Symbaroum - Solo Guide
Symbaroum - Solo Guide
Welcome to Symbaroum Solo Adventuring, a supplement that enables you to experience the dark fantasy
world of Symbaroum on your own, without a Game Master. Whether you’re new to Symbaroum or a veteran
looking to delve into Davokar solo, this guide provides rules and guidance for solo play – emphasizing
exploration, atmosphere, and storytelling while minimizing complex crunch.
This guide is written for the original Symbaroum RPG (Järnringen/Free League’s version), not for the D&D
5E adaptation Ruins of Symbaroum. You will need the Symbaroum Core Rulebook for character creation and
core mechanics, but all solo-specific rules are contained here. Grab some dice (d20s and a few d6s), a
notebook, and your imagination – and get ready to venture alone into the darkness of Davokar!
How It Works: Normally, a GM sets the scene and controls NPCs and outcomes. In solo play, you ask the
Oracle questions about what might happen, and interpret the results to move the story forward 1 2 .
The unpredictability of dice ensures surprises, keeping the game feeling alive and suspenseful. You’ll
generate your own quests, encounters, and twists as you explore – truly writing your own legend in Ambria
and Davokar.
Inspiration from Other Solo RPGs: These solo rules draw on the best practices from acclaimed solo RPG
systems – the yes/no “Fate oracle” and creative prompts are inspired by games like Ironsworn and the One
Ring: Strider Mode 2 , which use oracle tables to answer questions and inspire narrative. From Free
League’s own titles, The Walking Dead RPG’s solo mode and Dragonbane’s “Alone in Deepfall Breach” taught
us about using progress clocks and minimal oracles to keep the game moving smoothly 3 4 . We’ve
adapted and re-themed these tools for Symbaroum, so you can experience solo adventures with
appropriate grimdark flavor.
Using This Guide: First, we’ll summarize the world of Symbaroum and how to create a character for solo
play. Then we’ll introduce the Solo Rules – the oracle, prompts, and guidelines – in a step-by-step “tutorial”
format. A short tutorial adventure is included to walk you through using the solo tools, from character
creation to exploring Davokar alone. Along the way, you’ll find tables, examples, and tips for emphasizing
exploration, discovery, and atmosphere in your solo game, while simplifying combat and rules where
appropriate.
Let’s begin by ensuring you are grounded in the setting and the hero you’ll play, before we plunge into the
foreboding forests on a solo quest…
1
The World of Symbaroum: A Brief Overview
Before creating your character, it’s important to understand the setting you’ll be adventuring in.
Symbaroum is a world of dark forests, ancient ruins, and clashing civilizations – with beauty and horror in
equal measure. Here’s a crash course in the key elements of the Symbaroum universe:
• Ambria and Davokar: The young kingdom of Ambria lies south of the vast Davokar Forest. Ambrian
people, led by their Queen, fled a ruined homeland to settle here. To the north, Davokar is a huge,
primeval forest atop the ruins of an ancient empire (Symbaroum). It’s both treasure trove and deadly
trap – adventurers delve into Davokar seeking old artifacts and magic, but risk encountering its
fierce guardians and curse of corruption. The deeper you go, the darker and more perilous it
becomes.
• Barbarians and Civilized Folk: Ambrians represent civilization – towns, forts, and the Church of
Prios (the sun god) bringing law and faith. Barbarian clans native to the region live around Davokar’s
fringes; they have older traditions and worship nature spirits. Tension simmers between Ambrians
and Barbarians. The Barbarians (and the ancient elves) warn that Davokar’s darkness must remain
undisturbed, but Ambrians push to exploit its riches.
• Ancient Ruins and Mysteries: The forest is littered with ruins from the old empire of Symbaroum
and other lost civilizations. These ruins hold valuable relics, powerful artefacts, and secrets – but also
lingering curses and slumbering abominations. Exploring these places is central to many adventures
(and to our solo exploration focus!).
• Magic and Corruption: Magic is real and potent, but it taints the user with Corruption.
Symbaroum’s world has a built-in balance – draw too deeply from mystical forces or transgress
nature, and nature’s response is corruption 5 6 . All characters have a Corruption Threshold (based
on their Resolute attribute) – exceed it and you manifest physical or spiritual marks of corruption;
exceed twice the threshold and you turn into an Abomination, a monstrous lost soul 7 . This
makes using mystical powers a risky affair, and it’s a great source of tension and atmosphere in the
game. Even just traveling through Davokar’s darkest parts can inflict temporary corruption as the
forest itself “marks” intruders 8 .
• Factions and Threats: Many forces operate in the world: the Ambrian Crown and its army, the
Church of Prios and its witch hunters rooting out corruption, barbarian clans with their own agendas,
the ancient Elf guardians of the forest (who violently deter anyone who threatens the balance), as
well as rogue mages, cults, trolls, ogres, undead warlords, and more. And of course, the monsters:
from wolves and bears, to trolls, undead, dragons, and bizarre abominations born of corruption. In
solo play, you’ll encounter these through random oracle prompts or as dictated by the story – the
world can be as full of intrigue or danger as you wish, but always has a grim, perilous tone.
In summary, Symbaroum offers a rich dark fantasy sandbox for storytelling – wild forest expeditions,
intrigue between cultures, ancient horrors awakening – perfect for a solo adventurer seeking mystery
and glory. Keep these themes in mind as they will shape the solo mechanics (many oracle prompts are
designed to inject mystery, foreboding, and discovery into your narrative).
2
Character Creation for Solo Play
Creating a character for solo Symbaroum is much like standard character creation in the core rules 9 , with
a few tips to tailor the experience. You’ll generate your player character (PC) who will be the protagonist of
your solo adventures. Here’s how to do it step by step:
Start with a character concept that fits the setting and that you’ll enjoy portraying. Are you a treasure-
hunter seeking artifacts in Davokar? A lone ranger guarding the frontier? A budding witch or mystic drawn
by curiosity? In solo play, it’s wise to create a versatile character who isn’t utterly helpless in one area – you
won’t have a full party to cover all skills.
Symbaroum characters often fall into three broad Archetypes (as per the core rules): Warrior, Rogue, or
Mystic. Each archetype has example occupations (e.g. Warrior could be a Knight or Mercenary; Rogue could
be a Treasure-Seeker or Witch Hunter; Mystic could be a Wizard, Theurg (priest), or Witch, etc.). Choose an
archetype and occupation that inspire you. For solo play, this is purely to shape your concept and
recommend key abilities – you won’t have any mechanical class limitations, but it guides your starting
abilities and attributes focus.
Example: You decide on a Rogue archetype concept – an Ambrian Treasure Hunter who has come to Thistle
Hold (the fortress-town at Davokar’s edge) looking to make a name and a fortune. She’s quick, discreet, and
knowledgeable about lore – but perhaps not the strongest in a stand-up fight. Let’s call her Ellin, an orphan
from Alberetor who grew up on tales of Symbaroum’s lost treasures.
2. Attributes
Symbaroum uses eight attributes to define characters 10 . These are: Accurate, Cunning, Discreet,
Persuasive, Quick, Resolute, Strong, and Vigilant 11 12 . Each ranges typically from 5 (poor) to 15
(excellent) for beginners. Higher is better, and tests are resolved by rolling a d20 under the relevant
attribute (after modifiers) to succeed 13 .
