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0% found this document useful (0 votes)
11 views

Sample

Uploaded by

Bruno Henrique
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Solo RPG GME - Fantasy (v1.

3)

Written, Designed, & Illustrated By


Moses Boyajian

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First Edition, July 2024
The contents are copyrighted © 2024 by Moses Boyajian. All Rights Reserved.

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Note: Each art piece is watermarked.

The book cover was produced with Canva.

I am the channel owner of ‘Wilona’s Cave’ - a Solo RPG YouTube channel.


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Wilona’s Cave YouTube Channel: http://www.youtube.com/@wilonascave

Wilona’s Cave Patreon: patreon.com/wilonascave


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Table of Contents

1. Yes/No Oracle & Optional Oracle Rules (pg. 1)

2. Random Event Generator (pg. 2)

3. Random Event Generator (Alternate Version) (pg. 3)

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4. Verb/Noun Tables (Oracle & Random Event Focused) (pg. 4-5)

5. Secret Discovery System (pg. 6-10)

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6. NPC Attitude, Motivation, & Goals Tables (pg. 12)

7. NPC Conversation Generator (pg. 13)

8. Verb/Noun Tables (NPC Conversation Focused) (pg. 16-17)


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9. Tarot Card System (pg. 19)
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10. Point of Interest Generator (pg. 32)

12. How to Play Prewritten Adventures Solo (pg. 36-43)

11. Various Tables (pg. 44-48)


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12. Notes

13. Artwork Drawing Sequences


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Yes/No Oracle (d6)

1. Yes, and… - Roll on the Random Event Generator


& Roll on the Verb/Noun Table

2. Yes

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3. Yes, but… - Roll on the Verb/Noun Table (Small Issue/
Obstacle/Con ict)

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4. No, but… - Roll on the Verb/Noun Table (Silver Lining)

5. No

6. No, and… - Roll on the Random Event Generator


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& Roll on the Verb/Noun Table
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Note: You can expand this oracle to use a d12:
1. Yes, and…
2-5. Yes
6. Yes, but…
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7. No, but…
8-11. No
12. No, and…
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Optional Oracle Rules


If you believe that the answer to the question has a higher
chance of resulting in a YES, then roll 2d6 (or 2d12) and keep
the LOWEST of the two dice.
If you believe that the answer to the question has a higher
chance of resulting in a NO, then roll 2d6 (or 2d12) and keep
the HIGHEST of the two dice.

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Random Event Generator (d20)

1. Unexpected ally appears 11. Magic phenomenon occurs


2. Sudden storm disrupts plans 12. Friendly NPC o ers aid
3. Valuable item discovered 13. Key location revealed
4. Hidden trap activated 14. Theft or loss of an item

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5. NPC needs urgent help 15. Misunderstanding causes
con ict
6. Ambush by enemies

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16. Rare resource discovered
7. Clue to main quest found
17. Local festival or event
8. Dangerous creature appears
18. Rumor about a treasure
9. Environmental hazard
19. Strange noise or sighting
10. Important message received
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Random Event Generator (d6) - (Alternate Version)

This version of the Random Event Generator helps the player


generate random events, plot twists, and outcomes. To use it,
simply roll a standard six-sided die (1d6) and refer to the
corresponding entry below.

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1. Con ict: You encounter a hostile force, enemy, or obstacle. Describe
the nature of the threat and decide how to overcome it. (May or may not
result in combat)

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2. Opportunity: You stumble upon a valuable resource, ally, or
advantageous situation. Describe what it is and how you can make the
most of it.

3. Discovery: You make an unexpected discovery. It could be a hidden


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location, a piece of information, or an artifact with mysterious
properties.

4. Challenge: You face a personal challenge or obstacle. Describe the


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nature of the challenge and what you need to do to overcome it.

5. Twist: A sudden plot twist occurs. It could be a betrayal, a change in


the environment, or an unexpected development that changes the
course of your adventure.
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6. Choice: You face a critical decision. Describe the situation and


consider your options carefully before making a choice that will impact
the story.
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After a random event has been selected, the player can then go
to the oracle and ask a further question(s); keeping in mind of
the location, scenario, verb/noun words, and the random event
to help phrase their question(s).

