Adventure

Solo Adventures – Beyond the Vale of Madness

March 23, 2020

The first adventure for a generation of roleplayers was Bargle’s underground lair. Featured in the 1983 red box set, this D&D solo adventure did a fantastic job of teaching rules, introducing bizarre monsters (the dreaded rust monster!), and even giving characters a compelling emotional reason to delve into a dangerous dungeon — the murder of Aleena, a iron-tough, beautiful cleric brought to life on the page by Larry Elmore himself.

This first solo adventure was magical. While it was only a slightly more evolved Choose Your Own Adventure experience, it still managed to capture what was special about Dungeons & Dragons. While TSR would write a few more solo adventures over the years, I don’t think any were as authentic as the original.

Years later, when I picked up GURPS, I was equally thrilled that the early editions included a solo adventure, “All in a Night’s Work”. Again, many of my new characters attempted the burglary of that poor merchant’s house (who really should have hired a better guard).

In the 90s, I was working at Avalon Hill authoring a sword-and-sorcery reboot of the RuneQuest RPG. Dubbed RuneQuest: Slayers, myself and co-author Christopher Lawrence were equally nostalgic about our first roleplaying experiences. Thinking of Bargle’s tunnels, I insisted that RuneQuest: Slayers should also feature a solo adventure to teach the rules and capture the dangerous feel of the game. While RuneQuest: Slayers would go unpublished due to the acquisition of Avalon Hill, that solo adventure was one of the parts of the game I most enjoyed writing.

This week, as I obediently shelter in place, I found myself once again reminiscing about Bargle, Aleena, and my burglaries. I thought that maybe other gamers trapped inside — or their kids — would enjoy that old adventure. In a couple of days, I converted “Beyond the Vale of Madness” to both Dungeons & Dragons and GURPS. Enjoy!

Get BEYOND THE VALE OF MADNESS (D&D 5E)

Get BEYOND THE VALE OF MADNESS (GURPS Fantasy)

If you enjoyed this adventure, all that I ask is that you let me know what you thought and how it went. Comment below or tweet me @SageThalcos

Related: Lessons from writing solo adventures

Also, If you enjoyed this cold and wintery adventure, be sure to check out Cold Bounty, which works as a nice tabletop expansion to this tale.

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  1. Just tried this for the first time and enjoyed! I had a lightly armored character around and decided to use him. Without giving any spoilers, my first attempt ended sooner than I’d hoped!

    Cheers

    1. Glad you enjoyed it — seems like folks have about a 50% chance of getting through it from what I can tell 🙂

  2. That was a fun adventure. Much like grayscale, my adventure ended with the first encounter lol. I am playing a squishy gnome wizard. Second time i was able to complete it, I enjoyed it. Great job!

    1. Glad you enjoyed it! I haven’t been brave enough to try squishy wizards against that snow monster…

  3. Just played through your adventure, and I really enjoyed it! I did it make through on my first try (I rolled really well). Played a light armored blood hunter. I will play through this again with a different character and let you know how it goes. Thanks for taking the time to create this for those of us who just need a little more TTRPGs in our life. 🙂

  4. I altered this a bit to play with my group! See – our original DM was unable to play with us, so I took over, but I really didn’t want to give up my PC. The solo adventure style let me be both a DM and a player without giving m PC too much of an unfair advantage. All in all it worked out super well and we had a ton of fun.

    1. Cool! Amazingly, I’ve never even thought about adapting a solo adventure to work like that before. Glad you enjoyed it!

  5. My review after play. There is variety in which route you use to gain access to the castle, with different challenges to face and opportunities for gain; this gives replay value.
    Good features: (i) Keeping GP values of various items secret until the adventure is over, with chances to evaluate worth where there is a choice; (ii) Some encounters foreshadow what is to come/build tension.
    Possible improvement: overemphasis on ability checks, sometimes casting a spell or using a magic item should have the same effect , e.g. cure light wounds/healing potion in 37, light spell in 7.
    Depth of the story is appropriate to the number of entries. Links seem to be accurate. A familiar theme, but done with enough style for the reader to conjure a vivid picture. Good effort.
    I’d rate this 4 stars out of 5 and give it a recommendation.

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