• Accurate (Acc) – Precision and hand-eye coordination. Used for ranged and melee attacks (aiming
blows) and other tasks requiring accuracy. (Often opposed by an enemy’s Quick in combat.)
• Cunning (Cun) – Wits, knowledge, and problem-solving. Used for recalling lore, solving puzzles,
crafting strategies.
• Discreet (Dis) – Stealth and subtlety. Used to sneak, hide, pick locks or pockets, and perform agile,
undetected actions.
• Persuasive (Per) – Charisma and influence. Used for social interactions: convincing, deceiving,
intimidating, or leading others (opposed by target’s Resolute for resistance).
• Quick (Qui) – Agility and reflexes. Determines initiative in combat, used to dodge attacks or react
quickly to dangers.
• Resolute (Res) – Willpower and mental fortitude. Used to resist fear, charm or magical influence, and
to cast certain mystical powers (also determines corruption threshold).
• Strong (Str) – Physical power and endurance. Used for feats of strength, melee damage, and
resisting physical hardship (also affects Toughness—your hit points).
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• Vigilant (Vig) – Alertness and perception. Used to spot ambushes, notice hidden details, track
creatures, or generally sense danger.
Assign your attribute values. The core rulebook provides multiple methods (array or point-buy) 14 15 . A
quick method is to use the standard array: 15, 13, 11, 10, 10, 9, 7, 5 and assign each to an attribute of your
choice. Put your highest numbers in the attributes most important to your concept, and lower in the less
critical ones. Solo play tip: consider avoiding extremely low values in attributes that might be life-saving
(e.g. Vigilant to notice threats, or Resolute to resist corruption or fear). A balanced character can adapt
better when alone.
Don’t forget to record derived stats: - Toughness (your hit points) = your Strong score (minimum 10) 16 . -
Pain Threshold = Strong / 2 (round down) – the amount of damage from a single hit that causes you extra
bad effects. - Defense = your Quick score (this is the value enemies use as a modifier when attacking you)
16 . - Corruption Threshold = Resolute / 2 (round down) 16 – how much total corruption you can take
Example: For Ellin the treasure-hunter (Rogue), we prioritize Quick, Vigilant, Cunning and Discreet. We use
the standard values: assign Quick 15 (so she’s very fast and evasive), Vigilant 13 (keen senses), Cunning 11
(average education), Discreet 10, Persuasive 10, Accurate 9 (decent with a weapon but not a master
sniper), Resolute 7 (willpower not her strong suit), Strong 5 (physically weak). This makes Ellin agile and
perceptive but frail. Her derived stats: Toughness = 10 (Strong is 5 but minimum Toughness is 10 for all
PCs), Pain Threshold = 2, Defense = 15, Corruption Threshold = 3 (Resolute 7 halved). She’ll have to be
careful with corruption and direct combat – which fits the solo theme of avoiding straight fights!
Symbaroum’s core allows several playable races 17 . You can be human (most likely Ambrian or a primitive
barbarian human), or one of the young races like Goblin, Ogre, or Changeling (a human child swapped by
elves). Pick a race that suits your concept. Each race gives a special trait (e.g. Ogres are very strong, Goblins
small and cunning, Changelings can hide their fae nature, etc.). Most solo adventurers will be human or one
of these races; note that being obviously non-human might affect how NPCs react (an oracle can help
determine reactions).
Next, choose your Abilities. Abilities are Symbaroum’s equivalent of skills or feats – they give specialized
edges. Each ability has three tiers (Novice, Adept, Master). At character creation, you typically start with 5
Abilities points to spend (check core rules for exact allotment). It’s wise to take at least one ability at Adept
(cost 2 points) and the rest at Novice (cost 1 each) so you have a couple of tricks. Abilities should
complement your archetype and shore up any solo weaknesses.
• For example, a Warrior might take Iron Fist (unarmed combat boost), Man-at-Arms (better armor
use), or Leader (to handle hirelings or companions, which could be useful solo if you have an NPC
ally).
• A Rogue like Ellin might take Fortune Hunter (bonus to finding treasure), Privileged (if Ambrian noble
background), or Quick Draw.
• A Mystic should take a tradition (Wizardry, Theurgy, Witchcraft, etc.) and a couple of spells/powers;
Mystical Power ability governs spell potency, while Lore abilities like Alchemy or Witchsight could be
helpful.
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Solo Play Advice – Abilities: Consider abilities that grant self-sufficiency or escape options. Since you have
no party, abilities that heal (e.g. Alchemy to brew healing potions), or avoid damage (like Acrobatics to dodge)
are gold. Also, abilities that help with information gathering (Witchsight, Lore, Inspect Magical Artifact) can
replace a missing specialist companion. If combat is inevitable, having a strong attack or defense ability will
help, but remember, you can try to outsmart or evade foes instead of slugging it out.
Example (cont.): Ellin chooses Abilities: Privileged (Novice) – she has connections or a sense of entitlement
from some patron (this might help in social situations or obtaining gear). Thievery (Novice) – fitting her rogue
nature, for picking locks and traps. Sharp Shooter (Novice) – to improve her ranged attacks with her
crossbow. Explorer (Novice) – a custom ability from the Advanced Player’s Guide that gives bonuses when
navigating Davokar and finding landmarks (if using only Core, we might instead take Loremaster to
represent knowledge of ruins, or Contacts for help in town). With 5 points, we spend one on each of these,
and the final point to raise Thievery to Adept (so she’s particularly good at stealth and lockpicking). This
loadout makes her a capable stealthy explorer – ideal for solo avoidance and treasure finding.
(If you don’t have certain abilities in your resources, feel free to invent or substitute. Solo play is flexible – the goal
is to make a character you feel confident playing alone.)
4. Equipment
Determine starting Equipment as per core rules (by archetype or background). Typically you get some silver
to spend and a basic set of weapons/armor. Since you have no allies, you may want to be prepared:
consider carrying a melee weapon (sword, dagger etc. for close encounters) and a ranged weapon (bow or
crossbow) to pick off threats from afar. Armor is double-edged: it reduces damage but imposes a defense
penalty (in Symbaroum, wearing armor makes you easier to hit). As a solo character, you might favor
mobility (no or light armor) to avoid hits entirely, unless your concept is a lone knight in heavy plate.
Also stock up on utilities: perhaps rope, lantern, a dose of antitoxin, healing herbs or potions (if you can
afford or craft them). Davokar is dangerous – being resourceful can save you when there’s no friend to bail
you out.
Example: Ellin starts with 50 thaler (silver coins) thanks to Privileged background 18 . She purchases a light
crossbow and quarrels, a short sword, leather jerkin armor (moderate protection, low penalty), plus
adventuring gear: a cloak, boots, backpack, 10m of rope, a lantern and oil, some bandages and herbs. She
also keeps a lucky charm (maybe an amulet of Prios) to steady her nerves (purely narrative, unless we
choose to have it mechanically reduce one corruption sometime). She spends most of her coin, saving a few
thaler for bribes or lodging. Now she’s geared up for an expedition.
