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Rand Roll

@duncant.randroll.com.ap.brid.gy
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A blog on rpg tools, solo gaming and random tables 🌉 bridged from ⁂ www.randroll.com, follow @ap.brid.gy to interact

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Rand Roll @duncant.randroll.com.ap.brid.gy · 10/10/2026
Taking a break from OSE and the Borderlands (while on travels) to play a gamebook, Necromancer by Rex Talionis. Necromancer solo - intro | finish | all season 4 | all dungeon solo Disclosure - I'm a DriveThru RPG affiliate A Gamebook Solo Actual Play I'm away from home, so taking a […]
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Solo Dungeon Gamebook: Necromancer! by Rex Talionis
Taking a break from OSE and the Borderlands (while on travels) to play a gamebook, Necromancer by Rex Talionis. Necromancer solo - intro | finish | all season 4 | all dungeon solo _Disclosure - I'm a DriveThru RPG affiliate_ ## A Gamebook Solo Actual Play I'm away from home, so taking a break from Old School Essentials and Return to the Keep on the Borderlands. Instead I'm playing dungeon gamebook Necromancer by Rex Talionis. I usually avoid gamebooks for the rolling solo actual plays. But on travels gaamebooks are a great option for solo rpgs and wanting to play off-screen. Rand Roll has lots of Gamebook articles and we even have a monthly gamebook club. Gamebooks are a type of solo rpg, with the best known being Fighting Fantasy, Lone Wolf and Choose Your Own Adventure. You progress by choosing from a limited number of choices such as "to continue down the sloped passage turn to 12, to return to the last junction turn to 125, to investigate the groaning behind the door turn to 89." Gamebooks have minimal prep and less mental load than other types of solo rpg. You make choices from a small list of options and usually everything is contained in the single book. Some books are part of an ongoing series. _(And_ open-world gamebooks_such as Fabled Lands and Legendary Kingdoms are their own thing!)_ ## Game Introduction - Necromancer by Rex Talionis necromancer intro | setup | game start(s) Necromancer by Rex Talionis is a dungeon-delving gamebook, the first _(so far only)_ in the EldritchQuest series. It has 200 pages, 600 gamebook passages and fits the Season 4 theme of Dungeons. You play a necromancer entering the Necropolis, seeking power and immortality by uncovering the secrets of _Aether._ In the actual play I'll be giving an idea of what happens to my characters without any specifics that actually help you in playing the game. Detailed playthroughs are best done on video or podcast, such as Fantastic Fights. To start you read a few pages of rules, make a couple of decisions to make your character, read two pages of prologue and get started in passage 1. Your first choices are to eat a blindfish or throw it back into the water... Combat uses a simple grid system, allowing for multiple foes. You have ranged attacks and close combat attacks and one-shot items that add a small tactical element. You attack by rolling on a d6 combat grid for you or foes, giving results including "miss", "exact hit", "reduced hit" and "critical hit". You start at level 1 and can progress up to level 5 through the book. As a necromancer you can also cast from four spells, with the text indicating when you are in a situation you can cast spells. You add or deduct a fixed number to the current passage depending on the spell you want to cast, then turn to that passage to see what happens _(so to cast Repel Undead you add 18 to the current passage)._ ## Game Setup for Necromancer delve intro | setup | game start Gamebooks are easy to start with as you have everything you need in the book. Some require character creation but others don't. Necromancer has a couple of choices to make. You choose from two skills (Swimming and Climbing) and then choose from one of 5 gods, which grants a stat boost or a Skill. Then you note your stats, your birch staff, emerald focus, cloak, healing potion, rations, 2 torches, 10 reagents for your spells and 30 gold. Then you're ready to go! ## Getting Started with Necromancer (twice) delve intro | setup | game start It's common in gamebooks to take several attempts to complete a gamebook, with failed attempts ending in bad ways. Necromancer is one of these books. Often you'll make a map on your playthroughs of a gamebook, especially in dungeons. I opted for lazy mode, trying to remember where I'd been in my head. ### Negrag the Magnificent My first character followed Taph, god of stealth. Negrag found a shrine to his god, killed a bird, found a secret door, entered the Great Hall and promptly got killed by lightning as he blundered around. ### Paulina the Pale Character 2 chose Ked, goddess of beauty. It did her little good as she found a trader and then soon after got trapped in another dimension. Oh well, it's been fun so far! ### Finishing Up Next time is seeing if I get any further into the dungeon. Have you played Necromancer?
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Rand Roll @duncant.randroll.com.ap.brid.gy · 08/10/2026
An upcoming update will add some d66 tables to Compact Chaos. Here's solo Action and Theme. [Image by Jack Holliday] Action and Theme for Compact Chaos First up, a d66 is rolling a d6 once for "tens" and once for "digits". A "3" and a "5" would be 35. By default going along the row then down […]
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Compact Chaos - d66 Action and Theme
An upcoming update will add some d66 tables to Compact Chaos. Here's solo Action and Theme. [Image by Jack Holliday] ## Action and Theme for Compact Chaos First up, a d66 is rolling a d6 once for "tens" and once for "digits". A "3" and a "5" would be 35. By default going along the row then down the column. Action and Theme are used as spark tables to give ideas in solo games, for the action of an NPC to the quest a character is on to the meaning of a story. Compact Chaos is a 1-page _(currently)_ light system for playing solo rpgs on the go or with minimal reference. I'm planning on adding some d66 tables to it _(which these are the prototype for!)._ ## Action d66 | 1 | 2 | 3 | 4 | 5 | 6 ---|---|---|---|---|---|--- 1 | Open | Reach | Ask| Betray | Risk| Carry 2 | Ride | Leave| Hit| Change| Play| Clean 3 | Give| Battle| Act| Endure| Move | Alert 4 | Hide | Accept| End| Punish| Burn| Force 5 | Bury | Destroy| Mix| Escape | Make | Delay 6 | Take| Claim | Dig| Redeem | Sell| Charm ## Theme d66 | 1 | 2 | 3 | 4 | 5 | 6 ---|---|---|---|---|---|--- 1 | War | Youth | Ally| Faith| Home | Faction 2 | Mud | Story| Fire| Trade | Rest | Energy 3 | Sun | Family| Duty| Magic| Fate| Conflict 4 | Sea | Death | Loss| Rival | Pain | Reality 5 | Foe| Chaos| Life| Glory| Food| Realm 6 | Law | Wealth| Love| Dream | Evil| Prize d20 | Virtues | Animals ---|---|--- 1 | Open | Reach | Ask| Betray | Risk| Carry 2 | Ride | Leave| Hit| Change| Play| Clean 3 | Give| Battle| Act| Endure| Move | Alert 4 | Hide | Accept| End| Punish| Burn| Force 5 | Bury | Destroy| Mix| Escape | Make | Delay 6 | Take| Claim | Dig| Redeem | Sell| Charm ## Solo Tables If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 03/10/2026
Gamebooks have been around, and here are some of the decent series from wayback...(also need to come back to expand these!) Gamebooks - 5 to start | deeper combat | 5 fighting fantasy | 5 horror | all gamebooks Sorcery! by Steve Jackson (UK) The Sorcery books by Steve Jackson take the […]
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4 Classic Gamebook Series
Gamebooks have been around, and here are some of the decent series from wayback..._(also need to come back to expand these!)_ Gamebooks - 5 to start | deeper combat | 5 fighting fantasy | 5 horror | all gamebooks ## Sorcery! by Steve Jackson (UK) The Sorcery books by Steve Jackson take the Fighting Fantasy formula and expand it into an epic across 4 books, from your home of Analand through wild hills, a hostile city, pursuing the magical serpents through steppes and forest and into the citadel of the archmage of Mampang. You can play as Warrior or Wizard, using spells with the latter, given as 3 letter codes you need to memorise or guess at. ## Way of the Tiger by Jamie Thomson and Mark Smith In Way of the Tiger, you play a ninja, using all kinds of methods, equipment and special abilities. The combats are more involved than most in gamebooks, as you choose throws, kicks and punches depending on the foe you face. The books also change in nature, as you move from avenging assassin to ruling over a city and later armies in the world of Orb. ## Lone Wolf Lone Wolf is a long series of the struggles of Lone Wolf, initially to restore the Kai and their ancient powers. The first 12 books see you develop from fledgling Kai to a powerful figure of legend. There is a longer saga, which is only just now reaching it's conclusion (book 32 published recently) The books are free at Project Aon, along with others of Joe Dever including Freeway Warrior and Combat Heroes. Cretan Chronicles ## Fabled Lands by Dave Morris and Jamie Thomson Gamebooks took a massive step forwards when Jamie Thomson and Dave Morris published the first 2 books of Fabled Lands, the War-Torn Lands and Cities of Gold. In the Fabled Lands you wander the books as you please, creating your own story and adventure. You can also go freely between the books. There are 7 main books published and a few extra stories /quests to enjoy. The mechanics are straightforward, using a 2d6 test and you play as one of 6 professions. ### Honourable Mentions! * Blood Sword * Cretan Chronicles
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Rand Roll @duncant.randroll.com.ap.brid.gy · 01/10/2026
Our first space outing for the 100 Endings Book Club with the Altimer for October. The Altimer The read for the 100 Endings Book Club is the Altimer by Samuel Isaacson, heading a team of astronauts going into space to investigate intelligent extra-terrestrial life. Join us on the 100 Endings […]
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Sci-fi...the Altimer - 100 Endings Book Club Oct 2026
Our first space outing for the 100 Endings Book Club with the Altimer for October. ## The Altimer The read for the 100 Endings Book Club is the Altimer by Samuel Isaacson, heading a team of astronauts going into space to investigate intelligent extra-terrestrial life. Join us on the 100 Endings & Rand Roll Discord if you've got any questions or want to join in. The Altimer by Samuel Isaacson is a science fiction gamebook with 300 passages, published in 2019. It's the first of the Entram Epic trilogy, followed by New Gaia and Solar War. It's the first gamebook written by the author. You're a new recruit to be trained as an astronaut at the Global Interstellar Group. Later in the book you'll head into space as part of a team investigating an alien threat. It has a stats and rules for rolling against these. There are rules for combat and you'll pick up codewords and equipment as you progress through the adventure. ## Ways to Play the Altimer The Altimer is available in paperback and kindle formats, and as it was published fairly recently (2019), is relatively easy to get hold of first or secondhand. If you've already played the Altimer or don't like science fiction, a possible title by the same author is the Bradfell Conspiracy, solving a murder in a city as a brave knight... ### Finishing Up Feel free to join us on the Rand Roll Discord or at the Gamebooks subreddit.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 26/09/2026
Having a look at my method of writing gamebooks compared to other ways. Some have A Strong Narrative I think many gamebooks are written with a particular storyline / arc in mind. Seeking to unravel/escape a series of murders in a Victorian hospital (Nighshift), seeking two parts of a dwarven […]
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Iterative Gamebook Writing
Having a look at my method of writing gamebooks compared to other ways. ## Some have A Strong Narrative I think many gamebooks are written with a particular storyline / arc in mind. Seeking to unravel/escape a series of murders in a Victorian hospital (_Nighshift_), seeking two parts of a dwarven hammer from a fantasy forest _(Forest of Doom),_ attempting to save the world from an ice age possibly caused by godlike AI (_Heart of Ice)_ , Finding out what tragedy happened in a haunted house 10 years ago _(House on Sentinel Hill)._ Typically you'll have a storyline and some possible endings (all but 1 being Bad Endings in the case of Fighting Fantasy), work out different paths to different endings, branching and merging these paths as they go. There might be a couple of points where all of these nodes meet. They'll also be varied approaches to playtesting, feedback, reworking and repeating this. There are some old blog posts on gamebook structure with Classifying and Rating Linearity by Jake Care, Beyond Branching by Emily Short and How Many Endings does a Gamebook Need by Dave Morris. ## Open-World Writing Open-World gamebooks are a little different. Granted that there's a limited pool of open-world series and gamebooks out there, (5ish series and a few individual gamebooks) but there are common elements nonetheless. Because you can wander from place to place (and back again) in an open world gamebook, the design is different. It's centred more about locations. Much of the design and writing will be getting between locations, setting up parts of quests between locations and the thankless task of testing out routes, codewords, quests and the permutations. This applies to series of open-world gamebooks _(Fabled Lands, Steam Highwayman_) and individual gamebooks with an open-world structure _(Isle of Torment, Lost in the City)._ Some open-world gamebook series will have a stronger storyline, such as the battles of Legendary Kingdoms _(and focus on a different character for each)_ or the 12 heroic trials (3 for books) for VulcanVerse. Here you will need to gate off certain parts of the book, until the characters are ready for it / have fulfilled the bits necessary to unlock it. ## My Own Writing (so Far) I'm an aspiring gamebook author, so I'm still finding a favoured way of writing (open-world) gamebooks. I'm very loose in my opening idea, with a vague idea of what it's about and the feel, with a very loose setting. "Lost in a misty fantasy forest". "on an island of sorcerers that was moved by magic" To start with I'll make some simple locations in the realm (A lighthouse, an inn in the trees, the Chasm of Dreams, a bridge over a river, a talking tree by a ruin) and then connect them together so you can traverse the world. I'll add in a few encounters, make the basic rules and add a few NPCs. Then I'll print it out and try playing it as a physical book. At the start it will be a pretty rubbish gamebook. Sparse text, locations with none or one way to interact, mechanics with little support, exits that go to blank passages. Then I'll note things I like, remove things that don't work, add detail to locations, more mechanics, expand on NPCs, add more encounters, rework areas. Print out, playtest, make notes, revise, expand, improve. Repeat and iterate. Slowly the ideas will combine into a concrete plot idea, themes will emerge and strengthen. Then it's time to take it to others, for more playtests and other feedback. Take notes from playtests, revise, delete, improve, polish, rework, finetune. Repeat and iterate. I've taken one gamebook to the point I'd be almost happy printing it. But it's part of a series I'm not ready to write the next one of yet. The current gamebook I'm working on _(and hoping to be first one to publish)_ I'm at the Themes and central plot starting to emerge. Just printed it out and playing through it again... ### Finishing Up How do you write your gamebooks? _(Comments can't be left at moment but we've got a_ gamebooks Discord!_)_
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Rand Roll @duncant.randroll.com.ap.brid.gy · 24/09/2026
A few tables for names using Virtues and Animals in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Names from Virtues and Animals. [Image by Jack Holliday] Fantasy Names in Chaos Solo Engine Names are trick for system neutral random tables, as they are often tied […]
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Names from Virtues and Animals
A few tables for names using Virtues and Animals in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Names from Virtues and Animals. [Image by Jack Holliday] ## Fantasy Names in Chaos Solo Engine Names are trick for system neutral random tables, as they are often tied to setting. Here are names tied to virtues and animals in English. If your world permits, they could be translated into an equivalent fantasy or real-world term. Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings ## Names from Virtues and Animals d20 | Virtues | Animals ---|---|--- 1 | Sweet _or Harmony_ | Wren _or Lynx_ 2 | Wisdom _or Bravery_ | Salamander _or Oriole_ 3 | Unity _or Vision_ | Teal _or Fawn_ 4 | Charity _or Revel_ | Finch _or Bee_ 5 | Patience _or Haven_ | Pike _or Spider_ 6 | Constance _or Bliss_ | Drake _or Swan_ 7 | Spirit _or Glory_ | Jay _or Cricket_ 8 | Faith _or Loyal_ | Robin _or Fox_ 9 | Joy _or Danger_ | Lark _or Merle_ 10 | Promise _or Gallant_ | Dove _or Seal_ 11 | Regal _or Grace_ | Wolf _or Ferret_ 12 | Valour _or Shepherd_ | Sable _or Hare_ 13 | Hope _or Clement_ | Cat _or Finch_ 14 | Persistence _or Verity_ | Merlin _or Wasp_ 15 | Fortune _or Charisma_ | Magpie _or Mink_ 16 | Prudence _or Patience_ | Sparrow _or Bear_ 17 | Charm _or Vigil_ | Newt _or Badger_ 18 | Destiny _or Majesty_ | Raven _or Ant_ 19 | Honsety _or Passion_ | Kestrel _or Heron_ 20 | Chivalry _or Serene_ | Brock _or Minnow_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 22/09/2026
As children mother told us of her first foray into the Caves. Goblins and an ogre. Four companions and a war-ape slain, with only her and a couple of hired hands fleeing back to the Keep. Although she found glory later, Adwen and I are hoping for a better start... The Greenfinger Guild get to […]
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OSE Return to the Keep (on the Borderlands). Bandits at the Caves
> As children mother told us of her first foray into the Caves. Goblins and an ogre. Four companions and a war-ape slain, with only her and a couple of hired hands fleeing back to the Keep. Although she found glory later, Adwen and I are hoping for a better start... The Greenfinger Guild get to exploring the Keep, the Caves of Chaos and the area around them. RPG Thoughts, and the first Scenes. Following on from the RPG Intro and Char Gen. OSE solo - intro | start | partway | end | all season 4 | all dungeon solo _Disclosure - I'm a DriveThru RPG affiliate_ ## Starting with OSE ose thoughts | keep | solo tools | scenes | chars | threads & extras Adding to initial intro of OSE Advanced. It's hard to give an impression of OSE Advanced, as I've used it in the past in a different form and now used it a lot for Stonehell. It has simple procedures for combat, wilderness exploration and dungeon exploration. It has clean presentation, a layout I'm familiar with and subsystems I'm used to for many years. For me it's the best way to get a D&D-like experience using a group of characters playing solo. Or it would be, if I hadn't also been playing (and running) Dolmenwood. There's many improvements I miss from the Dolmenwood rules. From more combat options to better differentiation between martials and non-martials at level 1. Cleaned up rules for travel, foraging, dying, thieves skills, turning undead, a decent ranger, slot encumbrance and a bunch more. I'll only be bringing over Thief skills for the moment (also from Carcass Crawler), as I'm trying to play OSE without house-ruling it to oblivion (or making it Dolmenwood) ## Return to the Keep ose thoughts | keep | solo tools | scenes | chars | threads & extras Adding to initial into to Return to the Keep on the Borderlands. Well, there's a Keep, the Caves and the wilderness around. But this module is pretty different to the original Keep on the Borderlands. It has more of a narrative / plot and more flesh on the bones of many elements. The Keep is the same base but events have moved on. The caves still have multiple groups, but there is more connection and conflict between them The allies and foes have names, and more space devoted to them. The first thing of great use were the eight fully described NPC adventurers that can be used as allies, replacements and rivals. The wilderness encounters have lots of detail, although they also combine to describe the wilderness sites around too _(which can make them harder to find)._ The inhabitants of the caves also have lots of detail, which makes picking out plot threads and actions easier, but there's lots of dross to wade through too. There's often too much detail and description, but this is in keeping with AD&D 2nd edition modules of the time. I much prefer the brevity of adventures such as Winter's Daughter and Stone Hell. I like how the groups of the original Caves are referenced and have been progressed, either being defeated, displaced, changing form or growing more dangerous. I also appreciated the three Adventures in Town, encounters and plot threads that can happen between forays into the caves. One I won't be using _(my party aren't ready to be fireballed quite yet)._ This is certainly an adventure that was trying to harken back to a previous time, but some choices (such as the level 7 assassin, the tower mimic and bulette) are a little strange. 2nd edition AD&D when this was written had many other monsters and options to choose from. When dealing with these for playing solo, I think about whether I would have changed this as a Dungeon Master running the module and let this guide most changes. The strangest thing to me was the lack of an encounter table for the Caves of Chaos itself (the area, not the individual caves), so I made my own! ## Soloing with an Existing Module ose thoughts | keep | solo tools | scenes | chars | threads & extras Following on from Solo Tools notes. I'm playing solo with a system I've written and tailored to the way I play solo, so no surprise that it' running ok. The harder bit is running a module. I started off by looking through the module to get a general overview of what's going on, but not dwelling too much on the detail. It helps that I'm good at forgetting the details of individual NPCs and locations anyway. I'll often test player/character knowledge with a Yes/No oracle, asking if the character knows this or takes a particular option. Another option I use is considering the aims of my Characters. Each of my characters has a 1-line long-term aim. It also helps to separate player and gamemaster knowledge if you've been both a player and a GM in group games. Being exposed to rpg actual plays (such as solo actual play podcasts) can also help develop these skills. ## Tales of the Greenfinger Guild ose thoughts | keep | solo tools | scenes | chars | threads & extras The viewpoint character is Burunild Greenfingers. Starting **Threads and Extras** were kept very simple - * (Thread) Find out who sent letter to Marge requesting aid * (Extra) People of the Keep (Macsen Keep) ### Scene 1 - Keep on the Borderlands > My sister and I are answering a call to help in a letter our mother received. She was known as Marge Greenfingers and became locally famous as an adventurer before retiring. Now I, my sister and our friend Mauth are answering a call for aid at Macsen Keep, where our mother started her adventuring career. At Neverwinter we were joined by Squire Cedar Jade who grew up at the keep, and Renalfnoc, a gnomish dog handler with two large hounds. Arrive at Macsen Kepp, in the foothills of the Sunset Mountains. They enter without problem as it's market day. Burnild and Adwen browse the market looking for rumours and hirelings, meeting Cob who agrees to lead them to the Caves of Chaos and hiring a torchbearer. Renalfnoc takes a look around the whole place making note of the layout. Mauth finds a priest at the local shrine, enjoys a discussion with Abercrombie and hears of two clerics who might be willing to join. Cedar looks for people she knows, meeting Opal and finding out that the militia captain, Jadele, sent the letter to Adwen and Burunild's mother _(Event - Important Find)_. He also hears of a spy somewhere in the keep. Opal offers to join them _(Event - Extra takes Action)_ as they relax and rest at the Green Man Inn in the Keep. _(Opal - human f neutral Cleric 1 - joins as PC, Cob - human m lawful Fighter 1 - joins as a hireling and Ione Nantan - human f neutral townsfolk - as hireling of Adwen_ ### Scene 2 - Morning Montage > The Keep of Macsen is where mother's adventures began. She called it the Keep on the Borderlands and it remains so. Hardy folk on the frontier of the Sunset Mountains, used to defending themselves and seeing strangers come and go. There's tensions here, but it's not our job to unravel them. _(Event - Montage)._ The group have a busy morning preparing, with Renalfnoc looking at jewels at the moneylender Mouse, Adwen getting nowhere with the local smith, Mauth looking sadly out of the battlements, Burunild chatting to strangers in the inn and Cedar hiring a servant and porter. Meet with Jadele, the keep's young militia captain. She had been hoping for an experienced adventurer. Skeptical of trouble at the Caves, and really looking for settlers and pioneers willing to test their luck in the Keep and lands around. (_Hykka - halfelf f lawful townsfolk - joins as hireling of Cedar)_ ### Scene 3 - Caves of Chaos > As children mother told us of her first foray into the Caves. Goblins and an ogre. Four companions and a war-ape slain, with only her and a couple of hired hands fleeing back to the Keep. Although she found glory later, Adwen and I are hoping for a better start... _(original blog post of_ Marge and the Caves of Chaos_)_ Cob guides them to the Caves of Chaos along the road. _(Event - Negative for an extra - Abercrombie)._ Opal tells of her plan to finish a temple of Moon in the woods north of the keep, to rival the Chapel in the keep. The group offer to help! They arrive at the bottom of a canyon with undergrowth and several different entrances. Cob identifies boot prints leading to one, goblins at another, then goes to wait in nearby woods as not willing to enter the Caves. Deciding to avoid goblins, kobolds and booted feet, approach another cave _(Cave C)_. Find bodies of orcs inside. _(Event - Foreshadow Trouble)._ Renalfnoc is guarding the rear, watching from cave mouth. Sees a robed human lead four animated corpses to talk to humans from one of the caves. His sharp hearing picks up a plan to attack a caravan in around six days time. Passes on info to the group. In caves find signs of dead orcs, slain by undead. Exploring further they find more dead orcs, skittish bats and some small skeletons that Mauth overcomes with faith. Burunild plans to cook up a rat pie from a pair of giant rats they also slay. Investigating a secret door they find a map and a chest of coins. Renalfnoc can read markings, claiming they are gnomish and it marks places in local area. ### Scene 4 - Bandit Surprise > _Adwen is my older sister, we've been close since I can remember. People love her wherever she goes and she's a natural student of beguiling magic. She should be our leader, but says I make better decisions. I also thirst for fame and glory, but sometimes I think she's just here to keep an eye on me!