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The Solo Adventurer's Toolbox Part Two: The Toolbox Expanded (Fantasy Grounds)Click to magnify

The Solo Adventurer's Toolbox Part Two: The Toolbox Expanded (Fantasy Grounds)


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This is a module for the Fantasy Grounds VTT and Dungeons & Dragons 5E. If you are looking for the PDF - click here.

5e Solo Gamebooks presents The Solo Adventurer’s Toolbox Part Two: The Toolbox Expanded. 

This book was written as a companion to the first Solo Adventurer’s Toolbox. It builds on the first, providing a wealth of extra tables, generators, whole new random non-combat encounter tables, new systems for playing solo, and many other resources. 

Part One available here.

This book is 5e specific but can be used as an agnostic tool also. There is much of use here to the solo player, and to the creative DM as well. 

The idea is that this book will give you the tools to add more richness to your game. If you are already solo gaming, it also provides you with a few alternate systems to try. There are other resources that contain similar tools to those contained herein. However, there are only a handful of resources that contain the breadth of solo-specific resources presented here.

Also included is an alphabetical Tables Index pdf containing page numbers for all the different tables in volumes 1 & 2. 


The 6d12 method helps streamline gameplay. The urban, dungeon, and castle generators are top-notch! A great addition to TSAT1! If you play solo, this Is the guide to have!

Warren Stull

An excellent product for solo gamers and GMs alike! This book has so many ways to help boost your own creativity to enhance your RPG experience. 

Scott Sirota

As a noob solo player, I can’t think of any resource that was more helpful than The Solo Adventurer’s Toolbox. And as my game, my character, and I became more experienced and tougher, here comes The Solo Adventurer’s Toolbox Part 2. The Oracle is improved; the Keyword table is improved; and besides including A LOT of cool new generators; my personal favorites are the Skill Challenges, the Monster Action, and the Random Quest Name tables, those are just incredibly useful and fun to use. This has been and will continue to be my first recommendation for new solo adventurers.

Jorge Olayo

The battle map encounters for miniatures were worth the price alone. Great job, Paul Bimler!

Frank Shic

The Toolbox Part 2 will give you the chance to experience a new avenue in solo play. The tools, skills, and advice enable you truly play in a game that is truly all your own! 

Timothy Arthur

This takes what was already the definitive work on solo adventuring for 5e, and makes it an even richer, more fulfilling experience. From random magic items and relics to settlement creation, wilderness crawls, and even a whole new method of rolling up adventures on the fly, this is a veritable treasure hoard for solo players. 

Alex Slotkin

Here is an outline of the chapters presented in this book.


Chapter 1-1: Principles of Solo Adventuring lays down some helpful guidelines about how to get the most out of your solo game. 

Chapter 1-2: Methods of Solo Adventuring details a range of different ways a player can get into solo D&D.

Chapter 1-3: How Do I…? Frequently Asked Questions addresses common questions that solo players often have.

Chapter 1-4: The 6d12 Method is a method introduced in this book for quickly generating adventure elements on the fly.

Chapter 1-5: Battlemap Crawl System is a method introduced in this book for a solo boardgame-style battle map crawl system using miniatures. 

Chapter 1-5a: Simplified Battlemap Crawl System is a stripped-down version of the system presented in 1-5.

Chapter 1-6: Realm Crawl System is similar to the battle map crawl system but covers large-scale overland/wilderness travel and hex crawling.

Chapter 1-7: House Rule Options / Character Buffs contains some suggestions for house rules for solo adventures. 

Chapter 1-8: Improved Oracle / Alternate Oracle presents an improved oracle system, as well as a slightly more intense Alternate Oracle if you want to up the ante in your adventures.


Chapter 2-1: Urban Generator is a highly detailed urban settlement generator, presenting a way to generate settlements either broadly or using a street-by-street method similar to a dungeon crawl.

Chapter 2-2: Natural Cavern Generator is a method for generating natural cavern systems as characters move through them (as opposed to constructed dungeons).

Chapter 2-3: Castle Generator is a method for generating castles and strongholds as you move through them.


Chapter 3-1 to 3-3: Whole new d100 tables of non-combat Wilderness, Urban, and Dungeon Encounters for the solo player.

Chapter 3-4: 100 Skill Challenges is a d100 table of skill challenges for the solo player, triggered using any one of the systems presented in Part One.


Chapter 4-1: Boon Table is a table of boons triggered using any one of the systems presented in Part One.

Chapter 4-2: Bane Table is a table of banes triggered using any one of the systems presented in Part One.

Chapter 4-3: Item Table is a large table of random items for dungeon dressing or any time a random item needs to be generated.

Chapter 4-4: Keywords Table is a brand new keywords table for answering detailed questions.

Chapter 4-5: Fate Rolls / Life Events provides some possible interesting life events for your characters.

Chapter 4-6: Magic Item Tables presents almost all the magic items from the sourcebooks organized by rarity into rollable tables.

