Forbidden Lands - 355922-FBL - SoloExpansion - v0.6
Forbidden Lands - 355922-FBL - SoloExpansion - v0.6
SOL
v0.6
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
1: ADVENTURERS EXPANDED 2
NEW PROFESSIONS 2
ADVENTURER GENERATION 4
EXPANDED ANIMAL
COMPANIONS 5
2: EXPANDED JOURNEYING 6
EXPANDED TRAVEL MISHAPS 6
MISHAP DEFINITIONS 7
NEW HUNTING TABLE 9
ALTERNATE WEATHER 10
3: EXPANDED ENCOUNTERS 11
4: SOLO-FRIENDLY SITES 12
SOLO CASTLE CREATION 12
ON-THE-FLY DUNGEONS 12
DUNGEON INHABITANTS 13
5: SOLO STRONGHOLDS 14
STRONGHOLD ABSENCE
PROCEDURE 14
VILLAGE HIRELINGS 14
MONSTER ATTACK 15
6: SOLO COMBAT 16
INTELLIGENT NPCS 16
NPCS DON’T COUP DE GRACE 16
BEFORE INITIATIVE IS DRAWN 16
HOSTILE ENCOUNTERS 16
EXPANDED ADVANCED CLOSE
COMBAT 17
7: CREATING SOLO SITES 18
APPENDIX 1: THE WORKSHOP 19
APPENDIX 2: FUTURE PLANS 19
*
INTRODUCTION 0.3 CHANGELOG
❖ New expanded encounters section, including
When Free League contracted me to write the a slightly revised hex procedure and a new
official solo rules for Forbidden Lands, I was “Mood Oracle" to enhance “No Encounter"
limited with how much I could add due to page journeying results.
constraint limits, as these things go. ❖ Update to “On-the-Fly-Dungeons", with
new inhabitants and monster tables useful in
When setting out to write the official rules, I
both solo and GMed
first added an outline containing all the sec-
tions I would ideally add, and then stripped ❖ A new Appendix recommending Workshop
titles to compliment the solo ruleset.
back the non-essential sections in order to
achieve a good, solid ruleset. ❖ Multiple typo corrections and editing to
tidy up the layout.
But I didn’t want to just ignore that cut con-
tent, and so I’ve spent the time to develop this 0.4 CHANGELOG
extra content, creating what you have here - the
“Director’s Cut” of the solo rules, if you will ❖ New Solo Strongholds section.
allow the conceit. ❖ Added to Appendix 2: Future Plans to incor-
porate feedback
THE BETA VERSION ❖ Multiple typo corrections and editing to
tidy up the layout.
Currently, this is in a beta state. This extra con-
tent is now written but not yet playtested. I
plan to start a solo actual play campaign on my
0.5 CHANGELOG
YouTube channel in early 2024 using the offi- ❖ Reworked the Path of the Navigator, Path of
cial solo rules plus this expansion. I also plan to the Diplomat, and Path of Haste.
eventually fill blank space with artwork. ❖ Updates to the Formative Events section,
adding skills, talents, and gear for the new
If you get the chance to playtest these rules professions.
before they are complete, get in touch with me
❖ Reducing the section about the Champion’s
on my Discord server (link below) or via email Formative Events.
(link) and I will add your name on the final ver-
sion of this expansion as a playtester.
0.6 CHANGELOG
SOCIAL MEDIA LINKS ❖ Overhauled Mishap tables.
1
❖ Rank 2: You can find your way in the dark.
1: ADVENTURERS Spend 1 WP per Quarter Day to remove the
darkness penalty when you LEAD THE
EXPANDED WAY in the dark.
❖ Rank 3: You can navigate through Difficult
NEW PROFESSIONS Terrain by spending 1 WP to treat the Diffi-
cult Terrain as if it was Open.
Two new professions have been added which are
made with specifically for solo play. PATH OF THE DIPLOMAT
❖ Rank 1: You can spend a WP when speaking
EXPLORER with an NPC to improve your your standing
with them on the Helpful / Hazardous table
(BoB p172).