_ Enter another secret door they found, surprising two bandit leaders in their quarters. In ensuing fight take both of them captive, release a prisoner and slay more bandits when they arrive. After a stand-off, the Greefinger Guild retreat out of the Caves of Chaos and return with Cob and two human prisoners to the Keep. The prisoner they released is Ilbert Stalwart, a member of the noble house Cedar Jade is sworn to serve. He is very happy to be released and promises to repay the group any way he can. ### Scene 5 - Starting to Make a Name > Our first foray was a success. Everyone accounted for, two captive bandits and one freed prisoner. Treasure liberated from the caves, a map to explore and the Greenfinger Guild forged from our first battles. One of the bandits, Nore, claims she was blackmailed into joining them, but her rich clothes and jewellery tell another story. Return to the Keep and with Opal's good word and tale of Ilbert Stalwart, have no trouble getting Nore and Orm locked up as bandits. Have larger conversation with Jadele. The militia leader charges them with protecting the caravan from attack they heard about, as she can't spare militia due to threat of gnolls. She offers to accompany them on a future delve if they do repel bandits, as she has heard of an evil at the caves. At the Green Man, after splitting loot they they meet Mendel, a talkative local merchant with pretty companions and veteran guards. Ilbert and Cedar enjoy attention of Mendel's companions Chantel and Sascia, while Adwen looks on in suspicion. ### Scene 6 - Respite at the Keep > Since I was young, growing up on Mother's tales, I've wanted to be known. For people to talk of my deeds and know my face when I walk into a tavern throughout the lands. It starts here in Macsen Keep, when we destroy these bandits and whoever is behind them at the Caves. During the night hear that Nore the bandit leader has escaped but no-one knows how. Spend day resting, and buying supplies. Cob agrees to guide them around the local wilds, feeding his drinking binges. ### Scene 7 - Into the Forest > Mother met a mad hermit in the forest on her second foray, and it was also a disaster. She lost three more companions to the hermit and his lion. Yet she returned to the Keep and kept on going. Where did she find the strength? Adwen says she had to pay off a debt but I don't believe this. There's a hermit here but Cob says he's just obsessed with bees. Still pays to be careful though... North of the Keep they visit Opal's in-progress shrine to Moon. Then Cob leads them to the Bee Man, a hermit who invites them in for honey and water. Exploring more of the forest, they match more places on the bandit map, slaying a spider and finding a stone door in a mound. Beyond are many skeletons, who wait after half our repelled by Opal and Mauth. The skeletons then close the door and the party leave them be until they can return with appropriate weapons. ### Scene 8 - The Hungry Tower > Mother gave us all extensive advice if we ever decided to become adventurers, mercenaries and treasure seekers. Keep oil and torches to hand, guard your rear with big dogs, hire good help, attack from a distance where possible, always carry rope... And don't be afraid to cut your losses to survive. Follow a path from the skeleton mound through the woods, but find nothing of interest where something marked on the bandit map. The next map marking leads them up to a tower instead on a nearby hill. There's a downpour as they reach the tower but there's no sign of anyone here but there's an open door. Suspicious, Mauth and Cedar enter, with Hykka refusing to. Burunild stays inside entrance with Adwen's dogs, arguing with her sister about danger and responsibility. An inside door higher in the tower starts to bleed when Cedar strikes it with an axe. The whole thing is some kind of monster! Burunild just escapes through a biting front door, but the dogs are a bloody mess. There's no sign of Cedar or Mauth, except a scream cut short. After shooting a few futile arrows, the group return to the keep, vowing revenge... _(Squire Cedar Jade - Knight 1 - and Mauth - Cleric 1 - depart group as slain by tower)_ ### Scene 9 - Cast Change > Things went wrong. Tales never mention hungry towers. I had a long conversation with Adwen and she suggested we take a few days to consider things. And yet it could have been worse, we could have all died. There's no time for regrets and bad thoughts. Our companions knew the risks, we're still alive and there's a bandit attack to stop. Rest a day, discussing options and possible replacements. Cob gets drunk in the tavern and Hykka leaves the group and the Keep, leaving to travel to faraway places. Rest of the group accept Igone's offer to join them as a full member, with equipment paid for by Adwen _(Hykka - townsfolk / commoner - refuses offer of further employment and leaves group. Igone Nantan - human f neutral Acrobat 1 - promoted from hireling to full adventurer)_ Adwen is busy, finding two more hounds in the keep. She also recruits Sibling Mart as a retainer and warrior and two townsfolk, Daw and Stuma Nettlehill, to act as archers in their further explorations. When sober and penniless, Cob agrees to guide them to rest of area. _(Brother Mart - human m lawful cleric of Jude the Loyal - joins as retainer to Adwen. Daw - human m chaotic townsfolk and Stuma Nettlehill - halforc m neutral townsfolk join as hirelings of Adwen)._ ### Scene 10 - South of the River > Duty and Persistence are two things that guide my actions. Duty to those who follow me, and to the oath I swore to mother to make her proud. Persistence is the small acts of everyday. Weapons training, preparation, trying once, trying again until a thing is done. All with a dose of caution, where such is needed. _(Event - Extra leaves the Story - Hykka)._ Gather to say goodbye to Hykka, who is intending to find ship to the Green Coast and explore the far-off Lake Towns. Go south of the road and explore more locations on the bandit's map. Find nothing at the marked lizardfolk lair and decline to enter the spider-infested woods they've heard tales of in the Keep. Encounter a gnoll patrol, and retreat without conflict after being warned by Cob of many more in their camp. Intend to return in the future but a gnoll leader takes interest in the group, assigning a few scouts to watch group from a distance. Group rest ready for next day. ### Scene 11 - Pilgrims and Merchants > Soon we may have the chance to make our name. If we find the caravan and drive off the bandits, merchants and Keep alike will take note. I visited the temple of the Silver Knight here last night, making offerings for my patron deity to watch over the Greenfinger Guild and our actions. _(Event - Extra Takes Action - Abercrombie)._ Abercrombie comes to give the blessings of the Silver Knight, and lend his magic shield to Burunild, to be given back when group returns. Many of the Keep have also come to see them off, as group become known already in their short time. Accompanied by Ilbert Stalwart and stocked up on supplies, they head East along the road to try to find the expected caravan. Meet pilgrims soon after, a strange group who worship the Second Coming of Prophet Quonzar. There were twenty of them, but now down to a dozen but seem unconcerned at this. Travel with the pilgrims until they meet the trade caravan several hours later. Adwen warns caravan leaders of possible attack and taken seriously. After camping for the night, the Greenfinger Guild accompany the caravan. Also part ways with the pilgrims, who have lost one of their number during the night. ### Expected Next Scene - Bandit Attack ## Characters of the Greenfinger Guild ose thoughts | keep | solo tools | scenes | chars | threads & extras ### Retainers, Hirelings and Treasury * **Cob** (human m hunter, lawful ranger 1, ally) * **Sibling Mart** (human m baker, lawful cleric 1 of Jude the Loyal, retainer - Adwen) * **Daw**(human m roper, chaotic townsfolk, hireling - Adwen) * **Stuma Nettlehill**(halforc m woodcutter, neutral townsfolk, hireling - Adwen) * Treasury (140 gp, 2 mules with saddlebags, shortbow and arrows, warhammer) ### Burunild Greenfinger human f baker, neutral fighter 1, sister of Adwen, cheerful, scruffy, aims to make name as adventurer, leader of GG **STR** 13 (+1) **DEX** 9 (+0) **CON** 11 (+0)**INT** 8****(-1)**WIS** 13 (+1)**CHA** 14 (+1) **HP** 8 **Abilities** - Languages (Common), Leadership (9), Stronghold, XP 431 (+5%) **Equipment -** platemail, sword, dagger, shield, spear, backpack, 6 torches, large sack, waterskin, weeks rations, tinderbox, 50 ft rope, inscribed knife, 290 gp ### Renalfnoc "Ren" gnome m jeweller, chaotic thief 1, well-groomed, melodic voice, rhyming slang, aims to get a set of ten perfect gems **STR** 7 (-1) **DEX** 13 (+1) **CON** 13 (+1)**INT** 10****(+0)**WIS** 10 (+0)**CHA** 9 (+0) **HP** 5 **Abilities** - Defence Bonus, Detect Construction Tricks, Infravision, Languages (Burrowing Animals, Common, Gnome, Thieves' Cant), Resistance +3 (magic), Thief Skills (Climb 87, Find/remove Traps10, Hear Noise103, Hide in Shadows 10, Move Silent 2o, Open Locks 15, Pick Pockets 20, XP 431 (+5%) **Equipment -** leather, dagger, sling + stones, backpack, rope, 2 small sacks, 6 torches, flint and steel, thieves tools, 3 oil flasks, sapphire (300 gp), 2 war dogs, 10 gp ### Adwen Greenfinger human f blacksmith, neutral illusionist 1, sister of Burunild, friendly, wears bright colours, aims to keep Burunild alive, scruffy, aims to make name as adventurer **STR** 11 (+0) **DEX** 11 (+0) **CON** 18 (+0)**INT** 13****(+1)**WIS** 7 (-1)**CHA** 18 (+3) **HP** 7 **Abilities** - Arcane Magic (spells 1 x 1st, Languages (Common, Dwarf), Leadership (11), XP 0 (+5%) **Equipment -** spellbook (_audible illusion, chromatic orb, light/darkness, read magic_), staff, 4 daggers, backpack, 5 oil flasks, flint + steel, 6 torches, rope, small hammer, weeks rations, waterskin, 12 iron spikes, copy of bandit map (c5), quartz (10 gp), ruby (50 gp), 2 war dogs, 80 gp ### Opal of Macscen Keep human f cheesemaker, neutral cleric of Lady Moon 1, positive/proactive/unpredictable/calm (varies by moon phase), aims to build temple to Moon in woods) **STR** 14 (+1) **DEX** 10 (+0) **CON** 15 (+1)**INT** 8****(+1)**WIS** 14 (+1)**CHA** 9 (+0) **HP** 7 **Abilities** - Divine Magic, Languages (Common), Leadership (8), Turn Undead, XP 431 (+5%) **Equipment -** plate, shield, warhammer, symbol of Moon, week's food, backpack, cheeses ### Igone Nantan human f furrier, neutral acrobat 1, friends with Adwen, aim to become someone respected locally **STR** 15 (+1) **DEX** 13 (+1) **CON** 11 (+0)**INT** 11****(+0)**WIS** 11 (+0)**CHA** 7 (-1) **HP** 4 **Abilities** - Evasion, Jumping, Languages (Common), Leadership (7), Skills (Climb 87, Fall 25, Hide 10, Move Silent 20, Tightrope 60), Tumbling Attack, XP 1 (+5%) **Equipment -** polearm, shortbow, leather, mace, backpack, gp 13 ### The Fallen * **Mauth** , dwarf f cooper, Cleric 1 - eaten by a sentient tower * **Squire Cedar Jade** , halfelf m furrier & fisher, Knight 1 - eaten by a sentient tower ## Threads and Extras ose thoughts | keep | solo tools | scenes | chars | threads & extras ### Threads * Watch out for spies at the Keep (Adwen, Opal) * Prove worth to Jadele * Help Opal finish temple to Moon in the woods * Bring the caravan back to the Keep and protect from bandits * Return with blunt weapons to mound with skeletons ### Extras * **People of the Keep** (Macsen Keep) * **Abercrombie**. Priest (L) of the Silver Knight, fiery, chaplain of keep.(ally) * **House Stalwart** , Lawful, Neverwinter * **Jadele**. F3, Militia leader, popular, go-getter, sent letter to Marge (ally) * **Cob**. Ranger guide from keep (ally), won't enter the Caves * **Bandits of the Caves** (foe) * **Priests / Acolytes of the Caves**. * **Ilbert Stalwart**. Scholar, aloof rescued from bandits (ally) * **Orm the Sly**. Bandit leader, prisoner at the keep (foe) * **Mendel the Merchant**. Slaver, wizard, pg 19 (foe) * **Jocelyn**. Tanner. Former bandit, sister of Nore * **Nore**. Bandit leader. Sister of Jocelyn, lying low at keep * **Tammuz**. Gnoll leader (flind), watch to see how group deal with bandits * **Pilgrims of Prophet Quonzar.** Dying off 1 by 1. One is a halfling and another a doppelganger. ### Finishing Up They have a clear quest, a place to go and potential allies. What could go wrong...?
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Rand Roll @duncant.randroll.com.ap.brid.gy · 12/09/2026
In any gamebook - especially any FF book - not mapping it out leads to an inability to explore efficiently on future runs. Mapping it out keeps you on track and if you hit a dead end you can avoid it next time. An interview with Graham Plowman, author of gamebook the House on Sentinel Hill […]
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Interview with Graham Plowman, author of the House on Sentinel Hill
> In any gamebook - especially any FF book - not mapping it out leads to an inability to explore efficiently on future runs. Mapping it out keeps you on track and if you hit a dead end you can avoid it next time. An interview with Graham Plowman, author of gamebook the House on Sentinel Hill. House on Sentinel Hill was the Sept 2026 book for the 100 Endings Book Club. Latest in series of gamebook interviews. ## Chat with Graham Plowman Graham Plowman is the author of House on Sentinel Hill, the Sept 2026 read for the 100 Endings Book Club. Graham is also a composer of Orchestral Horror Music, with more info at grahamplowman.com. We have the creation of the House on Sentinel Hill, composing horror soundtracks, favourite compositions, and advice for House on Sentinel Hill. Among other questions. ### What was your gaming story before the House on Sentinel Hill? I've always been into RPGs starting in the 80s with Warhammer, M.E.R.P. (Middle-Earth Role-Playing), and Call of Cthulhu. I also loved gamebooks and had a large collection of Fighting Fantasy books. So it all stems from those beginnings. It also included a lot of boardgames such as Heroquest, Space Crusade, and various other Games Workshop releases like Talisman. ### How did House on Sentinel Hill come about? House on Sentinel Hill started as a Flash game (remember Flash on the web?) but it was taking too long. I was doing all the art and programming myself. Flash got abandoned and so I abandoned that approach - but I had the story mostly worked out and it was a story I still wanted to tell. So after getting back into Fighting Fantasy again when they were being re-released, it seemed like transferring that story to a gamebook was the ideal fit. So I started writing it, plotting out the paths and upgrading the story as I went as new ideas came along. ### What was your process for creating the gamebook? Complicated! I used an app to track the flow charts and paths and started working through the story as a series of 'hubs'. The town, the house, then beyond. A lot of on-the-fly changes and adjustments go into a gamebook, and a lot of playtesting as well. So a combination of a hand-drawn map, a digital flow-chart, and a word doc with the actual books content were used. ### How did you become a composer of Cthulhu Mythos Music? I was always into film music, and played piano. From that I wanted to compose music using a virtual orchestra. I started with film-like music, fantasy etc, but given my old Lovecraft interest I evolved it into music inspired by Cthulhu Mythos stories and that is how the channel took shape. I also took inspiration from Howard Shore's Lord of the Rings score which I adore, and that too shaped some of my music, such as my two Dreamlands tracks. Cthulhu Mythos Music list ### Which are your favourite horror compositions? Of mine or others? Of others, I love The Omen/Omen 2 and Alien by Jerry Goldsmith, a variety of Marco Beltrami scores. Of my own I like the already mentioned Dreamlands tracks, and 'The True History of Earth' track from my Mountains of Madness album. ### How did you put together the particular soundtrack for the gamebook? With a computer, a midi keyboard, and a load of virtual instruments - including a virtual theremin. I have a pretty established setup and workflow that made the composing process quite efficient, so even hour-long pieces could be done in a couple of days. ### What advice would you give someone struggling with House on Sentinel Hill? Cheat!!!! I made it too hard - that's the Cthulhu Mythos no one survives mentality I have. _(Warning - SPOILERS!)_ Actual advice, get the proper portal coordinates from the study. Go immediately right on the alien world, then backtrack left. Trust in the bizarre things that want to talk to you (to a point) and map out the journey. In any gamebook - especially any FF book - not mapping it out leads to an inability to explore efficiently on future runs. Mapping it out keeps you on track and if you hit a dead end you can avoid it next time. There's a lot of nuance to THoSH, with multiple situations having pay-off later - leading to multiple ending possibilities. I would say it's not about finding them all - it's simply about finding one of those endings. My wish is that I made it easier to find an ending and have the story wrap up - I think that would have been a good choice. ### What are your next big projects that you can talk about? I'm finally - FINALLY - working on a new gamebook, but I can't say much about it. I announced a new gamebook idea a couple of years ago soon after I had finished THoSH, and then it was used by someone else... so lesson learned. ### Where can people find you online? I like social media overall but I have a website www.grahamplowman.com and the YT channel 'Cthulhu Mythos Music' ### Finishing Up If you haven't tried the House on Sentinel Hill, track down a copy! There are many more articles on Rand Roll. Plus a Rand Roll Discord and instagram of Random Tables. I also create Generators at Chaos Gen and have a monthly random tools Newsletter.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 10/09/2026
A few tables for Bugs, Birds and other Beasts in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Aquatic Beasts, Birds & Bugs and Mammals & Scaly Beasts. [Image by Jack Holliday] Fantasy Beasts in Chaos Solo Engine These beasts aren't actually fantastical (mostly) […]
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Chaos Solo Engine - Bugs, Birds and other Beasts
A few tables for Bugs, Birds and other Beasts in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Aquatic Beasts, Birds & Bugs and Mammals & Scaly Beasts. [Image by Jack Holliday] ## Fantasy Beasts in Chaos Solo Engine These beasts aren't actually fantastical (mostly), but are beasts that might live in a fantasy world, grouped by arbitrary dividers such as aquatic, birds, land mammals and scaly beasts! Having beasts that are familiar to the player(s) gives some grounding, something to contrast the dragons, vampires and other fantastical creatures. A wholly fantastical world can be done, such as Brandon Sanderson's setting for the Stormlight Archive, but it makes it harder to initial parse what's going on. Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings ## Aquatic Beasts d20 | Freshwater | Saltwater ---|---|--- 1 | Pelican _or Sturgeon_ | Sea Urchin _or Shrimp_ 2 | Heron _or Freshwater Shark_ | Crab _or Carnivorous Fish_ 3 | Eel Swarm _or Marsh Rat_ | Jellyfish _or Walrus_ 4 | Crocodile _or Colourful Fish_ | Whale _or Shellfish_ 5 | Crayfish _or Bass_ | Sea Snake _or Codfish_ 6 | Seal _or Water Buffalo_ | Serpent _or Manatee_ 7 | Swan _or Carnivorous Fish_ | Anglerfish _or Slime_ 8 | Shoal of Small Fish _or Bear_ | Squid _or Flying Fish_ 9 | Pike _or Manatee_ | Clam _or Sea Snail_ 10 | Crab _or Archerfish_ | Manta Ray _or Lamprey_ 11 | Seal _or Constrictor Snake_ | Sea Anemone _or Eel_ 12 | Mink _or Electric Eel_| Turtle _or Plesiosaur_ 13 | Duck _or Water Mongoose_ | Dolphin _or Hippocampus_ 14 | Water Vole _or Carp_ | Lobster _or Crayfish_ 15 | Frog _or Alligator_ | Swordfish _or Naiad_ 16 | Lamprey _or River Dolphin_ | Amoeba _or Pufferfish_ 17 | Catfish _or Platypus_ | Seal _or Seaweed Spirit_ 18 | Otter _or Hippopotamus_ | Shark _or Catfish_ 19 | Salmon Shoal _or Sea Lion_ | Seahorse _or Blowfish_ 20 | Beaver _or Capybara_ | Octopus _or Sea Devil_ ## Birds and Bugs d20 | Birds | Bugs ---|---|--- 1 | Parrot _or Heron_ | Snail _or Crane Fly_ 2 | Eagle _or Wren_ | Scorpion _or Earwig_ 3 | Robin _or Pigeon_ | Spider _or Slug_ 4 | Swan _or Lark_ | Butterfly _or Bumblebee_ 5 | Falcon _or Emu_ | Centipede _or Ladybird_ 6 | Owl _or Flightless Bird_ | Cricket _or Leech_ 7 | Crane _or Goose_ | Moth _or Webspinner_ 8 | Pelican _or Roadrunner_ | Locust _or Newt_ 9 | Songbird _or Turkey_ | Caterpillar _or Wasp_ 10 | Peacock _or Flamingo_ | Ant _or Pond Skater_ 11 | Raven _or Cuckoo_ | Hornet _or Tick_ 12 | Nightingale _or Jay_ | Woodlouse _or Woodworm_ 13 | Kestrel _or Swift_ | Mite _or Lacewing_ 14 | Hummingbird _or Penguin_ | Cockroach _or Antlion_ 15 | Duck _or Raptor_ | Bee _or Worm_ 16 | Ostrich _or Gull_ | Dragonfly _or Grasshopper_ 17 | Jackdaw _or Kookaburra_ | Termite _or Fly_ 18 | Magpie _or Chicken_ | Firefly _or Dragonfly_ 19 | Sparrow _or Corvid_ | Shieldbug _or Mosquito_ 20 | Woodpecker _or Wader_ | Beetle _or Preying Mantis_ ## Land Mammals and Scaly Beasts d20 | Land Mammals | Reptiles & Amphibians ---|---|--- 1 | Rhino _or Hamster_ | Turtle _or Tuatara_ 2 | Wolf _or Wildebeest_ | Constrictor Snake _or Raptor_ 3 | Camel _or Bear_ | Salamander _or Viper_ 4 | Bat _or Kangaroo_ | Frog _or Sea Iguana_ 5 | Beaver _or Warthog_ | Aquatic Lizard _or Python_ 6 | Meerkat _or Deer_ | Gliding Lizard _or Dinosaur_ 7 | Rat _or Sloth_ | Gecko _or Serpent_ 8 | Hippo _or Zebra_ | Sea Snake _or Snapping Turtle_ 9 | Ape _or Bison_ | Slow Worm _or Pack Lizard_ 10 | Marsupial _or Gorilla_ | Caecilian _or Cobra_ 11 | Lynx _or Weasel_ | Tortoise _or Rattlesnake_ 12 | Wolverine _or Mole_ | Alligator _or Bearded Dragon_ 13 | Hyena _or Feline_ | Slow Worm _or Basilisk_ 14 | Squirrel _or Horse_ | Flying Frog _or Terrapin_ 15 | Fox _or Goat_ | Venomous Snake _or Drake_ 16 | Lion _or Boar_ | Toad _or Leatherback Turtle_ 17 | Llama _or Rodent_ | Crocodile _or Sand Snake_ 18 | Aurochs _or Skunk_ | Tortoise _or Monitor Lizard_ 19 | Badger _or Baboon_ | Chameleon _or Rock Lizard_ 20 | Monkey _or Lemur_ | Newt _or Pterodactyl_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 05/09/2026
25 Years had passed... The Keep changed... The Caves renewed... A pair of adventurers seek to continue their mother's legacy... Marking 5 years since starting solo rpgs with Keep on the Borderlands and D&D Basic, tackling Return to the Keep on the Borderlands with Old School Essentials (OSE) […]
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OSE Solo - Return to the (Borderlands) Keep. Intro & Chars
> 25 Years had passed... The Keep changed... The Caves renewed... A pair of adventurers seek to continue their mother's legacy... Marking 5 years since starting solo rpgs with Keep on the Borderlands and D&D Basic, tackling Return to the Keep on the Borderlands with Old School Essentials (OSE). OSE solo - intro | start | partway | end | all season 4 | all dungeon solo Solo fantasy - all solo | ad. fighting fantasy | dolmenwood | dragonbane | ironsworn | mythic bastionland | warlock! | wfrp 2e _Disclosure - I'm a DriveThru RPG affiliate_ ## Adventure Intro - Return to the Keep on the Borderlands Keep on the Borderlands was my first solo experience along with the D&D Basic system it was boxed with. That was 5 years ago, when my group of adventurers got savaged (twice) but one survived both, and Marge Greenfingers lead my initial forays through the Caves of Chaos and around via Basic D&D, Knave 1e, Warlock and other systems. To mark 5 Years and in keeping with Season 4 - Dungeons, I'm going back to the Caves of Chaos with **Return to the Keep on the Borderlands** and **Old School Essentials** (introduced below). Further tying this actual play back to the 1st, I'll be including two children of Marge, raised by their retired from adventuring mother on tales of her adventures... Return to the Keep on the Borderlands was released in 1999 for Advanced Dungeons and Dragons 2e, in that strange time when a faltering TSR had been taken over by Wizards of the Coast but before D&D 3E came out (in Aug 2020). It had more content, with 64 pages to the 32 in the original. It features a Borderlands Keep set 20 years _(25 years in my version)_ in the future after the original Keep on the Borderlands, updated with changed and new NPCs (even giving them names!) and more detail. The Caves of Chaos have also been updated, with more varied groups and situations and slightly more narrative. While most 2E adventures of the late 90's were heavily narrative and plot base, Return to the Keep on the Borderlands is truer to the original. It has light touches of plot, but emphasises that it's a sandbox and gives advice on running this type of adventure (such as advising on using the optional rule of Treasure for XP in the AD&D 2E DM's Guide). I've never played (or run) Return to the Keep, so it's all new to me. It wasn't an adventure of interest to me when it came out, having never played (or run) the original at that point. _(I was running some 2e, but all home-brewed adventures)_. For my module prep to run it solo, I had a brief look through to get an idea of the feel and layout / structure of the module. Luckily I'm also good at forgetting those details I did see! ## RPG Introduction - Old School Essentials module | ose intro | solo tools | chars | chargen Old School Essentials (OSE) is a restatement of the original D&D Basic & Expert (B/X) rules from 1981. I'm using the Advanced Fantasy version, which uses the B/X rules but adds lots of optional rules, as well as a bevy of classes and races such as the Assassin, Drow, Druid and Illusionist. OSE is known in RPG circles for it's tight layout and ease of use. It's also popular in solo-rpg games for playing old school modules or newer modules done in an old school style. OSE can also easily cope with running low-level AD&D (1e & 2e) adventures, such as Return to the Keep on the Borderlands. I've used it in my solo Stonehell adventures and it's also the basic engine used for the Dolmenwood setting and rpg _(which I've also soloed)_. For me personally it has all the bits I liked about fantasy adventures in AD&D 2nd Edition, but without the bits I was happy to leave behind. Bits such as extra complexity, larger numbers (escalating Armour Class, hit points, magic item bonuses), exceptional strength and kits. OSE has characters using familiar D&D parts such as 6 stats, Character Classes, hit points, Armour Class, increased power as level goes up. Combat is fast and brutal and most adventures are designed for a group of 4-8 characters, possibly with some hirelings and retainers along for the ride. It has strong procedures for dungeon-crawling, combat rounds, encounters, treasure creation and wilderness travel. Another positive for running solo games. I'll be using the separate class and race from Advanced OSE _(no racial classes),_ with no restrictions on level or class/race combinations. I'll also _(mostly)_ be sticking to the core OSE rules, not adding things in from Carcass Crawler, the Knock zines or other sources. The optional rules being used will be detailed in part 2. ## Solo Tools mythic bastionland intro | solo tools | chars | chargen I'll be using Chaos Solo Engine - Basic Fantasy, a simple solo emulator and oracle that I'm familiar with _(as I wrote it_). I'm still working on the Expanded version, which will add more inspiration tables and variants on the basic tools. Chaos Solo Engine uses d20s for it's oracle, tools and inspiration tables. Core parts include... * A d20 **Yes/No Oracle** table which can trigger Events and can use Boons and Banes for different likelihoods. * A list of **Threads** , keeping track of quests, plots, open questions and other items related to the character(s) * A list of **Extras** , any entities you want to keep in the story/game such as Non-Player Characters, settlements or factions. * An **Events** table which introduces chaos into the game, interrupting play or introducing new elements in a similar way to a Gamemaster in a group tabletop RPG. * A **Test the Scene** table that indicates if the expected scene starts as expected, is changed in some way, or interrupted entirely. * **Boons and Banes** , extra d20s that can be added to the Yes/No Oracle, Events table and Test the Scene to represent positive or negative modifiers or situations in the game. * **Inspiration Tables** , d20 tables such as NPCs, Action & Theme, Descriptor & Focus and Starting Situation, to give ideas and sparks for the game. There's a simple Chaos Solo Engine - Basic Fantasy generator and tool at ChaosGen. ## Introducing the Greenfinger Guild mythic bastionland intro | solo tools | chars | chargen ### Burunild Greenfinger human f baker, neutral fighter 1, sister of Adwen, cheerful, scruffy, aims to make name as adventurer **STR** 13 (+1) **DEX** 9 (+0) **CON** 11 (+0)**INT** 8****(-1)**WIS** 13 (+1)**CHA** 14 (+1) **HP** 8 **Abilities** - Languages (Common), Leadership (9), Stronghold, XP 0 (+5%) **Equipment -** platemail, sword, dagger, shield, spear, backpack, 6 torches, large sack, waterskin, weeks rations, tinderbox, 50 ft rope, inscribed knife, 6 gp ### Mauth dwarf f cooper, neutral cleric 1 of Air, haunted, wears furs, motivated by grief, aims to bury brother's ashes at site of a great deed. **STR** 13 (+1) **DEX** 9 (+0) **CON** 13 (+1)**INT** 9****(+0)**WIS** 11 (+0)**CHA** 9 (+0) **HP** 7 **Abilities** - Detect Construction Tricks, Detect Room Traps 1-2, Divine Magic, Infravision, Languages (Common, Dwarf), Listen 1-2, Resistance +3 (magic, poison), Turn Undead, XP 0 **Equipment -** platemail, mace, shield, sling + stones, small sack, waterskin, holy symbol, 1 gp ### Renalfnoc "Ren" gnome m jeweller, chaotic thief 1, well-groomed, melodic voice, aims to get a set of ten perfect gems **STR** 7 (-1) **DEX** 13 (+1) **CON** 13 (+1)**INT** 10****(+0)**WIS** 10 (+0)**CHA** 9 (+0) **HP** 5 **Abilities** - Defence Bonus, Detect Construction Tricks, Infravision, Languages (Burrowing Animals, Common, Gnome, Thieves' Cant), Resistance +3 (magic), Thief Skills (Climb 87, Find/remove Traps10, Hear Noise103, Hide in Shadows 10, Move Silent 2o, Open Locks 15, Pick Pockets 20, XP 0 (+5%) **Equipment -** leather, dagger, sling + stones, backpack, rope, 2 small sacks, 6 torches, flint and steel, thieves tools, 3 oil flasks, 2 war dogs ### Adwen Greenfinger human f blacksmith, neutral illusionist 1, sister of Burunild, friendly, wears bright colours, aims to keep Burunild alive, scruffy, aims to make name as adventurer **STR** 11 (+0) **DEX** 11 (+0) **CON** 18 (+0)**INT** 13****(+1)**WIS** 7 (-1)**CHA** 18 (+3) **HP** 7 **Abilities** - Arcane Magic (spells 1 x 1st, Languages (Common, Dwarf), Leadership (11), XP 0 (+5%) **Equipment -** spellbook (_audible illusion, chromatic orb, light/darkness, read magic_), staff, 4 daggers, backpack, 5 oil flasks, flint + steel, 6 torches, rope, small hammer, weeks rations, waterskin, 12 iron spikes, 2 war dogs, 47 gp ### Cedar Jade half-elf m fisher and furrier, lawful knight (?), austere attire, rumbling voice, aims to establish family legacy **STR** 14 (+1) **DEX** 7 (-1) **CON** 9 (+0)**INT** 14****(+1)**WIS** 11 (+0)**CHA** 11 (+0) **HP** 8 **Abilities** - Chivalric Code, Combat (no missile), Detect Secret Doors, Horsemanship, Infravision, Languages (Common, Elf, Goblin), Mounted Combat, Srength of Will, XP 0 (+5%) **Equipment -** platemail, axe, sword, 2 daggers, backpack, waterskin, weeks food, fishing net, wine x2, 22 gp ## Character Generation for Old School Essentials mythic bastionland intro | solo tools | chars | chargen Character generation is fairly quick for OSE, and as always quicker if you've played it before. You generated the 6 attributes with 3d6 in order _(I'm using the order as I've played with for many years)._ Choose a race, choose a class, roll up your gold and buy your equipment. Add details such as name, secondary skill _(If used)_ and you're ready to go. I use a few house rules for chargen such as option of "Flipping the stats" _(8/12/14/6/10/13 could become 13/9/7/15/11/8 if desired),_ maximum hit points at first level. I'm using a modified options for humans _(giving them +1 Cha, +1 Con and the Leadership ability)_ and also a slight boost to halfelves _(+1 Cha, a second background)._ One character, Adwen, had exception stats (an 18 and a 17 which became an 18), which is a likely indicator they will die in the first delve into the Caves of Chaos... ### Finishing Up This should be a grand way to wrap up Season 3 of Rolling Solo. If you liked this there are Solo RPG Articles at Rand Roll, Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 02/09/2026
Useful tables for encounters from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Current State & Reaction and Activity & Stands Out in a Group. [Image by Jack Holliday] Encounter Tables in Chaos Solo Engine Encounters are the core of many rpg sessions, being planned, triggered […]
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Chaos Solo Engine - Encounter Tables
