TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Monster & Character Art
  Karen Martin, Jack Kaiser
  Cover Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic 
  Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Adobe InDesign
  Special Thanks: 
  Kickstarter Backers
  Thank you for believing in me, when 
  all I had to prove myself was an idea, a 
  blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or 
  store on your hard drive—is a direct 
  result of your faith, and support.  I 
  can’t thank you enough.
  Kickstarter Backers
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  Colophon
  
  3
  Introduction
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  González
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  4
  Introduction
  Infinium Game Studio is:
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Legal Stuff
  FlexTale: Solo Adventuring Toolkit © 2021 J. Evans Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, FlexTale, 
  FTEG, FlexTale Encounter Generator, Mondaria, Geomorphic 
  Cartography, and Aquilae are trademarks of Infinium Game 
  Studio, all rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference to any company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  This product uses the OSRIC™ System (Oldschool System Reference and Index 
  Compilation™). The OSRIC™ system text may be found at http://www.knights-
  n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall. 
  “OSRIC™” and “Oldschool System Reference and Index Compilation™” are 
  trademarks of Stuart Marshall and Matthew Finch and may be used only in 
  accordance with the OSRIC™ license.
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.  
  For additional information, visit www.goodman-games.com or contact info@
  goodman-games.com.
  This book is dedicated to all those in middle school who struggle to find friends at recess; to all those middle-aged grognards 
  who now find it difficult to find time for the hobby they enjoy; and to those who have lost friends and loved ones with whom 
  they have shared their passion.
  Dedication
  Dedication
  
  5
  Introduction
  This book sets several noteworthy records for Infinium 
  Game Studio.
  First, it’s the most popular Kickstarter project we’ve 
  launched.  Just very nearly shy of 500 backers, and counting 
  pre-orders, over that count.  I’m thrilled that there’s so much 
  support for this concept.
  Second, I’m pretty sure that it’s the most-delayed project 
  we’ve worked on.  There have been many reasons for 
  those delays, most having been discussed on our project 
  updates and quarterly State of the Realm updates.  I won’t 
  regurgitate them here, because there’s no point: you hold in 
  your hands, or see on your screen, the final product, which is 
  finally here, regardless of delays and their causes.
  Third, it’s the densest product I’ve produced.  I mean that 
  in the sense that every single page has a lot of stuff.  There’s 
  well over 600 tables in this thing, and each and every one 
  of them is meant to add value to your games.  The FlexAI 
  Guidebook had more, but in terms of value per page, I can’t 
  think of anything I’ve ever done that is as powerful as the 
  Solo Adventuring Toolkit.
  Fourth, it’s the first, best, bringing to bear of the true vision 
  of the FlexTale concept.  The first—and as of this writing, 
  the current—version of the FlexTale Encounter Generator 
  (FTEG) was amazing and unprecedented and innovative, but 
  it really was just a first-round implementation.  What you 
  have in your hands begins to unveil the true vision, the true 
  power, of what I have in mind.
  Fifth, and finally, it’s the first major project that I’ve written 
  in the era of cancer and COVID both significantly impacting 
  my family’s lives.  
  Yes, this touches on the “reasons for delay” notion that I 
  just a few sentences ago said that I wasn’t going to describe.  
  So I understand a bit of confusion or frustration at my 
  mentioning it now.
  I’ve written and crossed out about a half-dozen variations 
  of what to say on this topic, and nothing feels right.  I don’t 
  want to burden the reader with details of my personal life—
  which, let’s be honest, are completely irrelevant to your 
  enjoyment of the book now that it’s actually here.
  But I also don’t want to gloss over the significance.  
  Though in a very real way, I’ve been working on this book 
  for probably 30 years, in a more tangible way, I’ve been most 
  significantly heads-down for a chunk of time that has been 
  some of the most difficult to manage of my life.  
  Whereas I’ve managed my time in survival mode to great 
  extent previously, never have I felt every minute of every 
  day like I have in 2021.  While it does make you appreciate 
  those moments of enjoyment that do come, it’s not an 
  environment where one regularly does one’s best, so I’ve had 
  to create time here and there as needed to make sure this 
  book has been as good as I have always envisioned it being.
  Simply put, then: This book cost me more than the ones that 
  have come before it, and hopefully all those to follow.
  Does that blood, sweat, and tears redeem the huge delay in 
  finishing it?  I’m not the person to answer that.  I just edited 
  the copyright placeholder on the previous page, and I had 
  originally put in “(C) 2019”, so I’m painfully aware of the 
  Foreword
  Foreword
  timing issues here.  
  Does that affect your enjoyment of this book, and its use in 
  your games?  Probably not.  I’d like to think not, actually.  I 
  hope it doesn’t.  Honestly, I kind of hope that you’re not even 
  reading this Foreword at all, and that you’ve skipped past 
  all this boring intro stuff and sunk your teeth right into the 
  meaty bits.  
  I hope you’re already rolling on tables.  
  The best way for me to honor the terrors of 2021, and what 
  it took to finally finish this book, is to just get it into your 
  hands at long last.  
  And the best possible outcome of all of this is that you enjoy 
  this.  I hope you do.  There’s success, there’s money, and all 
  of that, and I strive and hustle for it all like the next good 
  and decent American.
  But better than any of that, there’s that feeling that you did 
  good.  That it was worth it.
  So.  That’s what I’m going for, with this book.
  By any reasonable definition, this thing’s a beast.  
  Considerably and repeatedly delayed, hotly anticipated, 
  and probably a year and a half too late to be of greatest use 
  for those stranded at home and waiting out what is by any 
  measure an unprecedented awfulness.
  But a beast, nonetheless.  And here at last.
  Is it worth the wait?  I certainly hope so.  I think so.  It feels 
  worth it, or at the very least, worthwhile.  
  I do regret letting down those of you who wanted this a year 
  or two ago.  I do regret mentioning target dates and not 
  being able to hit them.
  But I don’t regret the time I took to get here.  I don’t at all 
  regret the final product.
  Hopefully, you don’t, either.
  And so—those of you who have been with IGS for a while 
  know already where I’m going with this...
  Onward.  
  Now, more than ever before.
  Stay safe, stay sane, and game on.
  J. Evans Payne
  Bryn Mawr, Pennsylvania
  October 2021
  
  6
  Introduction
  Table of Contents (Condensed)
  Colophon 
  2
  Table of Contents (Condensed) 
  6
  Table of Contents 
  7
  Introduction 
  14
  Overview, Usability, & Conventions 
  15
  Quick Start 
  23
  Play a Solo Game Immediately 
  24
  QuickStart Quick Reference 
  28
  About Solo Play 
  66
  About Solo Play 
  67
  How to Use 
  72
  A Discussion on Solo Play 
  76
  Solo Play Approaches 
  82
  Solo Play Approaches 
  83
  OPOC 
  84
  OPMC 
  85
  Unorthodox Approaches 
  86
  Additional Approach Options 
  88
  What to Play 
  89
  Universal Solo Play Techniques 
  92
  Universal Solo Play Techniques 
  93
  Variants for Traditional Play 
  102
  Solo Variations with Traditional Participants 
  103
  PC Roles 
  104
  PC Roles 
  105
  OPMC Party Composition 
  113
  OPOC Character Design 
  117
  Solo Encounters 
  119
  Solo Quests 
  122
  Solo Questing Overview 
  123
  Clues 
  125
  Plot-Based Solo Adventuring 
  132
  Chase Quests 
  147
  Slay Quests 
  164
  Deliver Quests 
  182
  Obtain Quests 
  205
  Stop Quests 
  223
  Abstract Mystery Quests 
  244
  Exploration Quests 
  265
  Interaction Quests 
  283
  Complex Quests 
  289
  Balance Point Handicaps 
  293
  Balance Point Handicaps 
  294
  Advancement Handicaps 
  296
  Persistent Handicap Effects 
  301
  Rules Adjustments 
  310
  About Rules Adjustments 
  311
  Randomizing Rules Adjustments 
  315
  Ability Score Rules Adjustments 
  317
  Alignment Rules Adjustments 
  322
  Class Rules Adjustments 
  323
  Skills Rules Adjustments 
  325
  Feats Rules Adjustments 
  328
  Traits Rules Adjustments 
  330
  Magic & Spellcasting Rules Adjustments 
  331
  Combat Rules Adjustments 
  343
  Afflictions Rules Adjustments 
  358
  Obstacles Rules Adjustments 
  363
  Equipment & Treasure Rules Adjustments 
  366
  Magic Item Rules Adjustments 
  376
  Companion Rules Adjustments 
  383
  Element Manipulation Rules Adjustments 
  387
  Dice Chain Rules Adjustments 
  394
  Rewards 
  399
  Rewards Overview 
  400
  Material Rewards 
  403
  Social Rewards 
  408
  Mechanical Rewards 
  415
  Magical Rewards 
  421
  Narrative Rewards 
  431
  Exploration Rewards 
  437
  Penalties 
  443
  Penalties Overview 
  444
  Material Penalties 
  446
  Social Penalties 
  452
  Mechanical Penalties 
  459
  Magical Penalties 
  465
  Narrative Penalties 
  474
  Exploration Penalties 
  479
  Quests & Plots 
  486
  Generators & Tools 
  487
  Appendix:  
  Environment Encounter Tables 
  532
  Environment Encounters 
  533
  Types of Environment 
  534
  No-Result Encounters 
  536
  Combat Encounters 
  537
  Event Encounters 
  539
  Quirk Encounters 
  549
  Appendix:  
  QuickStart Map Templates 
  564
  Appendix: FlexAI 
  567
  FlexAI Free Sample 
  568
  Appendix: AI FlexTables 
  578
  FlexTale 
  586
  Appendix: FlexAI for Social Encounters 
  588
  FlexAI for Social Encounters 
  589
  Appendix: FlexAI Social Encounters: Acquaintance 
  594
  Appendix: Indexes & Misc 
  596
  About Infinium Game Studio 
  597
  Table Index (Alphabetical) 
  598
  Table Index (As Presented) 
  602
  FlexTable Index (Alphabetical) 
  606
  FlexTable Index (As Presented) 
  607
  Rules Adjustments (As Presented) 
  608
  Rules Adjustments (Alphabetical) 
  610
  Plot Template Index (As Presented) 
  612
  Open Gaming License (OGL) 
  613
  
  7
  Introduction
  Table of Contents
  Colophon 
  2
  Infinium Game Studio is: 
  4
  Legal Stuff 
  4
  Dedication 
  4
  Foreword 
  5
  Table of Contents (Condensed) 
  6
  Table of Contents 
  7
  Introduction 
  14
  Overview, Usability, & Conventions 
  15
  What Is This Book? 
  15
  Context & Assumptions 
  15
  Strengths 
  15
  When to Use This Book 
  15
  What This Book is NOT 
  15
  How to Use This Book 
  15
  On Its Own 
  16
  As a D/GM QuickStart 
  16
  As a D/GM Handhold 
  16
  Finger-Stabbing 
  16
  Inspiration for Adventure Design 
  16
  With FTEG Core & Context Books 
  16
  Notes & Conventions 
  16
  Player Descriptive Text 
  16
  GM-Only Notes 
  17
  Designer’s Soapbox 
  17
  Variable Challenge 
  17
  Experience Points and Reward Nuggets 
  17
  Quick-Start 
  17
  Reward Stars and IGS 
  17
  Experience Points and Reward Stars 
  17
  Reward Star to XP Conversion Tables 
  19
  Converting Existing Gaming Products to the Reward Star 
  Format 
  20
  Conclusion 
  21
  “Quadded” Stat Blocks 
  21
  Quadded Challenge Blocks 
  21
  Quick Start 
  23
  Play a Solo Game Immediately 
  24
  Introduction 
  24
  What is Solo QuickStart? 
  24
  How Do I Get Started? 
  24
  The FlexTale Advantage 
  24
  How to Play 
  24
  Revealing the Dungeon 
  24
  Room Placement 
  24
  Combating Nonsensical Design 
  24
  Navigating the Dungeon 
  26
  Secrets 
  26
  Safety 
  26
  Mapping 
  26
  Context 
  26
  Concepts & Terminology 
  26
  Advantage / Disadvantage 
  26
  Difficulty Classes 
  26
  Simulating Enemy Combat 
  27
  Quadded Difficulty  
  27
  QuickStart Quick Reference 
  28
  Quick Reference 
  28
  QuickStart Map Generator 
  29
  QuickStart Hallway Encounter 
  30
  QuickStart Chamber Encounter 
  31
  QuickStart Dead End Encounter Generator 
  32
  QuickStart Trap Generator 
  33
  QuickStart Difficulty Class Generator 
  37
  QuickStart Affliction Generator 
  38
  QuickStart Poison Generator 
  39
  QuickStart Disease Generator 
  42
  Disease General Rules 
  42
  QuickStart Curse Generator 
  45
  Curse General Rules 
  45
  QuickStart Obstacle Generator 
  47
  Obstacle General Rules 
  47
  QuickStart Secret Door Generator 
  49
  Secret Door General Rules 
  49
  QuickStart Treasure Generator 
  51
  QuickStart Treasure, Low Coin Generator 
  52
  QuickStart Treasure, Medium Coin Generator 
  53
  QuickStart Treasure, High Coin Generator 
  54
  QuickStart Treasure, Low Gem Generator 
  55
  QuickStart Treasure, Medium Gem Generator 
  56
  QuickStart Treasure, High Gem Generator 
  57
  QuickStart Potion Generator 
  58
  QuickStart Mundane Item Generator 
  59
  QuickStart Armor Generator 
  60
  QuickStart Weapon Generator 
  61
  QuickStart Combat Encounter Generator 
  62
  QuickStart Beneficial Spell Generator 
  63
  QuickStart Damaging Spell Generator 
  64
  About Solo Play 
  66
  About Solo Play 
  67
  Why Solo Play? 
  67
  A Completely New Game 
  67
  Scope 
  67
  Dynamic Gaming 
  67
  Using in a Traditional Context 
  68
  Gamer Types & Impact on Solo Play 
  68
  Why It Matters 
  68
  Types of Gamer 
  68
  By Team Role 
  70
  As a Former or Current GM 
  71
  How to Use 
  72
  How to Use the SAT 
  72
  Using FTEG SAT by Yourself 
  72
  Using FTEG SAT to Learn How to be a G/DM 
  72
  Using FTEG SAT With a Traditional Gaming Group 
  72
  Pros 
  73
  Improving As a Player 
  73
  Improving as a G/DM 
  73
  Drawbacks 
  73
  Requirements, Options, and Tools 
  74
  Requirements 
  74
  Optional Resources 
  74
  Tools 
  75
  Redundancy & Extension 
  75
  Redundancy & Extension 
  75
  A Discussion on Solo Play 
  76
  Discussing Solo Play 
  76
  Player Role vs. GM Role 
  76
  Different Ways to Play 
  76
  Player Role 
  76
  GM Role 
  77
  The Social Role 
  77
  Replicating the Party Experience 
  78
  Late Determination 
  78
  Intentional Astrays 
  79
  Astrays & Explicit Impacts of Failure 
  80
  Solo Play Approaches 
  82
  Solo Play Approaches 
  83
  Overview & Options 
  83
  Deciding an Approach 
  83
  OPOC 
  84
  Summary 
  84
  Pros 
  84
  Cons 
  84
  Quirks & Considerations 
  84
  OPMC 
  85
  Summary 
  85
  Pros 
  85
  Cons 
  85
  Quirks & Considerations 
  85
  Unorthodox Approaches 
  86
  Summary 
  86
  Reverse-Role 
  86
  Pros 
  86
  
