View Full Version : Let's Play Solo!
Griogre
August 7th, 2025, 05:25
I was inspired by @Tempered7 to create some tiles for use with solo play and a "Let's Play: Solo!" series using FGU. In this series, I'll explore a dungeon by placing a tile then resolving any encounters. Since the tiles are generated on the fly this method emphasizes exploration since you don't know what the map is like or what is in the dungeon since everything is done on the fly. The first part of the series uses the IGS Solo Adventure Toolkit to explore and build the dungeon. I also talk about how to take advantage of FGU for solo play.
Session 00, it begins (https://youtu.be/CAHjoxstQ5Q)
CAHjoxstQ5Q
Session 01, tiptoeing into the starting room (https://youtu.be/VdFFCzQAhUo)
VdFFCzQAhUo
Jiminimonka
August 7th, 2025, 08:58
Nice one!
KILLGORE
August 7th, 2025, 17:06
Ok so I have been playing solo as a dm forever. I am not sure how you are doing this but i am interested. I mainly play Pathfinder 3.5 OGL rules. In short i make a party of suggested size and level and then run myself through an adventure I am unfamiliar with and use the map first. Then i would play as the party and explore. If any encounters happen, fight it out on both sides logically, and then read the DM part afterwards. Its always done me pretty well for playtesting my own material.
I just watched your video and i am interested. Ill have to watch it again.
Griogre
August 7th, 2025, 18:21
I've done solo play just like you - on existing maps mostly for playtesting my own dungeons and/or encounter tables. :p I TPKed myself a few times on the 1st level tables so I got serious about playtesting them making sure to take into account the action economy. LOL then I made the 2nd level tables too easy. :(
Since I had done that earlier, when I started this series I decided to do a dungeon on the fly thing to give it a more "explorer" feel. I'm hoping my encounter tables are in good shape and I don't TPK myself... :D
I've now released:
Let's Play: Solo! Session 02, did... did you hear something? (https://youtu.be/R2cv-luQemI)
R2cv-luQemI
Let's Play: Solo! Session 03, wait, what is that running down the wall?! (https://youtu.be/BYjrt9pBFV4)
BYjrt9pBFV4
Griogre
August 10th, 2025, 20:20
I've now released a two more videos:
Let's Play: Solo! Session 03a, Loot! Experience! :) (https://youtu.be/B0MNINJgyaw)
B0MNINJgyaw
Let's Play: Solo! Session 04 doors, holes in the walls and leaking floors. (https://youtu.be/McyJuPJweGQ)
McyJuPJweGQ
Tempered7
August 10th, 2025, 20:42
Thank you Griogre for this excellent Solo Dungeon Generator!
In my playthrough, one thing I found missing in all my modules is random dungeon encounters. The Solo Adventurer's Toolbox 1 and 2 have every single encounter type but not random encounter for dungeons. I've searched for them in DMG, but random versions of encounters were not matching for a dungeon. So I used CR 1 Arctic encounters against 5 man party because that was easy. Now I'm searching everywhere (dmsguild, drivethru, etc) to find some of these. There is Underdark random encounters (https://www.dmsguild.com/product/422615/Underdark-Encounters--Random-Encounter-Tables-Fantasy-Grounds) and it is the only closer thing.
Btw, this playtest is also getting delayed because of another earthquake, 6.1 in another city this time. Just got back to it and after I find or prepare random encounters, I can finally play fast.
Note that I also want to add dungeon dressings from Fantasy Adventure Map Pack and make a guide out of this module.
Griogre
August 12th, 2025, 20:20
I uploaded a new video on making monster encounters which hopefully will help you build some tables of your own.
Let's Play: Side Quest! Building 5E Monster Encounters (https://youtu.be/cm8V2Gh6SZg)
cm8V2Gh6SZg
I probably should have emphasized more the CR method works best for levels 1 to 3. After that, PC power inflation has increasingly left monsters under powered so one CR X monster no longer is a challenge for a Level X party. Matt Colville's tables in "Flee, Mortals!" do take into account that inflation.
Ignoring that single class 20th level characters are significantly more powerful that ones that multiclass, I should have been using like CR 5s for vanilla encounters of 5 PCs vs. 5 monsters. Instead I was using CR 9ish.
Seeing how the 2024 SRD for Monsters is now available for FG I might do some encounter tables when I get time for 1st to 3rd levels.
Griogre
August 15th, 2025, 19:59
I released the Session 5 video in the Lets Play: Solo! series. My poor party is in trouble.
Let's Play: Solo! Session 05, outside the room with a bloodstained helmet... (https://youtu.be/RuKy_zjdZfc)
RuKy_zjdZfc
Griogre
August 17th, 2025, 20:50
The next one in the series has been released:
Let's Play: Solo! Session 06, let's get out of here! (https://youtu.be/cuephSKDk24)
cuephSKDk24
Griogre
August 17th, 2025, 21:05
Ok so I have been playing solo as a dm forever. I am not sure how you are doing this but i am interested. I mainly play Pathfinder 3.5 OGL rules. In short i make a party of suggested size and level and then run myself through an adventure I am unfamiliar with and use the map first. Then i would play as the party and explore. If any encounters happen, fight it out on both sides logically, and then read the DM part afterwards. Its always done me pretty well for playtesting my own material.
I just watched your video and i am interested. Ill have to watch it again.
@KILLGORE I just occurred to me there is a really good Solo Play set of rules for 3.x - Dungeon Bash. It's still on Drive Thru RPG. The monster decision tree is pretty good and I think they did a pretty good quest system as well (it's been a long time since I used it). The rules would probably work for Pathfinder too. God, I'm not old - but I got that PDF 20 years ago :p
Griogre
August 18th, 2025, 21:39
...
I've searched for them in DMG, but random versions of encounters were not matching for a dungeon. So I used CR 1 Arctic encounters against 5 man party because that was easy. Now I'm searching everywhere (dmsguild, drivethru, etc) to find some of these.
I've done two first level encounter tables: one for 4 PCs and one for 5 PCs. These are from the 5E Legacy SRD Bestiary. Import the code into a table using ; as the separator. These are smaller tables than I use since I normally use stuff out of the MM, MotM, and stuff from Kobold Press and MCDM. Note the two mismatched dice to roll the imported table will try to set a 1d15+1. The mid 5 will appear about 50% of the time and the two tails a little less than 2%. This mean humanoids are heavily favored to appear which makes sense in any dungeon that might have doors.
Any play testing of the tables would be nice. Those Flying Swords with that AC are likely to be problematic even with the number appearing having been that reduced. I'll try the tables in my next few "Let's Play" games. But replacing the Swords with Crawling Claws, Abyssal Wretches, Neogi Hatchlings, Slaad Tadpoles, Young Kruthik, Manes or Star Spawn Grue would improve the table, IMO. I usually use a larger table of 1d8 + 1d12, but I could not find enough dungeon monsters I would want to use vs. a first level party.