Useful tables for encounters from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Current State & Reaction and Activity & Stands Out in a Group. [Image by Jack Holliday] ## Encounter Tables in Chaos Solo Engine Encounters are the core of many rpg sessions, being planned, triggered or random. They could be with an NPC, a group of labourers, a hazard of some kind, patrolling warriors or a marauding monster. These tables don't help with what's encountered, but their current state and activity, reaction and how one or more might be distinct. Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings ## Current State and Reaction Apply Boons and Banes, reflecting better/worse state/reaction. d20 | Current State | Reaction ---|---|--- 1 | Dying _or Sick_ | Attack _or Hatred_ 2 | Imprisoned _or Bespelled_ | Hostile _or Flee_ 3 | Weak _or Poisoned_ | Threaten _or Shun_ 4 | Wounded _or Chained_ | Mock _or Obstruct_ 5 | Thirsty _or Shivering_ | Demanding _or Disdain_ 6 | Infected _or Angry_ | Challenge _or Berate_ 7 | Fearful _or ⇾Emotion_ | Unfriendly _or Dismissive_ 8 | Starving _or Cold_ | Watchful _or Retreat_ 9 | Agitated _or Hot_ | Guarded _or Changeable_ 10 | Riled _or Defensive_ | Question _or Wary_ 11 | Bedraggled _or Charmed_ | Ignore _or Follow_ 12 | Unhappy _or Tired_ | Neutral _or Weird_ 13 | Burdened _or Hurried_ | Watchful _or Curious_ 14 | Intoxicated _or ⇾Emotion_ | Pleasant _or Distracted_ 15 | Distracted _or Sweating_ | Generous _or Playful_ 16 | Alert _or Frisky_ | Warm _or Obliging_ 17 | Calm _or Hallucinating_ | Friendly _or Supportive_ 18 | Jovial _or Blissful_ | Excited _or Assist_ 19 | Content _or Relaxed_ | Lively _or Hospitable_ 20 | Jubilant _or Satisfied_ | Helpful _or Delighted_ ## Activity and Stands Out in a Group d20 | Activity | Stands Out in a Group ---|---|--- 1 | Investigating _or Digging_ | Sad _or Shield with an image_ 2 | Swimming _or Guarding_ | Symbol _or ⇾Emotion_ 3 | Journeying _or Reflecting_ | Distinctive hat _or Nonhuman_ 4 | Searching _or Training_ | Costume _or Odd laugh_ 5 | Foraging _or Questing_ | Armoured _or Has a ⇾Pet_ 6 | Stealing _or Spying_ | Exhausted _or Collar_ 7 | Sleeping _or Storytelling_ | Taller _or Uniformed_ 8 | Hunting _or Laughing_ | Bruised _or ⇾Weapon_ 9 | Arguing _or Building_ | Sick _or Speaks extra language_ 10 | Hiding _or Dancing_ | Bigger _or Mounted_ 11 | Playing _or Chatting_ | Missing limb _or ⇾Jewellery_ 12 | Resting _or Repairing_ | Carries large object _or Furs_ 13 | Destroying _or Working_ | Heraldry _or Pregnant_ 14 | Relaxing _or Celebrating_ | Scars _or ⇾State_ 15 | Washing _or Preparing_ | Musical instrument _or Banner_ 16 | Feeding _or Creating_ | Wounded _or Prosthetic limb_ 17 | Watching _or Mourning_ | Intoxicated _or ⇾Consumable_ 18 | Fleeing _or Gorging_ | Tattoos _or Coughing_ 19 | Scavenging _or Planning_ | Chained _or Absurd footwear_ 20 | Drinking _or Singing_ | Smaller _or ⇾Colour_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 01/09/2026
The 2nd season of 100 Endings Book Club kicks off with the House on Sentinel Hill. The House on Sentinel Hill This month the 100 Endings Book Club read is The House on Sentinel Hill by Graham Plowman, exploring a haunted house. Join us on the 100 Endings & Rand Roll Discord if you've got any […]
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The House on Sentinel Hill by Graham Plowman - 100 Endings Book for Sept 2026
The 2nd season of 100 Endings Book Club kicks off with the House on Sentinel Hill. ## The House on Sentinel Hill This month the 100 Endings Book Club read is The House on Sentinel Hill by Graham Plowman, exploring a haunted house. Join us on the 100 Endings & Rand Roll Discord if you've got any questions or want to join in. The House on Sentinel Hill by Graham Plowman is a Lovecraftian Horror Gamebook with 586 passages. It's recent (published 2022) and the only one so far in the Cthulhu Mythos Gamebook series. It won our September poll, coming from our list of 2nd Chances gamebooks. You're exploring an old house in 1926 New England, investigating a murder from 10 years before. You start with 7 Attributes & Skills. These can be tested using 2d6 and there are combat rules for fighting one-on-one or multiple opponents. As you get lower in Health or Composure, other skills suffer too (unlike other games like Fighting Fantasy / Lone Wolf / Fabled Lands where your tests don't suffer until you're dead). There are also Mythos points, awards for finding clues and performing certain items. These points persist _between games_ , giving a permanent record on how your investigation(s) go. ## Ways to Play The House on Sentinel Hill The House on Sentinel Hill is available only in physical format (as far as I know) in paperback or hard back. As it was published in 2022 it's relatively easy to get hold of. I also found several 2nd-hand options (looking from the UK) For bonus material you can download an investigator sheet, and there's a podcast episode from Fantastic Flights covering the House on Sentinel Hill. Finally there's also a soundtrack for the House on Sentinel Hill, as the author is also a composer of Cthulhu Mythos Music. There is music for other related Cthulhu and Lovecraft related bits. If you've already read The House on Sentinel Hill (or can't get hold of it), there's other haunted house gamebooks. Two worth mentioning are House of Hell by Steve Jackson (UK, Fighting Fantasy) and the Ghosts of Craven Manor by Joseph Daniels (Magma Gamebooks) ### Finishing Up Feel free to join us on the Rand Roll Discord or at the Gamebooks subreddit.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 29/08/2026
If enjoy horror, then there are a few gamebooks that have an atmosphere of horror and hold up as gamebooks too. Gamebooks - 5 to start | deeper combat | 5 fighting fantasy | horror| all gamebooks Gamebooks for Horror In many ways gamebooks are well-suited for horror. They are often read […]
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5 Gamebooks of Horror
If enjoy horror, then there are a few gamebooks that have an atmosphere of horror and hold up as gamebooks too. Gamebooks - 5 to start | deeper combat | 5 fighting fantasy | horror| all gamebooks ## Gamebooks for Horror In many ways gamebooks are well-suited for horror. They are often read alone, on dark nights in dead tree (physical book) format... Bonus mentions for House on Sentinel Hill by Graham Plowman, Necromancer by Rex Talionis and Alone against Nyarlathotep, all of which I've yet to play in any meaningful manner! ## 1) Nightshift Nightshift by Victoria Hancox is a diceless gamebook with 401 sections. It's the first in the Cluster of Echoes series, so if you enjoy it there's a whole lot more of horror to enjoy. You are in a Victorian-era hospital, trying to avoid the gruesome fate of others who have been killed by the murderer on the loose. You must put together the clues to avoid the fate of several of those you talk to in the book. It's horror genre so there are elements of horror, blood, gore, violence and murder involved. ## 2) House of Hell A Haunted House in a modern-ish setting, House of Hell by Steve Jackson (UK) is a classic of Fighting Fantasy. You seek refuge in a mansion after your car breaks down (this was before mobile phones). And then you try to make it through the night and survive the horrors of the House of Hell... It's an atmospheric Fighting Fantasy, quite different to all of the others thanks to setting and tone. It's also quite a hard book, with many ways to die. Other Fighting Fantasy horror mentions include Dead of Night and Night of the Necromancer. ## 3) Escape from Portsrood Forest This has a different flavour to the other gamebooks on the list. By Samuel Isaacson, it's creepy and disconcerting in feel. And fairly frustrating to play. In this dark fantasy, you're a knight lost in a forest, and must deal with the strange inhabitants if you're to manage to escape. It has no dice rolls, using codewords and some puzzles as it's gamebook elements. ## 4) Dracula: Curse of the Vampire Jonathan Green has written several horror-themed gamebooks, including Howl of the Werewolf and Night of the Necromancer for Fighting Fantasy, The Darkness over Akham (and others) in the Arkham Horror Investigators Gamebooks and Dracula... In Dracula you play as several different characters (including Dracula), exploring locations in Victorian England as you try to avoid the curse of the vampire. It's one of the ACE Gamebook series, so has dice rolls and a few mechanics to help you along. ## 5) The Ghost of Craven Manor The Ghosts of Craven Manor by Joseph Daniels is set in New England, with your girlfriend possessed by a spirit after you move into a mansion together. To rescue her you have to try to uncover the secrets of the mansion, with the help of a time-travelling amulet. There is some dice rolling, but most of the story revolves around clues and using the unique time-travel mechanics that make use of the different choices that gamebooks present. It's a complex, creepy and well-written gamebook, with a sequel in the Legacy of Craven Manor and other follow-on adventures. ### Finishing Up If you're interested in Gamebooks join the 100 Endings Book Club, look over the other gamebook articles or Join the gamebook community on our Discord.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 26/08/2026
Useful basic tables from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Combat Action & Event and Combat Terrain. [Image by Jack Holliday] Utility Tables in Chaos Solo Engine Combat is a chaotic event where many things can happen. For solo play it's useful to have some combat […]
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Chaos Solo Engine - Combat Tables
Useful basic tables from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Combat Action & Event and Combat Terrain. [Image by Jack Holliday] ## Utility Tables in Chaos Solo Engine Combat is a chaotic event where many things can happen. For solo play it's useful to have some combat actions for creatures to surprise you, combat events to add outside agency and terrain your characters can use. Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings ## Combat Action and Combat Event d20 | Combat Action | Combat Event ---|---|--- 1| Attack _or Withdraw_ | Reinforcements _or Steed_ 2| Confuse _or Throw_ | Fall _or Disarmed_ 3| Smash _or Seek Help_ | Fire _or Recognition_ 4| Retreat _or Blast_ | Fumble _or Spell_ 5| Reinforce _or Conceal_ | Monster _or Item Dropped_ 6| Rouse _or Protect_ | Weapon Stuck _or Death_ 7| Destroy _or Berserk_ | Duel _or Noise_ 8| Drag _or Alternate_ | Courage _or Spillage_ 9| Brawl _or Wait_ | Swarm _or Critical_ 10| Shout _or Force_ | Allies _or Flight_ 11| Strike _or Block_ | Grapple _or Weather_ 12| Alarm _or Cry_ | Challenge _or Surrender_ 13| Change _or Snipe_ | Pause _or Friendly Fire_ 14| Volley _or Annihilate_ | Injury _or Terrain Changes_ 15| Challenge _or Harry_ | Retreat _or Dust_ 16| Crush _or Skirmish_ | New Threat _or Darkness_ 17| Close _or Punish_ | Breakage _or Message_ 18| Shoot _or Trip_ | Betrayal _or Vehicle_ 19| Push _or Lead_ | Message _or Explosion_ 20| Scare _or Disarm_ | Watchers _or Potion_ ## Combat Terrain d20 | Outside | Inside ---|---|--- 1 | Wide trench _or Wasp nest_ | Unstable statue _or Fishpond_ 2 | Hedge _or Lots of mud_ | Big drop _or Flimsy railing_ 3 | Bridge _or Dust cloud_ | Furniture _or Bowl of marbles_ 4 | Statue _or Cliff with steps_ | Caged beast _or Bronze bell_ 5 | Thick foliage _or Boulder_ | Sloped passage _or Coffin_ 6 | Pile of objects _or Balcony_ | Spikes _or Rack of weapons_ 7 | River _or Scaffolding_ | Webs _or Covered pit_ 8 | Stacked barrels _or Well_ | Firewood _or Metal statue_ 9 | Wagon _or Circle of tents_ | Slippery floor _or Spiral steps_ 10 | Trees _or Narrow trail_ | Dangling rope _or Illusory wall_ 11 | Logs _or Rope bridge_ | Rope ladder _or Pile of bones_ 12 | Campfire _or Cavemouth_ | Pool of liquid _or Candelabra_ 13 | Pool of Liquid _or Low wall_ | Lever _or Unstable ceiling_ 14 | Vines _or Stream crossing_ | Secret door _or Pool of acid_ 15 | Well _or Loaded cart_ | Hanging chain _or Wide crack_ 16 | Thorns _or Slippery slope_ | Unstable pillar _or Cairn_ 17 | Ensnaring plants _or Bench_ | Hole _or Moving platform_ 18 | Ladder _or Hunting trap_ | Stairs _or Pile of oil flasks_ 19 | Wooden barricade _or Boat_ | Big table _or Stack of bookss_ 20 | Mound of stones _or Stairs_ | Trolley _or Glass window_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 22/08/2026
Centuries ago the dwarfhold of Brightfort Harrow was lost to the Nightqueens of Kos and their allies. Now legends of lost treasure and a stirring wyrm bring warriors, fools and other delvers to the Ruins of Brightfort Harrow... Dungeon Building as Solo Play There's a mantra in solo rpgs that […]
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Dungeon-Building using (Delve) Solo Adventures
_Centuries ago the dwarfhold of Brightfort Harrow was lost to the Nightqueens of Kos and their allies. Now legends of lost treasure and a stirring wyrm bring warriors, fools and other delvers to the Ruins of Brightfort Harrow..._ ## Dungeon Building as Solo Play There's a mantra in solo rpgs that "everything is play", from character creation to shopping to adventuring, drawing your adventures and spending an hour considering the results of a perplexing oracle. Another possible part of this is building adventures from your own solo play. Part world-building, part adventure creation. Here taking the map and journals from a Delve Map-Drawing game, which saw the end of a dwarfhold as they delved too deep. There's a paragraph in the Delve introduction > After you've finished a game of DELVE, I find that the hold you have at the end makes for an excellent pre-prepared dungeon for any fantasy RPG. This is especially true for ruined holds, so don't go tossing them in the bin! What follows is a little work to convert the map and journal of Brightfort Harrow into something to use for further adventures, using an rpg such as Shadowdark, Old School Essentials or Knave 2E. ## Dungeon-building Basics I've been playing solo through Stonehell and have also listened to two different podcasts delve Arden Vul (3d6 Down the Line and Arden Vulgaris). So dungeons and dungeon design have been on my mind. A few quick principles for larger dungeons are... * **Multiple Entrances / Exits**. Although there might only be one obvious entrance, there should be multiple ways into the dungeon. Some might be secret, risky, controlled by factions or have other complications. _This opens up options and rewards research and exploration._ * **Multiple routes between sections and levels**. As above but applying to levels or areas of the dungeon site. A vault or other area with only one entrance could be a memorable exception. * **Different Environments**. An interesting dungeon will have multiple environments, not just cramped dungeon rooms and corridors. Expansive halls, caves, tombs, fungal gardens, a settlement or underground lake can all give a different delving experience. * **Factions**. A dungeon populated only by orcs or disparate monsters can get repetitive quickly. But when you've got multiple factions to fight, ally with, trick, betray or negotiate with the dungeon play is more interesting and the dungeon as a whole becomes more alive. Arden Vul even has a relationship table showing how the major 14 or so factions feel about each other. These can be factions within one "group". _So our mostly orcs dungeon could have the chieftain and their warriors, with a second power block around a rising rival looking after beasts and capture monsters of the clan, and a third group around orcish priests who inhabit/ control a holy site or mine or other source or resources._ A few extra design points I like are * **People / Creatures to Hate**. Enemies that the Characters are probably going to be hostile to, such as the Cult of Set in Arden Vul or the Hobgoblins in Stonehell. * **Neutral Ground**. A place where different factions can meet and engage. Examples would be the Kobold Market and Casino in Stonehell, the Goblin Market in Arden Vul or Skullport in Undermountain. * **Set Piece Locations**. Memorable locations that stand out and may become central parts of adventure shenanigans. Locations such as the Inn of the Broken Head and debouchment area in Arden Vul, or the Hexperiment rooms and Vrilya outpost of Stonehell. ## Beginning the Dungeon-Building With my notes from the solo play of Delve and a set of dungeon building basics to consider, it's time to consider the project of the Ruins of Brightfort Harrow. ### What I want to Create I'm after a dungeon I can delve using a system-neutral rpg. I'll want an idea of the themes of the dungeon, the factions, monsters and layout. The entrances, what makes it unique and the rumours that might be heard by an adventuring party. My plan is to * See what ideas and themes come to mind on first look * Go through the dungeon building basics and see how they look * Go through the Delve map to get a rough map of the first few levels * Create an overview of sections and factions and a d10 random table of rumours. ### Initial Ideas Looking at the journal and map from the beginning and ending of Brightfort Harrow, a few things form the basis of some ideas * **Three Sleeping Dragons**. There were three sleeping dragons found in the depths, and none were disturbed. One was near the surface so it being active in the presence day would certainly attract attention of adventurers... * **Strong Theme of Crystals**. Three separate crystal caves were found in the delves. Plus ancient lore stored in crystals, wizards studying them and ghosts tied to them. A source of wealth and magic. * **Older Civilisation**. Several stores of knowledge were found here, so there is an older history that goes well beyond the ruined dwarf hold. * **The Roots are Central**. One of the biomes was roots, that went from below the entrance to deep into the depths. As well as a source of magic and wealth, they are an unusual dungeon element, have their own ecosystem and provide a way from the surface to deeper into the dungeon. * **Some Dwarves Survived**. Many dwarves were unaccounted for in the final battle, as it was over fairly swiftly and they were too far from the entrance. These could reappear as undead, survivors coming to reclaim things or even as a lost faction... ## A Few Initial Maps I took the final Delve Maps of Brightfort Harrow and used them to do some rough high-level floorplans of the dungeon. ### Dungeon Level 1 It's got the initial entrance, a treasury, a dragon lair by the surface, heated barracks and several ways down, including a barrier that leads to the roots. And some crosshatching I started before going onto the other levels. ### Dungeon Level 2 Some caves including a fungal forest, a way out to the swamp and worked out crystal caves. Plus an ancient inn, kennels and an old shrine. Plus the roots that go deep down into the hold. ### Dungeon Level 3 Level 3 splits out a bit, with caves disconnected (currently) from the rest, untouched dragon lair and golem forge, caves where clockwork spiders were originally found and the library which housed the mages and a portal with an underground stream running through it! ### Dungeon Level 4 More high-powered rooms here, with a cavern housing an (undisturbed) earth elemental (spanning 2 levels), a volcanic shaft going down deep, a shrine of defence, a strong barrier and more libraries. ### Dungeon Level 5 The most interesting elements of level 5 are the trapmaster room, the mycelium network and inventors lab. ### Dungeon Level 6 (Partial) Unfinished and not showing the most important parts of level 6. This is where the first of the Lava Caverns are found, as well as an enchanter's workshop, wizard's study and hall of dwarf spirits... ### Levels 7 and below The levels below are unmapped, but include lava caverns, a lavafall (into the volcanic shaft), large lime-green barracks, golems, crystal caves, another wyrm lair, an underground lake, lava kraken and giant lizard guardian in the roots...Plus the other end of the portal which a river flows out of. Certainly a good basis for some dungeon crawling. ## The Features of the Harrow Simplifying the name to simply the Harrow (at least for the moment), I'm summarising the dungeon using the list of good dungeon basic from above. * **Multiple Dungeon Entrances.** The main entrance will have roots growing through it, maybe a tree has grown up out of it _(these are magic roots)_. There's an entrance via the swamp, another to the upper dragon lair and a portal going into the depths. There might be other entrances into the caves, cracks via more roots and a river entering into the roots system. * **Routes Between Levels**. There's a good number of stairs and other passages between levels. Between levels there's the roots system that extends down several levels, and from level 4 a volcanic shaft going all the way down. * **Varied Environments**. As well as the dwarf ruins, there are caves, crystal caves, dragon lairs, the roots, lava caverns. Some areas are by a swamp, others will be heated by proximity to lava caverns / falls. And there's a fungal forest that's sure to have grown in the couple of centuries since the dwarfhold fell. * **Factions**. I think there will be a group of undead dwarves, a Cult of the Nightqueens (who destroyed the dwarfhold), some fire creatures, the wyrms (with some connection between them), the trapmaster (based in the trapmaster room on level 5) with golems and other servitors. Plus a couple of factions recently arrived or from the surface such as elves interested in the roots, dwarves reclaiming / looting the old hold and/or a powerful mage with servants interested in the lore of the hold. * **People / Creatures to Hate**. Obvious foes for adventurers would include the wyrms, undead dwarves and the servants of the Nightqueens of Kos. * **Neutral Ground**. A few possibilities include one of the old shrines, one of the Wyrm caves, a library _(watched over by dwarf spirits),_ a place in the Roots. This will depend on what the factions end up as where they might be. * **Set Piece Locations**. There are a few locations already standing out. A place to climb down into the Roots, the lavafalls in the volcanic shaft, enchanted workshop, library of crystals watched by spirits, the lime green barracks, large heated barracks on level 1, the lumbermill, and portal with a stream going through it.... ## Developing the Harrow My idea is that two centuries have gone by since the game of Delve and fall of the dwarfhold. The overall structure of the dungeon can remain in place, but there's ample time for other powers to rise or take an interest in the ruins of Brightfort Harrow. ### Monsters From the initial game there are earth elementals, clockwork spiders, dwarf ghosts, giant lizards and other beasts in the root system, wyrms, root golems, wizards and helpful healing spirits. These can be joined by fire elementals, servants of the Nightqueens of Kos, dwarf spirits, constructs serving the Trapmaster, swamp creatures, mages, crystal creatures, a kraken of fire and all manner of fungi. It's a dungeon so any monster that fits can be brought in, but it's nice to have a few themes. ### Treasures As to why delvers would seek to explore the Harrow... There are the lost treasures of the dwarfhold, at least three powerful items mentioned in the Delve game _(Chisel of Life and Death, the Tome of Fortune and a magic crossbow),_ all manner of crystals, lore from the various libraries, potentially hoards of three dragons and probably older treasures left undisturbed... ### Rumours Finally there's a d10 table of possible truths / untruths for the dungeon, as I consider what might await any adventures seeking to delve into the Harrow. 1d10| Rumours of the Harrow ---|--- 1 | A dwarf has a map passed down to them, of a secret cache of crystals in the Harrow, not too far from the entrance. 2 | A library of crystals lies deep in the Harrow, each containing ancient lore that can be unlocked by the right gifts to the guardian spirits. 3 | A dragon lairs in the upper parts of the Harrow, but there is a dwarf with a map of a secret entrance to their hoard. 4 | A tribe of frog-creatures from the a swamp near the Harrow can guide delvers into a secret entrance, bypassing the usual guardians. 5 | An old dwarf claims to be a survivor from Brightfort Harrow and seeks companions to help them retrieve a magical chisel that is a family heirloom. 6 | There are falls where lava descend into the depths of the world. Any who can pass under the falls can ask a favour of the fire spirits there. 7 | The Nightqueens of Kos have been seen again in the ruins of the Harrow, raising forces to threaten the bordering civilisation. 8 | Unique enchanted woods are available in the Harrow, made in a workshop from the ancient roots at its heart. 9 | An ancient dwarf dwells in the Harrow, perfecting the craft of trapmaking but looking for someone to pass their knowledge onto. 10 | Aspiring mages sometimes dream of a creature of fiery tentacles, promising them great power if they free it from its confines below the Harrow ### Finishing Up That's quite a lot for the moment, and enough background to run a solo game or at least prepare some tables for it! I'm planning on returning to the Harrow in another actual play in season 4, using a game such as Shadowdark or Knave 2E.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 19/08/2026
Useful basic tables from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Colour & Emotion. [Image by Jack Holliday] Utility Tables in Chaos Solo Engine Some random tables in fantasy are fantastical monsters, brave adventurers or valuable treasures. And others...aren't These […]
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Chaos Solo Engine - Colour and Emotion
Useful basic tables from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Colour & Emotion. [Image by Jack Holliday] ## Utility Tables in Chaos Solo Engine Some random tables in fantasy are fantastical monsters, brave adventurers or valuable treasures. And others...aren't These are a couple of examples of "Utility" tables in Chaos Solo Engine - Fantasy Expanded, with colours and emotions useful for all kind of situations. Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings ## Colours and Emotions d20 | Power | Item ---|---|--- 1 | Black _or Turquoise_ | Love _or Depression_ 2 | Red _or Jade_ | Greed _or Insanity_ 3 | Amber _or Beige_ | Compassionate _or Happy_ 4 | Charcoal _or Platinum_ | Hope _or Disgust_ 5 | Purple _or Cerulean_ | Hate _or Distracted_ 6 | Silver _or Emerald_ | Exhausted _or Shame_ 7 | Bronze _or Pearl_ | Anger _or Despair_ 8 | White _or Sapphire_ | Afraid _or Jealousy_ 9 | Orange _or Maroon_ | Joy _or Confused_ 10 | Grey _or Indigo_ | Sad _or Lust_ 11 | Blue _or Tan_ | Disdain _or Tense_ 12 | Peach _or Ruby_ | Pride _or Odd_ 13 | Brown _or Obsidian_ | Joy _or Desire_ 14 | Violet _or Jet_ | Excited _or Determined_ 15 | Green _or Azure_ | Focused _or Lethargic_ 16 | Copper _or Amethyst_ | Sleepy _or Anxious_ 17 | Pink _or Mahogany_ | Frustration _or Rage_ 18 | Yellow _or Scarlet_ | Gleeful _or Apprehension_ 19 | Cream _or Russet_ | Bewildered _or Euphoric_ 20 | Gold _or Lavender_ | Regret _or Calm_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 15/08/2026
Keeping on with new gamebooks with season 2 of 100 Endings Book Club. 100 Endings Book Club Season Two The 100 Endings Book Club is a monthly gamebook group that reads a new gamebook (or occasionally gamebooks) each month. 2025-2026 was the first season of the 100 Endings Book Club, and (as […]
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Gamebook Diaries - Keeping on Playing
Keeping on with new gamebooks with season 2 of 100 Endings Book Club. ## 100 Endings Book Club Season Two The 100 Endings Book Club is a monthly gamebook group that reads a new gamebook (or occasionally gamebooks) each month. 2025-2026 was the first season of the 100 Endings Book Club, and (as of writing), our poll is up for the first book of Season Two on our Discord. Season Two is following the same format, but with more unsung heroes. With some of the more well known books out of the way (Heart of Ice, Nightshift, a few Fighting Fantasy classics, Fabled Lands), we're getting some more space to explore lesser-known and complex titles that exist in the space. Or not, depending on what gets voted in to play! Some of our upcoming monthly themes include (but subject to change...) * Second Chances * Science Fiction * New Gamebooks by New Authors * Modern Era * Open Worlders * Tactical Combat ## Playing New (or Old) Gamebooks and Experience of Others For me the benefits of running a gamebook are many, but two stand out. The first is to keep playing new gamebooks, or going back to play old ones with new eyes. The second is hearing of how others play the same gamebook and experience it. In season one there were a few gamebooks I'd never played and would probably never get around to by myself. Twilights Edge by August Hahn in the Lone Wolf world, the Darkness over Arkham by Jonathan Green and Nightshift by Victorian Hancox. They weren't all my favourite gamebooks, but I'm glad I played them all. Darkness over Arkham showed how puzzles and mysteries are very subjective, what's easy to me might be frustrating to others and what's frustrating to me can be an absolute blast for others. Twilight's Edge was an example of how a fairly traditional fantasy world (Magnamund) can be pushed into other genres and scale (space fantasy with inter-reality conflict) Nightshift forced me to play a genre I'm not a fan of (Horror), and see how much you can do with a gamebook with a minimum of mechanics (a few keywords) and a tonne of atmosphere. It was also a very difficult gamebook, which some relished and others...didn't. Without the gamebook group I'd have probably stopped early and never completed it. I also go to replay old favourites (Scorpion Swamp, Fabled Lands) and see the ups and downs of others. And with Steam Highwayman got to see people loving a complex open-world series that is (for me) one of the highlights of playing gamebooks. So I'm hoping for more of the same in Season 2. Hope you join us, in the Discord, on the gamebooks subreddit, or simply playing along with us in the background, part of it without us even knowing! ### Finishing Up Hope you enjoy your next gamebook!
