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  1. #11
    1. For Procedural Generation as Solo GM:
    THE SOLO ADVENTURER'S TOOLBOX

    # TO BE REWRITTEN! WIP

    Planned additions:

    1. Details on existing parts
    2. ADD: Recommended reading sequence [Chapter content descriptions]
    3. ADD: -> Read and Test Method
    4. ADD: All its Solo Systems and their use cases [Chapter-by-chapter]
    5. ADD: FGU-centric module comparison with the book
    6. ADD: Missing Parts that are completed in TSAT 2
    7. ADD: More / Better images

    LIST OF CHAPTERS

    Chapter 1: Introduction and Overview of Chapters

    Chapter 2: We examine the Question / Answer Mechanic that I have created for use with the resources in this book. This simple system allows you to gain answers to any question in the same way as a system like Mythic GM Emulator, but far more stripped down.
    Chapter 3: Deals with travel, modes of travel, weather, camping, unmarked settlements and the like. A more detailed system for wilderness exploration is outlined in Chapter 9.
    Chapter 4: Wilderness encounters. In this chapter, you will find a d100 table of random wilderness encounters, all with an open-ended nature so that they can be interpreted differently every time. You can use these, or you may choose to use the encounter generation tools in Chapter 14.
    Chapter 5: The same as above, but for urban settings.
    Chapter 6: The same as above, but for dungeon settings.
    Chapter 7: Contains tools for generating quests for your solo PC or PCs.
    Chapter 8: Contains tables for the random generation of dungeons and their contents.
    Chapter 9: Contains tables for the random generation of wilderness terrain and its contents.
    Chapter 10: Contains guidance on merchants and shopping while in settlements.
    Chapter 11: Contains guidance on downtime activities for your solo PC.
    Chapter 12: Contains some ideas about roleplay in the solo format.
    Chapter 13: Tables for the random generation of any number of NPCs you might meet on your travels.
    Chapter 14: A collection of tables designed to generate an infinite number of random encounters in any environment, and also answer detailed questions framed by the player.
    Chapter 15: A slightly experimental chapter dealing with monster tactics.
    Chapter 16: Contains tables to generate monster encounters, with difficulty adjusted for the solo PC. Tables are arranged by environment type and CR.
    Chapter 17: Loot tables, Individual and Hoard, arranged by CR.
    Chapter 18: An example of solo gameplay using this system.
    Since Mythic GM Emulator can be used with any setting, I started my guide with it. But if you want to play D&D 5E and need lots of tables, a method for Solo D&D, and a simple oracle all-in-one, 25$ The Toolbox module can meet the demand.

    NOTE: This module can only be used within D&D 5e ruleset. It has links to 2014 core books (DMG, MM) and without an update, 2024 core books will not be supported.

    NOTE 2:
    You'll need 2014 versions of Dungeon Master's Guide & Monster's Manual for its random tables to work.

    Some players find the book versions cumbersome while others use only what they need in them. But the module has advantages over the books. It is best to start reading it by the end (Chapter 18) for there is a gameplay example in it.

    I just noticed some monster links to Mordenkainen's Tome of Foes in Random Encounters section while trying high level encounters. Some CR7 ones in various categories. If you bought the module before it's delisted, you can still use it. But if you jumped the VTT train after the books delisted (like me), it doesn't seem to get updated. Last update is 17-06-2019.

    Also note that this book's/module's random encounter tables are only up to CR7 and for level 1-15 Solo PC or 2 PCs. There is a conversion table for playing 1 PC with easier encounters and 2 PCs with medium difficulty. The second installment "The Solo Adventurer's Toolbox Part Two: The Toolbox Expanded" completes the random encounter tables by adding stuff for level 16-20 PCs. It's last update is October 07, 2023.
    Let's start with what you can do with it:

    • Its simple Oracle can be used to answer questions to reveal your story.
    • Many of its tables are designed for standard Solo PC adventure.
    • You can use Tavern Gen to start your adventure and Quest Gen to find yourself a quest.
    • NPC Emotion generator can tell you what is NPCs' disposition towards your PC if you want RP.
    • There is also an NPC generator template.
    • Dungeon Generator in conjunction with FGU's Map Tool to create-as-you-go.
    • Encounter Generators to create your PC some conflicts and interesting events.
    • There is also a Monster Reaction table and an experimental Monster Tactics table.
    • After you beat the monsters, you can use Loot Generators to randomly decide what you got.
    • Merchant Tables -ONLY- tells you the quality of the merchant so its better to use something else for it.
    • You can use it to Play Hex-crawling with its Wilderness Tables and travel rules IF you have some hex tiles from another source.
    • Lastly, its Word Table (Situations) has 499 words that you can use in Freeform Association.

