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Credits

Writing and art by Chaoclypse (Brandon Yu)

Editing by Walton Wood

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Special Thanks

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Johan Nohr and Pelle Nilsson for MÖRK BORG
which introduced me to TTRPGs.

1d10+5 for Sölitary Defilement


which introduced me to solo play.

Karl Druid for his Frontier Scum brushes


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that gave this book just the right bit of dirt and grime.

N3310 for his constant support in my TTRPG endeavours.


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Strega, Perplexing Ruins, Alex of Blackoath Entertainment,
Daniel of “The Dungeon Dive” YouTube channel, Hinokodo
and the MÖRK BORG and r/Solo_Roleplaying communities
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for helping me through my TTRPG and solo RP journey.

Without these people, this book would not exist. Thank you.
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Sölitary Depths is a supplement to Sölitary Defilement, a product by 1d10+5


(http://1d105.itch.io/)

Sölitary Depths is an independent production by Chaoclypse and is not affiliated with


Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG
Third Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

Art on pages 5, 6 and 19 were photobashed using images from https://unsplash.com/ that
are free to use under the Unsplash license.
Table of Contents
Introduction 1

Using this Book 1

Chaos Portents 2

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Orakle 3

Threat Rating (TR) 6

Encountering Enemies 7

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Locked Doors/Obstructions 7

Weak Hit Consequences 8

Reveal a Danger 8

Wasting Time/Making Noise 8

Traps

Enemy Combat Modifiers

Enemy Stats Generator


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11

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Rare Monster Generator 13

Overland Exploration 20

Travel Rules 22
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• Tveland 23

• Sarkash 24

• Graven-Tosk 25

• Lake Onda 26
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• Valley of the Unfortunate Undead 27

• Bergen Chrypt 28

• Wästland 29

• Kergüs 30

Custom Regions 31

Further Tables and Inspiration 31

Custom Region Template 32


Introduction
Sölitary Depths is a supplement to Sölitary Defilement by 1d10+5, which in turn is a
supplement to MÖRK BORG, providing a set of procedures for solo play.

Sölitary Defilement can be downloaded free from itch.io, though I would recommend
getting the DriveThruRPG version if you can, since that has the addition of
excellent city-crawl rules.

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In addition, the Feretory supplement is recommended, particularly the Overland
Travel and Eat Prey Kill sections, which are used in the Overland Travel rules. These
sections are downloadable from https://morkborg.com/ for free.

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Sölitary Defilement was in many ways an introduction to solo role-playing for me,
and over the months, I built up a collection of my own rules and tables, culminating
in Sölitary Depths!

Experiment, have fun, and perhaps most importantly, embrace your inevitable,
solitary demise.

- Chaoclypse
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Using this Book
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Sölitary Depths uses a “toybox” approach that emphasizes modularity. Take what
you want, leave what you don’t.

If you use this book without Sölitary Defilement (not recommended!), remember:
Moves are a 2d20 roll against a target number.
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• If both dice meet or beat the target number, it’s a Strong Hit.

• If only one die meets or beats the target number, it’s a Weak Hit.
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• If neither die meets or beats the target number, it’s a Fail.

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Chaos Portents

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2
Orakle
When faced with a yes/no question, roll a d20.

If likely, roll 2d20 and pick highest.


If unlikely, roll 2d20 and pick lowest.
If very likely/unlikely, use 3d20.

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< 10 No

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10 A Random Event occurs! Roll again.

> 10 Yes

This gives degrees of success — for example, 20 can be considered a “Yes, and” and
9 can be considered as a “No, but”.

Random Events can stack — if you roll again and get a 10, both (or more) events
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happen at once or, even better, are intertwined!

If you happen to get a Random Event (or multiple), roll 2d6 on the Random Event
Focus table, then optionally roll on the Chaos Portents for ideas on what happens,
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rerolling if needed.

Random Event Focus


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2. Faction/Community action

3. New NPC

4. NPC positive

5. PC positive
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6. Plot progress

7. NPC action

8. PC negative

9. Plot obstacle

10. NPC negative

11. Environment

12. Plot twist

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Optional Orakle DR Rules
This optional (but highly recommended) rule automatically generates challenge
DRs alongside the Orakle roll!
Before rolling, frame the question so the “yes” answer is harmful/less desired.

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Example: “Is this room I’m escaping guarded?” instead of “Is this room I’m
escaping unguarded?”

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If you get a “Yes”, the roll result is the DR of the challenge associated with the
question.
This DR maxes out at 18 by default. (You may wish to modify this.)

Example: A 2d20 roll with a likely chance results in 8 and 19; 19 is the number
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Yes, the room is guarded, and very heavily, at that!

To sneak past the guards, test Agility DR18 (since max DR is 18).
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Do not use this rule all the time, just whenever a challenge requires a DR.
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More Optional Modifications


Use these ideas to modify the DR generation to fit your game:
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• Set a custom maximum (or even minimum!) DR.

• Apply a custom Orakle Modifier when determining DR. Deducting reduces the
difficulty, adding increases the difficulty.

Note: When in a dungeon, there are optional rules (p. 6) for adjusting the Orakle
Modifier according to the dungeon’s Threat Rating.

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Threat Rating (TR)
Every dungeon has a Threat Rating (TR) separate from
the DR used for rolling new rooms.

It represents how tough a dungeon is in terms of its


traps and enemies.

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9 Easy

12 Normal

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15 Hard

In the overland, TR is 12.

Throughout this book, there are references to


“TR moves”. These are essentially moves with
the Threat Rating as the target number.
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Tip: At the start of each dungeon, write down your
Dungeon DR and TR so you don’t forget!
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Optional Orakle DR Rules Compatibility
Many hazards in this book, including traps and enemies, utilize the TR directly.
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If, however, you want to use the TR to modify the optional Orakle DR rules, at the
start of the dungeon, add TR−12 to your Orakle roll, then apply the maximum cap
(default is 18) to the resulting DR.

For reference, this would result in the following modifiers:

-3 Easy
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±0 Normal

+3 Hard

Write this Orakle Modifier alongside your Dungeon DR and TR!

This automatically assigns a DR to threats not covered by this book, and the DR
scales with the TR.

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Encountering Enemies
If you see an enemy, that doesn’t necessarily mean the enemy has seen you.

Do a TR Agility Move (TR−3 if enemy is preoccupied and not alerted, TR+3 if enemy
is alerted) to determine if it sees you first.

• Strong Hit: It doesn’t detect you at all.

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▪ If you choose to retreat into the room you came from, you automatically
succeed.

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▪ If you choose to sneak past, you have to hit on a TR−3 Presence Move or it
sees you.

▪ If you choose to fight, you have initiative.

• Weak Hit: It suspects something. It is now alerted.

▪ If you choose to retreat into the room you came from, you automatically
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succeed.

▪ If you choose to sneak past, you have to hit on a TR Presence move or it sees
you.
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▪ If you choose to fight, roll initiative.

• Failure: It sees you. It is now alerted.

▪ Roll its reaction. If they are out for blood, roll initiative and begin combat. If
not, roll on the Chaos Portents for what they want.
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Locked doors/Obstructions
Do a TR move with the appropriate stat, usually
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Strength or Presence.

If it’s a locked door and you have a lockpick, perform


the test at −3 difficulty. On a Weak Hit/Failure, the
lockpick breaks.

• Strong Hit: Unlock the door/clear the obstruction


and continue.

• Weak Hit: You manage to proceed, but a danger is


revealed. (Reroll on “Locked Door/Obstruction”.)

• Failure: You are unable to proceed and a danger is


revealed. (Reroll on “Locked Door/Obstruction”.)

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