  8
  Introduction
  Cons 
  86
  Quirks & Considerations 
  86
  Warscale 
  86
  Pros 
  86
  Cons 
  86
  Quirks & Considerations 
  87
  RTS / Empire 
  87
  Pros 
  87
  Cons 
  87
  Quirks & Considerations 
  87
  Additional Approach Options 
  88
  Summary 
  88
  Self DM 
  88
  One-on-One Play 
  88
  What to Play 
  89
  Summary 
  89
  Solo-Only Adventures 
  89
  Solo Play with Existing Modules 
  89
  Dynamic Solo Adventures 
  90
  Universal Solo Play Techniques 
  92
  Universal Solo Play Techniques 
  93
  Introduction 
  93
  Domains of Rules 
  93
  Combat 
  93
  Supplemental Combat Tools 
  93
  Flex AI 
  93
  Aquilae: Bestiary of the Realm 
  93
  NPC Interaction 
  94
  Social Interaction Debate 
  94
  Combat & Social Encounters 
  94
  Recognize the Limitations of a Traditional NPC 
  94
  Assume Success 
  95
  Make a Check 
  95
  Declare Your Intent 
  95
  Determine Difficulty 
  95
  Make a Check 
  95
  Determine Degree of Success or Failure 
  96
  Flex AI for Social Encounters 
  98
  Plot Revelation 
  98
  Plot Revelation & Dynamic Adventuring 
  98
  Maps 
  98
  Obscuring & the Fog of War 
  98
  Maps & Dynamic Adventuring 
  98
  Geomorphic Cartography 
  98
  Secrets 
  98
  Experience & Leveling 
  99
  Experience & Advancement 
  99
  Alternate Approaches to XP 
  99
  Quadded Challenge, Reward Stars, & Experience 
  100
  Other Factors 
  100
  Quickening 
  100
  Quickened Combat 
  100
  Variants for Traditional Play 
  102
  Solo Variations with Traditional Participants 
  103
  Introduction 
  103
  Traditional OPOC 
  103
  MPMC: Multiple Players, Multiple Characters 
  103
  PC Pools 
  103
  PC Roles 
  104
  PC Roles 
  105
  Overview 
  105
  A Note on Classes Mentioned 
  105
  PC Roles in Solo Play 
  105
  PC Role Selection 
  105
  Roles by Design 
  105
  Roles by Roleplaying 
  105
  Roles by Accident 
  106
  PC Role Gaps 
  106
  Majors & Minors 
  106
  Context & Game Style Matters! 
  106
  The Quick Essentials 
  106
  The Vital Three 
  106
  Vital Three Class Summary 
  107
  Combat Roles 
  108
  Noncombat Roles 
  109
  Rules System Skill Mapping 
  109
  Combat Roles Summary 
  109
  Noncombat Roles Defined 
  110
  Noncombat Roles Summary 
  111
  Campaign Downtime Roles 
  112
  Background & Plot Roles 
  112
  OPMC Party Composition 
  113
  Overview 
  113
  Party Size & Composition 
  113
  Too Small: 1-3 PCs 
  113
  Too Large: 6+ PCs 
  113
  Just Right: 4-5 PCs 
  113
  Ticking the Boxes 
  113
  The Vital Three (recap) 
  113
  Majors & Minors 
  113
  Multiclassing 
  114
  Avoid It 
  114
  Harmony & Synergy 
  114
  Primary/Secondary Splits 
  114
  Harmonious Combinations 
  116
  Multiclassing Archetypes 
  116
  Scaling Considerations 
  116
  Addendum PCs 
  116
  Adding Characters In Mid-Stream 
  116
  Addendum Removals 
  116
  OPOC Character Design 
  117
  Overview 
  117
  The Vital Three 
  117
  Crying Uncle with OPOC 
  117
  Majors and Minors 
  117
  Multiclassing Emphasis 
  118
  Scaling Considerations 
  118
  Solo Encounters 
  119
  Overview 
  120
  Combat Mechanics 
  120
  EL, CR, etc.: Traditional Approaches 
  120
  Homebrewed Approaches 
  120
  Dynamic Encounters 
  120
  Quadded Challenge 
  120
  FlexAI 
  121
  ABR  
  121
  Scaling Quadded Statblocks  
  121
  Solo Quests 
  122
  Solo Questing Overview 
  123
  Overview 
  123
  What is a Quest? 
  123
  The Value of a Quest 
  123
  Reminder: Shared Storytelling 
  123
  Writers and DMs 
  123
  Not Writers or DMs 
  123
  Adventure Session Types 
  124
  Time and Scale 
  124
  Two Types of Session 
  124
  Story Session 
  124
  Exploration / “Crawl” Session 
  124
  Clues 
  125
  Overview 
  125
  Clues as Abstract Secrets 
  125
  Clues and Conclusions 
  125
  Clues as Storytelling Elements 
  125
  Abstract vs. Literal Clues 
  125
  Clues and Quest Context 
  125
  Unlinked Clues 
  125
  Clues and Conclusions 
  126
  Quests and Clue Targets 
  127
  Consequences for Failed Conclusions 
  127
  Clue-Finding by Environment 
  128
  Finding Clues 
  128
  Clue-Searching and Quests 
  128
  Methodical Searches 
  129
  Accidentally-Discovered Clues and Quests 
  129
  Finding Multiple Clues 
  129
  Searching for Clues 
  129
  Clue-Finding by Environment 
  129
  Relevant Building 
  129
  
  9
  Introduction
  Unrelated Building 
  129
  NPC Corpse 
  129
  Monster Hoard 
  130
  Dungeon or Organic Structure 
  130
  Divination or Magical Effect 
  130
  Social Encounter 
  130
  Performing a Clue Discovery 
  131
  Clues and the Role of Imagination 
  131
  Searching and Failing 
  131
  Plot-Based Solo Adventuring 
  132
  Overview 
  132
  The Golden Guide of Dynamic Generation 
  132
  FTEG Plots 
  132
  Determine the Plot Structure 
  132
  Types of Plot Structure 
  133
  Roles and Targets 
  133
  Terminology 
  133
  Role 
  133
  Actor 
  133
  Target 
  134
  Qualifications 
  134
  Early vs. Late Determination 
  135
  Early Determination 
  136
  Late Determination 
  136
  Actor Tracking 
  136
  Quest Tracking 
  136
  Milestones  
  137
  Terminology 
  137
  Milestones and Simple Quests 
  137
  Milestones and Complex Plots 
  137
  Parallel Milestones 
  137
  Path 
  138
  Plot Flowchart 
  138
  Flowchart Template 
  138
  Custom Plots 
  138
  Mandatory Milestones 
  138
  Critical Path 
  138
  Events 
  138
  Optional Milestones 
  138
  Objectives 
  139
  Conditions 
  139
  Resolved 
  139
  Completed 
  139
  Failed 
  139
  Impacts 
  139
  Consequences 
  139
  Clue Targets 
  140
  Random Quest Events 
  140
  Advancement Reward 
  140
  Quests and Plots 
  140
  Terminology 
  140
  Prerequisites 
  140
  Urgency 
  141
  Stakes 
  141
  Chainability 
  142
  Pace 
  143
  Rewards 
  144
  Additional Mechanics 
  144
  Clue Targets 
  144
  Impacts 
  144
  Consequences 
  144
  Building a Quest 
  144
  Guiding Principles 
  144
  General Approach Outline 
  146
  Next Steps 
  146
  Chase Quests 
  147
  Introduction 
  147
  Purpose Summary 
  147
  Quest Prototypes 
  147
  Random Aspects 
  147
  Plot Template: Chase, Simple Thief 
  152
  Summary 
  152
  Prerequisites 
  152
  Context Overrides 
  152
  Plot Template: Chase, Gang 
  155
  Summary 
  155
  Prerequisites 
  155
  Context Overrides 
  155
  Plot Template: Chase, Split Gang 
  158
  Summary 
  158
  Prerequisites 
  158
  Context Overrides 
  158
  Plot Template: Chase, Multilocation 
  161
  Summary 
  161
  Prerequisites 
  161
  Context Overrides 
  161
  Slay Quests 
  164
  Introduction 
  164
  Purpose Variability 
  164
  Purpose Summary 
  164
  Quest Prototypes 
  164
  Random Aspects 
  164
  Plot Template: Slay, One Target 
  170
  Summary 
  170
  Prerequisites 
  170
  Context Overrides 
  170
  Plot Template: Slay, Multiple Targets 
  173
  Summary 
  173
  Prerequisites 
  173
  Context Overrides 
  173
  Plot Template: Distant Target 
  176
  Summary 
  176
  Prerequisites 
  176
  Context Overrides 
  176
  Plot Template: Slay, Protected Target 
  179
  Summary 
  179
  Prerequisites 
  179
  Context Overrides 
  179
  Deliver Quests 
  182
  Introduction 
  182
  Purpose Summary 
  182
  Purpose Variability 
  182
  Purpose Variability Tables 
  182
  Quest Prototypes 
  187
  Random Aspects 
  187
  Plot Template: Deliver, Simple 
  193
  Summary 
  193
  Prerequisites 
  193
  Context Overrides 
  193
  Plot Template: Deliver, Multi-Location 
  196
  Summary 
  196
  Prerequisites 
  196
  Context Overrides 
  196
  Plot Template: Deliver, Ambushed 
  199
  Summary 
  199
  Prerequisites 
  199
  Context Overrides 
  199
  Plot Template: Deliver, Pickup and Deliver 
  202
  Summary 
  202
  Prerequisites 
  202
  Context Overrides 
  202
  Obtain Quests 
  205
  Introduction 
  205
  Purpose Variability 
  205
  Purpose Variability Tables 
  205
  Purpose Summary 
  206
  Quest Prototypes 
  206
  Random Aspects 
  206
  Plot Template: Obtain, Simple 
  211
  Summary 
  211
  Prerequisites 
  211
  Context Overrides 
  211
  Plot Template: Obtain, Multiple 
  214
  Summary 
  214
  Prerequisites 
  214
  Context Overrides 
  214
  Plot Template: Obtain, Guarded 
  217
  Summary 
  217
  Prerequisites 
  217
  Context Overrides 
  217
  Plot Template: Obtain, Get and Deliver 
  220
  
  10
  Introduction
  Summary 
  220
  Prerequisites 
  220
  Context Overrides 
  220
  Stop Quests 
  223
  Introduction 
  223
  Purpose Summary 
  223
  Purpose Variability 
  223
  Purpose Variability Tables 
  223
  Quest Prototypes 
  226
  Random Aspects 
  226
  Plot Template: Stop, Simple 
  232
  Summary 
  232
  Prerequisites 
  232
  Context Overrides 
  232
  Plot Template: Stop, Guarded Responsible Party 
  235
  Summary 
  235
  Prerequisites 
  235
  Context Overrides 
  235
  Plot Template: Stop, Multiple Responsible Parties 
  238
  Summary 
  238
  Prerequisites 
  238
  Context Overrides 
  238
  Plot Template: Stop, Smokescreen 
  241
  Summary 
  241
  Prerequisites 
  241
  Context Overrides 
  241
  Abstract Mystery Quests 
  244
  Introduction 
  244
  Purpose Summary 
  244
  Purpose Variability 
  244
  Purpose Variability Tables 
  245
  Quest Prototypes 
  248
  Random Aspects 
  248
  Plot Template: Mystery, Single Person of Interest 
  253
  Summary 
  253
  Prerequisites 
  253
  Context Overrides 
  253
  Plot Template: Mystery, Multiple Suspects 
  256
  Summary 
  256
  Prerequisites 
  256
  Context Overrides 
  256
  Plot Template: Mystery, Web of Intrigue 
  259
  Summary 
  259
  Prerequisites 
  259
  Additional Mechanics 
  259
  Context Overrides 
  259
  Plot Template: Mystery, Double-Cross 
  262
  Summary 
  262
  Prerequisites 
  262
  Context Overrides 
  262
  Exploration Quests 
  265
  Introduction 
  265
  Purpose Summary 
  265
  Quest Prototypes 
  265
  Purpose Variability 
  265
  Random Aspects 
  266
  Plot Template: Exploration, Single Location 
  271
  Summary 
  271
  Prerequisites 
  271
  Context Overrides 
  271
  Plot Template: Exploration, Multi-Location 
  274
  Summary 
  274
  Prerequisites 
  274
  Context Overrides 
  274
  Plot Template: Exploration, Multi-Random 
  277
  Summary 
  277
  Prerequisites 
  277
  Context Overrides 
  277
  Plot Template: Exploration, Random Path 
  280
  Summary 
  280
  Prerequisites 
  280
  Random Path Milestones 
  280
  Context Overrides 
  280
  Interaction Quests 
  283
  Introduction 
  283
  Social Riffs 
  283
  Random Social Encounters 
  283
  Building Social Encounters 
  284
  Social Encounters and FlexAI 
  284
  Dynamic Social Skill Challenges 
  284
  Complex Quests 
  289
  Introduction 
  289
  Features 
  289
  Plot Slots 
  289
  Role Carry-Over 
  290
  Complex Rewards and Penalties 
  290
  Element Randomization for Complex Quests 
  291
  Balance Point Handicaps 
  293
  Balance Point Handicaps 
  294
  Overview 
  294
  Advancement Handicaps 
  294
  Persistent Handicap Effects 
  294
  Handicap Categories 
  294
  OPMC, OPOC, and Handicaps 
  294
  Calculating Your Handicap Category 
  295
  Advancement Handicaps 
  296
  Overview 
  296
  Advancement Impact by Handicap Category 
  296
  Types of Advancement Handicap Effect 
  296
  Advancement Handicap Effects by Category 
  297
  Crippling Penalty 
  297
  Major Penalty 
  297
  Medium Penalty 
  298
  Minor Penalty 
  298
  Minor Boost 
  299
  Medium Boost 
  299
  Major Boost 
  299
  Game-Changing Boost 
  300
  Persistent Handicap Effects 
  301
  Overview 
  301
  Types of Persistent Handicap Effect 
  301
  Persistent Handicap Effect Tables 
  302
  Crippling Penalty 
  302
  Major Penalty 
  302
  Medium Penalty 
  303
  Minor Penalty 
  303
  Minor Boost 
  304
  Medium Boost 
  304
  Major Boost 
  304
  Game-Changing Boost 
  305
  Specific Persistent Effect Tables 
  305
  Rules Adjustments 
  310
  About Rules Adjustments 
  311
  Overview 
  311
  Optional 
  311
  Rules Adjustment Checklist 
  311
  Balance Points & Handicaps 
  311
  Balance of Adjustments 
  311
  Boons and Penalties 
  311
  Handicap  
  311
  Net Balance Point Modifier 
  312
  Overpowering by Combination 
  312
  Types of Gameplay Element 
  312
  Game Styles 
  312
  Rules Adjustments for Traditional Play 
  313
  OPOC Options 
  314
  Rules System Relevance 
  314
  Common House Rules 
  314
  Randomizing Rules Adjustments 
  315
  Overview 
  315
  Random Rules Adjustment Types 
  315
  Random Rules Adjustment Categories 
  315
  Random Rules Adjustment Boon 
  315
  Random Rules Adjustment Penalty 
  316
  Ability Score Rules Adjustments 
  317
  Overview 
  317
  Random Ability Score Rules Adjustments 
  317
  Ability Score Rules Adjustments 
  317
  Alignment Rules Adjustments 
  322
  Overview 
  322
  Random Alignment Rules Adjustments 
  322
  Alignment Rules Adjustments 
  322
  
  11
  Introduction
  Class Rules Adjustments 
  323
  Overview 
  323
  Random Class Rules Adjustments 
  323
  Alignment Rules Adjustments 
  323
  Skills Rules Adjustments 
  325
  Overview 
  325
  Random Skill Rules Adjustments 
  325
  Skill Rules Adjustments 
  326
  Feats Rules Adjustments 
  328
  Overview 
  328
  Random Feat Rules Adjustments 
  328
  Feat Rules Adjustments 
  328
  Traits Rules Adjustments 
  330
  Overview 
  330
  Random Trait Rules Adjustments 
  330
  Trait Rules Adjustments 
  330
  Magic & Spellcasting Rules Adjustments 
  331
  Overview 
  331
  Random Magic Rules Adjustments 
  331
  Magic Rules Adjustments 
  332
  Combat Rules Adjustments 
  343
  Overview 
  343
  Random Combat Rules Adjustments 
  343
  Magic Rules Adjustments 
  344
  Afflictions Rules Adjustments 
  358
  Overview 
  358
  Random Affliction Rules Adjustments 
  358
  Affliction Rules Adjustments 
  359
  Obstacles Rules Adjustments 
  363
  Overview 
  363
  Random Obstacle Rules Adjustments 
  363
  Affliction Rules Adjustments 
  363
  Equipment & Treasure Rules Adjustments 
  366
  Overview 
  366
  Random Combat Rules Adjustments 
  366
  Magic Rules Adjustments 
  367
  Magic Item Rules Adjustments 
  376
  Overview 
  376
  Random Magic Item Rules Adjustments 
  376
  Magic Rules Adjustments 
  377
  Companion Rules Adjustments 
  383
  Overview 
  383
  Random Companion Rules Adjustments 
  383
  Companion Rules Adjustments 
  383
  Element Manipulation Rules Adjustments 
  387
  Overview 
  387
  How to Use 
  387
  Extant Content 
  387
  When to Use 
  387
  When NOT to Use 
  387
  Static Handicapping 
  387
  Dynamic Handicapping 
  387
  EMRA Stacking 
  387
  Retconning a Bigger Expenditure 
  388
  EMRA Terminology 
  388
  Ignore 
  388
  Suffer 
  388
  Dismiss 
  388
  Introduce / Duplicate 
  388
  Random EMRA Rules Adjustments 
  388
  EMRA Rules Adjustments 
  389
  Dice Chain Rules Adjustments 
  394
  Overview 
  394
  Balance Points & the Dice Chain 
  394
  The Dice Chain 
  394
  Dice Chain with Standard Dice 
  394
  Simulating Unusual Dice 
  394
  Skipping D14/D16 
  394
  Random Dice Chain Rules Adjustments 
  395
  Dice Chain Rules Adjustments 
  395
  Rewards 
  399
  Rewards Overview 
  400
  Summary 
  400
  Terminology 
  400
  Rewards and Storytelling 
  400
  Reward Applicability 
  400
  Filtered Rewards 
  400
  Rewards and Sanity Checks 
  400
  QuickStart Rewards 
  400
  Using Reward Tables 
  401
  Randomizing Rewards 
  401
  Reward Categories 
  401
  Material Rewards 
  403
  Overview 
  403
  Material Reward Categories 
  403
  Wealth Reward 
  403
  Items Reward 
  404
  Objects Reward 
  404
  Property Reward 
  405
  Resources Reward 
  406
  Artifacts Reward 
  407
  Social Rewards 
  408
  Overview 
  408
  Social Reward Categories 
  408
  Status Reward 
  408
  Relationships Reward 
  409
  Attitudes Reward 
  410
  Factional Reward 
  411
  Ally Reward 
  412
  Religious Reward 
  413
  Mechanical Rewards 
  415
  Overview 
  415
  Mechanical Reward Categories 
  415
  Rules Adjustment Reward 
  415
  Ability Score Reward 
  417
  Skill / Feat Reward 
  417
  Dice Chain Reward 
  418
  XP / Milestone Reward 
  419
  Multiclass Unlock Reward 
  419
  Magical Rewards 
  421
  Overview 
  421
  Magical Reward Categories 
  421
  Buff Reward 
  421
  Magical Service Reward 
  423
  Magical Answer Reward 
  424
  Magical Unlock Reward 
  425
  Magical Item Reward 
  426
  Magical Feat Reward 
  427
  Magical Skill Reward 
  428
  Magical Scroll Reward 
  429
  Narrative Rewards 
  431
  Overview 
  431
  Narrative Reward Categories 
  431
  Clues Reward 
  431
  Targeting Reward 
  432
  Quest Reward 
  433
  Chain Reward 
  434
  Actors Reward 
  435
  Complete Quest Reward 
  436
  Exploration Rewards 
  437
  Overview 
  437
  Exploration Reward Categories 
  437
  Reveal Reward 
  437
  Expedite Reward 
  438
  Revisit Reward 
  439
  Establish Transit Reward 
  440
  Safe Passage Reward 
  441
  Establish Safe Passage Reward 
  442
  Penalties 
  443
  Penalties Overview 
  444
  Summary 
  444
  Default Penalties 
  444
  Random Penalties 
  444
  Penalty Categories 
  444
  Material Penalties 
  446
  Overview 
  446
  Material Penalty Nature 
  446
  Steal-Backs 
  447
  Material Penalty Categories 
  447
  Wealth Penalties 
  448
  Item Penalties 
  448
  Objects Penalties 
  449
  Property Penalties 
  449
  Resources Penalties 
  450
  
