Welcome to the Solo Saga! To begin your adventure, click the “Journey” button on the homepage. This will open the Journey page in a new window, where your journey begins.
Before you dive in, take a moment to set up your Play Journal.
A pencil
Paper
A six-sided die (d6)
A little bit about stats:
Your hero relies upon various attributes and commodities to adventure, in Solo Saga, if you are ever required a cost you cannot pay, then the challenge your hero faced was greater than he could surpass and he fell victim to a horrible fate.
Setting Up Your Stats Tracker
In your journal, create a Resource Tracker to monitor the skills and fortunes you’ll build throughout the game. Record the following categories and start each at 5, except Talking which starts at 0:
Magic (M): 5 – Spells, enchantments, arcane knowledge.
Stealth (S): 5 – Sneaking, cunning, agility.
Combat (C): 5 – Weapons, armor, fighting skill.
Talking (T): 0 – Charisma, reputation, bartering.
Nature (N): 5 – Tracking, beast lore, alchemy, survival.
Goods (G): 5 – Gold, trade goods, valuables.
Whenever you gain or lose resources, update your tracker accordingly.
This represents your character starting as a Human Adventurer, other races and classes may be unlocked throughout the game.
[Alternate Start: Instead of setting resources to 5, players may pick various starting options from the Character Creation page such as class and race]
On a separate page in your journal, set up a Map. Draw a small circle in the center and label it “Home” (or “Ho” for short).
Each time you explore, draw a new circle for the geographical location, mark it accordingly:
F: Forest
H: Highlands
L: Lake
M: Mountain
S: Swamp
C: Cavern
Ci: City
To: Town
Vi: Village
Some encounters say [Update Map] these locations can be revisited, make a circle for these as well and update the map accordingly.
Sh: Shrine
Du: Dungeon
La: Landmark
Use a marker to indicate your current location.
When you click the journey button you will be met with the 4 cardinal directions: "Head North", "Head South", "Head East", "Head West". To journey, click any direction you wish.
Next you will be met with wild geographic areas from forests, to highlands, to swamps, and urban landmarks from cities, towns, and villages.
When you land upon an urban location, simply follow the page's [special rules], or mark the location on your map and continue journeying, you do not have to enter the location.
When you encounter a wild geographic area, you will be met with the option to "Enter the Highlands" or "climb the mountain", you must click this button to continue your journey, and you must repeat this action any time you wish to passthrough this area. If you wish to turn back, you can simply update the location on your map and return your character from where they came.
If you do choose to traverse the geographic location, clicking the button will present you with a random choice from a variety of pages. Any page you encounter belongs to that geography.
Example: Dwarves have a rule: "Mountaineers: Dwarves can by pass any Mountain pages, do not receive rewards when doing this." This means when a Dwarf character clicks "Climb the mountain" on the mountain page, he can choose to ignore any page that pops up and continue past the mountain or climb the mountain again.
Some locations will say [update map], mark these areas on your map, they may be revisited, for these locations simply follow the page's [special rules].
If you’re looking for a specific location, click the Cheat Sheet in the navigation bar to see all pages and quickly select your destination.
If you get a duplicate location result, do not mark that as a new location on your map, your character simply got lost and interacts with the location a subsequent time.
Wild areas can present a hero with "encounters", there are 4 types of encounters: Brigands, Beasts, Folklore, and Supernatural. When a hero lands on such a page he must deal with it [unless a special rule provides other options], players can choose how they deal with the encounter by using one of their stats to conquer the challenge [Magic, Stealth, Combat, Talking, Nature, Goods]. The Option will provide a score to beat, a flavor text description, and a reward.
[Example]
Magic [8]Cast a spell to defend against enchantments or charm.
Reward: Gain magical essence +5(M), +5(N)
In this example, the "Magic" option costs 8 (M) magic, the player will either subtract 8 magic from their magic stat, or they will "Roll for it" by rolling 1D6 and roll higher than an 8 (impossible with a natural roll, but special rules can add to your dice roll).
This option says the hero "Cast a spell to defend against enchantments or charm." This is just flavor and has no bearing on the game.
If the player can pay the score or rolls successfully, they earn the Reward. In this example, the player is refunded 5(M)Magic back to their magic stat, and they gain 5(N)Nature to their nature stat. The words "Gain magical essence" are just flavor text as well and have no bearing on the game.
