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O EXPA NSION

SOL
v0.1

INTRODUCTION: I am the author of the Forbidden Lands solo


ruleset which appears in the official Book of Beasts expansion. This
document is effectively a “Director’s Cut”, gathering up the topics
that didn’t make it into the final version of the official solo ruleset
due to space constraints. No content from the official ruleset is
duplicated here – in other words, this document is not standalone
and requires the solo chapter from the Book of Beasts.

BY MATT KAY
STOCK PHOTO BY LINUS SANDVIDE

This product was created under license. Forbidden Lands and it's logo, are trademarks of Fria Ligan AB.
This work contains material that is copyright Fria Ligan AB and/or other authors. Such material is used with
permission under the Community Content Agreement for Free League Workshop.
All other original material in this work is copyright 2023 by Matthew Ryan Kay and published under the Community
Content Agreement for Free League Workshop.
CONTENTS
INTRODUCTION 1
THE BETA VERSION 1
SOCIAL MEDIA LINKS 1
1: ADVENTURERS EXPANDED 2
NEW PROFESSIONS 2
ADVENTURER GENERATION 4
EXPANDED ANIMAL
COMPANIONS 5
2: EXPANDED JOURNEYING 6
EXPANDED TRAVEL MISHAPS 6
NEW HUNTING TABLE 7
ALTERNATE WEATHER 8
3: SOLO COMBAT 8
INTELLIGENT NPCS 8
NPCS DON’T COUP DE GRACE 8
BEFORE INITIATIVE IS DRAWN 8
HOSTILE ENCOUNTERS 9
EXPANDING ADVANCED CLOSE
COMBAT 9
4: SOLO-FRIENDLY SITES 10
ON-THE-FLY DUNGEONS 10
SOLO CASTLE CREATION 11
5: CREATING SOLO SITES 12
APPENDIX: FUTURE PLANS 13
ADDITIONAL ENCOUNTERS 13
RAVENLANDS RUMOURS 13
SOLO STRONGHOLD
MANAGEMENT 13
SOLO WORKSHEETS 13
EXCEL TABLES FOR FOUNDRY 13

*
INTRODUCTION
When Free League contracted me to write the
official solo rules for Forbidden Lands, I was
limited with how much I could add due to page
constraint limits, as these things go.

When setting out to write the official rules, I


first added an outline containing all the sec-
tions I would ideally add, and then stripped
back the non-essential sections in order to
achieve a good, solid ruleset.

But I didn’t want to just ignore that cut con-


tent, and so the result is what you have here -
the “Director’s Cut” of the solo rules, if you
will allow the conceit.

THE BETA VERSION


This document is, however, not complete! I
have written this extra content, but not play-
tested it yet. I will be starting a solo actual play
campaign on my YouTube channel in the
summer of 2023 using the official solo rules
plus this expansion.

I also plan to fill blank space with artwork.

If you get the chance to playtest these rules


before they are complete, get in touch with me
on my Discord server (link below) or via email
(link) and I will add your name on the final ver-
sion of this expansion as a playtester.

SOCIAL MEDIA LINKS


I do a lot more than Workshop contentt for
Forbidden Lands! Here are the best places to
find or follow me:
❖ My Patreon
❖ My Discord server
❖ My website (shows current projects)
❖ My newsletter
❖ My YouTube channel (3 Skulls Tavern)
❖ My DTRPG publisher page

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❖ Rank 2: When rolling to endure cold (see
1: ADVENTURERS PHB p111), you automatically succeed if you
spend a WP. You can roll first and spend the
EXPANDED point if you fail.
❖ Rank 3: By spending a WP, you don’t need to
NEW PROFESSIONS eat or drink during one full day.