  12
  Introduction
  Artifacts Penalties 
  451
  Social Penalties 
  452
  Overview 
  452
  Status Penalties 
  453
  Relationships Penalties 
  454
  Attitudes Penalties 
  455
  Factional Penalties 
  456
  Adversary Penalty 
  457
  Religious Penalties 
  458
  Mechanical Penalties 
  459
  Overview 
  459
  Mechanical Penalty Categories 
  459
  Rules Adjustment Penalty 
  459
  Rules Adjustment Penalties and Handicaps 
  459
  Rules Adjustment Penalty Duration 
  459
  Rules Adjustment Randomization 
  460
  Ability Score Penalty 
  461
  Skill / Feat Penalty 
  461
  Dice Chain Penalty 
  462
  XP / Milestone Penalty 
  463
  Negative Reward Stars 
  463
  Level Loss Penalty 
  463
  Magical Penalties 
  465
  Overview 
  465
  Accepting Magical Penalties 
  465
  Magical Penalty Categories 
  465
  Debuff Penalty 
  465
  Debuff Penalty Duration 
  466
  Higher-Level Debuffs 
  466
  Denial of Service Penalties 
  467
  Curse Penalty 
  468
  Curse Duration 
  468
  Item Denature Penalty 
  469
  Denatured Item Value 
  469
  Denatured Item Selection 
  469
  Magic Loss Penalties 
  470
  Magic Loss Spell Level 
  471
  Magic Loss Spell School 
  471
  Magic Loss Duration 
  471
  Knowledge Decay Penalties 
  472
  Knowledge Decay Spell Level 
  472
  Knowledge Decay Spell School 
  472
  Knowledge Decay Duration 
  473
  Narrative Penalties 
  474
  Overview 
  474
  Narrative Penalty Categories 
  474
  Clue Loss Penalty 
  474
  Clue Complexity Penalty 
  475
  Cohesion Quest Penalty 
  475
  Cohesion Quests 
  475
  Cohesion Quest Urgency 
  476
  Rewards with Cohesion Quests 
  476
  Penalties of Failing Cohesion Quests 
  477
  Chain to Cohesion Penalty 
  477
  Actor Attitude Degrades Penalty 
  478
  Fail Quest Penalty 
  478
  Exploration Penalties 
  479
  Overview 
  479
  Exploration Penalty Categories 
  479
  Obscure Penalty 
  479
  Obscured Locations 
  479
  Sluggish Transit Penalty 
  480
  Sluggish Transit 
  480
  Compulsory Visit Penalty 
  481
  Compulsory Visit Cohesion Quests 
  481
  Block Transit Penalty 
  482
  Blocked Transit Obstacles 
  482
  Treacherous Passage Penalty 
  483
  Treacherous Passage 
  483
  Infested Passage Penalty 
  484
  Infested Passage 
  484
  Quests & Plots 
  486
  Overview 
  486
  Early Determination vs. Late Determination 
  486
  Generators & Tools 
  487
  Yes/No Decision 
  488
  Likelihood 
  488
  Complex Question 
  489
  Compass Direction 
  490
  Wind Direction 
  490
  Rough Distance 
  491
  Settlement Size 
  491
  Faction Type 
  492
  Environment / Terrain 
  493
  Overland Points of Interest 
  494
  Climate 
  495
  Temperature 
  496
  Creature Type 
  497
  Humanoid Race 
  498
  Class 
  499
  Profession 
  500
  Knowledge 
  501
  Perform 
  502
  Craft 
  503
  Skills 
  504
  Gender 
  505
  Affluency 
  505
  Travel Pace 
  506
  Age 
  506
  Attitude 
  507
  Alignment (General) 
  508
  Alignment (BBEG) 
  509
  Alignment (Commoner) 
  509
  Alignment (Notable) 
  510
  Alignment (Monster) 
  510
  FlexAI Combat Role 
  511
  FlexAI Combat Role Variant 
  512
  FlexAI Combat Stance 
  513
  FlexAI Social Roles 
  514
  FlexAI Social Contexts 
  515
  FlexAI Social Encounter Results 
  516
  Time of Day 
  517
  Body Slot 
  518
  Hit Location 
  519
  Damage Type 
  520
  Energy Type 
  521
  Element Type 
  522
  Poison Type 
  523
  Color 
  523
  Season 
  524
  Month 
  524
  Day of the Week 
  525
  Floor Relative to Here 
  526
  Quest Type 
  527
  Mount 
  528
  Familiar 
  529
  Spell Level 
  530
  Spell School 
  531
  Appendix:  
  Environment Encounter Tables 
  532
  Environment Encounters 
  533
  Overview 
  533
  Environment Encounters 
  533
  Types of Environment Encounter 
  533
  Combat Encounters 
  533
  Event Encounters 
  533
  Quirk Encounters 
  533
  No-Result Encounters 
  533
  Types of Environment 
  533
  Types of Environment 
  534
  No-Result Encounters 
  536
  Overview 
  536
  Specific No-Result Encounters 
  536
  No Encounter; Rest Safely 
  536
  No Encounter; Pass Safely 
  536
  No Encounter; Rising Tension 
  536
  Combat Encounters 
  537
  Overview 
  537
  Simplified Combat Encounters 
  537
  Initiative and Surprise 
  537
  Specific Combat Encounters 
  537
  Add X Hit Dice 
  537
  
  13
  Introduction
  Subtract X Hit Dice 
  537
  Difficult Terrain 
  538
  Event Encounters 
  539
  Overview 
  539
  Result Variability 
  539
  Choices & Implications 
  539
  Specific Event Encounters 
  539
  Dragon Fly-By 
  539
  Giant Patrol 
  540
  Avalanche 
  540
  Missing Townsfolk 
  541
  Nomadic Quest 
  542
  Opportunistic Bandits 
  542
  Poison Haze 
  542
  Private Property 
  543
  Shake-Down 
  543
  Shepherd Quest 
  544
  Shifting Terrain 
  544
  Strangling Flora 
  545
  Completely Lost 
  545
  Splintertrees 
  545
  Washed Ashore 
  546
  Drowning Victim 
  546
  Stranded Adventurer 
  547
  Quirk Encounters 
  549
  Overview 
  549
  Result Variability 
  549
  Choices & Implications 
  549
  Specific Quirk Encounters 
  549
  Boulder Throw 
  549
  Caravan 
  549
  Cave-In 
  551
  Creepy Runes 
  551
  Cartographer Quest 
  552
  Deranged Bandits 
  552
  Fae Curiosity 
  553
  Guard Picket 
  554
  Ingredient Forage 
  554
  Misinformation 
  555
  Poisonous Foliage 
  556
  Rockslide 
  556
  Message in a Bottle 
  556
  Sudden Pit 
  557
  Toxic Oasis 
  557
  Traveler Corpses 
  557
  What’s That? 
  558
  Forest 
  559
  Grassland 
  560
  Jungle 
  561
  Mountain 
  562
  Lake/River 
  563
  Appendix:  
  QuickStart Map Templates 
  564
  Solo QuickStart Dungeon Map Templates 
  565
  Appendix: FlexAI 
  567
  FlexAI Free Sample 
  568
  What is FlexAI? 
  568
  Free Sample vs. Full Version 
  568
  How to Use FlexAI 
  568
  Sanity Checks & Rerolls 
  568
  Three Tiers of Complexity 
  568
  Behavior Common Concepts 
  568
  Combat Outcomes 
  568
  Combat Targeting 
  569
  Simple AI Rules 
  570
  Full AI Rules 
  571
  Additional Factors: Role & Stance 
  571
  Combat Roles 
  571
  Combat Stances 
  572
  FlexAI & FlexTable Listing 
  574
  Advanced AI Rules 
  574
  Surges & Lulls 
  574
  Combat Surges 
  574
  Types of Surge 
  574
  Combat Lulls 
  576
  Types of Lull 
  576
  Appendix: AI FlexTables 
  578
  Full Edition vs. FTEG SAT 
  578
  Brute / Fresh 
  579
  Soldier / Fresh 
  580
  Artillery / Fresh 
  581
  Skirmisher / Fresh 
  582
  Lurker / Fresh 
  583
  Controller / Fresh 
  584
  Leader / Fresh 
  585
  FlexTale 
  586
  What is FlexTale? 
  586
  FlexTables 
  586
  Appendix: FlexAI for Social Encounters 
  588
  FlexAI for Social Encounters 
  589
  About Social Encounters 
  589
  Limitations 
  589
  How to Use FlexAI for Social Encounters 
  589
  Sanity Checks & Rerolls 
  589
  Starting Points 
  589
  Behavior Common Concepts 
  589
  Social Roles 
  589
  Social Interaction Choices 
  591
  Social Encounter Results 
  591
  Appendix: FlexAI Social Encounters: Acquaintance 
  594
  Acquaintance / Normal / Passing By 
  595
  Contexts 
  595
  Appendix: Indexes & Misc 
  596
  About Infinium Game Studio 
  597
  Values and Key Differences 
  597
  Table Index (Alphabetical) 
  598
  Table Index (As Presented) 
  602
  FlexTable Index (Alphabetical) 
  606
  FlexTable Index (As Presented) 
  607
  Rules Adjustments (As Presented) 
  608
  Rules Adjustments (Alphabetical) 
  610
  Plot Template Index (As Presented) 
  612
  Open Gaming License (OGL) 
  613
  
  14
  Introduction
  Introduction
  Introduction
  
  15
  Introduction
  Overview, Usability, & Conventions
  What Is This Book?
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • A standalone tool, used for generating and running a solo 
  adventuring campaign.
  • Inspiration for running a traditional, G/DM-plus-players, 
  tabletop roleplaying campaign.
  • A dynamic content generation tool to quickly create 
  endless quests, dungeons, rewards, threats, and other 
  adventure content with zero preparation beforehand, in 
  either a solo or a traditional game environment.
  • A companion to the FlexTale Encounter Generator books 
  to fuel dynamic solo content generation.
  In short, how you use this book is really dependent upon you 
  and your needs as a GM and as a player.
  Context & Assumptions
  Context & Assumptions
  This book assumes the following:
  • The reader is entering the solo experience with a 
  background of having played traditional tabletop 
  roleplaying games, either as a player, and/or as a GM.
  • The reader is not picking this book up as the very first 
  example of a pen-and-paper roleplaying experience.
  • The reader is in possession of the core rulebook(s), 
  and/or the bare minimum of published materials and 
  resources, required to play and GM one or more of the 
  popular fantasy roleplaying games supported by this book.
  • The reader is familiar with the rules of their selected 
  rules system, at least enough to remember where in those 
  rules to go back and double-check those rules if detailed 
  knowledge is needed.  For example, you may well have 
  forgotten all of the details involved with Grapple Checks 
  in Pathfinder, but you’ve read through them and probably 
  even used them at least once, so if that situation comes 
  up in your solo play, you can go look up the details and 
  remind yourself how to run that situation.
  • The reader is familiar with the basic mechanics of their 
  chosen ruleset, for example, what Ability Scores are, how 
  they relate to Ability Score Modifiers, etc.
  • The reader is capable of creating his/her own PCs, using 
  the rules of their chosen system to do so.
  • No matter what the reader’s level of comfort with their 
  chosen rules system is, they are willing to modify some of 
  those rules so as to improve the solo-play experience.
  With that said, however, this book also attempts to do the 
  following:
  • Provide thoughts and guidance on the GM-related 
  elements of solo play, to aid those readers who may never 
  have acted in the role of a GM before.  For example, the 
  book contains a wealth of tables that help the reader 
  create stories, maps, and adventures, even if they have 
  never done those things themselves in a traditional 
  gaming environment.
  • Provide tools and ponderings on several aspects of the 
  core rules of the supported game systems, particularly 
  as they relate to changing those rules, and incorporating 
  elements of rules from other systems so as to facilitate 
  solo play.  For example, the Advantage/Disadvantage 
  mechanic from the Fifth Edition of the world’s most 
  popular RPG is used several places herein, and is 
  explained for those who are choosing instead to play using 
  the Pathfinder rules set.
  • Act as a starting point for infinite, dynamic, and easy-to-
  create adventure content generation.
  Strengths
  This book contains a wealth of tweaks, tools, and, of course, 
  tables that can be used in any combination to produce a truly 
  infinite amount of dynamic adventure content. 
  Although these tools were written with an eye toward 
  producing this content for solo roleplayers, nearly everything 
  in this tome is also usable in a traditional, D/GM-plus-
  players gaming environment.
  There has never before been so comprehensive a tool 
  engineered toward empowering and fueling solo adventures.  
  I know.  I’ve checked, and researched the topic extensively.  
  If at any point I had found something, anything, even vaguely 
  approaching the capabilities of this book, I might have 
  stopped writing it!
  When to Use This Book
  • If you intend to pursue solo play of a tabletop RPG.
  • If you are in need of zero-preparation, ready-to-use 
  adventure content, either as a solo player or as a D/GM in 
  traditional group social play.
  • If you are curious about whether solo play is for you, and 
  are looking for what tools might be useful to help you 
  pursue that objective.
  • If you’re looking for inspiration as to how to become a 
  better D/GM, in the traditional sense of the concept.
  What This Book is NOT
  What This Book is NOT
  This book does not contain full tabletop roleplaying game 
  rules.  It is designed to work with a number of the most 
  popular fantasy TTRPGs, but can easily work with any game.
  This book also lacks a scripted, structured, predesigned 
  adventure.  It provides tools to generate billions of different 
  combinations of dynamically-created adventures, however.
  How to Use This Book
  How to Use This Book
  There is no wrong way to use this book.  However, as the 
  
