Alone Against a Call to Glory S01 – AD&D2e
As the interlude to my Savage Warhammer advenure, I’m going to start a short spinoff of my Dragon Quest series, using different systems, but this time with a Single PC, and not a party.
This is mainly just for fun, but it will also most likely show if any systems are capable of having a single PC run through an entire dungeon.
I am expecting glorious deaths, and I will push the character creation to its limits by exploiting any optional rules I can find.
So to start with, I’ll go back to my roots. Advanced Dungeons & Dragons 2nd Edition Player’s Handbook and Advanced Dungeons & Dragons 2nd Edition Dungeon Master’s Guide, coupled with Player’s Option: Combat and Tactics as well as Player’s Option: Skills and Powers.
I will be creating a Fighter, in order to have a fighting chance (pun intended).
Rolling with the 4d6 method, I have the following attributes.
- STR 16
- DEX 15
- CON 14
- INT 14
- WIS 9
- CHA 12
And I split them with the subabilities to:
- Stamina 12
- Muscle 18/27
- Aim 13
- Balance 17
- Health 12
- Fitness 16
- Reason 12
- Knowledge 16
- Intuition 9
- Willpower 9
- Leadership 10
- Appearance 14
He’ll be a classic Sword & Board warrior.
I’ll give him a 1d12 for hit points, and also Multiple Weapon specialization, but he has a Limited Armor restriction of Chain Mail or lighter.
So I’m giving him the following Weapon Proficiencies:
Weapon & Shield Specialization (for a +1 to Attack or +1 to AC, or use one of the Shield Special Attacks without losing the Shield AC bonus), Medium Shield Proficiency (for a +3 to AC shield bonus), Long Sword Proficiency & Specialization (for a +1 to Attack and +2 to damage), Ambidexterity (for -2 instead of -4 to off-hand weapon), Chain mail Proficiency, Scale Mail Proficiency, Battle axe Proficiency (as a backup weapon), Short Sword Proficiency.
And he’ll also have the following Non-Weapon Proficiencies:
Blind Fighting, Endurance.
I rolled 100 Gold Pieces, which he’ll spend on the following:
Longsword (15 gp), Medium Shield (7gp), Scale armor (60gp), Open-faced helmet (12gp), Battle axe (5 gp).
The weight of all his equipment is at 68 lbs, but with Scale armour proficiency, this drops to 48 lbs, and he’s Unencumbered.
So, he has the following combat stats.
THAC0: 20
Attack Bonus: +2
Attacks/round: 3/2.
Damage Bonus: +5
Armor Class: 0
Hit Points: 14 (max hit points of course)
I’ll be using Combat and Tactics at it’s fullest, with Critical Hits, special Attacks, everything.
So, for some background, he’s a human, 71 inches tall, weighing at 173 lbs, and named Arryn.
That’s good enough, he’s a killing machine, let’s throw him into the dungeon.
Slight disclaimer, since AI is such a controversial topic nowadays. It is my opinion that for solo roleplaying generative AI is a good solo tool. Solo roleplaying is very mentally taxing, and it is very important to be able to maintain a good flow of the game, otherwise you can easily lose momentum and stop playing. However as with all tools, you have to know when and how to use them. But I digress. In this blog post I am using narrative outputs or AI generated images for immersion.

In the peaceful hamlet of Torlynn, Arryn, a stalwart young man of 18, bears the aura of a seasoned adventurer. Towering at 71 inches with a robust frame, his rugged appearance conceals a balance of strength and agility. His deep-set eyes reveal a blend of determination and wisdom, the kind nurtured in the quiet hills near the mountains.
Clad in scale armor adorned with a cloak billowing like a shadowy mantle, Arryn wields a long sword and kite shield with practiced precision. A backup battleaxe, a nod to prudence, hangs by his side. His journey unfolds, a tale etched in the tranquil hills of Torlynn, awaiting further chapters of bravery and destiny.
The Adventure
Arryn stands before Gustovan, the venerable Burgomaster of Torlynn. The quiet village, nestled amid hills near the mountains, has long been the hero’s haven. Gustovan, known for his sagacity and benevolence, implores Arryn to investigate an ancient dwarven iron mine. Whispers of eerie lights and mysterious sounds stir the air, prompting the hero to embark on this quest.
