Nowhere Land can be played solo. With the Lone Traveler System, you become both player and Trickster, using oracle tables and structured prompts to generate surprising adventures.
� PLAYABLE SCENARIOS
The Voyage (Jotunia)
Survive the crossing to the land of giants. A prologue to the Jotunia campaign.
The Gilded Curse (Gold Rush)
Discover the bleeding gold in the Domain of Restraint. A prologue to the Gold Rush campaign.
�🎲 THE ORACLE SYSTEM
How Oracles Work
When you need an answer the Trickster would normally provide, ask an oracle. Phrase your question as yes/no, then roll 2d6:
| Roll | Answer | Twist |
|---|---|---|
| 2 | No, and... | Something worse happens |
| 3-4 | No | Simple negative |
| 5-6 | No, but... | A consolation or alternative |
| 7 | Maybe | Unclear; ask differently or wait |
| 8-9 | Yes, but... | A complication or cost |
| 10-11 | Yes | Simple positive |
| 12 | Yes, and... | Something better also happens |
Oracle Modifiers
Add modifiers based on likelihood:
- • Very Unlikely: -2 to roll
- • Unlikely: -1 to roll
- • Even Odds: No modifier
- • Likely: +1 to roll
- • Very Likely: +2 to roll
🎭 STORY PROMPTS
Scene Spark (d20)
When a scene feels stuck, roll for a spark:
- 1. An NPC arrives unexpectedly
- 2. Something you need is missing
- 3. The environment changes
- 4. A clue to your goal appears
- 5. Someone is watching you
- 6. A past decision has consequences
- 7. You find something useful
- 8. A threat emerges
- 9. An opportunity presents itself
- 10. You're forced to make a choice
- 11. Something breaks or fails
- 12. A secret is revealed
- 13. Help arrives (at a cost)
- 14. Time pressure increases
- 15. Your assumptions are wrong
- 16. An ally needs you
- 17. The goal moves or changes
- 18. A new faction gets involved
- 19. The Count notices you
- 20. Roll twice, combine
NPC Reaction (d6)
When meeting an NPC, determine their initial attitude:
- 1. Hostile—attacks or works against you
- 2. Suspicious—distrusts, demands proof of intentions
- 3. Neutral—waits to see what you do
- 4. Curious—interested, asks questions
- 5. Friendly—willing to help, offers information
- 6. Allied—actively assists, may have own agenda
📋 SOLO MISSION GENERATOR
Mission Type (d10)
- 1. Rescue: Someone or something needs saving from danger
- 2. Retrieve: An object must be obtained from a location
- 3. Explore: Map, document, or investigate an area
- 4. Deliver: Transport something/someone safely
- 5. Eliminate: A threat must be neutralized
- 6. Escape: Get out of a dangerous situation
- 7. Negotiate: Convince parties to agree
- 8. Protect: Defend something from harm
- 9. Investigate: Solve a mystery or uncover truth
- 10. Survive: Endure until conditions change
Mission Target (d12)
- 1. A lost traveler
- 2. A powerful artifact
- 3. A dangerous creature
- 4. Secret information
- 5. A faction leader
- 6. A portal key
- 7. A Genius's favor
- 8. Your own past
- 9. A Ledger entry
- 10. A domain's core
- 11. The Count's attention
- 12. A way home
Mission Complication (d8)
- 1. Time limit—must complete before [event]
- 2. Competition—someone else wants the same thing
- 3. Deception—the mission isn't what it seems
- 4. Moral dilemma—success requires difficult choice
- 5. Curse—negative effect until mission complete
- 6. Witness—someone is watching and reporting
- 7. Resource scarcity—you lack something crucial
- 8. Ally in danger—someone you care about is threatened
⚔️ SOLO COMBAT
Enemy Behavior (d6)
Roll each round to determine enemy tactics:
- 1. Aggressive—attacks most threatening target
- 2. Defensive—takes cover, waits for opening
- 3. Flanking—tries to get behind you
- 4. Retreating—falls back, seeking advantage
- 5. Environmental—uses terrain or objects
- 6. Special—uses unique ability or calls reinforcements
Solo Combat Adjustments
- • Wound Threshold: +2 Wounds for solo characters
- • Action Economy: You may take one bonus action per round
- • Retreat: Always possible unless narratively blocked
- • NPC Allies: Can be recruited; roll NPC Reaction when met
- • Death: At 0 Wounds, roll d6: 1-3 = unconscious, 4-6 = narrative escape (injury)
📝 SOLO SESSION STRUCTURE
The Solo Loop
- 1. Set the Scene: Where are you? What's the mood? Roll onRandom Tables if needed.
