TEXT: The 
  Solitary 
  Scorn 
  Lands
  A game of solo adventure set in the world of the Scorn Lords!
  3 Oasis
  The life-blood of the Scorn Lands, oases are sprinkled throughout 
  most of its regions. They vary in size and appearance, but most have 
  permanent towns or guarded camps built around them.
  4 Mountain
  These mountains contain plenty of unique hazards. Born as volcanoes, 
  and volcanic eruptions are dangerously common. The hard basalt rang-
  es are treacherous on their own, but the nearby cliffs of razor-sharp 
  obsidian reject life of any kind. Between mountains, where alluvial de-
  posits created fertile valleys and forests of cypress, pine and bamboo, 
  temperatures reach 100 degrees or more—though as elevation rises, 
  temperatures drop to as low as 10 degrees at the glacial peaks.
  5 Scrublands
  Found between the deserts and foothills to the east and along the 
  southern border, scrublands have wide plains and gently rolling hills, 
  dotted with grasses, shrubs and cacti. The fast-draining sandy soils and 
  Animal life is relatively common here and nomadic groups of human-
  oids and other predators follow the migration of larger animals. 
  6 Sea Cliff
  High coastal deserts give way to a miles-wide shelf of naked gran-
  ite and sandstone. This 250-mile-long shelf terminates in a high bar-
  ren cliff, dropping several hundred feet into the sea. The granite and 
  abounds, particularly coastal birds, and permanent settlements can be 
  found at intervals along the cliffs. 
  7 Wasteland
  by hazardous geological features like toxic gas geysers, active volca-
  noes and frequent earthquakes. Human life is unsustainable in the 
  wastelands and what few outposts persist in these regions must be 
  completely supplied from the outside.
  8 Scornopolis
  Built over millennia, often upon the bones of even more ancient civ-
  ilizations, these bastions of humanity and commerce provide relative 
  Scornopolis covers several square miles and boasts over 1,000 resi-
  dents—a hefty number in this sparse and thankless land. Here the suc-
  the gentle caress of one whose skin has not dried and cracked beneath 
  the wasteland sun. Connections, too, are made in these thriving urban 
  outposts. The Scorn Lords’ agents can always use capable spies and 
  warriors, caravans seek guards, and treasure hunters and explorers 
  look for strength in numbers.
  great danger is here as well.
  Now unfold 
  this booklet, 
  flip it over 
  and get 
  ready to 
  play:
  The Scorn 
  Lands Await!
  Playing the Game
  Step 1
  Each turn you enter a blank hex: roll a die (d8) to see what terrain 
  you enter. Mark it on your map with the letters given in parenthesis.  
  Once you have left a terrain, you can never return to it.
  Think of it as existing in a parallel universe.
  Table C: Terrain—Roll 1d8
  Roll
  Terrain
  Roll
  Terrain
  1
  Canyon (C)
  5
  Scrublands (SL)
  2
  Desert (D)
  6
  Sea Cliff (SC)
  3
  Oasis (O)
  7
  Wasteland (W)
  4
  Mountain (M)
  8
  Scornopolis (S)
  Step 2
  Next you will need to roll an encounter for that hex. Consult the 
  entry for each individual terrain
  following mechanics:
  Trade—Roll 2d6 
  Roll 2d6 on Table B, columns B2 and B3 and look for matches with 
  your inventory. The merchants will either pay for anything with the 
  rolled quality or the rolled good. 
  • If neither of them are rolled, there are no buyers.
  • If either the quality or the good is rolled, they will pay the 
  amount listed in column B4. 
  • If both quality and good are rolled, they will pay double the 
  amount listed in column B4.  
  You can sell as many items as you want.
  Terrain Descriptions
  1 Canyon
  Throughout the wastes, ancient canyons provide shelter and shade 
  for plants, animals and humanoids alike. The greatest inland canyons 
  are hundreds of miles long, twenty or more miles wide and up to 
  two miles deep. Much cooler than the surrounding area, their lowest 
  depths often feature small pools of water from springs or rare rain-
  storms. Though it supports the fragile ecosystems, rain can also be a 
  typically guarded by traps and troops, and wanderers should enter 
  at their own risk. In the deepest chasms, rarely touched by daylight, 
  strange and dangerous monsters roam the depths.
  2 Desert
  rocky near the mountain foothills, to desolate and sandy toward the 
  interior. Though water is scarce (especially in the central plateau, un-
  touched by rain), plant and animal life persists. Nomads and raiders 
  roam indiscriminately, between the small villages and towns found any-
  where water is reliable. Unfortunately, these deserts cool very little 
  at night.
  Repair
  Pay 1-6 gold to restore that many Wagon HP.