5. Final Touches
Give your character a name, appearance, and some personality notes. In solo play, strong personal
motivations help drive the story – why does your character brave the dark alone? Is it for wealth,
knowledge, duty, or revenge? Write a short background and goal.
Optionally, define a Starting Goal or Vow for your character – something they are setting out to
accomplish. This can act like a “quest” that provides direction. In solo play, you don’t have a GM to give you a
quest; instead, you decide your own. Perhaps you seek the lost treasure of an Archmage rumored deep in
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Davokar, or you’re trying to find a missing friend taken by bandits. We will use this goal in play and even have
a way to track progress on it (using a progress track, described later).
For Ellin, let’s say her goal is: “Discover a valuable relic in Davokar to earn my fortune.” She has a
personal stake too – she grew up poor, so wealth means security. Also, we note that she’s brave but a bit
reckless, and deeply curious about Symbaroum’s ruins (maybe her parents were academics). These traits will
shape how we roleplay her in the solo adventure.
With character creation done, you have a lone hero ready to face the challenges ahead. Keep your character
sheet handy. Next, we’ll review core mechanics in brief (so you don’t need to flip through the rulebook too
often), and then dive into the Solo Rules – the systems that will generate our story as we play.
• Tests and Difficulty: To attempt an action, determine the appropriate Attribute. Roll a d20 and try to
get equal or under your attribute value to succeed 13 . A lower roll is better. Circumstances can give
modifiers: e.g. if the task is harder, you might take a –5 to your attribute for that roll (meaning
effectively you need under a smaller number). If easier, you might get +5, etc. In combat, these
modifiers usually come from enemy stats (see Combat below).
• Players Roll Everything: In Symbaroum, players usually make all rolls – even for things like defense
or resisting harm 19 . This is perfect for solo play, because you as the player will roll for your
character’s actions and reactions, and can often avoid rolling separately for NPCs. Instead of rolling
“NPC attacks you”, you will roll your defense. Instead of rolling “NPC resists your charm”, you roll your
persuasive test modified by their Resolute. This keeps solo gameplay flowing smoothly, with you in
control of the dice 19 .
• Combat Basics: Combat is handled in rounds and initiative (Quick decides who acts first). When you
attack an enemy, you roll against your Accurate (for a precise weapon) or maybe Strong (if using
brute force or some abilities), modified by the enemy’s Defense (usually their Quick). If you roll under
(success), you hit. Damage = weapon damage minus the enemy’s armor. Enemies don’t roll to hit
you; instead, when an enemy attacks, you roll a Defense Test (typically roll under your Quick,
modified by the enemy’s Accurate or attack modifier). If you succeed, you dodged or parried; if you
fail, you’re hit and take damage (weapon damage minus your armor). This means as a solo player,
you’ll be rolling for both attack and defense for your character. You’ll need the stats of enemies
(Defense, armor, attack values) from the Bestiary or adventure, but you won’t roll dice for the enemy
– you factor their stats into your rolls.
• Damage and Healing: Track your Toughness (hit points). If damage in one hit >= your Pain
Threshold, you might get knocked prone or some extra effect (house-rule for solo: you could skip
some of those complex conditions if you want less crunch, or simply note “Ouch, that really hurt”
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narratively and continue). At 0 Toughness you are unconscious or dying – game over for the solo
adventure unless you find a way to not die (maybe an oracle can allow a miraculous survival at a
cost?). Healing is usually via rest, medicine, or magic. As a solo PC, always plan escape routes;
running is often wise if a fight turns against you.
• Mystical Powers & Corruption: If you have spells or powers, using them often gives Temporary
Corruption. Mark those points. If your total corruption (temp + permanent) exceeds your Corruption
Threshold, you suffer a minor corruption effect (stigma or psychological effect), and if it exceeds
twice the threshold, you become an abomination 6 7 . This is effectively the end of that character’s
story (or the beginning of a very different one!). In solo play, be cautious – maybe set personal limits
like “Don’t cast spells unless absolutely necessary” to avoid a sudden solo campaign end. Use the
core rulebook’s tables for what happens at threshold breaks, or narratively decide an appropriate
curse.
• Stealth and Social Encounters: Many scenarios can be solved without head-on combat. You can use
stealth (Discreet vs Vigilant tests) to avoid encounters, or social skills (Persuasive vs Resolute) to
negotiate. In solo play, you’ll decide NPC reactions with the help of the Oracle, but your Persuasive
rolls can influence that. For example, if you want to persuade a caravan guard to let you pass, you
might ask the Oracle “Is the guard amenable to bribery?” and then perhaps roll Persuasive to see if
you succeed. We’ll cover how to combine skill rolls with oracle answers next.
• Experience and Advancement: As you complete adventures or major goals, award yourself
Experience Points (XP) as per core guidelines (usually 1-3 XP per significant scenario or session, more
for big accomplishments). You can spend XP to buy new abilities or raise existing ones (5 XP to raise
an ability one tier, etc.). Solo play advancement might be a bit faster or slower depending on how
you pace challenges – feel free to adjust XP awards if you want a faster progression, especially since
you handle everything alone. The focus, however, is on the story – XP is just a bonus to grow your
character over time.
Rules-Light Approach: This guide encourages a somewhat streamlined play. If a particular rule is too
cumbersome to track alone (like exact carrying capacity, or minutiae of economy), you have permission to
handwave or simplify it. The goal is to keep the game moving and maintain the atmosphere. For example,
you might not track every arrow – just assume you have “enough until a bad oracle result indicates you’re
low.” Or for complex combats with many enemies, you might resolve it with a single decisive roll or oracle
question (“Can I escape the bandits? – Yes, but… you drop your pack while fleeing”). In short, use the rules
to enhance the story, not hinder it.
Now that we have the basics refreshed, let’s delve into the Solo Play Mechanics – the tools that will help
you emulate a GM and generate the unfolding adventure.
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1. The Fate Oracle (Yes/No Questions)
The Fate Oracle is a simple table used to answer yes-or-no questions when you’re unsure of the outcome.
Whenever you come to a point where you’d normally ask a GM a question (e.g., “Is the town guard
bribable?”, “Does it start raining?”, “Do I find any traps on the door?”), you Ask the Oracle.
We use a d6-based oracle (as employed in Dragonbane’s solo rules 3 ) for quick resolution:
Oracle
d6 Meaning
Result
A definitive “No, and…” – not only is the answer no, but a worse outcome or
1 Extreme No
twist occurs. Expect complications.
2–
No A plain “No.” The thing is false or doesn’t happen.
3
4– A plain “Yes.” The answer is true or the attempt succeeds (if a question about
Yes
5 success).
Extreme
6 A definitive “Yes, and…” – not only yes, but with extra benefit or a positive twist.
Yes
How to use: Formulate your question so it can be answered yes or no. Decide if the outcome is likely or
unlikely; by default assume a 50/50 chance. If something is very likely, you might choose to interpret a roll
one step higher (e.g., treat a “No” as an “Yes” if it was almost certain). If very unlikely, do the opposite.
(Optional rule: you could modify the die roll by +1 or -1 in such cases.) Then roll 1d6 and consult the table.