    EDIT: Here's a pic of how I use it in an INDEX page with tables from other sources.
    Attachment 61862

    # Tables

    ## Tables List 1
    Attachment 61856

    ## Tables List 2
    Attachment 61857--REDO / COMBINE

    ## Tables List 3
    Attachment 61858

    ##Tavern Generator 1
    Attachment 61859

    ## Tavern Generator 2
    Attachment 61860

    --REDO / Dungeon Generator:
    https://imgur.com/0giyD3d Just noticed starting area was Room and I rolled for Passage twice. *facepalm*

    Wilderness Generator: https://i.imgur.com/lji44cK.jpeg

    Note that there are more tables in it especially for Wilderness details and even a "what wakes you up" table for camping, but my space with pics is limited.
    Last edited by Tempered7; April 23rd, 2026 at 10:20.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  2. #12
    What is Mythic GME?
    The Mythic Game Master Emulator replaces a live Game Master with a set of rules that emulate a GM’s creative decision-making, allowing you to play any role-playing game solo or in a group without a designated person to run things.

    Mythic becomes your GM, answering your questions and progressing the adventure one step at a time.

    While the system is based in your expectations (of events) and interpretations, it’s designed to periodically subvert those expectations and introduce surprises to keep the narrative exciting with simple rolls.

    This may sound complicated, but Mythic’s core mechanics are deceptively simple, and once you put them into practice it won’t be long before it all starts to click.
    Module: https://forge.fantasygrounds.com/shop/items/1127/view
    Setup: https://youtu.be/78SAwvvhwDQ

    2nd edition tools are more streamlined, intuitive and easier to use than Mythic v1.

    If you don't understand any part in the book, there are practical examples under each part within brown boxes, along with Big Examples in each section & THE Big Example that includes all mechanics in one playthrough, before the Summary of all content. It truly teaches the rules by plainly describing, examplifying, and consolidating with summary blocks.

    As oppose to my guide, it allows you to play in ANY Solo Style: Linear vs. Sandbox. Simulationist (Realistic) vs. Theatrical. Inspirational vs. Practical, or even Multi-approach.

    WAY more professional


    The difference from my guide is HUGE! Presentation is so pleasant. Explanations and examples are easy to understand.

    Tana Pigeon wisely uses Mythic's 20+ years of experience and feedback from Soloists with all kinds of play styles to solve all kinds of in-game problems. Don't think it is just for Soloists but also for Group GMs who want to hone their improv game.

    USAGE

    Usage vary to cater for all kinds of player needs.

    Solo RP

    You can even use it to emulate "Live Players". This might be useful if you want to learn about your role in group dynamics with a party. Or if you're a GM, you may use this to master your GMing skills by understanding different player roles. Such as in Bartle's Taxonomy of Player Types.

    Group RP without GM

    If you can't find a GM, the same rules that allow you to play solo can also be used by a group of Players referring to Mythic for answers instead of a GM.

    Co-GM

    Even if you are a Group GM, the tools that allow you to generate adventures on the fly also allow you to run a traditional role-playing group using Mythic behind the scenes. This gives you the freedom to decide how much you want to prepare beforehand and how much you want to improvise & discover in play.

    i.e: You can keep track of Events & NPCs in your game with a simple list designed as a would-be rollable table: "Adventure List." You can even prestock this table for your custom settings. Or as you add Events and NPCs into the list, you can use them in a surprising way or even come up with Keyed Scenes by using methods from the book.

    In Published Adventures

    In my related blog entry, I could only fit enough info to say "Use an Oracle with Published Adventures." There is a whole part in the module that explains HOW. With some adjustments that have to be made in both how you normally play Mythic and how you would use a prepared adventure...

    The author's way is having Mythic to take a step back from providing structure and detail, allowing the published adventure to do that.

    Scaling & Determining Power Levels, Making Lists, Going one detail at a time, Getting the Context and Content from the adventure, Ways to end a scene and start a new one. Also, what NOT to use in Mythic tools. All of these allow you to play your favorite Adventure. You can also utilize my practical FGU usage methods with it.

