SoloBickering-TTRPG-For-One
SoloBickering is a one-player TTRPG podcast where the dice roll, the rules bend, and the arguments are all in my head. Join me as I dive into solo roleplaying adventures using Old-School Essentials and other systems, testing variant rules, homebrew mechanics, and narrative twists—sometimes brilliant, sometimes ridiculous. It’s part playthrough, part design lab, and part therapy session for a GM with no players but plenty of opinions.
No party? No problem. Just me, my dice, and a thousand voices in my head. Let the bickering begin.
SoloBickering-TTRPG-For-One
Rollohi-chapter4-episode01
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--/-- Welcome to SoloBickering, the podcast where I—an aging Kiwi with too many dice and not enough players—explore solo TTRPGs, variant rules, and the occasional philosophical meltdown. Today, we journey into the world of Rollohi: a PG-rated realm of fantasy, where a party of eight attempts to survive the wilds. I hope it becomes a full drama, with discovery, treasure, and arguments I lose with myself. Whether you’re here for the rules, the roleplay, or just the bickering—there’s always something brewing in SoloBickering.
--/-- A quick flashback to cover the handover of the giant rat problem, then it's into a new season and a new menace to somehow prevent the party from being monster hunters.
I have not included detail of level gain in the audio but the gains are as follows:
Eryn: attempts STR (no) and CON (yes) so moves to 15 11 09 11 12+1=13 10 and rolls 23hp
Ingle: attempts WIS (no) and CHA (yes) so moves to 08 11 16 13 14 12+1=13 and rolls 14hp
Jack: attempts DEX (no) and STR (no) so stays on 08 13 10 14 14 08 and rolls 13hp
Umbert: attempts INT (yes) and WIS (yes) so moves to 10 15+1=16 12+1=13 11 11 09 and rolls 9hp
Pod: attempts STR (yes) and DEX (yes) so moves to 12+1=13 09 12 13+1=14 13 09 and rolls 15hp
Cied: attempts DEX (no) and CHA (no) so stays on 14 13 10 16 15 11 and rolls 17hp
Kylie: attempts STR (yes) and DEX (no) so moves to 14+1=15 14 10 12 10 06 and rolls 10hp
Xantu: attempts CON (yes) and DEX (yes) so moves to 16 10 13 08+1=09 10+1=11 11 and rolls 18hp
Reminder of the brutal hp rules used: each new level, all HD are re-rolled, though 1s are treated as 2s. CON affects the result only once, not once per level.
Spell gains
Ingle gains his first level 2 spell, and will default to Purify F&W, Protn from Evil, and Bless
Umbert studies for a second level 2 spell and rolls a 4, easily succeeding. He gains Invisibility. His spells are now Charm Person, Ventriloquism, Knock, and Invisibility
Kylie rolls an 11 to download successfully, gaining Detect Evil. Her spells are now Magic Missile, Shield, Web, and Detect Evil.
Script: https://larrymannplayssolobickering.blogspot.com/2026/04/rollohi-ch401-script.html
--/--Background sounds attribution: Joel Steudler: www.joelsteudlermusic.com
May 2026, includes a specific warning about mature content.