Two new professions have been added which are PATH OF THE DIPLOMAT*
made with specifically for solo play. ❖ Rank 1: You can spend a WP when speaking
with an NPC to improve your your standing
EXPLORER with them on the Helpful / Hazardous table
(BoB p172).
❖ Rank 2: When you MANIPULATE an
KEY ATTRIBUTE: Wits NPC to make him believe what you are
saying, spend a WP to reduce the number of
SKILLS: Move, Scouting, Lore, Survival, Insight successes required on the solo Social Inter-
NICKNAMES: Dawntreader, Seeker, Site- action table (BoB p177) by 1. If it is reduced
finder to zero, you automatically succeed.
COMPANION PROFESSIONS: Fighter, Hunter, ❖ Rank 3: When you successfully MANIPU-
Rider, Champion LATE someone, spend a WP to avoid doing
something in return (see PHB p99) and your
opponent also loses the ability to attack you.
What you are asking must still be reasonable
PRIDE
according to the GM’s assessment.
❖ You can make friends with anyone.
❖ You never lose your way. PATH OF LORE
❖ You’ve seen all the traps a ruin can throw at you. ❖ Rank 1: You have studied the ancient sites.
When you roll LORE to know more about
an Adventure Site, you can spend WP to buy
DARK SECRET additional successes. For each success, pick
❖ You are terrified of ghosts. one of the site’s random tables to roll on
before entering the site.
❖ You’ve never actually discovered anything,
it’s all an act. ❖ Rank 2: You keep track of recent events.
When you roll LORE to know more about
❖ You’re looking for a specific site for the an important NPC, you can spend WP to
Raven Sisters. buy additional successes. For each success,
you may gain the same number of positive
GEAR modifications when making social interac-
tions with that NPC.
Staff or Long Spear, two items from trade
goods, D10 Silver. Resource Dice: Food D8, ❖ Rank 3: Requires LORE 5. You have studied
ancient Artifacts. When you find an Arti-
Water D8, Torches D8.
fact, you can spend 1 WP to know its
Legend. If you spend 2 WP, you can also
PATH OF NAVIGATION* know any effects it has. There is no need to
❖ Rank 1: When you FORAGE, HUNT, or make a LORE roll.
LEAD THE WAY, spend a WP to succeed * The Paths of Navigation and Diplomat are currently
automatically. You can roll first and spend using the Path of the Forest and Path of Words.
the point if you fail. These will be tweaked in future revisions.

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SCOUT PATH OF FINDING
❖ Rank 1: When you KEEP WATCH while
hiking, spend a WP to succeed automatic-
ally. You can roll first and spend the point if
KEY ATTRIBUTE: Agilty you fail.
SKILLS: Endurance, Stealth, Move, Marks-
manship, Scouting
❖ Rank 2: When you make an opposed
SCOUTING roll to detect someone sneak-
NICKNAMES: Lone Wolf, Smoke ing up on you, you can spend WP to buy suc-
COMPANION PROFESSIONS: Fighter, Minstrel, cesses. Every WP spent adds a success to
Peddler, Rider your roll.
❖ Rank 3: You are on the alert, even when rest-
ing! When you KEEP WATCH over a camp
PRIDE and draw for a general encounter, spend a
❖ You can sneak up on anyone. WP to succeed automatically on the
SCOUTING roll. You can roll first and
❖ You can escape a fray no matter the odds. spend the point if you fail.
❖ You keep going when everyone else falls.
PATH OF HASTE
DARK SECRET ❖ Rank 1: When you FORCE MARCH, you
can spend 1 WP to succeed automatically on
❖ You once watched the Rust Brothers torture the ENDURANCE roll. You can only do
someone without intervening. this a number of days in a row equal to the
❖ You get very paranoid at night and in the dark. number of ranks you have in this Path. You
must then travel normally a number of days
❖ You enjoy luring people into traps. equal to how many days you pushed yourself
before using this rank again.
GEAR ❖ Rank 2: When you FLEE a combat, you can
Bow or sling, two items from trade goods, D8 spend WP to gain modifiers to the range
Silver. Resource Dice: Food D8, Water D8, modification table (PHB p89). Every WP
spent adds +1 to the range modifiers.
Arrows D8.
❖ Rank 3: You can push through Difficult Ter-
PATH OF SHADOWS rain by spending 1 WP per Quarter Day to
treat the Difficult Terrain as if it was Open.
❖ Rank 1: When you succeed with a SNEAK You can only do this for one day and must
ATTACK, you can spend WP to increase have a day of normal travel to use this path
damage. Every WP you spend increases again.
damage by 1.
❖ Rank 2: Spend WP to gain modifiers to the
stealth range bands. Every WP spent adds +1
to the range modifiers.
❖ Rank 3: You are a master of misdirection.
Spend 1 WP to create a subtle distraction.
Roll STEALTH with the d12 Artifact die. If
you fail the roll, you need to spend time to
improve your technique and can’t use this
rank again for D6 days.