The oracle’s result gives you an answer which you then interpret in context. Extreme results (1 or 6) mean
the answer comes with a narrative twist. For “Extreme Yes,” add some fortuitous detail or an advantage; for
“Extreme No,” things not only fail or are false, but there’s an extra obstacle or mishap.
This Fate Oracle is your go-to tool for most questions. It keeps the story unpredictable. For example, “Do I
encounter a patrolling guard here?” If you roll a 2 (No), then no guard appears. A 5 (Yes) means yes, a guard
is present. A 6 (Extreme Yes) might mean yes, and it’s someone friendly or off-duty who might help you. A 1
(Extreme No) could mean not only no guard, but perhaps the post is completely abandoned because
something bad happened (maybe bandits already cleared it – a clue to a new danger).
Design Note: This yes/no oracle structure is inspired by the Mythic GM Emulator and used in
many solo systems. The distribution here (1=extreme no, 2-3=no, 4-5=yes, 6=extreme yes)
gives about a 33% yes, 33% no, and ~17% chance each of a twist. It’s deliberately swingy to
keep solo play dynamic 3 . You can adjust probability if desired (for instance, you might use
1-2 No, 3-4 Yes, and special on 5-6 if you want more yes results overall). The key is consistency
within your game and interpreting results creatively.
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2. Detail Oracles (For Open-Ended Questions)
Not everything is yes/no. Sometimes you want to generate a detail, idea, or surprise event. This is where
our Inspiration Oracles come in – they provide keywords or prompts that you interpret to spark ideas. We
have prepared a set of tables (d20-based) for random inspiration, tailored to Symbaroum’s mood.
These three tables (in one) will give you a combination of a verb (action), an adjective/descriptor (detail),
and a noun (subject). Roll a d20 for each column, or if you prefer, roll one d20 and use it for all three
columns (the latter will tie the words by row, but they are meant to mix freely). The result will be a phrase
like “Seek – Cursed – Treasure” or “Destroy – Silent – Child” – weird combinations that can spur your
imagination in context.
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Use these oracles whenever you need a creative prompt. Some usage examples: - Generating Events: If
you roll on these to create an event, e.g. you want to know “What’s happening in the ruins?” You roll and get
“Awaken – Bloodstained – Beast.” This could suggest that your presence awakens a bloodstained beast
(perhaps a slumbering monster wakes up, blood on its fur from previous victims). Or interpret it
metaphorically – maybe Beast is an NPC’s inner beast (someone goes berserk). - Interpreting Extreme
Results: If the Fate Oracle gave an Extreme Yes/No and you’re not sure what the twist is, draw from these
tables to inspire it. For instance, you asked “Is the relic here?” and got Extreme No. You might roll on the
inspiration tables and get “Betray – Lost – Queen.” Perhaps the twist is the relic was a lost crown of the
Queen, and by failing to find it first, you are betrayed – someone else (maybe a Queen’s agent) has taken it.
- Creating Scenery or Atmosphere: Not sure what detail to describe? Roll a couple of words. Example:
entering a new area of Davokar, you roll and get “Explore – Silent – Temple.” That could prompt you to
describe coming upon a silent, ancient temple deep in the woods. Or just the vibe: an exploratory silence in a
temple-like grove of trees. - NPC or Creature Traits: If you meet an NPC and want a quick hook, roll a word
or two. Detail or Action could be their motive or trait. E.g. roll “Corrupt – Child” might imply the NPC has a
child who is corrupt (maybe possessed) or they are childlike but corrupt inside.
The possibilities are endless. Interpret freely and don’t be afraid to stretch meanings. The words are
generic to allow flexibility. If a word doesn’t fit at all, you can always roll again or choose something that
does.
(Inspiration Oracle design influenced by Ironsworn’s Action/Theme oracles and One Ring’s Lore tables 2 , but
customized to Symbaroum themes. Words like “Corrupt,” “Artifact,” “Elf,” etc., root us in this setting.)
Sometimes you need simple descriptors: - How many? You can ask the Fate Oracle a yes/no (“Are there
many goblins?") or use a quick scale. For a random count, roll a die or pick from: “None, One, A Few (2–3),
Several (4–6), Many (dozens), Horde (scores+)”. You could assign these to d6: 1: none, 2: one, 3: few, 4:
several, 5: many, 6: horde – or adjust to situation. This is an informal oracle – use it when needed. For
example, “Do I see any footprints?” If yes, “How many different tracks?” – maybe roll d6 to gauge. - NPC
Attitude / Reaction: If you encounter an NPC and want to know their initial disposition without any prior
context, you can use a Reaction roll. One simple method: roll 2d6 (an old-school approach) or use the Fate
Oracle in a nuanced way. For instance, ask “Are they hostile?” If Oracle says Yes, then hostile. If No, they
might be neutral or friendly. You could ask a follow-up “Are they friendly/helpful?” etc. A quicker approach:
roll 1d6 and consult: - 1: Hostile (possibly attacks or actively opposed) - 2: Unfriendly (wary, rude, might
become hostile if provoked) - 3: Neutral (no strong feelings, just cautious or indifferent) - 4: Neutral (same as
3; two entries to make neutral more likely) - 5: Friendly (open to talk, potentially helpful) - 6: Very Friendly
(already inclined to help or be affectionate)
This effectively treats low as negative, high as positive, similar to the Fate spread 3 but tailored to
attitude. Of course, context matters: a bandit in Davokar is rarely going to be “very friendly,” so use common
sense. You can bias the roll if needed (e.g., if it’s a known enemy faction, shift everything toward hostile). -
Quality & Traits: If something needs a qualitative descriptor (condition of an item, strength of a potion,
etc.), you can again lean on the Fate Oracle (Yes = good, No = poor, etc., extreme for exceptionally good/
bad). Or roll a d6: 1 terrible, 2 poor, 3 mediocre, 4 average, 5 good, 6 excellent. This isn’t an official table, just
a quick gauge.
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These mini-oracles, along with your own intuition, will answer most on-the-spot questions. Remember, you
can always combine oracles: e.g., first use Fate Oracle to see if something is true, then if yes, use Detail
Oracles to embellish what exactly it is.
Symbaroum is all about exploration – trekking through Davokar, delving ruins, unexpected encounters. To
emphasize this, we provide a couple of tools:
A. Journey/Exploration Events: Instead of relying purely on yes/no each time you move to a new area, you
can use a random events table for travel in Davokar. Below is a sample Davokar Exploration Events d10 –
roll this for a flavorful prompt each time you travel for a significant stretch or whenever you want to spice
things up. These events focus on atmosphere and small discoveries:
1. Eerie Silence – The forest becomes deathly quiet. No bird or insect noise. (Everything might be
hiding from a nearby threat… or it’s just an ominous stillness. You feel a chill.)
2. Tracks in the Mud – You find tracks on your path: footprints or pawprints. (They could be recent.
Ask the Oracle if you recognize them: maybe booted human tracks, claws of a beast, or the spidery
prints of elves.)
3. Corrupted Remains – Stumble upon a carcass of an animal, twisted by corruption. (Blackened veins,
extra limbs? It’s a grim sign. It might warn you that strong blight is in this area.)
4. Whispering Wind – The wind whispers through the trees, and for a moment it sounds like voices.
(Perhaps an echo of spirits. You might attempt a Resolute test to shake off an eerie feeling, or
Witchsight to see if a spirit is actually communicating.)