  16
  Introduction
  approach used is perhaps somewhat different than other 
  takes on similar material, some guidance may be useful to 
  consider.
  On Its Own
  The FlexTale Solo Adventuring Toolkit is designed to be 
  fully usable on its own, without any other IGS or FlexTale 
  products.  The FTEG SAT contains enough of an introduction 
  and preamble in these chapters to frame its use as a tool to 
  single-handedly drive enable solo play in any supported rules 
  system... or, indeed, any tabletop roleplaying game at all, 
  really.
  However, it may be challenging, particularly for players new 
  to tabletop roleplaying games or to GMing in general, to 
  tackle the myriad other challenges of solo roleplaying.
  As a D/GM QuickStart
  It happens to the best of us: you meant to prepare for 
  your gaming session, but real life got in the way.  Your 
  day job was demanding, your other social commitments 
  accumulated, and time just ran away, leaving you ::checks 
  watch:: no time whatsoever to prep for the game.
  Not to worry; the FTEG SAT has your back.  Flip to the 
  QuickStart pages and roll up your environment.  Flip to the 
  Quests section and roll up a few quests in minutes.
  Each and every table and tool in this book was designed 
  around the reality that not everyone has the time they would 
  like to prepare... and, let’s be quite honest here, not everyone 
  likes to prepare in the first place.  Some of us are by-the-
  seat-of-our-pants-ers, and we like it that way.
  As a D/GM Handhold
  One question I see frequently is: How do I start with DMing a 
  group?  Or, equally important: How do I get better as a DM?
  While this book was not written explicitly to address these 
  questions, it was made with them, and the people who ask 
  them, in mind.
  To be frank, if you’re asking either of those questions, you’re 
  well on your way to answering them, just merely by the 
  virtue of wanting to improve.  
  It’s like sanity: it’s only those who never question their 
  abilities who need to worry about them.
  (Make of that analogy what you will!)
  Finger-Stabbing
  Stuck?  Have writer’s block?  Out of ideas as a D/GM?
  Open this book to any page at random, and stab your finger 
  at any paragraph.
  No, seriously.  Give it a try. 
  Whatever you point to, try to incorporate that into your 
  game. 
  I cannot guarantee this will solve your dilemna or obstacle.  
  But this book is so densely-packed with tables, tools, 
  discussions, and explanations, that the chances are nearly 
  100% that there will be something to tickle your fancy.
  Inspiration for Adventure Design
  The FTEG SAT contains hundreds of tables for creating 
  dynamic adventure content.  But you don’t need to use them 
  as written to derive value from them.
  You can just flip through the pages, and occasionally note an 
  idea that you might not have thought of, or perhaps haven’t 
  thought of in that particular flavor or combination.
  I absolutely guarantee that if you do start rolling on the 
  tables, you’ll come up with combinations that you’ve never 
  thought of, and might not have if it hadn’t been for how 
  things are organized here.  (That’s less me bragging about 
  how good the book is, and more just using statistics to prove 
  a point.)
  With FTEG Core & Context Books
  The FlexTale Encounter Generator (FTEG) core book 
  is a massive resource for generating dynamic tabletop 
  roleplaying game content in real time, with zero preparation 
  beforehand.  Although it was designed to be used by a GM as 
  a means of helping create adventure content for a traditional 
  gaming group, there’s no reason at all that it can’t be used to 
  fuel dynamic content for solo play.
  The ideal scenario, then, is one in which:
  • The SCC is used to create a solo adventuring party. 
  • The FTEG SAT is used for rules to guide solo gameplay 
  and dictate what sorts of dynamic content need to be 
  generated.
  • The FTEG Core book is used to actually generate the 
  content required.
  The three books operate together in fluid harmony, each 
  solving problems covered to some degree by the others.
  Notes & Conventions
  Notes & Conventions
  As is typical in a roleplaying game adventure or module, 
  some text herein is meant to be read or shown to players 
  verbatim… but the majority of the content is meant to be for 
  the Game Master’s (GM) eyes only.  Below please find some 
  visual conventions that make this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to players as-
    These sections are meant to be read aloud to players as-
  is.  You are of course free to introduce your own changes 
  is.  You are of course free to introduce your own changes 
  as you see fit as a Game Master.  Player Descriptive Text 
  as you see fit as a Game Master.  Player Descriptive Text 
  blocks are meant to serve as informative tidbits that have 
  blocks are meant to serve as informative tidbits that have 
  been preconstructed to reflect the exact nature of the 
  been preconstructed to reflect the exact nature of the 
  situation being encountered by the party.
  situation being encountered by the party.
  
  17
  Introduction
  GM-Only Notes
    Granted, nearly everything not highlighted in Player 
  Descriptive Text is not meant to be read aloud to 
  the players.  However, some content is much more 
  “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information that the 
  players may not normally have access to—either right 
  now, or in some cases, ever.  Make sure to conceal these 
  sections from players unless there is a specific reason to 
  tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to express 
  a specific opinion about some aspect of the adventure.  
  Typically, this takes the form of a discussion on 
  interpreting rules, or a recommendation as to how best 
  to play or run a particular piece of the adventure.  In 
  all cases, veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and new GMs 
  alike may find something of interest in the coalesced 
  experience of three decades of roleplaying experience!
  Variable Challenge
  Variable Challenge
  One of the things that has frustrated many GMs is that 
  adventures are almost universally designed in this manner: 
  for a specific level of challenge, or at most, a very narrow 
  range of PC levels (e.g., “4th to 6th level”).  
  One might argue that this Variable Challenge concept is at 
  the very heart of Aquilae: Bestiary of the Realm and why it 
  exists in the first place.
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that 
  narrow zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and 
  Experience Points and 
  Reward Nuggets
  Reward Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder or 5E 
  gaming group.  What follows is a method that I have used 
  over the decades, and it’s been a lot of fun.  Although it may 
  not be for every gaming group—your mileage may vary—it’s 
  an interesting spin on traditional methods, and the approach 
  may work for you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this 
  adventure denote XP awards using this method.
  Quick-Start
  Very, very succinctly, this approach involves the following:
  • Instead of granting XP as a reward, grant 
    Reward 
  Stars.
  • If using IGS products, you’ll see Reward Stars listed for 
  each Quest.
  • If you’re using non-IGS adventures, rolling your own, 
  or otherwise at a loss, default to 
    1 Reward Star for 
  each challenge overcome.  (Grant more for more difficult 
  situations, or grant zero for common obstacles.)
  • In between adventures, each PC converts their Reward 
  Stars to standard XP, and levels up as normal.
  • You can switch back and forth between this approach and 
  a traditional XP-based model at any time as you wish.
  Reward Stars and IGS
  Whether this approach works for you or not, it’s worth 
  reading through this approach, if you intend to use any 
  Infinium Game Studio products:  All of the Quests in such 
  material denote XP awards using this method.
  Experience Points and Reward 
  Stars
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder gaming 
  group.  What follows is a method that I have used over the 
  decades, and it’s been a lot of fun.  Although it may not be 
  for every gaming group—your mileage may vary—it’s an 
  interesting spin on traditional methods, and the approach 
  may work for you. 
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking 
  a lock, dodging an attack, convincing the castle guard to 
  look the other way, or any of the ordinary actions whose 
  consequence typically involve experience points.
  
  18
  Introduction
  However, I also gave out candy for good roleplaying, 
  convincing dialogue, outstanding (or horrid) emulation of 
  accents, meta-jokes about the circumstances of the game that 
  were truly hilarious, suggesting things to me as the GM or 
  other players that took the story in a new direction, or—and I 
  have to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it 
  out in a way that didn’t make you seem like a jerk, then 
  you got rewarded.  This could be something as innocuous 
  as reminding me that your elf ranger’s longbow was firing 
  +1 arrows, or as significant as reminding me that a certain 
  piece of equipment granted a reroll to a critically-failed 
  outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at 
  Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, 
  and amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, 
  who was a diabetic, it was a controlled and mindful 
  awesomeness.  But even the most free-wheeling player wants 
  their character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented 
  something gone right, a good deed done—and therefore 
  it was converted to XP.  Generally speaking, no matter 
  what the PCs’ levels, no matter what the adventure, 10 
  candy wrappers meant you advanced to the next level.  If 
  you fell short—let’s say, you only got 6—then it meant you 
  were closer for next gaming session (i.e., 4 needed in this 
  example).  
  As years went on, it became a bit less practical and/or 
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  The following represent opportunities to gain an experience 
  point reward.  Most published adventures describe rewards 
  in terms of these objectives.
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs commonly list the XP reward the PCs 
  should obtain for defeating them in combat.  IGS products 
  also list the number of “Reward Stars” players should 
  receive for success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using 
  Reward Stars solves this problem, by automatically scaling 
  the reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of 
  the next session, whatever works best for your schedule), 
  convert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, playing 
  fair and nice, being a good sport, paying for or even just 
  ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, but 
  whose luck is simply poor, or for whom things just aren’t 
  working out.  Indeed, successful roleplaying in the face of 
  dire circumstances should be rewarded more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the group, 
  not paying their fair share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  
  19
  Introduction
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the 
  Pathfinder Core Rulebook and Dungeon Master’s Guide.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Reward Star to XP Conversion 
  Tables
  Use the following tables to convert between Reward Stars 
  and conventional Experience Point rewards.
  Reward Star to XP Conversion: 
  Pathfinder
  Table 1: Converting Reward Stars to XP: Pathfinder
  Level, 
  CR, or 
  APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  Level, 
  CR, or 
  APL
  Slow
  Avg
  Fast
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000 100,000
  19
  100,000
  105,000 140,000
  20
  n/a
  n/a
  n/a
  Reward Star to XP Conversion: Fifth 
  Ediition / 5E
  Table 2: Converting Reward Stars to XP: 5E
  Level or 
  CR
  Slow
  Avg
  Fast
  1
   20 
   30 
   60 
  2
   40 
   60 
   120 
  3
   120 
   180 
   360 
  4
   253 
   380 
   760 
  5
   500 
   750 
   1,500 
  6
   600 
   900 
   1,800 
  7
   733 
   1,100 
   2,200 
  8
   933 
   1,400 
   2,800 
  9
   1,067 
   1,600 
   3,200 
  10
   1,400 
   2,100 
   4,200 
  11
   1,000 
   1,500 
   3,000 
  12
   1,333 
   2,000 
   4,000 
  13
   1,333 
   2,000 
   4,000 
  14
   1,667 
   2,500 
   5,000 
  15
   2,000 
   3,000 
   6,000 
  16
   2,000 
   3,000 
   6,000 
  17
   2,667 
   4,000 
   8,000 
  18
   2,667 
   4,000 
   8,000 
  
  20
  Introduction
  Level or 
  CR
  Slow
  Avg
  Fast
  19
   3,333 
   5,000 
   10,000 
  20
  n/a
  n/a
  n/a
  Reward Star to XP Conversion: 
  Pathfinder Second Edition
  Table 3: Converting Reward Stars to XP: Pathfinder Second 
  Edition (P2E)
  Level or 
  CR
  Slow
  Avg
  Fast
  1
   20 
   30 
   60 
  2
   40 
   60 
   120 
  3
   120 
   180 
   360 
  4
   253 
   380 
   760 
  5
   500 
   750 
   1,500 
  6
   600 
   900 
   1,800 
  7
   733 
   1,100 
   2,200 
  8
   933 
   1,400 
   2,800 
  9
   1,067 
   1,600 
   3,200 
  10
   1,400 
   2,100 
   4,200 
  11
   1,000 
   1,500 
   3,000 
  12
   1,333 
   2,000 
   4,000 
  13
   1,333 
   2,000 
   4,000 
  14
   1,667 
   2,500 
   5,000 
  15
   2,000 
   3,000 
   6,000 
  16
   2,000 
   3,000 
   6,000 
  17
   2,667 
   4,000 
   8,000 
  18
   2,667 
   4,000 
   8,000 
  19
   3,333 
   5,000 
   10,000 
  20
  n/a
  n/a
  n/a
  Reward Star to XP Conversion: OSR
  Note that no table is provided for OSR systems.  This 
  is because most OSR systems use different experience 
  point requirements by level for various classes and races/
  backgrounds.  For example, Fighters progress in levels far 
  more rapidly than Magic-Users, traditionally.
  Thus, what a single Reward Star means to one PC might be 
  different than what it means to another.
  To convert between XP and Reward Stars with an OSR 
  system, take the number of XP required for your next level, 
  and divide by 15, 10, or 5 corresponding to Slow, Average, or 
  Fast advancement.
  Reward Star to XP Conversion: Dungeon 
  Crawl Classics (DCC)
  Note that of all the systems supported by this book, the 
  Reward Star system “bastardizes” the intent behind DCC to 
  the greatest extent.
  DCC’s rules explicitly state that the number of adventuring 
  sessions required to advance in levels should increase 
  dramatically as your level increases.  Whereas the entire 
  point behind Reward Stars is to even the playing field, and 
  make sure that level progression is somewhat consistent.
  Use the following table, and indeed the Reward Star 
  approach in general, at your own risk, then, when playing 
  DCC, with this intentional, explicit, and fundamental change 
  in mind.
  Table 4: Converting Reward Stars to XP: Dungeon Crawl 
  Classics
  Level, 
  CR, or 
  APL
  Slow
  Avg
  Fast
  1
  3
  4
  8
  2
  4
  6
  12
  3
  5
  8
  16
  4
  7
  10
  20
  5
  8
  12
  24
  6
  9
  14
  28
  7
  11
  16
  32
  8
  12
  18
  36
  9
  13
  20
  40
  10
  n/a
  n/a
  n/a
  Converting Existing Gaming 
  Products to the Reward Star 
  Format
  This is pretty simple.  Take anything in the adventure you’re 
  converting that explicitly gives an XP reward.  For each such 
  occurrence, consider the value and challenge of the obstacle 
  faced.  Assign a number of Reward Stars based on that.
  It’s suggested that most Quests, obstacles, or challenges 
  probably merit zero, or just   1, Reward Star.  Significant, 
  complex, or time-consuming tasks might justify   1-2 Reward 
  Stars.  Awarding   3 or more Reward Stars should be reserved 
  only for the completion of a major task, an entire-gaming-
  session challenge, or some other elaborate or truly brutal 
  challenge.
  
  21
  Introduction
  You can do this on the fly, as well—which might be 
  preferable, really, as it allows you to assign a reward based 
  on how hard the challenge turned out to be for the PCs.  For 
  example, if the Dice Gods are truly not with your players in 
  a given session, what should normally have been a simple 
  encounter with a handful of low-level monsters might have 
  ended up being a horrid, life-threatening affair.  In such 
  circumstances, it doesn’t matter of it was just a group of 
  Giant Rats: chuck some candy at your players, for goodness 
  sake.
  Conclusion
  Some veteran GMs might read this with a slight 
  bemusement, shake their heads, and discard it, moving on 
  with their lives.  In that case, I hope this has served as an 
  interesting diversion.
  Novice GMs, or those who wish to run Infinium Game Studio 
  products in particular, may see some value in this alternate 
  approach.
  In truth, this was written primarily for GMs who have been 
  seeking a means of formalizing… okay, semi-formalizing, 
  a reward system that incents not just slaying dragons and 
  looting corpses, but in-character behavior, thoughtful 
  reminders, and just generally speaking, a good time.
  Regardless of which category you might fall into… thanks for 
  reading!  And remember to look for the Reward Stars concept 
  in future Infinium Game Studio products!
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.  You may 
  see this referred to as “1L”.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.  You may see this referred to as “2M”.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.  You may see this referred to 
  as “3A”.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.  You may 
  see this referred to as “4E”.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  might be of advanced difficulty, the city of Berinncorte 
  exists in a typical, average fantasy realm—DC 50 Mythic-
  caliber locks simply doesn’t exist, let alone on every door in 
  town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  
  22
  Introduction
  
  23
  QuickStart
  Quick Start
  Quick Start
  
  24
  QuickStart
  Play a Solo Game Immediately
  Introduction
  Introduction
  Solo QuickStart allows you to quickly and easily generate a 
  dynamic, interactive, and interesting dungeon crawl without 
  a DM or GM to direct things.  
  What is Solo QuickStart?
  The Solo QuickStart Guide represents a singular 
  achievement: Truly prepless solo gameplay with absolutely 
  zero time required to invest up front.
  Roll up some characters—or grab premade ones from the 
  Solo Character Compendium —and start play INSTANTLY just 
  by rolling a d20.
  Many “prepless” GM tools offer expansive and sometimes 
  thoughtful treatises on the nature of gamemastering, the 
  role of players vs. dungeon masters, and all manner of meta-
  topics related to the game and how it is played.
  However, most such tools fall well short of actually 
  providing a framework that lets you instantly play, with zero 
  preparation or further thought or consideration.
  Solo QuickStart has been developed specifically to do exactly 
  that.
  How Do I Get Started?
  To jump in, you’ll need three resources.
  • The FlexTale Solo QuickStart Guide. 
  (That’s this book.  So you’re already 1/3 of the way there 
  just reading this.) 
  • One or more PC character sheets.   
   
  (You can roll your own using your favorite approach, or 
  you can save even more time by using the pre-made ones 
  in the Solo Character Compendium for either Pathfinder or 
  5E). 
  • A bestiary of some sort, with common fantasy monsters 
  for your rules system.   
   