  Monster Encounters
  Monsters emerge from the wasteland. Roll on Table D to see what 
  kind.  You can hide in the canyon to avoid them but doing so leaves 
  your wagon vulnerable to their wrath. Monsters do their number 
  times 5 damage to the wagon. (A Bone Collector does 10 damage, 
  a Giant Insect does 35, for instance.)
  IF THE WAGON REACHES ZERO HP, IT’S GAME OVER.
  Trade goods
  Now you need to determine your starting goods, gold, and wagon’s hit 
  points. Roll 3d6 and consult the table below: 
  • The
  die determines the quantity (Column B1)
  • The second die determines the attribute (Column B2)
  • The third die determines what goods (Column B3) 
  • The highest die roll is how much gold you start with (Column B4)
  • The lowest die roll determines your wagon’s hit points (Column B5)
  For example, if you roll a 3, 4, and 5 you would begin with 3 desolate 
  tamarisks, 5 gold and 30 HP for your wagon.
  Table B: Trade Goods—Roll 3d6
  B1: 
  Quantity 
  B2: 
  Attribute 
  B3: 
  Goods
  B4: 
  Value/Gold 
  (highest die)
  B5: 
  Wagon HP 
  (lowest die)
  1 
  Rugged
  Pear
  (1 gp)
  10
  2
  Scraggy
  Cactus
  (2 gp)
  20
  3
  Bleak
  Bloodwood
  (3 gp)
  30
  4
  Desolate
  Yucca
  (4 gp)
  40
  5
  Forlorn
  Tamarisk
  (5 gp)
  50
  6
  Waste
  Pepperberries
  (6 gp)
  60
  Your peddler wins if they collect 100 gold, or if they 
  visit every hex in the map. They can then retire to a 
  life of relative luxury.
  Your peddler loses if their wagon reaches 0 HP. They 
  lose their entire investment and wander off into 
  the desert to die or, worse, become a despicable 
  marauder.
  You are the bravest of souls—the kind of person who travels the 
  harsh, unforgiving Scorn Lands not merely for survival but in order to 
  fortunes to be made for the brave and the lucky.
  To Begin you need at least 3 six-sided die, one 8 sided 
  die, and a pencil.
  Who are you? 
  Table A: Character Class—Roll 1d8
  Roll
  Class
  Ability
  1
  Bone Mountain Witch
  Ignore 3’s on the mishap roll
  2
  Desert Villager
  Add or subtract 1 from any roll per terrain
  3
  Fade
  Not affected by 1’s in Scornopolises 
  4
  Gladiator
  Ignore 1’s on the mishap roll
  5
  Kaldane
  Wins at 80 Gold
  6
  Mentalist
  Reroll both dice when trading in towns
  7
  Myrmeke
  Repairs for free
  8
  Monster Honcho
  Reroll monster once per encounter
  This is the story of your peddler so give them a name and a 
  reason why they have resorted to such a desperate career.
  
  Canyon Encounters
  Roll
  Encounter
  1
  Mishap – Roll on Canyon Mishap Table
  2
  Village of Incomprehensibilities (trade once)
  3
  Abandoned Pear Orchard – Gain d6 pears, roll on Table B to see what kind.
  4
  Cactus Farm – Gain d6 cactus, roll on Table B to see what kind.
  5
  Bloodwood Forest – Gain d6 bloodwood, roll on Table B to see what kind.
  6
  Wild Yucca – Gain d6 yucca, roll on Table B to see what kind.
  7
  Tamarisk Grove – Gain d6 tamarisk, roll on Table B to see what kind.
  8
  Town of Pellucidity (trade once, can re-roll one die) OR (repairs)
  Canyon Mishaps
  Roll
  Result
  Effect
  1
  Flash Flood
  Lose d6 gold (min 0)
  2
  Fall Into a Pit Trap
  Lose d6 Wagon HP
  3
  Uncrossable Chasm
  Can’t enter this hex
  4
  Indignant Dimetrodon 
  Lose d6 goods
  5
  Flash Flood
  Lose all of most valuable goods
  6
  Monsters!
  Roll d6 on Table D: Monsters
  Desert Encounters
  Roll
  Encounter
  1
  Mishap – Roll on Desert Mishap Table
  2
  Village of Cognizability (trade once)
  3
  Marauder Picnic with baskets of food – Gain d6 pears, roll on Table B to see what kind.
  4
  Cactus-covered Ridgeline – Gain d6 cactus, roll on Table B to see what kind.
  5
  Bloodwood Grove – Gain d6 bloodwood, roll on Table B to see what kind.
  6
  Nomadic Traders – Gain d6 yucca, roll on Table B to see what kind.
