Nearly a year ago, Greywulf posted RPG Solitaire Challenge: 3 Dice, a simple solitaire game of dungeon exploration. In his game, you roll 3 dice for your adventurer’s stats, then for each room in the dungeon, roll 1 die to determine the room’s type, 1 die for a monster, and 1 die for a treasure.
I played the game a couple of times, and while I had fun, I found two major issues:
- The game is very swingy. I played several games where I died within two encounters, and others where I could’ve continued playing forever.
- There’s nothing to do except trade blows with monsters.
There’s a tantalizing possibility resting in the rooms, though. So, let’s add some design and map the dungeon as you go!
3 Dice Dungeon
3 Dice Dungeon is an expansion of the rules in RPG Solitaire Challenge: 3 Dice.
You create a character by rolling three
Create each location by rolling 3 dice (one for each column) and consulting the table below.
| Result | Location | Monster | Treasure |
|---|---|---|---|
| 1 | Corridor (straight or curved) | Goblins | None |
| 2 | Small room (1d2 exits) | Orcs | Healing potion |
| 3 | Large room (1d3 exits) | Ogres | Magic sword |
| 4 | Vault (1d3 exits) | Giants | Tome of Enlightenment |
| 5 | Temple (1d3 exits) | Dragon | Spell scroll |
| 6 | Great Hall (1d3+1 exits) | None | Map fragment |
Mapping: Draw this location on a piece of paper. Each location takes up about the same space on the overall map, and can have exits to the north, east, south, and west. You must mark the exits logically (an exit cannot lead to a room with no entrance on that side), but otherwise exits can be wherever you want.
How Many Exits Is That? The number of exits in each room includes the one that you entered from, so each room may be a dead end.
Combat
Attacking: If the room contains a monster, you must attack it! Pick an attribute and roll a die. If you roll less than the attribute, you hit! Turn the monster’s die so that it shows one point lower. When you hit a monster that’s at 1, it is defeated. If you roll equal to or greater than the attribute, the monster hits you; decrease the attribute chosen for this attack by 1.
Bleeding Out: If an attribute is reduced to 0, you take -1 on all attack rolls. If all three attributes are reduced to 0, you’re dead.
Crits: When attacking, a 1 always hits and a 6 always misses.
Training Wheels: In your first location, if you roll 4 or 5 for the monster,
Treasure
Once a location’s monster is defeated, you get the location’s treasure.
- Map fragment — When you’re in a vault, you may use up a map fragment to unearth a powerful ancient artifact (see below).
- Healing Potion — Increase one attribute by 2 points, or two attributes by 1 point each, up to their respective maximums.
- Magic Sword — +1 on all BODY rolls. This is cumulative, so if you have two Magic Swords, you add +2 on all BODY rolls.
- Tome of Enlightenment — +1 on all MIND rolls. This is also cumulative.
- Spell Scroll — Use this scroll for a +3 on one SPIRIT roll. The scroll disappears once used.
XP
When you defeat a monster (or if there is no monster in the room), total the value of all three dice rolled for the location (room, monster, and treasure). Add this to your XP total.
Leveling Up: For every 50 XP you earn, increase the maximum of one attribute, and return all your attributes to their maximum values.
Moving Around The Map
Returning to Danger: When you return to a room you’ve already visited, you run the risk of encountering a
Temple Teleportation: From a temple, you can teleport to any other temple already on the map. When you do, roll for a roving monster. You may only teleport after defeating any monsters in the room.
Descending To The Next Level: You may only descend to the next level of the dungeon from a Great Hall, and only after you have collected one artifact on this level.
Artifacts
Roll a die to find an artifact:
| Result | Artifact |
|---|---|
| 1 | Jade Idol (+2 on an attack roll) |
| 2 | Crystal Pendant (+3 on one MIND roll) |
| 3 | Boots of Swiftness (run from one fight per player level into a random adjacent room, with no penalty) |
| 4 | Scroll of Teleportation (after clearing a room, teleport to any other explored room; use once) |
| 5 | Sleeping Salts (cause one monster to sleep; no XP for the monster, and when this room is next visited, it is awake again) |
| 6 | Shielding Charm (ignore one hit against you) |
Multiple Players
To play with others, each player rolls their own stats. In each location, roll one monster die per player. The highest monster die determines the type of the monsters in the room; sum all the monster dice rolled for the monster’s hit points.