5. Ancient Marker – A carved stone pillar or totem stands by the trail, covered in moss. (It could be a
barbarian marker warning trespassers, or a Symbaroum-era road marker with faded runes.
Clearing the moss might reveal a clue or name.)
6. Hidden Path – You notice a narrow, overgrown trail branching off. (It’s not on your map. Does
curiosity drive you down it? Oracle can tell if you find anything interesting there.)
7. Eyes in the Dark – You get the uneasy feeling of being watched. (Maybe you catch the glint of eyes
between the foliage at dusk. Oracle: is it just an animal? Or something more? If extreme, perhaps
you’re being stalked.)
8. Abandoned Camp – You come across the remains of a camp: cold fire pit, scattered belongings.
(Whoever was here left in a hurry. A successful Vigilant roll could find a useful item or tracks. But is it
truly abandoned or a trap? Oracle could decide if anything happens.)
9. Natural Hazard – You encounter a hazard of nature. (Possibly a patch of poisonous flora you must
detour around, a rickety rope bridge over a gorge, or a sudden mire of quicksand. This might call for
a test like Quick or Strong to navigate safely.)
10. Moment of Beauty – Amidst the gloom, something beautiful. (A grove of bioluminescent flowers
glowing softly at twilight, or a gentle fawn that approaches then darts away. A brief respite that
might restore morale. Perhaps you recover 1 Toughness or remove 1 temporary corruption if it
makes narrative sense.)
Use these events to keep travel interesting. They may or may not pose a challenge; some are just mood
setters (which is important for solo atmosphere), others present a choice or danger. Feel free to tweak
outcomes. For instance, event 7 (Eyes in the Dark) might lead you to roll on an Encounter table if you
decide the creature approaches.
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B. Encounter Checks: At times you’ll want to determine if you meet a creature or NPC, especially during
travel or in a dungeon. You can handle this simply with the Fate Oracle (“Do I encounter someone here?”
likely in dangerous areas, unlikely on safe roads). Or use a periodic check: e.g. each day of travel, 1-2 on a
d6 means an encounter occurs. It’s up to how much danger you want.
If an encounter happens, you can decide or randomly determine what it is. If you have the Symbaroum
bestiary, you might roll or choose an appropriate creature for the region (e.g., spiders, boars, undead near
ruins, elves in deep forest, bandits on the outskirts). Or use an Encounter table if you have one prepared.
For example, a quick Davokar Encounter idea (d6):
Encounters need not always lead to combat. Remember, your goal is to emphasize story and exploration over
hack-and-slash. Meeting an elf might result in a tense conversation (perhaps a Persuasive test to avoid
conflict), a wolf might be scared off with a firebrand (maybe a Quick or Strong test to intimidate it), etc.
Combat should happen when it serves the narrative or when you fail to avoid it.
C. Delve and Dungeon Generation: If your solo adventure involves entering a ruin or dungeon, you might
need to generate its layout or contents on the fly. You can do this narratively (imagine a few key chambers
and connect them) or with oracles: - Use the inspiration tables to describe rooms: e.g. roll for each new
room’s theme (“Sacred – Forgotten – Temple” suggests a chamber that was once a temple, now forgotten
and possibly holy ground). - For checking traps or hidden secrets in a room, ask the Fate Oracle. - If an area
is especially important, you could pre-roll a small map or use existing dungeon maps from modules
(repurposing a published Symbaroum ruin by just adapting the enemies via oracle). - The key is to maintain
a sense of discovery: each room or segment, ask “What is the most interesting feature here?” Oracle
keywords or a quick creative spark will answer.
Optional: Progress Clocks/Tracks for Exploration: Borrowing from solo systems like The Walking Dead
RPG solo mode, you can use progress clocks or tracks to monitor long-term or looming developments 20
21 . For example, if you are spending days in Davokar, you might have a “Attention of the Forest” clock – each
time you do something loud or spend a day, fill a segment, and when full, something major happens (like
elves intervene or a big monster finds you). However, this is an advanced technique. For starters, you can
just play scene by scene. We will showcase a simpler “progress track” for a quest in the tutorial (to track
accomplishing your goal).
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4. Managing Solo Narrative and Pacing
Finally, some general guidelines for running the game solo: - Scene Framing: Think in scenes like a movie
or novel. A scene could be “camping for the night and something happens” or “inside the tavern talking to
an informant.” When you feel the current scene has reached a conclusion or a dramatic turn, you can “end
the scene” and start a new one. This is a concept from the Mythic GME where you adjust a Chaos factor, but
we won’t complicate that here. Just be mindful of scenes to give your story structure. At the end of a scene,
you can reflect and maybe summarize any downtime (“you rest and heal 1d4 Toughness” or “travel 2 days
happen uneventfully and you arrive at the old ruin – new scene”). - Keep a Log or Journal: Writing down a
brief record of what happens not only helps you track details (NPC names, clues found) but also enhances
the experience as you’re effectively writing your character’s chronicle. Jot down questions you ask and the
oracle answers – it can help later to interpret things consistently. For example, note “Oracle: Is the relic
cursed? -> Yes.” so a few scenes later you remember that detail and portray effects. - Embrace Surprises
and Failure: Solo is most fun when you allow the story to surprise you. If the oracle gives an unexpected
answer, run with it, even if it derails your initial plan. These twists often create memorable moments.
Likewise, if you fail a roll or get an extreme bad outcome, don’t be discouraged – treat it as a plot twist.
Perhaps failing to climb out of a pit (Extreme No on Oracle) means you stumble into a hidden tunnel that
leads somewhere interesting (albeit maybe more dangerous). - Adjust Difficulty on the Fly: Without a GM,
you’ll have to gauge what’s a fair challenge. Symbaroum can be deadly; a lone novice character shouldn’t
fight a powerful troll one-on-one. If you accidentally wander into something lethal, you can allow an “out”
via narrative (maybe the troll is asleep, you tip-toe away) or by clever thinking (use terrain, or a diversion).
Use the oracle to enable escapes (“Is there a narrow crevice you can squeeze into where the troll can’t
follow? Likely -> roll... Yes!”). It’s okay to fudge things to keep the story going, as long as it feels earned. The
goal is tension, not guaranteed death.
• Use NPC Allies Sparingly: If it fits your story, you might gain a companion or follower (perhaps you
befriend an NPC). This can help cover skills or provide roleplay banter. Just be careful not to turn it
into full GM mode – keep companions simple (maybe give them one or two stats or treat them as
giving you Advantage on certain rolls, etc.). The focus should remain on your main character. If a
companion dies heroically or betrays you due to an oracle event, it can add drama.
With these tools and tips, you have everything needed to run Symbaroum by yourself. It might seem like a
lot of tables, but you actually only use them when needed. Many outcomes you can decide just by logic or
the rule of cool; the oracles are there for the unknowns and to spice things up beyond your initial bias.
Next, to tie it all together, let’s walk through a Short Solo Adventure Tutorial. We’ll use our sample
character (Ellin the treasure hunter) and demonstrate step-by-step how one might play out a scenario,
using the rules and solo tools from above.