2
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: Agility 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 for a full day
❖ You enjoy luring people into traps. before using this rank again.
❖ Rank 2: When you FLEE a combat, you can
GEAR spend WP to gain modifiers to the range
Bow or sling, two items from trade goods, D8 modification table (PHB p89). Every WP
Silver. Resource Dice: Food D8, Water D8, spent adds +1 to the range modifiers.
Arrows D8. ❖ Rank 3: You can move quickly for long dis-
tances. Spend 2 WP to move one Quarter
PATH OF SHADOWS Day as if you were on horeseback. This can
only be only once per day and cannot be used
❖ Rank 1: When you succeed with a SNEAK if you are over-encumbered. If you are
ATTACK, you can spend WP to increase mounted, you can instead spend 1 WP to
damage. Every WP you spend increases automatically succeed to FORCE MARCH
damage by 1. with your mount.
❖ 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.
3
ADVENTURER GENERATION 5. You successfully navigated a treacherous
mountain pass, made even more difficult by a
Use the table below instead of the one on p15 of sudden snowstorm.
the L&A booklet if using a new profession. SKILLS: Move 1, Survival 1.
TALENT: Pathfinder.
GEAR: Grappling Hook, Rope (10 Meters).
D66 PROFESSION
6. You discovered an ancient temple, filled with
11-12 Champion*
strange symbols and a massive artifact.
13-15 Druid SKILLS: Lore 1, Scouting 1.
16-22 Explorer TALENT: Pack Rat.
23-31 Fighter GEAR: Roll D6 but only use entries 61-66 of
32-36 Hunter the Simple Finds in a Lair table (GMG p188).
41-43 Minstrel
44-46 Peddler SCOUT FORMATIVE EVENTS
51-53 Rider
1. You were a caravan scout, finding the best
54-56 Rogue
routes and avoiding enemies.
61-63 Scout SKILLS: Scouting 2.
64-66 Sorcerer TALENT: Pathfinder.
* Use the Fighter’s formative events for Champi-
GEAR: Spyglass, Boots, Long Spear.
ons. If you don’t have The Bitter Reach, simply 2. You helped rid a village of occupying bandits,
reroll on a result of 11-12. finding hidden entrances and exits which
allowed the villagers to reclaim their home.
SKILLS: Stealth 1, Scouting 1.
EXPLORER FORMATIVE EVENTS TALENT: Lightning Fast.
GEAR: Shortbow, D8 Arrows, Cloak.
1. You tracked and negotiated the release of an
enslaved dwarf on behalf of his brother. 3. You were taken prisoner by slavers but escaped,
SKILLS: Insight 1, Stealth 1. using your knowledge of stealth and tracking.
TALENT: Incorruptible. SKILLS: Stealth 1, Survival 1.
GEAR: Fine Garments, Broadsword. TALENT: Fearless.
GEAR: Staff, Rags (instead of normal clothes).
2. You discovered an abandoned tower, but found
nothing but monsters inside. 4. You spent a year in the wilderness, learning
SKILLS: Scouting 1, Stealth 1. how to live off your surroundings.
TALENT: Lucky. SKILLS: Endurance 1, Survival 1.
GEAR: Blanket, Flint & Steel. TALENT: Fisher or Herbalist.
GEAR: Great Fur, Fishing Hook & Line.
3. You tamed a wild beast which was your loyal
companion for a time, eventually dying at the 5. You were part of a group of scouts tasked with
hands of a monster. exploring and mapping a new region.
SKILLS: Animal Handling 1, Melee 1. SKILLS: Lore 1, Scouting 1.
TALENT: Master of the Hunt. TALENT: Wanderer.
GEAR: Short Bow, D8 Arrows, 2 Snares. GEAR: Small Tent, Parchment, Ink & Quill.
4. You stumbled across a mysterious ritual site 6. You were the tracker for a band of monster
where strange creatures were gathering. You hunters. One monster proved too deadly and
managed to escape without being noticed. you barely escaped with your own life.
