SagaBorn d100 Solo Play: The Road West

By Michael Bielaczyc

These solo roleplaying rules are based on and developed from Oracle RPG. For more on their system, visit https://oracle-rpg.com/

If you have a print version of this without links, visit sagaborn.com/solo to get an interactive version with links! 

What is Solo Play?

Solo playing role-playing can be many things to the player. You could be very interested in seeing an elaborate story play out aided by the randomness of the dice. You could enjoy combat and the tactical nature of controlling both the bad guys and your hero. As the player and the gamemaster, you get to craft your story how you like to play. 

With the Road West, there is a list of tasks that you do, which lead to random outcomes for you to roleplay within. Afterwards, just like our Living Campaign, you can turn in an Expedition Report to build the lore of the campaign.

Road West

Solo Play does not advance the roads in the Living Campaign, but it does allow for skill gain and a Gold Piece bounty from the Wanderers for each Accepted Expedition report filed on Discord. Accepted Expedition Reports become canon for the hexes explored, meaning even though you are not pathfinding the main road west, you are adding to the story of the campaign.

The Road West solo play uses the normal Road West Rules with a few tweaks.

In Solo Play you are only able to explore the unexplored hexes around Elmhearth. As the Road West Living Campaign expands, the Solo Play may expand further West as well. Just like in the Living Campaign, you can travel along any road unhindered.

Heroes and Allies

You can make a new hero using the SagaBorn d100 system, or you can use your current Road West Character. Traveling alone can be very dangerous, so we recommend bringing a couple of ally NPC’s with you. The easiest way is to just grab a couple of 

Start of Session:

  1. Downtime only includes crafting, and the leveling of the crafting skill through use.
  2. Purchase Goods. (All basic equipment under 75 gp is available at the Storehouse)

Per Day

  1. Roll Weather Hex.

Per Watch (8 hour period, 3 watches per day)

  1. *Navigation check to head into the next Hex (if applicable).
  2. Skill checks for Surveys, Watches, or Crafting.
  3. Roll Hex Element (for successful Surveys).
  4. Roll Encounter Chart.

Solo play is much like normal Road West gameplay. You Navigate into a hex that needs further exploration. You use skills to survey the area. If you are successful with a survey skill check, you Roll on chart 01 Hex Elements. Roll on any corresponding charts to find out the exact Hex Element you discovered. Once you have a final element, it is up to you to weave a tale about the element and how your character interacts with it. 

HE01 Hex Elements

Roll 1d100Hex ElementNext Chart
1-25NothingN/A
26-40ResourceHE02
40-60Natural FeatureHE03
61-99Site
100Roll Twice

HE02 Resource

Roll (d100)Resources
1-45Wood
46-65Hunting
65-70Alchemical herbs
71-80Coal
81-95Iron
96-98Tritium
99Amarnium
100Gold

HE03 Natural Feature

Roll (d100)Natural Feature
1-20Standard Terrain
21-25Cliff
26-35River
36-40Chasm
41-60Creek
61-80Difficult Terrain
81-90Path
91-100Site (HE04)

HE04 Sites

Roll (d100)Site
1-30Marker
31-45Road
46-50Graveyard
51-60Ruined Tower
61-75Ruined Building
76-85Statue
86-95Dungeon
96-100Ruined Fortress

Site Inhabitants

Roll (d100)Site Inhabitants
1-60Empty
61-100Regional (EC02)

Encounters

Once per watch you roll for encounters. Since you are near Elmhearth, encounters can be more rare, but they can still be quite difficult, so be ready!

EC01 Encounter Chart

Roll (d100)Near BaseNext Chart
1-70No EncounterN/A
71-98Regional EncounterEC02
99-00Uber EncounterEC07

EC02 Regional Encounter

Roll (d100)Goblin RegionNext Chart
1-10Animal ChartEC04
11-15Easy Demon ChartEC05
16-20Easy Beast ChartEC06
21-35Goblin OutcastsEC03
36-65Goblin Scout PartyEC03
66-95Goblin GatherersEC03
96-99Goblin WarbandEC03
100Goblin MerchantEC03

EC03 Goblin Clan Chart

Roll (d100)Goblin Clan
1-20Tinyfoot
21-60Red Maw
61-100Xlanz Clan

EC04 Animal Chart

Roll (d100)Animal Chart
1-10Badger (1)
11-20Bat Swarm (1)
21-30Black Bear (1d2)
31-42Boar (1d3)
43-54Deer (2d4)
55-64Coyote (2d4)
65-69Rattlesnake, Giant (1d2)
70-89Spider (1d8)
90-99Wolf (1d4)
100Dire animal (reroll for type)