4 PCs:
1d6+1d10 ; Group 1 ; Group 2
2 ; [1x] Acolyte ; [1d2+1x] Cultist
3 ; [1d2+1x] Stirge ;
4 ; [1d3+1x] Giant Lizard ;
5 ; [1d3+2x] Lemure ;
6 ; [1d3+1x] Skeleton ;
7 ; [1d2+2x] Kobold ;
8 ; [1d3+2x] Giant Rat ;
9 ; [1d3+2x] Cultist ;
10 ; [1d3+2x] Bandit ;
11 ; [1d3+1x] Goblin ;
12 ; [1d2+2x] Zombie ;
13 ; [1d3+2x] Giant Fire Beetle ;
14 ; [1d3+2x] Poisonous Snake ;
15 ; [2x] Guard ; [1d3x] Mastiff
16 ; [1x] Flying Sword ; [1d3+1x] Lemure
5 PCs:
1d6+1d10 ; Group 1 ; Group 2
2 ; [2x] Acolyte ; [1d2+1x] Cultist
3 ; [1d3+1x] Stirge ;
4 ; [1d3+2x] Giant Lizard ;
5 ; [1d3+3x] Lemure ;
6 ; [1d3+2x] Skeleton ;
7 ; [1d3+2x] Kobold ;
8 ; [1d3+2x] Giant Rat ;
9 ; [1d3+3x] Cultist ;
10 ; [1d3+3x] Bandit ;
11 ; [1d3+2x] Goblin ;
12 ; [1d3+2x] Zombie ;
13 ; [1d3+3x] Giant Fire Beetle ;
14 ; [1d3+3x] Poisonous Snake ;
15 ; [2x] Guard ; [1d3+1x] Mastiff
16 ; [2x] Flying Sword ; [1d3+1x] Lemure
Edit: Updated the tables slightly changed the roll 2 from Acolyte & Commoner to Acolyte and Cultist. Reduced the Group 2 number (Cultist) appearing by 1. This was mostly just to increase overall table XP. I expect this to be balance neutral.
Second Edit: I released Let's Play: Side Quest! Building 5E Monster Encounters 2 (https://youtu.be/71UXnKzEYMA) which shows you how to copy the "Code" above into Fantasy Grounds and create an encounter table, and then generate an encounter you load into the combat tracker. Linking the video here with the code for anyone looking at this later.
71UXnKzEYMA
Third Edit: Fixed creature name typos, changed: Bandits to Bandit and Giant Rats to Giant Rat. Note this is purely cosmetic at this time for 5E since that ruleset uses the creature name on the link which is singular.
Fourth Edit: Updated the tables for the latest (hopefully last) iteration. I changed the Flying (Diabolical) Sword to have Lemure flunkys, raised the min number of Cultist with the Acolyte(s) and increased the number of Giant Rats appearing.
Tempered7
August 18th, 2025, 22:52
Wohoo!
I can't give you rep because forum won't let me but count it as I did so!
These few days were hellfire here despite AC hitting my face but I can do some work now. I'll also bring up SRD 2014 and try to find some monsters to add (I'll write the results here).
Btw, I watched the session 06 but my brain was frying at that moment and I was seeing blurry, so I'm gonna need to watch it again later.
Anyway, first trying for 4 PCs as I'm used to it better.
EDIT: I'll upload my campaign with exported PCs later on. See extension state xml for the extensions I use (or at least install chatlog extension to read it easily).
* First area after the stairs: Nasty 4way hall, encounter: 3 giant fire beetles, too easy for a 4 man party. Especially with Bless.
Tempered7
August 19th, 2025, 01:27
Ok, I finished a sped up version of 2 encounter test. At first it was too easy. But I ended up combining 2 separate encounters, A) 2 gobbos + B) 3 giant rats. Frontline had a very unsuccesful time both with attack rolls and death saves. I wasted Bless in an easier encounter, when I get to the combined one, I saw that rats are worse than goblins somehow.
Here's the chatlog only: https://www.dropbox.com/scl/fi/kk2chcagnhp4xvmldddap/chatlog.html?rlkey=08408qr85svoqo2ageshmwsmk&st=3n0i3yg0&dl=0 Search for "Session started at 2025-08-19 / 00:53"
Here's the 4 PCs I used: https://www.dropbox.com/scl/fi/fruz1bdx25t6eto3i1yls/PCs-only.zip?rlkey=r0llpohzuiwm2nlczkga5fndl&st=66xkoqj4&dl=0
And this is the whole campaign mainly for Griogre: https://www.dropbox.com/scl/fi/ik2spczjz5n0cm8uxm70j/RD1-Test-Run3.zip?rlkey=byqsetco23i8vbhniilznn7a3&st=w75ulus9&dl=0
Tomorrow, I'll test uncombined 5 PC version.
EDIT: I think there's a problem in my eyes as I reread the logs, I found at least 4 mistakes. Didnt roll dmg while I hit, rolled damage while the monster saved... I'm gonna need to redo the test when I'm feeling better.
Griogre
August 19th, 2025, 04:44
Giant Beetles *are* easy they're CR 0, they don't always do damage when they hit, but where people can get into trouble is there AC is just high enough to make PCs miss occasionally. They are also only worth 10xp each. They are pure fodder monsters. Fun fact their AC and damage have been steadily dropping the last few editions.
Giant Rats hit better than Goblins in melee because of Pack Tactics, that's why they are 1d2+2 to give them a "Pack" but no more than party matching numbers. They are slightly better Kobolds without range attacks, but a classic first level monster. The goblins have free disengages so should be constantly retreating, and have bows for range attacks.
Tempered7
August 19th, 2025, 05:35
Giant Beetles *are* easy they're CR 0, they don't always do damage when they hit, but where people can get into trouble is there AC is just high enough to make PCs miss occasionally. They are also only worth 10xp each. They are pure fodder monsters. Fun fact their AC and damage have been steadily dropping the last few editions.
Giant Rats hit better than Goblins in melee because of Pack Tactics, that's why they are 1d2+2 to give them a "Pack" but no more than party matching numbers. They are slightly better Kobolds without range attacks, but a classic first level monster. The goblins have free disengages so should be constantly retreating, and have bows for range attacks.
After these hot waves, my brain turns into potato mash so I make a lot of mistakes. :D
Those two monster types were 2 different encounters and I kinda mashed them up. 2 gobbos with 3 pet rats. Gobbos didn't start adjacent and then 1 of them incapacitated. They sent the rats into a choke point where the 2 frontliners held guard, then one gobbo used ranged attacks against the frontline while the other one is sleeping xD If I cast Sleep on the rats, it would be an easier fight for the frontline.
I wasted Cleric's Bless at an easy encounter and when I really needed it, I used up all the slots, that's why the frontliners couldn't hit while got ghit alot. Any AC below 17-18 is too low for 1st level fronmtliners to have.
But overall, those were good encounters so far; especially the random numbers are perfectly done. I'll need sleep to actually start a long run without rushing anything. I enjoyed it even though I can't see well right now. Later on, to place them easily, I'll make encounters out of them, rather than a table.
Griogre
August 19th, 2025, 16:55
I did two encounters as well. Though one doesn't count much for play test. I got Kobolds twice, 3 in one encounter and 4 of them in the other. The encounter with 4 kobolds had the party sneak up on them and surprise them! Because of a the door and very good stealth rolls from the disadvantaged fighters.
Since the Kobolds are on the top of a very broad same percent bell curve, getting them twice is no real surprise. What was a bit unlucky (for the playtest anyway) was getting the same two dead in room 1-13 geomorph twice in a row - a one in 700ish chance. That has also closed off two of the avenues of exploration nearest the stairs
My preliminary thought is I need move the pack tactic monster's dice on the encounter tables from 1d2s to 1d3s, but I want to see a few more favorable terrain encounters from them. Doors favor the party, blocking line of sight and muffling their approach - unless the door is trapped. Stuck doors are usually about a wash for either side, unless the monsters hear the party approaching. Halls and chambers should favor the intelligent monsters with range attacks since the will probably see the party before the party sees them.