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uncover whatever valuable secrets (or treasure) lie within. We will illustrate the solo play process as she
undertakes this quest.
(In your own game, your quest can be anything; this is just an example to show the flow. Feel free to follow along
or modify as you please!)
Ellin begins in Thistle Hold, the last bastion of civilization before the wild forest. Here she wants to gather
info about the Whispering Temple and perhaps hire a guide or buy a map.
Goal: Learn a clue about the temple’s location or how to find it.
Ellin (speaking to the GM Oracle): I'm looking for anyone who might know about an old
“Whispering Temple” in Davokar. Perhaps an old adventurer or scholar in the tavern.
I ask the Oracle: Is there someone in the tavern who has heard of the Whispering Temple? This might
be somewhat likely (it’s a known legend, maybe), so I won’t modify the roll upward, just straight roll.
I interpret: Not only is there someone, it turns out a famed treasure-hunter is present, one who knows a lot.
Perhaps even a map.
So, yes: an old treasure-hunter named Garoldo is boasting at a table about his exploits. He mentions the
Whispering Temple in his tales: “...and by Prios, I swear I heard the ruins whisper on the wind...”
Ellin approaches Garoldo and offers to buy him ale in exchange for more info.
Oracle question: Is Garoldo willing to help for just a drink, or is he going to demand coin or a favor? I’d say
likely he wants something (info is valuable), so ask: Is he friendly enough to help freely? (Unlikely, I’ll
require a high roll.)
So he might say, “Ah, the Whispering Temple… dangerous business. My throat’s a bit dry... and my memory
too.” – hinting he wants more than ale, maybe silver.
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Persuasive Test: Instead of oracle, I can also use a skill here. Ellin’s Persuasive is 10, Garoldo presumably
has a decent Resolute (say 11). To persuade, Ellin rolls under Persuasive minus Garoldo’s Resolute as a
modifier if using standard opposed rules. That would be target 10 - 11 = -1, which is impossible – meaning
she’d auto-fail without another approach. But maybe she can offer something else, like a trade of
information or future share.
She decides to share a tip of her own (maybe a lesser known site she found earlier) to entice him. This might
justify an easier roll or another Oracle check.
• Since she sweetened the deal, I’ll call it 50/50. Roll d6 → 4 = Yes.
He agrees. Garoldo, now friendlier (thanks to coin and camaraderie), shares what he knows:
(This info we can create via a prompt to avoid pre-planning it. Let’s use the Inspiration Oracle to see what clue he
gives.)
Roll 3×d20 for a random prompt about the temple: I get, for example, Action 8 (Escape), Detail 11 (Silent),
Subject 18 (Temple). The combination “Escape – Silent – Temple” jumps out as apt (Temple is literally there).
Maybe Garoldo says: “If the temple falls silent, that’s when you must escape.”
Interpretation: Possibly the temple whispers constantly, and if it ever goes completely quiet, something
terrible is about to happen. So the clue: “Never linger once the whispers cease.” Garoldo also scribbles a
rough map on a napkin showing a route: two days straight north from Thistle Hold, then east by an old statue of
a six-armed troll, and beyond into a valley. It’s vague but a start.
This completes the scene goal (Ellin got a clue and directions).
Ellin thanks Garoldo and prepares to depart in the morning. We end Scene 1 here.
(Solo tip: At scene end, you might reflect if anything needs updating: any new NPC to track (Garoldo; probably
won’t appear again but noted), any “thread” opened (the goal: reach the temple; maybe a thread: what are the
whispers?). In Mythic terms, you could adjust chaos, but we’ll skip that complexity.)
Ellin enters Davokar Forest, following the map. This scene will cover a couple days of travel, using our
Exploration tools.
Goal: Traverse the forest to the landmark (the six-armed troll statue) safely.
Day 1: As Ellin steps under the canopy, it’s dim and the air is thick with the smell of moss and decay. She
heads north along a narrow hunter’s trail.
We decide to use the Davokar Exploration Events table each day for flavor.
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Day 1, Event: Roll d10 → 7: Eyes in the Dark.
Interpretation: By late afternoon, Ellin feels watched. Climbing over a fallen log, she catches a glimpse of
something – perhaps a pair of eyes reflecting light in the underbrush.
Ellin freezes. What could it be? She quietly nocks an arrow to her crossbow, scanning around (using
Vigilant).
We ask Oracle: Is whatever watching her a dangerous creature? Given Davokar’s reputation, likely yes
unless it’s just a deer. But event phrased ominously, so I lean likely dangerous. Roll d6 → 5 = Yes.
So yes, something potentially dangerous is stalking her. Let’s identify it. Maybe roll an Encounter: - Perhaps
a wild predator. Davokar common threat: Jakaar (a large wolf). That fits the eyes.
Does it attack outright or wait? Oracle: Will it pounce now? 50/50. Roll d6 → 3 = No. It’s holding off,
maybe sizing her up or waiting for more pack members.
Ellin decides to proactively deal with it. She could try to scare it off or kill it before it calls others.
She raises her crossbow and aims at the shape in the bushes.
We resolve a combat action: She attempts to shoot the jakaar hiding in foliage.
• The jakaar’s Defense might be something like 10 (since Quick of ~10). Ellin’s Accurate is 9, but this
might be modified if the target is partially concealed. Let’s say -2 to her roll (making effective target
7).
• Roll d20 → suppose we get 5, which is ≤7, a hit! The bolt thuds into the creature.
Damage: Light crossbow might do 1d8. Roll damage → say 5. The jakaar has natural armor maybe 1 (fur).
So 4 damage to it. If a jakaar’s Toughness is around 8, it’s hurt but not dead (4 left).
The beast yelps and leaps out – now the encounter is fully on. It’s likely alone for now.
Initiative: Jakaar Quick ~13 vs Ellin Quick 15, Ellin goes first (if it wasn’t a surprise, but she already shot as
surprise). Next round, Ellin could shoot again or draw her sword.
She opts to reload and shoot again if possible (crossbows often take an action to reload, but let’s fudge for
narrative: allow one more shot before melee).
Ellin backs up, keeping distance, reloads quickly. The jakaar snarls and lunges this round. Since she’s
reloading, maybe the jakaar reaches her by end of round.
Next round, melee likely. She drops the crossbow and draws her short sword as the wolf leaps.
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Jakaar attacks: Ellin rolls Defense (Quick 15, minus jakaar’s Accurate say 10 -> target 5, plus maybe she has
a buckler? Let’s assume no shield, just her Quick vs its attack). - Roll d20 for defense → 12, which is >5, a
failure. She fails to dodge. - The jakaar hits, dealing its bite damage (maybe 1d6). Roll → 4. Her leather gives
1 armor, so she takes 3 damage. Her Toughness was 10, now down to 7. Pain threshold 2, so since 3 > 2, she
actually is shaken by the blow (in core rules might mean she loses next action, but we might simplify: she
yelps in pain, a bleeding wound on her thigh).