    There is even a section for Handling Complicated Campaigns. And the "Adventure List" (Threads/Goals & Characters) mechanic is a great tool for this mode, whether you want to rewrite the adventure or stay true to it without getting lost in it.

    Writing Tool

    Mythic can be used as a writing tool with or without a setting/dice to help you craft fictional stories with its scene progression techniques and random generators.

    HOW?

    1. A Yes/No question and answer mechanic based on your expectations.
    2. Random Events that add surprises. With an infinitely better system than my makeshift oracle.
    3. Expanded Meaning Tables (all 49 of them!) that offer inspirational prompts for all types of important details to interpret. But all you need is the 4 basic ones.
    4. Lists tracking important goals and characters which are randomly selected when called for.
    5. A Scene structure to give your adventure form and order.
    6. A Chaos Factor that changes the tempo of the adventure as you play.

    Everything above is guided by your expectations and interpretations based on the ongoing Context. This makes sure the adventure continues in a coherent fashion while still allowing for twists and subversions that keep things exciting.

    Fate Questions and Random Events cover almost anything you could think to ask about in an adventure and anything unexpected that might be thrown your way. But the book also gives you tools to connect all these part with each other: Scene Structure as a science of combining all of the above.

    Fate Questions

    I don't think I did a good job in my guide to give you the methods regarding asking questions, other than saying, "ask a question about things that you don't know." But Fate Questions part in the module explains;

    • HOW to ask questions with a simple chart
    • WHEN to ask questions to resolve narrative tension or even give enemies Combat Goals & Considerations. Since this mechanics is so broad, it can also be utilized in Combat with the help of Meaning Tables & Random Events
    • Explanations of Likelihood Odds with a pretty table
    • Giving Yes, No, Exceptional Yes/No answers broad definitions
    • And ways to replace RPG rules with these questions, etc.

    Scene Progression

    Instead of relying on my compact bullet points, you're in capable hands with this module. You can base your first scene with many kinds of methods instead of just one. These are:

    • Inspired Idea
    • Random Event
    • Meaning Tables
    • And 4Ws

    It divides Scene Progression to 4 types:

    1. The First Scene: There is another chart with broad terms to start your first scene. You're not limited to tavern meetings, anymore
    2. Expected Scene: This is how you think the scene will work out
    3. Altered Scene: To begin the scene in the next most expected way
    4. Interrupted Scene: To spice your scenes with some healthy level of chaos

    If you noticed, these are not set in stone like pre-planned story scenes that blow up in GM's face at first contact with players. They give room for improvisation. They can also be used WITH pre-planned scenes in case something goes south.

    While Altered Scenes play off your expectations, Interrupt Scenes ignore them entirely; anything can happen!

    • Keyed Scene: To create special situations to trigger specific events in your adventure.
    • Testing Scenes: To determine if a scene is altered or interrupted.
    • Beginning and Ending Scenes

    With additional topics;

    • Playing Out The Scenes
    • Pitfalls of asking questions to Oracle
    • Tension building tools without being too complicated
    • Generating NPC Behavior, this can include their Combat Style

    Variations

    The best part of the module is that it includes Variations from The Mythic Magazine that are not present in the previous book.

    • What is a Mythic Session?
    • Prepping to a Solo Adventure
    • Determining NPC stats
    • How to use sourcebooks more efficiently
    • [Meta-Game/RP] Resolving Player vs. Character Knowledge with 4 ways
    • How not to drift around aimlessly with Conclusive Conclusions, etc.
    • And a summary of all rules at the end.

    Module's Ease of Use

    Normally, there are so many roll permutations for the Fate Chart with different Chaos Levels & Likelihood Odds. But the FGU module eases your burden.

    • Fate Roll Tables by Chaos Factor are already prepared with pins to every single link for you.
    • Odds (likeliness) are reduced to 4 types in v2; it'll only take 3 clicks to roll for your current Chaos Level, instead of searching for it in the pages.
    • Fate Rolls also contain if a random event occured and if so what type is it. It also add 4 words to be used in Freeform Association automatically, IF an event occured.
    • But if you want to make it even easier, "Fate Check" table only requires you to manually add a modifier to the simple Chart by knowing the Random Event rule. That's it. There is also Random Event table separately prepared for you.
    • There are 400+ tables in it! Excellent hard work of Marmus made them super easy to navigate.


