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1 on 1 Adventures #11
Unbound Adventures
By Peter Franke
1 on 1 Adventures #11: Unbound Adventures
Have you and your friends ever sat around the gaming table wanting an exciting,
perilous dungeon adventure but no one wanted to be the Gamemaster? Do you ind
yourself with little time to read through lengthy adventure modules and memorize
them? Do you want to get down into the dungeon as quickly as possible and start killing
monsters and inding treasure? Then look no farther than Unbound Adventures !
A supplement for playing GM-less for
any number of players of all levels
WWW.XRPSHOP.CITYMAX.COM
This module includes 20 pages of rules for roleplaying without a GM. Crafted for any
number of players of all levels, Unbound Adventures is a masterful resource for adventure
and exploration!
If you enjoy this product, look for future releases in the One on One Adventures line from
Expeditious Retreat Press
Expeditious Retreat Press
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1 on 1 Adventures #11
Unbound Adventures
By Peter Franke
Rules for Dungeon Adventures without a Gamemaster
Cover Artist: Scott Purdy
Artists: Ash Jackson, V. Shane, and Jason Walton
Thanks to Jared Buntain, Noah Buntain and Dan Chapman for their helpful advice and play-testing with this supplement.
Table of Contents
Introduction...............................................................................2
What is an “Unbound” Adventure?.......................................2
1. Characters and Settlements.................................................2
Dungeon Level ..................................................................3
Settlements.........................................................................3
2. Adventure Hooks, Objectives and Reward.......................3
Unbound Campaigns.......................................................4
3. Travel......................................................................................4
Traveling to the Dungeon................................................4
Resolving Wilderness Monster Encounters..................4
Traveling back to the Settlement ....................................5
Traveling to a new Settlement.........................................5
4. How the Dungeon Works....................................................5
5. Monster Psychology.............................................................8
6. Treasure................................................................................11
7. Settlement and Dungeon Name Generator.....................11
8. Dungeon Generation..........................................................12
Special Feature.................................................................14
Special Room ...................................................................14
Special Chamber..............................................................16
9. Objectives and the Objective Roll and Encounter..........17
1. Rescue...........................................................................17
2. Item Retrieval ..............................................................17
3. Eradication...................................................................17
4. Feature Destruction ....................................................17
5. Discovery......................................................................18
6. Epic (objective) ............................................................18
10. Going it Alone ...................................................................18
OPEN GAME LICENSE Version 1.0a..................................20
Exploring and Encounters...............................................5
Traps ...................................................................................6
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Introduction
“Which way?” asked Jareel.
Raising the lickering torch above his helm he could see the
dimly lit chamber down the passageway ahead.
The party conferred amongst themselves quietly and the
warriors gripped their weapons a little more tightly as the decision
was made to go onward, deeper into the dungeon…
1. Characters and Settlements
Characters for use in this supplement should be created
almost strictly in a “hack and slash” manner. Skills that
will often be used will be: Spot, Listen, Hide, Move Silently,
Search, Heal, Tumble, Concentration, Disable Device, Open
Lock, Knowledge, Appraise, and occasionally Survival.
Combat is common so combat-related skills and Feats are
important. Role-playing or non-combat oriented skills and
Feats will likely not be used. Unbound Adventures is very
much a “Kick-in-the-door” type of dungeon experience with
few opportunities for players to devise an elaborate combat
strategy or to role-play their way out of a sticky situation.
The rules provided by this supplement are meant for
characters from level 1 to about 10 or 12. It is possible to play
characters of higher level but the challenges presented by
the traps, monsters tables and dungeon features are not as
complex as they should be for very high level characters.
Adventuring parties should generally be 4 characters in
size with no more than 4 character levels difference between any
particular party member. The tables in this supplement (and in
the DMG) are for use with a party of 4 characters. However
it is possible to adventure with more or less characters. See
the Going It Alone section of this supplement for details on
playing a very small, low-level (1st or 2nd level) party or a
party of a single character. Parties larger than 5 or 6 characters
will ind the conines of the dungeon very crowded.
Players should create their character as they would
normally, however it is recommended they use the Standard
Point Buy found in the DMG to purchase ability scores
with 28 points for distribution between attributes. It is also
recommended that players start with only the average starting
money for purchasing equipment. For starting equipment,
everything should be available to the players. During the
adventure, there will be certain amounts of equipment and
resources available depending on the settlement where the
players end up. Characters in the party should be of similar
alignment although that is entirely up to the players.
Have you and your friends ever sat around the gaming table
wanting an exciting, perilous dungeon adventure but no one
wanted to be the Gamemaster? Do you ind yourself with
little time to read through lengthy adventure modules and
memorize them? Do you want to get down into the dungeon
as quickly as possible and start killing monsters and inding
treasure? Then look no farther than “Unbound Adventures”!
What is an “Unbound”
Adventure?