  (Most rules systems come with this, or a standard Bestiary 
  book is part of the commonly-bought core package of 
  rules books.  You can also use the Aquilae: Bestiary of the 
  Realm, Solo QuickStart Edition, which contains Quadded 
  Statblocks for all of the monsters in this QuickStart, each 
  ready to play across a wide range of PC levels.) 
  And then, of course, you need dice, but all you need to drive 
  the adventure itself without a DM/GM is a d20.
  The FlexTale Advantage
  The enormous benefit of the FlexTale approach is that 
  this book is by no means limited to use in solo play: any 
  GM with any adventuring party can use it to quickly and 
  easily generate an infinite number of different, interesting, 
  engaging, and challenging dungeons, no two the same and 
  each one scaled to the adventuring party your gaming group 
  plays with.
  It is literally as simple as picking up this book, rolling a d20, 
  and determining what happens next.  Each roll takes the 
  adventure in a new direction, introduces a new foe, reveals a 
  new challenge, or uncovers a new dungeon chamber.
  In fact, in reading this introduction, you’ve already spent 
  more time than is required to get started.  So pick up your 
  character sheets and start solo adventuring!
  How to Play
  How to Play
  In a nutshell, the Solo QuickStart Guide works by having 
  your dice rolls dynamically unveil a dungeon map, and 
  populating that map with adventure content.  
  To begin, just roll on 
    “FlexTable 1: QuickStart Map 
  Generator” on page 29.  Draw the result as the beginning 
  of your dungeon.  This is a dungeon “room”, and it can be 
  either a Hallway or a Chamber.
  Subsequent to that first roll, continue to reveal the dungeon 
  map one room at a time, and follow the instructions in doing 
  so.
  The adventure ends when you reveal a Staircase, when your 
  entire party is slain... or, because this is Solo play, whenever 
  you feel like it!
  Revealing the Dungeon
  Each time you roll on the Map Generator table to reveal more 
  of the dungeon that you have not yet explored, add the room 
  you roll against the room you’re entering it from.
  Room Placement
  The map shapes are shown with the connecting point at their 
  bottom.  You do not get to choose how to insert the newly-
  revealed room.
  For example, let’s say you roll a starting room that is a 
    
  Left-Right “T” Hallway.  
  You choose to travel to the east, or to the right.  You roll a 
    
  Left-Right “T” Chamber.
  The Left-Right “T” Chamber is inserted into your map with 
  its bottom (the middle of the “T”) connecting to the existing, 
  known room, at the entry point. The examples opposite 
  depict the resulting dungeon segment.
  Combating Nonsensical Design
  A general common-sense rule for Solo play is: Whenever 
  a rolled result would simply not make sense, or would be 
  physically impossible, then reroll that result until it does 
  
  25
  QuickStart
  Illustration 1: Map Placement Example, Initial Room
  Illustration 2: Map Placement Example, After Placing a Left-Right “T” Chamber
  
  26
  QuickStart
  make sense.
  For mapping, this includes any situation in which a rolled 
  room would not match up with existing rooms around it.
  Navigating the Dungeon
  You may move your party through the dungeon however you 
  like.  
  Each time there is a branch, you may choose which way to 
  go.
  You can backtrack any time you like.  Each time you traverse 
  known dungeon rooms, you should roll on the appropriate 
  Random Encounter table every 4 rooms to see if something 
  new occurs.
  Secrets
  If you encounter a Secret, roll on 
    “FlexTable 12: 
  QuickStart Secret Door” on page 49.
  Secrets reveal additional dungeon rooms.  Once you have 
  defeated the potential elements of the secret door being 
  hidden, locked, and/or trapped, place a new room as follows.
  Choose one of the edges in the room in which you reveal 
  the secret that does not already contain a connection or 
  potentia-l connection to another room (i.e., a “black edge”).  
  Change that edge to a hallway, and roll a new room however 
  you normally would.
  Keep in mind that the Secret Door table may result in 
  additional adventure elements in the room that is revealed.
  Secrets revealed in a four-way room, where there are no 
  such edges, may transport you diagonally; randomize which 
  direction the secret teleports you in.
  Safety
  Any map room that does NOT initially contain an encounter 
  (i.e., a trap, an obstacle, a combat encounter, etc.) may be 
  safe to rest in.  But then again, it may not be!
  When attempting to rest, roll on the encounter table that’s 
  appropriate for the room type: either 
    “FlexTable 2: 
  QuickStart Hallway Encounter” on page 30, or 
    
  “FlexTable 3: QuickStart Chamber Encounter” on page 31.
  Long rests, full rests, or overnight rests (terminology 
  depending on your rules system) require rolling twice on this 
  table to ensure safety for the extended period.
  Mapping
  You can hand-draw your map, or you can use one of the Solo 
  Adventuring Toolkit resources published by Infinium Game 
  Studio.
  Some resources are even provided in this tome, either to 
  print out and use for your own personal gaming, or to draw 
  in if you purchased a physical hardcopy of this book.
  However you choose to keep track of your map, have a spare 
  die, coin, or other marker to indicate where your party 
  currently is located in the revealed map.
  Context
  A Solo QuickStart adventure is a straightforward, yet 
  dynamic and ever-changing, dungeon crawl.  
  You can imagine your adventuring party is in a cavern, 
  underneath a mountain, deep in thick enchanted woods, or 
  really any setting. 
  The monsters, traps, and other gaming elements represented 
  in the QuickStart are some of the most common ones, 
  spanning all manner of creature types, spell and effect types, 
  and so on.
  Concepts & Terminology
  Concepts & Terminology
  For the purposes of introducing a quick, simple, and easily-
  used approach to solo play that works across multiple 
  fantasy RPG rules systems, please note the following 
  mechanics and concepts that are used herein, that do not 
  necessarily have immediate analogues in all rules systems.
  Advantage / Disadvantage
  This elegant mechanic is borrowed from Fifth Edition.  It 
  almost always applies to rolling a d20, however, it can apply 
  in any situation in which a die or dice are rolled.
  In these descriptions, “you” refers to the creature that has 
  advantage or suffers disadvantage; it could be a PC or a 
  monster or an NPC.
    Advantage means that you roll TWO dice, and you may 
  use the more advantageous (typically, the higher value) to 
  use as the result.
    Disadvantage means that you roll TWO dice, but you 
  must use the less advantageous (typically, the lower value) 
  to use as the result.
  Multiple cases of Advantage do not stack or grant any 
  further benefit (e.g., you do NOT get to roll THREE or more 
  dice and pick your preference); similarly, multiple instances 
  of Disadvantage impose no further penalty on a creature.
  If in a situation both one or more cases of Advantage and 
  one or more cases of Disadvantage apply, they cancel each 
  other out and no mechanical change applies.
  Difficulty Classes
  Traps, spells, diseases, locks, and more all have some degree 
  of difficulty.  This is measured using a Difficulty Class, or 
  DC; this concept is common across most fantasy roleplaying 
  rules systems.
  Because different systems scale creature abilities differently 
  as levels progress, and to ensure a dynamic but still level-
  appropriate level of challenge in all scenarios, a separate 
  table is dedicated to calculating DC for encounter situations.  
  Use 
    “FlexTable 6: QuickStart Difficulty Class” on page 
  37 each time you must determine the DC for a challenge.  
  Do this separately each time, even for the same trap or 
  
  27
  QuickStart
  monster, as the variabilities of combat and adventuring 
  dictate an ever-changing landscape!
  Simulating Enemy Combat
  Simulating Enemy Combat
  FlexAI is a much larger topic, and introduces a huge range 
  of complex yet easy to use mechanics to guide creature 
  behavior in an encounter.  For QuickStart purposes, though, 
  it’s best to keep it simple and easy.
  Simple AI rules assume the most common circumstances 
  of the creature involved, the combat environment, and the 
  status of the participants.  
  Advantages & When to Use
  Much of the time, the single table that results will provide a 
  rich, dynamic result.  
  The single dice roll, the fact that it’s a d20 as opposed to a 
  d100, and the fact that there is a single table that does not 
  have to be looked up (and indeed, whose contents could even 
  be memorized) all make using the Simple AI approach very 
  easy and quick to integrate.
  Limitations
  It should be noted that the entire purpose of design behind 
  the FlexAI concept is intended to acount for a more nuanced, 
  contextually-appropriate pool of results and related 
  probability.  An elder dragon at full health should simply 
  not behave anything similar to a lurking thief hiding in 
  the shadows; the Simple AI approach cannot take this into 
  account.
  Simple AI Outcome Table
  Use the following table to quickly and easily determine the 
  combat action a creature takes.
  Table 5: Simple AI Outcomes
  D20
  Outcome
  01-12
    Attack Main
  13-14
    Attack Secondary
  15
    Maneuver
  16
    Use / Defend
  17-19
    Ability
  20
    Flee
  Simple AI Targets
  Use the following table to quickly and easily determine the 
  targeting behavior of a creature in combat.
  Table 6: Simple AI Targeting
  D20
  Outcome
  01-05
    Frontline
  06-07
    Rearguard
  08-13
    Closest
  14
    Farthest
  15-16
    Strongest
  18
    Weakest
  19
    Ranged Enemy
  20
    Melee Enemy
  Quadded Difficulty 
  Quadded Difficulty 
  Throughout the QuickStart tables, you’ll see an array 
  of colored icons.  These correspond to four “bands” of 
  difficulty: 
    Low / 
    Moderate / 
    Advanced / 
    
  Elite.
  Please refer to “Quadded Challenge” on page 120 for a 
  more complete discussion of the subject.
  As quick introduction to the concept, these difficulty bands 
  are meant to correspond to the average party level (APL), or 
  class level if you are a solo adventurer.  Take the maximum 
  PC level supported by your rules system and divide by four 
  to establish the rough rule of thumb for what PC levels these 
  four bands correspond to.
  For example, for many systems, 20 is the maximum level: the 
  table below indicates a suggested range for each difficulty 
  band.
  Using Quadded Difficulty is entirely optional, but it allows 
  you to scale adventure content as appropriate to your level.  
  Taking 1d6 damage as a level 18 paladin, for example, doesn’t 
  really matter that much!
  Table 7: Scaling Quadded Statblocks for Solo Play
  PC Level / Creature 
  Challenge Rating
  Variable-Challenge Quad
  1-4
    Low
  5-10
    Moderate
  11-15
    Advanced
  16+
    Elite
  
  28
  QuickStart
  QuickStart Quick Reference
  Quick Reference
  Quick Reference
  To quickly get to where you need to go, please refer to the 
  following inventory of dynamic content generators.
    Map Rooms: page 29
    Hallways: page 30
    Chambers: page 31
    Dead Ends: page 32
    Traps: page 33
    Difficulty Class: page 37
    Afflictions: page 38
    Poisons: page 39
    Diseases: page 42
    Curses: page 45
    Obstacles: page 47
    Secrets: page 49
    Treasure: page 51
    Low Coin: page 52
    Medium Coin: page 53
    High Coin: page 54
    Low Gems: page 55
    Medium Gems: page 56
    High Gems: page 57
    Potions: page 58
    Mundane Items: page 59
    Armor: page 60
    Weapons: page 61
    Combat Encounters: p 62
    Beneficial Spells: page 63
    Damaging Spells: p 64
  
  29
  QuickStart
  FlexTable 1: QuickStart Map Generator
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-5
    Roll Again with Threat: 
  If rerolled result is chamberless, populate with a 
    Trap; if rerolled 
  result is a Chamber, populate with a 
    Combat Encounter.
  2
  3
  1
  -
    Straight Hall
  3
  4
  2
  6
    Straight Chamber
  4
  5
  3
  7
    “L” Right Hall
  5
  6
  4
  -
    “L” Right Chamber
  6
  7
  5
  8
    “T” Left/Right Hall
  7
  8
  6
  9
    “T” Left/Right Chamber
  8
  9
  7
  10
    4-Way Hall
  9
  10
  8
  11
    4-Way Chamber
  10
  11
  9
  12
    Dead End
  11
  12
  10
  13
    Dead End Chamber
  12
  13-14
  -
  14-15
    Straight Hall w/Obstacle
  13
  15
  11
  16
    Staircase Down
  14
  16
  12
  17
    “L” Left Hall
  15
  17
  13
  18
    “L” Left Chamber
  16
  18
  14
  19
    “T” Straight/Left Hall
  17
  -
  15
  -
    “T” Straight/Left Chamber
  18
  19
  16
  20
    “T” Straight/Right Hall
  19
  -
  17
  -
    “T” Straight/Right Chamber
  20
  20
  18-
  20
  -
    Roll Again with Treasure: 
  Roll until you get a Chamber result, and populate with a 
    
  Treasure.
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Map Generator
  QuickStart Map Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  30
  QuickStart
  FlexTable 2: QuickStart Hallway Encounter
   A
   B
   C
   D
  Outcome
  1-14
  1-10
  1-14
  1-8
    No Encounter
  15-16
  11-13
  15
  9-12
    Trap
  17
  14-15 16-17 13-15
    Obstacle
  18
  16
  18-19
  16
    Secret
  19
  17-19
  20
  17-18
    Combat Encounter
  20
  20
  -
  19-20
    Roll Twice:
  Roll twice more on this table, ignoring further “Roll Twice” 
  results.  Ignore duplicate rolls.  Resolve in the following 
  order: Traps, Combat Encounters, Obstacles, Secrets.  
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Hallway Encounter
  QuickStart Hallway Encounter
  • 
    Use Context 
  C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  31
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Chamber Encounter
  QuickStart Chamber Encounter
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 3: QuickStart Chamber Encounter
   A
   B
   C
   D
  Outcome
  1-12
  1-10
  1-12
  1-7
    No Encounter
  13
  11-13
  13
  8-10
    Trap
  14
  14
  14-15
  11
    Obstacle
  15
  15
  16-17
  12
    Secret
  16-18
  16-17
  18
  13-17
    Combat Encounter
  19
  18-19
  -
  18-20
    Roll Twice:
  Roll twice more on this table, ignoring further “Roll Twice” 
  or higher results.  Ignore duplicate rolls.  Resolve in the 
  following order: Traps, Combat Encounters, Obstacles, 
  Secrets.  
  20
  20
  19-20
  -
    Combat and Treasure: 
  Roll and resolve a 
    Combat Encounter, then roll and 
  introduce a 
    Treasure.
  
  32
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Dead End Encounter Generator
  QuickStart Dead End Encounter Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 4: QuickStart Dead End Encounter
   A
   B
   C
   D
  Outcome
  1-12
  1-9
  1-12
  1-7
    No Encounter
  13-14
  10
  13
  8
    Trap
  15
  11-12
  -
  10-12
    Trap, and...
  Roll and resolve a 
    Trap.  Then, roll again on this table.  
  Results may stack, to a limit of 4 total results.  Resolve in 
  the order rolled.
  16
  13
  14-15
  13
    Secret
  17-18
  14-16
  -
  14-19
    Combat Encounter
  19
  17-19
  16
  20
    Combat and Treasure: 
  Roll and resolve a 
    Combat Encounter, then roll and 
  introduce a 
    Treasure.
  20
  20
  17-20
  -
    Treasure
  
  33
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Trap Generator
  QuickStart Trap Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 5: QuickStart Trap
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  n/a
  n/a
  n/a
  n/a
    Harmful Spell:
  If you roll a trap result that you have already suffered this 
  adventure, roll instead on the 
    Damaging Spell tabl.
  1
  1-2
  -
  1-4
    Slow to React:
  Reroll.  Suffer 
    Disadvantage on all checks related to the 
  resulting Trap.  This result negates “Unusually Alert”.
  If a second result of “Slow to React” is rolled, reroll until you 
  get a result other than “Slow to React” or “Unusually Alert”, 
  and you automatically fail any checks involved. 
  2
  3
  -
  5
    Death Ray:
  Save or suffer necrotic/negative energy damage.
  Will:
    1d4
    1d8
    2d8
    3d12
  Wisdom:
    1d4
    1d6
    2d6
    2d8
  Will:
    1d6
    1d10
    2d12
    2d20
  Death:
    1d4
    1d6
    1d8
    2d8
  Reflex:
    1d4
    1d6
    1d8
    2d8
  3
  4
  1
  6
    Lightning:
  Save or suffer electricity damage.
  Reflex:
    1d4
    1d8
    2d8
    3d12
  Dexterity:
    1d4
    1d6
    2d6
    2d8
  Reflex:
    1d6
    1d10
    2d12
    2d20
  Wand:
    1d4
    1d6
    1d8
    2d8
  Reflex:
    1d4
    1d6
    1d8
    2d8
  4
  5
  2
  7
    Monster:
  Change the threat to a Combat Encounter and resolve.
  5
  -
  3
  -
    Quicksand:
  Save or fall prone, and begin to suffocate.  May attempt 
  same save at same DC each subsequent turn to extricate self.
  Reflex
  Dexterity
  Reflex
  Paralysis
  Reflex
  
