Hell yeah! Hail Batrachia!
Chaoclypse
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There’s so much crammed into this! Super inspiring. It makes me want to do something like this myself!
Just a heads up, it isn’t a big deal, but on the Settlement Creation section in the blank hex map pocketmod, there aren’t any numbers for the d6 tables. Just wanted to point that out in case it isn’t intentional!
Also, for the Isles of the Sea-King, 10. Ruins of Milera seems to be mislabelled - it should be E06 not I10!
Again, awesome work!
My first character just died, pushed his luck too far in an abandoned castle on a cloud island - while inside, he got locked in, and while figuring out the passcode to the door (by clicking the numbers randomly) he failed on the last number and attracted the attention of… himself!
He barely survived the fight with his doppelganger, was able to get the door open and flee to the exit, but then died one room from safety by an enemy that surprised him and thumped him on the back of his head.
This is amazing! It’s been a long time since I’ve been so impressed by a solo RPG. Can’t wait to do another run.
Heya, hope I can help here!
3, 6 and 5 would create a length of 14 and give “No doors” (3), “2 Doors” (6) and “1 Door” (5). You don’t roll again on the Section table - you just use the already rolled dice. (A section that is 1-3 squares in length would indeed always have no doors!)
In order to get doubles on the section dice, you would have to get something like 3, 5, 5. A “5” in this case indicates a Trap of some kind in the hallway.
Triples would be something like 3, 3, 3. In this case, “3” would indicate a Feature, but since there were triples, it also indicates treasure.
I hope that helps! If I get the time, I’ll make a video showcasing how to use the dungeon generator!
Incredibly thorough and impressive! One of the most in-depth guides to OSR solo play that I’ve seen, and I’ve seen quite a few. Can’t wait to try out some of these ideas - thank you for making this!
Edit: Also, the title is misspelt - It’s Revival, not Revivial! Just thought that may help in case people were searching and couldn’t find this book.
James Holloway did a very fun Monster Man podcast episode using the Freak Folio to generate out 3 crazy creatures!
Check it out: https://monsterman.libsyn.com/special-episode-monster-roulette-8
Oh yeah, that's definitely the way I'd go in general too! Lean more into weird/specific effects. https://lukegearing.itch.io/treasure is a FANTASTIC resource for this.
Sol's Pilgrimage to the Prison of the Forsaken Bear God
Sol, Cleric of the Sun God, leads 24 men into the land surrounding the Prison. The Sun God is planning a war in the heavens, and wishes to manipulate and harness the power of Karubahr, the Bear God of the Woods. Somehow, Sol missed out on the "Bear" part.
They spend the night getting drunk in Barford before setting off towards the North.
Sol and his men enter the meadows and find a miniature wooden fortress with wooden dolls and swords inside. Declaring this to be a heretical site, Sol burns the building to a crisp.
This commotion attracts a lone cow, who starts following the party around. Sol gladly accepts the cow into the fold as a fellow member.
They then enter the gravel fields, ignoring a face-shaped rock. Entering into the vicinity of a temple with serpentman carvings, they begin to hear a howl behind them.
A bear! But then it turns, to show that on its back... is another bear! A double bear!! They enter into combat with it and are able to burn off one side. The double bear howls in pain as Sol performs a purification ritual on it. The double bear was now just a bear.
The bear, now cleansed, speaks in the common tongue to Sol and his party. He explains that Karubahr has corrupted these lands, and that he will help Sol. They camp for the night and the bear buries his brother.
Next, they enter the Fens. Encountering a giant thunderstruck tree fallen into the mud, Sol uses his powers to purify the watery land. While he is doing this, bear bugs emerge from the crevices of the tree and attack. The bear bugs are able to kill some of Sol's men, and begin laying eggs in them.
Sol's men are able to retaliate and proceed the burn the corpses and the giant thunderstuck tree in the name of the Sun God.
Once that is done, they enter into a lodge where they attempt to get lodging from the beavers who own it. Grendlows emerge, speaking in rhyme. "Pay the tithe, or lose your life!" Sol casts Continuous Light and blinds the Grendlows who are sensitive to it, and proceed to kill their leader with arrows. The rest of the Grendlows flee in horror, and Sol and his men stay in the lodge for the night.
Sol went west into the haunted weald. There, he found a skull cracked in two. A pink form grows from it in the shape of a woman with her skull cracked in two — a banshee! (*By the way, this was an encounter. The chances of getting that exact encounter in that exact spot is ridiculous.*) Sol wishes to purify the corpse, but the banshee tells Sol that she wishes to first be brought to the Prison of the Forsaken Bear God. Sol, not knowing that Karubahr is the Bear God, agrees anyway.
The banshee leads Sol back east and around the river, a shortcut to the Prison. However, on the way there, Sol and his men witness a giant ball of pure energy standing right in front of the Prison. The bear recoils in horror, but Sol lets the ball move closer, thinking that surely, it is a sign from the Sun God. It is not. The ball of pure energy shows itself to be an ever-shifting bear, and as it roars, its face rips open to reveal another bear. Several of Sol's men are paralyzed in fright and are unable to move.
Sol, panicking, casts continuous light where he stands. It is now blindingly bright. The giant ball of energy uses the light as camoflauge, hopping in and out and killing Sol's men. Sol and his men flee, leaving the paralyzed soldiers behind.
They charge directly into the entrance of the Prison. The giant ball of energy does not pursue, devouring the rest of Sol's men in flame.
Sol, now inside the Prison, places the corpse of the Banshee down. The ghost of the Banshee thanks him, and guides him through the dungeon, with Sol burning "heretical objects" in the rooms as he goes.
Eventually, he finds his way to the Obelisk room. Not being able to speak Giant, he is unable to read the message across the wall, but the Banshee screams it before disappearing. The northeastern door opens, and the party enters.
Inside is a large object with metal plates, caution signs, and rust. It is adorned with dried flowers, burnt candles and an old holy book — of Karubahr! Reading the book, Sol realizes that it is in fact a technical manual for operating the object, an undetonated five megaton nuclear bomb. And thus, Sol realizes why he was sent on his crusade — to use this unholy artifact to bring holy light to the Sun God's enemies.