Bromeliad: Far From Home

Bromeliad: Far From Home is a mini RPG designed for solo play, where you play as an anthromorphic tree frog setting off from their home flower to explore the wide world.

You can PWYW for this title on DriveThruRPG or download a free PDF here. To get early access to monthly games, support me on Patreon.

Each flower, a city. Each branch, a nation. Each treetop, a world.

It is time to leave your home and see what lies beyond the glory of the petals and the pool.

Pack your things and make your way, brave soul.

What lies ahead may be dangerous, but one day you will return with what you set out to find.

You are a tree frog, of the genus Bromeliohyla. You were born in the pool inside this great flower in the tree-tops. Until now, it is all you have known.

You have seen travellers come through. Their weary legs carrying them over the edge of the petals above. They sell their wares and tell their tales. They look into each other’s eyes with understanding and they look into yours with something that could be sadness, or nostalgia, or pity.

Today, you pack what little you have into a folded leaf and tie it to your back. You take one last look behind you and begin to scale the petal walls. Ahead of you is a world you have never seen before…

Small tree frog wearing a hat with a feather

HOW TO PLAY

You will need a handful of dice (1d20, 1d10, 1d6 & 5d4), the RUNNING A GAME page, and a way to write things down to keep track of your story.

This game is GMless and designed for solo play. It relies on generating OUTCOMES for your actions by rolling dice and adding modifiers. Depending on how high you roll, a selection of potential OUTCOMES will be generated. When OUTCOMES are generated, pick one that fits the current narrative. Try and ask yourself how the narrative will move forward, based on the wording of the OUTCOME and the story so far.

Remember, you are the hero, but you are not perfect. Things will not always go your way.

CONFIDENCE

On your adventure you will need to make rolls to generate OUTCOMES. Only make a roll when the success of your action is in doubt.

Whenever you wish to generate an OUTCOME, check what your current CONFIDENCE level is and roll the appropriate dice.

Your CONFIDENCE can be either LOW, NORMAL, or HIGH.

HIGH 5d4
NORMAL 1d10, 1d6, 1d4
LOW 1d20

Each OUTCOME will tell you to increase or decrease CONFIDENCE.

When you increase or decrease CONFIDENCE, change it by one level unless otherwise stated – if it is currently LOW, it becomes NORMAL. If it is currently NORMAL, it becomes HIGH etc.

You begin with a NORMAL level of CONFIDENCE.

Small tree frog wearing a fez

SITUATIONS

You may have lived a sheltered life that hasn’t prepared you for the true dangers of the outside world, but you are better in some SITUATIONS that others.

Assign the modifiers +2, +1, +1, 0 to the SITUATIONS below.

STRIFE BEING IN DIRECT OPPOSITION TO AN INTELLIGENT CREATURE
PERIL BEING ENDANGERED BY THE WORLD OR THE WILD
TOIL BEING ENGAGED IN TASKS THAT REQUIRE SKILL, EFFORT, OR CONCENTRATION
STRESS BEING UNDER PRESSURE IN A SITUATION NOT COVERED ABOVE

Whenever you generate an OUTCOME, decide which SITUATION you are in and add the appropriate modifier to your roll.

PURPOSE

Before you begin your journey, decide what you are setting out to find or accomplish and write it down.

If you are unsure whether something you’re doing will drive you towards your PURPOSE, roll on the PURPOSE PROMPT table in RUNNING A GAME.

When you have achieved your PURPOSE, your story ends and you may return home, or you can find a new PURPOSE to work towards.

Small tree frog wearing a top hat

OBJECTS OF USE

OBJECTS OF USE are items that you have, find, or barter for on your travels. Whenever you generate an OUTCOME, if an OBJECT OF USE would help you, then add +1 to your roll.

You start your adventure with three OBJECTS OF USE. Decide what they are. Each one may have up to three CHARACTERISTICS from the list below. Pick them or roll on the table.

D20 CHARACTERISTIC D20 CHARACTERISTIC
1 HEAVY 11 LONG
2 DURABLE 12 ROOMY
3 RELIABLE 13 WATERTIGHT
4 LIGHT 14 CHEAP
5 OBVIOUS 15 SHARP
6 VALUABLE 16 STICKY
7 SHORT 17 BLUNT
8 COMBUSTIBLE 18 SOFT
9 DISTRACTING 19 BEAUTIFUL
10 SUBTLE 20 BENDY

If an OBJECT OF USE is GAINED, choose up to three CHARACTERISTICS from the list to describe it.

If it is IMPROVED, give it an additional CHARACTERISTIC.

If it is PERFECTED, gain an additional +1 when using it.

If it is DAMAGED or in need of REPAIR, then it cannot be used until it is REPAIRED. You can attempt to REPAIR it by making a roll in a SITUATION of TOIL or finding someone to do it for you. If it is DESTROYED or beyond REPAIR, it can no longer be used. You will need to find a replacement.

