How to Run a Solo Dungeon Crawl

A solo dungeon crawl is a fast, satisfying way to start. You draw the map as you go and let each room tell you what comes next.

Prepare

Choose a dungeon type, such as a crypt or a mine, and decide why your character is there. Draw a starting square on graph paper and note the entrance. Keep a short list of supplies: torches, rations and one special item.

Enter and roll a room

Roll a room on the matching dungeon table. The result gives you a room, its exits, a hazard and a bit of treasure. Draw the room, mark the exits and write a line about what your character sees and hears.

Decide what lives here

Use the oracle to ask whether something is waiting inside. If the answer is yes, use a villain table or your own idea to decide who or what it is. If the answer is no, let the room be an opportunity to rest, search or plan.

Keep hazards fair

Traps are best when there is a clue. Roll on the trap tables and give your character a chance to notice before anything happens.

Know when to leave

Decide on an exit before you begin: finding the treasure, defeating the guardian or reaching a certain depth. A clear finish line keeps a crawl from drifting.

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