EC05 Easy Demon Chart

Roll (d100)Easy Demon Chart
1-15Miglin (2d4)
16-25Grig (1)
26-35Lakava (1)
36-47Twig Blight (2d4)
48-59Pixie (1d4)
60-67Nixie (1d4)
68-77Redcap (1d4)
78-87Dretch (1d4)
88-93Ettercap (1d3)
94-98Red Howler (1d3)
99Dryad (1)
100Phase Cat (1d2)

EC06 East Beast Chart

Roll (d100)Easy Beast Chart
1-20Pyrg (2d6)
21-40Cockatrice (1d3)
41-55Kira (1d4)
56-70Vorg (1d4)
71-80Earth Wraith (1d2)
81-90Night Cat (1)
91-96Beelzebuf (1d3)
97-98Pseudodragon (1)
99Tentacle Crawler (1d3)
100Drake

EC07 Uber Encounter

Roll (d10)Uber Encounter (1d10)
1Iron Golem
2Stone Golem
3Hezrou
4Wyvere
5Night Hag
6Succubus
7Bulette
8Ettin
9Babau
10Basilisk

Monster Stats

So most monsters aren’t converted yet. You can see our current collection of converted monsters here. You can also reference the d20 monster stats here, and use stats from the basic d100 monsters here. Getting monsters converted over is on my list of things to do, but it seems that list is quite long.

Rest

One watch must be used for rest. You should have your hero and allies on watch, as being caught unaware at night is never good!

An 8 hour rest replenishes all mana and 2d4 HP per character. If a rest watch is interrupted by an encounter, it is considered only a 4 hour rest, which only replenishes 1/2 mana and 1d4 HP.

Combat

All solo encounters are wandering, meaning while you may find outposts or lairs, there are no large settlements found.

Monster Action Priorities

During the monster’s turn, the monster prioritizes its actions from highest to lowest as follows:

  1. Make saving throws and remove effects.
  2. Movement, melee monsters move towards the nearest PC. Ranged and mage monsters move away.
  3. Defensive spells on self (if needed), followed by offensive spells against enemies.
  4. Special abilities such as summonings, abilties, and other special attacks.
  5. Ranged weapon attacks until the enemy enters melee range.
  6. Melee attacks until the opponent leaves melee range.

When it’s an opponent’s turn, the monster prioritizes:

  1. Dodge or Parry rolls vs attacks.
  2. Special abilities.

Monster Rules During Combat

  1. When it’s the monster’s turn, it targets the PC party member closest to it. If there are two or more targets within the same distance, choose the one that threatens the creature the most (next in line for initiative, or flanking).
  2. Choose an attack based on the actions available to the monster and which of its actions have the highest priority. If there are two or more actions with the same priority, choose one at random.
  3. Move the monster towards the target until it’s within the range of the attack.
  4. Roll the appropriate dice for the attack.

Important Monster Rules

  1. Monsters always target the closest opponent. If a monster has more than one target, it will prioritize the one that threatens the creature the most (next in line for initiative, or flanking).
  2. Monsters do not attack invisible or stealthed characters if they’re successfully hidden.
  3. Monsters stop attacking characters that have been reduced to 0 health points.
  4. If a monster needs to make a saving throw, break a spell effect, or remove a condition, it will prioritize it first before everything else.
  5. Monsters will always try to establish a line of sight when making a ranged attack against an opponent.
  6. Monsters with ranged attacks move until an opponent is within the range of their attack. If the opponent is already within range, discard any movement actions unless the attack requires line of sight.
  7. Monsters with ranged attacks will attempt to hide behind the closest terrain feature that provides cover after completing their actions.
  8. Monsters always seek to avoid visible traps and dangerous terrain. They will move around such threats during combat.

Treasure

The simplest way to figure out treasure is to take a gold piece “pay out” for each creature defeated. The table below shows what treasure each CV wandering monster has. 

RatingCreature CVWandering Treasure Value
Very Easy1/85 sp
Very Easy1/41 gp
Easy1/22 gp
Easy112 gp
Average225 gp
Hard340 gp

Death, the End?

Playing solo can be harsh. When playing solo, we recommend giving yourself a chance to survive if things go sideways. Goblins took out your whole party? Maybe you wake up in a goblin cage and they are getting ready to cook you! A wyvere surprised you in the night? In the morning, you wake up a hex over in a nest with baby wyveres ready to feast. You can also choose to take a Permanent injury and survive. See the SagaBorn d100 Combat chapter for more information.

End of Session

  • Roll to try to level up any successfully used skills.
  • Write and submit an expedition report on Discord.
  • Get paid – the Wanderers Guild pays 100 gp per accepted Expedition Report.

Links