SKILLS: Stealth 1, Move 1. SKILLS: Marksmanship 1, Move 1.
TALENT: Sixth Sense. TALENT: Dragonslayer.
GEAR: Cloak, Sling. GEAR: Longbow, D10 Arrows.
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 Insight
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
6
FORAGING / HUNTING / FISHING MISHAPS
CARD FORAGING HUNTING FISHING
2 Sprained ankle Snagged hook / net
3 Lost gear Broken gear
4 Torn clothes Hook in finger
5 Biting insects
6 Lost
7 Wild animal attack
8 Persistent animal Sick prey Persistent animal
9 Blocked terrain Rival hunter Splash!
10 Poisonous plants Elusive prey
J Leeches Trap Leeches
Q Thieving birds
K Severe weather
A Ambush!
ANCIENT TRACKS. The path you are fol- COLD SNAP. The weather is unusually cold for
lowing leads you to an ancient adventure site. this time of year. Make a cold roll (PHB p111).
Roll D6. 1-3: Castle; 4-6: Dungeon. Because
CREVASSE. Every party member makes a Move
this is a Mishap, you wander into the site
roll to avoid falling into a sudden Crevasse. Roll
without warning.
2D6; the higher die is the depth. Suffer falling
BAD CAMPSITE*. Your campsite was poorly damage (PHB p113) and roleplay a way out.
chosen and is very uncomfortable. No one in
your party can sleep at this site.
7
DISEASED GROUND. You have been LOST*. You have completely lost your way and
exposed to an airborne disease with a Virulence must remain in your hex for the current Quarter
rating of 2D6 (PHB p114). All of your party Day. Each consecutive Quarter Day you must
members must roll to resist it. succeed on a Survival roll in order to leave.
ELUSIVE PREY. You find prey (use the LOST GEAR*. You randomly lose a piece of
Hunting Table on page 9), but it proves gear or a weapon.
impossible to catch. Take 1 damage to Agility.
PERSISTENT ANIMAL*. A small animal
FIRE DIES*. Your fire goes out and you must takes an interest in you and will not go away.
make a cold roll while sleeping (PHB p111). In Before rolling any non-combat skills, roll a D6:
the winter, 2 successes are required. ❖ 1-2: The pest steals a tiny item, one unit step
FIRE SPREADS*. Your campfire rages out of of food, or one coin of the highest denomina-
tion you are carrying (in that order).
control. Your party each suffer a fire attack with
5 Base Dice (weapon damage 1) and you must ❖ 3-4: The pest makes a loud racket, increasing
make a Move roll to snatch your gear from the the difficulty of any related rolls.
inferno. Failure means one random item is lost. ❖ 5-6: The pest has had its fun an left you alone.
FLASH FLOOD*. Everything gets soaking wet POISONOUS PLANTS*. The vegetation you
and no sleep is possible. Make a cold roll (PHB have foraged turns out to be poisonous, some-
p111). In the winter, 2 successes are required. thing you only discover after eating it. Suffer a
poison attack with Virulence 3 (PHB p113).
FROST-NIP. Roll for cold (PHB p111). On a
failure, take one additional Strength damage. QUICKSAND*. You wander into some quick-
sand and are stuck. Roll Move for each Com-
GROUNDED*. Your vessel runs aground or hits
panion to avoid also getting stuck. Each stuck
an underwater object and grinds to a halt. It must
character must roll Might to get free; taking 1
be repaired with a Crafting roll or be abandoned.
damage to Agility on a failure. Only freed char-
HAUNTED AREA. Your camp is on haunted acters can help their comrades.
ground. Roll a D6. 1-3: that number of harmless
RIVAL HUNTER. You come across a compet-
spectres prevent you from sleeping. 4-6: a hostile
ing hunter (GMG p184). Consult the helpful /
Ghost attacks you in your sleep (GMG p94).
hazardous oracle (BoB p172) - they will attack
HOOK IN FINGER*. Take 1 Strength damage. on a dangerous or deadly result.
