D&D General Solo Rogue Urban Game?

For a solo PC, I'd consider 5E. There is some innate healing in 5E that makes a solo (non-healer) PC more durable.

I'd watch some Veronica Mars and look at the season mystery structures they craft there. Then try to emulate it to build a bunch of seemingly unrelated sessions that all tie together to help her solve a greater mystery. A detective story works well for a solo PC.

Went with not 5E as due to MCing you can make a more rounded character.
 

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The PC (somehow - maybe as one of the hired help?) is invited to a Nobles' ball and picks up some rumors and even a favorable patron if she helps somebody out.
Petty favor: got Lord InHisCups away from the punchbowl and off the ballroom floor without a fight or making a scene
Bigger favor: identified teen Lady Juliet's partner in game of kissyface
Biggest favor: found an assassin trying to sneak in and quietly got guards to take care of him / scare him off - without alerting the guests
 

Since C&C is OSR, I'll assume a lot of the concepts are similar to AD&D, which I've run solo and 2 PC groups before. In general, keep combat to a minimum (which AD&D heavily encouraged), focusing more on social and exploratory aspects of the game.

Consider setting up a mystery for her, possibly backed by some sympathetic guardsmen (think of Rhomann Dey in the Guardians of the Galaxy film) who can't legally do the things that might need done. They can't help her much, but can steer her in the starting direction, and possibly help keep the guards away from her when they can.

Another option would be for her to be part of the thieves guild, when the assassin's guild decides to start murdering guild leadership (or so the thieves guild believes). This feud could start to spill over into the public eye, which is bad for both guilds, and she needs to figure out who's really behind it all. Perhaps a rebel assassin has become a death worshiper, a thief is trying to eliminate the leadership to take over, or a third party desires both eliminated (for either good or evil purposes).
 

Since C&C is OSR, I'll assume a lot of the concepts are similar to AD&D, which I've run solo and 2 PC groups before. In general, keep combat to a minimum (which AD&D heavily encouraged), focusing more on social and exploratory aspects of the game.

Consider setting up a mystery for her, possibly backed by some sympathetic guardsmen (think of Rhomann Dey in the Guardians of the Galaxy film) who can't legally do the things that might need done. They can't help her much, but can steer her in the starting direction, and possibly help keep the guards away from her when they can.

Another option would be for her to be part of the thieves guild, when the assassin's guild decides to start murdering guild leadership (or so the thieves guild believes). This feud could start to spill over into the public eye, which is bad for both guilds, and she needs to figure out who's really behind it all. Perhaps a rebel assassin has become a death worshiper, a thief is trying to eliminate the leadership to take over, or a third party desires both eliminated (for either good or evil purposes).

It's not strictly OSR as it uses a lot of 3E mechanics. It's more like an AD&D 3E with ascending numbers using 1E for inspiration.

Doesn't have level limits or racial restrictions. Still has alignment restrictions.
 

An urban campaign is a good opportunity for investigations, mystery and horror. A rogue doesn't have to be a thief. She could be a detective and have a legitimate lost & found business (and/or she is also a thief). Many buildings in a large city are in disrepair and are perfect places for something unusual going on. Maybe a large plant has grown inside a burned building and with its long tentacles it grabs (eats) passerby late at night. The detective is hired to find one of the missing person.

What's going on with:
  • The abandoned wizards tower
  • The wererats in the city sours
  • Roof top urchin gang
  • etc
 
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Steal liberally from Thief.

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My favorite video game. I actually ran an urban steam-punk D&D campaign based on the thief world. All the guards wandering around calling you "Taffer!"

I ran a solo for my son and basically had him working for mob boss but his job was essentially an 'errand runner' This was lvl 1-3 so it was just intro stuff.

By third, he'd finally realized his boss wasn't a legitimate business man and he'd been contacted by the guard to act as an informant against the crime boss. Several adventures later, he was involved in a 'sting'.

Urban adventures are best for rogues. A cleric of Umbra or some other 'sneaky' god would be a good companion NPC to help with healing and various creatures that are tricky for rogues. Allow the character opportunities to hire 'muscle' if she needs it. Could add some fun complications if the occasional 'muscle' isn't too stable or professional.

Use lots of Urban Politics:
-Dirty Politicians,
-A Mayor / Detective who is trying to clean up the streets
-Various criminal factions vying over turf.
-Faction that the rogue can work herself up the chain.
-Later on, an Outside force that forces the factions to untie against that common foe. Maybe she's a leader of one of the factions or is important to the city somehow.

I'd focus on investigation, information gathering, social conflicts. Spy-type things with the occasional burglary and grave robbing.

I find rogue adventures make for the best solo campaigns. I have more specific adventure ideas if you want them.
 
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