Chapter 4-7: Random Quest Name Table provides a d100 table (roll four times) that generates endless random quest names for interpretation. There is also a d1000 list of already rolled quest names.

Chapter 4-8: Magic Item / Relic Name Table is similar to 4-7 but is for generating relic names.


Chapter 5-1: Running Combat & Monster Tactics is a chapter that presents a Random Monster AI and other tools for you to run your solo combat encounters.

Chapter 5-2: Villain / BBEG Generator is a series of tables for you to use in the creation of well-rounded villains for your solo adventures.

Chapter 5-3: Lair Generator is a series of tables that will provide interesting lairs for said villains.

Chapter 5-4: Solo Monster Encounter Tables (Levels 16-20) completes the combat encounter tables given in The Solo Adventurer’s Toolbox covering levels 16-20, and 11-20 for parties of 2 PCs.

And finally,

Appendix: Solo Playthroughs presents 5 separate playthroughs from solo players using various tools.

All in all, there is a wealth of resources here that can be used for a variety of purposes. 

So what are you waiting for? Dive in and start exploring endless worlds today!

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Discussions (1)
Customer avatar
Seth M August 15, 2022 8:13 pm UTC
what features does the Fantasy Grounds option offer vs the book version?
Customer avatar
Rob T August 16, 2022 2:28 am UTC
Fantasy Grounds offers much automation when playing RPGs. That question is qualified. That's like asking what does a Kindle offer over reading a book. There are MANY (seemingly endless) advantages.
Customer avatar
Seth M August 17, 2022 11:25 pm UTC
Let me first apologize for my abruptness; I love what you have built and plan to purchase one of these two versions, but I'd like more information to better inform my decision. To be more clear what parts of the system come automated? Can I generate a full encounter or an NPC with the push of a button or do I still have to manually roll everything and flip through tables? Is there a fully functional Orical and/or the 6D12 system?

If I have to manually search for everything and track it all myself, I would think the PDF version would be the better option.
Customer avatar
Rob T August 18, 2022 1:07 am UTC
Purchasing this for the fantasy grounds VTT proposes that you know how to use fantasy grounds. It would be like saying to you I have this great PSD file that you can use with Photoshop but if you know nothing about Photoshop then it’s kind of useless to you until you learn Photoshop. It’s the same way with fantasy grounds you have to put in a few hours of learning about fantasy grounds in order to know how to use it and there are free classes etc. that you can do but it’s it’s a hard question to answer what you’re asking me but if you knew how to use fantasy grounds then you would know the answer to the question I hope that helps.
Customer avatar
Seth M August 18, 2022 2:58 pm UTC
why are you being so vague and dancing around a few simple question? Maybe you haven't realized but you are in sales now and using your analogy if you want to sell your PSD file you explain what it does in Photoshop when someone asks; and if you have to write a few extra sentences to also explain Photoshop you do that too. The only conclusion that can be logically drawn from this conversation is that your fantasy grounds VTT is in it's Beta stage and really doesn't offer many functions over the PDF.
Customer avatar
Rob T August 18, 2022 3:53 pm UTC
I apologize. Here’s a better answer… Fantasy Grounds has been around since 2004. 18 years. It is officially endorsed by Wizards of the Cost (makers of Dungeons & Dragons. Here is SOME of what it can do:

You can play D&D with anyone around the world over an Internet connection
Streamline combat with tactical maps and combat automation
Apply and display modifiers to attack and damage rolls using modifiers and effects
Link encounters and story elements with locations on a map
Access all the content from the official D&D products add-ons
Recognition of standard conditions, immunities, resistances and vulnerabilities
Recognizable character sheets that are interactive
Anyone with a license or subscription can DM for an unlimited number of players*
The Dungeon Master can:
Choose which hand-outs and maps to share with players
Alter official adventures to fit their campaign
Track and award experience...See more
Customer avatar
Mark G August 18, 2022 5:49 pm UTC
Offered here, is a module that is a conversion of the original authors PDF into FG using the built-in automations within FG. All tables are inputted as Roll-able Tables. (There are something like 430+ roll-able tables in this module.) There are some Story Templates examples to auto-generate some results. They are example story templates because they would have to be created for the specific adventure or situation you are running. This module is a Toolbox, or Reference Manual, to give the Solo DM ideas and options when creating or running Solo Adventures. The module is similar to the FG version of the Dungeon Master's Guide, it aids the DM with ideas and concepts while using the built-in FG automations.

The Oracle system consists of several roll-able tables. 6D12 system are roll-able tables also. Encounters within the original PDF are non-combat encounters, there are d100 roll-able tables within this module for each type of area. This module does not create an NPC with the push of the button (it is...See more
Customer avatar
Seth M August 18, 2022 9:55 pm UTC
Thank you Mark G, that is what I was looking for.
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File Last Updated:
October 07, 2023
This title was added to our catalog on April 12, 2021.