    Attachment 62864 --REDO

    Attachment 62859

    Attachment 62860
    Pinned version of the last pic is very handy. You can also use search function.
    Last edited by Tempered7; June 6th, 2026 at 05:13.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  3. #13
    RESERVED
    The Solo Adventurer's Toolbox Part 2: The Toolbox Expanded
    https://www.dmsguild.com/en/product/...antasy-grounds

    Until I finish the article, I'll just leave its INDEX here.

    PART ONE: SYSTEMS & CONCEPTS

    Chapter 1-1: Principles of Solo Adventuring lays down some helpful guidelines about how to get the most out of your solo game.
    Chapter 1-2: Methods of Solo Adventuring details a range of different ways a player can get into solo D&D.
    Chapter 1-3: How Do I…? Frequently Asked Questions addresses common questions that solo players often have.
    Chapter 1-4: The 6d12 Method is a method introduced in this book for quickly generating adventure elements on the fly.
    Chapter 1-5: Battlemap Crawl System is a method introduced in this book for a solo boardgame-style battle map crawl system using miniatures.
    Chapter 1-5a: Simplified Battlemap Crawl System is a stripped-down version of the system presented in 1-5.
    Chapter 1-6: Realm Crawl System is similar to the battle map crawl system but covers large-scale overland/wilderness travel and hex crawling.
    Chapter 1-7: House Rule Options / Character Buffs contains some suggestions for house rules for solo adventures.
    Chapter 1-8: Improved Oracle / Alternate Oracle presents an improved oracle system, as well as a slightly more intense Alternate Oracle if you want to up the ante in your adventures.

    PART TWO: GENERATORS


    Chapter 2-1: Urban Generator is a highly detailed urban settlement generator, presenting a way to generate settlements either broadly or using a street-by-street method similar to a dungeon crawl.

    Chapter 2-2: Natural Cavern Generator is a method for generating natural cavern systems as characters move through them (as opposed to constructed dungeons).
    Chapter 2-3: Castle Generator is a method for generating castles and strongholds as you move through them.

    PART THREE: ENCOUNTERS

    Chapter 3-1 to 3-3: Whole new d100 tables of non-combat Wilderness, Urban, and Dungeon Encounters for the solo player.
    Chapter 3-4: 100 Skill Challenges is a d100 table of skill challenges for the solo player, triggered using any one of the systems presented in Part One.

    PART FOUR: EVEN MORE TABLES


    Chapter 4-1: Boon Table is a table of boons triggered using any one of the systems presented in Part One.

    Chapter 4-2: Bane Table is a table of banes triggered using any one of the systems presented in Part One.
    Chapter 4-3: Item Table is a large table of random items for dungeon dressing or any time a random item needs to be generated.
    Chapter 4-4: Keywords Table is a brand new keywords table for answering detailed questions.
    Chapter 4-5: Fate Rolls / Life Events provides some possible interesting life events for your characters.
    Chapter 4-6: Magic Item Tables presents almost all the magic items from the sourcebooks organized by rarity into rollable tables.
    Chapter 4-7: Random Quest Name Table provides a d100 table (roll four times) that generates endless random quest names for interpretation. There is also a d1000 list of already rolled quest names.
    Chapter 4-8: Magic Item / Relic Name Table is similar to 4-7 but is for generating relic names.

    PART FIVE: THE BAD GUYS


    Chapter 5-1: Running Combat & Monster Tactics is a chapter that presents a Random Monster AI and other tools for you to run your solo combat encounters.

    Chapter 5-2: Villain / BBEG Generator is a series of tables for you to use in the creation of well-rounded villains for your solo adventures.
    Chapter 5-3: Lair Generator is a series of tables that will provide interesting lairs for said villains.
    Chapter 5-4: Solo Monster Encounter Tables (Levels 16-20) completes the combat encounter tables given in The Solo Adventurer’s Toolbox covering levels 16-20, and 11-20 for parties of 2 PCs.
    And finally,

    Appendix: Solo Playthroughs presents 5 separate playthroughs from solo players using various tools.

    All in all, there is a wealth of resources here that can be used for a variety of purposes.
    Last edited by Tempered7; June 7th, 2026 at 06:22.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  4. #14
    RESERVED
    Griogre
    's Random Dungeon Tiles and Descriptions
    https://forge.fantasygrounds.com/shop/items/2314/view
    Last edited by Tempered7; April 17th, 2026 at 10:33.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  5. #15
    Gwydion's ​2d6 Dungeon Module Quick Start

    Today's guide is for Gwydion's Free 2d6 Dungeon Conversion (Level 1 Only) in Xcore ruleset. It is originally from Toby Lancaster's DR Games. A great entry point to olden times' gritty and action packed Dungeon Crawlers. Soloing it can also teach you how to be a GM and create dungeons and encounters on-the-fly.

