Solus v1.1
Abstract
Solus is an OD&D-first solo supplement that can be ported to other old-school chassis. Its value is procedural density: encounter posture, dungeon restocking, treasure pacing, and oracle prompts are all expressed as short roll loops.
Core Solo Loop
- Track active Threads (goals, plots) and Elements (NPCs, items, factions).
- Resolve uncertain outcomes with the 1d6 oracle probability ladder.
- Use reaction and encounter procedures as written instead of replacing them with fiat.
- At scene/session end, prune irrelevant threads/elements.
This keeps solo play from collapsing into disconnected prompt spam.
Combat and Survival Procedures
- Combat bonus replaces matrix lookup: add class/level combat bonus to enemy AC; 20+ hits.
- Death buffer: PCs are unconscious at 0 HP and can survive to negative HP equal to level.
- Heroic optional mode includes post-combat bind wounds (up to 2 HP) and HD-based damage conversion.
- Funeral rule: dead PCs can transfer spirit XP via funeral spending (1 GP = 1 XP), creating a recovery economy for campaign continuity.
Encounter Governance
Reactions
- Uses a 2d6 ladder with nested rerolls for uncertain outcomes.
- Faction stance modifies the first and subsequent negotiation checks (+2 friendly, -2 unfriendly).
- Common modifiers include language mismatch, surprise-based parley, trade leverage, relevant background, and strength disparity.
Restocking
- Per room on return: 1d20 with 1-4 Monster, 5-6 Treasure, 7-8 Monster+Treasure, 9-20 Nothing.
- In volatile zones or after long absence, roll twice and keep the lower result.
Traps
- Base notice chance: 1-in-6 per PC (modified by Wisdom/background, never below 1-in-6).
- Trigger chance on contact: 2-in-6 for actual activation.
- Trap awareness becomes persistent after passage through trapped space.
Oracle and Prompt Engine
- Oracle answers are probability-tiered from Very Likely (5-in-6) to Very Unlikely (1-in-6).
- On a 6, roll another d6; 1-2 triggers a random event.
- Random events advance/create Threads or change/create Elements.
- Two d66 prompt matrices (Situations + Descriptors) give low-overhead scene interpretation without requiring full narrative tables.
Dungeon Generation Subsystem
Solus includes a compact procedural dungeon generator:
- Corridors: 3d6 length segments with per-segment door checks and doubles/triples logic.
- Rooms: d6 x d6 size (with overflow growth), 2d6 door count, 2d6 room content.
- Doors: 2d6 door type table (including living/trapped/locked/portcullis outcomes) plus destination checks.
- Features: d66 dressing table.
- Specials: d66 high-impact room engine (oracle chamber, portals, map rooms, faction spaces, sentient structures).
- Traps: 2d6 trap type table.
The practical result is a complete solo stocking loop: map expansion, encounter pressure, and reward cadence from one source.
See Also
- Solo Oracle and Session Loop - Consolidated solo runtime structure using Threads, Elements, oracle tiers, and pressure updates
- Dungeon Revisit and Restocking Pressure Loop - Return-to-site procedure using room restocking and volatility escalation
- SoloDark
- Black Streams Solo Heroes
- Running Silent Toolkit