Rulebook
Solo Mode
Solo Mode Rules
When no companions are available for your journey through Valoria, these solo rules will guide you through adventures of your own making. This system maintains the spirit of Chronicles of Valoria while giving you tools to generate stories, manage encounters, and resolve uncertainties that would normally require a Game Master.
The Oracle
At the heart of solo play is the Oracle—your substitute GM. When faced with a question about the world or story, consult the Oracle by rolling 2d6:
Roll | Answer |
---|---|
2 | No, and a complication arises |
3-5 | No |
6-8 | Yes, but with a condition |
9-11 | Yes |
12 | Yes, and there's an additional benefit |
Adjusting for Likelihood:
- If the answer is probably "Yes" (+2 to roll)
- If the answer is probably "No" (-2 to roll)
- If truly uncertain, roll without modification
The Oracle works best with focused questions that can be answered with yes or no. For complex situations, break them down into smaller questions or use the appropriate random tables.
Crafting Your Adventure
Every adventure begins with a hook and a location. Roll once on each table or choose options that intrigue you.
Adventure Hook (2d6)
Roll | Hook |
---|---|
2 | A precious artifact has vanished under mysterious circumstances |
3 | Otherworldly creatures emerge from a forgotten ruin |
4 | A settlement suffers from an unnatural affliction |
5 | A person of importance has disappeared without trace |
6 | Something ancient awakens after a natural disaster |
7 | Chaos erupts during a local celebration |
8 | A traveler seeks protection through dangerous territory |
9 | Strange phenomena occur nightly in a nearby wild place |
10 | Someone influential requires discreet services |
11 | An old map promises discovery and danger |
12 | A challenger issues a public quest with a valuable prize |
Adventure Location (2d6)
Roll | Location |
---|---|
2 | Sacred temple slowly being reclaimed by wilderness |
3 | Vast network of caverns with unexplored depths |
4 | Weathered stronghold commanding an important position |
5 | Isolated community harboring secrets and suspicion |
6 | Ancient forest where paths shift and change |
7 | Bustling settlement at the intersection of major routes |
8 | Crumbling tower from a forgotten era of magic |
9 | Treacherous mountain trail with breathtaking vistas |
10 | Misty wetlands where solid ground is scarce |
11 | Buried city with countless unexplored chambers |
12 | Place of power where magic bends reality itself |
Story Framework
Structure your adventure as a series of connected scenes:
- Establish Your Goal: Begin with a clear objective based on your adventure hook.
- Scene Framing: For each new scene, determine:
- Where does this scene take place?
- What's the primary challenge or interaction?
- Who else is present?
- Scene Resolution: Play through the scene using the core rules, Oracle questions, and tables.
- Scene Transition: Use the Oracle to determine how one scene leads to another.
When in doubt about what happens next, roll 2d6:
Roll | Scene Transition |
---|---|
2 | A surprising reversal changes everything |
3-4 | A new obstacle appears |
5-6 | A clue points to an unexpected direction |
7-8 | The next logical step presents itself |
9-10 | An opportunity arises |
11-12 | Something from your past returns |
Populating Your World
NPC Creation
When you meet someone important, quickly determine:
Attitude (2d6):
- 2: Hostile - Actively opposes you
- 3-5: Unfriendly - Distrusts your presence
- 6-8: Neutral - Neither helps nor hinders
- 9-11: Friendly - Generally helpful
- 12: Allied - Eager to assist you
Motivation (Roll 1d6):
- 1: Power - Seeks influence or control
- 2: Wealth - Driven by material gain
- 3: Knowledge - Pursues information or wisdom
- 4: Protection - Safeguards something or someone
- 5: Revenge - Seeks to right a perceived wrong
- 6: Legacy - Works to create a lasting impact
Notable Trait (Roll 1d6):
- 1: Distinctive physical feature
- 2: Unusual manner of speech
- 3: Exceptional skill or talent
- 4: Curious possession or tool
- 5: Strong belief or conviction
- 6: Unexpected connection to your past
Random Encounters
Check for unexpected encounters when entering new areas or after resting. Roll 2d6:
Roll | Encounter |
---|---|
2 | Dangerous threat (Elite enemy or hazard) |
3-5 | Standard threat (enemies appropriate to the area) |
6-8 | No encounter |
9-10 | Discovery (resource, clue, or interesting feature) |
11-12 | Beneficial encounter (friendly NPC or valuable find) |
Combat Management
Managing enemies in solo play requires a balance between challenge and playability:
Enemy Selection:
Use the Bestiary, choosing creatures appropriate to the location.
Enemy Tactics:
Follow these principles for enemy behavior:
- Enemies act according to their nature (beasts are instinctual, intelligent foes are strategic)
- Wounded enemies (below half health) may seek escape
- Enemies use their strongest abilities when threatened
- Groups focus on the most immediate threat
Simplified Enemy Rolls:
To speed up play, you can use these averages:
- Weak enemies: 1 success on checks
- Standard enemies: 2 successes on checks
- Elite enemies: 3 successes on checks
- Boss enemies: 4 successes on checks
Solo Magic
The card-based magic system works with minor adjustments for solo play:
- Draw cards face-up at the start of each day based on your Mind + Magic.
- For enemy spellcasters, determine their available cards (typically 3-5 cards) and choose logically which they would cast in each situation.
- When uncertain about which spell an enemy would cast, randomly determine it.
Tracking Progress
Keep an adventure journal with:
- Characters Met: Note names, attitudes, and important details.
- Locations Discovered: Map key sites and their significance.
- Plot Threads: Track ongoing mysteries and goals.
- Treasure & Items: Record significant finds and their properties.
Campaign Development
After completing an adventure:
- Advancement: Follow standard advancement rules after significant accomplishments.
- World Building: Add one new detail to the setting based on your experiences.
- Connections: Roll 1d6—on a 5-6, someone from your past returns in the next adventure.
- Consequences: Consider how your actions have changed the world.
Final Thoughts
Solo play offers a different experience than group play. Embrace the unexpected, interpret dice results creatively, and remember that the goal is to weave an engaging story. Don't be afraid to adjust these rules to enhance your enjoyment—you're both the player and the ultimate arbiter of your adventure in Valoria.