Entering the subterranean realm, Arryn treads the rough-hewn cavern, a testament to dwarven craftsmanship. His weapons at the ready, he descends into the abyss, the wind whispering tales of forgotten echoes and untold secrets. The mine awaits, a shadowed tapestry waiting to unfold before the intrepid adventurer.
A. Tunnel
Wandering Monster Check: Orc
Round 1
| Combatant | Initiative |
|---|---|
| Arryn | 8 |
| Orc | 9 |
They are both man-sized and armed with swords, so they act at the Average Phase. They move closer to each other
Round 2
| Combatant | Initiative |
|---|---|
| Arryn | 5 |
| Orc | 9 |
Arryn makes a half move and attacks the Orc.
15+2+6>20: Hit: Damage: 7+5=12. The Orc is dead.
In the dimly lit tunnel, the wind’s whispers fall silent as Arryn ventures deeper into the forsaken mine. Abruptly, a menacing orc emerges from the shadows, its cruel visage met by the hero’s resolute war cry.
In the ensuing clash, both combatants, man-sized and wielding swords, dance to the rhythm of conflict. Their blades clash in a symphony of steel as they close the distance.
In a swift move, Arryn strikes with precision, his blade finding its mark. The orc, no match for the seasoned adventurer, succumbs to the onslaught, its demise echoing through the desolate tunnels.
B. The First Lair
Surprise
| Side | Surprise |
|---|---|
| Arryn | 5 |
| Monsters | 6 |
No one is surprised.
Round 1
| Combatant | Initiative |
|---|---|
| Arryn | 1 |
| Kobold | 4 |
| Goblin | 5 |
Arryn gets to acts one phase earlier. He navigates so that he has both opponents at reach, and attacks the Goblin.
7+2+6=15<20: Miss.
The Kobold approaches and attacks Arryn with its dagger in the fast phase.
12<20: Miss.
Goblin attacks Arryn with its sword.
16<19: Miss.
Round 2
| Combatant | Initiative |
|---|---|
| Arryn | 9 |
| Kobold | 5 |
| Goblin | 10 |
The Kobold acts first, and the Goblin acts one phase slower.
Kobold attacks Arryn with dagger: 20/20: Hit: Damage: 2. Arryn is at 12 Hit Points remaining.
Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
7+2+6=15<20: Miss.
5+2+6=13<20: Miss.
Goblin attacks Arryn with its sword.
12-1<19: Miss.
Round 3
| Combatant | Initiative |
|---|---|
| Arryn | 10 |
| Kobold | 5 |
| Goblin | 3 |
The Kobold acts first, and Arryn acts one phase slower.
Kobold attacks Arryn with dagger: 8-1<20: Miss.
Goblin attacks Arryn with its sword.
6-1<19: Miss.
Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
1+2+6=8<20: Miss.
Round 4
| Combatant | Initiative |
|---|---|
| Arryn | 4 |
| Kobold | 10 |
| Goblin | 6 |
The Kobold acts one phase slower, so Arry acts first.
Arryn attacks the Goblin, he will add the +1 of the Weapon & Shield Style to AC.
15+2+6=23>20: Hit: Damage: 3+5=8: The Goblin is dead.
Arryn attacks the Kobold: 4+2+7=13<20: Miss
Kobold attacks Arryn with dagger: 17-1<20: Miss.
Round 5
Arryn will use his Shield to block if needed.
| Combatant | Initiative |
|---|---|
| Arryn | 5 |
| Kobold | 6 |
The Kobold acts first.
Kobold attacks Arryn with dagger: 5<20: Miss.
Arryn attacks the Kobold, 7+2+7=16<20: Miss.
Round 6
Arryn will use his Shield to block if needed.
| Combatant | Initiative |
|---|---|
| Arryn | 10 |
| Kobold | 1 |
The Kobold acts first at Very Fast, and Arryn at Slow.
Kobold attacks Arryn with dagger: 14<20: Miss.