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ADVENTURER GENERATION SCOUT FORMATIVE EVENTS
1. You were recruited by a wealthy pedlar, to
If using any of the solo professions, use the
pathfind and scout ahead of her merchant
D66 Profession table below instead of the one caravan. You scouted out the best routes,
on p15 of the L&A booklet. avoided enemy forces, and kept the caravan
safe.

D66 PROFESSION 2. You took part in an expedition to rescue a


village from bandits. You scouted the terrain
11-12 Champion
and enemy fortifications, finding hidden
13-15 Druid entrances and exits which allowed your village
16-22 Explorer to scour the land of their oppressors.
23-31 Fighter 3. You were taken prisoner by slavers but escaped,
32-36 Hunter using your knowledge of stealth and tracking
41-43 Minstrel to your advantage.
44-46 Peddler 4. You spent a year in the wilderness, learning
51-53 Rider how to survive and how to make the most of
54-56 Rogue
your limited resources.
61-63 Scout 5. You were part of a group of scouts tasked with
64-66 Sorcerer exploring a new region. You mapped out trails,
found sources of food and water, and staked
out potential battle sites.

EXPLORER FORMATIVE EVENTS 6. You were hired as a tracker and hunter by a


band of monster hunters. You tracked the
1. You encountered a dwarf who was searching monsters, but one monster proved too deadly
for his lost brother. You succeeded in tracking and you were the sole survivor, barely escaping
his brother, who had been taken as a slave. with your own life.
2. You discovered an abandoned tower, rumoured
to contain an ancient artifact, but found
CHAMPION FORMATIVE EVENTS
nothing but monsters inside.
Use the table for the Fighter on L&A p18.
3. You tamed a wild beast and it became your
loyal companion for a time, eventually dying at
the hands of a monster.
4. You stumbled across a mysterious ritual site,
where strange creatures were gathering. You
kept your distance and managed to escape
without being noticed.
5. You successfully navigated a treacherous
mountain pass, made even more difficult by a
sudden snowstorm. Your knowledge of how to
traverse the terrain in such adverse conditions
was put to the test.
6. You found a map in a ruin which led you to an
ancient, buried temple, filled with strange
symbols and an even stranger artifact.