    It'll require you to draw randomly generated dungeon rooms and their contents (in text) into the starting map, depending on random rolls. You can also use your favorite dungeon tiles and art packs. Videos at the Resources is a good visual start.


    From Gwydion's Stream (Assets are from Forgotten Adventures Map Pack and created on the spot from rolls)

    The Module: https://forge.fantasygrounds.com/shop/items/1608/view
    Note: Downloading and some lite reading of the Core PDF is necessary to understand the rules.


    Attachment 61885
    Fresh Start with a Torch in Starter Map

    Preparation

    Hotbars: Main

    1. Level 1 Turn Flowchart (image): This will be your guide for dungeon creation. Also remember to check the pins on it.
    2. Level 1 Map - Starting (image): You can Revert Changes any time at upper left corner in the window.
    3. 2d6 roll (i.e: for room size): Click and drag d6, press right mouse button, drag and drop it to hotbar.
    4. /clear command: Just type it in chat, before pressing enter, drag it to the hotbar.
    5. Level 1 Rooms - Human Ancestry - The Entry table: This is the room generator.
    6. DoorTable: To see if the doors are locked.
    7. Doorway Symbols Image: This is only required if you're using the starting map instead of your dungeon tiles pack.
    8. Story: Adventurer Levels

    Hotbars: Modifier (shift/alt/ctrl)

    Under Images:

    1. Quick Reference Combat Card 1
    2. Quick Reference Combat Card 2
    3. Quick Reference Combat Card 3

    Character Creation

    Follow the instructions in Story: 1.3 Character Creation.

    Notes

    - The Module provides many rules in image form but Check the PDFs if you're confused.
    - Quickest way to find things is always Search.
    - Cog Icon at the upper right of Char Sheet resets stats.
    - You can create Story entries to keep track of your progress. This might be necessary as Room Table has info on what loot tables to roll after a clear.
    --- Drag & Drop or Right click on the paragraph in CHAT, "Copy text to clipboard", paste into Story page.
    - All those ABBREVIATIONS might be confusing at first, but you don't have to memorize them. Just search them in the Tables tab and keep it at (All) instead of in a specific category while at it.

    Creating the Map as You Progress

    Useful assets:

    • Shockbolt Gamemaster Art Kit > Tiles (comes free with FGU, search in Assets)
    • Forgotten Adventures Mapmaking pack is for many assets (12 GB, free, link in Resources)

    Things to know:

    • If you hold CTRL and draw a line in PAINT Mode, you draw a straight line. This is for the starting map.
    • Room table has a short description of the room that's been rolled, i.e: size and its contents / exits
    • Use LAYERS tab in the Map Tool: (See attachment and videos in Resources)
    • Create a Folder under Layers for each room and add its contents to the folder in the right menu to keep things tidy. i.e: Room 0, Room 1 > table + bottles, Room 2...
    • EITHER Draw the rooms within the starting map that's provided in the module.
    • OR Add rooms of appropriate sizes with any Map Tileset.
    • You can add objects in a room to make it pretty. Shockbolt Art Kit has some.
    • You can use any Mode of Play for combat but since this is dungeon crawling, best suited mode for it is using Maps with tokens.


    Traveling in the Dungeon

    1. Give your PC a Torch from the Effects tab under TOOL Category at right menu and click on the PC (drag the Torch tab onto your char)
    2. Then In the Map Tool, unlock the map, and turn on Player Vision Preview & Lightning for old school feeling.
    3. No need to add grids to the starting map (it has dotted grids).
    4. Use DoorTable to check if the doors are locked. There is Open a Lock roll in the Char Sheet. Also few items to deal with locks.

    Combat Rules

    Note that these are NOT the entirety of the rules but just quick start info.

    There are 3 quick reference combat cards under Images. Read them with the NPC cards in mind. Refer to the PDF if confused.

    1. Quick Reference Combat Card 1 - Roll to Hit & Shifting the Die
    2. Quick Reference Combat Card 2 - Armour Deflection & Interrupt Stat
    3. Quick Reference Combat Card 3 - Multiple Creatures & Winning the Combat


    • Every time you finish a round, Update (click on) the Fatigue under Attributes in the Char Sheet manually. This is sort of a timer for getting tired to keep combat spicy. Check the PDF for additional rules.