I'm also a bit worried about the high numbers of CR 0 monsters on the table since they give very little XP.
Tempered7
August 20th, 2025, 21:36
Ok, before I start my test tonight I'd like to introduce a new (old) extension by avermhir. "Treasure Button" https://forge.fantasygrounds.com/shop/items/1602/view
This is great because after cleaning a room or a floor, we can roll for treasure and if there is some, we can just make random tables from this extension.
We can even include a Forge in a room so that we can use templates we found to make a new item, weapon, etc. Image can be taken from https://www.forgotten-adventures.net/live-gallery/ -- Or can be downloaded from FA Map Pack (https://www.forgotten-adventures.net/product/map-making/assets/core-mapmaking-pack/).
https://forge.fantasygrounds.com/images/b46c52281176055edc943ffd4fea0b75.png
I'll start my run right after this darn back pain is done. First, one last 4 man party encounter (It's ready, it's against a flyinh sword) then move on to 5 man party (I'll add a Gnome Artificer).
Griogre
August 21st, 2025, 07:02
I slightly updated the tables above in post #11 just to increase table XP by getting rid of the CR 0 Commoners. I'll wait for more play testing to change anything else.
Tempered7
August 21st, 2025, 09:06
I slightly updated the tables above in post #11 just to increase table XP by getting rid of the CR 0 Commoners. I'll wait for more play testing to change anything else.
Sorry Griogre, Couldnt do anything tonight. Not just back pain didnt stop but my eyes swollen and hurting for a while.
Pain doesn't let me sleep so might as well wait for the pharmacies to open, get painkillers then start anyway.
Btw I thought of a way before starting the encounter. I'll just keep spammingh the random encounter table to test what exactly rolls. Of course take the first result as a real enbcounter. And release the chatlog here.
4 PC: https://www.dropbox.com/scl/fi/sby69qzfgbyek54aehnav/chatlog.html?rlkey=5u09iix5baogt5l6o2p96bp0x&st=00ynnz6u&dl=0
5 PC: https://www.dropbox.com/scl/fi/yzm84rj0p8rg0ur65n5jh/chatlog.html?rlkey=kadvclgucliabkhi9guehaswk&e=1&st=l1m5e93u&dl=0
Did I make the table right?
65198
Tempered7
August 21st, 2025, 11:44
Ok, let me not stand idle meanwhile. Waiting for the rolls and tiles will take too much time (yesterday's work full of errors took 3 hours).
Analysis of the 4 PC table monsters alone -1 enemy vs 1 appropriate PC out of 20 attacks:
Chatlog analysis at the bottom.
- PART 1 -
Acolyte: AC:10 HP:9.
Acolyte Notes: If he starts by blessing the 1-3 cultists, the cultist had 10 misses / 9 hits + 1 Crit hit out of 20 successive attacks agaisnt the Cleric with 17 AC. In comparison without bless: 15 misses / 3 hits + 2 crit hits agaisnt the same target. His Sacred Flame against DEX:12 Cleric had12 Successes / 8 fails on save.
Stirge: AC:14 HP:2.
Stirge Notes: Quote from monstersknow blog - stirge (https://www.themonstersknow.com/stirge-tactics/):
"Note the wording of the Blood Drain feature: a stirge detaches after it drains 10 hp “or the target dies”—not, “or the target falls unconscious.” In other words, the stirge keeps slurping up its victim’s blood even after he or she falls to 0 hp. This means an automatic failed death saving throw on the part of the victim (“If you take any damage while you have 0 hit points, you suffer a death saving throw failure. . . . If the damage equals or exceeds your hit point maximum, you suffer instant death”—Player’s Handbook, page 197). These little blighters are tenacious—maybe fatally so, for entry-level player characters."
Stirge Test Results: 11 Hits / 9 misses to the lowest AC (12 + 3 mage armor) Wiz. With Wizard's Shield 6 Hits + 2 crit hits / 12 Misses. 1 Hit to the wizard without shield and mage armor means "Dying".
Giant Lizard: AC:12 HP:19
Giant Lizard Notes: 9 Hits + 1 Crit / 10 Misses against AC:17 Fighter. On the other hand, the Fighter had 11 Hits + 3 Crits / 6 misses against the lizzo.
Lemure: AC:7 HP:13
Lemure Notes: Quote from monstersknow - lesser devils (https://www.themonstersknow.com/devil-tactics-lesser-devils/):
"Generally speaking, devils stick to the Nine Hells and their own infernal rat race... Because of this, PCs probably won’t encounter the lowest-level devil, the lemure, anywhere except in the Nine Hells, so I’ll skip past that one and move directly on to the lesser devils, the ones that PCs are most likely to encounter."
And Keith Ammann lists lesser devils such as imps (https://www.dndbeyond.com/monsters/16933-imp) which have more lethal attacks.
Lemure Test Results: 10 hits + 1 crit / 9 misses against AC:14 Rogue. The Rogue on the other hand had 17 hits (full) + 3 crits against it. Sacred flames hit it 12 times and failed 8 times.
Skeleton: AC:13 HP:13
Skeleton Notes: 7 hits + 1 crit / 12 misses against Wizard (12 base AC) with mage armor, no shield. Fighter's Glaive (+5 to hit) = 16 hits + 1 crit / 4 misses VERSUS Cleric's Mace (+4 to hit) = 8 hits + 1 crit / 11 misses. Someone with a +5 bludgeoing weapon is nbeeded for this.
Kobold: AC:12 HP:5
Kobold Notes: Pack Tactics always ON for the test. 2 kobolds vs 1 Cleric (17 AC with shield). I wonder if reflecting light on their eyes (with the spell) to exploit their sunlight sensitivity would work against negating their ADV to normal (not DISADV)?
Kobold Test Resulkts: 10 hits + 1 crits / 9 misses despite ADV always ON.
Fighter (glaive) against 1 kobold = 16 hits / 4 misses.
Cleric (mace) against 1 kobold = 12 hits + 1 crit / 7 misses. Sacred flame = 6 hits / 14 misses. And Guiding Bolt = 10/10.
Wizard's Mind Sliver against kobold's 8 INT = 12 hits (save fail) / 8-9 miss
Wizard's Frostbite against the kobold = 15 hits / 5 miss (at each save fail, the kobold would get DISATK. That's why I pick this spell instead of firebolt).
And here's the chatlog:
https://www.dropbox.com/scl/fi/xpjw5841rwpqe11u6zai7/chatlog.html?rlkey=x1ia9k8qvwbgdr98zducu7921&st=c6axwdf5&dl=0
Better yet, Chatlog Analyzer website's reuslts:
https://fgu.kuura.art/chatlog/analyze/68a6f8e81a764_chatlog.html
Marten = Fighter
Castiel = Cleric
Proudfoot = Rogue
Hope it helps.
21/08 EDIT: I'm feeling better now. After few hours, I'll complete the PART 2 anbd then pass on to actual encounters with multiple mobs. This time, I won't combine multiple encounters.
Griogre
August 21st, 2025, 20:33
I've released the next lets play video:
Let's Play: Solo! Session 07, the monsters are to the East. (https://youtu.be/OKM-BpwIFpQ)
OKM-BpwIFpQ
I have that the Monsters Know What They are Doing book. It's pretty good.