Some rewards can cost a player a stat, in which case the player loses from that stat as instead of gaining, it is important to take note of the rewards before choosing an option, as the player might inadvertently kill their hero by reducing a stat to negative from a reward (See the Death section below).
Encounters are arranged by types, if ever a type of encounter is named, it will be referencing all the entries featured in it's relevant section on the cheat sheet.
Example: The "Brigand" type would reference the Bandit, Highwayman, and Assassin, Bounty Hunter, Merry Men, and Deserters.
If you are ever required to pay a score you cannot afford [except for Talk], your adventurer perishes and the saga ends! Make a new character, wipe the map, and begin again.
[Talked to death?] Your character will not die from their (T) talking stat going into the negatives. simply set the stat to 0 instead of negative and press on.
[Optional Resurrection] If you do not wish to stop playing your character and want the saga to continue, you may erase all of your journal items and respawn at the home location by setting all your resources to 3, you keep your class and race.
When playing the game, you may add Main Quests to the story, simply go to the Main Quest page and click a quest to get started. The quest will give you some story, and tell you where your character needs to be and what he needs to accomplish to progress the quest. When a quest progresses, click the [continue] button.
On your journeys, you will find items to record in your journal. These items have special rules that can drastically change the game! used them wisely as some consume your materials other ay only be used once! Items can never reduce a score below 2.
Quest together: Travel with friends and combine journals.
Compete: Enter another player’s journal and challenge their encounters.
Team up: Work with companions to complete quests and grow in legend.
When one player wishes to join another, simply move to the edge of their map and then move into the other player’s journal. When adventuring together, players may swap and share their resources at any time — whether it’s magic, stealth, combat gear, or valuable goods.
If one player wishes to challenge another, they may spend X Combat, Magic, or Stealth resource to initiate the confrontation (X may not be greater than 12). The defending player must then choose one of the following:
Lose X Combat, Magic, or Stealth resource of their choosing, or Roll for it using X as the score to meet or exceed.
If the Defender cannot meet the score, they must move onto the next step.
Give the attacker X resources of their choice (Nature, or Goods).
If the defending player does not have X resources to give, they are slain.
PvP interactions are optional, but remember: the realm is full of dangers, and other players may retaliate or set clever traps in return!
The game continues until your character dies, retires, or achieves glory. How far will your saga take you?
Have fun, explore boldly, and may your journal be your guide!
And maybe... just maybe, there is a greater destiny hidden within this realm for those who seek it...
This game has various tokens to gain, write the token in your journal and follow any special rules regarding those tokens when called upon.
If a plyer is [cursed] they may not use any items from the potion category.
The Armor, weapons and robes Items on the armory and Items pages affect various aspects of the game and your character. Only one item from each category can be equipped at a time, any equipped items may be swapped after your current page is resolved and before you move onto a new one. Each item entry includes its Name, Description, (G) cost to buy, (N) cost to craft and any rules associated with the item.
Example
Iron Armor:
G:4|N:5
Thick iron plates backed by leather, provides great protection at the loss of mobility.
Special: Decrease (C) scores by 1, Increase (S) scores by 4.
In this example we see "Iron Armor" costs 4 (G) Goods to purchase or 5 (N) Nature to craft. While equipped it reduces any Combat (C) scores by 1 (to a minimum of 2 as per the rules), and Increases Stealth (S) scores by 4.
Potions are not equipped, they are marked in your journal as you would any other item. Follow their special rules and discard them after use.
Spells offer an extra magic solution to a variety of problems. To use a spell, pay the magic cost to auto succeed or roll for it as you would a typical magic option. Spells will feature their name, score, relevant section they can be used, description, and rules effect.
Example:
Decay: 2 - Encounter: The target begins to wither a slow. Lose any Goods (G) related rewards.
This spell is called "Decay", it costs either 2 magic, or rolling a 2+ on a D6 for "roll for it", It may be used only on encounter pages, the spell is described as causing the target to wither and slow, upon success the player may obtain any related rewards except for any Goods (G).
Spells are arranged by schools, if ever a school of magic is named, it will be referencing all the spells featured in it's relevant section below.
Example: The "Kinetic" school would reference the Shield, Blast, and Hold spells.