Each player earns the XP total for each location (so, if a location provides 10 XP, each player gets 10 XP).
Note that playing with multiple players is harder, because you’ll have to share the rewards.
The Undead Level
Finally, just for the fun of it, here’s an
| Result | Location | Monster | Reward |
|---|---|---|---|
| 1 | Corridor (straight or curved) | Skeletons | Map fragment |
| 2 | Small room (1d2 exits) | Zombies | Healing potion |
| 3 | Large room (1d3 exits) | Mummy | Magic sword |
| 4 | Crypt (1d3 exits) | Vampire | Tome of Enlightenment |
| 5 | Temple (1d3 exits) | Lich | Spell scroll |
| 6 | Great Hall (1d3+1 exits) | None | None |
Crypts? A crypt acts just like a vault.
The Undead Are Weak Against Magic: A SPIRIT attack against undead does not automatically fail on a 6.
That’s it. If you play 3 Dice Dungeon, please let me know in the comments!

*applause*
Very nicely done, sir!
Thanks very much!
Slick stuff. Thanks for posting. Our local game store had some 1:1 (one player/1 DM) modules that were in the 3.5 set. I wish they would have done them for 4E too:(
[...] 3 Dice Dungeon, A Solitaire Dungeon Crawl Game (also by Brent Newhall) is a solo game of classic dungeon adventure that only requires a few six-sided dice and a scrap of paper to play. [...]
Thanks!
There is at least one D&D 4E adventure for a 1-DM-1-player situation (D&D Insider subscription required): http://www.wizards.com/DnD/Article.aspx?x=dnd/duad/20091201
I was inspired by what you and Greywulf have done. I was also working on a solo space exploration game. Hex Ranger was born! Please check it out and let me know what you think. You can find it at http://www.explodingdice.com on the downloads page.
Jasales: Awesome! I’m printing out Hex Ranger now and will try it out. :-)
[...] Ranger at Exploding Dice expands Brent‘s recent 3 Dice Dungeon solo game into a game of frontier space exploration, where you play a Space Ranger battling aliens [...]
I started a thread here for folks to make suggestions. http://forum.rpg.net/showthread.php?610704-Hex-Ranger
I’d love to here about your experiences with it an any suggestions you may have. I’m finding it way to addicting.
Hexplore the Stars!
here’s variation (almost completely different) that i came up with:
STR – the amount of damage dealt if you hit
DEX – you must roll this or lower to hit. if you miss, get difference between die roll and DEX and
subtract that amount from your HP.
MND is used to perform special abilities.
barbarian/dwarf:
STR = 2
DEX = 3
MND = 3 + 1/level
HP = 18 + 1d6/level
wizard:
STR = 1
DEX = 3
MND = 4 + 1/level
HP = 14 + 1d6/level
rogue/elf:
STR = 1
DEX = 4
MND = 3 + 1/level
HP = 14 + 1d6/level
Barbarians, Rogues, and Elves may use 1 MND to re-roll an attack.
Dwarves and Wizards use 2 MND to re-roll an attack.
Dwarves and Rogues may use 1 MND to pick locks.
Picking locks is a roll against DEX. Dwarves and Rogues get a -1 bonus to their roll.
Doors may also be ‘attacked’ and broken down. Doors have 6 HP. Failure to hit the door
only costs 1 HP.
Wizards and Elves use 1 MND to cast known spells.
wizards know 3 spells. elves know 1 spell.
one additional spell can be learned per level but must obtain a scroll
containing the spell to learn it.
spells:
1 – Sleep —– Foes falls into deep slumber allowing you to escape.
Each foe attacked will wake up. Roll against DEX to steal
treasure without waking up a foe.
2 – Heal —— Recover 1d6 HP.
3 – Unlock —- Unlock any door.