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Rand Roll @duncant.randroll.com.ap.brid.gy · 12/08/2026
Finishing up Delve solo with the Biomes expansion and delves of Brightfort Harrow. Delve solo - intro | partway | biomes end | all season 4 | all dungeon solo Disclosure - I'm a DriveThru RPG affiliate Expanding Delve with Biomes biomes | delve thoughts | gameplay Adding to the initial […]
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Delve Map-Drawing Solo. Biomes of Roots and Lava
Finishing up Delve solo with the Biomes expansion and delves of Brightfort Harrow. Delve solo - intro | partway | biomes end | all season 4 | all dungeon solo _Disclosure - I'm a DriveThru RPG affiliate_ ## Expanding Delve with Biomes biomes | delve thoughts | gameplay _Adding to the_ initial intro of Delve_._ Delve: Biomes is a big expansion to Delve, at 90 pages compared to the originals 46 pages. It's one of a few expansions (and only one I've played), which include Necromancy and Feast & Famine. Biomes adds 14 terrains which you can discover by pulling a ♠️A or ♣️A while exploring. These vary from Ant Colonies, Buried Jungle to Crystal Caves and the Underworld. Plus the very rare Hall of the Gods (for pulling the Joker when determining Biome type), where you might fight the gods. _In the actual play below we encounter the Biomes of Roots and Lava._ Each new Biome has it's own Rooms & Units and tables for Natural Formations and Remnants. Brightfort Harrow at the game finish. ## Delve Solo Experience biomes | delve thoughts | gameplay _Adding to_ previous thoughts. Biomes adds lots of variation to the base Delve game. Having extra units, rooms and exploration results makes it a far more enjoyable experience (once you've played the base game a little). I'm happy I tried Delve, there's probably a lot more tactical options to explore, as I didn't touch on traps, offensive barricades, secret passages, breeders, lifts, adventurers, prisons, tracks, overseers or kitchens much or at all! It's a satisfying game with a mix of push your luck, tactics, infrastructure, combat and journalling (if you want to do some). If I played again I'd use a larger grid _(my squares were a little under an inch)_ and a greater variety of pens and pencils. Looking over again I got a few rules a little wrong and forgot a few others _(such as being able to dig into blank squares)_. But that's part of playing games, especially solo! ## Delves of Brightfort Harrow biomes | delve thoughts | gameplay Following on from last time... **_Month 5-6, Year 1, Brightfort Harrow [Turns 17-24]_** _Our digging spilled into a swamp and we had an infestation of murder toads. Euron, our pathfinder, lead our gunners to defeat them without losses._ _We found an abandoned treasury, which we've repurposed..._ _Another slumbering wyrm. We will be sure to be careful._ **_Months 7-8, Year 1, Brightfort Harrow [Turns 25-32]_** _Found a lost magical crossbow, which all the gunners find inspiring. Where is it from?_ _Dug into a sprawling elven root system, below our main entrance. About as bad news as you can get! My niece has shown me plans for a lumbermill, but I'm not sure that's a good idea yet..._ _Built a shrine of fortune in thanks for overall good luck._ _Dug down into a hive of clockwork spiders, quickly dispatched by Euron and our gunners. What did all these creatures guard?_ _A kennelmaster took the dormant spiders and has worked out their secrets. They serve us now._ _We built a lumbermill on the edge of the roots. Why waste good wood?_ _A monstrosity of shadow emerged from the roots and we lost a brave unit of axe-kin who slew it. Our priest identified it as an ancient creature of shadow named Mannegock._ **_Months 9-10, Year 1, Brightfort Harrow [Turns 33-40]_** _Great wealth exploring new depths and a cavern of crystals found below the gunner barracks._ _Ah, the curse of hope. More ancient archives contained a dust which infected our new crystal cavern, which has now collapsed..._ _Our excavations in the west here are at a stop, as a large cavern with an ancient elemental blocks our way. Choosing not to tangle with it for now._ _We pressed on with our digging in the west, and found an abandoned enchanters workshop. These roots were clearly here long ago._ _The deeper we go, the stranger it gets. Ethereal dwarves tied to crystals here have been freed. These now wander our halls, healing the sick and dying. A new hospital has been built._ **_Months 11-12, Year 1, Brightfort Harrow [Turns 41-48]_** _We disturbed more strange beings. A gnomish wizard stranded here with his apprentices and took our intrusion badly. Euron, our pathfinder and the gunners soon defeated them. Looks like they were studying crystals._ _We have made roots into a golem. Maybe soon we will disturb one of the sleeping wyrms!_ _An underground lake! Maybe the source of the roots? We made a small boat._ _Another wyrm slumbering, a beast of the lake. Maybe a rare Deeplake Dragon? We left it alone, like the others._ **_Year 2, Brightfort Harrow [Turns 49-60]_** (I changed the turns to each represent 1 month after the first year) _We celebrated our first year in a big feast._ _Toxic gas beyond the roots escaped and flowed out the entrance._ _More ancient lore, stowed in crystals. One of our builders has been infected with some kind of madness, constructing bright green barracks, which none will want to live in..._ _The Axe-kin have been brought back to full strength._ _A shaft that goes down deep has been discovered. None have explored the depths yet._ _Another crystal cave in the depths? What causes this enchantment here?_ _The Emerald Hammer-kin have formed in the green rooms. A shrine has been built to guard against the volcanic shaft going deep below._ _We started building enchanted barricades in tactical places._ _A miracle! Among the crystals we found the Chisel of Life and Death. Offered a root golem in thanks._ **_Year 3, Brightfort Harrow [Turns 61-72]_** _There is lava here. Our engineers say it is a series of lava caverns. We should be careful now._ _Our engineers have constructed pipes to provide heated floors to our troops. The gunners, axe-kin and hammer-kin seem most happy about it._ _Constructed strong enchanted barriers to seal off our hold from lava and the volcanic shaft._ _We started exploring the roots and lava. Built a library and started recruiting mages._ _One mage has brought the legendary Tome of Fortune as a gift._ _These mages have opened a portal to the depths! The potential is limitless!_ _We have discovered a river while trying to expand our library. It flowed out through the portal._ _My diggers showed me lavafalls, a blessed sight! More mages have arrived._ _The crystal caves have been mined out. Another source of wealth must be found._ **_Years 4-10, Brightfort Harrow [Turns 73-79]_** [Changed 1 turn to be 1 year, to keep length going] _More crystal caves, but blocking the way to where we planned to build a second escape shaft for the lava caverns._ _We dug into a magma flow, which now falls down into the volcanic shaft._ _An inventor's laboratory is our newest build._ _Our inventors have been busy. A trapmaster has setup in the area near the elemental beast._ **_Years 11-16, Brightfort Harrow [Turns 80-84]_** _At the base of the roots we found an ancient lizard. A few dwarves can pass it at a time without provoking its ire._ _An old golem forge, whose golems we overran with root golems. We need to go this way to drain the lava caverns._ _We dug down into more creatures of legend. A cave kraken resting under the lava. We sent in mages and a root golem to destroy it, so we can dig our lava tunnel._ _Our priests insist we disturbed something else. An ancient pair of monstrosities they call the Nightqueens of Kos._ _[Monstrosity, Twinned, Mastermind, Dark]_ _We dug up into the lava and it flowed down without problem._ **_Final Entry_** _All appears lost._ _These Nightqueens of Kos returned, bespelling Euron the Pathfinder and the clockwork spiders. Some of us fought them up at the entrance, but others are trapped deeper into halls._ _I give this record over to my niece to lead a few in one last attempt to drive out these fiends..._ **_Epilogue_** _And so the dwarven hold of Brightfort Harrow was abandoned, lying dormant until others return centuries later, seeking the treasures lost in it's depths..._ ### Unit Roster (just before the end) * 25 Gunners at 1F * 10 Soldiers (axe-kin) at 1I * 1 Pathfinder (adventurer) at 2L * 1 Hound at 2H * 1 Cleric at 2D * Clockwork Spiders (50 strength) at 2J * 2 Root Golems at 3D * 25 Soldiers (hammer-kin) at D7 * 1 Cleric at K4 * 10 Mages at 3E ### Finishing Up That was a fun game. Looking forward to turning this into a dungeon, which I might explore in another solo actual play. Shadowdark might be a good match!
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Rand Roll @duncant.randroll.com.ap.brid.gy · 12/08/2026
Looking in more detail, the dwarf had several prominent tattoos and wore a pigskin cloak. Her speech was coarse, and she spoke jealously of the good fortune of others... Continuing dwarf tables, following on from NPC Basics with more npc tables. Tables for Appearance & Clothes and Hindrance & […]
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Dwarf Tables - NPC Extras
> Looking in more detail, the dwarf had several prominent tattoos and wore a pigskin cloak. Her speech was coarse, and she spoke jealously of the good fortune of others... Continuing dwarf tables, following on from NPC Basics with more npc tables. Tables for Appearance & Clothes and Hindrance & Voice. [art by Patrick Pullen] ## Dwarf Tables - NPC Extras Adding more details to npcs with basic appearance, style of clothes, how their voice sounds and a hindrance. Some of the tables mentioned will appear in future weeks and at some point they'll be collected up into a digital title! ## Dwarves - Appearance and Clothes 1d10| Appearance| Clothes ---|---|--- 1 | Spiky _or Scars_ | Woollen everything _or Ancient sturdy boots_ 2 | Rich _or Tailored_ | Apron _or Fur cloak_ 3 | Shiny _or Bones_ | Heavy waterproof cloak _or Iron and copper jewellery_ 4 | Tattoos _or Sturdy_ | Huge gloves _or Woven fungi_ 5 | Burns _or Pauldrons_ | Smelly furs _or Knitted festive jumper_ 6 | Warlike _or Hairless_ | Iron-shod boots _or Rotten woollens_ 7 | Braided _or Well-Dressed_ | Buttons and pockets everywhere _or Dungarees_ 8 | Tidy _or Orange_ | Heavy leathers _or Greasy tweed_ 9 | Long-haired _or Axes_ | Pigskin cloak _or -- > Colours tunic_ 10 | Rugged _or Heavyset_ | Leather smock _or Cloak with runes_ ## Dwarves - Hindrance and Voice 1d10| Hindrance| Voice ---|---|--- 1 | Wounded _or Rude_ | Mumbling _or Drawl_ 2 | Slow _or Alcoholic_ | Grumbling _or Mellow_ 3 | Nightmares _or Light Sensitive_ | Coarse _or Resonant_ 4 | Greedy _or Wheezing_ | Steely _or Muttering_ 5 | Loud _or Petrified_ | Hollow _or Bellowing_ 6 | Jealous _or Bloodthirsty_ | Eloquent _or Toneless_ 7 | Pride _or Deaf_ | Rumbling _or Whispering_ 8 | Competitive _or Oblivious_ | Monotone _or Grinding_ 9 | Callous _or Claustrophobic_ | Booming _or Gravelly_ 10 | Debts _or Blunt_ | Wheezy _or Deliberate_ ## More Tables If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 05/08/2026
The dwarf put warhammer and saw on the table, adding a pile of scrap brass. Admiring the rune of Stone carved on the hammer, they considered the options... Continuing dwarf tables, with some utility tables. Tables for Weapons & Tools and Metals & Runes. [art by Patrick Pullen] Dwarf Utility […]
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Dwarf Tables - Weapons and Tools, Metals and Runes
> The dwarf put warhammer and saw on the table, adding a pile of scrap brass. Admiring the rune of Stone carved on the hammer, they considered the options... Continuing dwarf tables, with some utility tables. Tables for Weapons & Tools and Metals & Runes. [art by Patrick Pullen] ## Dwarf Utility Tables Sometimes you want tables that represent the basics of a theme. So here are tables referenced by other tables, giving core things in dwarf culture. Weapons, Tools, Metals and Runes! Some of the tables mentioned will appear in future weeks and at some point they'll be collected up into a digital title! ## Dwarves - Weapons and Tools 1d10| Weapons| Tools ---|---|--- 1 | Pickaxe _or Mace_| Awl _or Scraper_ 2 | Crossbow _or Battleaxe_| Wrench _or Knife_ 3 | Longsword _or Throwing axe_ | Pliers _or Tongs_ 4 | Maul _or Bearded Axe_| Chisel _or Ruler_ 5 | Handaxe _or Blunderbuss_| Pincers _or Vice_ 6 | Warhammer _or Chain_| Saw _or Shovel_ 7 | Shortsword _or Morningstar_| Hammer _or Brush_ 8 | Spear _or Sling_ | Spade _or Pliers_ 9 | Greataxe _or Dagger_| Crowbar _or File_ 10 | Flail _or Military pick_ | Drill _or Trowel_ ## Dwarves - Metals and Runes 1d10| Metal| Rune ---|---|--- 1 | Silver _or Cobalt_ | Blasting _or Gold_ 2 | Pewter _or Electrum_ | Sealing _or Death_ 3 | Gold _or Zinc_ | Sky _or Iron_ 4 | Iron _or Magnesium_ | Smiting _or Craft_ 5 | Copper _or Arsenic_| Vengeance _or Locking_ 6 | Brass _or Titanium_| Water _or Glory_ 7 | Steel _or Nickel_| Stone _or -- > Theme_ 8 | Tin _or Mercury_ | Fire _or Oath_ 9 | Bronze _or Platinum_| Binding _or Plenty_ 10 | Lead _or Mithril_ | Duty _or Lore_ ## More Tables If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 01/08/2026
For those of you who prefer itch.io, my random tables are all on there (not the DM's Guild ones, that's all a separate licence). Selling on Itch.io Some publishers thrive on itch.io and others do ok. I'm in the ok category and have my random table pdfs up on there (new ones sometimes take a […]
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My Random Table pdfs are on Itch.io
For those of you who prefer itch.io, my random tables are all on there (not the DM's Guild ones, that's all a separate licence). ## Selling on Itch.io Some publishers thrive on itch.io and others do ok. I'm in the ok category and have my random table pdfs up on there (new ones sometimes take a week or two to go up) The benefits of itch.io are * As a publisher you get to set the % amount you take and the amount that goes to Itch.io. You also get lots of control over the look and feel of your products and "storefront" on itch.io. * As a customer there are lots of tags to filter by, there's lots of independent creators to support and many unique games. And bundles supporting causes with hundreds of games in them. On the other hand as a publisher the doesn't do so much for getting eyeballs on your products (with some exceptions). For me in particular bundles are as well supported as on other sites. ## My Random Tables on Itch.io The random tables are in the categories of... * Solo Tabletop RPGs * Weird and Wonderful (a catchall for the ones that don't fit elsewhere) * British Fantasy * Fantasy 1-Page Encounters * Horror & Dark Fantasy * Space Fantasy, Science Fantasy & Otherworldly Fantasy * Fantasy Trinkets ### Finishing Up Thinking about doing a refresh of the look and feel of itch pages, but it's not at the top of my to-do list!
