In Part 1 of this rabbit hole I discussed my experience playing some solo 'Basic D&D' using a battered copy of the Red Box and the BSOLO Ghost of Lion Castle module.
Having enjoyed that quite a bit I went rummaging through my various, collected, TTRPG related materials for some way to keep adventuring.
Making a Map
I decided I needed a world map to go looking for adventure in. I hand draw some hexes on some A3 and put Lion Castle on the map using the description of its location from the adventure. Then I start dropping dice on the map to see what's where. This is similar to the method used in the mapping game Cartograph. The number on the die corresponds to types of terrain or other features. You draw those onto the map roughly where the dice fall (overlapping hexes in my case). The list I run with at first is:
1. Mountains
2. Hills
3. Forest
4. Lake (two lakes at once indicate a river)
5. Swamp (I later swap this out for plains)
6. Special feature (Roll again for: 1. village 2. Town 3. Ruins 4. Cave 5. Tower 6. Stones)
When I'm done I have this:
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| Crawl zine by doodlebotdan (Daniel Purcell) |
Useful Tables
To populate Dan's map I make use of the following tables in the Red Box Dungeon Master's Rule Book:
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| Room contents and random treasures table from Red Box DM's Rule Book |
To avoid it be a hack'n'slash slog, (and to add some intrigue), I use a BECMI reaction roll table for the monsters on the back of an old DM's screen that was also gifted to me with the Red Box:
Oracle Dice
A final mechanic that helped introduce some imaginative fluidity to things was the use of oracle dice for those, 'what if', elements of the game that tables can't fully account for.
This involves asking a question - e.g "Can these goblins unlock this door for us?" and then rolling dice to get a yes or no. I used this system by Matt Jackson.
How'd it go?
Afterward I was hungry to use these mechanics in a great big dungeon. So I started to mock up a table for generating one.
That'll be the focus for Part 3 of this rabbit hole.