Stirges are very bad for 1st level parties because once they attach the will likely drop a squishy that why I capped the number appearing to less than the standard 1d3+2. There will always be one party member without a Stirge attacking. Stirges are super squishy and very susceptible to the 2014 Sleep Spell.
Lemures, the book is right - but what is the point of monster that is only used in the Nine Hells? How many encounters are actually run there in most campaigns? And even when that high level group goes there - are you really going to use Lemure against them? I consider them one of the few combat ready CR 0s I would use. There are cultist on that encounter table so clearly they were summoned by them... ;) They are an encounter meant to show case weapon fighters in that they have a truly horrible AC, the only one I am aware of that is worse than a Zombie - but not many hps. They have a ton of spell resistance/immunity so they are meant to reward the well rounded mage. Or... gasp, that magic missile spell?
I've going to release another Side Quest Video later on how to generate encounters from tables. Then, I did download your campaign and party and I'm going to run an Interlude Let's Play with them because I want to get a feel with a four man party. From my dungeon testing with four man parties I know they are more fragile than five man groups just because its easier for bad luck to kill them.
Tempered7
August 21st, 2025, 20:52
I've released the next lets play video:
Let's Play: Solo! Session 07, the monsters are to the East. (https://youtu.be/OKM-BpwIFpQ)
I have that the Monsters Know What They are Doing book. It's pretty good.
Stirges are very bad for 1st level parties because once they attach the will likely drop a squishy that why I capped the number appearing to less than the standard 1d3+2. There will always be one party member without a Stirge attacking. Stirges are super squishy and very susceptible to the 2014 Sleep Spell.
I tested their damage against the wiz. It 1 shot him and didn't evebn complete its damage turns.
Lemures, the book is right - but what is the point of monster that is only used in the Nine Hells? How many encounters are actually run there in most campaigns? And even when that high level group goes there - are you really going to use Lemure against them? I consider them one of the few combat ready CR 0s I would use. There are cultist on that encounter table so clearly they were summoned by them... ;) They are an encounter meant to show case weapon fighters in that they have a truly horrible AC, the only one I am aware of that is worse than a Zombie - but not many hps. They have a ton of spell resistance/immunity so they are meant to reward the well rounded mage. Or... gasp, that magic missile spell?
Yeah, I don't know anyone who actually bring them in 9 Hells. Also there's not much variety in the SRD, might as well cultists summoned them xD. My tests with it showed that it is great for low level parties as it both gives a good fight and XP.
I've going to release another Side Quest Video later on how to generate encounters from tables. Then, I did download your campaign and party and I'm going to run an Interlude Let's Play with them because I want to get a feel with a four man party. From my dungeon testing with four man parties I know they are more fragile than five man groups just because its easier for bad luck to kill them.
Dang, I fgorgot to add notes to the PCs because there's a use case for the choices I made. Especially the Wizard which is the controller at low levels rather than damager (rogue is the high hitter). That's why he doesn't have magic missiles which is useless at low levels.
yES They are more fragile. If the numbers are even or favors the enemy, 1 monster can 1-shot the wizard and 2-shot the rogue. But with an addition to 3rd frontline, especially to protect the rear when necessary, it is way safer.
Ok, let me start from session 06 again, then 07 and then comment.
Tempered7
August 21st, 2025, 21:10
PCs updated:
Cleric fixed: https://www.dropbox.com/scl/fi/pzzxp7xflfctyqw39kju4/Castiel-Cle1-fix.xml?rlkey=nhhk7k7nan3c5wvzc9lzqduvq&st=zgnnugrd&dl=0
Artifdicer: https://www.dropbox.com/scl/fi/f7wsuhawo3glule7sja0m/Dwilor-Art1.xml?rlkey=hxljgrixnvs2vhrwytg9pw4e5&e=1&st=uu4qfu5f&dl=0
Griogre
August 22nd, 2025, 00:33
I've released a Side Quest video on making your own tables - importing the data into a FG table and then adding links and making the table output an monster encounter.
Let's Play: Side Quest! Building 5E Monster Encounters 2 (https://youtu.be/71UXnKzEYMA)
71UXnKzEYMA
Thanks for the updated PCs.
Edit: This is the same video in post 11 above. If you are looking for data for first level tables see that post for a set for 4 and 5 man parties.
Tempered7
August 22nd, 2025, 00:50
I've released a Side Quest video on making your own tables - importing the data into a FG table and then adding links and making the table output an monster encounter.
Let's Play: Side Quest! Building 5E Monster Encounters 2 (https://youtu.be/71UXnKzEYMA)
Thanks for the updated PCs.
Watched and commented all. My tables were wrong but now fixed, thanks!
EDIT: One thing to add for players: To find the results of produced encounters, check Sidebar > Campaign > Encounters > Uncategorized.
EDIT2: Yes, Griogre is right. Whicdhever category is active, encounters will go there.
Griogre
August 22nd, 2025, 04:37
Hmm I did forget to talk about that. The encounters will actually go to the active group in Encounters so if you want them in a specific place create, a group and select it.
Griogre
August 23rd, 2025, 01:24
Halloween came early. I've released a new Let's Play video:
Let's Play: Solo! Session 08 interlude, meanwhile on Esse Island... (https://youtu.be/Gs1IfeZXg6g)
Gs1IfeZXg6g
That orange was a little much. I'm using a different theme next time.
Tempered7
August 23rd, 2025, 19:51
Halloween came early. I've released a new Let's Play video:
Let's Play: Solo! Session 08 interlude, meanwhile on Esse Island... (https://youtu.be/Gs1IfeZXg6g)
That orange was a little much. I'm using a different theme next time.
Eladrin is Spring type. Which means you can use Fey Step to make shennanigans xD If frontline is in trouble, you can replace the Eladrin and the frontline in the map to save 'em. Then forward the Cleric as an off-tank.
Griogre
August 23rd, 2025, 20:31
I don't remember why, but I read it as Winter and set it up that way.
Tempered7
August 23rd, 2025, 20:42
I don't remember why, but I read it as Winter and set it up that way.
Winter also fits his low level role as debuffer / controller. Winter step cause 1 creature to fear (WIS save which is mostly low on many mobs).
Griogre
August 24th, 2025, 04:47
I've now posted a new video: Let's Play: Solo! Session 09 interlude, below the graves. (https://youtu.be/hLpXGxbvo5k)
hLpXGxbvo5k
That was unexpected, surprise is just so devastating at low level. :( I feel it was just mostly bad luck. My experience running 5E first level is there is usually one encounter where a character, or sometimes the party are really at risk of dying.
Overall as mentioned in the video I feel the tables are conservative on monsters appearing. I'll run one more playtest and then unless I change my mind - boost the CR 1/8s to 1d3+2 for 4 PCs and leave the 1/4s the same, the stirges stay the same, and the swords the stay the same too.
Griogre
August 25th, 2025, 18:53
I posted a new video talking about how the playtest is going for the encounter tables as well as the tile tables and some ways to decrease the chance of TPKs.