  7
  Dry River Bed with ancient trees –  Gain d6 tamarisk, roll on Table B to see what kind.
  8
  Town of Manifestness (trade once, can re-roll one die) OR (repairs)
  Desert Mishaps
  Roll
  Result
  Effect
  1
  Myrmeke Hunters
  Lose d6 gold (min 0)
  2
  Broken Wheel
  Lose d6 Wagon HP
  3
  Sand Worms Ahead
  Can’t enter this hex
  4
  Dinosaurs Attack
  Lose d6 goods
  5
  Hidden Marauders
  Lose all of most valuable goods
  6
  Monsters!
  Roll d6 on Table D: Monsters
  Oasis Mishaps
  Roll
  Result
  Effect
  1
  Giant Insects
  Lose d6 gold (min 0)
  2
  Cart Mishap
  Lose d6 Wagon HP
  3
  Deep Chasm
  Can’t enter this hex
  4
  Moisture Gnats 
  Lose d6 goods
  5
  Poisoned Waters
  Lose all of most valuable goods
  6
  Monsters!
  Roll d6 on Table D: Monsters
  Oasis Encounters
  Roll
  Result
  1 
  Mishap – Roll on Oasis Mishap Table
  2 
  Village of Polysemousness (trade once)
  3 
  Thriving Oasis – Gain d6 pears, roll on Table B to see what kind.
  4 
  Cactus Mountain – Gain d6 cactus, roll on Table B to see what kind.
  5 
  Copse of Bloodwood – Gain d6 bloodwood, roll on Table B to see what kind.
  6 
  Yucca Farm – Gain d6 yucca, roll on Table B to see what kind.
  7 
  Tamarisk Grove – Gain d6 tamarisk, roll on Table B to see what kind.
  8 
  Town of Tergiversation (trade once, can re-roll one die) OR (repairs)
  Mountain Encounters
  Roll
  Result
  1 
  Mishap – Roll on Mountain Mishap Table
  2 
  Village of Corrugation (trade once)
  3 
  Abandoned Village with canned goods – Gain d6 pears, roll on Table B to see what kind.
  4 
  Abandoned Peddler’s Wagon – Gain d6 cactus, roll on Table B to see what kind.
  5 
  Stacks of Wood in alpine valley – Gain 2d6 bloodwood, roll on Table B to see what kind.
  6 
  Friendly Nomads – Gain d6 yucca, roll on Table B to see what kind.
  7 
  Pepperberry Trees – Gain d6 pepperberries, roll on Table B to see what kind.
  8 
  Town of Ablation (trade once, can re-roll one die) OR (repairs)
  Mountain Mishaps
  Roll
  Result
  Effect
  1
  Savage Shadaxion
  Lose d6 gold (min 0)
  2
  Avalanche
  Lose d6 Wagon HP
  3
  Rock Slide Over Mountain Pass 
  Can’t enter this hex
  4
  Bone Collectors
  Lose d6 goods
  5
  Volcanic Rumbling 
  Lose all of most valuable goods
  6
  Monsters!
  Roll d6 on Table D: Monsters
  ScrubLands Encounters
  Roll
  Encounter
  1
  Mishap – Roll on Scrublands Mishap Table
  2
  Village of Chaparral (trade once)
  3
  Monster Honcho Greenhouse – Gain d6 pears, roll on Table B to see what kind.
  4
  Valley of Thorns – Gain d6 cactus, roll on Table B to see what kind.
  5
  Grateful Gladiator – Gain d6 bloodwood, roll on Table B to see what kind.
  6
  Garden at the Crossroads – Gain d6 yucca, roll on Table B to see what kind.
  7
  Pepperberry Grove – Gain 2d6 pepperberries, roll on Table B to see what kind.
  8
  Town of Boscage (trade once, can re-roll one die) OR (repairs)
  ScrubLands Mishaps
  Roll
  Result
  Effect
  1
  Austroraptors
  Lose d6 gold (min 0)
  2
  Thorn Bushes
  Lose d6 Wagon HP
  3
  High Rocky Plateau
  Can’t enter this hex
  4
  Stinging Wasps
  Lose d6 goods
  5
  Lose all of most valuable goods
  6
  Monsters!
  Roll d6 on Table D: Monsters
  Sea Cliff Encounters
  Roll
  Encounter
  1
  Mishap – Roll on Sea Cliff Mishap Table
  2
  3
  Hidden Cache in the Cliffs – Gain 2d6 pears, roll on Table B to see what kind.
  4
  Ship-wrecked on the Beach – Gain d6 cactus, roll on Table B to see what kind.