4
EXPANDED ANIMAL KEEPING WATCH
COMPANIONS An animal companion is the perfect alarm
system in Forbidden Lands. When sleeping,
Animals can be excellent companions to a solo
your animal companion is considered to be
adventurer. The simplest way to handle them is
KEEPING WATCH even if asleep. Use the
to use the guidelines in the BoB Solo chapter.
animal companion’s SCOUTING skill to
However, additional rules are provided below detect an approaching threat.
for those who want a bit more. These have been
designed to compliment the Path of the Beast
RECOVERING EMPATHY
talent.
Your animal companion can help you recover
WITS or EMPATHY by making an Intuition
EXPANDED STATS
roll, instead of Performance.
Animal companions have the following addi-
tional stats to those found in the GMG pages
FEAR ATTACKS
126-127:
As animal companions now have a WITS value,
❖ WITS (used in Fear tests): 1 for very small
animals, 2 for medium-sized animals, and 3 they are also affected by Fear attacks.
for large animals.
❖ Scouting is recalculated from the given ADVANCEMENT
animal stats by subtracting the WITS value
above (i.e. a Dog with WITS 2 has a new Your animal companion has their own Experi-
Scout skill of 3). ence prompts that can be asked every morning
alongside your own prompts.
❖ Insight 2 (used like Performance to heal
your WITS or EMPATHY) ❖ Did you travel through at least one hex that
you had not visited before?
Animals always add the relevant Attribute score
to their skill rolls, but animal companions ❖ Did you help your master defeat one or more
monsters?
cannot push a roll as they don’t have any WP.
❖ Did you alert your master to a threat?
When they take damage, their relevant attrib-
ute is reduced. When Broken, a roll on the Crit- ❖ Did you help your master recover WITS or
EMPATHY?
ical Injury tables should be made, modified
with common sense to fit the animal’s ❖ Animal companions advance skills at the
physiology. Common sense dictates whether same rate as advised in the official solo rules
(BOB p168), though the only skills they can
certain talents or powers damage an Animal
advance are Melee, Endurance, Move,
Companion's WITS. Scout, and Insight.

HELP
Animal companions can help on any relevant
roll by providing 1 skill die.

5
2: EXPANDED JOURNEYING
EXPANDED TRAVEL MISHAPS

LEAD THE WAY MISHAPS


HILLS & PLAINS & MARSHES & SEA &
CARD MOUNTAINS FORESTS QUAGMIRES RIVER*
2 Severe weather
3 Thick fog
4 Torn clothes
5 Blocked terrain
6 Lost (no progress)
7 Lost gear (random)
8 Wild animal attack
9 Wasps’ nest Mosquito swarm
10 Crevasse Sinkhole Quicksand
J Landslide Strangling Vine (GMG p118) Whirlpool
Q Unstable Ground Flash flooding Overboard
K Whiner nest (GMG p69) Saurian grounds Leak
A Ancient tracks Grounded
* If a river is frozen in winter, its terrain is considered the same as that beyond its shores. Roll for a
mishap on the corresponding table.

MAKE CAMP MISHAPS


CARD WINTER SPRING & AUTUMN SUMMER
* If a river is frozen in winter, its terrain is con-
2 Spoiled water
sidered the same as that beyond its shores. Roll for
3 Rotten food
a mishap on the corresponding table.
4 Uncomfortable campsite
[Make Camp
5 Mishaps Table] Sever weather
[Foraging6 / Hunting / Fishing Mishaps] Broken gear (random)
7 Lost gear (random)
[New Hunting Tables]
8 Fire dies Cold snap
9 your attacking roll, this
* If you fail Fire spreads
animal will Poisonous plants
attack you.
10 Frostnip / bite Biting insects
J Nearby animal lair
Q Diseased ground
K Haunted area (D3 harmless spectres)
A Haunted area (1 hostile ghost - GMG p94)

6
FORAGING / HUNTING / FISHING MISHAPS
CARD FORAGING HUNTING FISHING
2 Sprained ankle Snagged hook / net
3 Lost gear / weapon (random) Broken gear (random)
4 Torn clothes Hook in finger
5 Wasps’ nest Mosquito swarm
6 Lost
7 Savage animal
8 Persistent animal Sick prey Attacked
9 Blocked path Rival hunter Splash!
10 Poisonous Elusive prey
J Leeches Trap Leeches
Q Treacherous / unstable ground Thieving birds
K Sudden rainshower
A Whiner / Saurian / Bandit ambush

NEW HUNTING TABLE

HILLS & PLAINS & WATERWAYS & MARSHES &


CARD MOUNTAINS FORESTS SHORELINES QUAGMIRES
2 Rat (D+1,M1,P0)
3 Crow (D0,M1,P0)
4 Rabbit (D+1,M2,P1) Snake (D0*,M1,P0)
5 MAKE CAMP MISHAPS
Fox (D-1,M3,P1)
6 Goat (D0,M3,P2)
7 Boar (D-1*,M4,P2)
8 Deer (D0,M5,P3)
9 Badger (D-1*,M3,P1) - use Fox stats if it attacks
10 Lynx (D-1,M3,P2) Beaver (D0,M3,P2)
Crocodile
J Elk (D0,M7,P4)
(D0*,M5,P3)
Q Eagle (D0*,M2,P0)
K Wolf (D-1*,M4,P2)
A Bear (D-1*,M6,P4)
* If you fail your attacking roll, this animal will attack you.