    Mishap = Fumble / Crit fail
    Prime Attack = Crit success

    Encounters

    • Image of NPCs are cards that contain crucial info about them.
    • Since the Players invade the rooms of NPCs unexpectedly, they always gain the initiative roll first.
    • Attack roll is 2d6.
    • You try to match the numbers near your Maneuvers (Maneuver x:y) with your weapon attack rolls to hit. Then roll for damage if you matched it.
    • Everyone has a limited number of Shift Points, which can be used to turn a rolled die to another result. Either +1 or -1.
    • As you delve deeper into the dungeon, your Shift goes up which means that your Defense is getting worse to speed up combat.
    • After you kill monsters, you add your XP and coins Manually.
    • If there is a loot table for the monster to roll, it's best to search the abbreviation from the monster card in the loot tables.
    • Loot from the tables are also added Manually into Inventory.


    Additional Items

    There are ingredients in the Images tab that are not added as items. You get them after some random loot table rolls from NPCs. They can be used to craft different things or you can sell them. Sell / Buy is done manually. And there is currently no crafting mechanics, so you just remove ingredients & add appropriate items manually.

    # Resources

    Gwydion's Full Gameplay Video: Most Important Moments Below.


    1. Rolling for rooms / Doors / Using Story Entries: https://youtu.be/EdnErL1hebU?si=ECw_OXDPk_BPJF8M&t=813
    2. Combat / NPC Cards > Shift > Interrupt: https://www.youtube.com/watch?v=EdnErL1hebU&t=1468s
    3. Multiple Opponents: https://www.youtube.com/watch?v=EdnErL1hebU&t=3389s
    4. Adding Objects to Layers > Room Folders: https://youtu.be/EdnErL1hebU?si=Ibcq00R0f4J2lidX&t=5801
    5. Toughest Battle > Fatigue up: https://youtu.be/EdnErL1hebU?si=McrNqDmtldI9thU-&t=6129
    6. Loot Rolls: https://youtu.be/EdnErL1hebU?si=w4FqYOVYfHHArkYl&t=7200



    NOTE: I kinda messed up my map by pressing Revert Changes in testing. That's why there's only 1 pic. If I can find time, I'll replay and add more pics.
    Last edited by Tempered7; June 6th, 2026 at 05:16.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  6. #16
    RESERVED
    Solo Adventure Resource: The Dungeon Oracle
    https://www.dmsguild.com/en/product/...antasy-grounds

    Contained in this small supplement is a method for converting published party adventures for solo (DM-less) play.

    In our product The Solo Adventurer's Toolbox, we introduced a method for creating freeform, self-generating solo adventures that reveal themselves as they go. But through conversations with other solo players, it has become evident that many soloists desire to take advantage of the plethora of excellent published adventures from Wizards of the Coast and other writers on DM's Guild.
    Last edited by Tempered7; April 18th, 2026 at 02:33.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  7. #17
    RESERVED
    The Solo Adventurer's Toolbox: Sci-Fi / Spelljammer Edition.
    https://www.dmsguild.com/en/product/...antasy-grounds
    Last edited by Tempered7; April 17th, 2026 at 10:33.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  8. #18
    2. Solo Systems with Built-in Oracles...
    RESERVED
    SoloDark Oracle / Alone in the Dark Shadowdark RPG Bundle [with Solo Adventures]
    https://www.fantasygrounds.com/store...=IPFGSDTALAITD
    Last edited by Tempered7; April 18th, 2026 at 02:32.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  9. #19
    RESERVED
    Star Trek Adventures: Captain's Log Solo Roleplaying Game (Requires paid Star Trek ruleset, new one is better). [!] Confirmation required for if it can be played in the free ruleset with SRD?
    https://www.fantasygrounds.com/store...d=MUH0142304FG
    Last edited by Tempered7; April 18th, 2026 at 02:31.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

  10. #20
    RESERVED
    CYBERPUNK RED - Single Player Mode
    https://www.fantasygrounds.com/store...=IPFGCPRRTGSPM
    Last edited by Tempered7; April 17th, 2026 at 10:35.
    I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
    Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
    LIST OF ALL FREE FGU STUFF
    //Design with Systems, not Custom Solutions!

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