Arryn attacks the Kobold, 11+2+7=20: Hit: Damage: 8+3=11: The Kobold is dead.
Arryn finds a Warhammer and a Battleaxe. He won’t take either.
In the room’s dim light, Arryn confronts the remnants of the mine’s past. Beds, once occupied by diligent miners, now house a kobold and a goblin, awakening to hostility.
Swiftly, the dance of blades begins. Arryn, anticipating their assault, maneuvers strategically, his sword seeking the goblin. Yet, the first strike misses, setting the stage for a skirmish in the underground lair.
As the kobold and goblin retaliate, their strikes fall amiss against Arryn’s stalwart defense. The clash continues, a flurry of steel in the subterranean chamber. Despite the skirmish, Arryn emerges victorious, the goblin meeting its end in a symphony of finality.
The final foe, a lone kobold, meets its demise in the ensuing rounds, leaving Arryn to discover discarded weapons—a warhammer and a battleaxe. However, the seasoned adventurer opts to press forward, the shadows of the mine concealing both peril and promise.
C. Jagged Cavern
Nothing of interest in this narrow cut cavern in the stone. Only the occasional splashing of water driping from the ceiling.
D. Orc Lair
Surprise
| Side | Surprise |
|---|---|
| Arryn | 5 |
| Monsters | 6 |
No one is surprised
Round 1
| Combatant | Initiative | Initiative |
|---|---|---|
| Arryn | 6 | 7 |
| Orc | 6 | 3 |
Critical Event: Lucky Break: Arryn: Gains +4 to AC and Saving throws
Orc attacks Arryn: 13-4<20: Miss Arryn attacks Orc: 14+3+6>20: Hit: Damage: 4+3=7: The Orc is dead.
Arryn gets the hidden bag of gold.
As Arryn steps into the oppressive chamber, the pungent odor of decay invades his senses. In the dimness, a lurking figure emerges from the shadows, a harbinger of impending conflict.
Yet, fortune favors the hero as a stroke of luck befalls him, granting an unforeseen advantage. The orc, driven by aggression, swings its weapon, but Arryn, fortified by this fortuitous twist, deftly avoids the blow. Seizing the opportune moment, Arryn retaliates, his blade finding its mark with lethal precision.
The orc, vanquished, collapses into the shadows, leaving behind a concealed bag of gold—a hidden reward for the vigilant adventurer.
E. Trapped Room
Arryn: Balance: 2/17: Success: He is not hit by the flame.
In this diminutive chamber, an unusual aroma lingers amid blackened walls and floor, cloaked in the residue of soot and ash. At the room’s center, a steel door, adorned with an iron handle, beckons the hero’s attention.
With cautious curiosity, Arryn attempts to open the door, only to be met with an ominous clicking sound. A delayed realization sets in as a jet of Greek fire erupts toward him. Miraculously, his open-faced helmet proves its worth, shielding him from the fiery assault.
However, a greater deception unfolds—the door, a mere illusion concealing a treacherous trap. Behind it, solid rock now stands, leaving Arryn to ponder the intricate riddles of this forsaken mine.
F. Gnoll Lair
The hero enters a room and a dozen of small insects buzz past them. Biting flies are everywhere. A large furred gnoll is sharpening his sword, and as he sees them attacks.
Surprise
| Side | Surprise |
|---|---|
| Arryn | 5 |
| Monsters | 5 |
No one is surprised
Round 1
| Combatant | Initiative |
|---|---|
| Arryn | 5 |
| Gnoll | 9 |
Arryn attacks Gnoll: 18+2+5>20: Critical Hit: Save vs Death: 13/14: Fail: Location: 4: Left Leg: Effect: 4: Leg Grazed, victim knocked down: Damage: 13+3=16: The Gnoll is dead.
Arryn finds the healing potion known as Kur’s Drink.
Upon entering the chamber, a swarm of biting flies fills the air, buzzing relentlessly. Amidst this disarray, a large-furred gnoll sharpens its sword, eyes narrowing as it spots the intruder.