  34
  QuickStart
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  6
  6-7
  4
  -
    Gas:
  Save or suffer necrotic/negative energy OR acid damage, 
  whichever most bypasses resistances and immunities.
  Fortitude:
    1d4
    1d8
    2d8
    3d12
  CON:
    1d4
    1d6
    2d6
    2d8
  Fortitude:
    1d6
    1d10
    2d12
    2d20
  Death:
    1d4
    1d6
    1d8
    2d8
  Fortitude:
    1d4
    1d6
    1d8
    2d8
  -
  8
  5
  8
    Acid Spray:
  Save or suffer acid damage.
  Fortitude:
    1d4
    1d8
    2d8
    3d12
  CON:
    1d4
    1d6
    2d6
    2d8
  Fortitude:
    1d6
    1d10
    2d12
    2d20
  Wand:
    1d4
    1d6
    1d8
    2d8
  Fortitude:
    1d4
    1d6
    1d8
    2d8
  7-9
  9
  6-8
  9
    Blade:
  Save or suffer slashing damage.
  Reflex:
    1d4
    1d8
    2d8
    3d12
  Dexterity:
    1d4
    1d6
    2d6
    2d8
  Reflex:
    1d6
    1d10
    2d12
    2d20
  Wand:
    1d4
    1d6
    1d8
    2d8
  Reflex:
    1d4
    1d6
    1d8
    2d8
  10-12
  10
  9-13
  10
    Arrow:
  Save or suffer piercing damage.
  Reflex:
    1d4
    1d8
    2d8
    3d12
  Dexterity:
    1d4
    1d6
    2d6
    2d8
  Reflex:
    1d6
    1d10
    2d12
    2d20
  Wand:
    1d4
    1d6
    1d8
    2d8
  Reflex:
    1d4
    1d6
    1d8
    2d8
  13
  11
  14
  -
    Pit:
  Pass a Perception check (roll separately for DC), and pass a 
  save below, or suffer bludgeoning damage.
  Reflex:
    1d4
    1d8
    2d8
    3d12
  Dexterity:
    1d4
    1d6
    2d6
    2d8
  Reflex:
    1d6
    1d10
    2d12
    2d20
  Wand:
    1d4
    1d6
    1d8
    2d8
  Reflex:
    1d4
    1d6
    1d8
    2d8
  -
  12
  -
  11
    Spiked Pit:
  Pass a Perception check (roll separately for DC), and pass 
  a save below, or suffer half bludgeoning and half piercing 
  damage.
  Reflex:
    1d4
    1d8
    2d8
    3d12
  Dexterity:
    1d4
    1d6
    2d6
    2d8
  Reflex:
    1d6
    1d10
    2d12
    2d20
  Wand:
    1d4
    1d6
    1d8
    2d8
  Reflex:
    1d4
    1d6
    1d8
    2d8
  
  35
  QuickStart
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  14
  -
  15
  -
    Force Bolt:
  Save or suffer force damage.
  Reflex:
    1d4
    1d8
    2d8
    3d12
  Dexterity:
    1d4
    1d6
    2d6
    2d8
  Reflex:
    1d6
    1d10
    2d12
    2d20
  Spell:
    1d4
    1d6
    1d8
    2d8
  Reflex:
    1d4
    1d6
    1d8
    2d8
  15
  -
  16
  -
    Crushing Boulder:
  Save or suffer bludgeoning damage.
  Reflex OR 
  Fortitude:
    1d4
    1d8
    2d8
    3d12
  Dexterity 
  OR CON:
    1d4
    1d6
    2d6
    2d8
  Reflex OR 
  Fortitude:
    1d6
    1d10
    2d12
    2d20
  Death:
    1d4
    1d6
    1d8
    2d8
  Reflex:
    1d4
    1d6
    1d8
    2d8
  -
  13
  -
  12-13
    Fireball:
  Save or suffer fire damage.
  Reflex:
    2d6
    4d6
    6d6
    8d6
  Dexterity:
    1d6
    2d6
    4d6
    6d6
  Reflex:
    3d8
    6d8
    10d8
    16d8
  Wand:
    1d8
    2d8
    3d8
    4d8
  Reflex:
    1d8
    2d8
    3d8
    4d8
  -
  14
  -
  14-15
    Ice Cone:
  Save or suffer cold damage.
  Reflex:
    2d6
    4d6
    6d6
    8d6
  Dexterity:
    1d6
    2d6
    4d6
    6d6
  Reflex:
    3d8
    6d8
    10d8
    16d8
  Spell:
    1d8
    2d8
    3d8
    4d8
  Reflex:
    1d8
    2d8
    3d8
    4d8
  -
  15
  -
  16
    Dazzle:
  Save or roll on the 
    Hallway Wandering Monster table 
  and be surprised by any combat encounter, and/or suffer 
    
  Disadvantage on checks for other encounters.
  Will
  Wisdom
  Will
  Paralysis
  Will
  -
  16
  -
  17
    Charm:
  Save or a bandit steals one-fifth (1/5) your monetary wealth.
  Will
  Wisdom
  Will
  Paralysis
  Will
  16
  17
  -
  18
    Mind Bolt:
  Save or suffer psychic / negative energy / necrotic damage.
  Will:
    1d4
    1d8
    2d8
    3d12
  Wisdom:
    1d4
    1d6
    2d6
    2d8
  Will:
    1d6
    1d10
    2d12
    2d20
  Death:
    1d4
    1d6
    1d8
    2d8
  Will:
    1d4
    1d6
    1d8
    2d8
  
  36
  QuickStart
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  -
  18
  -
  19
    Poisoned Trap:
  Reroll on this table, rerolling any subsequent results of 
  “Poisoned Trap”.  Resolve the trap; if any of the checks 
  involved is failed, add a single 
    Poison result.
  17
  19
  17
  -
    Tripping Hazard:
  Save or suffer bludgeoning damage AND are knocked prone 
  this round.
  Reflex:
    1d4
    1d6
    1d8
    2d10
  Dexterity:
    1d3
    1d4
    1d6
    2d6
  Reflex:
    1d6
    1d10
    2d8
    2d10
  Paralysis:
    1d3
    1d4
    1d6
    2d6
  Reflex:
    1d3
    1d4
    1d6
    2d6
  18
  -
  18
  -
    Timed Trap:
  Reroll to determine the nature of the Trap.  
  Each successive result of “Timed Trap” grants you another 
  round to attempt to disarm it.  Advantage/disadvantage 
  incurred in rerolling applies to the disarm check(s) as well.
  You may attempt to negate the Trap before it takes effect.  To 
  do so, attempt a check appropriate for your abilities and rules 
  system (e.g., Disable Device).  You have one round to make 
  this attempt; success means you have disabled the Trap and 
  avoided it entirely.  Failure to disarm means you resolve the 
  Trap as normal.
  -
  20
  -
  20
    Re-Arming Trap:
  Reroll to determine the nature of the Trap.  Reroll results of 
  “Timed Trap” or “Re-Arming Trap”.
  Resolve the Trap as normal.  However, the Trap automatically 
  resets itself afterward.  You have 1d4 rounds in which to 
  disable it before it takes effect again, exactly as before.
  To disable the Trap, attempt a check appropriate for your 
  abilities and rules system (e.g., Disable Device).  
  Success means you have disabled the Trap and it will no 
  longer trigger.  
  Each time the Trap re-arms, there is a chance the mechanism 
  malfunctions and it disarms itself automatically, and will not 
  trigger again:
   
    50%
   
    30%
   
    20%
   
    10%
  19
  -
  19
  -
    Unusually Alert:
  Reroll.  Gain 
    Advantage on all checks related to the 
  resulting Trap.  This result negates “Slow to React”.
  If a second result of “Unusually Alert” is rolled, you 
  automatically bypass any trap involved; stop rolling.
  20
  -
  20
  -
    Prescient Avoidance:
  You bypass or disarm any trap involved.
  
  37
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Difficulty Class Generator
  QuickStart Difficulty Class Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 6: QuickStart Difficulty Class
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Susceptible:
  Reroll to determine DC, but suffer 
    Disadvantage on the 
  save.
  2-5
  3-4
  1-6
  -
    10
    12
    14
    16
    10
    12
    14
    15
    14
    20
    25
    30
  +3 on roll
    5
    7
    9
    11
  6-10
  5-8
  7-12
  5-7
    12
    14
    16
    18
    12
    14
    16
    17
    16
    22
    27
    32
  +2 on roll
    6
    8
    10
    12
  11-14
  9-11
  13-15
  8-10
    14
    16
    18
    20
    13
    15
    17
    18
    18
    20
    30
    34
  +1 on roll
    8
    10
    12
    14
  15-16 12-14
  16
  11-13
    16
    18
    22
    24
    14
    17
    19
    20
    20
    22
    32
    36
  Normal 
  roll
    10
    12
    14
    16
  17
  15-16
  17
  14-16
    18
    22
    24
    26
    15
    17
    20
    22
    22
    24
    34
    38
  -1 on roll
    12
    14
    16
    18
  18
  17-18
  -
  17-18
    20
    23
    26
    30
    16
    18
    22
    25
    24
    28
    36
    40
  -2 on roll
    14
    16
    18
    20
  19
  19
  -
  19-20
    22
    25
    30
    40
    18
    20
    24
    28
    25
    28
    38
    42
  -3 on roll
    16
    18
    20
    22
  20
  20
  18-20
  -
    Resistant:
  Reroll to determine DC, but gain 
    Advantage on the save.
  
  38
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Affliction Generator
  QuickStart Affliction Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 7: QuickStart Affliction
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Susceptible:
  Reroll, but suffer 
    Disadvantage on the save.  If you 
  encounter a second “Susceptible” result, reroll again, but 
  you automatically fail any saves or checks involved.
  -
  3
  -
  5-6
    Multiple Threats:
  Reroll twice and apply both results.  This result does not 
  stack; reroll any subsequent results of “Multiple Threats”.
  2-12
  4-9
  1-9
  7-10
    Poison
  13-14
  10-14
  10-11
  11-14
    Disease
  15-16
  15-18
  12
  15-19
    Curse
  17-18
  19
  13-14
  20
    Monster Attractor: 
  Roll and resolve a 
    Combat Encounter.
  19
  20
  15-18
  -
    Resistant:
  Reroll to determine DC, but gain 
    Advantage on the 
  save.
  20
  -
  19-20
  -
    Preternaturally Resistant:
  You automatically defeat whatever the threat was.  Roll no 
  further.
  
  39
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Poison Generator
  QuickStart Poison Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 8: QuickStart Poison
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-5
    Virulent:
  Reroll.  Suffer 
    Disadvantage on all checks related to the 
  resulting Poison.  This result negates “Weak”.
  If a second result of “Virulent” is rolled, reroll until you 
  get a result other than “Virulent” or “Weak”, and you 
  automatically fail any checks involved. 
  2-3
  3
  1-2
  6
  Weakening Poison:  
  Save or suffer reduced Strength / 
    increment(s) of Enfeebled 
  condition.
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  CON:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    +1
    +1
    +1d2
    +1d2
  Death:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  4-5
  4
  3-4
  7
  Slowing Poison:  
  Save or suffer reduced Dexterity / 
    increment(s) of Clumsy condition.
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  CON:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    +1
    +1
    +1d2
    +1d2
  Paralysis:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  6-7
  5-6
  5-6
  8
  Draining Poison:  
  Save or suffer reduced Constitution / 
    increment(s) of Drained 
  condition.
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  CON:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    +1
    +1
    +1d2
    +1d2
  Death:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  8-9
  7
  7-8
  9
  Stupefying Poison:  
  Save or suffer reduced Intelligence / 
    increment(s) of Stupefied 
  condition.
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  CON:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    +1
    +1
    +1d2
    +1d2
  Paralysis:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  
  40
  QuickStart
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  10-12
  8-9
  9-15
  10
  Necrotic Poison:  
  Save or suffer 
    
    poison / 
    
    
    acid damage.
  Fortitude:
    1d4
    1d8
    2d8
    3d12
  CON:
    1d4
    1d6
    2d6
    2d8
  Fortitude:
    1d6
    1d10
    2d12
    2d20
  Death:
    1d4
    1d6
    1d8
    2d8
  Fortitude:
    1d4
    1d6
    1d8
    2d8
  13
  10
  -
  11
  Sleeping Poison:  
  Save or surrender to magical sleep of variable duration as shown below 
  (default unit is rounds).  You may attempt another save of the same DC 
  each round to recover from the effect, but the minimum duration is 1 full 
  round.
  If you are in combat during this effect, any enemy automatically hits and 
  you suffer 
    Disadvantage on any saves or checks required.
  If this effect is suffered on its own, roll on the 
    Wandering Hallway 
  Monster table every full 2 rounds you are unconscious to determine if 
  additional effects are suffered.
  Will:
    1d2
    1d4
    2d4
    2d6
  Wisdom:
    1d2
    1d4
    2d4
    2d6
  Will:
    1d2
    1d4
    2d4
    2d6
  Paralysis:
    1d2
    1d4
    2d4
    2d6
  Will:
    1d2
    1d4
    2d4
    2d6
  14
  11-12
  -
  12-13
  Blinding Poison:  
  Save or suffer magical blindness of variable duration as shown below 
  (default unit is rounds).  You may attempt another save of the same DC 
  each round to recover from the effect, but the minimum duration is 1 full 
  round.
  If this effect is suffered on its own, roll on the 
    Wandering Hallway 
  Monster table every full 2 rounds you are blind to determine if additional 
  effects are suffered.
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  CON:
    1d2
    1d4
    2d4
    2d6
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  Death:
    1d2
    1d4
    2d4
    2d6
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  15
  13
  -
  14-15
  Charmed: 
  Save or suffer a magical charm effect.  You are automatically charmed 
  by the next NPC or intelligent (i.e., INT of 10 or greater) monster you 
  encounter.  Other encounters are unaffected, and the charm remains in 
  effect until triggered by a qualifying creature.
  The mechanical effect is that monsters automatically hit for the first 1d2 
  rounds of combat, and NPCs dupe you out of 1/4 of your monetary wealth.
  Will
  Wisdom
  Will
  Paralysis
  Will
  16
  14
  16
  16
  Deafening Poison:  
  Save or suffer magical deafness of variable duration as shown below 
  (default unit is # of map segments moved through).  
  While deaf, you suffer 
    Disadvantage on any Perception checks, and 
  automatically fail any checks of any kind that rely upon hearing.
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  CON:
    1d2
    1d4
    2d4
    2d6
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  Paralysis:
    1d2
    1d4
    2d4
    2d6
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  
  41
  QuickStart
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  17
  15-16
  17
  17
  Exhausting Poison:  
  Save or suffer magical fatigue of variable duration as shown below 
  (default unit is # of map segments moved through).  
  While fatigued, you suffer 
    Disadvantage on any Strength or 
  Dexterity related checks, and cannot Run or Charge.
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  CON:
    1d2
    1d4
    2d4
    2d6
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  Paralysis:
    1d2
    1d4
    2d4
    2d6
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  18
  17-18
  -
  18-19 Terror Poison:  
  Save or suffer magical fear of variable duration as shown below (default 
  unit is # of map segments moved through).  Any creature that has Hit Dice 
  equal to at least your Hit Dice, minus 2, causes a magical fear effect; when 
  facing such a creature, you must succeed in a save of the same DC each 
  round to take any action other than remaining immobile (in which case 
  the enemy gains 
    Advantage striking you).
  Will:
    1d2
    1d4
    2d4
    2d6
  Wisdom:
    1d2
    1d4
    2d4
    2d6
  Will:
    1d2
    1d4
    2d4
    2d6
  Spell:
    1d2
    1d4
    2d4
    2d6
  Will:
    1d2
    1d4
    2d4
    2d6
  19
  19-20
  -
  20
  Numbing Poison:  
  Save or suffer magical paralysis of variable duration as shown below 
  (default unit is # of rounds).  
  If this effect is suffered on its own, roll on the 
    Wandering Hallway 
  Monster table every full 2 rounds you are unconscious to determine if 
  additional effects are suffered.
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  CON:
    1d2
    1d4
    2d4
    2d6
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  Paralysis:
    1d2
    1d4
    2d4
    2d6
  Fortitude:
    1d2
    1d4
    2d4
    2d6
  20
  -
  18-20
  -
    Weak:
  Reroll.  Gain 
    Advantage on all checks related to the 
  resulting Poison.  This result negates “Virulent”.
  If a second result of “Weak” is rolled, you automatically 
  suppress the poison’s effect without having to roll or save 
  further.
  