7
ALTERNATE WEATHER 3: SOLO COMBAT
Instead of rolling for the weather each morn-
ing, draw one or two cards from the freshly
shuffled deck and consult the table below.
INTELLIGENT NPCS
Play NPCs intelligently, as if you were a GM
giving players a challenge. Use NPCs’ talents
1st CARD WIND
whenever it makes sense to do so, but use the
2-10 Light Breeze. No effect.
guidelines in PHB p63 for talents which use
Strong Wind. +1 to roll on Cold
Face Willpower Points. Consult the Yes / No Oracle
table below and -1 to all
Card
attempts to Make Camp. if you are unsure if using one is “dramatically
Storm. Modifications as above appropriate”.
made at +/-2. Hiking for a
Ace
Quarter Day requires an
Endurance roll. NPCS DON’T COUP DE GRACE
1st CARD RAIN (SNOW in Winter) While your PC can absolutely be killed during
Red suit No rain. combat, NPCs do not use the Coup de Grace
Clubs Light rain. -1 to Lead the Way. (PHB p108) rules during a solo campaign. If
Heavy rain. Modification -2 to your PC (and Companion(s)) is Broken during
Lead the Way. Hiking for a combat, your opponents will always either cap-
Quarter Day requires an ture you or leave you for dead. Consult the
Spades Endurance roll. When there is a
Storm and Heavy rain, the Yes/No Oracle if one option isn’t clear.
Endurance roll is made with a
-2 modifier.
BEFORE INITIATIVE IS DRAWN
COLD
If your opponent is a monster from the BoB,
2nd CARD (Springrise, Fallwane, Winter) use one of its encounters to decide whether it is
2-10 Mild. No effect. immediately hostile or not. Monsters from the
Cold. Roll every Quarter Day to GMG are always considered dangerous (hos-
Face
not become COLD if no tile), unless there is a reason in the narrative, in
Card
adequate protection. which case they are neutral.
Biting. Roll every Quarter Hour
Ace to not become COLD if no If your opponents are NPCs, draw a card
adequate protection. against the Helpful or Hazardous table:

2nd CARD WARM (Summer months) ❖ If any NPCs are of the same kin as you or
your Companion(s), draw 2 cards and keep
2-10 Mild. No effect.
the most beneficial. Otherwise:
Hot. Water must be consumed
Face
every Quarter Day to not ❖ If any NPCs are of a Kin which is generally
Card
become THIRSTY. hostile to your or your Companion(s)’s Kin,
Scorching. In addition to the draw 2 cards and keep the least beneficial.
water requirement above,
❖ Otherwise just draw 1 card.
characters wearing armour
Ace
must make an Endurance roll
If your opponents are not hostile, resolve the
every Quarter Day. Failure
damages AGILITY. scene where you are encountering each other
through normal roleplay.

8
HOSTILE ENCOUNTERS EXPANDING ADVANCED
CLOSE COMBAT
DRAW INITIATIVE All rules for Advanced Close Combat (PHB
Group enemies and allies into single slots as p94) still apply in solo. Give special attention to
much as possible, following the advice in the the rules for Await, Pain, and Extra Actions.
PHB p85 and BoB p176. Instead of using the 7 advanced close combat
Resolve any ambushes or sneak attacks. cards , draw two regular playing cards and use
the relevant table below.