4 – Teleport – Teleport to the entrance of the current dungeon level.
5 – Shield —- When used, reduces damage taken by 1 point during your next encounter.
6 – Fireball – Distribute 1d6 damage to multiple foes as desired.
Exploring the Dungeon:
Step 1: determine the layout…
1d6
1 – dead-end, locked door, treasure, no monsters
2 – choose 2 exits to close
3 – choose 1 exit to close
4 – close 0 exits
5 – close 0 exits
6 – dead-end, stairs, bosses
dungeon cannot be deeper than your level. treat #6 as #1.
explored rooms and map borders will choose which exits are closed
for you.
if you work yourself into a dead-end without rolling a 1 or 6,
treat as if you rolled #1.
if stairs have already been found, treat #6 as #1.
cannot start a new dungeon until current one is fully explored.
Step 2: determine the foes…
1 – Orcs (4HP)
2 – Goblins (3HP)
3 – None (recover 1 HP & MND)
4 – None (recover 1 HP & MND)
5 – Zombies (2HP)
6 – Skeletons (1HP)
Dead-Ends with stairs contain ‘Bosses’ and extra treasure…
1 – 1 Mummy / 2 Treasure
2 – 2 Mummies / 3 Treasures
3 – 1 Ogre / 2 Treasures
4 – 2 Ogres / 3 Treasures
5 – 1 Vampire / 4 Treasures
6 – 1 Dragon / 5 Treasures
Vampires regen 1 HP for every 1HP you lose.
if there was a monster…
Step 3: Combat
Roll against DEX to hit. If you hit, reduce the monster’s HP by your STR score.
If you failed to hit, subtract your DEX from the die roll. This is how much HP
you lost.
if you defeated a monster…
Step 3: determin the treasure…
1d6
1 – Nothing
2-5 – that number of coins
6 – Special (roll 1d6 again and see below)
1- Key
2- Potion of Healing (recover 2d6 HP)
3- Potion of Enlightenment (recover 2d6 MND)
4- Spell Scroll (1d6 and consult spell list)
5- 30 coins
6- Artifact (1d6: 1,2=Topaz; 3,4=Amethyst; 5,6=Sapphire Pendant)
Topaz and Amythist: Only one of each can have effect (not cumulative).
Sapphire: cumulative
Moving through previously explored rooms requires the same ‘monster check’
as moving through unexplored rooms.
Returning to entrance of level 1 allows you to ‘return to town’.
while in town, you may spend 5 coins to recover 1d6 HP
and MND as many times as you want as long as you can afford it.
Advancing Character Levels
It costs 100 coins to advance your character to the next level.
When advancing a level, add 1 to MND and add 1d6 to HP.
Mapping Paper:
http://img24.imageshack.us/img24/9707/my3dicerpgmap.png
Wow, very nicely done, Enlightened Wookie! I’m impressed.
thanks!
errata:
-use MND to modify an attack roll, not re-roll.
-no rolling for lock picking, only dwarves and rogues can do it, they just use 1 MND
it seems i didn’t save those changes in my text file :(
“Map fragment — When you’re in a vault, you may use up a map fragment to unearth a powerful ancient artifact (see below).”
You never explain this.
when i was creating the stats i rolled an 18 and i used it as my mind valour. when I leveled up I added a +1 to mind so now i have a 19, and I can roll less and i will win every time.
necro: What’s confusing you about the Map Fragment rule?
i have updated my variation and now call it 3RD6 Dungeon (third-six dungeon). everything you need to play is here:
3RD6 Dungeon
ha! i just realized…i never named my monsters in the rules LOL
Minions: Skeleton, Zombie, Goblin, Orc
Bosses: Mummy, Vampire, Undead Knight, Orclops, Gargoyle, Dragon
necro:
when rolling the stats, one die = one stat. 3 die for 3 stats. each stat will have a value ranging from 1 to 6.
map fragment rule: notice the ‘(see below)’ you posted? that refers to the Artifacts section.
What happens when there’s no where left to explore? I ran out of exits. Is this game over or did I do something wrong?