Now engaged in melee, Ellin stabs with her sword: - Her Accurate 9 vs Defense 10 of beast (target 9-10=-1,
hmm that implies she’d need to roll 1 essentially, since effective target is -1 means only automatic success
on natural 1, which is a critical success scenario). - This highlights how tough combat can be if we follow raw
opposed stat. Alternatively, Symbaroum often says the difference is used as mod: Actually the way it works:
Attack roll is Accurate modified by enemy Defense. If enemy Defense = 10, attacker Accurate 9, modifier is -1
to attribute, meaning target number 8 (since 9-1=8). That’s more reasonable. Let’s do that: target 8. - Roll
d20 → 14, failure. She misses the agile wolf.
This could drag out; for brevity, maybe use Oracle to decide the outcome now that a few rounds simulated:
Is Ellin able to finish off the jakaar without further incident? This is uncertain. I’ll say 50/50. Roll d6 →
4 = Yes.
So yes, she eventually wins. Perhaps after trading blows, she manages a lucky strike. We can narrate: The
wolf circles for another leap; Ellin feints and then thrusts her short sword as it jumps, impaling the beast. It
collapses with a whine.
She’ll tend her wound: use a bandage (maybe a Medicine check if she had that; she doesn’t, so just basic
first aid). Let’s allow an Oracle: Can she treat the wound enough to prevent infection? Likely yes (it’s
routine). Roll d6 → 5 (Yes). Good.
She decides to press on, but warier. She lost some time and some blood. (We deduct an arrow and note 7/10
Toughness now.)
The rest of Day 1 passes without major incident (the oracle event was Eyes in Dark which we resolved as
combat).
Camp at night: We might have a mini scene of camping. Ask: Is the night peaceful? Possibly the blood
might attract predators, could be risky. I’ll ask: Do any more threats come at night? 50/50. Roll d6 → 3 =
No. So she hides and rests safely. She gains a little rest, perhaps recovers 1 Toughness overnight (back to
8/10).
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Midday of day 2, Ellin encounters a gruesome sight: the carcass of a deer, twisted by corruption near the
path. Its body is bloated with dark veins, eyes milky. Flies buzz but even scavengers seem to avoid it.
This raises her alarm – corruption this far out could mean there’s a source nearby (perhaps a powerful
artifact or a cursed site).
She cautiously moves on. We might consider if this foreshadows something: Oracle: Does she sense the
cause of corruption around? Maybe she uses Vigilant or Witchsight if she had it (she doesn’t). So just Oracle:
Is there a source of corruption near? Possibly (50/50). Roll d6 → 1 = Extreme No.
Extreme No: So no, nothing nearby like an artifact – which might mean the deer wasn’t corrupted here.
“Extreme no” twist: maybe it fled from deep Davokar and died here. Or an elf purged it and left it. Possibly
an Elf did this (put it down) and is still around?
Twist interpretation: Let’s say the twist is “not here, but you get a bad sign anyway” – maybe as she
examines the corpse, an arrow with green fletching is noticed in it. That’s an elf arrow (the Iron Pact’s
enforcers use such arrows to kill corrupted beasts). It means elves are active in the area.
Ellin immediately gets nervous – elves do not like treasure hunters. She should move carefully and not
upset the forest further.
This event achieved atmosphere and hint at elves. She moves on.
Later that day, she finds the six-armed troll statue as described. It’s an eerie ancient stone figure covered
in moss. According to the map, she now must turn east into a valley.
End of Scene 2: She reached the first landmark. We can conclude travel segment. She’s a bit hurt but alive,
aware of possible elf presence.
(If using progress clocks, we could mark progress toward goal: perhaps each day of travel is a progress tick on a
“Find Temple” track. Alternatively, simply note: half-way there now.)
Now Ellin descends into the valley where the temple should be hidden. The forest grows darker and thick
with mist. She searches for signs of ruins.
This scene will involve exploration and likely some mystical phenomena.
As Ellin proceeds, perhaps she starts hearing faint whispers – since the temple is known for that.
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Firstly, does she easily find the temple structure? Oracle: I’d say unlikely to be easy (it’s hidden). Roll d6 →
2 = No. So not immediately.
She wanders, following subtle hints (maybe old stone fragments). The whispers grow a bit louder but still
indistinct – could be wind.
To get a concrete clue, she might need to succeed a Vigilant test to spot something. Her Vigilant is 13. Let’s
roll that: d20 → 10, under 13, success. Yes, she finds a partially collapsed marble pillar entwined in roots –
definitely Symbaroum architecture. She follows that trail.
Soon she uncovers the entrance: A cracked stone doorframe half sunk into earth, leading into darkness
underground.
Question: Is anything guarding the temple entrance? Possibly some creature or trap. Given this is a notable
site, I’ll ask Oracle: Is there a guardian at the entrance? 50/50. Roll d6 → 4 = Yes.
Yes, there is a guardian of some sort. What could it be? Perhaps an undead sentinel or an artifact
guardian?
Let’s get inspiration: roll 3×d20 for an idea: say we get Protect – Dying – Artifact. Hmmm “Protect Dying
Artifact” – could imply the guardian’s purpose is to protect a fading artifact or it’s an artifact that is “dying”?
Another roll might clarify: or “Awaken – Shadowy – Beast”.
Alternatively, logically: maybe an undead knight bound to guard, or a beast drawn here.
Symbaroum often has undead guardians in old sites. Let's decide: It could be a Restless Spirit or Undead
warrior.
Because Ellin fought physical foe already (wolf), a ghostly challenge could be interesting. So, as she steps
near the doorway, a hollow voice whispers “Halt... None shall disturb the silence...” and a shape shimmers –
the spirit of an ancient guardian manifests.
Now, fighting a spirit physically might be futile. She could try to persuade or outwit it, or use some lore.
Ellin tries talking: “I only seek knowledge, not to defile this place.”
Oracle: Can the spirit be reasoned with? Given it’s a guardian, unlikely. Roll d6 → 3 = No. It moans and
drifts closer menacingly.
If she had some holy water or such, that could help. She doesn’t, but maybe she recalls Garoldo’s clue: “If
the temple falls silent, you must escape.” This implies constant whispers are normal; this spirit specifically
said “None shall disturb the silence.” There’s some motif of silence vs whisper.
Maybe the whispers themselves keep the spirit at bay? Or the spirit enforces silence?
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Idea: Perhaps making noise could weaken it (contrary to normal ghosts)? Or she might use the
environment.
She decides to try a bold move: She pulls out her metal mug and bangs it with her dagger, creating ringing
noise, deliberately disturbing the silence.
Does this affect the spirit? We’ll use Oracle creatively: this is unusual, so 50/50. Roll d6 → 6 = Extreme Yes!
Extreme Yes: Brilliant, the clanging noise causes the spirit to recoil, its form flickering. Maybe the whispers
from inside intensify as if the temple itself resists the silence enforcement.
Taking the extreme yes further, possibly the spirit dissipates entirely, at least for now. Or perhaps it retreats
to the shadows, unable to come near the clamor.
Ellin is surprised but relieved. She keeps humming or talking out loud as she steps through the entrance
(ensuring there's no silence).
Inside, she indeed hears the constant faint whispers (perhaps from cracks in the stone or an unseen
magical effect). They tug at her mind – maybe a Resolute test to avoid confusion: - Her Resolute is low (7).
Roll d20 → 5, success (just barely under 7!). She steels herself, focusing.
Now, time to find the treasure or secret here – the goal of her quest.