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Rand Roll @duncant.randroll.com.ap.brid.gy · 30/07/2026
There's a Rand Roll and Chaos Gen Newsletter sent every month. This is the July version. Highlighted Gens and Tools First tool is Juice Oracle by Thunder9861 at itch. It's a free solo oracle but with many random tables useful for group or other rpg play. Also recently did an Interview with […]
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Newsletter for July
There's a Rand Roll and Chaos Gen Newsletter sent every month. This is the July version. ## **Highlighted Gens and Tools** First tool is Juice Oracle by Thunder9861 at itch. It's a free solo oracle but with many random tables useful for group or other rpg play. Also recently did an Interview with creator Joe. It's niche, but The Tool is a hex-map generator for Mythic Bastionland, create a Realm with various terrains, Myths, dwellings, hazards and other bits for your MB game. The Inn Menu is a system-neutral generator by **circuitos** with filters for biome, season, class of inn and more. ## **Gamebooks** Voting for the Lindenbaum competition ends in August, on the 27th. The entries are maximum 100 passages each, so there's still time to read a few and vote for your favourite(s). A couple of newly released gamebooks that look interesting include... * The Archive Chapter 1 (pay what you want or paid physical copy), a space horror looking through a repository of fantasy objects. * Escape from X8 by Nat Wood (available in several formats) trying to survive after crash landing on a hostile moon The 100 Endings Book Club has been on a break for the British summer, but polls will return soon (on our Discord) for our next book in September. ## **Rand Roll Articles** A new **Interview** was with the Joe, Creator of Juice Oracle, talking about the solo rpg emulator and related topics. **Random Tables** started something new with Dwarf Tables including Dwarf Beverages, Dwarf NPCs and Dwarf Adventurers. Season 4 of Rolling Solo actual plays for **Solo RPGs** began with an intro to map-drawing game Delve by Anna Blackwell and a Part 2 with disaster and sequel. There was also a look at Part 3 of Stonehell Solo, an ongoing campaign to solo a megadungeon using Old School Essentials (and Dolmenwood). Updates to **Titles, Tools and Tables** included Free PDFs for Fantasy, Titles for Fantasy Sea and Solo RPGs. ### **Finishing Up** Cheers Duncan T
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Rand Roll @duncant.randroll.com.ap.brid.gy · 29/07/2026
Continuing dwarf tables, with some solo themed-tables. Tables for Action and Theme and Descriptor & Focus. [art by Patrick Pullen] Dwarf-Themed Solo If you play solo rpgs you've probably come across the spark tables used by Mythic GM Emulator, Ironsworn and similar games. You might use […]
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Dwarf Tables - Solo Theme
Continuing dwarf tables, with some solo themed-tables. Tables for Action and Theme and Descriptor & Focus. [art by Patrick Pullen] ## Dwarf-Themed Solo If you play solo rpgs you've probably come across the spark tables used by Mythic GM Emulator, Ironsworn and similar games. You might use these tables when playing a dwarf character, delving a dwarf stronghold or negotiating with dwarf npcs... Some of the tables mentioned will appear in future weeks and at some point they'll be collected up into a digital title! ## Dwarf Solo - Action and Theme 1d10| Descriptor| Role ---|---|--- 1 | Measure _or Dismantle_ | Artifice _or Beverage_ 2 | Blind _or Drink_ | Honour _or Darkness_ 3 | Build _or Dispute_| Weapon _or Metal_ 4 | Challenge _or Dig_| Kin _or Bond_ 5 | Swear _or Forge_| Duty _or Law_ 6 | Roast _or Twist_| Debt _or Loss_ 7 | Smite _or Bellow_| Craft _or Gold_ 8 | Tighten _or Gamble_| Fealty _or Legacy_ 9 | Bind _or Alert_| Faith _or Hold_ 10 | Bear _or Obstruct_ | Foe _or Obligation_ 11 | Prepare _or Battle_ | Underground _or Stone_ 12 | Carry _or Repair_ | Cavern _or Lore_ 13 | Grind _or Carve_| Darkness _or Monster_ 14 | Seal _or Guard_| Despair _or Resistance_ 15 | Crush _or Climb_| Burden _or Fungi_ 16 | Force _or Study_| Tradition _or Trade_ 17 | Slay _or Settle_| Wealth _or Clan_ 18 | Brew _or Poke_| Family _or Authority_ 19 | Ready _or Demand_| Law _or Barrier_ 20 | Brace _or Endure_ | War _or Labour_ ## Dwarf Solo - Descriptor and Focus 1d20| Descriptor| Focus ---|---|--- 1 | Suspicious _or Grey_ | Rune _or Anvil_ 2 | Hard _or Stubborn_ | Wagon _or Oath_ 3 | Frowning _or Fungal_| Grudge _or -- > NPC Role_ 4 | Teacious _or Aged_| Bread _or -- > MEtals_ 5 | Hairy _or Steady_| Ale _or Beard_ 6 | Silver _or Humming_| Iron _or Farm_ 7 | Loud _or Slow_| Vault _or Ancestor_ 8 | Old _or Honest_| Hold _or Mead_ 9 | Hardworking _or Taciturn_| Mine _or Barrel_ 10 | Confusing _or Short_ | Lock _or -- > Beast_ 11 | Cranky _or Grey_ | Trap _or Throne_ 12 | Mechanical _or Gleaming_ | Sentry _or Statue_ 13 | Deep _or Heavy_| Weapon _or -- > Weapon_ 14 | Burning _or Ancient_| Vault _or Pick_ 15 | Complex _or Haunted_| Tunnel _or -- > Animal_ 16 | Buried _or Rude_| Rival _or Tale_ 17 | Precious _or Weary_| Ale _or Barrel_ 18 | Stalwart _or -- > Colour_| Herd _or Battlefield_ 19 | Vulgar _or Loud_| Cousin _or Market_ 20 | Barter _or Grow_ | Smoke _or Toll_ ## More Tables If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 28/07/2026
The Delve of Blightguard Watch goes bad in the worst way...but is succeeded by a new dwarven realm. Delve solo - intro | partway | biomes end | all season 4 | all dungeon solo Disclosure - I'm a DriveThru RPG affiliate Getting Into Delve delve thoughts | disaster | sequel Adding to the […]
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Delve Map-Drawing Solo. Disaster and Sequel
The Delve of Blightguard Watch goes bad in the worst way...but is succeeded by a new dwarven realm. Delve solo - intro | partway | biomes end | all season 4 | all dungeon solo _Disclosure - I'm a DriveThru RPG affiliate_ ## Getting Into Delve delve thoughts | disaster | sequel Adding to the initial intro of Delve. Delve is more like a solo board game than a solo rpg, but I've added some light journalling to the tactical elements. The game itself is satisfying as you do a little resource management (**❤️** building materials**♦️** trade goods, units), choose what buildings to upgrade and units to buy. You also get to choose where to dig, what your defences look like (barricades, traps, secret doors) and how your units should be deployed. Combat is quick and fairly straight forward. I've only had a couple of them so I'm not sure how deep the strategy is with more units or foes. Or with a more complex hold layout. The events can be brutal, but I think there's strategies to mitigate some of the nastier cards and disasters. This is fairly normal in a strategy game, as your victories are built on the ruins of previous attempts! It's a fun little game, with lots of scope for homebrewing and interpretation. I'm looking forward to trying some of the elements in the Biomes expansion (which got delivered last week) and also in using the current map for a future dungeon in Season 4! ## Disaster at Blightguard Watch delve thoughts | disaster | sequel Following on from the start at Blightguard Watch. **_Month 2, Year 1, Blightguard Watch_(❤️3. ♦️2)** _Rich in copper, we've repaired the barracks and temple, but no new priest to bless us yet._ _We dug down below the entrance and found a hole that goes deep, deep down. An old volcanic shaft that can lead to nothing good._ **_Month 3, Year 1, Blightguard Watch_(❤️3. ♦️2)** _We dug from the shaft and discovered a beast with huge claws for digging. It broke through into our temple and slew my kin and soldiers._ _All is lost now. My body barely survives and the beast has brought an end to our hold. This record is all I leave behind now, before I push myself into the depths of the volcanic shaft..._ The Final Delve of Blightguard Watch... ### Abrupt End And so Delve came to an end after just 9 turns. This can happen in any game, including solo. I think the last time it happened for Rolling Solo was with the total-party kill of Warlock! at Firetop Mountain, which was also dwarf-heavy. When a game comes to an unexpected end in Solo rpgs, it's not a failure, just where the story goes. For me having the risk of it all ending at any time keeps me interested in what is happening at any moment. When it happens early in a game, it's easy to start a new one, built on the bones the former. So welcome to... ## Rise of Brightfort Harrow delve thoughts | disaster | sequel The new hold started like the previous one, even using the back of the last map. Still using 1 Turn - 1 week. _I am overseer for a new beginning, after my cousin's young hold was destroyed by a burrowing beast. I have been given the duty of finding the Void Amulet._ _And so I will._ **_Month 1, Year 1, Brightfort Harrow_** _We were right to dig here. An old mine gave up its riches._ _We expanded our living quarters and healthy warriors._ **_Month 2, Year 1, Brightfort Harrow_** _Found an ancient library. I've understood the lore within enables us to breathe as if we had gills, like in the fabled seas of afar._ _Below the library we encountered an old inn. Already dwarves and adventurers have moved in. What manner of place was here before?_ **_Month 3, Year 1, Brightfort Harrow_** _We've found a fungal forest, which helps our building projects without needing wood from the surface._ _It's been peaceful and we're blessed as we delve deeper. We now have a mascot hound name Bruenor._ _We've uncovered a golem forge here. What ancient hold was buried here to have so many treasures? For now we've left the great construct, until we're ready to start producing our own._ **_Month 4, Year 1, Brightfort Harrow_** _We've discovered one reason why the previous hold may have been abandoned. A slumbering great wyrm, near the golem. It's time to get recruiting for more gunners, as we leave the creature be. For now..._ _Our excavations continue apace and we've been joined by a mason on the upper levels._ **_Month 5, Year 1, Brightfort Harrow_** _Our digging spilled into a swamp and we had an infestation of murder toads. Euron, our pathfinder, lead our gunners to defeat them without losses._ ### Unit Roster * 5 Soldiers at 1G * 9 Gunners at 1F * 5 Soldiers at 1I * 1 Pathfinder (adventurer) at 2L * 1 Hound at 2J ### Finishing Up And now I've got Biomes, the expansion. So planning on playing a little more with Brightfort Harrow, then trying it with the Biomes.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 22/07/2026
The dwarf before you is repairing a wagon. A dour guard, you soon find out they mostly think and talk about their home and returning there. Continuing dwarf tables, with some npcs tables. Tables for Descriptor & Role and Desire & Activity. [art by Patrick Pullen] Dwarf NPCs Dwarves have […]
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Dwarf Tables - NPC Basics
> The dwarf before you is repairing a wagon. A dour guard, you soon find out they mostly think and talk about their home and returning there. Continuing dwarf tables, with some npcs tables. Tables for Descriptor & Role and Desire & Activity. [art by Patrick Pullen] ## Dwarf NPCs Dwarves have been non-player characters since the first dwarf player characters have been around. Rich dwarven thanes, greedy merchants, skilled smiths, hardened miners and stoic runepriests. Some of the tables mentioned will appear in future weeks and at some point they'll be collected up into a digital title! ## Dwarf NPC - Desc and Role 1d10| Descriptor| Role ---|---|--- 1 | Sarcastic _or Wheezing_ | Smith _or Herder_ 2 | Eary _or Smelly_ | Brewer _or Mercenary_ 3 | Grouchy _or Armoured_| Guard _or Seer_ 4 | Jolly _or Drunk_| Priest _or Architect_ 5 | Passionate _or Friendly_| Farmer _or Scholar_ 6 | Dour _or Intense_| Cook _or Artist_ 7 | Avaricious _or Brutal_| Mason _or -- > Artisans_ 8 | Greedy _or Steady_| Administrator _or Slayer_ 9 | Avid _or Confident_| Engineer _or Anatomist_ 10 | Ruddy _or Bitter_ | Guide _or Labourer_ ## Dwarf NPC Desire and Activity 1d10| Motivation| Activity ---|---|--- 1 | Tradition _or Kindness_ | Digging _or Watching_ 2 | Craft _or Legacy_ | Training _or Maintaining_ 3 | Death _or Clan_| Carving _or Studying_ 4 | Home _or Status_| Eating _or Grumbling_ 5 | Duty _or Pets_| Hauling _or Striding_ 6 | Faith _or Pleasure_| Arguing _or Writing_ 7 | Gold _or Food_| Repairing _or Singing_ 8 | Family _or Ale_| Calculating _or Pouring_ 9 | Honour _or Fear_| Dozing _or Mapping_ 10 | Vengeance _or Food_ | Building _or Advising_ ## More Tables If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 17/07/2026
At the time, I was also using Juice to do "duet" style games with my young child, and he was able to easily understand that more "+" meant "good" and more "-" meant "bad" when we were playing little games with his lego people. It felt like an extension of the "simplicity" aspect I was going for […]
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Interview with Creator of Juice Oracle
> At the time, I was also using Juice to do "duet" style games with my young child, and he was able to easily understand that more "+" meant "good" and more "-" meant "bad" when we were playing little games with his lego people. > It felt like an extension of the "simplicity" aspect I was going for. _(from question about using_ _Fate Dice as a Yes/No Oracle_ _)_ An interview with Joe, creator of Juice Oracle. Latest in series of solo gaming interviews. ## Chat with Joe of Juice Oracle Joe is the creator of Juice Oracle (free on Itch.io), a collection of random tables and emulator for solo rpgs. Juice Oracle was used in a recent solo actual play _(Mythic Bastionland)_. We have how Juice Oracle came about, appeal of solo rpgs, unofficial cheatsheet for DMs who are lazy, working on the Nimble rpg solo rules and the solo rpg community. Among other questions. ### What was your gaming story before writing juice oracle? I would say I sorta stumbled onto solo roleplaying by accident a while ago. I was attempting to make a D&D 5e character for a group game, but I wanted to "test" it out so I was looking for a way to simulate combat. My searches lead to the Mythic GME by Tana Pigeon (it was still the first edition at the time, 2e hadn't been released), and the whole concept of an "oracle" was so intriguing to me. I got sucked into the rabbit hole. I already had the 5e DMG _(Dungeon Master's Guide)_ , and a few third party books such as Spectacular Settlements by Nord Games that I could use to build out portions of my own little world, but Mythic actually allowed me to play out that world. I was amazed at how a simple tool and some structure could actually have my own imagination surprise me; I didn't think that was possible. ### How did Juice Oracle come to be? At first, I was using Mythic as-is, but honestly the whole "Fate Chart" always felt a bit clunky to me. I wanted something a bit easier. I started tinkering, and applying my own little "hacks" and homebrew on top. I also was gathering other tips and tricks from the community and other supplements like DM Yourself by Tom Scutt. I found myself building my own tables by combining pieces from other tables. And I wasn't the only one; Tana was putting out Mythic Magazines which really showed how individuals can customize their own little toolkit. I was building out my own using Homebrewery, and decided to give back by putting some PDFs out there for others to use. The early versions of Juice were actually really lengthy, multiple pages of tables and stuff. I fell into this "bad habit" of adding more and more until I got to a point where I was even having a hard time using my own tool in play; the flow would break as I would flip through looking for the "right table". I inadvertently caused my own decision paralysis. At that point, I shifted gears, started leaning into a "less is more" mentality, and limited myself to a single page. It was a challenge trying to figure out what I considered truly necessary, and leaning on my brain to fill in the gaps, but for me this led to more fun and faster play. ### What was behind using Fate Dice for the yes/no oracle? ### I wanted a mechanism that was able to give a variety of results at a glance, no math. I didn't want "modifiers" to keep track of, and I didn't really like the common single d6 method because I felt it left out some more interesting options like "false assumption". At the time, I was also using Juice to do "duet" style games with my young child, and he was able to easily understand that more "+" meant "good" and more "-" meant "bad" when we were playing little games with his lego people. It felt like an extension of the "simplicity" aspect I was going for. That said, Fate Dice are not as common, and I do think if I put out another version in the future, I would switch to using d6s. ### What's your favourite table from Juice oracle and why? I would have to say the "Property" table, which is a bit ironic because there are other tables I spent a great deal more time and effort on. It's 10 characteristics, you roll to select two of them and use a d6 to rank them low or high. For example, you might roll "low power, high durability" to describe a weapon you found. I like it because it takes up so little space, yet is extremely versatile and can be used in almost any situation. ### What's the appeal to you of solo rpgs? When I first discovered "oracles", I was shocked at how I could surprise myself; at how I could play out a scenario or story without knowing what was going to happen. I love worldbuilding, and this let me actually build out the world via play. I could use some random tables to "seed" a city, but then actually playing in that city would naturally build out details I never would have thought to include just from a random table roll. In addition, my own character backstories and personalities felt more refined as they "lived" the story, and I felt more connected to the character. Everything was so much more freeform than something like a video game, where the rules / actions / dialog are all predetermined. ### What was the process for creating the Unofficial Cheatsheet for DMs that are Lazy _(Link to_ the Unofficial Cheatsheet for DMs that are Lazy_)_ I really like Mike Shea's "lazy" philosophy of doing more with less, leaning into improv vs prep. I was trying to create a "visual cheatsheet" with a reusable map and various tables / tips to assist with spontaneous adventures and encounters. It was more intended to be a GM tool than a solo tool, and I keep one stashed alongside my notes for a session. Unofficial Cheatsheet for DMs that are Lazy ### What has been your favourite moment while solo gaming? I was playing a party of two. We were traveling from one town to the next, following the river. Everything was rather normal, until the dice threw a curveball during a battle with some bandits, and my main character fell into the river and was swept downstream while the sidekick was subsequently captured by the bandits. Suddenly, a mundane battle became a rescue mission where I had to track down the bandit camp to save them. This particular game was pretty early on in my solo discovery, and the reason it stuck with me was because it was one of the first times where the oracle results really made my game pivot and surprise me; I likely would not have had that happen all on my own, but a few dice and some table rolls completely changed my expectations. It was that "aha" moment that really showed me how solo play works. ### What are your favourite solo games to play? I started with 5e, because that was really the only TTRPG I knew. But as I got into solo more, I came across Ironsworn _(_ actual play on RR_)_ by Shawn Tomkin (as I'm sure everyone ends up discovering), and really enjoyed how it flipped the game around, by having the narrative trigger "moves". Still, I wanted to utilize the 5e books I owned, so I ended up devising a hybrid where I would use Ironsworn rules outside of combat, and switch to 5e rules during combat. Later on, I discovered Nimble, and have almost completely switched to that. ### What are your next big projects that you can talk about? Well, speaking of Nimble, I am currently working with Evan Diaz on the solo rules for Nimble, bringing in a lot of the concepts from Juice into his new Monsters and More book. I am pretty excited to have my work featured in an actual book! I never thought that would happen. The Nimble community is great and have been helping with ideas and feedback. I plan to take all the things I have learned from that and create a more system agnostic updated version of Juice focused on streamlining things. I do all this during my limited free time, so its rather slow, but I already have a good amount of material to incorporate into the next update. I look forward to getting it out there. ### Where can people find you online? Juice can be found for free on itch.io. I try to respond to each comment there. I tend to lurk in the solo_roleplaying reddit and the "Solo Tabletop RPGs" discord. More recently I have been active in the Nimble discord. ### Is there anything else you would like to talk about? It almost sounds like an oxymoron, but the solo community is thriving a lot more than one would expect. There are lots of people out there that are super friendly, sharing their thoughts / ideas / tips. I think it is so cool that people end up creating something so personal to them, then being brave enough to share it with the world. And there is no "right way" to do things, no one is gatekeeping the hobby or trying to make a quick buck, it all feels so genuine to me. That was the main reason I felt motivated to contribute back, and it is one of the reasons I give away the tools I make for myself for free. ### Finishing Up If you haven't tried out Juice Oracle it's available for free. There are many random tables to use as part of the oracle or separately. There are many more articles on Rand Roll. Plus a Rand Roll Discord and instagram of Random Tables. I also create Generators at Chaos Gen and have a monthly random tools Newsletter.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 16/07/2026
This dwarf adventurer is a loud tactician, motivated by a grim duty and distinct in the intricate bracelets on each bared arm... Continuing dwarf tables, starting off adventurers with the basics. Tables for Descriptor & Role and Motivation & Appearance. [art by Patrick Pullen] Dwarf […]
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Dwarf Adventurer Tables - Role and Motivation
> This dwarf adventurer is a loud tactician, motivated by a grim duty and distinct in the intricate bracelets on each bared arm... Continuing dwarf tables, starting off adventurers with the basics. Tables for Descriptor & Role and Motivation & Appearance. [art by Patrick Pullen] ## Dwarf Adventurers Since Dungeons and Dragons came out in 1974, dwarves have been part of many fantasy roleplaying games. Here are a few tables (with more to follow) for exploring and defining dwarf adventurers with system-neutral tables. Some of the tables mentioned will appear in future weeks and at some point they'll be collected up into a digital title! ## Dwarf Adventurer - Desc and Role How this beverage should taste and something interesting about it... 1d10| Descriptor| Role ---|---|--- 1 | Blunt _or Determined_ | Warrior _or Librarian_ 2 | Loud _or Watchful_ | Engineer _or Slayer_ 3 | Stiff _or Suspicious_| Guard _or Magus_ 4 | Honest _or Resourceful_| Leader _or Defender_ 5 | Judgemental _or Prepared_| Axefighter _or Artisan_ 6 | Dour _or Verbose_ | Sharpshooter _or Runesmith_ 7 | Wild-Eyed _or Grizzled_ | Tactician _or Hammerer_ 8 | Grumpy _or Deceptive_ | Berserker _or Scout_ 9 | Tense _or Touchy_| Locksmith _or Storyteller_ 10 | Combative _or Cultured_ | Warpriest _or Sergeant_ ## Dwarf Motivation and Appearance 1d10| Motivation| Appearance ---|---|--- 1 | Gold _or Hatred_| Spiky _or Scars_ 2 | Status _or Fungi_| Finery _or Warlike_ 3 | Vengeance _or Victory_ | Shiny _or Bone Charms_ 4 | Family _or Truth_| Tattoos _or Orange_ 5 | Magic _or Honour_| Burns _or Pauldrons_ 6 | Duty _or Wealth_| Bracelets _or Hairless_ 7 | Death _or Ancestor_| Braided _or Well-Dressed_ 8 | Community _or Oath_ | Leathers _or Sturdy_ 9 | Lore _or Clan_| Long-haired _or Axes_ 10 | Legacy _or Craft_ | Furs _or Heavyset_ ## More Tables If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 11/07/2026
Kicking off Season 4 (Dungeons) of Rolling Solo with Delve, the map-drawing game by Anna Blackwell. Delve solo - intro | finish | all season 4 | all dungeon solo Disclosure - I'm a DriveThru RPG affiliate Game Introduction - Delve delve intro | setup | game start Delve is a solo […]
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Delve Map-Drawing Solo, Intro and Start
Kicking off Season 4 (Dungeons) of Rolling Solo with Delve, the map-drawing game by Anna Blackwell. Delve solo - intro | finish | all season 4 | all dungeon solo _Disclosure - I'm a DriveThru RPG affiliate_ ## Game Introduction - Delve delve intro | setup | game start Delve is a solo map-drawing game by Anna Blackwell. It's not the first of Anna's games on Rand Roll, following on from Apothecaria and an Interview with Anna. It's one of the first games I encountered while looking into solo rpgs, found on a solo podcast now lost to time... In Delve you take are an overseer, managing the digging, development and hazards of your subterranean dwarven hold. In theory you have the gold to find the Void Crystal for the Under-King, but that's a pretty long-term project! You start with a starting space at the top of a 2-d grid, and proceed to dig left, right or down. Each time you did you draw a card to see what you find. * Hearts❤️ = resources (build rooms & traps) * Spades♠️ = remnants (ruins & foes) * Clubs♣️ = natural formations (caves, gas, rivers) * Diamons♦️= trade goods (hire units) In future turns you can dig from any other square in your hold you've got control of. Then you can build rooms, which give a variety of bonuses and let you recruit different units (soldiers, clerics, masons, hounds). You can also add stairs, corridors, barricades and traps. As the game progresses you'll face foes and combat is a bit more involved, depending on how your units are deployed around your hold (we'll get to that next article). After descending 5 levels you add in the jokers, representing legendary finds, good and bad! There's a few other bits and optional rules, such as the adventurers who appear if you build an inn, good and bad magic, inventions, optional bloodrunes (ading risk and reward) and challenges to complete over several games. ## Game Setup for Delve delve intro | setup | game start To start you gather your materials (pencil/pen, squared paper, notepad, deck of cards) and draw a stairwell in the centre of the top row of your grid. This represents the Entrance of your hold... You note down resources (20❤️, 20 ♦️), your 5 Soldiers, remove the jokers, shuffle and get ready to start! There's no character to generate or other starting decisions. ## Starting with the Delve of Blightguard Watch delve intro | setup | game start ### The Halls of Blightguard Watch I started off with delving 6 caverns. It went ok until I uncovered a gas pocket, killing all the soldiers in my newly built barracks. So now slowly building back up. I decided to keep a simple narrative journal, equating one game turn to a week in time. ( _Tasked with finding the void crystal, but mostly using superior logistics to create a dwarf hold in the depths._ **_Month 1, Year 1, Blightguard Watch_(❤️20. ♦️20)** _At once we hit old seals, something was trapped here long ago. We've let it be for the moment._ _Mined our first cavern, copper ore, then converted into our first proper room for living._ _Much more copper and made a Shrine of Fortune with our first cleric, Alva._ _Disaster! A pocket of gas was released, killing Alva and our cousins in the barracks. Questions are being asksed about my leadership_ ** _Month 1, Year 1, Blightguard Watch_(❤️3. ♦️2)** _Rich in copper, we've repaired the barracks and temple, but no new priest to bless us yet._ ### Finishing Up Next time is seeing how it goes in the hold... Have you played Delve?
