The Solo Mine: SoloDark

Cthos walks through another solo play session. This time we're revisiting Shadowdark with some draft rules from the discord.

The Solo Mine: SoloDark

Welcome again to another edition of The Map Mine - which started as an exercise to make maps, but I'm apparently going to just keep doing solo play sessions. So, I've renamed this series (temporarily? Permanently?) to "The Solo Mine".

😈
I don't know what's wrong with me. I keep intending to write about maps but wind up writing an entire solo play thing. This is my life now, I suppose.

That out of the way, this week we'll be revisiting the map I created using Shadowdark's random dungeon generation mechanism but this time we will run a small party through it using some draft rules Kelsey is working through over on the Arcane Library Discord. As usual, I will not reproduce the rules here, if you want to see them, go join the Discord.

This isn't a review of Solodark's rules, it's more of a preview since I like the direction it's going and getting to revisit some solo rules in the previously generated dungeon seemed like it'd be fun.

Setup

We're going to try to run 2 level 3 characters through this dungeon and to do that we'll generate a couple of them on Shadowdarklings. I wound up getting a thief and a wizard. Here are their character sheets:

I've loaded them up on my Supernote A5X, and we're ready to go:

Shadowdark RPG core book next to Supernote A5X showing Biraad's character sheet
Let's roooooollllll

We've got an interesting mix of spells on the Wizard, and some extra backstab damage when she leveled up which will probably impact how we approach some of these rooms.

For the Oracle, we're going to do a mix of the proposed oracle system in the Solodark draft and the Mythic GM emulator (likewise, some ideas I come up with as we play).

Some quick backstory for Biraad and Gweddyn: They're from opposite ends of the Chaos / Law spectrum, but love makes you do strange things. Biraad immediately fell for Gweddyn when he first set eyes upon her from across the tavern. They've been on several adventures together and their bond has only grown.

It was Gweddyn who convinced Biraad to go to Felglen because, as a former Acolyte (and still worshipper) of Ramlaat, she knows of the temple's location and some rumors as to its contents. She'd love to loot the place, but she's not letting that on. She's convinced Biraad that it's dangerous and he's happy to just go to make sure she's safe.

Since there are only 2 PCs, we'll give each of them 2 actions per crawling round (essentially just reducing the number of random encounter / event checks).

I'll only do a couple of crawling rounds to keep the post to a reasonable length.

Last point: we'll try something different for this post, I'll mix the narrative and the rolls into a story rather than posting the actual play transcript separately.

🎲
Rolls and commentary will appear in callout blocks marked with dice.

Let's begin!

Approaching the Temple

DomCritelli @ Shutterstock

Biraad and Gweddyn dismount their horses before the Ruins of Felglen. Surrounded on both sides by a steep embankment, the structure itself sits atop a lengthy flight of stairs. The crumbling edifice looms before them and Gweddyn turns, a sly smile on her lips. "It's actually in better shape than I'd heard, most of the structure still stands. Shall we knock on the front door?"

🎲
We consult the Oracle. Do they proceed into the building through the front, or do they look for one of the alternative entrances by scaling the hill? This is an even shot, I figure, so we consult Solodark's Oracle with the question "Do we use the front door?" The oracle responds "no".

"No, I don't think that's a good idea, it's too obvious. Let's look for another way around - perhaps we scale the embankment. It's a little steep, but nothing you can't handle. Perhaps you can put in some of those spikes in for me to aid my ascent?", Biraad says.

Gweddyn rolls her eyes. "Oh, you're too cautious, Biraad. But if it makes you feel better, I'll do it. For you.". She winks and heads off to scale the embankment.

🎲
This is a situation where the characters should succeed on what they're trained to do - Gweddyn is trained in climbing, and there's no particularly interesting reason she can't take her time (p. 104 Core book). She succeeds and aids Biraad by leaving door spikes as hand holds.

Entering the Temple

IG Digital Arts @ Shutterstock

Fifteen minutes later, they're standing atop the eastern embankment, surveying their surroundings. A clear lake is visible to the east, along with a small rowboat. To the west, there is one entrance to the main room, along with the profile of the rest of the structure.

"See, I knew you could do it!" Biraad pants, obviously exhausted by the exertion. "That building in the back seems like it's in rough shape, perhaps there's a way into the building from there?"

"I'll bet you're right. Let's go have a look."

🎲
This is a good time for the first crawling event roll, just to see if anything unexpected happens. I roll a single d20 because this area is "unsafe" and nothing occurs. We proceed to prodding at room 3.

Gweddyn and Biraad trod through the short grass, following along the eastern wall. The old masonry exhibits the exquisite craftsmanship of the temple's builders, the building has withstood the test of time. At least, until they approach the northernmost building. Large sections of the roof have apparently collapsed in leaving the top portion of the wall looking like some giant has taken a bite out of it.

"Looks like you were right, we can probably get in up there", Gweddyn points to the opening.

"We could... or we could try the door first? Maybe it's unlocked."

"Be my guest!" motioning to the handle. "Be mindful of traps."

Biraad sighs, knowing it's pointless to argue, and steps over to the door. With a careful shove and a quick turn to the side, he squeezes his eyes tightly closed, waiting for the twang of an arrow trap or a gout of flame. After several seconds, he hears nothing. Nothing.