If using a net, use the Broken Gear entry.
SEVERE WEATHER*. You are caught in a
LANDSLIDE*. The ground gives way under huge storm. Make a cold roll (PHB p111). If you
you. Roll Move or suffer an attack with 4 Base are hiking, you must use the entire Quarter Day
Dice (blunt weapon damage 1). to take shelter until the storm passes. No-one is
able to sleep during the storm
LEAK*. Your boat has a leak and will sink in
D6 hours unless you can repair it with a Craft- SICK PREY*. You easily take down a random
ing roll which takes one turn (15 minutes). animal which turns out to be poisonous; some-
thing you only discover after eating it. Suffer a
LEECHES*: Leeches have attached them-
poison attack with Virulence 3 (PHB p113).
selves to you. Make a Healing roll to remove
them. On a success, you only suffer 1 point of
Strength damage; on a failure you suffer 2.
8
SINKHOLE. The ground opens beneath you! If you are in difficult terrain, you remain in
Have every party member make a Move roll to place. In addition, all members of your party
not fall in. On a failure, you fall D6+3 meters receive 1 point of Empathy damage.
(PHB p113) and must then roleplay a way out.
THIEVING BIRDS. Aggressive corvids des-
SNAGGED HOOK / NET*. Your hook or net cend on you. Roll Move to keep your items
has caught on something. Roll Might to from their grasping talons, otherwise lose a
recover it, otherwise it is lost. random (non-Heavy) item or weapon.
SPLASH!* You fall into the water and are at TORN CLOTHES*. A random item of cloth-
risk of drowning (PHB p113). ing is damaged. Make a cold roll (PHB p111).
The item can be repaired with a Crafting roll.
SPOILED FOOD / WATER*. Your food or
water stores have been spoiled. All party mem- TRAP*. You are caught by a hunting snare. Take 1
bers msut reduce the relevant resource by one point of Strength damage and roll Move to get free.
resource step or unit.
WHIRLPOOL*. Your boat is caught in a
SPRAINED ANKLE*. You trip and fall badly, whirlpool. Make a Survival roll to avoid run-
receiving the Critical Injury 25-26 (PHB p197). ning aground.
STRANGLING VINE. You stumble into a WILD ANIMAL ATTACK*. A wild animal
Strangling Vine (GMG p118), which immedi- attacks. Draw a card and compare to the table
ately attacks. below. If you don’t draw an animal with an
asterix, navigate down to the closest one.
THICK FOG*. A heavy fog slows your pace.
You move one less hex during this Quarter Day.
9
ALTERNATE WEATHER
Instead of rolling for the weather each morn-
ing, draw one or two cards from the freshly
shuffled deck and consult the table below.
COLD
2nd CARD (Springrise, Fallwane, Winter)
2-10 Mild. No effect.
Cold. Roll every Quarter Day to
Face
not become COLD if no
Card
adequate protection.
Biting. Roll every Quarter Hour
Ace to not become COLD if no
adequate protection.
10
3: EXPANDED ENCOUNTERS
When entering a new hex, use the table below through the encounter and then use the oracles
instead of the one found on BoB p169. in the BoB (i.e. the Yes / No or the Helpful /
Hazardous Oracles on p172´) to figure out how
Published encounters (a result of 2-10) are hard
the NPCs and / or your PC(s) react to the
to play in solo without spoiling the encounter.
encounter as it unfolds.
The recommended way to handle this is to read
Rolling a “No Encounter” result can feel compare it to the Mood Oracle below to give
boring, especially when it happens repeatedly. the hex you are in a bit of ambience.
To counter this, either roll on a Journeying A “no encounter” result is also fine, especially if
table in the BoB p147-149, or draw a card and you want to avoid slowing the pace.
11
4: SOLO- ON-THE-FLY DUNGEONS
FRIENDLY SITES When running a dungeon in solo play, ignore the
first tables (GMG p172-173) as they provide
unknown background information. The exception
SOLO CASTLE CREATION is the Creator of the Dungeon table, as this
determines the aesthetic and helps with ambience.
