Open DungeonsOpen Dungeons RPG

Solo Adventures

No group tonight? Take a seat anyway.

Start here · Level 1

Echoes Beneath the Stone

A hermit made a deal he couldn't pay. He built a dungeon of lies to hide from what he owed. Your party just found the real entrance.

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Ready to play

More seats coming

New solo adventures will appear here.

Sit at a real table

The DN describes, you decide, you roll. Mara and Toby ask the questions new players are shy to ask.

Learn by playing

Check Rolls, Save Rolls, combat, spells and Damage Reduction, taught at the moment you need them.

Take it to your table

Everything you roll here works the same with friends. The books are free at OpenDungeons.com.

You're early. Welcome to the table.

Echoes Beneath the Stone is the first Open Dungeons solo adventure.

What Beta means here

Where this is going?

Echoes Beneath the Stone is the first of a line of solo adventures. The goal is simple: get in the game!

More Adventures Are Coming

Creating a single Open Dungeons adventure requires hundreds of hours of writing, game design, artwork, development, testing, and refinement. Bringing these virtual adventures to life is a tremendous undertaking.

If you enjoyed this adventure and want to help make more possible, please consider supporting the upcoming Kickstarter campaign. Until then, visit the official Open Dungeons Kickstarter profile.

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Introduction

Open Dungeons™ is a modern fantasy roleplaying game built for tables that want to play, not prep.

Most tabletop role-playing games today demand days, if not weeks, of reading before your first session. Hundreds of pages, dozens of subsystems, endless character options that require spreadsheet planning. They're designed like textbooks, not games.

Open Dungeons™ takes the opposite approach. The Core Guide is 10 pages. Character creation takes only several minutes. The rules are simple enough to teach at the table.

This is modern game design - built for people with jobs, families, and a hundred other obligations demanding your time. Armor reduces damage instead of bloating armor class. Saving Rolls work the same way no matter the threat. The DN (Dungeon Narrator) has authority to make calls at the table instead of flipping through rulebooks mid-scene. These aren't shortcuts or compromises. They're intentional design choices that keep you in the adventure instead of trying to figure out rules or arguing over edge cases.

No Arms Race

Most RPGs force endless escalation. Characters get stronger, so monsters need bigger numbers to stay threatening. By the mid-levels a goblin is irrelevant, and a dragon needs a +15 bonus just to land a blow.

Open Dungeons™ avoids this. Monsters don't rely on inflated bonus stats - they scale through numbers, tactics, HP relative to the party, yet the world remains as exciting and deadly as players expect, no matter their level.

Built to Make Game Masters

The biggest barrier to playing isn't finding players - it's finding someone willing to run an adventure. Players outnumber GMs and DMs many to one, not because it's hard, but because most games make it feel impossible.

Open Dungeons™ fixes this. The guides are not buried in 1,000 pages. Encounter building follows a simple formula. If you've ever wanted to run a game but thought you needed to memorize hundreds of pages first, you don't. You already know enough. This is the system that lets you prove it to yourself.

If a guide doesn't make the game more fun, it doesn't belong here. What remains is a complete fantasy RPG that respects your time and your imagination. You don't need to be a scholar to run a great game.

Learn in minutes, play tonight, play for life.