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A 5E Solo Conversion
By Paul Bimler
CREDITS
Art credits:
Original Module by Merle M. Rasmussen
Conversion by Paul Bimler
Playtesting / Editing by: Paul Bimler
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s
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without the express written permission of Wizards of the Coast.
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Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
INTRODUCTION: AN ORIGINAL D&D SOLO!
This is a conversion of the First Edition this conversion preserves that playstyle.
Dungeons and Dragons adventure “Ghost You will not need a DM to run this
of Lion Castle.” Every now and then fans adventure. You will, however, need a
of solo D&D hear the complaint “D&D is copy of the original module, Ghost of
a social game! There are no solo Lion Castle, available on Dungeon
adventures.” Well here is proof to the Master’s Guild here:
contrary!
This is a Fifth Edition conversion of the https://www.dmsguild.com/product/1710
solo adventure “Ghost of Lion Castle”, 7/BSOLO-Ghost-of-Lion-Castle-Basic
originally written for 1st edition
Dungeons & Dragons. You will need to
own a copy of the OM of this adventure.
In here you will find everything you need Welcome to the world
to convert the game for solo 5th Edition,
including converted stat blocks and
of Sargon the Wizard!
detailed directions for running the
adventure. This adventure is copyright
Wizards of the Coast 1984. Due to LEVEL
copyright issues, I cannot reprint any text The original version of this adventure
from the OM in this document, hence the specifies that your PC be no higher than
necessity to move between the two Level 3.
documents. You will be moving between It so happens that if we convert this
this document and the 1e version. adventure more or less literally, (ie: using
This solo adventure was originally written the Fifth Edition versions of the monsters
for play without a dungeon master, and listed within) Ghost of Lion Castle ends
up being balanced for a level 5 PC using R5: MAPPING
Fifth Edition. You may also take 500 gp, One thing you might want to do is print
which you can spend on anything from out or copy the map shown on the inside
the equipment lists in the Player’s cover of the OM. You could also
Handbook). screenshot the map from the pdf version,
and drop it into a VTT.
MAPS
The maps you receive from the R6-7: FIGHTING MONSTERS /
tavernkeeper are found on p.33-34 of the INITIATIVE
OM. Use these as you see fit. You may Ignore these directions. Use Fifth Edition
want to screenshot them and drop them combat rules.
into a VTT.
R8: MOVEMENT
OPTIONAL RULE: Max HP As stated in the OM, we will only use
In our gamebook series (beginning with Fifth Edition movement rules while in
the Death Knight’s Squire) we introduced combat. When not engaged in combat,
the rule that a solo player can begin with move freely around. The rules on
Max HP, as well as any Constitution throwing items and food at monsters are
bonuses. This enables your character to be interesting, however, and you may
a little less squishy. employ these if you wish.
Alternately, you can ignore the Max HP
rule and use the Healing Surges rule R9: OPTIONAL MORALE RULE
given on p.266 of the Dungeon Master’s Run the adventure with this if you feel
Guide. like it. It will add an interesting twist to
your quest and may make your character
COMBAT CHECKLIST live a little longer!
In many places in the adventure, the
Combat Checklist is mentioned, which is a R10-13: VARIOUS COMBAT ISSUES.
sequence printed on the inside back cover. You may ignore all this. Follow normal
Ignore this, and simply use 5e Combat 5e combat rules.
Rules.
R14: WANDERING MONSTER
ENTRIES R1-R2 ENCOUNTERS
Read through these entries. They all There is a converted Wandering Monster
apply for this 5e conversion. table found here.
R18-19: Ignore.
Brass Dragon
12 106 -
Wyrmling
19 Carrion Crawler 37 -
20 Gelatinous Cube 242 -