Let's Play: Solo! Session 09a Avoiding Total Party Kills (https://youtu.be/cEf7EqBlkgc)
cEf7EqBlkgc
Griogre
August 28th, 2025, 18:30
I posted a new Side Quest Video on encounter making where I upgrade the 1st level SRD encounter tables to use monsters from the 5E 2014 Monster Manual:
Let's Play: Side Quest! Building 5E Monster Encounters 3 (https://youtu.be/m9ZJ37UPPs8)
m9ZJ37UPPs8
Griogre
August 29th, 2025, 05:59
I just posted Let's Play: Solo! Session 10 interlude, operation rescue? (https://youtu.be/XthuODhOgNs)
XthuODhOgNs
I was pretty pleased with the new Early Exploration - No Rooms table.
Tempered7
August 30th, 2025, 04:08
After some absence time, I watched the latest ones and commented.
No rooms table seems like way safer than previous ones. Nice to see the module is getting improved day by day.
Griogre
August 30th, 2025, 17:28
Yeah it seems a bit safer. Though those encounters I went through in session 10 both were with monsters that do not have range attacks, so they have to close. Admittedly, the level 1 tables do have a *lot* of creatures like that.
I really have one more thing I think the tables/tiles need. I'm still mulling over how to implement a boss/treasure hoard encounter tile.
Tempered7
August 30th, 2025, 23:18
I really have one more thing I think the tables/tiles need. I'm still mulling over how to implement a boss/treasure hoard encounter tile.
At level 1, soloists tend to just run encounters until level 4. Only then run a table that rolls for a non-boss but strong monster with maybe 2-3 adds. But I can't remember which monsters apply. Maybe a CR1 one with 2-3 CR 1/8 or 1/4 ones. Without adding story elements, the game relies on rolls and it wasn't a thing I did for a long time.
Griogre
August 30th, 2025, 23:39
I use some other ways to "rock" encounter difficulty besides the number of monsters that I've shown so far, though for a 1st Level "Boss" encounter I would just use a max number appearing normal encounter + one hoard treasure table roll. I would probably do the same for the two 2nd level "bosses" as well. The base 2nd level encounters have a much wider difficulty since you are not nearly as constrained by the action economy. Adds can also work, two "sweet spot" monsters worth of minions would work on average but I would not do that type of thing until after second level.
Third level is where things get interesting with more scope for what would be considered normal style "boss" type encounters. :)
Tempered7
August 31st, 2025, 03:11
Hmm. Just realized I was cheating on the encounter design as I always used TSAT tables and they are 2 monsters top.
HP of martials at 3rd level starts to soak enough damage,
Wizards get good spells,
Rogue at 2nd level gets their bonus action hide / diseangage
Clerics also get useful spells.
I suck at math but how is the probability of level up to 2nd in the first dungeon floor when considering the encounter tables?
CR 0s were 10 XP, while hardest ones goes up to 50 XP.
Should XP be considered on making the encounter tables?
Something like XP to danger level ratio.
Griogre
August 31st, 2025, 18:03
The answer is complicated and is explicitly tied to a risk / danger level. More dangerous encounter tables will level the party faster - if they survive. That's why I'm testing the encounter tables I gave out because I wrote them conservatively as far as number of monsters appearing. Being too conservative, slows leveling and is boring; but having too may risky encounters - TPKs the party. The current encounter tables give out an average of 103 XP per encounter for a 4 man party so right now it should take about 12 encounters.
There are different ways of building encounters for solo systems. There are quest based and/or boss systems or ratchetting tension or difficulty over time systems. This particular system has an exploration theme so I don't want to cut short exploration because of a boss or particular room. I want exploration to end for a level when you run out of dungeon or the character's level.
Loosely, I expected the characters to level after about 10 average difficulty encounters when I did the tiles. As I mentioned in the 1.3 section of the modules Book:
"In the perfect world you would have a large enough dungeon to level your characters before finding the stairs down to the next level and having the level dead end everywhere. How many tiles would this actually be? Well, the number is determined by your game's encounter and experience tables. Often you need about 10 monster encounters for the more recent systems and quite a bit more for older ones."
A little further I say:
"The random nature of this system means your party will almost certainly level up before they find stairs down or have the dungeon dead-end everywhere.
I suggest when you party does level up, the next tile should be stairs down (RD1-14 End Stairs) and the rest of the dungeon level be finished by adding dead end corridors (RD1-12 End Hall) to any remaining openings."
So basically, you explore a level until you level the characters then if you have not already found the way down to the next level, you do. There is a possibly you will dead end your dungeon before that, though it is fairly low because of the start tile and early exploration tables - but if so you did, you would start another level and explore it.
What I still want to do is tune the encounter tables a bit more for faster advancement to try to get the number of encounters to around 10 or 11, and when the party is about to level have them place a "Boss" tile with stairs down, a "boss" encounter and hoard treasure if they have not already found the limit for that level.
Tempered7
September 1st, 2025, 08:27
Since you said exploration theme. I was thinking about this a lot and I have a suggestion that will only require minimal change in few of the tiles:
In Paul Bimler's Solo Adventure Series, there are certain maps with a green dot on the center or a strategic place that means there is something important occurs here.
Like (without giving spoilers) a bit of info that will change everything you know about the situation or map on which it will occur.
So I was thinking, right now random exploration and combat are the 2 main focuses of the module.
Adding a special marked tile and a new encounter table -bad examples but- of a trap to disarm / item within puzzle / anything that gives XP);
1) reduces the need for combat a little bit
2) and helps players by easing the gameplay randomly
3) still rewards XP and even adds to the excitement of the exploration theme.
EDIT: Oh, and you know what? Instead of a green dot, it can be symbols that means different things, such as secret door, hindrance or help, anything that eases the combat.
Tempered7
September 1st, 2025, 13:48
Wait, why am I making it complicated lol. Why not suggesting players to start at level 2 or 3?
A note about CR and how it works in the module as solo should suffice.
@Griogre: Sent you a PM.
Griogre
September 1st, 2025, 18:49
I replied to the PM.
I've also released a new Let's Play: Side Quest! Building 5E Monster Encounters (https://youtu.be/cm8V2Gh6SZg). This *should* be the last iteration of the MM 1st level encounters. I posted the table data over on the 5E message boards since that is specific to 5E. I also updated the SRD encounter data in post #11 of this thread.
cm8V2Gh6SZg
I should be releasing the next Let's Play video later today where the current rescue party continues to look for the missing prior party.
Griogre
September 1st, 2025, 22:40
I've released Let's Play: Solo! Session 11 interlude, operation rescue continues. (https://youtu.be/CxNIlEbtAWY)
CxNIlEbtAWY
Tempered7
September 5th, 2025, 12:21
I've released Let's Play: Solo! Session 11 interlude, operation rescue continues. (https://youtu.be/CxNIlEbtAWY)
Sorry for the delay.
I've watched both and commented. And half way through the Session 11 interlude, I thought it would be nice to fill some of the empty rooms with non-combat, maybe XP rewarding events/encounters. Maybe like 1 in 5 rooms. Other than that, I love how the dungeon layout ends up, just as it should be.
EDIT for FGU: It just hit me, can there be some form of option to automatically brings up the sheet of a party member when you clicked next on CT? https://youtu.be/CxNIlEbtAWY?si=8UIkhayagFoA1n-_&t=3134
Ludd_G
September 5th, 2025, 21:44
EDIT for FGU: It just hit me, can there be some form of option to automatically brings up the sheet of a party member when you clicked next on CT? https://youtu.be/CxNIlEbtAWY?si=8UIkhayagFoA1n-_&t=3134
I use "CT Open on Turn" in combination with "Single Window" and "Select on Turn":
CT Open on Turn - https://forge.fantasygrounds.com/shop/items/120/view
Single Window - https://www.fantasygrounds.com/forums/showthread.php?48656-CoreRPG-SingleWindow
Select on Turn - https://www.fantasygrounds.com/forums/showthread.php?68658-Select-On-Turn
When set up right this will, on advancing the CT, select the next token on the map, open the token's sheet and close the previous sheet (this is split between PC and NPC, so there will always be the present or last PC sheet open, and the same for the NPC sheet).