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Verb List for Oracle & Random Events (d100)

1. Forge 35. Awaken 69. Decipher


2. Summon 36. Bind 70. Block
3. Challenge 37. Celebrate 71. Construct
4. Inspire 38. Observe 72. Ruin
5. Enchant 39. Repel 73. Bolster

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6. Defend 40. Postpone 74. Shatter
7. Conceal 41. Traverse 75. Command
8. Seek 42. Pacify 76. Surveillance

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9. Venture 43. Rally 77. Anoint
10. Brew 44. Ensnare 78. Scatter
11. Transform 45. Unleash 79. Conceive
12. Curse 46. Gather 80. Amplify
13. Bless 47. Whisper 81. Convert
14. Conquer 48. Taunt 82. In ltrate
15. Protect
16. Scout
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49. Craft
50. Hide
83. Mend
84. Enrage
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17. Explore 51. Invoke 85. Tame
18. Meditate 52. Skewer 86. Sever
19. Harvest 53. Reclaim 87. Predict
20. Negotiate 54. Track 88. Quench
21. Befuddle 55. Banish 89. Submerge
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22. Charm 56. Ignite 90. Oversee


23. Transmute 57. Take 91. Liberate
24. Attract 58. Abandon 92. Bewilder
25. Care 59. Purify 93. Uplift
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26. Rejoice 60. Bestow 94. Resist


27. Sail 61. Ascend 95. Crush
28. Guard 62. Descend 96. Oppose
29. Disrupt 63. Merge 97. Fortify
30. Heal 64. Spy 98. Evade
31. Sacri ce 65. Extract 99. Pursue
32. Delve 66. Empower 100. Reveal
33. Subdue 67. Shape
34. Quell 68. Ambush
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Noun List for Oracle & Random Events (d100)

1. Fate 35. Horde 69. Scarab


2. Vision 36. Vigil 70. Mark
3. Relic 37. Mirage 71. Summit
4. Pact 38. Wall/Barrier 72. Crown
5. War 39. Patron 73. Scepter

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6. Sigil 40. Catacomb 74. Wasteland
7. Altar 41. Beast 75. Village
8. Disruption 42. Sanctuary 76. Nemesis

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9. Totem 43. Symbol 77. Shroud
10. Sorcery 44. Curse 78. Talent
11. Gateway 45. Caravan 79. Revelation
12. Gemstone 46. Messages 80. Guild
13. Constellation 47. Hero 81. Crest
14. Environment 48. Assembly 82. Fog
15. Inscription
16. Oath
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49. Obsidian
50. Ceremony
83. Shadow
84. Reckoning
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17. Dream 51. Revolt 85. Goblet
18. Expedition 52. Might 86. Eclipse
19. Wound 53. Brotherhood 87. Tension
20. Echoes 54. Grimoire 88. Hymn
21. Elixir 55. Success 89. Monastery
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22. Apparition 56. Inferno 90. Order


23. Business 57. Ordeal 91. Empire
24. Prophecy 58. Ally 92. Serpent
25. Oracle 59. Omen 93. Messenger
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26. Radiance 60. Smithy 94. Grove


27. Evil 61. Crusade 95. Portal
28. Snare 62. Keeper 96. Balance
29. Cavern 63. Oasis 97. Vow
30. Tower 64. Protector 98. Guardian
31. Champion 65. Dominion 99. Sanctum
32. Haven 66. Pixie 100. Wisdom
33. Citadel 67. Beacon
34. Spirit 68. Wraith
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Secret Discovery System
This system uses a single Clue Dice roll to determine when secrets are
discovered. It ensures that secrets are uncovered naturally and
unpredictably, adding excitement and depth to solo RPG gameplay
without overwhelming the player. The inclusion of a unique Random
Event Table keeps the game dynamic and engaging.

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Single Trigger Mechanism: Clue Dice (d6)

Clue Dice System

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Clue Dice: A special d6 (a d6 die that is a di erent color than the rest)
that the player rolls periodically to see if they uncover a clue related to
a secret.

When to Roll the Clue Dice

1. After Each Signi cant Encounter: Whenever the player nishes a


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major encounter (combat, puzzle, or social interaction).

2. At Key Story Points: After completing quests or reaching major


milestones in the story.
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3. During Exploration: When the player explores a new area or
investigates something suspicious.
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Clue Dice Outcomes (d6)

1. Roll on the Random Secret Discovery Table

2. No Clue

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3. Minor Clue (Roll on the Minor Clue Pool)

4. No Clue

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5. No Clue

6. Major Clue (Roll on the Major Clue Pool)

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Random Event Table with Secret Discovery Prompts (d12)

1. Hostile Creature 7. Bandits

2. Friendly NPC 8. Lose an Item


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3. Ambush 9. Ancient Ruins

4. Hidden Trap 10. Wandering Merchant

5. Mysterious Noise 11. Strange Phenomenon


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6. Helpful Guide 12. Prophetic Vision

Note: Negative events are included in this Random Event Table to slightly
discourage players from rolling for clues too often.

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