  42
  QuickStart
  Disease General Rules
  Diseases persist for days, not rounds.  Upon initially 
  acquiring the disease, the victim suffers the described 
  effect(s).  
  At the start of each day thereafter, the victim may attempt 
  another save of the listed type and the same DC.  Success 
  prevents an accumulation of additional effect; failure incurs 
  an additional or ongoing effect.  
  Successful saves do not remove existing effects of the disease 
  accumulated in previous days of suffering.
  Magical diseases must be cured via restoration, remove 
  disease, or other similar or more potent magical healing 
  effect.
  Contexts
  • 
    Use Context A: 
  QuickStart Disease Generator
  QuickStart Disease Generator
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 9: QuickStart Disease
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-5
    Potency of the Ages:
  Reroll twice.  Suffer from both results.  Ignore any further 
  results of “Potency of the Ages”.  This result may stack up to 
  3 times total.
  2-5
  3
  1-2
  6
  Atrophy: 
  Save or suffer reduced Strength / 
    increment(s) of Enfeebled 
  condition each day.
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  CON:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    +1
    +1
    +1d2
    +1d2
  Paralysis:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  4-5
  4
  3-4
  7
  Motor Dystrophy: 
  Save or suffer reduced Dexterity / 
    increment(s) of Clumsy condition 
  each day.
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  CON:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    +1
    +1
    +1d2
    +1d2
  Paralysis:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  6-7
  5-6
  5-6
  8
  Wasting:  
  Save or suffer reduced Constitution / 
    increment(s) of Drained 
  condition each day.
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  CON:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    +1
    +1
    +1d2
    +1d2
  Death:
    -1d2
    -1d3
    -1d4
    -1d6
  Fortitude:
    -1d2
    -1d3
    -1d4
    -1d6
  
  43
  QuickStart
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  8-9
  7
  7-8
  9
  Insanity:  
  Save or suffer reduced Intelligence / 
    increment(s) of Stupefied 
  condition each day.
  Will:
    -1d2
    -1d3
    -1d4
    -1d6
  Wisdom:
    -1d2
    -1d3
    -1d4
    -1d6
  Will:
    +1
    +1
    +1d2
    +1d2
  Spell:
    -1d2
    -1d3
    -1d4
    -1d6
  Will:
    -1d2
    -1d3
    -1d4
    -1d6
  10-12
  8-9
  9-15
  10
  Necrotic:  
  Save or suffer 
    
    poison / 
    
    
    acid damage to both current, 
  and maximum hit point values.
  Fortitude:
    1d4
    1d8
    2d8
    3d12
  CON:
    1d4
    1d6
    2d6
    2d8
  Fortitude:
    1d6
    1d10
    2d12
    2d20
  Death:
    1d4
    1d6
    1d8
    2d8
  Fortitude:
    1d4
    1d6
    1d8
    2d8
  13
  10
  -
  11
  Narcoleptic: 
  Save or suffer a 20% chance to surrender to magical sleep of variable 
  duration as shown below (default unit is rounds).  This chance applies 
  each time you have a Combat Encounter.
  Will:
    1d2
    1d4
    2d4
    2d6
  Wisdom:
    1d2
    1d4
    2d4
    2d6
  Will:
    1d2
    1d4
    2d4
    2d6
  Paralysis:
    1d2
    1d4
    2d4
    2d6
  Will:
    1d2
    1d4
    2d4
    2d6
  14
  11-12
  -
  12-13
  Blinding:  
  Save or suffer magical blindness.  
  Fortitude
  CON
  Fortitude
  Spell
  Fortitude
  15
  13
  -
  14-15
  Muting: 
  Save or suffer magical inability to speak.  You cannot cast spells that 
  contain a verbal component, and cannot communicate via spoken words 
  with other creatures.
  Will
  Wisdom
  Will
  Paralysis
  Will
  16
  14
  16
  16
  Deafening:  
  Save or suffer magical deafness.
  While deaf, you suffer 
    Disadvantage on any Perception checks, and 
  automatically fail any checks of any kind that rely upon hearing.
  Fortitude
  CON
  Fortitude
  Paralysis
  Fortitude
  17
  15-16
  17
  17
  Fatiguing:  
  Save or suffer magical fatigue.
  While fatigued, you suffer 
    Disadvantage on any Strength or 
  Dexterity related checks, and cannot Run or Charge.
  Fortitude
  CON
  Fortitude
  Paralysis
  Fortitude
  18
  17-18 18-20 18-19 Frightening:  
  Save or suffer magical fear.  Any creature that has Hit Dice equal to at 
  least your Hit Dice, minus 2, causes a magical fear effect; when facing 
  such a creature, you must succeed in a save of the same DC each round to 
  take any action other than remaining immobile (in which case the enemy 
  gains 
    Advantage striking you).
  Will
  Wisdom
  Will
  Paralysis
  Will
  
  44
  QuickStart
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  19-20 19-20
  -
  20
    Decayed Strain:
  Reroll.  Gain 
    Advantage on all checks related to the 
  resulting Disease, both initially as well as each day.  
  If a second result of “Decayed Strain” is rolled, you 
  automatically overcome the disease without having to roll or 
  save further.
  
  45
  QuickStart
  Curse General Rules
  Curses persist for days, not rounds.  Upon initially acquiring 
  the disease, the victim suffers the described effect(s).  
  These negative effects persist until the curse is lifted.
  Magical diseases must be cured via restoration, remove 
  disease, or other similar or more potent magical healing 
  effect.
  All Curses require 
    
    Will / 
    Wisdom / 
    
  Paralysis  
    Will saves.
  Effects that involve a “Room/Combat Chance” require you to 
  make a d100 roll each round of combat, or upon entering a 
  room segment.  Failure means you suffer the effect described 
  until the end of that combat, or until you move out of the 
  room.
  QuickStart Curse Generator
  QuickStart Curse Generator
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 10: QuickStart Curse
   A
   B
   C
   D
  Outcome
  1
  1
  -
  1-5
    Potency of the Ages:
  Reroll twice.  Suffer from both results.  Ignore any further 
  results of “Potency of the Ages”.  This result may stack up 
  to 3 times total.
  2
  2-3
  -
  6-7
  Suffer 
    Disadvantage on all rolls.
  3
  4-5
  1
  8-9
  Suffer 
    Disadvantage on all skill and ability 
  checks.
  4-7
  6-7
  2-3
  10
  Suffer 
    Disadvantage on all attack rolls.
  8
  8
  4-5
  11
  Suffer 
    Disadvantage on all damage rolls.
  9
  9
  6-7
  12
  Suffer 
    Disadvantage on all skill checks.
  10
  10
  8-9
  13
  Suffer 
    Disadvantage on all ability checks.
  11
  11-12
  10
  14
  Suffer 
    Disadvantage on all saving throws.
  12-13
  13-14
  11
  15
  Monster Attractor:  
  Reroll any encounter rolls once if the initial result does not 
  include a monster.
  14
  15-16
  12
  16
  Trap Clumsy: Suffer disadvantage on all Trap 
  related checks.
  15
  17
  -
  17
  10% Room/Combat Chance of suffering 
  Blindness.
  16
  18
  13
  18
  10% Room/Combat Chance of suffering 
  Fatigue.   
  While fatigued, you suffer 
    Disadvantage on any Strength or 
  Dexterity related checks, and cannot Run or Charge.
  
  46
  QuickStart
   A
   B
   C
   D
  Outcome
  17
  19
  14
  19
  10% Room/Combat Chance of suffering 
  Deafness. 
  While deaf, you suffer 
    Disadvantage on any Perception 
  checks, and automatically fail any checks of any kind that rely 
  upon hearing.
  18
  20
  -
  20
  10% Room/Combat Chance of suffering 
  Muteness. 
  You cannot cast spells that contain a verbal component, and 
  cannot communicate via spoken words with other creatures.
  19-20
  -
  15-20
  -
    Weakness of the Evil Eye:
  Reroll; you gain 
    Advantage on all checks and saves 
  related to the curse (this includes the d100 roll for Room/
  Combat Chances).  A second result of “Weakness of the Evil 
  Eye” means you have fought off the curse entirely; it has no 
  further effect.
  
  47
  QuickStart
  Obstacle General Rules
  Obstacles block access.  
  Any Hallway or Chamber encountered with an Obstacle 
  cannot be traversed without first overcoming the Obstacle.
  In a map room containing multiple exits, none of the new 
  exits may be traversed until the Obstacle is overcome.
  Any time an Obstacle is encountered, unless otherwise 
  indicated in the result, you may backtrack the way you came 
  automatically, without having to succeed in a check or save 
  to safely do so.
  Checks are listed in terms of ability scores.  You may instead 
  use a skill or proficiency check that is relevant to the specific 
  situation; use your best judgment when assessing which 
  might be appropriate.
  An Obstacle is either persistent, or ablative, as follows:
  A persistent obstacle remains once overcome; to traverse 
  the map room again subsequently to this initial success, you 
  must again make the relevant check or suffer the described 
  consequences.  For example, a river of lava: leaping safely 
  over it in no way mitigates its threat afterwards!
  Ablative obstacles are destroyed, removed, or otherwise 
  QuickStart Obstacle Generator
  QuickStart Obstacle Generator
  rendered ineffective once overcome.  A locked door is a good 
  example: once you’ve unlocked it, it doesn’t generally re-lock 
  itself.
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 11: QuickStart Obstacle
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-5
    Sturdy:
  Reroll.  Suffer 
    Disadvantage on all checks related to the 
  resulting Obstacle.  Reroll any subsequent results of 
  “Sturdy”.  This result negates “Weak”.
  2-3
  3
  1-3
  6
    Cave-In:
  Make a Dexterity check to navigate the boulders, or suffer 
  bludgeoning damage and be knocked prone.  
  A 
    critical failure doubles the damage inflicted, as 
  further rocks fall atop you.
   
    1d4 
    1d6  
    2d4  
    2d8
  4-5
  4
  4-6
  7
    Slippery:
  Make a Dexterity check to navigate the slick surface, or 
  suffer bludgeoning damage and be knocked prone.  
  A 
    critical failure forces a roll on the 
    Wandering 
  Monster table to determine if creatures heard the sound.
   
    1d2 
    1d4  
    1d6  
    1d8
  6-7
  5
  7-9
  8
    Blocked:
  Make a Strength check to clear the rubble.  
    Failure 
  forces a roll on the 
    Wandering Monster table to 
  determine if creatures heard the sound.
  With a 
    critical failure, if the roll on the Wandering 
  Monster table is “No Encounter”, reroll once.
  
  48
  QuickStart
   A
   B
   C
   D
  Outcome
  8-9
  6
  10-12
  9
    Locked Door:
  Make a Strength check to bash the door down.  
    Failure 
  forces a roll on the 
    Wandering Monster table to 
  determine if creatures heard the sound.  With a 
    critical 
  failure, if the roll on the Wandering Monster table is “No 
  Encounter”, reroll once.
  Alternately, use Disable Device (or appropriate Dexterity 
  skill) to unlock the door.  With this approach, 
    Failure 
  forces a roll on the 
    Wandering Monster table to 
  determine if creatures heard the sound, but you may reroll 
  the result once if you choose.  With a 
    critical failure, 
  you may not reroll.
  10-11
  7-10
  13
  10-14
    Trapped and Locked Door:
  As “Locked Door”, above, except that the door also contains 
  a Trap.
  12-13
  11-12
  14
  15
    Puzzle:
  Make an Intelligence check to solve the puzzle.  
    Failure 
  forces a roll on the 
    Wandering Monster table to 
  determine if creatures heard the sound, but you may reroll 
  the result once if you choose.  With a 
    critical failure, 
  you may not reroll.
  14-15
  13-14
  15
  16
    Biological Hazard:
  Make a Wisdom check to understand enough about the 
  hazard to bypass it safely.  
    Failure forces a roll on the 
    Wandering Monster table to determine if creatures 
  heard the sound, but you may reroll the result once if you 
  choose.  With a 
    critical failure, you may not reroll.
  16-17
  15-16
  16-17
  17
    Pool or River:
  Make a Swim (Strength) check to safely navigate the water.  
    Failure means you begin to suffocate; you may attempt 
  the check again each subsequent round to recover, but 
  suffer 
    Disadvantage when doing so.  
  A 
    critical failure forces a roll on the 
    Wandering 
  Monster table to determine if creatures heard the sounds of 
  your struggle.
  18-19
  17-20
  18
  18-20
    Difficult Terrain:
  Make a Acrobatics (Dexterity) check to safely navigate the 
  terrain.  
    Failure forces a roll on the 
    Wandering 
  Monster table to determine if creatures heard the sounds of 
  your struggle.
  With a 
    critical failure, if the roll on the Wandering 
  Monster table is “No Encounter”, reroll once.
  20
  -
  19-20
  -
    Weak:
  Reroll.  Benefit from 
    Advantage on all checks related to 
  the resulting Obstacle.  A second result of “Weak” indicates 
  that you have safely bypassed the Obstacle; stop rolling.  
  This result negates “Sturdy”.
  
  49
  QuickStart
  Secret Door General Rules
  Secret Doors grant access to new map rooms.  
  A Secret Door may be any combination of Hidden, Locked, 
  and Trapped.  Before you may pass through a Secret Door 
  into the room it reveals—and indeed, before you even roll to 
  reveal the room it hides—you must first ensure all three of 
  these possible attributes are resolved.
  Resolve Secret Door attributes in the following order: first, 
  you must detect the door if it is Hidden.  Next, you must 
  either disarm, or trigger and suffer, any Traps it contains.  
  Finally, you must Unlock the door (or bash it down if that is 
  an option described).
  Roll separately for the DCs involved for each attribute.  This 
  means that a secret door may have one DC value for Hidden, 
  a different value for its Lock DC, and a separate value for any 
  Traps involved.
  QuickStart Secret Door Generator
  QuickStart Secret Door Generator
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 12: QuickStart Secret Door
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-3
    Rusted Mechanism:
  Reroll.  Suffer 
    Disadvantage on all checks related to the 
  resulting Secret Door.  
  A second result of “Rusted Mechanism”, or a single 
    
  failure while resolving the door, indicates that the 
  mechanism is damaged beyond repair and the secret cannot 
  be accessed.  This result negates “Weak Mechanism”.
  2
  3-4
  -
  4-6
    Noisy Mechanism:
  Reroll.  
    Failure while resolving the door may alert 
  monsters; roll on the 
    Wandering Monster table to 
  determine if creatures heard the sound each time you fail a 
  check.
  A second result of “Noisy Mechanism” indicates that 
  success, too, may alert monsters; roll on the 
    Wandering 
  Monster table after each check regardless of success or 
  failure.
  3-4
  5-7
  1
  7-12
  Hidden, trapped, and locked
  5-7
  8-10
  2
  13-15 Hidden and trapped
  8-10
  11-13
  3
  16-18 Trapped and locked
  11-15
  14
  4-12
  -
  Hidden only
  16
  15
  13
  19
  Locked only
  17
  16-18
  14
  20
  Trapped only
  18
  19
  15-16
  -
  Obvious, untrapped, and unlocked
  
  50
  QuickStart
   A
   B
   C
   D
  Outcome
  19
  20
  17-18
  -
    Treasure Hoard:
  Reroll.  The map room revealed by this Secret Door 
  automatically contains a 
    Treasure.  
  Reroll subsequent results of “Treasure Hoard”; they do not 
  stack.
  20
  -
  19-20
  -
    Weak Mechanism:
  Reroll.  Gain 
    Advantage on all checks related to the 
  resulting Secret Door.  
  Each subsequent additional result of “Weak Mechanism” 
  indicates that one of the attributes of the door is 
  automatically defeated.  
  Each roll of this result negates “Rusted Mechanism” or 
  “Noisy Mechanism”.
  
  51
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure Generator
  QuickStart Treasure Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 13: QuickStart Treasure
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result indicates you suffer 
    Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3
  6-7
  1
  8
    Low Coin
  4
  8
  2
  9
    Medium Coin
  5
  9
  3-4
  -
    High Coin
  6
  10-11
  5
  10
    Low Gems
  7
  12
  6
  11
    Medium Gems
  8
  13
  7-8
  -
    High Gems
  9
  13
  9
  12
  Scroll (roll on 
    Spell, Beneficial)
  10
  14
  10
  13
  Wand/Staff/Rod (roll on 
    Spell, Damaging)
  11
  15
  11
  14
  Wand/Staff/Rod (roll on 
    Spell, Beneficial)
  12-13
  16
  12
  15
  Potion (roll on 
    Spell, Beneficial)
  14
  15-17
  -
  16-18 Mundane items
  15-16
  18
  13-14
  19
    Armor
  17-18
  19
  15-16
  20
    Weapons
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you 
  get this result twice, you may roll three times, and pick your 
  single preferred result.
  
  52
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, Low Coin Generator
  QuickStart Treasure, Low Coin Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 14: QuickStart Treasure, Low Coin
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result 
  on this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-6
  6-9
  1-3
  8-11
    1d6 gp
    2d8 gp
    3d10 gp
    4d12 gp
    1d4 gp
    2d5 gp
    3d8 gp
    4d10 gp
    1d8 gp
    2d10 gp
    3d12 gp
    4d20 gp
    1d4 gp
    2d5 gp
    3d8 gp
    4d10 gp
    1d4 gp
    2d5 gp
    3d8 gp
    4d10 gp
  7-9
  10-13
  4-6
  12-14
    1d10 gp
    2d20 gp
    3d20 gp
    5d20 gp
    1d8 gp
    2d12 gp
    3d12 gp
    5d12 gp
    1d12 gp
    3d20 gp
    4d20 gp
    6d20 gp
    1d8 gp
    2d12 gp
    3d12 gp
    5d12 gp
    1d8 gp
    2d12 gp
    3d12 gp
    5d12 gp
  10-14 14-17
  7-10
  15-18
    1d12 gp
    3d20 gp
    4d20 gp
    6d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
  15-16
  18
  11-15
  19
    1d20 gp
    4d20 gp
    5d20 gp
    7d20 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
    2d20 gp
    4d20 gp
    8d20 gp
    10d20 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
  17-18
  19
  16
  20
    2d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    3d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you 
  get this result twice, you may roll three times, and pick your 
  single preferred result.
  
  53
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, Medium Coin Generator
  QuickStart Treasure, Medium Coin Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 15: QuickStart Treasure, Medium Coin
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result 
  on this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-6
  6-9
  1-3
  8-11
    1d12 gp
    3d20 gp
    4d20 gp
    6d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
  7-9
  10-13
  4-6
  12-14
    1d20 gp
    4d20 gp
    5d20 gp
    7d20 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
    2d20 gp
    4d20 gp
    8d20 gp
    10d20 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
  10-14 14-17
  7-10
  15-18
    2d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    3d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
  15-16
  18
  11-15
  19
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    2d20 gp
    5d20 gp
    7d20 gp
    9d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    12d20 gp
    2d20 gp
    5d20 gp
    7d20 gp
    9d20 gp
    2d20 gp
    5d20 gp
    7d20 gp
    9d20 gp
  17-18
  19
  16
  20
    6d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    20d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you 
  get this result twice, you may roll three times, and pick your 
  single preferred result.
  