When encountering a castle, roll first on the table
below to determine the site’s rough layout. REVISED PROCEDURE AND TABLES
To create a dungeon on the fly without spoiling
D66 TYPE OF CASTLE (# of rooms)
what is coming next, follow these steps:
11-14 Outpost (1 room)
❖ Step 1: Use the Creator of the Dungeon
15-23 Blockhouse (D3+1 rooms)
table to determine the dungeon’s aesthetic.
24-31 Tower (D6+2 rooms)
❖ Step 2: Use the Entrance table to determine
32-41 Fort (D3+1 blockhouses)
where it is and what the entrance looks like.
Keep (D3+2 blockhouses
42-52 ❖ Step 3: Use the Rooms in the Dungeon
& D3 towers)
tables to flesh out the layout as you go.
Fortress (D6+3 blockhouses
53-62 However, replace the following tables:
& D3+2 towers)
Palace (D3+2 floors &
63-66
2D6+3 rooms)
DOORS TO THE ROOM (other than entrance)
2D6 EXIT OR DOOR
2-5 No exit*
IS IT REALLY EMPTY? 6-8 One door
9 Two doors
Many of the results on the Is It Really Empty?
table (p181) are designed for a group with a GM. 10 Three doors
11-12 Four doors
For solo play, it is assumed that you discover
* If “No exit” is rolled on the first room, treat it
whether a castle is empty when going inside.
as “One door” instead
As a result, only roll on this table when deciding to
enter the castle. For Fortresses & Palaces, consult ROOM CONTENTS
the table in each site location (maximum of one 2D6 ACTION
monster result). For other castle types, this table 2-3 Trap
apples when you first enter the site. 4-8 None
9-11 Inhabitant (opposite page)
THE REST OF THE CASTLE 12 Monster (opposite page)
12
DUNGEON INHABITANTS
13
3. If you have a Master Builder hireling, progress
5: SOLO any Functions they were working on. Increase
STRONGHOLDS your Reputation if any functions were finished
in your absence.
Strongholds can be run solo using the rules in the
4. Work through each manned function, adding
PHB without any other changes. As it’s a very
resources (Field, Garden, Mine, Quarry, etc)
different system to the rest of the game, some
or asking the Yes/No Oracle (BoB p172) for
people are content to skim over it and give it only
events if required (i.e. prisoner(s) escaping
passing attention in their games, while others
from the Dungeon).
really enjoy spending time to develop their
Stronghold. There’s even a Workshop title called 5. If your Stronghold is unguarded, follow Step
Castles & Strongholds (link) which vastly 6 below, assuming that any “visitor” will take
expands on the resource and maintenance ele- full advantage of your nice, unguarded home.
ments of stronghold management, if that is
6. Roll for an Event at the Stronghold (GMG
something you want for your solo game.
p12). If an event occurs, ask the Yes/No
While Strongholds can be played by the book, Oracle (BoB p172) if it happened while you
there are some changes I recommend. One is to were away (use Likely odds). If the answer is
remove the Unguarded Stronghold table and the maybe or no, the event will happen shortly
other is to bring in more monster variety using the after you return. If you are not at home,
Book of Beasts. These are both covered in the assume that most visitors will wish to occupy
Stronghold Absence Procedure below. your stronghold.
7. Run a battle if required to defend your
STRONGHOLD ABSENCE stronghold (PHB p175). If a Monster is
PROCEDURE involved, draw a card and consult the table on
the following page.
Once a Stronghold has been established and you
leave to go adventuring, do the following each time
you return to your Stronghold: VILLAGE HIRELINGS
1. If you didn’t pay your hirelings before you When you visit a Village adventure site, you can
left (or you didn’t pay them enough), roll on attempt to recruit hirelings. Ask the Yes/No Oracle
the Unpayment Table (PHB p162) once for if there are any potential hirelings. On a yes, draw a
each unpaid hireling. Hirelings who received card and consult the table on the following page.
no pay at all will have left as soon as you went On an exceptional yes, draw two cards.
adventuring, otherwise they leave sometime
Determine their kin using common sense.
before you get back (use common sense).