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Rand Roll @duncant.randroll.com.ap.brid.gy · 08/07/2026
This beverage has a metallic taste and is aged for 100 years. This particular one is refreshing, served in a drinking horn. Continuing dwarf tables, finishing off beer details. Tables for Taste & Lore, and Beverage Serving and Receptacle. [art by Patrick Pullen] Dwarf Beverages Continuing […]
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Dwarf Beverage Taste, Lore and Servings
> This beverage has a metallic taste and is aged for 100 years. This particular one is refreshing, served in a drinking horn. Continuing dwarf tables, finishing off beer details. Tables for Taste & Lore, and Beverage Serving and Receptacle. [art by Patrick Pullen] ## Dwarf Beverages Continuing on the dwarf tables with some more beverage related details. Taste, lore and how a particular beer is served. Some of the tables used will appear in future weeks and at some point they'll be collected up into a digital title! ## Dwarf Taste and Lore How this beverage should taste and something interesting about it... 1d10| Taste| Lore, this beverage... ---|---|--- 1 | Fruity _or Bitter_ | is aged for 100 years _or doesn't travel well_ 2 | Smoky _or Sour_ | is usually served with eggs _(or a pie)_ 3 | Metallic _or Salty_| is a well-kept family secret _or often causes fights_ 4 | Nutty _or Earthy_| is best served hot _(or with a bucket)_ 5 | Woody _or Leathery_ | aids in hair growth _or is drunk before battle_ 6 | Malty _or Rusty_| is toxic _(or hallucinogenic)_ to non-dwarves 7 | Salty _or Oily_| can cause hunger _(or sleepiness)_ 8 | Chalky _or Zesty_| is best served cold _(or on fire)_ 9 | Fungal _or Mouldy_| is used in religious rituals _(or as rat poison)_ 10 | Oaty _or Burnt_ | banned in some dwarfholds _(or human cities)_ ## Particular Beverage and Receptacle 1d10| This particular beverage...| Served in a(n)... ---|---|--- 1 | is warm _or has added spices_ | Tankard _or Bowl_ 2 | is perfect _or has a rune in the foam_ | Jug _or Beaker_ 3 | is flat _or sticks to the glass_ | Drinking Horn _or Glass Jar_ 4 | is refreshing _or has a dead insect_| Cup _or Urn_ 5 | is strange _or is bubbly_| Ceramic Pot _or Tall Glass_ 6 | is cloudy _or glittery_| Tankard with a lid _or Ladle_ 7 | is hot _or is disappointing_ | Trophy _or Small chest_ 8 | is ordinary _or has a coin at the bottom_ | Glass _or Cooking Pot_ 9 | is chilled _or glows slightly_ | Bucket _or Novelty Mug_ 10 | is odd _or has a floating fingernail_ | Bottle _or Skull_ ## More Tables If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 04/07/2026
Continuing from Stonehell Solo 2 : The Hobgoblin War, the Stonehell actual play adventuring parties get to the second book (well, 1 of them). Stonehell is available on lulu. Old School Essentials and Dolmenwood are available on DriveThruRPG. Rand Roll is a drivethrurpg affiliate. stonehell […]
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Stonehell Solo 3: Delving Deeper
Continuing from Stonehell Solo 2 : The Hobgoblin War, the Stonehell actual play adventuring parties get to the second book (well, 1 of them). Stonehell_is available on lulu._ Old School Essentials_and_ Dolmenwood_are available on DriveThruRPG. Rand Roll is a drivethrurpg affiliate._ stonehell solo: 1 - into stonehell | 2 - hobgoblin war | 3 - delving deeper | 4 - heart of hell | 5 - endgame ## Chapter 3: Delving Deeper My Stonehell solo campaign is a solo rpg campaign started in Summer 2025, using multiple adventuring parties to explore the megadungeon of Stonehell. After starting with OSE (Old School Essentials) I switched in chapter 3 to Dolmenwood rules using the classes, spells, races and magic items of OSE. Chapter 3 was more of the same with 10-ish delves using five parties (down from seven in chapter 2), and then becoming 4 during play. Most delves are run using the full rules, concentrating on Stonehell. For a couple adventures in Stonehell and any outside of it I resolve them with a few rolls on random tables I call the "Autodelver" (I'll share these when they're in a good enough state to publish) The nature of the adventuring changed, as groups became more powerful in magic, magic items and organisation, with frequent uses of invisible scouts and bless buffs. The unfortunate ogres faced the first party using _haste_ (Stalwart Souls) and at the end of Chapter 3 one of the parties finally gained _fireball._ Many strands of the first book were resolved and focus has switched to things in the Second Book as all the parties now have reasons to explore deeper into Stonehell. _(Stonehell is split into two books of 5 dungeon levels each, using the traditional method of deeper levels having stronger inhabitants and more treasure)._ ## Running a Delve I'm running the delves _(adventuring party exploring SH)_ using Dolmenwood & OSE rules, but the solo emulator I'm using is my own Chaos Solo Engine. Each adventuring party has it's own list of Threads (current plotlines) and Extras (NPCs, factions, groups). This keeps the world of each adventuring party separate. The Stone Birds may know who Rakin Brighthammer is, but the Stalwart Souls certainly don't. After reviewing what the party wants to attempt for the delve, they hire any mercenaries or new retainers. Then I'll write down on an index card spells memorised and other abilities to track, a marching order and any spells active on characters. The same index card is used for current hit points, enemy hit points and treasure found. Then the party heads to Stonehell. Usually this includes encounter rolls for going from the Demon Cow Malthouse to Stonehell. They choose the entrance they want to use _(between them they've found four entrances and know of a couple others)._ Once inside it's using usual dungeon exploration rules, tracking Turns, light sources and encounter rolls. They might be able to use safe havens (the Stone Birds have allied with the lizardfolk) to rest. When it's time to leave there's encounter rolls to get back to civilisation (usually the Demon Cow Malthouse again). Then XP is calculated, treasure distributed, Extras and Threads updated and any other bits that need working out. I'll then work the date the party is ready for their next delve and a rough idea of what they intend to do. Between Delves there might be campaign events triggered such as dungeon events, faction events and new potential hirelings arriving at the Cow. ## Adventuring Parties At the start of chapter 3 there were 5 parties. One chaotic party was destroyed by internal conflict mid-fight and disbanded when only 3 members made it back. That leaves the following 4 adventuring parties, all established with their own agendas and flavour. * The **Stone Birds** were the first party I ran in Stonehell, and none of the original six members are still among them. But after churning through many adventurers, the party became a large solid party of devout martial strength, lead by a paladin and with four clerics in their ranks. Each member is given a bird nickname ("magpie", "curlew", "eagle") and they aim to face the darkness in the heart of Stonehell. They spent chapter 3 finding a way down to Vrilya settlement from the Kobold Market and helping dwarf allies restore an ancient fungarium. * The **Stalwart Souls** are the most powerful party, with a rounded party built around a partnership of a squabbling cleric and wizard, and lead by a bard who previously lead the Stone Birds. They explore in a methodical manner, using an invisible scout and rarely taking unnecessary risks. Although they recently looted a hoard without it's dragon, they are worried that the Lucky Sparks will overtake their explorations into the depths of Stonehell. They make common use of mercenaries and have have an excellent reputation for losing few adventurers in their delves. * The **Lucky Sparks** are a mercurial party of misfits and outcasts who currently can't hire mercenaries as they've lost so many on their delves. Members must "spin the magical wheel" to gain membership and they push to explore deeper down each delve. Lead by a thief with a death wish, guided by a blind priestess, including an assassin scout, a tiefling locksmith and a fungoid illusionist from an allied Stonehell faction. Recent activities include losing longtime members in battles with fire giants, and the fence Lachesis, then being the first to explore the Vrilya snakekin settlement and buying the inn outside Stonehell most adventurers use. * The **Runesmiths** are centred around arcane power, having explored the chambers of the Plated Mage and now seeking more such secrets deep in Stonehell. Their one long-term member is a dwarf runesmith who just mastered fireball, but lacks the presence to lead them. The party structure is fragile, having lost members to a white dragon attack outside Stonehell and losing their leader when she retired after looting hoard of the same dragon. They have new members and are motivated by a common greed for gold and magic, but may not survive internal politics and differences of opinion. There's also a number of independent adventurers available to hire as mercenaries at the Demon Cow Malthouse, and in the Kobold Market / Bone Market in Stonehell. Some formerly belonged to other parties, can't find a party or don't want to be in an adventuring party. Most delves a party will hire a mercenary or two to fill in gaps. Parties can also hire retainers (using the guidelines in OSE / Dolmenwood) from the Demon Cow Malthouse, local settlements or even the Kobold Market. For the Cow there's a list of level 0 and low-level retainers available to hire as retainers or invite as full members. ## Customising Stonehell Many rpg adventure become their own thing once they start to be run. My Stonehell is no different, adding in a fungal theme by adding some random tables, leaning into an existing faction and detailing an unexplored part of the dungeon (a old dwarven fungarium connected via 2B). If they ever get down there I've also replaced one sector on level 8 with fungi. I've also modified the Vrilya, reskinning them into a new type of snakekin. I can keep the existing game stats and castes but make them fit into the existing gameworld lore more than the original vrilya did. ## Factions Updated Faction play continued as an important part to enjoying and co-ordination solo play with multiple adventuring parties. It's how I bring in much of the outside world into the campaign and keep some cohesion between the worlds of the different adventuring parties. Several factions were destroyed, losing the Bonecrusher Ogres (destroyed by Stalwart Souls), Lachesis and Servants (killed by the Lucky Sparks), Fire League (scattered after leaders slain), Sanctum Gargoyles (last members fled after multiple run-ins with adventurers), Spell-Spiders (defeated by Runesmiths). Of the surviving factions, about half are native to Stonehell and the others have become a thing during the play of the campaign. My current factions in Stonehell are... * **The Lizardfolk (minor)** , slowly expanding beyond sacred halls, allied to the Stonebirds and friendly with other adventurers. * **Kobolds of the Kobold Market / Bone Market (minor)** , using a former adventuring party (now a faction) as their protection. * **The Enterprise of Squire Bone (minor)**. Former adventuring party, established bandit caves as the main entrance, protecting and running parts of the Kobold Market and providing mercenaries. Exploring trade down to the Vrilya levels. * **Spinners of Silver (minor)**. A sinister necromantic cult based in the dungeon with spies, bugbears and possible serpent cult legacy to follow up. Preparing to relocate deeper into Stonehell. * **Grove of Rampant Green (major)**. Mushroom-folk and their ruling dryad seeking to expand their realm. Allied to the Lucky Sparks and seeking to replace kobolds as caretakers in 3rd and 4th levels. * **Gentlemen Ghouls (minor)**. Gourmet eaters of humanoids always searching for new delicacies. * **Vrilya Snakekin (major)**. Ancient subterranean people who have a settlement deep in Stonehell. Plus external ones which have become more important as the power level increases. Trying to keep them in the background as the concentration is on Stonehell itself. * **The Demon Cow Malthouse** **(minor)**. Walled inn used by most adventurers exploring Stonehell. Travellers stop here. Recently bought by the Lucky Sparks. * **Emerald Isle Company (minor)**. Thieves Guild of local city, spies at Demon Cow Malthouse and members among adventurers. * **Fifth Expeditionary Force (minor)**. Hobgoblin legionaries and allies who survived Stonehell and now thriving as they draw creatures from surrounding hills. * **Ironhill Thanes (minor)**. A major force in the wider area, but minor in the campaign. Now seek to avenge death of a Thane by the Fifth Expeditionary Force. * **Zeltondar Mage Houses (minor)**. Noble houses with arcane power who rule nearest city to Stonehell. Have ties to adventuring bands. * **Riva's Ruddy Wreckers (minor)**. Adventurers working for the Fifth Expeditionary Force, but not exploring Stonehell. Visit the Kobold Market in Stonehell and the Demon Cow Malthouse ## And...Into the Heart of Hell I'm excited for when I pick-up the next chapter of Stonehell, most likely sometime in the Autumn. The campaign should be more than halfway through. The only major thing I'm intending to bring in is the Theme of Chaos, with the events of Stonehell (tied to the heart of Stonehell in the written adventure) being expanded with some more random tables, including events outside of Stonehell. I expect the number of major adventuring parties to reduce down more as they meet some of the deeper challenges. There might be newer lower level groups, but I'll most likely resolve these with a few random table rolls. Playing Stonehell Solo will also tie into Rolling Solo Season 4, which has the theme of Dungeons and is starting very soon... ### Finishing Up Hope you enjoy any dungeoneering you're getting to do, whether solo rpg or group play! Happy Gaming! Duncan
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Rand Roll @duncant.randroll.com.ap.brid.gy · 02/07/2026
"Morgrim's Mystery Porter, Firefoam, Steelheart Fortified Mead and Skullhammer Ale" Starting off some ancestry tables with some beer tables for dwarves. Tables for Beverage Name Template, Traditional Beverage Names, Drink Type & Descriptors and Brutal Beverage Names. [art by Patrick Pullen] […]
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Dwarf Beverage Names
> "Morgrim's Mystery Porter, Firefoam, Steelheart Fortified Mead and Skullhammer Ale" Starting off some ancestry tables with some beer tables for dwarves. Tables for Beverage Name Template, Traditional Beverage Names, Drink Type & Descriptors and Brutal Beverage Names. [art by Patrick Pullen] ## Dwarf Beverages Starting a new set of tables, with dwarves and one thing that dwarves are known for....beverages! Here area some names of beverages found in dwarven settlements and taverns. Or exported into other lands. Some of the tables used will appear in future weeks and at some point they'll be collected up into a digital title! ## Dwarf Beverage Name Template Templates using various tables and examples of how they are put together. are put together. 1d10| Beverage Name Template| Example ---|---|--- 1 | [Trad. Start] [Trad. End] | Bronzeblade 2 | [Brutal Start] [Brutal End] | Wyrm Splitter 3 | [Trad. Start] [Trad. End] [Drink Type] | Goldhill Bitter 4 | [Dwarf Name]'s [Desc] [Drink Type] | Morgrim's Mystery Porter 5 | [Trad. Start] [Trad. End] [Desc] [Drink Type] | Starglass Special Lager 6 | [Clan Name] [Drink Type] | Oathcarver Mead 7 | [Brutal Start] [Brutal End] [Desc] | Shieldfall Traditional 8 | [Brutal Start] [Brutal End] [Drink Type] | Trollcleave Malt 9 | [Desc] [Trad. Start] [Trad. End] | Fiery Barrelhorn 10 | [Brutal Start] [Trad. End] [Drink Type] | Beastkeeper Stout ## Traditional Beverage Names 1d10| Traditional Name Start| Traditional Name End ---|---|--- 1 | Silver _or Pride_ | -bond _or -glass_ 2 | Barrel _or -- > Dwarf Colours_ | -forge _or -spark_ 3 | Ever _or Broad_ | -brew _or -blade_ 4 | Dragon _or Star_ | -heart _or -tower_ 5 | Gold _or -- > Brutal Start_ | -keeper _or -hill_ 6 | Rock _or Frost_| -barrel _or -bearer_ 7 | Fire _or -- > Clan Start_ | -peak _or -- > Brutal End_ 8 | Bright _or Bronze_ | -foam _or -grip_ 9 | Steel _or Sure_| -call _or -horn_ 10 | Glow _or Doom_ | -song _or -- > Clan End_ ## Drink Type and Name Descriptor 1d10| Drink Type| Descriptor ---|---|--- 1 | Beer _or Gold_ | Ruby _or Imperial_ 2 | Porter _or Surprise_ | Golden _or Alchemical_ 3 | Ale _or Pale_| Fungal _or Mulled_ 4 | Mead _or Malt_| Traditional _or -- > Colour_ 5 | Stout _or Lager_| Experimental _or Mystery_ 6 | Red _or Brew_| Refined _or Steaming_ 7 | Special _or Best_| Ginger _or Barley_ 8 | Bitter _or Wine_| Fortified _or Mushroom_ 9 | Cider _or Import_ | Spiced _or Fiery_ 10 | Dark _or Perry_ | Finest _or Wild_ ## Brutal Beverage Names 1d10| Brutal Name Start| Brutal Name End ---|---|--- 1 | Shadow _or Demon_ | Blast(er) _or Smash_ 2 | Skull _or Mountain_ | Splitter _or Doom_ 3 | Ghost _or Goblin_ | Bolt _or Cleanse(r)_ 4 | Bone _or Knight_ | Bane _or Smelter_ 5 | Heart _or Troll_ | Hammer _or Slayer_ 6 | Wyrm _or Beast_| Fall _or Blight_ 7 | Giant _or Cloud_| Harrow _or Render_ 8 | Beast _or Axe_ | Cleave(r) _or Break_ 9 | Gut _or Shield_ | Smite _or Freeze_ 10 | Grudge _or Sun_ | Burner _or Buster_ ## More Tables If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 30/06/2026
There's a Rand Roll and Chaos Gen Newsletter sent every month. This is the June version. Highlighted Gens and Tools Very specific, Fantasy World Generator from Windmill Tales is an Android app for solo rpgs, with an oracle and generators. D&DIY has an (old) d100 list of Foraged Foods, Herbs […]
randroll.com
Newsletter for June
There's a Rand Roll and Chaos Gen Newsletter sent every month. This is the June version. # **Highlighted Gens and Tools** Very specific, Fantasy World Generator from Windmill Tales is an Android app for solo rpgs, with an oracle and generators. **D &DIY** has an (old) d100 list of Foraged Foods, Herbs and Drugs in a blog post. Highlighting another one from **OSR Vault** , is the Hireling Generator for older style games. ## **Gamebooks** The 100 Endings Book Club is taking a break until September, and an article looks at First Season and Future of 100 Endings. There are still many gamebooks to read, as the **Lindenbaum Competition** is open for voting (until Aug 27th), with 12 entries of up to 100 Sections to read. It's an annual contest of short gamebooks. There's a few people reading through them on the 100 Endings Discord Server if you want to join us. ## **Rand Roll Articles** Rand Roll reached 101 **Interviews** recently, so I celebrated 8 Years of Rand Roll in 10 Interviews, having a look at milestones from that time. In **Gamebooks** there was Getting Started in the Reeking Metropolis (Steam Highwayman book 3) and Gamebook Diaries with Dreaming of Mythic Devon. **Solo RPGs** had a quiet month, noting that Rolling Solo Season 4 will be Dungeons, likely starting with Delve by Anna Blackwell in July. **Random Tables** showed off Fungal Gardens Encounters and Locations plus continued Chaos Solo Engine with Adventurers and Treasures. ## **Random Table Titles** One release for June, with 1-Page Fungal Garden Encounters, for forests and caves of mushrooms, slimes and spores. ## **Tools at chaosgen.com** First new tool at Chaos Gen in a long time is Chaos Solo Engine - Fantasy Basic. It's a first version giving basic details for solo rpgs. ### **Finishing Up** Happy gaming! Duncan T
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Rand Roll @duncant.randroll.com.ap.brid.gy · 27/06/2026
We're on a break until September. Season 1 of 100 Endings Book Club Soon after 31 Days of Gamebooks in July last year, the idea of a gamebook book club was born. The 100 Endings Book Club started in September 2025 with the classic Heart of Ice by Dave Morris, and followed up with a gamebook […]
randroll.com
100 Endings Book Club Summer Recap
We're on a break until September. ## Season 1 of 100 Endings Book Club Soon after 31 Days of Gamebooks in July last year, the idea of a gamebook book club was born. The 100 Endings Book Club started in September 2025 with the classic Heart of Ice by Dave Morris, and followed up with a gamebook or series each month after that. We finished Season 1 with Steam Highwayman in May and a summer break until September when we start again. It's been a pleasure to run the 100 Endings Book Club. We've played lots of gamebooks, with most discussion on Discord, some on Reddit and a minor presence on Facebook. I'm also assuming lots of people bought and played the books without ever saying anything, maybe contributing with an upvote or nod. The gamebook highlights for me were the Interview with Dave Morris, managing to finish Creature of Havoc for the first time and finishing with Steam Highwayman, my favourite series! There was lots of people (including me) reading new gamebooks and trying things out of their usual reading preferences. There's a small community which formed on our 100 Endings Discord Server. They've even organised to do a mini-bookclub for the Lindenbaum Competition over the summer (while I'm having a break from organising). Two of the books we had the authors active in our discussions, making rules questions easier and getting an inside perspective. ## Our Books Were.... From first to last in series our books were. * Heart of Ice by Dave Morris (Sept 2025, theme of Getting it Started). Plus an Interview with Dave Morris in the same month. * Nightshift by Victoria Hancox (Oct 2025, theme of Horror). Plus an Interview with Victoria Hancox from the same month. * Scorpion Swamp by Steve Jackson (USA) (Nov 2025, theme of Fighting Fantasy) * Lost in the City by Joseph Fry (Dec 2025, New Gamebooks by New Authors). Previous Interview with Joseph Fry from September * The Darkness over Arkham by Jonathan Green (Jan 2026, New Gamebooks by Established Authors). Plus an interview with Jonathan from 2025. * Twilight's Edge by August Hahn - Chronicles of Magnamund (Feb 2026, theme of Science Fiction). Plus an interview with August Hahn from the same month. * Fabled Lands by Dave Morris and Jamie Thomson (Mar 2026, theme of open-world series) . Previous interviews with Dave Morris and Jamie Thomson. * Creature of Havoc and House of Hell by Steve Jackson (UK) (April 2026, theme of Fighting Fantasy by Steve Jackson UK). * Steam Highwayman by Martin Barnabas Noutch (May 2026, theme of open-world series - was joint winner for March poll) Previous interview with Martin and follow-up interview a year later. Unintentionally we actually had a fair spread of genres. * **2-3 Horror** (Nightshift, Darkness over Arkham plus House of Hell) * **2-3 Fantasy** (Scorpion Swamp, Fabled Lands plus Creature of Havoc) * **1 Steampunk** (Steam Highwayman) * **1 Post-Apocalypse** (Heart of Ice) * **1 Space Fantasy** (Twilight's Edge), * **1 Modern** (Lost in the City) Considering how many of the popular gamebooks are fantasy, and that's normally the genre I favour, that's a pleasant surprise! ## Future Plans Season two of the 100 Endings Book Club will remain mostly the same as season 1. We'll be doing a book or series each month. There will still be a vote for most months, taking feedback on which gamebooks and series to include. And I'll request interviews with the author(s) of the series we choose. One idea I'm toying with is a chat or two on the Discord about the read for the month. Probably toward the end of the month and not a long event. Another are more months with two books of the same author / series. Such as when we had both House of Hell and Creature of Havoc for Steve Jackson (UK). This gives another option if folk have played a book before. Returning categories will most likely be Horror, New Gamebooks by New Authors and Open-World Series. We might try Science Fiction again, trying to get an actual science fiction book! New categories I'm considering include Tactical Combat, Classic Series, 2nd Chance and Visual Gamebooks. ### Finishing Up If you've got any recommendations, questions or a gamebook to recommend, send me a message on Discord, Reddit or on the old-school contact form.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 24/06/2026
A few tables for Adventurers in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Adventurer Basics, Appearance & Personality, and Motivation & Voice. [Image by Jack Holliday] Factions Fantasy in Chaos Solo Engine Adventurers are most likely to be player characters […]
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Chaos Solo Engine: Fantasy Adventurers
A few tables for Adventurers in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Adventurer Basics, Appearance & Personality, and Motivation & Voice. [Image by Jack Holliday] ## Factions Fantasy in Chaos Solo Engine Adventurers are most likely to be player characters. But they can also be allies, hirelings, foes, villains and even members of factions. Some settings have adventurers as normal folk trying to get by day to day, and others have them chosen by fate, deities, chance or something else that sets them apart. Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings | adventurers ## Adventurer Role d20 | Descriptor | Role ---|---|--- 1| Restless _or Confident_ | Warrior _or Sneak_ 2| Brave _or Chaotic_ | Scoundrel _or Paragon_ 3| Cunning _or Tricksy_ | Scout _or Sentry_ 4| Strong _or -- > Appearance_ | Priest _or Knight_ 5| Friendly _or Suave_ | Archer _or Tactician_ 6| Playful _or Subtle_ | Rogue _or Defender_ 7| Luckless _or Callous_ | Magician _or Trader_ 8| Greedy _or Sharp_ | Berserker _or Assassin_ 9| Ambitious _or -- > NPC Descs_ | Healer _or -- > Spellcasters_ 10| Determined _or Artistic_ | Slayer _or Envoy_ 11| Careful _or Brash_ | Hunter _or Crafter_ 12| Reckless _or Doomed_ | Enchanter _or Zealot_ 13| Greedy _or Privileged_ | Wanderer _or -- > Warriors_ 14| Vengeful _or Loyal_ | Hero _or Diviner_ 15| Obsessed _or Bold_ | Specialist _or Artist_ 16| Cheerful _or Traditional_ | Cavalier _or Scholar_ 17| Haunted _or -- > Personality_ | Leader _or Musician_ 18| Outcast _or Bestial_ | Guard _or Thief_ 19| Chivalrous _or Headstrong_ | Skirmisher _or Witch_ 20| Nonhuman _or Dramatic_ | Warlock _or Agent_ ## Appearance and Personality d20 | Appearance | Personality ---|---|--- 1| Formal _or Ratlike_ | Helpful _or Competitive_ 2| Muscular _or Glittery_ | Friendly _or Uncaring_ 3| Smart _or Tattooed_ | Considerate _or Charming_ 4| Lank _or Plain_ | Reliable _or Changeable_ 5| Dirty _or Beringed_ | Focused _or Severe_ 6| Messy _or Furry_ | Calm _or Outrageous_ 7| Grease _or -- > Colours_ | Curious _or Careless_ 8| Bright _or Large_ | Caring _or Kind_ 9| Leathers _or Braided_ | Tenacious _or Relaxed_ 10| Pale _or Sparkly_ | Jaded _or Compassionate_ 11| Tall _or Mismatched_ | Direct _or Distant_ 12| Tight _or Austere_ | Thoughtful _or Reflective_ 13| Shaven _or Masculine_ | Positive _or Organised_ 14| Uniformed _or Sophisticated_ | Proud _or Devious_ 15| Bright _or Feminine_ | Impulsive _or Persistent_ 16| Colourful _or Mutilated_ | Pragmatic _or Fun_ 17| Heavy _or Animalistic_| Heroic or Adaptable __ 18| Scruffy _or Armoured_ | Generous _or Flighty_ 19| Spiky _or Long-haired_ | Tough _or Intense_ 20| Scarred _or Shabby_ | Ambitious _or Honest_ ## Motivation and Voice d20 | Motivation | Voice ---|---|--- 1 | Glory _or Avarice_ | Faint _or Posh_ 2 | Ambition _or Fear_ | Rasping _or Warbling_ 3 | Wealth _or Hunger_ | Clear _or_ 4 | Redemption _or -- > Desires_ | Melodic _or Whiny_ 5 | Legacy _or Grief_ | Smooth _or Baritone_ 6 | Wanderlust _or Anger_ | Sultry _or Quick_ 7 | Love _or Pain_ | Light _or Strained_ 8 | Stability _or Truth_ | Silky _or Accented_ 9 | Knowledge _or Creativity_ | Gravelly _or Stuttering_ 10 | Curiosity _or Expertise_ | Powerful _or Childlike_ 11 | Change _or Freedom_ | Polite _or Nasal_ 12 | Fame _or Perfection_ | Husky _or Shrill_ 13 | Family _or Competition_ | Grating _or Arrogant_ 14 | Pleasure _or Advancement_ | Rough _or Beautiful_ 15 | Duty _or Community_ | Booming _or Strident_ 16 | Faith _or Jealousy_ | Lilting _or Rumbling_ 17 | Beauty _or -- > Emotion_ | Sharp _or Angry_ 18 | Honour _or Power_ | Musical _or Lulling_ 19 | Status _or Guilt_ | Distinctive _or Rusty_ 20 | Oath _or Revenge_ | Soft _or Harsh_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 20/06/2026
Taking a step towards a future series.... Mythic Devon Concept The first rough gamebook draft I wrote up (in 2023) was the core concepts of a series I'm calling "Mythic Devon". I finished the really rough draft and realised that it would be a project that had to wait until my gamebook skills […]
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Gamebook Diaries - Dreaming of Mythic Devon
Taking a step towards a future series.... ## Mythic Devon Concept The first rough gamebook draft I wrote up (in 2023) was the core concepts of a series I'm calling "Mythic Devon". I finished the really rough draft and realised that it would be a project that had to wait until my gamebook skills and ideas were more developed. The setting would be loosely based on the region of Devon, Cornwall, Dorset and Somerset in England, a few years after the Roman legions withdrew. I grew up in rural Dorset and have lived most of my life in Devon so it's where I call home. These counties also have a rich history and folklore to tap into. In the setting , a large powerful presence has withdrawn (like the Roman Empire did), leaving the locals to fend for themselves. But there are settlers and raiders (like we had Saxons, Jutes, Angles, Frisians, Irish) active and many challenges to overcome. Many were also migrating abroad (like the Bretons) But it's also a time where urban settlements were abandoned, hill forts reoccupied and new social structures emerged. There was conflict between those trying to keep the old ways going, others reaching further back, and people coming in from further afield. A time of opportunity for the right person... ## Themes of Fantasy Mythic Devon will be fantasy, but when I wrote my first draft I was unsure of the type of fantasy. I know that it will be an open-world series, with books covering different regions. What exactly those would be can wait until nearer the time of the project. It would have elements tied to folklore from the Westcountry, such as giants, things from the moors and possibly the tale of Tristan and Iseult . And chalk figures because I love those! In the last six months I've played two games which both have elements of fantasy I'd love to include. The first game is Mythic Bastionland, where you play knights of the realm seeking to confront the Myths that disturb the land. The Myths are unique creatures and concepts such as the Goblin, the Underworld, the Mist and the Wyvern. One thing I wanted to avoid was leaning into King Arthur, as that's been done in so many ways. But Mythic Bastionland has a way that is true to the feel of King Arthur, but taking out the religious bits and making it have a very "Mythic" feel. I'd love to replicate some of that feel in Mythic Devon. The second game is Dolmenwood, which I've played solo and running for my rpg group. It's a setting and rpg based in a fantasy wood, full of ruined shrines, scheming factions and a large variety of strange creatures. Based on much of British folklore Some of the content is of interest, such as fungi, dolmens, faerie and ancient lore. But it's more of the tone, as Dolmenwood has a mix of whimsy, wonder and eeriness I'd love to replicate. ### Basics Summary So my basics are an open-world gamebook series based on a fantasy version of the area of South-west England, soon after the Romans leave. The fantasy elements would take heavily from the region's folklore and have strong mythic beings active, with mysterious seers and a mix of eeriness, whimsy and wonder... How the knights of Mythic Bastionland would fit in, I'm not sure... ### Finishing Up Mythic Devon exists mostly as an idea in my projects backlog and my mind. But it's one that I'd love to realise once I've got a few gamebooks published and have the process all worked out.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 17/06/2026
" A mushroom-like creature is digging with a spade in a lawn of fungi, surrounded by a complex mosaic..." Simple encounter tables for caves in any fantasy setting. Tables for Combined Fungal Garden Encounters, Fungal Garden Encounter Details and Fungal Garden Locations. Fantasy Dungeon […]
randroll.com
Fungal Garden Encounters - Encounter Table, Details & Locations
> " A mushroom-like creature is digging with a spade in a lawn of fungi, surrounded by a complex mosaic..." Simple encounter tables for caves in any fantasy setting. Tables for Combined Fungal Garden Encounters, Fungal Garden Encounter Details and Fungal Garden Locations. Fantasy Dungeon - all | trinkets | cave encs | dungeon encs | fungi encs | ruins encs | sewer encs | tomb encs [Art by Henrik Karppinen] ## Fantasy Fungal Garden Encounters Fungal gardens can consist of toadstool groves, steaming hot pools, crystal growths and colourful caves. An area dominated by fungi or merging with elements of the forest, swamp or caves around them. Fireflies, slimes, webs, slugs, garden tools and patches of berries Populated by monstrous bats, shrieking mushrooms, sticky oozes, and odd gardeners. There is a fantasy encounters generator at ChaosGen. There is also a pdf of these and more tables at the DriveThruRPG as Fungal Garden Encounters. ## Fungal Garden Combined Encounters These reference Fungal Garden tables for Encounter Prompts, Hazards and NPCs 1d10| Fungal Garden Combined Encounters ---|--- 1 | a stream of glowing insects, swarming a blue slime _or roll on Hazards_ 2 | a solitary _(or giant)_... **d10** (_1-2_. monstrous snail _3_. poisonous snake _4_. boar _5_. bat swarm _6_. cave bear _7_. bee swarm _8_. badger _9_. salamander _10_. mutant toad) | 3 | a dirty minstrel is playing along with musical fungi _or roll on NPCs_ 4 | several _(or a pair of)_... **d10** (_1-2_. nonhumans _3_. hunters _4_. goblins _5_. adventurers _6_. faeries _7_. outlaws _8_. gardeners _9_. skeletons _10_. fungi-folk) | 5 | a lonely giant, made of fungi, debris and crystal _or roll on Enc. Descs._ 6 | a few _(or many)_... **d10** (_1-2_. vampire bats _3_. giant bees _4_. mulch apes _5_. elemental snails _6_. giant beetles _7_. gnomes _8_. glowing lizards _9_. giant spiders _10_. ogres) | 7 | a wide net of sticky strands, covering a deep pit _or roll on Hazards_ 8 | a garden inhabitant, a(n)... **d10** (_1-2_. fungoid gardener _3_. compost blight _4_. crystal ooze _5_. gelatinous drake _6_. fungal wight _7_. noisy mushroom _8_. stun slime _9_. spore dryad _10_. sentient toadstool) 9 | a wounded priest, who lost their allies to a fungal foe _or roll on NPCs_ 10 | a potential _(or signs of a)_ danger, a(n)... **d10** (_1-2_. plant-monster _3_. vine horror _4_. hungry mist _5_. earth spirit _6_. will-o'-wisp _7_. demon bat _8_. wasp swarm _9_. cave nymph _10_. troll) ## Fungal Garden Encounter Details Use 1d6 for beasts or non-sentient creatures. 1d10| They are... _(or one is...)_ ---|--- 1 | hiding from _(or watching)_ a nearby threat _or being very quiet_ 2 | covered in... **d10** (_1-2_. slime _3_. webs _4_. motes of light _5_. a sack _6_. beetles _7_. lichen _8_. black pustules _9_. art _10_. slugs) 3 | eating bright fungi _(or insects)_ ; _or carrying a dangerous poison_ 4 | trapped in a webs _(or mud)_ ; _or attracted to bright light_ 5 | investigating _(or consuming)_ a fungi _(or slime)_ which is... **d10** (_1-2_. restorative _3_. bloated _4_. sticky _5_. moving _6_. luminous _7_. smelly _8_. hallucinogenic _9_. psychic _10_. musical) 6 | hunting for _(or eating)_ food; _or connected to nearby creatures_ 7 | studying some tracks _(or a map)_ ; _or chopping something down_ 8 | protecting _(or patrolling)_ the area; _or oblivious to the world_ 9 | gathering _(or searching for)_... **d10** (_1-2_. eggs _3_. fungi _4_. fireflies _5_. poisons _6_. insects _7_. mould _8_. anything edible _9_. bright toadstools _10_. pebbles) 10 | making something using a fungus _(or wood)_ _or on high alert_ ## Fungal Garden Locations 1d10| Area, a(n)...| Feature, a(n)... ---|---|--- 1 | huge mushroom _(or stone)_ circle | tall obelisk _or ancient painted tree_ 2 | glowing waterfall _or red gazebo_ | shed of tools _or crystal formation_ 3 | path of purple moss _(or bones)_ | fungal _(or rope)_ bridge; _or beehive_ 4 | sturdy hut _or big nest with eggs_ | patch of berries _or ugly metal statue_ 5 | steaming hot _(or sludgy)_ pool | stream with lights _(or line of stones)_ 6 | cliff with steps _(or varied fungi)_ | iron _(or stone)_ shrine; _or fungal lawn_ 7 | grove of toadstools _(or statues)_ | slimy cave mouth _or pond of frogs_ 8 | lake with a bridge _(or large cage)_ | bubbling pond of slime _(or mud)_ 9 | area of bright fungi _(or crystals)_ | webbed archway _or cloud of fireflies_ 10 | large complex mosaic _(or maze)_ | putrid corpse _or huge runed rock_ ## More Encounters There is a fantasy encounters generator at ChaosGen. There is also a pdf of these and more tables at the DriveThruRPG as Fungal Garden Encounters. If you liked these there are Fantasy Generators at Chaos Gen, a monthly random tools Newsletter and an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 13/06/2026
The next season of the Rolling Solo Actual Plays will be...Dungeoneering. A Season of Dungeons Season 3 of Rolling Solo has run for a year, with great games such as Dolmenwood, Mythic Bastionland and Starforged. Some of my best solo experiences. After a short break (and one more Stonehell […]
randroll.com
Rolling Solo Season 4 will be Dungeons
The next season of the Rolling Solo Actual Plays will be...Dungeoneering. ## A Season of Dungeons Season 3 of Rolling Solo has run for a year, with great games such as Dolmenwood, Mythic Bastionland and Starforged. Some of my best solo experiences. After a short break _(and one more Stonehell write-up)_ , Rolling Solo will be back with Season 4, choosing Dungeons. I've found solo dungeons quite frustrating in the past. They hold a strange primal fascination, of seeking the treasure in the depths, facing the fear of deep caves and horrors that lurk in the darkness. I've often found randomly generated dungeons mixed, and rarely wanted to repeat the experience. 2d6 Dungeon was one of the best solo plays I've done for dungeons, but got a bit repetitive. Stonehell Solo with OSE with multiple parties has been amazing, but is a major timesink and undertaking. Warlock! at Firetop Mountain was also fun, playing the Warlock! rpg and using random tables to remake an old gamebook classic dungeon. So I want to explore what's out there for solo dungeoneering, some of the "best" games and a few alternate options and some cobbled together experiments. Among my themes to explore are Megadungeons, Factions in solo dungeons, Dungeon Gamebooks, Random Adventures and Fungi _(that's just a personal current interest)._ ## Planned Games * **Delve by Anna Blackwell** - Map drawing dwarf controlling solo game. * **OSE and Return to Keep on the Borderlands -** In Sept, to mark my 5 year solo rpg anniversary. * **5E Solo with Chaos Engine D &D **and probably some of my random tables. * **Dolmenwood** in Fungal Depths * The journalling solo rpg where you're a dungeon... * **Ker-Nethalas** from Black Oath * **Colostle** * Finishing off **Stonehell with OSE** * **Shadowdark** tackling a megadungeon, possibly Caverns of Thracia ## Other Possibilities Possible games include... * Ironsworn Delve * Triple-0 expanded (Cezar C) * A Dungeoneering Gamebook such as Deathtrap Dungeon * Kal-Arath * Gradient Descent ### Finishing Up Any suggestions welcome!
