Solo D&D

Solo D&D AI — Roll Dice Without a Group

No group, no calendar. Say what your character does and the dungeon master calls the check, rolls it out loud and pays out what it costs.

Horimiya crawl, a corridor of school lockers built into a stone dungeonHorimiya crawl, the stair back up with 7 of 18 hit points and 3 of 6 torch leftGoblin Slayer crawl, dialogue between the party in a gallery of listening urnsGenshin Impact crawl, Xiangling and the character sheet in a cellar beneath Liyue
✦Solo crawls
Start a solo dungeon crawl about a flooded shrine under the harbour, one torch left
Dungeon crawl room one: Hori and Miyamura at the top of a stair under the boiler room, three choices on the right
Six Rooms Beneath · Room One — The sheet sits in the corner — class, HP, AC, one torch — and Miyamura says the stair was never on the plans.
A d20 roll card reading 8 plus 3 equals 11 against DC 11, marked SUCCESS
Six Rooms Beneath · the roll — A d20 in the open: 8 + 3 against DC 11. Success, and the vent cover comes off with a sound like a cough.
A flooded school gym lit by one torch, Hori speaking in the dungeon master panel, three choices below
Six Rooms Beneath · the flooded gym — Hori takes the water line, and every choice carries its own DC before you commit to it.
Combat against a named creature called the Proctor, 20 of 24 hit points left, attack and dodge choices
Six Rooms Beneath · the Proctor — The Proctor has 24 hit points and a clipboard. Your attack roll is as public as the monster’s.
Ending card reading Out With Nothing, with 7 of 18 HP, 3 of 6 torch and no loot
Six Rooms Beneath · how it ended — Six rooms later: Out With Nothing, 7 of 18 HP left, 3 of 6 torch, no loot.
Priestess, Goblin Slayer and High Elf Archer in a mine, dialogue boxes and HP and torch bars
The Kestrel Deep · the blessing — Priestess steadies the torch in her own voice, and the cost of it is written under the line.
A d20 roll card showing a natural 1, modifier plus 3, DC 12 and CRITICAL FAILURE
The Kestrel Deep · the natural 1 — Insight on a natural 1: 1 + 3 against DC 12. The sentry turns around.
A character sheet beside a sealed Geo door under a teahouse, Xiangling standing at it, three choices
The Ninth Ford · the sealed stair — Xiangling is already at the door, and the sheet on the left counts torch turns, not just hit points.
A check card reading d20 13, INT plus 2, total 15, DC 12, Success, cost one torch
The Ninth Ford · the check — Read the broken seal: 13 + 2 against DC 12, with the torch cost named before you take the result.
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Six Rooms Beneath

Horimiya · Katagiri High, after hours.

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The crawl is one room in a bigger world.

Neta Studio is an AI world builder — the cast, the rooms and the art come out of the same place. Build the crawl in a world with characters in it and the dungeon master uses them: the priestess who patches you up is the same one who remembers it next week.

  • The sheet survives the conversation — HP, torch light and what is in the pack are carried room to room, not reset when the narration moves on.
  • The check is public — d20, modifier, DC, total, then the cost. You can see the roll that broke the door.
  • Built in a world, not a void — The cast, the dungeon and the ending come from one world, so the crawl keeps its faces and its style.

Questions? Answered.

Do I need to know D&D to play this?

No. The sheet is four numbers and a short pack list, and the crawl tells you when a roll is needed. If you can describe what your character tries, you can play.

Who rolls the dice?

The crawl does, in the open. Every risky move shows the d20, the modifier, the DC and the total before it says what happened, so you can see why the door held or the rope snapped.

How long is one crawl?

Six rooms, twenty to forty minutes if you keep moving. You can stop after any room; the sheet you are carrying is written into the scene.

What happens when my character dies?

The crawl ends on an ending card that names it — not out at all — and tells you what the dungeon kept. You can start the same crawl again with a fresh sheet and a different route.

Can I bring my own character?

Yes. Give it a class, HP, AC and three things in the pack, and the crawl uses exactly that. A homebrew class works as long as you say what it is good at.

Is it a story I read or a game I play?

A game. Every room ends on three choices and the crawl plays out the one you picked, including the damage, the noise and the light you spend doing it.

Does it remember what happened last session?

Inside one crawl, yes: HP, torch and pack carry from room to room, and the cast reacts to what you already did. A new crawl starts clean, with a new dungeon.

What should I type in the box?

A place and a reason to be in it. “A flooded shrine under the harbour, one torch left” is enough — the crawl fills in the rooms, the creature and the way out.

Your dungeon is one sentence away.

Say the place and the class. The sheet, the dice and an ending come with it.

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