RUNNING A GAME: YOUR ADVENTURE

You are not only a player, you are your own Game Master – try to keep these motives in mind when deciding what to do:

PLAYER MOTIVES: Be the hero. Follow opportunities. Play to make a story. Work towards your PURPOSE. Play on from OUTCOMES. Create a world that you want to exist in.

GM MOTIVES: Ask if a roll is necessary. Consider the most likely outcome. Consider the most interesting outcome. Create opportunities for drama. Interpret the OUTCOMES in line with the narrative.

OUTCOMES

On your adventure you will need to make rolls to generate OUTCOMES. Only make a roll when the success of your action is in doubt. Whenever you wish to generate an OUTCOME check what your current CONFIDENCE level is and roll the appropriate dice, adding any modifiers for SITUATION or OBJECTS OF USE. Compare the result below:

RESULT OUTCOMES
21+

 

  • The impact of your action is intensified and has ongoing positive effect
  • You have total control of the situation
  • A trust is made that cannot be broken
  • The situation is unassailable, your safety is guaranteed
  • An OBJECT OF USE is repaired, recovered or PERFECTED or a PERFECTED OBJECT OF USE is gained
  • You accomplish the task with no effort
  • You feel invigorated
  • Something you want is gained and better than expected
█ Increase CONIDENCE to HIGH
20-16

 

  • The impact of your action is intensified
  • You gain the advantage
  • A new friend or ally is made
  • The situation is safe and secure
  • An OBJECT OF USE is REPAIRED, recovered, IMPROVED or GAINED
  • You accomplish the task with little effort
  • You feel fit and well
  • Something you want can be gained with no effort or cost
█ If CONFIDENCE is LOW or NORMAL, increase
15-11

 

  • The impact of your action is as intended
  • You gain some small advantage
  • Trust is gained or regained
  • The situation is stable or stabilises
  • An OBJECT OF USE is REPAIRED or recovered
  • You feel the strain of your action
  • You feel no lasting ill effects
  • Something you want can be gained with minor effort or a small cost
█ If CONFIDENCE is LOW, increase
10-6

 

  • The impact of your action is lessened
  • You are placed at a disadvantage
  • Trust is weakened
  • The situation is at risk of becoming dangerous or violent
  • An OBJECT OF USE is lost, DAMAGED or in need of REPAIR
  • You are pushed to your physical limits
  • You feel unwell
  • Something you want cannot be obtained without great effort or cost
█ If CONFIDENCE is HIGH, decrease
5-1

 

  • The impact of your action is nullified or voided
  • You are placed at a severe disadvantage
  • Trust is broken
  • The situation becomes dangerous or violent
  • An OBJECT OF USE is permanently lost, DESTROYED or beyond REPAIR
  • You are pushed beyond your physical limits
  • You are taken ill
  • Something you want is impossible to obtain
█ If CONFIDENCE is NORMAL or HIGH, decrease

A rudimentary hut made from grass

THE WORLD

You should build a world in the treetops that fits your imagination. Each flower may have a completely different way of life of culture, or there may be a shared, overarching theme. You could imagine your Flowers full of great, towering, ramshackle structures, or like tiny island nations that are traversed by small leaf-crafted boats. You could imagine twisting lanes and dark corners, great and magnificent boulevards, or simple and rustic dwellings. Make the world your own and have fun with it. You’re a tiny frog person, after all!

A ruined archway

PROMPTS

The tables below will help you if you are not sure what you encounter next, or if you want to know if something will lead you towards your PURPOSE. Use these as the seeds for the next part of your adventure.

ADVENTURE PROMPTS: Ask “What do I stumble upon?”, then roll a D20.

D20 PROMPT D20 PROMPT
1 A MONSTER 11 A CROSSROADS
2 A CRIME 12 A THING NOT OF THIS WORLD
3 AN AMBUSH 13 AN ABANDONED SETTLEMENT
4 A SETTLEMENT OR DWELLING 14 A NATURAL FEATURE
5 A RELIC OF AN OLD NATION 15 A FAMILIAR FACE
6 A CHANGE IN WEATHER 16 SOMEONE IN NEED
7 A WILD CREATURE 17 SOMETHING THAT HAS BEEN LOST
8 AN ENCAMPMENT 18 A PLACE OF CULTURAL SIGNIFICANCE
9 A POTENTIAL FRIEND 19 A DEAD END
10 A CHANCE TO TRADE 20 A SIGHT THAT NO ONE HAS SEEN BEFORE

PURPOSE PROMPTS: Ask “Will this drive me towards my purpose?”, then roll a D6:

D6 ANSWER
1 YES, IMMEDIATELY
2 YES, IN TIME
3 IT IS POSSIBLE
4 IT IS UNLIKELY
5 NO, THIS IS A DISTRACTION
6 NO, THIS WILL DRIVE YOU FURTHER FROM IT