I hope this makes sense and helps. It really helps me keep control of my desktop clutter when DMing.
Cheers,
Simon
Griogre
September 6th, 2025, 03:44
Sorry for the delay.
I've watched both and commented. And half way through the Session 11 interlude, I thought it would be nice to fill some of the empty rooms with non-combat, maybe XP rewarding events/encounters. Maybe like 1 in 5 rooms. Other than that, I love how the dungeon layout ends up, just as it should be.
... snip
I like your "use some empty rooms" for non combat encounters idea.
The problem with basic D&D any of its variants is that usually the stakes of any conflict are HPs - which are preserved by using Spell Slot or other daily abilities. Non combat stakes are tricky, because we are trying to avoid combat and its HP stake while still doing something worth while from a story or character development perspective.
For balance reasons in the HP stakes you want to avoid PC power creep from character development. That takes us to story development and quests can work here.
D&D 4E had something called a skill challenge. The basic idea was to succeed at the challenge you had to make so many successful skill rolls before so many failures, I.E. 4 successes before 2 failures or 5 successes before 3 failures.
I think you could use some sort of structure like that for "optional" quests. The quests would give XP only if you succeed and the stake would be the quest and its XP.
Griogre
September 6th, 2025, 18:30
I've released Let's Play: Solo! Session 12, cultists on the prowl. (https://youtu.be/aFE56ZrOzWw)
aFE56ZrOzWw
Griogre
September 9th, 2025, 17:38
I've released Let's Play: Solo! Session 13, tadpoles and teleporting goblins. (https://youtu.be/C8Xj0Qg5R_g)
C8Xj0Qg5R_g
Session 13 went long so I ended up splitting it into two. I've released the first part above and should finish the editing and release the second part later today or tomorrow.
Griogre
September 11th, 2025, 16:18
I've released Let's Play: Solo! Session 13a, on the edge of second level. (https://youtu.be/wFNJ1nrYn0M)
wFNJ1nrYn0M
Surprised by striges, the 1st level horror and the reason limiting the number of monster appearing against 1st level parties is so important.
Griogre
September 16th, 2025, 18:15
Since my party is almost level two, I did another side quest video showing how to build 2nd level encounters. I put it in the 5E forum here along with the import data:
https://www.fantasygrounds.com/forums/showthread.php?85722-5E-Low-Level-Encounter-Tables&p=751032&viewfull=1#post751032
Let's Play: Side Quest! Building 5E Monster Encounters 5 (https://youtu.be/jGO_bI88TVI)
jGO_bI88TVI
Griogre
September 19th, 2025, 07:02
I've released the next video: Let's Play: Solo! Session 14, whispers from behind the door. (https://youtu.be/-WxQKpqT2d8)
-WxQKpqT2d8
JohnD
September 20th, 2025, 01:15
You reference a door but the map doesn't show a door.
Griogre
September 20th, 2025, 07:47
Are we talking about the door in the last room at around 16 minutes? It's more obvious once they are inside. I was pretty zoomed out :p
Griogre
September 25th, 2025, 18:59
I've released a new short video: Let's Play: Solo! Session 15, before heading down a level. (https://youtu.be/ExOKUrdlTfs)
ExOKUrdlTfs
This is wrapping up the 1st level of play on the four man party interlude. I am now going back to my five man party to get them up to second level.
Tempered7
September 25th, 2025, 22:40
I'm catching up from absence time. Watched and commented all except the last one (15).
And I concluded that 1 HP potion to each level 1 character for starters (at char-gen) is a must.
But as you tweak with the encounters and room tiles, the dungeon generator gets the fun kind of balance.
Not old school level of difficulty, the right amount while also having enough challenge.
Can't wait to talk about the quest additions. It's getting late now but I'll revisit the quest types I sent you and try to find a way to make them less generic.
Griogre
September 26th, 2025, 16:37
The basic core quest ideas I am using are:
Fetch - Obtain some sort of item, material, or individual.
Kill - The players must go kill something. REMOVED - since they are always going to be in a dungeon.
Escort - The player's take an NPC somewhere keeping them safe.
Delivery - The players deliver a non-NPC object somewhere safe.
Push the Button - The players go do something like activate a magical stone or complete a ritual.
Mystery - The players solve a problem though communication and gathering clues.
Lore - Some part of the story or world is explained through a journey or series of events.
I've also released the next video and did they get lucky - Let's Play: Solo! Session 16, the undead were guarding... a chest! (https://youtu.be/7nafhWSisKE)
7nafhWSisKE
Griogre
October 2nd, 2025, 21:11
I've been miserable with allergies so I haven't done much with the Quests but I did do another video:
Let's Play: Solo! Session 17, wait there is something wrong with that wall... (https://youtu.be/QVPmauOw8JA)
Just when I thought they had run out of dungeon they found a secret door, LOL.
QVPmauOw8JA
Tempered7
October 2nd, 2025, 23:39
I've been miserable with allergies so I haven't done much with the Quests but I did do another video:
Let's Play: Solo! Session 17, wait there is something wrong with that wall... (https://youtu.be/QVPmauOw8JA)
Just when I thought they had run out of dungeon they found a secret door, LOL.
Get well soon, Griogre. Everyone is here also having bad weeks from weird weather.
I'll try to catch up As soon as possible.
Hoping to refine the quest system with more stuff.
Griogre
October 9th, 2025, 16:38
I've released another video: Let's Play: Solo! Session 18, shoot-out in the room of four doors. (https://youtu.be/OBRry1mly6g)
OBRry1mly6g
Griogre
October 17th, 2025, 16:47
I'm finally feeling better and have released another video: Let's Play: Solo! Session 19, "Don't worry guys we'll can rest behind the secret door!" (https://youtu.be/rp7uasTZkB0)
rp7uasTZkB0
Still iterating over quests.
Griogre
October 19th, 2025, 18:04
I've released the next video: Let's Play: Solo! Session 20, "What is that on the ceiling?!" (https://youtu.be/jhjx3tqrnUo)
jhjx3tqrnUo
Tempered7
October 20th, 2025, 19:34
Did some quick catching up as much as I could. At Session 16, I left some notes and suggestions. I have to take a for a while abnd will continue the series later tonight. Suggestions are about
* rule for dead ends.
* dead-end halls challenge
Also you can use sling as an improvised (melee) weapon by loading it up and using it like hitting with a rock.
edit: I kinda messed up the post.
edi
Griogre
October 21st, 2025, 05:15
Thanks for the comments I'll take a look later.
Statistically, dead ends should not be a problem because the early exploration tables should generally negate *most* problems. I haven't really done enough complete levels to be sure one way or another though. On the level were I almost dead-ended it was because of an early dead end from the Adventurer's Toolkit that wouldn't have happened on the early exploration table.
I've updated the tables Sept 26th to get rid of challenges on dead end halls.