  5
  Cryptic Bone Mountain Witch – Gain d6 bloodwood, roll on Table B to see what kind.
  6
  Hidden Garden in the Hills – Gain d6 yucca, roll on Table B to see what kind.
  7
  Pepperberry Trees – Gain d8 pepperberries, roll on Table B to see what kind.
  8
  Town of Bombinate (trade once, can re-roll one die) OR (repairs)
  Sea Cliff Mishaps
  Roll
  Result
  Effect
  1
  Mentalist Pirates
  Lose d6 gold (min 0)
  2
  Sharp Rents in the Earth
  Lose d6 Wagon HP
  3
  High Barren Cliff
  Can’t enter this hex
  4
  Barren Elves Raid
  Lose d6 goods
  5
  Heavy Coastal Winds
  Lose all of most valuable goods
  6
  Monsters!
  Roll d6 on Table D: Monsters
  Village of Mellifluous
  WasteLand Encounters
  Roll
  Encounter
  1
  Mishap – Roll on Wasteland Mishap Table
  2
  Village of Syzygy (trade once)
  3
   Gain d6 pears, roll on Table B to see what kind.
  4
  Giant Insect stuffed with plants – Gain 2d6 cactus, roll on Table B to see what kind.
  5
  Scorched Forest – Gain d6 bloodwood, roll on Table B to see what kind.
  6
  Ruins of the old world – Gain d6 yucca, roll on Table B to see what kind.
  7
  Dead Gladiator clutching something in hand – Gain d6 pepperberries, roll on Table B 
  to see what kind.
  8
  Town of Petrichor (trade once, can re-roll one die) OR (repairs)
  WasteLand Mishaps
  Roll
  Result
  Effect
  1
  Marauders
  Lose d6 gold (min 0)
  2
  Volcanic Debris
  Lose d6 Wagon HP
  3
  Boiling Sulfur Pits 
  Can’t enter this hex
  4
  Wasteland Yeti 
  Lose d6 goods
  5
  Toxic Gas Geyser
  Lose all of most valuable goods
  6
  Monsters!
  Roll d6 on Table D: Monsters
  Petrified Forest with live fruit –
  Trade Goods
  Character Class
  Gold
  Wagon HP
  Entering a Scornopolis
  TRADE 
  Roll 2d6 on Table B, columns B2 and B3 and look for matches with your inventory. Standard trade 
  rules apply, with two exceptions:
  • if there are 0 matches, you can sell the inventory item that you have the most of at double price.
  • If you roll ones on both dice
  wagon and eliminates you. Game over.
  REPAIR 
  Pay 1-6 gold to restore twice that many Wagon HP.
  (trade once)
  Table D: Monsters
  Roll
  Result
  Damage
  1
  Kaldane
  5
  2
  Bone Collector
  10
  3
  Mrain Bole
  15
  4
  Nega Mage
  20
  5
  Chitin Golem
  25
  6
  Whisperling
  30
  7
  Giant Insect
  35
  8
  Sand Worm 
  40
  Table C: Terrain
  Roll
  Terrain
  1
  Canyon (C)
  2
  Desert (D)
  3
  Oasis (O)
  4
  Mountain (M)
  5
  Scrublands (SL)
  6
  Sea Cliff (SC)
  7
  Wasteland (W)
  8
  Scornopolis (S)
  Table B: Trade Goods
  B1:
  Quantity 
  B2:
  Attribute 
  B3:
  Goods
  B4: Value/Gold 
  (highest die)
  B5: HP 
  (lowest die)
  1 
  Rugged
  Pear
  (1 gp)
  10
  2
  Scraggy
  Cactus
  (2 gp)
  20
  3
  Bleak
  Bloodwood
  (3 gp)
  30
  4
  Desolate
  Yucca
  (4 gp)
  40
  5
  Forlorn
  Tamarisk
  (5 gp)
  50
  6
  Waste
  Pepperberries
  (6 gp)
  60
  Table A: Character Class
  Roll
  Class
  Ability
  1
  Bone Mountain Witch
  Ignore 3’s on the mishap roll
  2
  Desert Villager
  Add or subtract 1 from any roll per terrain
  3
  Fade
  Not affected by 1’s in Scornopolises 
  4
  Gladiator
  Ignore 1’s on the mishap roll
  5
  Kaldane
  Wins at 80 Gold
  6
  Mentalist
  Reroll both dice when trading in towns
  7
  Myrmeke
  Repairs for free
  8
  Monster Honcho
  Reroll monster once per encounter
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/Meatlandia (OSE)/3 The Scourge of the Scorn Lords (OSE)/Scorn Print/The Solitary Scorn Lands Micro Zine (OSE).pdf