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Rand Roll @duncant.randroll.com.ap.brid.gy · 10/06/2026
" A gelatinous mound oozes across the ground, carrying objects, plants and fungi along with it. Ignores other creatures unless attacked." Simple encounter tables for fungal gardens in any fantasy setting. Tables for Fungal Garden Encounter Prompts, Fungal Hazards & Distractions and Fungal […]
randroll.com
Fungal Garden Encounters, Hazards and NPCs
> " A gelatinous mound oozes across the ground, carrying objects, plants and fungi along with it. Ignores other creatures unless attacked." Simple encounter tables for fungal gardens in any fantasy setting. Tables for Fungal Garden Encounter Prompts, Fungal Hazards & Distractions and Fungal Garden Quick NPCs. Fantasy Dungeon - all | trinkets | cave encs | dungeon encs | fungi encs | ruins encs | sewer encs | tomb encs [Art by Henrik Karppinen] ## Fantasy Fungal Garden Encounters A huge cavern with a fungal ecosystem, faerie woods covered in all manner of mushrooms, dank swamps with slimes and a strange garden. A goblin gardener dragging a corpse, a grey stone with muttering faces, pigs rooting for truffles and a squat hunter on their monstrous snail mount. Associated with themes of decay, caves, cultivation and gloom. It's a place of oozes, bats, lichen, fireflies, compost and fungi of all kinds. There is a fantasy encounters generator at ChaosGen. There is also a pdf of these and more tables at the DriveThruRPG as Fungal Garden Encounters. ## 10 Fungal Garden Encounter Prompts 1d10| Fungal Garden Encounter Prompts ---|--- 1 | Ghostly fungi grow on a pile of corpses. One body has a glowing ring. 2 | A gelatinous mound oozes across the ground, carrying objects, plants and fungi along with it. Ignores other creatures unless attacked. 3 | A few dog-sized spiders weave glowing webs into intricate art pieces. 4 | A grim trio of priests have just finished planting a sacred berry bush 5 | A compost troll has two humanoid fungal helpers and considers itself ruler of this area. They demand tribute in metal or physical labour. 6 | A few fungal dwarves sing old songs as they harvest 'fungi cheese'. 7 | A huge vampire bat feasts on a boar. Nearby is a saddle, but no rider. 8 | Several goblins dance around a steaming pot of of hallucinogenic fungal brew. They are painted in bright patterns and await a guest. 9 | A few miners are lost, seeking a cave where they can harvest crystals. 10 | A pig is rooting for truffles, leading a pair of hunters discussing bats. ## Fungal Garden Hazards and Distractions 1d10| There is _(or are)_... ---|--- 1 | animated tools digging a hole _or an illusion concealing a cave mouth_ 2 | a light source, ... **d10** (_1-2_. a luminous fungus _3_. fireflies _4_. a small fire _5_. glowing slime _6_. fire beetles _7_. a torch _8_. bright runes _9_. flickering wisps _10_. crystals) 3 | a fungus that shrieks when light _(or movement)_ is near 4 | a grey stone covered in muttering faces _or a disturbance of many bats_ 5 | the strong smell of ... **d10** (_1-2_. bat guano _3_. something sweet _4_. compost _5_. foul magic _6_. musk _7_. salt _8_. vegetables _9_. something cooking _10_. sulphur) 6 | a pile of discarded clothes _or a bush with poisonous orange berries_ 7 | a swarm of ghostly rats _(or harmless insects)_ ; _or a diseased corpse_ 8 | sounds of ... **d10** (_1-2_. buzzing _3_. strange laughter _4_. horns _5_. angry insects _6_. slurping _7_. digging _8_. moaning _9_. disturbing humming _10_. splashing) 9 | a swirling fog of hallucinogenic _(or poisonous)_ spores; _or a snare trap_ 10 | a cluster of musical mushrooms _or a patch of mould that drains heat_ ## Quick Fungal Garden NPCs 1d10| Descriptor| Profession| who... ---|---|---|--- 1 | fungi-folk _or feral_ | hermit | is arguing with a toadstool _(or mole)_ 2 | squat _or badgerkin_ | mycologist | is digging _(or lying in)_ a trench 3 | gnome _or reclusive_ | artist | has a gift _(or warning)_ for the group 4 | perplexed _or faerie_ | gardener | grows red mould _(or bright moss)_ 5 | reptilian _or infected_ | hunter | is dragging a corpse _(or a boat)_ 6 | mossy _or gelatinous_ | alchemist | seeks a musical cave _(or a way out)_ 7 | bestial _or boneless_ | forester | is spreading manure _(or mulch)_ 8 | renegade _or elf_ | witch | is harvesting slime _(or poisons)_ 9 | goblin _or sightless_ | berserker | has a loyal snail _(or pig)_ mount 10 | alluring _or catlike_ | scout | is felling _(or hugging)_ a mushroom ## More Encounters There is a fantasy encounters generator at ChaosGen. There is also a pdf of these and more tables at the DriveThruRPG as Fungal Garden Encounters. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 07/06/2026
Looking at 10 (of 101) interviews reflecting the last 8 years of Rand Roll. 8 Years and 101 Interviews of Rand Roll gen tools | maps & tables | solo rpgs | gamebooks | ttrpgs | future The most recent, 101st interview (with Chris McDowall of the Bastionland RPGs) marks eight years since […]
randroll.com
8 Years of Rand Roll in 10 Interviews (of 101)
Looking at 10 (of 101) interviews reflecting the last 8 years of Rand Roll. ## 8 Years and 101 Interviews of Rand Roll gen tools | maps & tables | solo rpgs | gamebooks | ttrpgs | future The most recent, 101st interview (with Chris McDowall of the Bastionland RPGs) marks eight years since starting Rand Roll and my first interview. Here are 10 Interviews reflecting the creators interviewed over the years, and the route of the site. There's... * RPG Generators - Emily of Fantasy Name Generators, donjon * Maps and Random Tables - Watabou of Medieval Fantasy City Gen, Sam Bartlett of Roll & Play Press * Solo Gaming (and podcasts) - James Sral of Sub-Class Act podcast, Tana Pigeon of Mythic GM Emulator * Gamebooks - Martin of Steam Highwayman, Jamie Thomson & Dave Morris * Tabletop RPGs - Shawn Tomkin of Ironsworn, Chris McDowall of Mythic Bastionland ## RPG Gen Tools (the Start) gen tools | maps & tables | solo rpgs | gamebooks | ttrpgs | future Rand Roll started as a project to investigate random generators and creating random tables _(not yet publishing them)._ The first interviews were with some of the prominent creators of RPG generators, with the "big" sites, platforms for creating gens and how they were used. ### Emily of Fantasy Name Generators > It started as a silly hobby that grew to ridiculous proportions. Emily is the creator of Fantasy Name Generators, a site with many, many generators for fantasy and other genres. The Interview with Emily (June 2018) was the 1st one on Rand Roll, with probably the largest generator site in the world (at that time). It was followed in 2020 by a second interview on Translation and Tools. The interview got Rand Roll started in interviews and FNG has been a staple of the recommendations on here in various guides. It's also a lot shorter than more recent interviews, as the format has developed since then. ### Donjon of donjon.bin.sh > Whether by design or lack of planning, a lot of my campaigns spend a lot of time in sandbox mode. so having random generators to create a town, inn, npc, or dungeon on the run, without having to rely on my own brain (since it tends to fall back on anime and doctor who cliches), is of tremendous value. Donjon is the creator of donjon.bin.sh, one of the best known generator sites for RPGs. The Interview with Donjon (Aug 2018) was significant for me as donjon was the site that inspired my own generators at Chaos Gen. It was also the start of us building a small discord community of rpg generator creators. ### Other Generator Mentions In the early days there were many interviews with all kinds of builders of rpg tools. These included platforms for building generators and tables (such as Glenn McCord of Chartopia), the old guard (Steven Savage of 7th Sanctum from 1999, Hannah of Chaotic Shiny), using generators for D&D (Mike Shea AKA Sly Flourish) and a heraldry generator (Ben of Iron Arachne). ## Maps and Tables gen tools | maps & tables | solo rpgs | gamebooks | ttrpgs | future It didn't take long to branch out from rpg geneators into dedicated map generator interviews. And discovering people liked to roll on physical tables helped start my own table publishing on DM's Guild and led to random tables interviews. ### Watabou of Medieval Fantasy City Generator > I really like when I have a small clever idea how to generate "something" and then surprisingly this idea works! Unfortunately it doesn't work this way every time, sometimes an idea seems clever only until I start to implement it in code... Watabou (Oleg Dolya) is the creator of Medieval Fantasy City Generator and other procedural generation tools. The Interview with Watabou (Dec 2018) was one that generated some interest, and showed how many people used map tools for rpgs and other projects. It's also still relevant today, as watabou is still creating new tools such as the the Tavern Maps (in May 2026) ### Sam Bartlett of Roll and Play > Random encounters are also really good to have in the back pocket, travel can sometimes feel a bit dull and these encounters are a really fun way of spicing it up – especially when your players decide to go on a four and a half day hike to find some cockatrice eggs completely out of the blue. Sam Bartlett is the creator of Roll & Play and later Roll & Play Press. The Interview with Sam (Jul 2020) was covering a large, successful Kickstarter for a book... on random tables. (~£200,000 back during Covid). It opened up the horizons for what might be possible and Roll & Play Press has gone on to be hugely successful (for a company in the RPG space starting out with random tables). ### Other RPG Generator Mentions Map generator interviews were interesting to see amazing projects for tools beyond my ken to build. There's the ones that create from wilderness grid maps (John of Gozzy's Maps) to detailed hex maps of entire realms (Ithai of Hexroll) Random Tables are one of the mainstays of Rand Roll, and the interviews have continued including Instagram table creators (Lady Tiefling, Creator of Loot Tables) and prominent publishers of random tables (Creighton of Raging Swam Press). More recent tables have become part of solo gaming and rpgs with strong tables. ## Solo RPGs (and Podcasts) gen tools | maps & tables | solo rpgs | gamebooks | ttrpgs | future Tabletop RPGs played on your own have strong use of random tables and generators, and during covid Rand Roll saw it's first Solo RPG articles. This would later become a full-on focus on solo rpgs (and Solo Interviews) after searching for a new focus after the Wizards OGL debacle. Podcasts have been one of my learning & entertainment tools for over a decade. It was through podcasts that I understood how solo rpgs worked and smoothed out the many rough edges for my own games. And lead to podcast-related articles... ### James Sral of Sub-Class Act > Just to say that you should give solo rpgs a shot. It can be as little or as much as you want it to be. A short session here or there or long regular sessions. There are worlds waiting to be explored, even if you can't get a group of others to visit them with you. James Sral is the host of Sub-Class Act, a podcast with solo rpg actual plays. The Interview with James (Apr 2022) was significant as James was the first podcast I found playing solo rpgs "raw", as opposed to it sounding more as a show. It was the first on Rand Roll talking about playing solo rpgs and the first featuring Podcasts. And a year before the Rolling Solo actual plays started here. ### Tana Pigeon of Mythic GM Emulator > And by free I mean you can play however you want, whenever you want, exploring any concepts you want. With group roleplay you are working together, and while that has advantages of its own, it also requires a degree of compromise between all the players. You can’t have exactly the kind of adventure you want like you can with solo roleplaying. Tana Pigeon is the creator of Mythic Game Master Emulator, the most popular oracle and emulator for solo roleplaying games. The Interview with Tana (Jul 2024) went into some of the roots of solo rpgs, how to play them and what makes it different to group play. ### Other Mentions The Solo RPG Interviews have continued, including emulator tools, (including JeansenVaars of Plot Unfolding Machine), solo rpg resources (Patrick of the Soloist). Plus two categories with their own sections below, Gamebooks and Tabletop Roleplaying Games. As I love podcasts, there was a run of interviews with Podcasters, including ones known for their solo story setup (Jon of Tale of the Manticore), my favourite one to listen to for entertainment and story (Steve Morrison of Errant Adventures) and one where you could get nearly anything (PJ Sack of Solo RolePlayers Podcast). ## Gamebooks and the 100 Endings Book Club gen tools | maps & tables | solo rpgs | gamebooks | ttrpgs | future I shed my last Fighting Fantasy gamebooks in a Covid clearout, but then picked up a new one in 2022 at a Porto outdoor market (Armies of Death in Portuguese). A year later solo rpg explorations led me to discover the existence of Fabled Lands. Gamebooks have become a part of Rand Roll ever since, including the 100 Endings Book Club and working on my own first gamebook(s) to publish. ### Martin Barnabas Noutch of Steam Highwayman > Maintaining the flow of creativity when interrupted by the need to eat food myself, calm a crying child, go out to teach a tutee or generally relate to the outside world - that's tough. Earning a living at the same time has been incredibly difficult. Steam Highwayman is a series of sprawling open-world gamebooks set in alternate steam-age Britain, and Martin Banarban Noutch is it's creator. The Interview with Martin was the first gamebooks one, and Steam Highwayman has become my favourite gamebook series. ### Jamie Thomson & Dave Morris of Fabled Lands and Other Gamebooks > I was working for Ian Livingstone and Steve Jackson on White Dwarf magazine as an editor. They'd just released the first FF _(Fighting Fantasy)_ books and after they took off massively, the publisher wanted as many as they could get their hands on; Jamie Thomson has written _(or co-written)_ Fighting Fantasy, Fabled Lands, Way of the Tiger, many other gamebooks. > Find books and movies that aren’t what you’d usually go for. Open up to new influences. This will be difficult at first. Watching a hundred-year-old German film, for example, your first thought might be, “This is a story badly told.” That’s only because you’re conditioned to think in terms of the story patterns and tropes of the 21st century Anglosphere. Shake those off. Go back to primary sources wherever possible. Dave Morris has written _(or co-written)_ Heart of Ice, Fabled Lands, Blood Sword, VulcanVerse and many other gamebooks. Plus the Dragon Warriors RPG. Although these are two interviews, Jamie and Dave have a long partnership together, writing Fabled Lands, VulcanVerse and other gamebooks. The Interview with Jamie was done just after attending Fighting Fantasy Fest 5, which confirmed I wanted to make gamebooks a big part of Rand Roll going forward. The Interview with Dave signalled the start of the 100 Endings Book Club, as we read the masterpiece Heart of Ice as our first gamebook read in Sept 2025. ### Other Mentions The 100 Endings Book Club marks an excellent opportunity to tie in interviews, including ones with prominent horror gamebook author (Victoria Hancox of Nightshift) and prolific writer of gamebooks and Fighting Fantasy history (Jonathan Green). ## Tabletop Roleplaying Games (TTRPGs) gen tools | maps & tables | solo rpgs | gamebooks | ttrpgs | future Playing RPGs solo on the blog led to the opportunity to explore the roleplaying games more, including interviews with RPG creators themselves. RPGs have been part of my life since discovering Advanced Fighting Fantasy. So helping others discover the rpgs and/or how to play them solo brings great satisfaction. ### Shawn Tomkin of Ironsworn and Starforged > Ironsworn started the same as most of those abandoned efforts. I wanted to play a fantasy game with a perilous, iron-age aesthetic, ideally for solo or GM-less play. Shawn Tomkin is the creator of Ironsworn, Starforged and Sundered Isles, some of the best-known and most played solo ttrpgs. The Interview with Shawn combined many elements being covered on Rand Roll, including solo rpgs, random tables, ttrpgs, solo oracles and tangentially, actual play podcasts! As Ironsworn is a free, complete and well-written solo rpg, it's the gateway in for quite a lot of soloists. ### Chris McDowall of Into the Odd and Mythic Bastionland > This sounds very trite now, but there weren't as many options for this back in 2011 when I ran those first few playtests. Finding players for non-D&D games was always tricky, but this was close enough that I could tell players "it's my D&D hack", and nobody seemed to mind. Chris McDowall is the creator of Into the Odd and successors Electric Bastionland and Mythic Bastionland _(plus Intergalactic Bastionland in progress)._ The Interview with Chris is the 101st one on Rand Roll, capping a solo actual play where Mythic Bastionland became one of my favourite RPGs and one I want to run in the future for my rpg group. ### Other Mentions It's still early days for rpg interviews on Rand Roll, but Ultraviolet Grasslands was a completely different world (Luka Rejec of UVG) and journalling rpgs are still a challenge (Anna Blackwell of Apothecaria & other games). ## The Future of Rand Roll The site keeps on rolling, with weekly Tables and updates to Tools, Tables, Titles guides. The 100 Endings Book Club is on a break for the summer but will return for Season 2 in September. The Gamebook Diaries continue as I work on my own gamebook(s) and learning from playing others. I'm near to completing my largest tables project, started with Chaos Solo Engine - Basic Fantasy. Season 4 of Rolling Solo will be Dungeons, starting later this (British) summer. And I haven't forgotten about random generators, with a new one due on Chaos Gen. And the interviews will come out as and when they make sense! ### Finishing Up Thanks for the support of Rand Roll! If you'd like to request an interview, use the Contact Form or join us on the Rand Roll Discord. Duncan T.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 01/06/2026
A few tables for Treasures in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Enchanted Items, Art Objects and Treasure Hoards. [Image by Jack Holliday] Fantasy Treasures in Chaos Solo Engine Treasure is a staple of fantasy adventures, from chests of gold to […]
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Chaos Solo Engine - Fantasy Treasures
A few tables for Treasures in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Enchanted Items, Art Objects and Treasure Hoards. [Image by Jack Holliday] ## Fantasy Treasures in Chaos Solo Engine Treasure is a staple of fantasy adventures, from chests of gold to glowing swords and potions that heal your wounds. In some older games, finding treasure will even make you more powerful! You might find them on the ogre outlaw, in the dragon's hoard, the dwarven treasury or a reward for a quest. Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings ## Enchanted Items d20 | Power | Item ---|---|--- 1 | Shadow _or Reflective_ | Mirror _or Staff_ 2 | Charged _or Beguiling_ | Ring _or -- > Jewellery_ 3 | Storm _or Sylvan_ | Armour _or Lamp_ 4 | Shining _or Serpentine_ | Figurine _or Lantern_ 5 | Aquatic _or Blessed_ | Stone _or Bottle_ 6 | Chaos _or Psychic_ | Wand _or -- > Consumables_ 7 | Repelling _or Crystal_ | Shield _or Horn_ 8 | Fire _or Blasting_ | Cloak _or Spear_ 9 | Protective _or Enspelled_ | Helmet _or Drum_ 10 | Glowing _or Brilliant_ | Book _or Tool_ 11 | Elemental _or Whispering_| Blade _or Rope_ 12 | Hungry _or Indestructible_| Bag _or Banner_ 13 | Charming _or Vampiric_ | Talisman _or Net_ 14 | Vengeful _or Amphibious_| Oar _or Jewel_ 15 | Cursed _or Folding_ | Axe _or Tankard_ 16 | Flying _or Death_ | Bow _or Boat_ 17 | Holy _or Summoning_ | Hat _or Crown_ 18 | Healing _or Talking_ | Weapon _or Helm_ 19 | Frost _or Immovable_ | Amulet _or Staff_ 20 | Disguised _or -- > Energy_ | Pair of Boots _or Orb_ ## Art Objects d20 | Descriptor | Object ---|---|--- 1| Brilliant _or Bejweled_ | Armour _or Urn_ 2| Unique _or Shiny_ | Gown _or Cup_ 3| Sunburst _or Painted_ | Trophy _or Carving_ 4| Religious _or Decorated_ | Chair _or Throne_ 5| Masterwork _or Inscribed_ | Belt _or -- > Jewellery_ 6| Heirloom _or Imbued_ | Mirror _or Spoon_ 7| Red _or Practical_ | Knife _or Urn_ 8| Delicate _or -- > Colour_ | Pipe _or -- > Object_ 9| Odd _or Crystal_ | Ring _or Drawing_ 10| Damaged _or Elegant_ | Plate _or Clock_ 11| Light _or Fine_ | Gameboard _or Shoe_ 12| Damaged _or Tawdry_ | Painting _or Helmet_ 13| Detailed _or Runed_ | Amulet _or Candlestick_ 14| Engraved _or Solid_ | Chest _or Toy_ 15| Sinister _or Faded_ | Tool _or Curtain_ 16| Heavy _or Burnt_ | Doll _or Sword_ 17| Magnificent _or Heretical_ | Figurine _or Bag_ 18| Fake _or Reflective_ | Pot _or Bowl_ 19| Ancient _or Infamous_ | Tapestry _or Game_ 20| Replica _or Metal_ | Hat _or Bust_ ## Treasure Hoards d20 | Descriptor | Hoard ---|---|--- 1| Marked _or Glued_ | Journals _or Wine_ 2| Guarded _or Claimed_ | Spices _or Bottles_ 3| Glittery _or Arcane_ | Silver _or Collection_ 4| Heavy _or Sticky_ | Pouch _or Case_ 5| Awkward _or Divided_ | Books _or Gamepieces_ 6| Silver _or Stored_ | Gemstones _or Plants_ 7| Boxed _or Metallic_ | Coins _or Keys_ 8| Rare _or Pristine_ | Seeds _or Bars_ 9| Locked _or Magic_ | Tools _or Eggs_ 10| Sinister _or Infamous_ | Gold _or Documents_ 11| Buried _or Stolen_ | Maps _or Scrolls_ 12| Catalogued _or Damaged_ | Maps _or Barrel_ 13| Historic _or Partial_ | Bottles _or Cache_ 14| Secret _or Runed_ | Vehicle _or Archive_ 15| Alluring _or Sentient_ | Chest _or Metal Bars_ 16| Piled _or Clockwork_ | Formlua _or Bag_ 17| Cursed _or Alarmed_ | Herbs _or Recipe_ 18| Warded _or Sacred_ | Art _or Trinkets_ 19| Slimy _or -- > Colour_ | Research _or Vault_ 20| Divided _or Legendary_ | Laboratory _or Diamonds_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 30/05/2026
Looking at starter ventures, a few places to visit and further adventures for Book 3 of Steam Highwayman. Steam Highwayman - bk 1 guide | bk 2 guide | bk 3 guide | interview 1 | interview 2 | all articles In the Reeking Metropolis overview | starting ventures | places to visit | further […]
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Getting Started in the Reeking Metropolis (Steam Highwayman Bk 3)