Flesh out your hirelings by giving them a name
2. Ask the Yes/No Oracle (BoB p172) if an
(BoB p175), a trait (BoB p176), and a characteristic
Upkeep event has taken place. If you have a
(GMG p184).
Handyman hireling or you performed Upkeep
yourself before you left, use Unlikely odds.
On a result of maybe or yes, roll on the Lack-
ing Upkeep table (PHB p165).
14
MONSTER ATTACK
HIRELINGS TABLE
15
6: SOLO COMBAT HOSTILE ENCOUNTERS
DRAW INITIATIVE
INTELLIGENT NPCS
Group enemies and allies into single slots as
Play NPCs intelligently, as if you were a GM much as possible, following the advice in the
giving players a challenge. Use NPCs’ talents PHB p85 and BoB p176.
whenever it makes sense to do so, but use the
guidelines in PHB p63 for talents which use Resolve any ambushes or sneak attacks.
Willpower Points. Consult the Yes / No Oracle
if you are unsure if using one is “dramatically NPC COURAGE
appropriate”.
At the start of each of your opponent’s turns,
ask the following:
NPCS DON’T COUP DE GRACE
Are at least half of the opponents defeated?
While your PC can absolutely be killed during
❖ If no, the NPCs keep fighting.
combat, NPCs do not use the Coup de Grace
(PHB p108) rules during a solo campaign. If ❖ If yes, roll a number of base dice equal to the
number of opponents still fighting. If any
your PC (and Companion(s)) is Broken during
swords are rolled, they keep fighting. If no
combat, your opponents will always either cap- swords are rolled, they flee. Your PC and
ture you or leave you for dead. Consult the Companion(s) each get a single free attack
Yes/No Oracle if one option isn’t clear. on any NPCs they are attacking at Arm’s
Length or shooting at from range. Other-
wise, the NPCs flee and the combat ends.
BEFORE INITIATIVE IS DRAWN Melee NPCs move to attack the closest PC /
If your opponent is a monster from the BoB, Companion. If there is more than one choice,
use one of its encounters to decide whether it is decide randomly.
immediately hostile or not. Monsters from the
Ranged NPCs always move and attack if they
GMG are always considered dangerous (hos-
can. Move them intelligently so that they try to
tile), unless there is a reason in the narrative, in
get as close as possible without putting them-
which case they are neutral.
selves in harm's way.
If your opponents are NPCs, draw a card
If an NPC has a ranged weapon but is better at
against the Helpful or Hazardous table:
melee, they will move to try to get to Arm's
❖ If any NPCs are of the same kin as you or Length, but will still attack at range when pos-
your Companion(s), draw 2 cards and keep sible. As soon as they can move and make a close
the most beneficial. Otherwise:
combat attack in the same turn, they will do so.
❖ If any NPCs are of a Kin which is generally
hostile to your or your Companion(s)’s Kin,
draw 2 cards and keep the least beneficial.
❖ Otherwise just draw 1 card.
If your opponents are not hostile, resolve the
scene where you are encountering each other
through normal roleplay.
16
EXPANDED ADVANCED CLOSE
COMBAT
All rules for Advanced Close Combat (PHB
p94) still apply in solo. Give special attention to
the rules for Await, Pain, and Extra Actions.
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.
17
INTRODUCTION
7: 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.
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APPENDIX 1: THE APPENDIX 2:
WORKSHOP FUTURE PLANS
Here are a number of existing Workshop titles With v0.6. The text is essentially complete. The
which complement this solo expansion well. only tasks left to bring this document to match
my original vision are:
CASTLES & STRONGHOLDS
For those wanting an even more in-depth
SOLO WORKSHEETS
Stronghold mini-game, there is a Workshop I’ve not decided on the full scope yet, but am
title called Castles & Strongholds (C&S) which considering a companion sheet, plot thread
can be used to supplement Chapter 5. tracker, diary pages, etc.
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