NPC COURAGE
NPC HAS MORE THAN HALF STRENGTH
At the start of each of your opponent’s turns,
CARD ACTION
ask the following:
2 Double Up*
Are at least half of the opponents defeated? 3 Await
❖ If no, the NPCs keep fighting. 4-5 Maneuver

❖ If yes, roll a number of base dice equal to the 6-7 Defend


number of opponents still fighting. If any 8 Prepare**
swords are rolled, they keep fighting. If no 9-10 Hinder
swords are rolled, they flee. Your PC and
J-A Strike
Companion(s) each get a single free attack
on any NPCs they are attacking at Arm’s
Length or shooting at from range. Other- NPC HAS HALF STRENGTH OR LESS
wise, the NPCs flee and the combat ends.
CARD ACTION
Melee NPCs move to attack the closest PC / 2 Double Up*
Companion. If there is more than one choice,
3-4 Await
decide randomly.
5-7 Maneuver
Ranged NPCs always move and attack if they 8-10 Defend
can. Move them intelligently so that they try to J Prepare**
get as close as possible without putting them- Q-K Hinder
selves in harm's way. A Strike
If an NPC has a ranged weapon but is better at
* Draw a new card if the 1st is “Double Up”.
melee, they will move to try to get to Arm's
** Draw a new card if the 2nd card is “Prepare”
Length, but will still attack at range when pos- and the NPC is not prone.
sible. As soon as they can move and make a close
combat attack in the same turn, they will do so.
PRONE CHARACTERS
If a character is prone when resolving a step and
cannot use their drawn card to make an action
(DODGE, PARRY, SHOVE, or STAND UP),
they discard their drawn card and instead use
the STAND UP action.

9
REVISED PROCEDURE AND TABLES
4: SOLO-FRIENDLY Follow these steps to create a dungeon on the
SITES fly without giving yourself too many spoilers
on what is coming next:

ON-THE-FLY DUNGEONS ❖ Step 1: Use the Creator of the Dungeon


table to determine the dungeon’s aesthetic.
The dungeon creation tables in the GMG are
❖ Step 2: Use the Entrance table to determine
usable in solo play without too much adapta- where it is and what the entrance looks like.
tion. However, the first tables (pages 172-173)
provide background information on the dun- ❖ Step 3: Use the Rooms in the Dungeon
tables to flesh out the layout as you go.
geon which you will not know by default. The However, replace the following tables:
exception is the Creator of the Dungeon table,
as this determines the aesthetic of the dungeon
and can help with atmosphere. DOORS TO THE ROOM (other than its entrance)
2D6 EXIT OR DOOR
2-5 No exit*
TRAPS
6-8 One door
Decide in advance on who is going first gener-
9 Two doors
ally through the dungeon. For traps, assume
10 Three doors
that you are actively looking for them unless
11-12 Four doors
you are fleeing from a threat or otherwise being
careless. Companions can give you assistance to * If “No exit” is rolled on the first room, treat it
your Scouting roll as normal. as “One door” instead

ROOM CONTENTS
INHABITANTS
2D6 ACTION
The first time you encounter a creature in a 2-7 None
room, this creature is considered the main den- 8-9 Creature
izen of the dungeon. If the creature is a mon- 10-12 Trap
ster, there will only be one (in that room), oth-
erwise roll D3 to see how many there are.
A web app using Perchance to generate new
Each time you roll for a creature in another rooms in a dungeon will be created for the final
room, first ask the oracle if the creature is the version!
same as before, using Likely odds (draw two
cards and take the more positive result). Roll for
a new creature using the Dungeon Inhabitants
table if the answer is no. A “No, and some com-
plication” result probably means they are alert
and aggressive. An “Exceptional No” result
means they ambush you.