Looking at starter ventures, a few places to visit and further adventures for Book 3 of Steam Highwayman. Steam Highwayman - bk 1 guide | bk 2 guide | bk 3 guide | interview 1 | interview 2 | all articles ## In the Reeking Metropolis overview | starting ventures | places to visit | further adventures Steam Highwayman was the 100 Endings Book Club read for May 2026. There are guides for book 1 and book 2, but in this series you can start in any book. Book 3 quite a different experience from the countryside of books 1 & 2, being all in one large dirty city. Things are more spread out, with most locations having one or two sites to explore. Having Parliament, the Tower, Hyde Park and other familiar London locations may also make it more recognisable. The Reeking Metropolis is challenging to start with, as you start with no money and slightly lower abilities _(23 points as opposed to 26 in books 1 & 2). _It's also harder to find a good place to store your things and recuperate. Although if you've been to prison the Cookshop in Lambeth is one of the best. The same general advice also applies from the Book 1 Guide (find somewhere to store things, prioritise bonuses to Nimbleness, visit the pubs for opportunities) ## 5 Starting Ventures in the Reeking Metropolis overview | starting ventures | places to visit | further adventures Like most open-world series, getting started can take a while in Steam Highwayman. Here are 5 ventures looking into to start you off. * Get the **Donor's List** from Bird Alley Chapel in Bow and then head over to the nearby Sewage Works for an immediate donation. It's up to you when the money reaches the Reverend and if you want to pursue other donors such as the Baroness at Islington. * Helping out at **London Zoo** , found in Queen Maria Park. There is some money to be made, a friend to be made who teaches a useful lesson, and a valuable find to make. May take a few times working there to get all of them. * Steal from **St Katherine Docks** , which is easiest to access from Shadwell. Go in at night with a grappling iron and rope, then keep stealing things until you get spotted. Most of it is sellable at the markets. * Make **Deliveries for the Telegraph Guild** , which can be found at the Observatory at Greenwich. You'll need to get to three locations in the city as efficiently as possible, although you could repeat it if you fail. Doing it on time is well-paid and can lead to many other well-paid opportunities to help out the Telegraph Guild. * Become **Friends with the Waterside Boys**. They are tricky to find, requiring you to go mudlarking several times at Allhallows Wharf _(accesible from north side of London Bridge or Upper Thames Street on north side of Blackfriar Bridge._ Once you've filled all the checkboxes you'll meet the urchins. Talk to them (even if they throw things at you) and "Bid them farewell" _(don't give them a pork pie yet as there's an error that means you won't find them again)._ Then return with a pork pie and you'll befriend them. While it sounds like a lot of effort, they are great allies, as they can earn you some money, follow people and look for things. More importantly, they can save you from dying from too many wounds or by hanging! ## 5 Places to Visit in the Reeking Metropolis overview | starting ventures | places to visit | further adventures The Reeking Metropolis is far more spread out than the other books, with most Locations having two or three sites to interact with. The only must-visit is The City _(Tower of London, St Pauls Cathedral, St Katherine's Docks, the forgers of St Margaret's Court, Brewer's Hall, Newgate Gaol the Exchange and Bluecock Publishing House at Ludgate Hill)._ Here are five locations to visit outside of the City * **Blackwall** is in the far east of London and has the Gun Public House with a few bits to buy, a room to store things and good rumours. There's a useful builder's merchant selling hardware (useful if you get the Millwall Workshop) and the docks if you've got a boat _(don't visit the Tiger as chance of death and no reward)._ Last up is the main place of the Compact for Workers' Equality, which if you've joined offer all kinds of goodies to buy/sell, healing and a route to revolution! * **Clerkenwell** is a place of commerce with the Horn Inn, a pub with excellent rumours, a job if disliked by Haulage Guild and a place to stay and store stuff if you've befriended landlord. Then there's a dentist with medical supplies and healing of some ailments plus Smithfield Market which is has decent wares, a lead on the Compact and a pub with ok rumours. Then there's the Brethren at St Gorgonia's Court, run by a secretive order and also the best place to sell gems and jewellery * **Camden Town** in the northwest has several opportunities, starting with Camden Brewery and a lucrative bit of persuasion (detailed in Further Adventures). The Freight Yard has wares worth a look at, velosteam upgrades/repairs and rumours useful for planning ambushes. There's the chance to drive omnibuses for a day and the wharf is the place to buy or upgrade boats if you want to mess about on the Thames. * **The Strand** has a pub with ok rumours and a branch of Coulter's Bank, important for turning bank notes or bars of precious metal into cash. More interesting is the Lycium Theatre with an audition for a profitable part in a theatre, and actors with info of interest to a nearby location. Last is Somerset House, with an interesting adventure and opportunity for a risky break-in. * **Whitechapel** is a seedy area with Whitechapel Street Market, a place with all sorts to trade, but keep £1 spare to avoid a tough fight. Then there's the Bell Foundry, who buy and sell blueprints and have an event with an opportunity (take some rope). The pub is the Grave Maurice. which has a keymaker and is also home to crime lord Flat Billy, who can offer several jobs and has ties to other city adventures. ## 5 Further Adventures in the Reeking Metropolis overview | starting ventures | places to visit | further adventures The Reeking Metropolis has lots of further opportunities, all without leaving the book. Others worth mentioning are stocks at the Exchange (in the City) and exploring and trading on the Thames (buy a boat in Camden Town). * **Ambushing on the Roads** is varied in the City, with ambush points being on the edge of the City (Bishop's Wood, Hampstead Heath, roads to Essex & Kent, west of Chelsea, west of Deptford Bridge) and Hyde Park. Consider the Holly Bush in Hampstead as a base and visiting the freight yard in Paddington for hair matches, velosteam upgrades, setting up ambushes and a smith who can melt things down. * **The Camden Brewery** wants help to convince pubs of London to sign a contract with them. There are seven pubs to convince in nearby areas (and Chelsea), with the process will lead to further adventures. As well as visiting lots of pubs in London, it's well-paid work too. * **Foment the Revolution** for the Compact for Workers' Equality. You can join them by asking around at Smithfield Market or by getting lucky on an event in the bell foundry at Whitechapel. There's lots that can be done in London to help the overthrow of the existing order. many connected to other threads. And the Compact also offer good rates on useful items. * Become a **Member of Parliament** , which comes with a place to store your stuff, several duels and a one-time clearance of Wanted Statuses. Oh and some politics if you care about helping the Progressive party. You'll need to go to the Pineapple in Lambeth, either as the People's Champion or more likely after hearing a rumour about 'parliamentary blades'. The only downside is that you'll need a Nimbleness of 8 _(try playing darts in or completing the fights in Deptford the to increase it)_ , but they'll offer you work teaching them how to duel if you don't. * Develop your own **Workshop in Millwall**. You can buy a workshop in Millwall for ten Guineas, and this is probably worth doing even if you don't want to use it as a workshop. It's a safe place you can't lose, to heal wounds, store things and repair your Velosteam. If you do want to develop your workshop, there's things to be made, quests to solve, a wharf to build, an apprentice to get, improvements for your Velosteam, a masterwork to make for the Exhibition and a whole lot more. ### Finishing Up If you want a gamebook book club, join us on the 100 Endings Discord. The monthly Rand Roll Newsletter also has a gamebooks section. There's also a whole section of Gamebook Articles, including interviews.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 29/05/2026
There's a Rand Roll and Chaos Gen Newsletter sent every month. This is the May version. Highlighted Gens and Tools The prolific watabou has a new map generator with Tavern Maps, spanning multiple levels. Over at Itch.io, Steve Cooper has a series of pay-what-you-want d66 based generator for […]
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Newsletter for May
There's a Rand Roll and Chaos Gen Newsletter sent every month. This is the May version. ## Highlighted Gens and Tools The prolific **watabou** has a new map generator with Tavern Maps, spanning multiple levels. Over at Itch.io, **Steve Cooper** has a series of pay-what-you-want d66 based generator for names, including Loch and Glen (Scotland), Cove and Combe (Southwest England) and Bois Et Colline (France). **Mystic Waffle** has a simple Dungeon Map Generator and a Loot Generator. The map tool has toggles for Complexity, Chaos, Branching and Unique Areas ## Gamebooks The 100 Endings Gamebook for May has been Steam Highwayman, and is the last one for Season 1. I've also written two guides for Steam Highwayman, with Getting Started in Smog & Ambuscade (book 1) and Getting Started in Highways and Holloways (book 2). There will also be one coming for the 3rd book! The 100 Endings Book Club will take a break for the British summer and be back for September and more gamebooks. ## Rand Roll Articles **Solo RPG** s have been occupied mostly with finishing up Season 3 of Rolling Solo with an Mythic Bastionland actual play, plunging into Bone Soldiers, Bone Knight (part 3) and finishing up with Squire Risen, Knight Fallen, Seer Born. **Random Tables** have continued with more prototype Chaos Solo Engine tables, for Quests, NPCs, Taverns and Factions. Continuing with Mythic Bastionland is an Interview with Chris McDowall, creator of Into the Odd, Electric Bastionland and Mythic Bastionland... **Tables, Titles & Tools** have updates for Modern Era, Planar Adventures and Fantasy Wilderness. ### Finishing Up Good gaming all! Duncan T
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Rand Roll @duncant.randroll.com.ap.brid.gy · 27/05/2026
A few tables for Blessings in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Blessings, Opportunities and Consumables. [Image by Jack Holliday] Blessings and Opportunities in Chaos Solo Engine Blessings, boons, windfalls or opportunities are when something good […]
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Chaos Solo Engine - Fantasy Tables for Blessings, Opportunities and Consumables
A few tables for Blessings in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Blessings, Opportunities and Consumables. [Image by Jack Holliday] ## Blessings and Opportunities in Chaos Solo Engine Blessings, boons, windfalls or opportunities are when something good happens to your character(s). A helpful dream, a timely ally, a valuable clue, the right potion, a trader on the road with useful supplies, an enlightening letter, a cache of treasure or a realisation of knowledge they've had for a while... Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings ## Blessings Descriptor and Type d20 | Descriptor | Blessing ---|---|--- 1 | Valuable _or Old_ | Key _or Refuge_ 2 | Small _or Timely_ | Clue _or Heirloom_ 3 | Historic _or Famous_ | Cure _or Pouch_ 4 | Sacred _or Secret_| Ally _or Story_ 5 | Shiny _or Strange_ | Shortcut _or Rumour_ 6 | Inscribed _or Alchemical_ | Instrument _or > Enchanted Items_ 7 | Exquisite _or Exotic_ | Beast _or -- > Trinkets_ 8 | Mystical _or Masterwork_ | Cache _or_ or > Clues & Discoveries __ 9 | Supernatural _or Important_ | Book _or Token_ 10 | Heavy _or Healing_ | Song _or Blade_ 11 | Golden _or -- > Colours_ | Message _or Relic_ 12 | Friendly _or Unexpected_ | Gemstone _or Boat_ 13 | Unique _or Sweet_ | Story _or -- > Magic Item_ 14 | Lucky _or Enchanted_ | Potion _or > Temporary Items_ 15 | Precious _or Metal_ | Letter _or Companion_ 16 | Friendly _or Concealed_ | Amulet _or > Treasures_ 17 | Magical _or Useful_ | Rune _or Journal_ 18 | Fine _or Warm_ | Favour _or Contract_ 19 | Expensive _or Religious_ | Scroll _or -- > Collection_ 20 | Musical _or Silver_ | Box _or -- > Opportunities & Aid_ ## Opportunities d20 | Descriptor | Opportunities ---|---|--- 1| Old _or Musical_ | Bell _or Pebble_ 2| Enchanted _or Furry_ | Note _or Stick_ 3| Heavy _or Bronze_ | Spoon _or -- > Jewellery_ 4| Beloved _or Wet_ | Shell _or Gamepiece_ 5| Inscribed _or Deceptive_ | Journal _or Finger_ 6| Glass _or Regifted_ | Candle _or Cup_ 7| Crystal _or Tiny_ | Hat _or Pebble_ 8| Bloodied _or Dirty_ | Shoe _or Figurine_ 9| Metal _or Polished_ | Ring _or Pot_ 10| Battered _or Miniature_ | Bone _or Brush_ 11| Ugly _or Cheap_ | Locket _or Quill_ 12| Delicate _or Cracked_ | Doll _or Hairclip_ 13| Inherited _or Reflective_ | Plant _or Saucer_ 14| Damaged _or Heirloom_ | Coin _or Medal_ 15| Tinkling _or Dirty_ | Mushroom _or Puppet_ 16| Shiny _or Dancing_ | Map _or Whistle_ 17| Ornamental _or Commemorative_ | Knife _or Glove_ 18| Homemade _or Prismatic_ | Letter _or Candlestick_ 19| Wooden _or Distinctive_ | Bottle _or Relic_ 20| Simple _or Comforting_ | Whistle _or Belt_ ## Consumables - Shape and Power d20 | Consumable | Power ---|---|--- 1| Potion _or Dose_ | Healing _or -- > Magic_ 2| Charm _or Lozenge_ | Resistance _or -- > Energies_ 3| Perfume _or Tonic_ | Might _or Opening_ 4| Arrow _or Fruit_ | Light _or -- > Descs_ 5| Bead _or Essence_ | Invulnerability _or Reflextion_ 6| Fungi _or Bottle_ | Invisibility _or Warmth_ 7| Elixir _or Caltrop_ | Sleep _or Spies_ 8| Candle _or Balm_ | Silence _or Spiders_ 9| Bread _or Salve_ | Fire _or Succour_ 10| Oil _or Dust_ | Vanishing _or Flying_ 11| Ointment _or Bread_ | Regeneration _or Fascination_ 12| Bean _or Lubricant_ | Protection _or Intellect_ 13| Bolt _or Cordial_ | Vision _or Alarm_ 14| Beer _or Feather_ | Charm _or Jumping_ 15| Tablet _or Slingstone_ | Control _or Detection_ 16| Herb _or Tart_ | Delusion _or Confusion_ 17| Dart _or Solvent_ | Night _or Climbing_ 18| Incense _or Cake_ | Fear _or Friendship_ 19| Scroll _or Philter_ | Dreams _or Levitation_ 20| Powder _or Ungennt_ | Destruction _or Paralysis_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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Rand Roll @duncant.randroll.com.ap.brid.gy · 23/05/2026
(Still being updated!) Finishing up the solo playthrough of Mythic Bastionland, with steeds, flutes, a duel, snow and a small oracle. Following on from on from Part 3 Scenes. Mythic Bastionland solo - intro | start | partway | finish | all season 3 | all rolling solo Disclosure - I'm a […]
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Mythic Bastionland Solo with Juice Oracle. A Squire Rises, A Knight Falls
_(Still being updated!)_ Finishing up the solo playthrough of Mythic Bastionland, with steeds, flutes, a duel, snow and a small oracle. Following on from on from Part 3 Scenes. Mythic Bastionland solo - intro | start | partway | finish | all season 3 | all rolling solo _Disclosure - I'm a DriveThru RPG affiliate_ ## Thoughts on Mythic Bastionland bastionland thoughts | solo tools | scenes | chars Continuing on from last time's notes. _To finish!_ Good tables. Next time - draw fancier map, try tarot cards, the oracle by Chris Solo podcas Mythic Bastionland ## Solo Tools - Juice Oracle bastionland thoughts | solo tools | scenes | chars Building on previous Solo Tools Notes. _To finish!_ didn't get to tarot cards. all good with this oracle. Quite a fan now. Might try using the dice with my own oracle. ## Tales of Knights of Willow, Quests and Reliquary bastionland thoughts | solo tools | scenes | chars Continuing from Previous Scenes. The viewpoint character is Ser Litwitte. ### Scene 10 - Aerie and Quest Renewed > I spent much of Harvest helping a new herald, the Meteor Knight, take command of Chider's Bastion. Soon they saw me as a threat to their authority and it was time to move on. Ser Floria took Dorza east and my former squire returned as Ser Dorza, the Reliquary Knight. They are tight-lipped about their sojourn. After a trip to the capital, we three knights are now on the trail of Kerensa, slayer of Chider. Lost trail of Chider, and seek shelter from winter weather on Kindlemass. They reach a pristine tower among ancient glades, with pipe music coming from within _(Hex 12L)_. _(Event - Escalate Vow)_ They are welcomed to the Aerie of Grace by Ezta, a delicate woman in practical clothes. She compliments Ser Floria on the "Bone Charge" and introduces them to the pipers who reside here on a sacred duty. While celebrating the Feast of the Moon, the Company hears how Kerensa was once one of them, but stole the Flute of Grace from the Aerie. Ser Floria swears to return the flute, and Ezta reveals that Kerensa was recently seen in Five Fortunes Keep to the northwest. The Company spend a pleasant week sheltering from the winter. A pleasant time of basic food and pipe music spent sparring and studying. Ser Litwitte practices the flute, first time since childhood. ### Scene 11 - Through the Snows > Being knighted has changed Ser Dorza. She's calmer and constantly reading from a chest of books. She bears a sacred skull of a forgotten seer, whose spirit she can command to serve in times of need. She's also ambitious, probably under Ser Floria's influence, already speaking of taking a squire. Leaving the Aerie of Grace as the weather turns better, the Company follow directions north to get to Five Fortunes Keep. Their first night out sees them in good spirits, unworried by a fresh fall of light snow overnight. Continuing northwest _(Hex N13)_ through the trees, they encounter a huge stone archway, stars flickering in the shadows. They investigate, wandering who the temple might have been to. Spectral murmurings offer little insight and Ser Dorza's spirit from her Reliquary turns up nothing. Heading on they enter hills _(Hex O13)_ ### Scene 12 - Night Sculptor > hhh _To finish_ Sculptor at night ### Scene 13 - Icy Danger > hhh Out to frozen lake, breaks up Ser Dorza loses horse. , travel through night, pretty bad Mist ### Scene 14 - Five Fortunes Keep > hhh new son born to ruler. Kerensa confronts. rest protector of Kerensa flowers, ### Scene 15 - A Knight Falls > hhh go outside keep Ser Floria dies. ### Scene 16 - A Seer Arises > hhh Kerensa, knight, ruler and baby go. Ser Litwitte promoted ### Scene 17 - Colossal Problems > hhh Stumbling to next quest ### Epilogue _Into the swamp, ready to do battle with a colossus!_ **Next Expected Scene - Season Turns into the Feast of the Moon.** ## Character and Notes bastionland thoughts | solo tools | scenes | chars Updated from previous Character Notes. ### Ser Litwitte, Willow Knight male knight-errant, Memories of Home (Castle, Fire), Knighted by The Carved Seer. No-nonsense, wiry and lean, melodic voice with passionate manner. Cautious demeanour and interest in fashion. **VIGOUR** 12,**CLARITY** 17**, SPIRIT** 16**, GUARD** 5, **GLORY** 2 * _Youthful Energy (Used)_ * _Bend with the Wind (when use Gambit to Move, Armour 4 until next turn, doesn't stack)_ * _Passion: Doubt (restore SPI when defer to someone more senior, even tho disagree)_ **Equipment -** old sword (d8 hefty), shield (A1, d4), gambeson (A1), dagger (d6), torches, rope, dry rations, camping gear, cautious steed (VIG 10, CLA 15, SPI 5, 2GD) ### Ser Dorza, Reliquary Knight female knight errant, Knighted by the Predator Seer, former squire of Ser Litwitte, knows everyone, motivated by fear, lover of flowers. **VIGOUR** 9,**CLARITY** 8**, SPIRIT** 8**, GUARD** 6, **GLORY** 0 * _Spirit Call (1/day can call spirit from Reliquary to perform a task. Can be incorporeal and invisible as needed)_ * _Passion: Tradition (restore SPI when ensure a tradition is thoroughly honoured)_ **Equipment -** war sickle (d8 hefty), gamebeson (A1), carved plate (A1), sack of history tomes, treasure reliquary (skull of a forgotten seer), shield (d4, 1), charger (VIG 14, CLA 6, SPI 6, 1GD, d8 trample, formerly Ser Floria's) 1 Squires - * Lumpe, VIG 12, CLA 9, SPI 9, GD 1, pony (VIG 7, CLA 7, SPI 2, 2 GD), axe (d8 hefty), dagger (d6) ### **NPCs** * **Damned Seer**. Somwhere in a bog, vision in font to Ser Dorza. * **Earl Wodwale.** Ruler of realm. Iron Knight. Knows everyone, never forgets and face or fact.**** * **Ezta of the Aerie of Grace**. Head piper, elegant, hates Kerensa, loves fish, intellectiual * **Kerensa** - Vagabond, storyteller, minstrel, possible killer of Chider _(the sister of Earl Wodwale)_ * **The Meteor Knight**. In charge of Chider's Bastion. Hostile to Ser Litwitte * **Ser Branca.** Leaf Knight, in charge of Five Fortunes Keep * **Soldiers of Bastion.** Riders and skirmishers. Lead by Ogan. * **Veiled Seer** - Sent Ser Litwitte to face the Catacomb myth. In Vale of the Seers ### Finishing Up Ser Floria needs a new quest and maybe a new squire... Happy Gaming!
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Rand Roll @duncant.randroll.com.ap.brid.gy · 20/05/2026
A few tables for Factions in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Action & Theme and Descriptor & Focus. [Image by Jack Holliday] Factions Fantasy in Chaos Solo Engine Factions in Fantasy range from a cabal of sorcerers to a noble house, mercenary […]
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Chaos Solo Engine - Fantasy Faction Tables
A few tables for Factions in Fantasy from the upcoming Chaos Solo Engine - Fantasy Complete. Tables for Action & Theme and Descriptor & Focus. [Image by Jack Holliday] ## Factions Fantasy in Chaos Solo Engine Factions in Fantasy range from a cabal of sorcerers to a noble house, mercenary company or empire-spanning cult. They can be foes, allies, employers and rivals of the characters. Limited to a dungeon, living on ships, travelling between planes or the lifeblood of a city, factions can be found in every setting and genre. Chaos Solo Engine aims to act as a companion to the player(s) when playing solo. Answering questions, helping with ideas, structuring scenes, and guiding ongoing play. The upcoming Chaos Solo Engine -Complete has an array of tables for various fantasy themes, including settings of City, Dungeon, Hinterlands, Otherworld, Sea and Wilderness. There is also a pay-what-you-want pdf of core tables in on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. chaos solo engine - fantasy basic | city | dungeon | hinterlands | otherworldly | sea | wilds | npcs | quests | taverns | factions | blessings ## Faction Overview d20 | Descriptor | Group ---|---|--- 1| Corrupt _or Religious_ | Guild _or Lodge_ 2| Respected _or Arcane_ | Family _or Army_ 3| Rich _or Planar_ | Cult _or Party_ 4| Sinister _or Secretive_ | Association _or Confederation_ 5| Focused _or Adventuring_ | League _or Group_ 6| Political _or Druidic_ | Gang _or Spellcasters_ 7| Exclusive _or Warring_ | Alliance _or Sisterhood_ 8| Vengeful _or Undead_ | Company _or Cabal_ 9| Knightly _or Death_ | Rogues _or Legion_ 10| Hated _or Demonic_ | Temple _or Collective_ 11| Treacherous _or Elite_ | College _or Outcasts_ 12| Plucky _or Learning_ | Order _or -- > Adventuring Types_ 13| Murderous _or Healing_ | Merchants _or Club_ 14| Undead _or Artistic_ | Fellowship _or Crew_ 15| Mercenary _or Devious_ | Warriors _or Clan_ 16| Martial _or Royal_ | Band _or Brotherhood_ 17| Popular _or Independent_ | Tribe _or Priesthood_ 18| Ghostly _or Gambling_ | Assassins _or Business_ 19| Proud _or Criminal_ | Settlement _or Court_ 20| Conflicted _or United_ | Council _or Sect_ ## Faction Complication and Agent d20 | Descriptor | Focus ---|---|--- 1| Too many people _or Theft_ | Sage _or Specialist_ 2| Weather _or Bad Location_ | Innkeeeper _or Commander_ 3| Warring _or Leaderless_ | Sorcerer _or Saboteur_ 4| Disaster _or Annihilation_ | Gambler _or -- > Scoundrel_ | 5| Bankrupt _or Discontent_ | Wizard _or -- > Artisan_ 6| Violence _or Indifference_ | Spy _or Artist_ 7| Saboteour _or Poor_ | Healer _or Fixer_ 8| Complacency _or Static_ | Fence _or Poisoner_ 9| Dying _or Rival_ | Duelist _or Investigator_ 10| Murder _or Fire_ | Thief _or -- > Notable NPCs_ 11| Taxes _or Homeless_ | Duelist _or Bard_ 12| Vermin _or Public Relations_ | Assassin _or Porter_ 13| Split _or Infighting_ | Spymaster _or Barworker_ 14| Indebteded _or Disaster_ | Infiltrator _or -- > Adventurers_ 15| Embezzlement _or Betrayal_ | Scout _or Leader_ 16| Corruption _or Spies_ | Priest _or Interrogator_ 17| Love _or Adventurers_ | Guide _or Guard_ 18| Factionalism _or Miscommunication_ | Scholar _or Officer_ 19| Arrogance _or Unprepared_ | Local Spy (Coommon job) _or Smith_ 20| Leadership _or Intrigue_ | Artisan _or Alchemist_ ## Faction Purpose and Resources d20 | Purpose | Resources ---|---|--- 1| Regulate an activity _or Serve / Support a Great Power_ | Monstrous Allies _or Army_ 2| Spread Religion _or Establish a Trade Route_ | Prestige _or Location_ 3| Money and Power _or Destroy a Powerful Creature_ | Thugs _or Reputation_ 4| Restore Former Glories _or Find a New Home_ | Potions _or Faith_ 5| Seek Arcane Power _or Fight Evil_ | Deivine Power _or Plan_ 6| --> Quest _or watch a portal_ | Runes _or Spells_ 7| Rule a City _or Revolution_ | Money _or Family Ties_ 8| Recover an Artifact _or Buy Weapons_ | Numbers _or Artisans_ 9| Fulfil A Prophecy _or Political Power_ | Spies _or Useful Idiots_ 10| Destroy an Evil _or Defeat a Foe_ | History _or Prophecy_ 11| Gain Mega Power _or Fund change_ | Processes _or Income_ 12| Become New Elites _or Bring down another faction_ | Allure _or Faith_ 13| Gain MAgical Power _or Restrict Magic_ | Informants _or Mines_ 14| Become Hidden _or Restore Magic_ | An Artifact _or Assets_ 15| Immortality _or Take control of a place_ | Ideology _or Secrecy_ 16| Improve Area _or -- > Action and Theme_ | Political power _or Knowledge_ 17| Record History _or promote a profession_ | Sorcery _or Art_ 18| Slay a God _or Govern Area_ | Library _or Gardens_ 19| Free a city _or Get Rich_ | Weapons _or Scrying_ 20| Destroy Another Faction _or Defend What They Have_ | Mercenaries _or Magic Locations_ ## Solo Tables There is a pdf of these tables and the full solo emulator on Drive Thru RPG as Chaos Solo Engine - Fantasy Basic. If you liked these there are Generators at Chaos Gen and a monthly random tools Newsletter. Or find us on the Rand Roll Discord or an instagram of Random Tables.
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