5E Solo Gamebooks - The Dead Dont Sleep.pdf

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TOOLBOX SOLO QUEST A1: The Dead Don’t Sleep
QUEST HOOK: The Dead Don’t Sleep
Noises from the local graveyard have everyone spooked. In addition to that, graves and tombs have been
found emptied, the corpses missing! The mayor asks you to go and investigate. He asks that you do this out of
the goodness of your heart - he may have a lead on another quest for you, should you succeed.
INTRODUCTION
This is no ordinary quest, but a solo quest
framework. It consists of generators and tables that
serve to navigate the adventure in many different
directions, effectively taking the place of a GM. For
this reason, no two run-throughs of this adventure
can possibly be the same. If you have used our
product The Solo Adventurer’s Toolbox, you will
already have some idea of what this involves. If not,
you could perhaps pick yourself up a copy of that
book in order to get familiar with the style of solo
adventuring contained herein.
This quest can be played by 1 PC of level 1-20, or 2
PCs of level 1-15. This framework could also be
used by a DM to run an adventure for 1 or 2
players. A copy of The Solo Adventurer’s Toolbox is
recommended for running this game, but is not
essential. Although the game could be run without
it, concepts and tables from that book are
referenced throughout this adventure supplement.
Encounters are organized by PC level, and split into
two categories: Easy/Moderate and
Challenging/Deadly. Directions within the
adventure generation tables will tell you which
column to reference. When rolling to generate the
encounter, the higher you roll, the more deadly the
encounter.
During this quest, you will gather clues, generated
by the Clue Table (found later in this document).
Whenever you find a clue, there will always be a
letter associated with it. Take note of the clue and
the letter. Near the end of the quest these clues will
determine what has caused the disturbance, and
also the nature of the final encounter/boss fight, so
keep careful note of these clues. Make a field named
“Clues” and reserve it for noting these.
The beauty this system is that you can play as a
Level 1 PC, or as a Level 20 PC. The framework will
remain the same, but the encounters will scale
according to your level.
Use Q/A rolls, Mythic, or the Verbs Table (Toolbox,
p107) to ask questions about each location and
story aspect, furnishing more details on the clues,
rooms, and adventure in general.
PREPARATION
As this quest system (and solo play in general) is
quite challenging, take max hp for every level of
your PC. Also, make sure you stock up on healing
potions!
STORYLINES
Don’t just go from combat encounter to combat
encounter - pay attention to items, encounter
details, and everything in your story. It is all worthy
of attention and exploration. Treat everything as a
potential storyline, and get into the detail.
ROOM SIZE & EXITS
When determining the size of a room, roll a d4+2.
Multiply that number by 10. That is how large each
side of the room is. Roll a d4 for the number of
exits. If monsters are present, roll a d8 to determine
how many squares each is from your PC.
QUEST SIZE
Use the following table to determine how many
locations are contained in the quest, based on how
long you want to play for. Alternately, just go as
long as you feel like, or trigger the final encounter
when you feel it makes sense.
QUEST LENGTH TABLE
I WANT A...
Short quest
Middle-length quest
Long quest
# OF LOCATIONS (Roll)
d4+4
d6+6
d6+8
ADVENTURE GENERATION TOOLS
What follows are tools for generating the adventure/dungeon. These are based on the dungeon generation
tools found in The Solo Adventurer’s Handbook, but are specifically tailored towards this adventure, and give
unique flavour and encounter ideas. Enjoy!
STARTING AREA TABLE
d4
1
2
AREA
An old tomb with the door left open. Inside the tomb are stairs leading down.
25% easy encounter. Roll once on Clues Table.
The gravedigger’s shed has been ransacked. There is a trapdoor in the floor, and a
room below. Roll once on Clues Table.
A deserted clearing in some trees, in the midst of the graveyard. Has a sacrifice or
ritual of some kind gone on here? There is a nearby hole in the ground. Roll once
on Clues Table.
Several empty graves. Bodies are missing from the coffins within. One grave goes
very deep, all the way down to what looks like a passage. Roll once on Clues
Table.
LEADING TO
D4
1: Passage, 2-4: Room
D4
1-2: Passage, 3-4: Room
D4
1-2: Passage, 3-4: Room
3
4
Passage
PASSAGE TABLE
d12
1
2
3
4
RESULT
Passage continues d4 x 10 ft and ends in a door.
Passage with alcoves all along, each containing a space for a coffin.
Coffins are empty.
Passage has door to the (d4) 1-2: left, 3-4: right.
Passage has stairway to the (d6) 1-2: left, 3-4: right, 5-6: straight
ahead.
Passage is littered with bodies. Something bad has happened here.
Bodies are (d4) 1-3: Rotten corpses, 4: Recently dead.
Passage has a (d4) 1: left side passage, 2: right side passage, 3: T-
junction, 4: 4-way junction.
Passage ends in an open entrance to a room
Passage dead ends
You come face to face with an undead monster as it rounds a
corner. Passage bends (d4) 1-2: Left, 3-4: Right
Passage with plaques all along, inscriptions to people buried here,
or gods. This area may be cursed/trapped.