- 2. Define Goal: What do you want to accomplish this scene?
- 3. Take Action: Describe what you do. Roll dice for uncertain outcomes.
- 4. Oracle Check: Use oracle for world reactions and NPC choices.
- 5. Consequences: Apply results. Update situation.
- 6. Scene Check: Is the goal resolved? If not, return to step 3. If yes, proceed to step 7.
- 7. Transition: End scene. Set up next scene or end session.
🎯 50 SOLO MISSION SEEDS
Exploration Missions
- 1. Map an unstable portal network
- 2. Find the source of a domain's corruption
- 3. Locate a legendary lost city
- 4. Discover why travelers keep disappearing
- 5. Chart the boundaries of a newborn domain
- 6. Find a rumored portal to your home
- 7. Investigate strange sounds in the deep
- 8. Search for survivors of a domain collapse
- 9. Explore ruins older than memory
- 10. Track migration patterns of domain creatures
Retrieval Missions
- 11. Recover an artifact from a Genius's lair
- 12. Steal a portal key from faction vault
- 13. Retrieve your own stolen memories
- 14. Find components for a crucial ritual
- 15. Obtain evidence of a conspiracy
- 16. Recover a dead traveler's journal
- 17. Secure medicine from a hostile domain
- 18. Gather intelligence on enemy faction
- 19. Claim a blessing before it expires
- 20. Find the pieces of a shattered artifact
Combat Missions
- 21. Hunt a creature terrorizing travelers
- 22. Assassinate a faction traitor
- 23. Clear a nest of domain parasites
- 24. Defend a waystation from attack
- 25. Duel a rival for territory rights
- 26. Stop a ritual before completion
- 27. Eliminate a curse-spreading monster
- 28. Protect a valuable cargo
- 29. Fight through enemy territory
- 30. Challenge a mini-boss for reward
Social Missions
- 31. Negotiate peace between warring factions
- 32. Convince a Genius to grant a blessing
- 33. Gather allies for a dangerous quest
- 34. Infiltrate a faction's inner circle
- 35. Mediate a dispute between NPCs
- 36. Recruit an expert for your bastion
- 37. Bargain with The Count for information
- 38. Spread propaganda for a faction
- 39. Expose a fraud or imposter
- 40. Win a competition for social standing
Mystery Missions
- 41. Solve a murder in a sealed domain
- 42. Discover who's sabotaging portals
- 43. Uncover a hidden truth about The Count
- 44. Find out why you were brought here
- 45. Investigate a prophecy about yourself
- 46. Learn a Genius's true name
- 47. Decode an ancient map
- 48. Trace the source of a curse
- 49. Discover what happened to a lost expedition
- 50. Unravel the mystery of your missing memories
📊 DIFFICULTY SCALING
Mission Difficulty
| Difficulty | Encounters | Complications | Reward |
|---|---|---|---|
| Easy | 1-2 | 0-1 | Common loot, +1 faction standing |
| Moderate | 2-4 | 1-2 | Uncommon loot, skill advancement |
| Hard | 3-5 | 2-3 | Rare loot, blessing, new ally |
| Deadly | 4-6+ | 3+ | Legendary loot, major story advancement |
💾 SOLO JOURNALING
Keeping a Solo Journal
Recording your solo adventures enriches the experience. After each session, note:
- • What happened: Brief summary of events
- • What you learned: New information, discoveries
- • What changed: Character growth, world changes
- • Open questions: Mysteries, unresolved threads
- • Next steps: What you plan to do
"In Nowhere Land, you are never truly alone. The domains watch. The Count observes. Your story continues even when no one else is there to see it."
— The Solitary Traveler's Creed