In this rules supplement, players will ind the information
necessary for using the 3.5 D20 core rules without a
Gamemaster. Players will form a party, ind an adventure,
travel to the dungeon (which will be generated for them as
they explore) and ight the monsters they ind there. There are
rules inspired by the 1st edition of the core rules, in homage to
the solo play rules that edition contained.
Players will need a copy of each of the 3.5 core rule books
to use this supplement (PHB, DMG and MM). Since there is
no Gamemaster, players will be making all of the die rolls
(including for all the monsters), and the dungeon will be
generated using the tools in this book as well as the tables and
guidelines in the Adventuring Chapter in the DMG. If there is
ever a question or concern that the rules don’t have an answer
for, use your best judgment or roll-off randomly between
available options. Be fair, no one is keeping you honest but
yourself and your fellow players.
2
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Characters advance in level as soon as they reach the
appropriate amount of required experience. As a note, all
experience gained will be coming directly from defeating
monsters, successfully overcoming traps and the occasional
special encounter.
Once the adventure hook has been established, roll
randomly to determine the player’s dungeon “objective”.
There are 5 different kinds of typical dungeon objectives. (See
Table Below). Players may also decide to choose the objective
based on what its the adventure hook best.
The Dungeon Level or “DL” for the adventure is set at
this time. See the entry under Characters and Settlements to
determine the appropriate Dungeon Level for the party.
(OPTIONALLY) If the players want a more challenging
adventure with tougher monsters, they may choose to increase
the adventure’s Dungeon Level to whatever they think they
can handle.
Later, when determining the dungeon layout, the
dungeon objective will ultimately help shape the deepest
areas of the dungeon so make sure it is recorded. There will
be speciic instructions under the Dungeon Generation
section on what the players will need to do to accomplish their
objective when they reach it.
There will be a large reward for the players for
successfully completing the objective and returning to the
adventure’s settlement. When the successful players return to
the settlement, roll once for each character in the party on the
Treasure Tables found in the DMG. The table used should be
equal to the DL of the adventure. This “reward treasure” will
not require any sort of identiication or appraisal and will be
the full value and description as determined by the tables.
(OPTIONALLY) Players may use either the Diplomacy
or Intimidate skills to re-roll or possibly increase their reward
treasure results. To re-roll their table results, each player may
make a single Diplomacy skill check at DC 10 + DL. If the
check is successful the player may re-roll their results once but
must accept the new result even if it is worse. If the player fails
the Diplomacy roll they must accept the reward they were
originally given.
To increase the table level of the reward treasure, make a
single Intimidate skill check at DC 15 + DL. If the check succeeds,
the player may roll on the table 1 level higher than normal. If
they fail the Intimidate roll they have offended the locals so
much they are thrown out and receive no reward at all.
(OPTIONALLY) When the players level-up in the middle
of a dungeon they may increase the DL of the current dungeon
to their newly recalculated DL. This however does not change
the reward they receive when they return to the settlement.
For example, the 1st level party begins at DL 1.During the
adventure they gain enough experience to level-up to level 2.
The new DL for the party is 2. They may increase the DL to 2
for the rest of the adventure but the reward they were offered
when they took the adventure at DL 1 remains the same when
they return to the settlement.
Dungeon Level
To accommodate parties of varying size and composition, this
supplement uses a term to quantify a party’s adventuring level
called “Dungeon Level” or “DL”. This represents the level of
challenge an adventure might give to players in the party. To
determine an adventure’s Dungeon Level, use this equation:
DL = sum of all character levels in the party / 4
For example a party of 4 1st level characters would = Dungeon
Level (DL) of 1.
For DL calculations with fractions, round to the nearest
whole number (i.e. round fractions below .5 down and
fractions .5 and above up). For example a DL of 2.25 would be
DL 2 and a DL of 3.75 would be DL 4.
Dungeon Level may also never be lower than the highest
level character in the party minus 2. For example a level 2, a
level 3, a level 1 and a level 6 character decide to adventure
together. The DL equation gives the party a DL of 3. This is too
low for this party. The highest level character in the party is
level 6; therefore the lowest the adventure DL may be is DL 4.
Settlements
Players will begin together in an initial settlement. Generate
the town using the Random Town Generation table in the
DMG to determine the size of the settlement the players are
in (and any new settlements they ind in the future). Players
may also use the Settlement Name Generator found later in
this supplement to name the settlement. Write down the size
(and possible name) for future reference. From here they will
generate their irst adventure.
Generate any random urban encounters using the Urban
Encounters table in the DMG for each of the players (or
groups of players) for each day they spend doing things in
the settlement. Players may determine the results of elaborate
urban encounters as they wish. Encounter results such as
brawls may be resolved as ights with typical settlement
inhabitants (use the Monster Psychology rules for hostile
NPCs), etc. When in doubt, simply use your best judgment for
the result of the encounter.