Passage with random architecture/feature. Reroll if result not
appropriate.
Passage turns (d4) 1-2: left, 3-4: right.
Go To
Doors table
25% Easy encounter. Roll again on
passage table. 50% clue.
Doors table
Stairs table (if you take the stairs). 25%
clue
50% easy encounter, 25% challenging
encounter. (Roll easy first, then hard. If
hard comes up, cancel easy encounter).
50% clue
Passage table
Room table
50% Secret door to a (d4) 1-3: Room, 4:
Passage
d6. 1-4: Easy encounter, 5-6:
Challenging. 25% clue
50% Challenging encounter, 50% trap,
50% random event (use Verbs Table or
Keyword Table) . 25 % clue
Roll on Random Architecture/Feature
table (Toolbox p50). 25% clue
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DOORS TABLE
d10
1-3
4-5
6-7
RESULT
Stone door, leads into a room
Wrecked wooden door, hanging off its hinges, leads into room
Archway, leads into (d4) 1-2: Passage, 3-4: Room
Wooden door, banded with iron. 25% locked. DC 15 to pick. Can
smash (AC 14, HP 30) but if so then 75% Easy encounter (attracted
by noise)
Trapped stone door. DC 15 perception to find trap. If trap disarmed /
avoided / triggered, roll d4 to determine what’s on the other side. 1:
Passage, 2-4: Room.
Locked stone door, secured with a puzzle. A DC 14 intelligence check
will enable the puzzle to be solved and the door unlocked. Opens into
room.
Go To
Room table
Room table
25% trapped. Go to Traps table
(Toolbox p51)
Leads into Room. 25% Challenging
encounter. If door locked, 50% loot.
Use Toolbox hoard table (Toolbox
p151)
Go to Traps table (Toolbox p51)
Passage or Room table
50% Loot
Use Toolbox hoard table (Toolbox
p151)
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10
STAIRS TABLE
d8
1-3
4-6
7
8
RESULT
Down one level to a room
Down one level to a passage
Up one level to room
Up one level to passage
Go To
Room table
Passage table
Room table
Passage table
ROOM TABLE
d10
1
RESULT
GO TO
This appears to be a chapel of some kind, to a particular god, perhaps
25% easy encounter. Religion check
worshipped by someone buried here. They wanted their god to watch DC 18. If successful, gain 1 inspiration.
after them in the afterlife.
(one check only)
There are multiple corpses in here, all in various states of mutilation.
The stench is horrific.
DC 15 con check or take one level of
exhaustion for next 10 minutes
(disadvantage on attack rolls & ability
checks).
25% challenging encounter. 50% loot.
Roll on Toolbox hoard table (p151), or
DMG hoard.
10% guarded by a construct.
25% Challenging encounter
50% easy encounter
The smell of burnt flesh lingers on the
air.
DC 10 Stealth check as the
participants are preoccupied. Could be
cultists or powerful undead
(Challenging encounter)
50% easy encounter
50% trapped (to capture/deter
thieves). Use Keywords or Verbs Table
for more detail.
25% easy encounter.
What was that you just heard?
Moaning, crying of some kind?
50% clue.
25% chance suit of usable (d6)
1: Leather armour, 2: Studded leather
armour, 3: Chain shirt, 4: Scale mail,
5: Half-plate, 6: Chain mail
What was this creepy place once used
for? Strange stains and marks all over
this room.
Can you hear someone singing a
lullaby, as if from very far away?
50% clue
25% easy encounter
25% clue
2
3
4
5
6
7
This room is empty apart from a sarcophagus on a pedestal. This
appears to be a grand crypt for a noble or high priest.
Anteroom to a burial chamber.
Divination room, possibly used in rituals to contact the dead for
guidance, as in a seance.
Storage room for supplies to prepare the dead for burial or cremation
Cremation chamber
There is a ritual of some kind in progress! Either cultists or undead
are invoking some sinister, ancient rite...
Discover 1 clue.
Workshop for embalming the dead
Nondescript empty/ruined room
Simple tomb. Several commoners interred here.
Dark, moldy room. Water drips from above.
This room contains a multitude of coffins, all unmarked, no names.
Each bears a single word: “Murderer,” “Blasphemer,” “Thief,”
“Fraudster.” It appears these were all once criminals.
This tomb obviously belonged to a warlord. There are suits of armour
on stands around the room, as if standing guard, and weapons on
racks around the wall.
Strange hexagonal room. There is a drain at the centre and the floor
slopes down towards it. There is an altar on the far wall.
A tomb dedicated to small children. There are childish, sweet murals
on the wall.
This room has a cupboard filled with musty old robes. Perhaps this is
where priests dressed themselves to prepare for burial rituals?
This appears to be a workshop where stone and wooden coffins of
varying quality are made.
There is a chasm in this room, leading to… who knows? A burning,
rotting smell wafts up from below.
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