Intro music acknowledgment: Thanks to ADMFreeMusic: https://pixabay.com/users/admfreemusic-34079374/
April2026 plug for SRPN
https://larrymannplayssolobickering.blogspot.com
Viscount may have made his decision. But we need to let him know about Uzi's problem. You mean uh Baron Jazz problem? Jack Rick. Not his right name, but sure. I can write the Viscount. Humbert offers them. Seeing surprise on some places continues. I don't even need to sign a party to it, since I belong to the Wizard Academy. It could just be this. I fear though, without seeing so much other grey beards. Pod objects. It's an easy vote, yes, for the majority, though. Seed contrary votes against Pod. And both Jack and Umbert raise qualified conditions. So we can imagine the scene with both parties now fully equipped, the Greybeards moving in below the monastery, and the party moving out, ready to leave. Oh youngers, you got a new big manish? I'm afraid so, or rather, put it like this. In recent days, we stumbled upon an account of giant ants that could wipe out all of a county if left unchecked. Engel begins. And the handover conversation progresses from there, with the Greybeards getting a yes but, meaning they have been given a fairly clear priority from Yivispec that they need to investigate this vast dungeon beneath the monastery, but they will try to do something about the giant ants, preferably before winter's end. And so, with a slightly more clear conscience, I can progress to events in Lake Town. In our last episode, I recounted a brief interval in Lake Town as the party went over, enjoyed itself without spending a great deal of money, looking forward to spring and a venture either directly to the plateau or perhaps to investigate the source of this underriver treasure that they've had hens at which, as we the audience, know, involves trying to deal with they who are currently dressed or disguised as ermins, giant ermine. But in the meantime, I have generated a new menace. Over in the fringe to the north, not too far from the seigneur's estate, but in a section of the lake that is not widely traveled. A secret covey of lake boats slowly begins assembling in the reeds. These are under the sponsorship of the Chaos Dwarf Lords. Their mission, such as it is, is to loot and wreak havoc upon the lake. This is an opening stage, or as the Chaos Dwarf Lords see it, a repost to a previous insult to them. In a war on the settled lands of Viscount Yves Isbeck. No fewer than twenty lake boats are ready. They are under the command of a level seven fighter, and he has at his disposal a mage and several competent mid-level fighters. Blissfully unaware of this, the party begins to assemble final parts of their gear and make a deal with the bargemen of Lake Town to get their mounts across to the west. Is there an omen or oracle of the present danger? No. What part of the lake do the buccaneers strike? Would it be one directly to the north, which is the minor settlement towards Horseshoe, through to five, the Sineux estate, and six, Lake Town itself. It's a four. They have chosen to strike the landing exactly where the party is going to move across to. And so it is possible that people seeing the danger can retreat to the fortified villa that makes up the Seigneur's estate. Let's have a look at the weather, bearing in mind it has to be fine enough for lake boats to sail in the first place. Exceptionally fine. I roll an 18 on the Cohen scale, and I would say that is a very pleasant early spring day. Going to make a D20 roll for the leader of the Buccaneers to have all of his boats equipped and ready. Yes, every one of them is fine. And I'm going to make a check for the Sineza State and then the Lake Town in case anyone there has noticed the barges. Yes, but confuse them for normal barge traffic and lake town. No and completely unaware, the buccaneer took a more inland route that would take it closer to the Sinuza State. With vicious cries, the twenty lake boats draw up and the buccaneers aboard spring out onto the jetty and onto the hapless civilians who are the entire population of the small landing area. Do they stupidly light a fire? Yes, and it is enough to signify to the Seigneur's estate and to Lake Town that something has gone badly awry at the landing. And so our heroes aboard the barge headed for the landing are not caught completely unawares. The party has at its disposal a ring of water walking and a potion of levitation. These both seem like useful tools to deal with enemies on the water. And more prudently they can simply turn the barge around and head back to Lake Town. Will the party take aggressive action? I see a lot of ones and twos, let's have a look. Angle no and Aaron Yes and Jack Yes and Amber yes but Seed Pot I'm going to treat as one unit in the crisis and that's a no Kylie yes but and Xantu no and So surprisingly, although it looks as though it was a decisive no to begin with, there are two conditional yeses and two absolute yeses carrying the day out of seven votes. Extremely reluctantly, Engel puts his head in his hands and begins thinking out how the party, equipped mostly with heavy armor, one or two useful spells, and two magic items of any use, one of which is disposable, can do anything about waterborne attackers. Let's check the wind. It's coming from the northeast, so it's not of any help or hindrance to either side. How about this? Engel says after a length. Santu protects the occupants of this raft. Seed pod backs him up. I'll stay here as healing battery. One of you, he looks at both Kylie and Erin. Take to the sky and dominate the sky above. I suppose that might be best you, Kylie. The other one use the ring of water walking, carry Jack Pigaback and capture a single boat. Then bring it back, and then we've doubled our options. I like it, Aaron says, grinning with a hardy grin.