Edit: I meant to mention I finished integrating over Quest 1 (of 2) that I'm happy with earlier today.
Tempered7
October 21st, 2025, 20:49
I've updated the tables Sept 26th to get rid of challenges on dead end halls.
Edit: I meant to mention I finished integrating over Quest 1 (of 2) that I'm happy with earlier today.
Yay! Qwests!
EDIT:
Sent you a PM for the Itemn Acquisition that can be tied to quests before you implement them.
Tempered7
October 24th, 2025, 00:37
Let's Play: Solo! Session 17, wait there is something wrong with that wall... (https://youtu.be/QVPmauOw8JA)
Just when I thought they had run out of dungeon they found a secret door, LOL.
QVPmauOw8JA
This one was especially intriguing episode, so, as it inspired me, I left many notes there but I wanted to bring one here.
It's about wearing two hats of the soloist. GM Hat & Player Hat, executed perfectly!
Perfect example of Wearing Two Hats: GM Hat (Adversary) & Player Hat (Characters)! Most players who begin soloing asks how to do that, now I have a concrete example to show.
59:37 / 1- GM side of the Soloist uses the info from the generated bits to make a plan for the characters --only with the knowledge the "Characters" have.
1:00:18 / 2- Then rolls for the cannon fod... I mean monsters. :> Then think in behalf of them --again, only with the current knowledge they have, based on their nature and stats.
1:01:54 / 3- Depending on the advantageous side, he describes the situation.
1:03:09 / 4- Based on the stat-blocks of the enemies, he devise *their* plans once the encounter begins.
This takes a bit learning how to read a stat-block, then converting the numbers into tactics.
Griogre
October 27th, 2025, 05:50
Thanks for the comments. I'll go look at them, I've been out of town this weekend - without a computer.
Tempered7
October 27th, 2025, 23:37
Thanks for the comments. I'll go look at them, I've been out of town this weekend - without a computer.
You're welcome, and thanks for demonstrating solo principals. These are perfect examples of what I tried to write in my guides.
Griogre
November 2nd, 2025, 18:54
I've released another video: Let's Play: Solo! Session 21, "It's totally resistant to Fire?!" (https://youtu.be/oIuCk6WtEg4)
oIuCk6WtEg4
Getting close to 2nd level. :)
Tempered7
November 3rd, 2025, 03:15
Hey Griogre, I'm finally feeling healthy enough to finish the series so far. I commented on 20 and 21 where I left and it dawned on me.
Why not giving giving the dungeon an over-arching story with multiple choice dungeon masters?
+ A necromancer who uses the dungeon as his forward fort.
+ An evil cleric who uses the dungeon as a gathering point for his cult.
+ Bandit leader who hides in this place for make a living as a sellsword.
+ Any other evil character with use for the dungeon.
Player's will pick one and fight it at the end of the dungeon. The BBEG.
And from this over-arching stories and their main villains, you can redefine the quests to make them as pieces to a bigger picture.
Griogre
November 3rd, 2025, 15:02
Interesting idea and while I think it would work better with quest driven solo play, instead of exploration driven solo play - a "late" reveal at the end of 16th level would work for a exploration style 20th level campaign.
I have made campaigns using this type of strategy - have someone powerful i.e. a God(dess), Dragon, Greater Demon, NPC want to do something and then cascade a chain down of events down on how it would work and who would oppose it. That gives a set of allies and enemies. I found those type of campaign scenarios worked pretty good.
I'm going to start play testing the quest system once the party hits 2nd on the second level of the dungeon. I basically want up to two successful quests per level and I've split the quests into two series. I happy with the first series, but am ambivalent about the second series so I think I'm going to phototype it in actual play and see what it feels like.
Griogre
November 7th, 2025, 19:33
I've released a new video: Let's Play: Solo! Session 22, evil cultist and acolytes! (https://youtu.be/2E7xtHywwQs)
2E7xtHywwQs
This is a short one since they got a random encounter right off the bat - and hit 2nd level!
With this party hitting 2nd level, I am going to change over to the 2024 rules and start play testing the quest system. I am going to convert the party and do a quick wrap up video next.
Griogre
November 16th, 2025, 04:50
I've uploaded a new video: Let's Play: Solo! Level 02, Session 0 for Second Level (https://youtu.be/V27raajDx2s)
V27raajDx2s
I did another session 0 to talk about the character conversion to D&D 5.5 and the general increase in character power.
Griogre
November 16th, 2025, 15:04
I've uploaded a new video: Let's Play: Solo! Level 02, Session 01; two quests and a challenge. (https://youtu.be/h3IZ_3iyHYE)
h3IZ_3iyHYE
The first session on level 02 went long so I split it and this is the first part. I generate the first tile of the level, decide which tables to use, then I generate two quest and start exploring. :)
Griogre
November 20th, 2025, 18:43
I've uploaded the next video: Let's Play: Solo! Level 02, Session 01a; spiders and daggers. (https://youtu.be/eswrIsN5JY0)
eswrIsN5JY0
This is the second part of their first run down into the second level.
Griogre
November 24th, 2025, 15:28
I've uploaded a new video: Let's Play: Solo! Level 02, Session 02; traps and trogs. (https://youtu.be/jQ0MVQ39e8Q)
jQ0MVQ39e8Q
Oops I forgot to do XP...
Tempered7
December 6th, 2025, 14:22
I've uploaded a new video: Let's Play: Solo! Level 02, Session 01; two quests and a challenge. (https://youtu.be/h3IZ_3iyHYE)
h3IZ_3iyHYE
The first session on level 02 went long so I split it and this is the first part. I generate the first tile of the level, decide which tables to use, then I generate two quest and start exploring. :)
This one was the best so far (still watching it) and I added my comments.
Got an idea for the loosely written 2nd quests.
I cant copy paste the yt comment but basically, loose writing enables the 2nd quests to deepen the 1st quest.
1- Escorting a giant centipede for the temple of light.
2- Solve the mystery of why do they want it so badly? Is ita special beast? What will they do with the beast?
3- EDIT: You already covered this. / And to make it a part of the exploration focus, these quests and their associated skills should be performed in n.th number of rolled rooms. Example, àfter rolling 2 rooms, you trigger the 1st or the 2nd quest clues. And the players can go from there.
Griogre
December 7th, 2025, 01:17
I've released the next video: Let's Play: Solo! Level 02, Session 03; dinos and kobolds. (https://youtu.be/7DX_xiB6TwY)
7DX_xiB6TwY
The classic event where the rogue says there's no trap and sets one off... LOL.
Griogre
December 21st, 2025, 20:22
I've released a new video: Let's Play: Solo! Level 02, Session 04; failure to communicate… and centipedes (https://youtu.be/VyTrp1ey2Ao)
VyTrp1ey2Ao
The party *totally* wiffed their one quest check...
Tempered7
December 21st, 2025, 22:41
I've released a new video: Let's Play: Solo! Level 02, Session 04; failure to communicate… and centipedes (https://youtu.be/VyTrp1ey2Ao)
VyTrp1ey2Ao
The party *totally* wiffed their one quest check...
Oh, failure to communicate, I will relate! :D
In pnp I had to make another roll from a table to determine if a door is stuck/locked and that steals from game-play over time.
So new links to doors stats in generators are so handy.
As usual I commented and bookmarked important parts.
Especially determining surprise round was useful info for newbies.
I think I skipped couple of videos so next thing in my to do list is to comment them too.
