I dropped Grave Danger into my Frog Errant campaign because it was a surprisingly good fit for the quest my Frog Knight was on - I adjusted the spirits to be "cultists" for the purposes of the quest but kept the stats, etc. the same. Corvessa is quite a dangerous encounter for a solo frog, but if you collect some spells from the spell room it can help even the odds.
chet_stead
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Thank you for this - first because I'm fascinated by your process - Hill Marks piqued my interest even though I haven't had a chance to utilize it much yet. But also because it opened my eyes to some fascinating things of which I wasn't aware, like the Schuylkill notes (I'm originally from PA and very familiar with the area where this is apparently happening). I'm immediately reminded of the Toynbee tiles, which have sort of faded from public consciousness as they've disappeared from the streets.
TEL is very cool, but the oracle system on the last page is very helpful for solo Mothership in general.
Played through SYBCD now, very fun, the constant threat of the (spoiler alert? monster) provides a nice level of anxiety/paranoia to keep things tense. There's a lot of depth here that the Warden could flesh out (for example, the morality of what was occurring on the ship)
Just wanted to say that I started this module in my solo Mothership campaign - it works extremely well, narratively speaking, as a follow-up to Alfred Valley's Thousand Empty Light. As in, you "complete" TEL (such that you can complete it) and then, next thing you know, you're floating in space and getting pulled into the Blacklens.
Sure - there are a few tabletop AI systems that work decently well, Rangers of Shadow Deep is one. The Lone Warriors supplement for Brutal Quest by Mammoth Miniatures is another. And Of Knights and Quests by Kazdok has another option for solo skirmish games. I'm happy to discuss optimal homebrew solo rules too.







