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Scarlet Heroes

Core
Sword and sorcery adventures for a lone hero: solo, duet, or classic play
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Best 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.

Dice2d8 / d20
System FamilyOSR
PublisherSine Nomine Publishing
Year2014
ComplexityHow much there is to learn
Low

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.

AvailabilityHow you get the rules
  • Free to tryQuickstartA free starter you can actually play
  • Get it nowSold newIn print or as a legal PDF
RunnabilityWhat the book gives you to run it
  • ✓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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