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Credits
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Special Thanks
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Johan Nohr and Pelle Nilsson for MÖRK BORG
which introduced me to TTRPGs.
Without these people, this book would not exist. Thank you.
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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
Chaos Portents 2
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Orakle 3
Encountering Enemies 7
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Locked Doors/Obstructions 7
Reveal a Danger 8
Traps
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12
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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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• Bergen Chrypt 28
• Wästland 29
• Kergüs 30
Custom Regions 31
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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1
Chaos Portents
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2
Orakle
When faced with a yes/no question, roll a d20.
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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.
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
11. Environment
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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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• 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.
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9 Easy
12 Normal
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15 Hard
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.
-3 Easy
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±0 Normal
+3 Hard
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.
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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 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.
▪ 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.