Scarlet Heroes
CoreBest For
Solo players, duet groups (1 player + 1 GM), or anyone wanting to run classic old-school adventures without a full party: one hero can tackle any module.
Core Mechanic
Checks: roll 2d8 + attribute modifier + highest relevant trait vs. difficulty number. Attacks: roll d20 + attack bonus vs. AC 20. Unique damage conversion: each damage die reads individually (1 = 0, 2–5 = 1 point, 6–9 = 2 points, 10+ = 4 points), making a single hero viable against hordes. Heroes roll a Fray die each round to auto-damage lesser enemies.
Checks roll 2d8 plus modifiers, while attacks use a d20 against AC. Its hook is solo play, converting old-school damage so one hero can clear a dungeon. The rules stay light.
- Free to tryQuickstartA free starter you can actually play
- Get it nowSold newIn print or as a legal PDF
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
4 of 5 book tools found in the core book
Highlights
Solo and duet scaling makes any old-school module playable with one hero, Fray die and damage conversion solve the action economy, solo oracle and adventure generators included, compatible with B/X and OSR modules, Red Tide setting included
Considerations
Solo adventure tools require creative self-GMing, Red Tide setting is baked in (though easily reskinned), limited character options compared to full OSR games, older layout
Rules license OGL 1.0a
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