However, Arryn, undeterred, swiftly engages the gnoll. With a masterful strike, his blade finds its mark in a critical hit. The gnoll, overwhelmed by the unexpected assault, succumbs to the blow. In its demise, Arryn discovers a vial of healing potion known as Kur’s Drink—a fortuitous reward amidst the oppressive swarm.
The room, once a lair of danger, now echoes with the buzzing of insects and the triumphant resolve of the adventurer.
G. Empty Room
Wandering Monster Check: No monster.
In this cavernous expanse, Arryn traverses a rugged chamber reminiscent of a natural cave. A small pile of dirt occupies one corner, its origins shrouded in mystery. Choosing not to investigate, the hero presses forward, the uneven terrain beneath his boots guiding him through the subterranean labyrinth.
H. Broken Room
Arryn: Balance: 13/17: Success
Navigating through the expansive chamber, Arryn discovers a vast space hewn from the living stone. Yet, the once sturdy walls now bear the scars of time, marred by ominous cracks that trace their way across the ceiling. Formidable chunks of stone litter the floor, a testament to the chamber’s gradual deterioration.
As Arryn treads carefully, his every step sends vibrations through the weakened structure. Some stones, stirred by his presence, cascade downward. However, with deft agility, the adventurer maneuvers through the falling debris unscathed.
I. Narrow Tunnel
Surprise
| Side | Surprise |
|---|---|
| Arryn | 6 |
| Monsters | 3 |
The Orc is surprised
Round 0
Arryn attacks the Orc: 6+3+6=15<20: Miss.
Round 1
| Combatant | Initiative |
|---|---|
| Arryn | 3 |
| Orc | 6 |
Arryn attacks the Orc: 12+3+6=21>20: Hit: Damage: 8+5=13: The Orc is Dead.
Arryn gets the black axe known as Motopua.
In the narrow confines of yet another tunnel, the hero encounters a sudden intrusion. The door at the tunnel’s end swings open, revealing a foul orc wielding a gleaming black axe, its malevolent intent unmistakable.
Seizing the moment, Arryn strikes first. However, in the initial clash, his blade narrowly misses its mark. Undeterred, the seasoned adventurer presses on, retaliating with a decisive blow in the ensuing round. The orc, vanquished, collapses, leaving behind its sinister weapon—Motopua, a black axe, now in Arryn’s possession.
J. The Story Room
Intelligence: 3/14: Success
In the vast, smoothly polished chamber, Arryn beholds a tapestry of history etched into the walls through ancient Dwarvish runes. With a resonant voice, he reads aloud the saga of the mine, chronicling the tireless toil of dwarves and the discovery of a unique ore—eisenmond. This extraordinary substance bore the promise of crafting enchanted weapons, imbued with mystical power.
Yet, the narrative takes a chilling turn. The dwarves, driven by an unspoken revelation, abruptly departed, leaving behind a singular, radiant nugget of eisenmond entrusted to the enigmatic Stone King.
As the echoes of the tale linger in the chamber, Arryn discerns that this luminous nugget holds the key to the mountain’s concealed secrets—the very quest set forth by Gustovan. The mine, a repository of forgotten lore, invites Arryn to unravel the enigma that lies dormant within its depths, promising both peril and revelation in equal measure.
K. The Iron Mine
The hero enters a vast chamber that is roughly carved and still being worked. Small veins of iron ore still line the walls. Four monsters work the mine, and as they see Arryn they howl and attack.
Surprise
| Side | Surprise |
|---|---|
| Arryn | 2 |
| Monsters | 3 |
All are surprised; We go directly to Round 1.
Round 1
| Combatant | Initiative | Initiative |
|---|---|---|
| Arryn | 9 | 8 |
| Kobold | 1 | |
| Goblin | 9 | 2 |
| Orc | 10 | |
| Gnoll | 4 |
Event: Knockdown: Kobold
The Kobold gets back up.