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SOLO CASTLE CREATION THE REST OF THE CASTLE

When encountering a castle, roll first on the Generate the rest of the castle’s details as per
Type of Castle table below to determine the the GMG. The following tables should not be
rough layout of the site. rolled if you came across the site as a random
encounter and it is not occupied by the builder’s
descendants:
D66 TYPE OF CASTLE (# of rooms)
❖ Founder of the Castle: Known For column
11-14 Outpost (1 room)
(GMG p179)
15-23 Blockhouse (D3+1 rooms)
❖ Who Built the Castle (GMG p180)
24-31 Tower (D6+2 rooms)
32-41 Fort (D3+1 blockhouses)
Keep (D3+2 blockhouses
42-52
& D3 towers)
Fortress (D6+3 blockhouses
53-62
& D3+2 towers)
Palace (D3+2 floors &
63-66
2d6+3 rooms)

IS IT REALLY EMPTY?
Many of the results on the Is It Really Empty?
table (p181) are meant to be revealed by a GM as
a standard roleplaying group explore a castle.

For solo play, it is assumed that you discover


whether a castle is empty when going inside.

As a result, only roll on this table when deciding


to enter the castle. If the castle type is large
(Fortress / Palace), consult the Yes/No Oracle
to see if the inhabitants are present in your cur-
rent location, otherwise assume they are
present when you first enter the site.

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INTRODUCTION
5: CREATING Provide the hooks that a solo player might use
SOLO SITES to hear about this site, such as rumours or a
legend. Also include a description of what the
The current published adventure sites (both
site looks like as it is approached and a keyed
official and on the Workshop) are written to be
(spoiler-free) map of the area. So as not to con-
read by a GM and therefore are not easily adap-
fuse the Locations and Discoveries, it is recom-
ted to solo play without spoiling the sense of
mended to use letters for the location keys.
exploration and discovery that a traditional
group of players would experience.
LOCATIONS
If you wish to create adventure sites suitable for
solo play which can be sold on the Free League Put each keyed location on a separate page and
Workshop, here are some guidelines to help provide not only a description of the location
create these. You can find out more about the itself, but also details of anything that is imme-
Workshop at freeleaguepublishing.com/en/ccp. diately observable, including NPCs or enemies.
Also be sure to include the exits (and page num-
If you need inspiration, a good place to go is
bers) to other keyed locations.
chapter 8 of the Gamemaster’s Guide or
chapter 12 of Bitter Reach where you will find
random tables to help generate all adventure DISCOVERIES
site types. Each location might have secrets to be found.
Once you are ready, divide the site up into sep- These should be randomly numbered in the loc-
arate sections comprising the INTRODUC- ation section and presented at the back of the
TION, the LOCATIONS, and the DISCOV- document, much like how choose-your-adven-
ERIES. ture gamebooks work. These might be clues,
traps, hidden enemies, hidden loot, etc. This
section can quickly become quite complex, so
try not to start with too many discoveries for
your adventure site. Keep the structure relat-
ively simple - you can always add more during
subsequent review and editing passes.

To make your adventure site easier to find for


solo players, it is recommended to add “(Solo
Adventure Site)” to the end of the listing’s title
once you upload it, such as “Fire Den (Solo
Adventure Site)”.

12
APPENDIX:
FUTURE PLANS
Planned features for the final version of this
expansion (these are all subject to change).

ADDITIONAL ENCOUNTERS
Oracle-based, similar to TOR 2e, intended to
replace the random encounters - the 43 for the
Ravenlands found in the GMG. The idea being
that if you have already used the official
encounter and it doesn’t make sense to have it
happen again, you can then replace it with one
of these. To fit on a single sheet of paper.

RAVENLANDS RUMOURS
Draw multiple cards to have a varied result,
similar to how Legends are generated.

SOLO STRONGHOLD
MANAGEMENT
New card-based random event tables for
Unguarded and Lacking Upkeep. Also advice for
finding Hirelings in Villages .

SOLO WORKSHEETS
Full scope not yet decided, but might include:
❖ a diary,
❖ a plot thread tracker
❖ a companion sheet, etc.

EXCEL TABLES FOR FOUNDRY


Organised so that they can be easily copied into
Foundry using the EasyTable module.

13

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