SPEAKER_00I shall take to the sky and float on the wind.
SPEAKER_01We'll need to start to the north Kylie says, pointing in the direction she needs the raft to be driven. Owl on Ingel Umbert objects. That all sounds great, but uh I don't really hear anything for me to do. I can't swim. Well not that distance I can't. Ingels making it up as he goes along, but he makes a brave effort. That's where the second boat comes into effect, Umbert. Once you have your feet in that and with us to help you, you'll be able to fend off other attackers using your like what? Um ventriloquism? Angle jokes or half jokes. What you mean to say is I might as well stay under cover. Well, yes, and I'm pretty much in the same boat. One well aimed arrow coming my way, and I'm history, and I'm sure you know the same is true for you, right? Umbert, who has had an extremely narrow escape against goblins, saved only when Engel yanked him clear and Jack covered for him, nods grimly. There's nothing much else he can say to that. Engle now turns persuasively to the dwarf and the halflings. A lot of it will be down to you once we have a second boat, to board that boat and make life extremely difficult for those pursuing us. Then we return to Laketown. If the raiders, whatever they are, want to follow us in their boats, so much the better. As we know, Lake Town has a good defense. Well, that's a quarter-ass plan if ever there was one, but Engel is the only one to announce any kind of plan, and so the party goes along with it. The two sides, very uneven, wish each other luck. Erin, who has stripped down any part of her gear that she doesn't need, nods to Jack, who very nervously waits till she sets her feet on the water and then clambers piggerback upon her. I really hope that ring will uh oh it it's kind of working. Indeed, the ring is set to carry a decent size character and capacity. Erin may feel that she's cheating the original magic encoded into the ring, but for now, all she has to do is walk across the slightly choppy surface of the lake towards her prize. Kylie hands her one end of a rope. The other end is tethered about the elf's ankle.
SPEAKER_00I'm sure this will work.
SPEAKER_01The elf smiles and then drinks the potion. Are there any major issues starting from where Kylie wants to start? No, and the barge raft or whatever you want to think of it is conveyed to exactly the right point northeast of where the raiders are pillaging. And at that point, Eren sets out with Kylie floating like a child's balloon above her, menacing the water below with her bow and arrows. Jack stands ready or sits ready to slide off Aaron and swim any short distance to gain the side of a keelboat. It's relatively unlikely that buccaneers leave a large crew to guard their vessels, which, as far as I can picture, will be simply drawn up in a big cluster around the jetty and onto the dry land. Are there any reserve crew at all? Yes, but just a D6. There are two reserve crew there to sound the alarm. Let's see if Kylie can pick them off before they spot people approaching from the water. I'm gonna give Kylie two shots. One of them is a crit, but the other one maxes off, perhaps glancing off the hardened leather cap of a buccaneer. With that second shot failing, the Buccaneer races for the alarm, presumably a horn. So I think it's time for initiatives. Party three, Buccaneers three. Is Jack within swimming distance by that time? No. So round three is Buccaneer sounds an alarm and Kylie loses her third shot. Kylie's third shot is a perfect shot, killing the Buccaneer outright. That's not bad for three shots, one crit and one max damage. But the alarm has been sounded. The nearest buccaneers are two rounds away. By that time, Jack and Erin gain the side of the nearest keelboat. And Eren begins reeling Kylie down to tether her closer to support. It's actually quite difficult. Meanwhile, Jack is making a let's cut the boat away and get it moving. Oh, nice. He makes a seven on his agility or strength or whatever you want to think of it. In any case, he rolls a seven, which is a great one. The killing shifts away from the jetty, and the natural pressure of the wind begins to drift.