The Gnoll moves and attacks Arryn: 15<18: Miss
The Goblin moves and attacks Arryn: 6<19: Miss
Arryn attacks the Gnoll: 11+3+5=19<20: Miss
The Orc moves and attacks Arryn on his right flank (no shield bonus): 9+3=12<19: Miss
Round 2
| Combatant | Initiative |
|---|---|
| Arryn | 10 |
| Kobold | 5 |
| Goblin | 1 |
| Orc | 3 |
| Gnoll | 3 |
The Goblin attacks Arryn: 11<19: Miss
The Kobold moves and attacks Arryn: 7<20: Miss
The Orc attacks Arryn on his right flank (no shield bonus): 2+3=5<19: Miss
The Gnoll attacks Arryn: 12<18: Miss
Arryn attacks the Gnoll: 10+3+5=18<20: Miss Arryn attacks the Gnoll: 14+3+5=22>20: Hit: Damage: 6+5=11: The Gnoll is dead.
Round 3
| Combatant | Initiative |
|---|---|
| Arryn | 2 |
| Kobold | 10 |
| Goblin | 7 |
| Orc | 8 |
Arryn attacks the Kobold: 12+3+7=22>20: Hit: Damage: 9: The Kobold is dead.
The Goblin attacks Arryn: 2<19: Miss
The Orc attacks Arryn on his right flank (no shield bonus): 8+3=11<19: Miss
Round 4
| Combatant | Initiative |
|---|---|
| Arryn | 10 |
| Goblin | 5 |
| Orc | 8 |
The Goblin attacks Arryn: 20>19: Hit: Damage: 4. Arryn has 8 hit points remaining.
The Orc attacks Arryn on his right flank (no shield bonus): 19+3=22>19: Hit: Damage: 4. Arryn has 4 hit points left.
Arryn turns and attacks the Goblin: 17+3+6=26>20: Hit: Damage: 2+5=7: The Goblin is dead.
Arryn attacks the Orc: 16+3+6=25>20: Hit: Damage: 3+5=8: The Orc is dead.
Arryn drinks Kur’s Drink: Heals: 5: Arryn has 9 hit points left.
Arryn takes the Coil of Rope and the Ring +1 AC.
In the heart of the iron mine, a vast chamber unfolds—a work in progress, veins of iron ore adorning the roughly carved walls. Four menacing figures, caught off guard by Arryn’s presence, unleash a collective howl before launching into a frenzied assault.
The clash begins, each swing of steel reverberating through the cavernous expanse. The hero, outnumbered, fends off the onslaught. The battle reaches its peak in a flurry of strikes and evasions. The Gnoll falls first, its demise heralding a turning tide.
Arryn, resolute, dispatches the Kobold and Goblin with strategic precision, the echoes of their demise resonating through the mine. Yet, the Orc and a Goblin prove formidable, landing blows that test the hero’s mettle.
With a surge of resilience, Arryn strikes down the last adversaries, claiming victory in the iron mine.
L. Tunnel of Death
Arryn: Dexterity: 9/15: Success
Through the smooth confines of a straight tunnel, Arryn treads cautiously, the unsettling sight of dried blood staining the floor beneath his feet. As he nears the door at the tunnel’s end, a harbinger of danger awaits.
Upon opening the door, a malevolent trap springs to life—several rocks hurtling toward him. Quick reflexes guide Arryn as he leaps aside, narrowly avoiding the cascade of stones that crash down. The mine, rife with treacherous surprises, tests the adventurer’s vigilance and agility at every turn.
M. Mysterious Fountain
Arryn Drinks from the fountain and heals.
Wandering Monster Check: Kobold
Surprise
| Side | Surprise |
|---|---|
| Arryn | 5 |
| Monsters | 5 |
Noone is surprised
Round 1
| Combatant | Initiative |
|---|---|
| Arryn | 4 |
| Kobold | 10 |
Arryn attacks the Kobold: 6+3+7=16<20: Miss
Kobold attacks Arryn with dagger: 10<20: Miss
Round 2
| Combatant | Initiative |
|---|---|
| Arryn | 10 |
| Kobold | 2 |
Kobold attacks Arryn with dagger: 18<20: Miss
Arryn attacks the Kobold: 1+3+7=11<20: Miss
Arryn attacks the Kobold: 3+3+7=13<20: Miss
Round 3
| Combatant | Initiative |
|---|---|
| Arryn | 8 |
| Kobold | 4 |
Kobold attacks Arryn with dagger: 18<20: Miss
Arryn attacks the Kobold: 12+3+7=22>20: Hit: Damage: 11: The Kobold is dead.