Gweddyn laughs and points at the still-closed door.

"Of course it's locked, Biraad! Seriously. Look at the base of the door. It's clear no one has entered that way in quite a while." Gweddyn laughs and gently grabs his arm. "You wait here. I'll go in and open the door from the other side. Don't worry, I'll disarm the trap first."

She slips away before Biraad can protest; the words "be careful" stuck in his throat, and scrambles up the wall.

🎲
Here's an interesting challenge for Gweddyn, having her fall on the outside of the building would be boring, so she makes it to the top, but what happens if she falls into the building? Let's assign a DC of 12 to this, and have her roll Dexterity. She's a thief, so she's got advantage on this check. With Advantage and a roll of 13 +2, she succeeds.

Technically, I should also have her roll to unlock the door, but it's more narratively interesting to have her simply succeed.

Biraad watches nervously as Gweddyn disappears over the wall and into the room. After a few tense minutes, a soft "click" emanates from the door, and it slowly creaks open. Gweddyn strikes a dramatic pose and smiles at Biraad. "Did you miss me?"

"I was getting worried," he replies, sticking his head just inside of the door and looking around. "that you'd run into trouble. I'm pleased to see you did not."

"I did a quick check around the room; it's filled with rubble. But the rest of the roof seems stable enough. I did hear some noise coming from the northwest exit, though. Best keep your voice down."

They quietly make their way to the northwest door. Gweddyn presses her ear to the aged wood.

🎲
There's no roll required here. Telegraphing danger is important to Shadowdark (and I don't hide information behind skill checks in basically any game) - Gweddyn can hear the sounds of cultists shuffling around the room, and perhaps a loud snore.

Gweddyn makes a motion with her hand, signaling Biraad back to the other side of the room so they can talk.

"Well we're not the first ones to get the idea to loot this place, apparently. Something beyond that door's a loud snorer. Do we risk it or try the southern door?"

🎲
I'm not sure. Let's consult the Oracle. I ask "Do they try their luck at the Northwest door?" I receive a "twist". At the time of this writing, the Solodark rules don't have a full twist table, so I turn to the Mythic GM Emulator. I get "NPC action". I could introduce a random encounter here, but I think logically that one cultist from room 3 probably inspects this room from time to time by opening the door.

I'm just going to say they get spotted and do a reaction check. Gweddyn's Charisma modifier is a +2, she gets an 11 on the reaction check - which means the cultist is "curious".

Just then, a loud squeal fills the air as the rusted iron hinges swing open on the northwest door. Gweddyn and Biraad dive for cover behind the rubble, but it's too late. They've been spotted! A tall man clothed in red robes steps in the room. Immediately noticeable is the thick silver symbol of Raamlat dangling from his neck. He has neatly trimmed beard, greying in the middle. A long scar crosses his face from cheek to cheek and an expression that screams "evil cultist".

"Hello? Who's there?" the cultist's soft and uncertain voice belies his gruff appearance. "It's dangerous here, you should, um... probably leave."

Friendly (?) Cultists

Gweddyn steps out from behind the rubble first, her hands held up to show she's not an immediate threat (though the short sword and crossbow are readily visible). "Praise Raamlat, brother. I did not know any of our order had come to this place! What are you doing here?" She motions to Biraad to come out from his hiding spot. "My companion and I were seeking treasures, and did not mean to intrude on whatever great work you've undertaken."

Biraad squirms a bit and makes a noise, but is able to keep his mouth shut. He's clearly uncomfortable at Gweddyn bringing up Raamlat.

🎲
Gweddyn was an Acolyte of Raamlat; it's easy for her to "talk the talk" here. I'm curious. Does this acolyte know Gweddyn? I consult the oracle. It's unlikely, so I roll with disadvantage. The Oracle responds with "yes, but...". I consult Mythic for some inspiration and get "Carry Fears". Sure, he knows her, and he's terrified of her - probably her reputation.

The man's eyes go wide as he gets a good look at Gweddyn's face. "Sis....sister Gweddyn? Is... is that you? I'm so sorry. I'm sorry. Please don't unleash your wrath on us! We'll do whatever you say!" He drops to his knees and bows low to the ground, mumbling a prayer.

Biraad looks over at Gweddyn, a look of utter confusion on his face.

Gweddyn simply grins yet again, and rolls with it. Her voice takes on a dark tone as she addresses the prostrate man. "That's right acolyte, it is I, Gweddyn the blood singer, I am pleased that my reputation precedes me. Now, would you care to tell me what you are doing here?"

Wrap Up

So right about here is where we get close to the self-imposed word limit on this session, so we'll end on a cliffhanger.

Overall this was a fun, and rather forgiving session for the solo PCs.

I particularly like how the Solodark draft rules line up with the core rules in the book, they compliment each other well, and the Shadowdark rules are already fairly conducive to streamlining solo play - one thing that we didn't encounter in this run is combat, and I have a feeling that running both sides of the combat might be a little difficult.

I think this, because I've also run some 5e solo adventures (The Executioner's Daughter was particularly enjoyable), and the main part that slows down is the back-and-forth combat. It's resolved similarly to how Castle Ravenloft and the other board games do it, but I think I'd prefer something more streamlined.

While I may revisit this session in the future, the next episode is going to be Final Girl by Van Ryder Games, which looks like a lot of fun. Stay tuned!