Fate 54 Friendship
25 Hunt 55 Feud
26 Ascension 56 Lucrative
31 Corruption 61 Personal
32 Obtainment 62 Fortune
33 Sacrifice 63 Curse
34 Retreat 64 Honor
35 Surrender 65 Guilt
36 Temptation 66 Defense
Descriptors
11 Abundance 41 Abandoned
12 Primitive 42 Strange
13 Sacred 43 Stark
14 Powerful 44 Damaged
15 Weakness 45 Conflicted
16 Illusory 46 Hospitable
21 Mysterious 51 Concealed
22 Corrupted 52 Imposing
23 Unyielding 53 Desolate
24 Protected 54 Menacing
25 Grim 55 Diseased
26 Horrific 56 Profane
31 Beautiful 61 Prosperous
32 Temporary 62 Hopeful
33 Ruined 63 Burden
34 Opulent 64 Problem
35 Shining 65 Knowledgeable
36 Natural 66 Connected
Dungeon Generation
Corridors Rooms
Each corridor is 3d6 squares in length Size: d6 x d6 squares
and 1 square wide.
On a 6 on either die, roll a d6 and add it
Each d6 indicates a section of the to both results. (This is not cumulative.)
corridor.
Minimum of 2 squares per side.
d6 Section
1-3 Nothing 2d6 Room Doors
4-5 1 Door 2-3 Secret Door
6 2 Doors 4-7 1 Door
8 None
d6 Corridor Door Location 9-10 2 Doors
1-3 Left 11-12 3 Doors
4-6 Right
d6 Room Door Location
On getting doubles on the section dice, 1-2 Front
check the doubles value: 3-4 Left
5-6 Right
d6 Doubles
1-3 Feature 2d6 Room Content
4-5 Trap 2 Empty
6 Monster 3 Treasure
In addition, on getting triples, treasure is 4 Monster + Treasure
found as well. 5 Empty
For the corridor end, roll 2d6: 6 Empty
7 Monster
2d6 Corridor End 8 Special
2-3 Stairs to Lower Level 9 Trap
4 Cross Intersection 10 Monster
5 T Intersection 11 Trap + Treasure
6 Left Turn 12 Special
7 Dead End
8 Right Turn On anything but a Special, roll a Feature.
9-11 Door
12 Stairs to Higher Level
Doors Features
2d6 Door Types d66 Feature
2 Living Door (roll reaction)* 11 Corpse Pile
3 Trapped Door (See Traps)* 12 Guano
4 Wooden Door 13 Preserved Bodies
5-6 Stuck Wooden Door 14 Bloody Stains
7 Open Doorway 15 Broken Weapons
8-9 Locked Wooden Door* 16 Graffiti
21 Webs
10 Portcullis
22 Pool
11 Locked Portcullis*
23 Urns
12 Locked Metal Door*
24 Scorch Marks
*Locked, Trapped, Secret & Living doors 25 Rubble
indicate a 3-in-6 chance of additional
treasure if it leads directly into a room. 26 Burnt Torches
31 Moss
d6 Door Leads To 32 Crude Scrawlings
1-4 Room 33 Set-Off Trap
5-6 Corridor 34 Statues
35 Altar
2d6 Secret Door 36 Chains
2-4 Complex mechanism 41 Wall Cracks
5-6 Illusory wall 42 Scratch Marks
43 Ruined Furniture
7-9 Hard to tell from wall
44 Vines
10-12 Hidden within, behind or
through Feature 45 Skeletons
46 Mushrooms
51 Bedding
Edge Cases 52 Torture Equipment
For rooms that don’t fit, shorten the 53 Bookshelves
offending side(s). 54 Recently Excavated Area
55 Dark Area
For interrupted corridors or doors that
enter areas that have been explored: 56 Alcoves
61 Mirrors
d6 Corridor Interruption 62 Campfire Remains
1 Dead End 63 Half-Eaten Food
2-4 One-Way Door 64 Carved Symbols
5-6 Secret Door 65 Tiled Walls
66 Pentagram
Specials
d66 Special Description
11 Body Exchange Two daises. Exchanges souls of two living beings.
12 Emergency Portal Teleports to the exit of the dungeon. One-way.
13 Oracle Grants truth to a single question, once per delve.
14 Ritual Room Demon surrounded by 4d6 undead cultists.
15 Gaping Maw Sentient. Stairway to d3 levels below, if friendly.
16 Tavern Roll for inhabiting creatures. Possible respite.
21 Alchemist’s Laboratory Requires ingredients from specific species.
22 Monster Spawner Generates monsters. Roll for which.
23 Map Room Reveals hidden treasure d6 rooms away.
24 Barber-Surgeon Heals in exchange for living, restrained subjects.
25 Sacrilegious Altar L2 clerical spell for 10HD of monsters sacrificed.
26 Human Camp Adventurers or bandits: based on reaction roll.
31 Carved Spells Reading inflicts, then grants, a random L2 spell.
32 Corpse Pit 2-in-6 chance of treasure. Save vs poison.
33 Frozen Body Cryogenically frozen L5 monster. Can be thawed.
34 Gorgon’s Lair Crumbling stone. Home of a Medusa.
35 Madman Has lived here for too long.
36 Forge Blacksmith upgrades weapons to +1 for 2000gp.
41 Slime Pool Treasure within. 4-in-6 chance of gelatinous cube.
42 Ethereal Voices Gives a clue of the dungeon’s denizens.
43 Teleportation Portal To any explored room in level below. 2-way.
44 Archive In a forgotten language. Provides rare insight.
45 Throne Room 3000 gp of cursed treasure.
46 Fungi Network Sentient. Communicate using mycelium.
51 Silent Room No noise passes through here.
52 Overseer’s Chambers Home of a faction leader. Roll for which.
53 Duplication Machine Requires 14+ Int. 2-in-6 chance of explosion.
54 Stitched Bodies 4 random encounters. Stats combined.
55 Blessing Well Bottomless. Protection from Evil, 100gp per turn.
56 Museum Rare antiques. 2d6x100gp worth. Fragile.
61 Sentient Ruins Telepathic. Wish to be rebuilt. Witnessed much.
62 Overgrown Plants Living vines. d6 corpses within, possible treasure.
63 Giant Spider Nest 3d6 eggs, rare silk. 2-in-6 chance Mother’s here.
64 Merchant Sells and purchases regular items. May give quest.
65 Prison d6 creatures chained within.
66 Combine Roll 2d66, combine. Reroll duplicates.
Traps
2d6 Trap Type
2 Charm
3 Sleep Gas
4 Darts
5 Magic (Random L2 spell)
6 Sloping Passageway
7 Pit
8 Wolf Trap
9 One-Way Door
10 Illusion
11 Quick-sand
12 Poison