Arryn: Wisdom: 20/9: Failure
Read Strange Writing: Spell: Fireball: Damage: 8: Arryn has 6 hit points remaining.
A Fireball spell is cast at Arryn, charring him.
Drinks Kur’s Drink: 4: Arryn has 10 hit points remaining.
In the heart of the mine, Arryn stumbles upon a chamber adorned with a stone fountain, a majestic dragon coiled around its form, spraying water into a polished stone pool. The air is infused with the sweet scent of fresh water, tempting the adventurer to drink. As Arryn partakes in the magical waters, wounds and fatigue dissolve, leaving him revitalized.
Surveying the chamber, he discerns no apparent exits. However, fueled by determination, Arryn begins a meticulous search for hidden doors, intent on unraveling the mine’s lingering secrets. Yet, his pursuit is interrupted by the unexpected appearance of a lone kobold.
In a swift exchange, Arryn and the kobold clash, the narrow confines of the chamber echoing with the sounds of combat. Though the kobold falls, victory is not without cost. Intrigued by strange writings, Arryn triggers a magical trap—a fiery blast engulfs him, leaving him charred.
Undeterred, Arryn fortifies himself with Kur’s Drink, the healing elixir replenishing his strength.
N. Sloping Passage
Reason: 19/12: Failure
Dexterity: 12/15: Success: No Damage
In the depths of the mine, Arryn encounters a formidable challenge—a sloping passage cut downward at a sharp angle. The perils of navigating such treacherous terrain are evident, and yet, with a calculated risk, Arryn embarks on the descent.
His keen reasoning initially falters against the intricacies of the passage, but his dexterous agility proves to be the saving grace. The hero maneuvers down the slope with finesse, avoiding the imminent danger that the steep descent poses.
O. The Eisenmond Mine
In the ethereal glow of the stone chamber, Arryn discovers a mesmerizing sight—the walls adorned with flickering flakes of a mysterious glowing ore, turning the rough stone into a celestial tapestry reminiscent of a starry night. At the chamber’s center, a pedestal cradles a dwarf statue, headless and adorned with a rusty crown.
Searching the surroundings, Arryn uncovers a concealed compartment within the pedestal, revealing two nuggets of eisenmond. His intuition guides him, and he instinctively places the nuggets in the statue’s head, embarking on the task of reassembling the fragmented figure.
As the last piece falls into place, an otherworldly radiance envelops the room. The stone statue, now complete, stirs to life. In a voice resonating with the ancient essence of the mountain, the dwarf-shaped monument speaks of the mine’s history, proclaiming the theft of the Eisenkern—a magical stone vital for containing a beast lurking at the heart of the mountain.
The gravity of the situation becomes apparent as the statue implores Arryn, the hero, to retrieve the stolen Eisenkern. Failure to do so would unleash a terrible evil upon the lands. The mine, once a realm of dwarven industry, now stands at the crossroads of peril and destiny, urging Arryn to embark on a quest to save the realm from impending doom.
Ending the Adventure
Upon returning to Torlynn, Arryn recounts his harrowing journey through the forsaken mine to Gustovan, the wise Burgomaster. The tale of the stolen Eisenkern and the looming threat weighs heavily on the leader’s shoulders, his countenance reflecting deep concern.
In acknowledgment of Arryn’s bravery and the grave task ahead, Gustovan rewards the hero for his efforts. However, the troubled atmosphere in the room lingers, as the fate of Torlynn and its inhabitants now hinges on the recovery of the stolen magical stone.
The System
I don’t know what I was expecting. More than 25 years ago that I had purchased Player’s Option Combat and Tactics, I was amazed at the possibilities, of how it would upgrade our game. Unfortunately soon after, my group turned to 3e, and I had never had the chance to put it to the test. It was always reading material. Great reading material, but just that.
Now that I put it to the test, I find that a lot of it is bloat, and while it does take a few jabs at the core problem that is D&D mechanics, it doesn’t solve them. It’s more like salad dressing.
