Solo Adventure Rules Companion

Why this page?

A quick reference for the helper app and the storytelling loop. Keep it open while you play.


1 • Starting a Game

  1. Name your hero (or press “Random Name”).
  2. Select an Archetype and a Talent.
  3. Click “Begin Adventure”. The app writes the first line in the Story Log.

2 • Using the Screen

3 • Dice & Consequences

Fate Dice (roll 2 d6)

Combat Roll

Click Actions → Combat Roll; follow the text for scars and enemy fate.

Scars

Add or remove with “+ / –” when fictionally justified. Three scars end the adventure.

Story Clock (6 segments)

4 • Scene Loop

  1. Frame – set location & goal.
  2. Act – move on the map, speak, fight, ask the Oracle, or click a generator.
  3. Roll when success is uncertain.
  4. Record
    • Procedural outcomes → Story Log (auto or type a short line).
    • Inner thoughts, long dialogue, world lore → Journal entry.
  5. Advance when the question of this scene is answered, the party relocates, or obvious time passes.

5 • Extended Example of Play

Setup
-----
Lyra the Mage (Talent: Keen Eye)  
Goal: Find a cure for the plague haunting her homeland.

Story Log
---------
Lyra the Mage begins her quest: Find a cure for the plague haunting her homeland.

1) Exploring the Ruins
----------------------
Player clicks “New Room”.
You discover a new room: Empty
Detail Check: Glowing Crystals (Ceremonial) for Knowledge - feeling Curious, currently Investigating
Lyra studies the sigils etched into the crystal pillars.

Journal Entry
-------------
[Journal] These ruins hum with forgotten power.  Surely the cure lies ahead.

2) NPC Encounter
----------------
Player clicks “Generate NPC”.
Met Tessa the Scholar - Hooded, Curious, wants Information
Player asks Oracle: "Does Tessa know anything about a cure?"  
Dice = 10 → Yes, but...
Oracle: "Does Tessa know anything about a cure?" – Yes, but...
Tessa recalls an ancient tonic recipe but needs a missing ingredient.

3) Quest Hook from the Conversation
-----------------------------------
Player clicks “Generate Quest” <— triggered because the fiction pointed to a quest.
Quest Generated: Retrieve Quest
Related to: The Iron Crown
Retrieve an artifact important to The Iron Crown
Lyra vows to sneak into the Iron Crown’s vaults for the ingredient.

Journal Entry
-------------
[Journal] Tessa cannot travel; I must be her hands.  The Iron Crown will not yield its treasure willingly.

4) Travel Montage
-----------------
Lyra marches across storm‑lashed moors (Story Clock +1).

5) Infiltration
---------------
Player clicks “New Room”.
You discover a new room: Treasure
Detail Check: Whispering Chains (Locked) for Containment - feeling Suspicious, currently Guarding
A jeweled coffer rests behind iron bars; a lone sentry dozes.

Oracle & Talent
---------------
Keen Eye allows an extra question.  
Oracle: "Is the coffer trapped?"  Dice = 5 → No
Lyra silently lifts the lid, taking a vial of silver dust.

6) Alarm & Combat
-----------------
Player clicks “New Room”.
You discover a new room: Monster
Encountered: Swift Undead that speaks in riddles
Player clicks “Combat Roll”.
6 + 4 = 10 - Success with complication
Trade blows - enemy wounded, you take a Scar
Lyra’s ward explodes, shattering the undead, but a talon gashes her arm. (Scar 1)

Story Clock auto‑fills (Failure range).

7) Major Event
--------------
Clock hits 6:
MAJOR EVENT: A faction makes a major move!
The Iron Crown mobilizes troops, hunting the thief.

8) Aftermath
------------
Lyra flees into the night, vial secured—the cure finally within reach.

6 • Ending the Tale

Reach your goal, fall to three scars, or decide the story has ended; then add one last Story Log line and a reflective Journal entry to close the legend of your hero.