Once the players have completed their irst adventure
they may wish to stay in the same settlement and generate
more adventures or travel to a different or larger settlement.
See the rules for this under the Travel section below.
Table 1: Dungeon Objectives
2. Adventure Hooks, Objectives
and Reward
In a settlement, players can interact with NPCs that will give
rumors or request a task which leads to an “adventure hook”.
Usually, players interact with the patrons of the local Tavern
to gather information and to look for an available job. The
locals are willing to share their problems over a mug of ale
and NPCs often congregate here if adventurers are seeking
extra help. Therefore each settlement always has a place where
the players can go to get the motivation they need to journey
onward. NPC’s can be wherever the players decide to ind
them, in an inn, a shop, etc. Any settlement NPC has the ability
to give rumors or tasks which become adventure hooks in this
manner. If inspiration is running dry, check out the list of 100
Adventure Ideas found in the DMG and roll randomly on this
chart to determine the adventure hook for the dungeon.
D6
Dungeon Objectives
1
Rescue
2
Item Retrieval
3
Eradication
4
Feature Destruction*
5
Discovery
6
Epic - Roll again (ignore 6). Increase DL by +1
*The NPCs suggest that the players bring a lask of holy water with
them to the dungeon.
3
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Table 2: Unbound Campaigns
climate. Include the possibility that the players may become
lost. Write down the generated distance, terrain and trail
type for future reference. Note that players may adventure in
whatever season they wish.
Adjust the amount of time based on the type of terrain the
players are travelling through and the trail type as described
in the PHB. Players may make any adjustments for mounts or
other forms travel such as magic or light.
Title
Completed Campaigns
Defenders of (Settlement Name)
1
Champions of (Settlement Name)
2
Heroes of the Realm
3
Resolving Wilderness Monster
Encounters
The probability of a wilderness encounter is described in
the DMG under Random Wilderness Encounters with tables
of monsters found in various types of wilderness. Find the
table for the type of terrain the party is travelling through.
Determine number of encounters available for the Dungeon
Level of the adventure (DL). Include monsters that are also 1
CR below and 1 CR above the DL.
Randomly determine between what is available in that
CR range to ind what monsters the players encounter (i.e. If
the adventure has an DL of 1 and there are two CR 1 entries,
a CR 2 entry and a CR 2 entry, roll a d4 and on a 1 choose the
CR 2 entry, on a 2 choose the irst CR 1entry, on a 3 choose the
second CR 1 entry and inally on a 4 choose the CR 2 entry).
Unbound Campaigns
For a “campaign” of consecutive adventures, players should
play each objective once from the same settlement. The players
may play the objectives in order or whatever order they
choose. The inal objective will always be an “Epic” objective.
They may also choose to play any or all of the objectives
in the same dungeon. In this case, each new objective will only
be found on the next unexplored, lower dungeon level of a
previously found dungeon. Players must ind stairs leading
down from an explored level to an unexplored level to begin
the new dungeon and objective (begin counting encounters
towards the objective on this new level).
Once the players have completed all 6 objectives, the
settlement holds a celebration and dubs the players with a
title (see the table above). That settlement no longer requires
the services of the players and will not generate any more
objectives. To continue adventuring, the players must travel
to a new settlement and again complete all 6 objectives (with
“Epic being the inal) to earn another title.
Once the players have completed a single campaign and
earned a title, they are now known throughout the land and
should be considered “unusually famous” for any urban
encounter rolls.
Table 3: Travel Distance and Time
D6
Distance
Time (Average Speed 20)
1
4 miles
(2 hours)
2
8 miles
(4 hours)
3
12 miles
(6 hours)
3. Travel
Before the players can begin exploring the dungeon and
defeating the monsters therein, they must travel to the
dungeon’s entrance. This wilderness journey may be an
adventure all of its own. Players should decide beforehand
on a travelling party formation, should any monsters be
encountered. They should likewise plan a watch order should
they have to make camp for the night.
4
16 miles
(8 hours, 1 day)
5
24 miles
(12 hours, 1.5 days)
6
32 miles
(16 hours, 2 days)
Table 4: Terrain Type
D6
Terrain Type (d6):
1
Marsh
2
Desert
3
Forest
4
Plains
5
Hills
In this formation example the party is travelling north. The
Fighter (F) and the Cleric (C) make up the irst rank and the
Rogue (R) and the Wizard (W) bring up the rear. The party is
prepared for any wandering monsters they might encounter
in the wilderness.
6
Mountains
Table 5: Trail Type
D6
Trail Type (d6):
Traveling to the Dungeon
Use the tables below to ind travel time, terrain and type of
trail leading to the dungeon through the wilderness from the
settlement. Follow any special terrain rules for adventuring in
the wilderness as described in the DMG, such as weather and
1
Trackless
2 – 5
Road or Trail
6+
Highway
4
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