I’ll start with the critical hits. So many nice tables, but what is the actual chance they’ll actually appear on the table? close to nil. For opponents that are hit on a margin of 5 or more on a natural 18 or more, the base chance is 15%. But then these dudes will suffer double damage dice, which means they have to survive this for the critical effect to appear, and then then, they must also fail a save versus death. So we must rule out any weak foes that will die in one hit or two, and also any powerful enemies that will resist the save vs death easily. In other words, this max 15% chance has to do with foes that are around 6th level, and that haven’t been beaten to a pulp already. And then, going to read these effects, one can see that they have a nice granularity, but what’s the point, if at the rare cases where you’ll get a critical effect, you usually get a graze wound, that you won’t bother with, since eventually all you care about is bludgeoning the enemy to 0 hit points. It just doesn’t work.
The combat options also, sound like too much work, or things you’d do only under extreme circumstances, say you want to disarm the sorcerer before using her staff to conjure a demon, or grapple the rogue before throwing a smoke bomb and disappearing. Under classic dungeon crawl combat, against minions, all you want to do is hack and slash, until they’re gone. And this is, well, boring.
Overall Combat and Tactics looks like it has some excellent ideas, but when trying to apply them to AD&D, it cannot reign the beast that it has become, and gets trampled by it.
Skills and Powers on the other hand, gives another level of modularity to the game. Again, it draws inspiration from other RPGs, and tries to bring mechanics that are missing, while at the same time it avoids touching the core, which is the Class based system. People can move silently, but even the most dexterous elf will probably fail, unless they’re a Rogue class. Heroes can get weapon proficiencies, but they’ll never be as good as a Warrior. Healing non-weapon proficiencies are locked to the Cleric class, because no one else can learn those secrets. The subabilities allows for great customization of the player characters, and it can be exploited, but also it can help doing this like the experiment I just played.
Alone?
Which brings me to this part. The experiment was successful. By using the options provided by these books, I made a 1st Level warrior that soloed an entire dungeon level. I doubt this can be done with different classes, as the main reason Arryn survived, was that he was not getting hit easily, and every successful hit was a kill. More specifically:
- Armor Class was brought to 0 or lower with the use of Subabilities, Shield Proficiency, Weapon and Shield style, and Scale Armour.
- Damage was increased to +5 with the use of Subabilities and weapon Specialization.
- To Hit Chance was increased to +2 or more with the use of Subabilities, Weapon Specialization and Weapon and Shield Style.
- Hit Points were more than enough with the use of the d12 Class option, and Subabilities.
I never had the need to perform one of the extra Shield Actions, like Shield Punch, Block, Trap or Shield Rush.
I also just realized that with Ambidexterity and the Reaction bonus of +2 due to Dexterity (Balance), I can make an extra Shield Punch attack each round at no attack penalties at all. This might come in handy for the future.
What about the Dungeon Crawl?
D&D is meant for dungeon crawling, and this adventure is an entry level to D&D, so I guess this question is redundant, but yes, it worked fine.
Summary
This was fun, not in a narrative immersive way, but in an experiment success way. Really curious if Level 2 Arryn will be able to solo the next level of the dungeon all alone. Will he do it, when 4 full party attempts have resulted in TPK?






















midgetmanifesto 6:30 am on December 20, 2023 Permalink |
Kevin Crawford, author of stars without number, is a bit of a genius as far as I’m concerned. You might want to try out his solo conversion rules (targetted towards labyrinth lord but probably easy to move to ad&d). It’s even got a free try out pdf. I’m a fan of his red tides setting as well. https://preview.drivethrurpg.com/en/product/127458/scarlet-heroes-quickstart
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giorgis 8:58 am on December 20, 2023 Permalink |
I have the full Scarlet Heroes book and yes, Kevin Crawford’s solo rules (and the Oracle and mini-games) are magnificent. I did try to use them to solo Dark Sun.
For this particular experiment however I didn’t want to use a 3rd party hack.
Cheers!
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