The temple interior likely has a few rooms. We can do a quick generation: - A central hall with murals of
ancient Symbaroum, side passages collapsed. - Perhaps an inner sanctum where a particular artifact or
knowledge is stored.
Is the artifact or treasure obvious? Probably not, likely hidden or puzzle-protected. Oracle: Unlikely
obvious. Roll d6 → 2 = No.
We can use Inspiration for what she finds: Roll for a clue: maybe Reveal – Forbidden – Truth shows up.
That might imply she finds some inscription or mural hinting at a truth. Possibly the whispering is telling a
secret.
Maybe on the wall she deciphers ancient runes: “The one who listens in silence shall hear the truth.” A
contradictory clue given the earlier guardian.
So perhaps to actually get the knowledge or artifact, she must at some point let there be silence and listen
to whispers (which is dangerous if the guardian returns).
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This creates a dramatic choice: make noise to avoid guardian vs silence to gain knowledge.
Ellin deduces that to get what she came for (information or the artifact), she might need to silence her own
noise and endure whatever happens.
She enters the inner sanctum – a small circular chamber. In the center on a pedestal is a strange object: a
stone mask with carvings, perhaps the relic generating the whispers.
The whispers here are loud in her mind. If she grabs the mask, will something happen? Likely yes.
Climactic moment: She decides to attempt to take the mask (assuming that’s the valuable treasure and
source of whispers).
But recall the clue: if the temple falls silent, escape. Removing the mask might stop the whispers (silence),
triggering something.
Does she notice any traps or final guardian? Vigilant check: target 13, roll → 18, fail. She doesn’t notice
anything particular.
She lifts the mask – it’s surprisingly light. The whispering in the room abruptly ceases (the artifact was
whispering).
Uh oh. The clue said escape now. Likely the entire temple or the spirit will react violently to the silence.
As she does, we imagine the guardian spirit (or perhaps the temple itself) is enraged. The floor might start
shaking or a monstrous howl replaces the whispers.
We ask Oracle for the form of danger: Is the guardian back now in force? Very likely. Roll d6 → 5 = Yes.
Yes, the spirit (maybe now more a terrifying wraith) emerges from the walls, darkness coalescing since the
whisper magic is off. It chases her.
We could do a skill challenge: Ellin sprinting while the spirit tries to catch her. - Quick roll to outrun: target
15, roll d20 -> say 12, success. She dashes through the hall. - An obstacle: a slab falls from ceiling (temple
collapsing?). Defense or Quick to avoid: roll d20 -> 8 under 15, good she slips past falling debris. - Maybe
one more check: the entry tunnel is narrow, and the spirit is right behind with ghostly claws. She could try
one last trick: toss her lantern oil behind her and ignite it to create a firewall. She swiftly throws the oil and
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sparks it with flint. - Oracle: Does the fire hinder the spirit? Likely a bit (ghost vs fire?). Roll d6 → 4 = Yes.
It slows it down.
She bursts out of the temple entrance as flames and dust billow, the whispers gone and an angry screech
fading.
Outside in the valley, it is dusk now. Ellin doesn’t stop – remembering the clue, she does not linger when the
whispers (now silence) fell. She keeps running until she’s far from the entrance.
Only then she looks at the stone mask in her hands. It has strange engravings and she can almost hear a
faint murmur again emanating from it. Perhaps it’s reactivating.
Victory! She achieved her goal: discovering a valuable relic (the Whispering Mask). Also possibly knowledge
(maybe the mask itself whispers truths).
She survived by her wits, used the clues and tools to navigate the dangers. This concludes the short
adventure.
Aftermath
At this point, we wrap up: - Ellin would get some Experience (maybe 3 XP for a short adventure). - She has
the artifact which could be worth money or serve as a plot device for next quest (maybe the mask reveals a
vision of an even greater treasure – hooking into another adventure). - Any unresolved threads? Possibly the
elves – if we wanted, an elf could confront her on her way out for taking an artifact, leading to another
scene. But for this short tutorial, we end on a high note.
This tutorial showcased: - Using the Oracle for yes/no and interpreting extremes (finding a knowledgeable
NPC, the spirit’s reaction to noise, etc.). - Using inspiration tables to generate clues and events (like the clue
about silence, the unexpected effect of noise on the spirit, environmental flavor). - Incorporating
Symbaroum mechanics (combat with the wolf, attribute tests for perception and such). - Emphasizing
exploration and atmosphere: creepy whispers, corrupted deer, ancient guardian – over fighting every minute.
- Minimal crunch adjustments: we glossed some combat rolls and skill details for flow; that’s okay in solo.
The story took center stage, and the rules provided structure where needed.
Final Tip: When you play your own solo adventures, don’t worry if your process diverges from the example.
There’s no wrong way as long as you’re enjoying the unfolding story. Use these tools in whatever
combination feels right. You might sometimes just decide an outcome without rolling if it feels obvious or
dramatically appropriate – that’s the freedom of solo play. And at other times, when you want a surprise,
lean on the oracles and be ready to be delighted or terrified by the results!
Conclusion
You now have a comprehensive toolkit to run Symbaroum solo. Create a character, set up a scenario or
hook, and let the oracles and your imagination lead you through the dark forests and crumbling ruins on a
personal journey. Focus on exploration, story, and the ominous beauty of Symbaroum’s world. The rules
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and tables are there to support, but ultimately you are the master of your adventure – and also its audience,
so have fun with the process.
Remember to maintain the mood: Symbaroum is at its best when it’s a bit mysterious, dangerous, and
thought-provoking. In solo play, you have the unique opportunity to slow down and really picture the
scenes, maybe write descriptive journal entries, and delve into your character’s inner thoughts (something
often glossed over in group play). Lean into that and you’ll find the experience very rewarding.
If you want to expand your solo experience: - You can incorporate content from official Symbaroum
modules or sourcebooks by using the oracle to adapt them (for example, if a published adventure expects a
group, scale down enemies or use progress tracks to simulate outcomes). - There are also generic solo tools
(like Mythic, UNE for NPCs, etc.) that you can bolt on if you crave more complexity. But the framework here
should suffice for most needs. - Consider keeping a map of your travels, noting points of interest you
generate. Over multiple solo sessions, you’ll gradually build your own personal canon of Symbaroum lore
and geography – a solo campaign unique to you.
Finally, may Prios light your path (when you need it) and the shadows of Davokar challenge you in all the
right ways. Happy solo adventuring!
Sources & Inspiration: The design of these solo rules was informed by techniques from Ironsworn and
Starforged (credit to Shawn Tomkin for oracle ideas) 22 , The One Ring: Strider Mode 2 , The Walking Dead
RPG solo rules (progress clocks) 20 , and Dragonbane’s solo toolkit 3 4 – all adapted to fit Symbaroum’s
setting. Symbaroum core mechanics referenced from the official rules (Free League Publishing) 19 23 .
These sources helped ensure a smooth solo experience that stays true to the spirit of the game. Enjoy your
adventures in the dark! 2 3
5 6 7 8 9 10 12 13 16 18 19 freeleaguepublishing.com
https://freeleaguepublishing.com/wp-content/uploads/2023/08/Symbaroum-Quick-Guide_2019.pdf
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