Nowhere Land

Campaign Management

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:

DifficultyBoxes per AdvanceTypical Duration
Troublesome31-2 sessions
Dangerous23-5 sessions
Formidable15-10 sessions
Extreme½ (2 advances = 1 box)10-20 sessions
Epic¼ (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:

LevelStatusBehavior
-3NemesisActively hunting you. Will sacrifice to harm you.
-2EnemyWorks against you. Will betray if advantageous.
-1DistrustfulSuspicious. Won't help. May hinder passively.
0NeutralNo strong feelings. Transactional only.
+1FriendlyWilling to help if convenient. Shares information.
+2BondedLoyal ally. Will risk for you. Has your back.
+3DevotedWill 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:

StandingStatusEffect on Encounters
-5 to -4HuntedFaction patrols attack on sight. Bounty on you.
-3 to -2HostileRefused service. May be reported or sabotaged.
-1SuspiciousWatched carefully. Must pay double for services.
0UnknownDefault treatment. No advantages or disadvantages.
+1KnownFair treatment. Minor discounts. Basic information.
+2 to +3RespectedWelcome in holdings. Access to faction resources.
+4 to +5ChampionCan 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. 1. Rumors: You hear news about one of your active threads. Roll the oracle to determine if it's good or bad news.
  2. 2. Visitor: Someone from your NPC list seeks you out. Roll their behavior shift.
  3. 3. Discovery: You find or learn something useful — a clue, a tool, a shortcut.
  4. 4. Trouble: A complication from a past decision catches up with you.
  5. 5. Training: You practice a skill. Gain a small mechanical or narrative benefit.
  6. 6. Dream: A vivid dream hints at your next challenge. Roll on the Event Meaning table.
  7. 7. Trade: An opportunity to buy, sell, or exchange something valuable.
  8. 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:

AspectGroup PlaySolo Adjustment
Number of enemies3-5 per encounter1-2 per encounter
Enemy healthFullReduce by 25-50%
Damage dealt to playerFullReduce by 25%
Healing availabilityStandardIncrease by 50%
Skill check DCsStandardReduce by 1-2
Information / CluesDistributedFreely 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. 1. Find someone lost
  2. 2. Deliver a package
  3. 3. Destroy something dangerous
  4. 4. Protect a location
  5. 5. Steal an artifact
  6. 6. Escort a traveler
  7. 7. Map uncharted territory
  8. 8. Negotiate a truce
  9. 9. Solve a mystery
  10. 10. Build or repair something
  11. 11. Gather rare materials
  12. 12. Infiltrate a faction
  13. 13. Clear out a threat
  14. 14. Perform a ritual
  15. 15. Discover a truth
  16. 16. Rescue a prisoner
  17. 17. Close a portal
  18. 18. Win a contest
  19. 19. Pay a debt
  20. 20. Survive a journey

Complication (d20)

  1. 1. Time is running out
  2. 2. Someone is already there
  3. 3. The target is not what it seems
  4. 4. You need something you don't have
  5. 5. An enemy is pursuing you
  6. 6. The terrain is hostile
  7. 7. Your employer is dishonest
  8. 8. A rival wants the same thing
  9. 9. Innocent people are at risk
  10. 10. The approach is guarded
  11. 11. You must work with someone you distrust
  12. 12. The domain is shifting
  13. 13. Your supplies are low
  14. 14. Multiple factions are involved
  15. 15. There's a moral dilemma
  16. 16. You're recognized / wanted
  17. 17. Weather or environment worsens
  18. 18. An ally is in danger
  19. 19. The count's influence is strong here
  20. 20. No obvious complication (lucky you)

Reward (d20)

  1. 1. Coin or valuables
  2. 2. A new ally
  3. 3. Information / lore
  4. 4. Faction standing increase
  5. 5. A useful item
  6. 6. Safe shelter
  7. 7. A map or shortcut
  8. 8. A favor owed to you
  9. 9. Training opportunity
  10. 10. Access to a restricted area
  11. 11. A clue to a larger mystery
  12. 12. Freedom for someone
  13. 13. A powerful artifact
  14. 14. Personal growth / insight
  15. 15. A portal key
  16. 16. Enemy weakened
  17. 17. Community gratitude
  18. 18. A secret revealed
  19. 19. Peace of mind
  20. 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