Typically in old school Dungeons & Dragons games it takes a full turn (usually 10 minutes of game time) to search a 10' by 10' space. The player will tell the Dungeon Master which area they want to search and the Dungeon Master will describe (if anything) what has been found. This is straight forward enough, but who could this possibly work in a solo game of D&D in which everything is randomly generated? Searching a Dungeon Room in a Solo D&D Game The Judges Guild handled this problem quite well with their searching method described in the 1978 Ready Reference Sheets. This method handles the problem by allowing a roll on a table which may result in treasure, a trap, a secret passage, a wandering monster, a sound, a clue, a combination of any of these or nothing at all. The table may also result in what is called a "finding roll" which at the Dungeon Master's discretion can allow a roll on a sub table to see what mundane item is found. When rolling on t...
Solo Dungeon Crawler is the home of old school solo Dungeons and Dragons campaigns, original Dungeons & Dragons (OD&D), how to play DnD solo and all solo DnD needs, such as solo D&D actual play and tutorials. You will also find info on OD&D, BECMI & B/X rules and old school DnD history. If you want to learn how to play Dungeons & Dragons solo and you love Basic D&D or old school revival/old school renaissance (OSR) table top RPG rules then this blog is for you.