The Count's Ledger
Long-running solo campaigns need structure beyond scene-by-scene play. This chapter gives you tools to track quests, relationships, faction standing, and campaign progression — everything a Trickster would normally keep in their head. Think of these as your campaign dashboard: not rules you must follow, but scaffolding you can lean on.
QUEST & VOW TRACKING
The Vow Ladder
Every quest or vow has a difficulty and a progress track (10 boxes). When you make meaningful progress, fill in boxes based on difficulty:
| Difficulty | Boxes per Advance | Typical Duration |
|---|---|---|
| Troublesome | 3 | 1-2 sessions |
| Dangerous | 2 | 3-5 sessions |
| Formidable | 1 | 5-10 sessions |
| Extreme | ½ (2 advances = 1 box) | 10-20 sessions |
| Epic | ¼ (4 advances = 1 box) | 20+ sessions (campaign-spanning) |
Fulfilling or Forsaking
When you feel ready to resolve a quest, roll 2d10 against your filled boxes:
- • Both dice ≤ progress: Strong resolution. Your quest succeeds fully.
- • One die ≤ progress: Partial resolution. You succeed but at a cost or with a loose end.
- • Both dice > progress: Failed resolution. The quest is not yet complete. Something goes wrong.
You can always choose to forsake a vow instead. Mark the consequences: a relationship damaged, an opportunity lost, or a new enemy gained.
NPC RELATIONSHIP TRACKER
Relationship Levels
Track NPC relationships on a simple 7-point scale:
| Level | Status | Behavior |
|---|---|---|
| -3 | Nemesis | Actively hunting you. Will sacrifice to harm you. |
| -2 | Enemy | Works against you. Will betray if advantageous. |
| -1 | Distrustful | Suspicious. Won't help. May hinder passively. |
| 0 | Neutral | No strong feelings. Transactional only. |
| +1 | Friendly | Willing to help if convenient. Shares information. |
| +2 | Bonded | Loyal ally. Will risk for you. Has your back. |
| +3 | Devoted | Will sacrifice for you. Unwavering loyalty. |
Shift a relationship by ±1 when a significant interaction occurs. Use the oracle to determine if an NPC's attitude shifts after events that affect them.
FACTION STANDING
Tracking Faction Reputation
For each faction you interact with, track a standing score from -5 (sworn enemy) to +5 (champion). Your standing affects faction encounters:
| Standing | Status | Effect on Encounters |
|---|---|---|
| -5 to -4 | Hunted | Faction patrols attack on sight. Bounty on you. |
| -3 to -2 | Hostile | Refused service. May be reported or sabotaged. |
| -1 | Suspicious | Watched carefully. Must pay double for services. |
| 0 | Unknown | Default treatment. No advantages or disadvantages. |
| +1 | Known | Fair treatment. Minor discounts. Basic information. |
| +2 to +3 | Respected | Welcome in holdings. Access to faction resources. |
| +4 to +5 | Champion | Can call on faction aid. Given quests. Protected. |
DOWNTIME EVENTS (d8)
Between Adventures
When your character rests or takes time between adventures, roll d8 to see what happens:
- 1. Rumors: You hear news about one of your active threads. Roll the oracle to determine if it's good or bad news.
- 2. Visitor: Someone from your NPC list seeks you out. Roll their behavior shift.
- 3. Discovery: You find or learn something useful — a clue, a tool, a shortcut.
- 4. Trouble: A complication from a past decision catches up with you.
- 5. Training: You practice a skill. Gain a small mechanical or narrative benefit.
- 6. Dream: A vivid dream hints at your next challenge. Roll on the Event Meaning table.
- 7. Trade: An opportunity to buy, sell, or exchange something valuable.
- 8. Peace: Nothing happens. Your character rests fully. Reduce stress or heal wounds.
DIFFICULTY SCALING
Solo Balance Guidelines
Without a group, combat and challenges need adjustment. Use these guidelines:
| Aspect | Group Play | Solo Adjustment |
|---|---|---|
| Number of enemies | 3-5 per encounter | 1-2 per encounter |
| Enemy health | Full | Reduce by 25-50% |
| Damage dealt to player | Full | Reduce by 25% |
| Healing availability | Standard | Increase by 50% |
| Skill check DCs | Standard | Reduce by 1-2 |
| Information / Clues | Distributed | Freely given or easily found |
These are suggestions, not rules. Solo play is self-moderated — if encounters feel too easy, scale up. Too deadly? Scale down. Your fun is the only metric that matters.
MISSION SEEDS (d20 × 3)
Roll on all three columns and combine them for a mission prompt. Reroll or adapt anything that doesn't fit your current situation.
Objective (d20)
- 1. Find someone lost
- 2. Deliver a package
- 3. Destroy something dangerous
- 4. Protect a location
- 5. Steal an artifact
- 6. Escort a traveler
- 7. Map uncharted territory
- 8. Negotiate a truce
- 9. Solve a mystery
- 10. Build or repair something
- 11. Gather rare materials
- 12. Infiltrate a faction
- 13. Clear out a threat
- 14. Perform a ritual
- 15. Discover a truth
- 16. Rescue a prisoner
- 17. Close a portal
- 18. Win a contest
- 19. Pay a debt
- 20. Survive a journey
Complication (d20)
- 1. Time is running out
- 2. Someone is already there
- 3. The target is not what it seems
- 4. You need something you don't have
- 5. An enemy is pursuing you
- 6. The terrain is hostile
- 7. Your employer is dishonest
- 8. A rival wants the same thing
- 9. Innocent people are at risk
- 10. The approach is guarded
- 11. You must work with someone you distrust
- 12. The domain is shifting
- 13. Your supplies are low
- 14. Multiple factions are involved
- 15. There's a moral dilemma
- 16. You're recognized / wanted
- 17. Weather or environment worsens
- 18. An ally is in danger
- 19. The count's influence is strong here
- 20. No obvious complication (lucky you)
Reward (d20)
- 1. Coin or valuables
- 2. A new ally
- 3. Information / lore
- 4. Faction standing increase
- 5. A useful item
- 6. Safe shelter
- 7. A map or shortcut
- 8. A favor owed to you
- 9. Training opportunity
- 10. Access to a restricted area
- 11. A clue to a larger mystery
- 12. Freedom for someone
- 13. A powerful artifact
- 14. Personal growth / insight
- 15. A portal key
- 16. Enemy weakened
- 17. Community gratitude
- 18. A secret revealed
- 19. Peace of mind
- 20. Roll twice — double reward
“A well-kept ledger is worth more than a sharp blade. One tells you where you've been; the other only how you got the scars.”
— The Count's Ledger, Introduction