Btw, your idea of having a quick button for adding encounter xp (like the treasure) into the Party sheet gets my vote too.
Griogre
February 1st, 2026, 20:13
I wanted to give a quick update on this series.
I ran into several problems. One, the current monsters are not balanced to the PCs. So I started balancing them. I actually spent a large amount of time on it and then. Two, Windows decided to not boot on my computer. :p So I reset it. I lost the Data Apps directory where FG data is stored. I did have a mid December Backup but unfortunately I spent around 30 hours around Christmas and the start of January doing prep work that I lost for both my ongoing campaigns and this one.
For this campaign, I lost the BT Story templates and all the Quest tables and templates. :( I'm working on the BT stuff now but the quest stuff will take a while to recreate. Once that happens this campaign series will continue. It will probably be another two weeks or so since I have to get my two weekly campaigns back on track first.
This time around, instead of putting the FG VTT data in Windows Data Apps I put it into Documents. That way if I have to reset Windows again FG data will be preserved.
Bonkon
February 1st, 2026, 23:44
Good Day Griogre :)
Ouch! Thanks for the update and I hope you get it all straightened out with little to no problems. I have enjoyed following you in this journey, I love your enthusiasm as you play! :)
Tempered7
February 2nd, 2026, 01:19
Oof. Sorry to hear that Griogre.
Same thing was the reason I lost a stick of RAM and all data in my SSDs + bad sectors.
Don't update win 11 for a while.
And more power to your elbows! I hope you solve the problem with ease.
Griogre
February 2nd, 2026, 17:00
Thanks for the well wishes Bonkon and Tempered7. In hindsight, I was probably too quick to reset Windows. While I know FG default installs to the data apps and I know data apps is a hidden system folder, and I know resetting Windows and keeping data would destroy data apps - I didn't connect the dots at the time. :p
Anyway, lesson learned - I set the FG data to Documents when I re-installed, which is not destroyed by an OS reset while keeping data.
Tempered7
February 2nd, 2026, 17:19
Good luck!
Looking forward to continue collaborating the module.
If you lost the addons, etc that I sent, I can send them again?
Griogre
February 3rd, 2026, 20:39
I believe I still have them. They should have been in that mid December back up. I'll reach out if they are not.
Nylanfs
February 5th, 2026, 17:11
#RememberThe3-2-1Rule
Griogre
February 5th, 2026, 19:07
I did, sorta - I just didn't back up data apps regularly. :p
Griogre
March 10th, 2026, 23:21
I've released a new video: Let's Play: Solo! Level 02, Session 05; more centipedes await... (https://www.youtube.com/watch?v=tvMonnY1zm4)
tvMonnY1zm4
The solo play series resumes :)
Griogre
March 19th, 2026, 04:41
I've released a new video: Let's Play: Solo! Level 02, Session 06; foul dwarves lurk in the depths. (https://www.youtube.com/watch?v=L7sMudPArTM) This is a long video. I wanted to split it but really couldn't find a good place to do so - so it is the longest one I've released so far. No party members went down but I was forced to cast heals and use second winds so it was a big fight from the party perspective. This is a good example of a video to run at 1.25 speed.
L7sMudPArTM
Those monsters are a good candidate to be updated for 5.5E.
Griogre
March 27th, 2026, 01:00
I've released the next video: Let's Play: Solo! Level 02, Session 07; the stench of poison. (https://www.youtube.com/watch?v=LQFqdMHGQwg)
LQFqdMHGQwg
The first "boss" encounter for 2nd level.
Griogre
April 16th, 2026, 04:55
I've released the next video: Let's Play: Solo! Level 02, Session 08; loot, sweet loot! (https://www.youtube.com/watch?v=Wv6CfGAxYfM)
Wv6CfGAxYfM
Nice loot, then some more exploring but I was a little rusty. They fight some more derros and you can see how I updated the derros for 5.5E in this encounter. I updated them again after the last fight too. Also can poor Heian continue is streak of setting off traps?!
Tempered7
April 16th, 2026, 08:41
I've released a new video: Let's Play: Solo! Level 02, Session 06; foul dwarves lurk in the depths. (https://www.youtube.com/watch?v=L7sMudPArTM) This is a long video. I wanted to split it but really couldn't find a good place to do so - so it is the longest one I've released so far. No party members went down but I was forced to cast heals and use second winds so it was a big fight from the party perspective. This is a good example of a video to run at 1.25 speed.
L7sMudPArTM
Those monsters are a good candidate to be updated for 5.5E.
I added many comments with bookmarks some of which are [FGU INFO BITS].
Even though it is the longest video I tried it with 1.25 speed and I enjoyed it.
Especially the info parts and dramatic moments like Tordek's RNG curse. xD
I was also thinking from 1 PC pov and was kinda on toes but you literally dealt with an entire derro group [8 of them] easily! It looked bad at first though.
The derro Silent distracted: "Hoo did that?!" :D
Btw, 49:30 (https://www.youtube.com/watch?v=L7sMudPArTM&t=2970s) There is an extension called Indicators (https://forge.fantasygrounds.com/shop/items/1603/view)by mattekure that flashes effect icons etc, as big as a token. Maybe it helps. But I dont remember if it flashes all kinds of icons.
Tempered7
April 16th, 2026, 09:12
Oh and I was toying with the idea of bigger tiles that create dungeon interiors just like in Neverwinter Nights, with rooms in the middle but nope. To think that getting surrounded by 8 derros who can apply prone out in the open... 1 PC would have no chance in there at that level, however good it's built with whatever superior tactics.
Now I appreciate your design even more, and learned a valuable lesson about dungeoncraft. :)
EDIT: It was to introduce different types of "cover" into the module, so the combat can take advantage of more rules in play. Just running ideas...
x: PC
e: Enemy
==: double door
.........^--^
.........|....|.......
_____|==|____
|....................|
|.....x-------.....|
|.....|room-|......----------->
|.....|..ee...|......----------->
|.....L-==--|.....|
|..ee...............|
L----.....---------|
Enemies could be hiding in the room and respond to noise as reinforcements,
The PCs could use the corners for sneak-attack/peaking/shoot-BACKTO-cover,
Patrols could be introduced [with the extension],
The doors wouldn't be always in the directions PCs face, so it would require planning to enter room because of patrol/guards,
The rooms could be next to each other and it would add another dimension to exploration part.
Griogre
May 8th, 2026, 08:47
I created different set of geomorphs for my games with players a few years ago that have multiple rooms on a tile. It's a much larger tile set with 120ish tiles and a few extra stair wells that's meant to create a dungeon level map all at once. One of the issues with more distinctive tiles is you need more of them so players don't remember the layout of any one tile and you want to make it less obvious where the tile boundaries are. I've been busy with my games with players so I haven't got much chance to solo play though I have one video ready to release.
I actually have a small set of tiles I was getting ready to release that might be good for one PC - the rooms/chambers are fairly small and have bottlenecks - they're more battlemaps I happened to make geomophic. Lol, they are in response to a set of theater of the mind maps I am going to release for free - once I get the motivation to write up the licensing. :p
Griogre
May 8th, 2026, 09:04
I've released a new video: Let's Play: Solo! Level 02, Session 09; high ho, out of the dungeon we go! (https://www.youtube.com/watch?v=mt2ts6fla2k)
mt2ts6fla2k
The party runs into a full kobold war party. I got a new sound setup and the audio is low.
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