  54
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, High Coin Generator
  QuickStart Treasure, High Coin Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 16: QuickStart Treasure, High Coin
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result 
  on this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-6
  6-9
  1-3
  8-11
    6d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    20d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
  7-9
  10-13
  4-6
  12-14
    1d6x100
    2d4x100
    2d8x100
    2d12x100
    1d4x100
    1d6x100
    2d4x100
    2d6x100
    2d6x100
    4d8x100
    6d8x100
    6d12x100
    1d4x100
    1d6x100
    2d4x100
    2d6x100
    1d4x100
    1d6x100
    2d4x100
    2d6x100
  10-14 14-17
  7-10
  15-18
    3d6x100
    4d8x100
    6d10x100
    8d12x100
    1d6x100
    2d4x100
    2d6x100
    2d10x100
    6d6x100
    8d8x100
    10d10x100
    12d12x100
    1d6x100
    2d4x100
    2d6x100
    2d10x100
    1d6x100
    2d4x100
    2d6x100
    2d10x100
  15-16
  18
  11-15
  19
    1d4 x 1k
    2d6 x 1k
    3d8 x 1k
    4d12 x 1k
    2d20x100
    2d20x100
    1d6 x 1k
    2d4 x 1k
    1d8 x 1k
    2d10 x 1k
    3d12 x 1k
    4d20 x 1k
    2d20x100
    2d20x100
    1d6 x 1k
    2d4 x 1k
    2d20x100
    2d20x100
    1d6 x 1k
    2d4 x 1k
  17-18
  19
  16
  20
    1d12 x 1k
    2d12 x 1k
    4d12 x 1k
    6d20 x 1k
    1d10 x 1k
    2d10 x 1k
    4d8 x 1k
    6d12 x 1k
    2d12 x 1k
    4d12 x 1k
    8d12 x 1k
    8d20 x 1k
    1d10 x 1k
    2d10 x 1k
    4d8 x 1k
    6d12 x 1k
    1d10 x 1k
    2d10 x 1k
    4d8 x 1k
    6d12 x 1k
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you 
  get this result twice, you may roll three times, and pick your 
  single preferred result.
  
  55
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, Low Gem Generator
  QuickStart Treasure, Low Gem Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 17: QuickStart Treasure, Low Gem
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result on 
  this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-8
  6-9
  1-3
  8-11
  Agates:
    1d4x; 2 gp/ 
    1d8x; 5 gp/ 
    1d12x; 10 gp/ 
    1d20x; 15 gp/
  Agates:
    1d4x; 2 gp/ 
    1d8x; 3 gp/ 
    1d12x; 8 gp/ 
    1d20x; 10 gp/
  Agates:
    1d4x; 5 gp/ 
    1d8x; 8 gp/ 
    1d12x; 15 gp/ 
    1d20x; 20 gp/
  Agates:
    1d4x; 2 gp/ 
    1d8x; 3 gp/ 
    1d12x; 8 gp/ 
    1d20x; 10 gp/
  9-11
  10-14
  4-6
  12-14
  Azurite:
    1d4x; 4 gp/ 
    1d8x; 8 gp/ 
    1d12x; 13 gp/ 
    1d20x; 20 gp/
  Azurite:
    1d4x; 3 gp/ 
    1d8x; 5 gp/ 
    1d12x; 10 gp/ 
    1d20x; 15 gp/
  Azurite:
    1d4x; 8 gp/ 
    1d8x; 12 gp/ 
    1d12x; 18 gp/ 
    1d20x; 25 gp/
  Azurite:
    1d4x; 3 gp/ 
    1d8x; 5 gp/ 
    1d12x; 10 gp/ 
    1d20x; 15 gp/
  12-16 15-18
  7-11
  15-19
  Blue Quartz:
    1d4x; 8 gp/ 
    1d8x; 10 gp/ 
    1d12x; 15 gp/ 
    1d20x; 25 gp/
  Blue Quartz:
    1d4x; 5 gp/ 
    1d8x; 7 gp/ 
    1d12x; 10 gp/ 
    1d20x; 20 gp/
  Blue Quartz:
    1d4x; 12 gp/ 
    1d8x; 15 gp/ 
    1d12x; 20 gp/ 
    1d20x; 30 gp/
  Blue Quartz:
    1d4x; 5 gp/ 
    1d8x; 7 gp/ 
    1d12x; 10 gp/ 
    1d20x; 20 gp/
  17-18
  19
  12-16
  20
  Hematite:
    1d4x; 10 gp/ 
    1d8x; 14 gp/ 
    1d12x; 19 gp/ 
    1d20x; 30 gp/
  Hematite:
    1d4x; 8 gp/ 
    1d8x; 10 gp/ 
    1d12x; 15 gp/ 
    1d20x; 25 gp/
  Hematite:
    1d4x; 15 gp/ 
    1d8x; 20 gp/ 
    1d12x; 25 gp/ 
    1d20x; 35 gp/
  Hematite:
    1d4x; 8 gp/ 
    1d8x; 10 gp/ 
    1d12x; 15 gp/ 
    1d20x; 25 gp/
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  56
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, Medium Gem Generator
  QuickStart Treasure, Medium Gem Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 18: QuickStart Treasure, Medium Gem
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result on 
  this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-8
  6-9
  1-3
  8-11
  Amber:
    1d4x; 85 gp/ 
    1d8x; 150 gp/ 
    1d12x; 275 gp/ 
    1d20x; 375 gp/
  Amber:
    1d4x; 50 gp/ 
    1d8x; 75 gp/ 
    1d12x; 150 gp/ 
    1d20x; 200 gp/
  Amber:
    1d4x; 100 gp/ 
    1d8x; 175 gp/ 
    1d12x; 300 gp/ 
    1d20x; 400 gp/
  Amber:
    1d4x; 50 gp/ 
    1d8x; 75 gp/ 
    1d12x; 150 gp/ 
    1d20x; 200 gp/
  9-11
  10-14
  4-6
  12-14
  Amethyst:
    1d4x; 100 gp/ 
    1d8x; 150 gp/ 
    1d12x; 300 gp/ 
    1d20x; 400 gp/
  Amethyst:
    1d4x; 75 gp/ 
    1d8x; 100 gp/ 
    1d12x; 200 gp/ 
    1d20x; 300 gp/
  Amethyst:
    1d4x; 125 gp/ 
    1d8x; 150 gp/ 
    1d12x; 325 gp/ 
    1d20x; 450 gp/
  Amethyst:
    1d4x; 75 gp/ 
    1d8x; 100 gp/ 
    1d12x; 200 gp/ 
    1d20x; 300 gp/
  12-16 15-18
  7-11
  15-19
  Red Garnet:
    1d4x; 125 gp/ 
    1d8x; 200 gp/ 
    1d12x; 350 gp/ 
    1d20x;450 gp/
  Red Garnet:
    1d4x; 100 gp/ 
    1d8x; 125 gp/ 
    1d12x; 250 gp/ 
    1d20x;350 gp/
  Red Garnet:
    1d4x; 150 gp/ 
    1d8x; 300 gp/ 
    1d12x; 400 gp/ 
    1d20x;500 gp/
  Red Garnet:
    1d4x; 100 gp/ 
    1d8x; 125 gp/ 
    1d12x; 250 gp/ 
    1d20x;350 gp/
  17-18
  19
  12-16
  20
  Jade:
    1d4x; 150 gp/ 
    1d8x; 250 gp/ 
    1d12x; 400 gp/ 
    1d20x;500 gp/
  Jade:
    1d4x; 125 gp/ 
    1d8x; 175 gp/ 
    1d12x; 300 gp/ 
    1d20x;400 gp/
  Jade:
    1d4x; 200 gp/ 
    1d8x; 400 gp/ 
    1d12x; 500 gp/ 
    1d20x;650 gp/
  Jade:
    1d4x; 125 gp/ 
    1d8x; 175 gp/ 
    1d12x; 300 gp/ 
    1d20x;400 gp/
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  57
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, High Gem Generator
  QuickStart Treasure, High Gem Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 19: QuickStart Treasure, High Gem
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result on 
  this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-8
  6-9
  1-3
  8-11
  Aquamarine:
    1d4x; 500 gp/ 
    1d8x; 1000 gp/ 
    1d12x; 1250 gp/ 
    1d20x; 1500 gp/
  Aquamarine:
    1d4x; 250 gp/ 
    1d8x; 500 gp/ 
    1d12x; 750 gp/ 
    1d20x; 1000 gp/
  Aquamarine:
    1d4x; 750 gp/ 
    1d8x; 1250 gp/ 
    1d12x; 1500 gp/ 
    1d20x; 2000 gp/
  Aquamarine:
    1d4x; 250 gp/ 
    1d8x; 500 gp/ 
    1d12x; 750 gp/ 
    1d20x; 1000 gp/
  9-11
  10-14
  4-6
  12-14
  Violet Garnet:
    1d4x; 600 gp/ 
    1d8x; 1250 gp/ 
    1d12x; 1500 gp/ 
    1d20x; 2000 gp/
  Violet Garnet:
    1d4x; 500 gp/ 
    1d8x; 750 gp/ 
    1d12x; 1000 gp/ 
    1d20x; 1250 gp/
  Violet Garnet:
    1d4x; 1000 gp/ 
    1d8x; 1500 gp/ 
    1d12x; 1750 gp/ 
    1d20x; 2250 gp/
  Violet Garnet:
    1d4x; 500 gp/ 
    1d8x; 750 gp/ 
    1d12x; 1000 gp/ 
    1d20x; 1250 gp/
  12-16 15-18
  7-11
  15-19
  Black Pearl:
    1d4x; 750 gp/ 
    1d8x; 1500 gp/ 
    1d12x; 1750 gp/ 
    1d20x;2500 gp/
  Black Pearl:
    1d4x; 650 gp/ 
    1d8x; 1000 gp/ 
    1d12x; 1250 gp/ 
    1d20x;1500 gp/
  Black Pearl:
    1d4x; 1000 gp/ 
    1d8x; 2000 gp/ 
    1d12x; 2500 gp/ 
    1d20x;3000 gp/
  Black Pearl:
    1d4x; 650 gp/ 
    1d8x; 1000 gp/ 
    1d12x; 1250 gp/ 
    1d20x;1500 gp/
  17-18
  19
  12-16
  20
  Yellow Topaz:
    1d4x; 800 gp/ 
    1d8x; 1750 gp/ 
    1d12x; 2000 gp/ 
    1d20x;3000 gp/
  Yellow Topaz:
    1d4x; 750 gp/ 
    1d8x; 1250 gp/ 
    1d12x; 1500 gp/ 
    1d20x;2000 gp/
  Yellow Topaz:
    1d4x; 1000 gp/ 
    1d8x; 2000 gp/ 
    1d12x; 2500 gp/ 
    1d20x;3500 gp/
  Yellow Topaz:
    1d4x; 750 gp/ 
    1d8x; 1250 gp/ 
    1d12x; 1500 gp/ 
    1d20x;2000 gp/
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  58
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Potion Generator
  QuickStart Potion Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 20: QuickStart Potion
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Cursed / Poison:
  Assume this discovery is made only after ingesting enough 
  of the concoction to suffer its consequences.
  Roll on the 
    Afflictions table.
  2-8
  3-6
  1-3
  5-9
  Healing: 
  Roll to recover the following hit points:
   
    1d8 
    2d10 
    4d12 
    4d20
  9
  7
  4-5
  -
  Cure Poison
  10
  8
  6-7
  -
  Remove Curse
  11
  9
  8-9
  -
  Remove Disease
  12-13
  10-16 10-12 10-16 Enhance Ability: 
  Roll 1d6 to randomize which ability receives a +4 bonus (1=STR, 
  2=DEX, 3=CON, 4=INT, 5=WIS, 6=CHA).  
  This enhancement lasts for 2d4 map rooms.
  14-15
  17
  13
  17
  Spider Climb
  16-17
  18
  14
  18-20 Water Breathing
  18
  19
  15-16
  -
    Favorable Effect:
  Reroll twice.  Choose which effect the potion contains.  
  Make this decision upon receiving the treasure.  
  Reroll any further rolls of “Favorable Effect”.
  19
  20
  17-18
  -
    Multiple Doses:
  Reroll twice.  Receive one potion of each result.  Can stack 
  up to 5x.  
  20
  -
  19-20
  -
    Compound Effect:
  Reroll twice.  Reroll “Cursed / Poison” results. 
  Receive the benefits of both results when the potion is 
  imbibed.  “Compound Effect” can stack up to 4x total.  
  
  59
  QuickStart
  Summary
  The categories of results listed are most closely attuned to 
  the Pathfinder roleplaying game.  However, the categories 
  should map relatively easily to other fantasy rules systems.  
  To assist with such a mapping, each result also includes a 
  handful of samples; rather than randomly determine based 
  on your ruleset’s list of items, you may simply roll a D6 to 
  quickly determine your mundane treasure.
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  QuickStart Mundane Item Generator
  QuickStart Mundane Item Generator
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 21: QuickStart Mundane Items
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, applied 
  as the loot is collected.  
  2-8
  3-6
  1-3
  5-9
  No treasure / debris of no value
  9
  7
  4-5
  10
  Adventuring Gear:  
  1=bedroll (1 sp); 2=2d6x fishhooks (1 sp each); 3=compass (10 gp); 
  4=rope, 50’; 5=hooded lantern (7 gp); 6=2d4x dwarven trail rations (2 
  gp each)
  10
  8
  6-7
  11
  Alchemical Creations: 
  1=2d4x salt (5 sp each); 2=2d6x silver (1 gp each); 3=1d4x alchemist’s 
  fire (20 gp each, thrown weapon, 1d6 fire damage in a 5’ radius and 
  flammable); 4=1d4x acid flask (10 gp each, thrown weapon 1d6 acid 
  damage in a 5’ radius); 5=1d4x doses of poison (causes additional 1d8 
  poison damage upon successful hit); 6=everburning torch (110 gp)
  11
  9
  8-9
  12-13 Books, Paper, & Writing Supplies: 
  1=book, empty (10 gp); 2=spellbook, empty (15 gp);  
  3=1d4x doses of ink (8 gp each); 4=2d10x sheets parchment (2 sp each); 
  5=scroll case (1 gp plus 20% chance of containing a magic scroll); 
  6=2d4x sealing wax (1 gp each)
  12-15
  10-17 10-13 14-18 Clothing: 
  1=1d6x peasant’s outfit (1 sp each); 2=explorer’s garb (10 gp); 
  3=1d2x scholar’s outfit (5 gp); 4=1d4x traveler’s outfit (1 gp each); 
  5=cold weather outfit (8 gp); 6=noble’s outfit (100 gp)
  16-17
  18
  14
  19-20 Locks & Tools: 
  1=1d4x 10’ chain (30 gp per section); 2=key (grants 1 reroll on a locked 
  door); 3=skeleton key (2d4 rerolls on locked doors); 4=lock (40 gp); 
  5=manacles (50 gp); 6=thieves’ tools (grants advantage on 1d4 locked 
  door attempts)
  18
  19
  15-16
  -
    Additional Treasure +1:
  Reroll twice.  Receive both results.  
  “Additional Treasure” results can stack up to 3x total.
  19-20
  20
  17-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  60
  QuickStart
  Summary
  The categories of results listed are most closely attuned to 
  the Pathfinder roleplaying game.  However, the categories 
  should map relatively easily to other fantasy rules systems.  
  To assist with such a mapping, each result also includes a 
  handful of samples; rather than randomly determine based 
  on your ruleset’s list of items, you may simply roll a D6 to 
  quickly determine your treasure.
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  QuickStart Armor Generator
  QuickStart Armor Generator
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 22: QuickStart Armor
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, applied 
  as the loot is collected.  
  2-5
  3-6
  1-2
  5-9
  No treasure / debris of no value
  6-10
  7-12
  3-6
  10-14 Light Armor: 
  1-4=Leather; 5-6=Studded Leather
   
    Normal  
    +1 AC 
    +1d3 AC 
    +1d4 AC
  11-12
  13-14
  7-9
  15
  Medium Armor: 
  1=Scale mail; 2-3=Breastplate; 3-6=Chainmail
   
    Normal  
    +1 AC 
    +1d3 AC 
    +1d4 AC
  13-14
  15
  10-11
  16
  Heavy Armor: 
  1-4=Half plate; 5-6=Full plate
   
    Normal  
    +1 AC 
    +1d3 AC 
    +1d4 AC
  15-16
  16-17 12-13 17-19 Shield: 
  1=Buckler; 2-3=Light shield; 4-5=Heavy shield; 6=Tower shield
   
    Normal  
    +1 AC 
    +1d3 AC 
    +1d4 AC
  17
  18
  14-15
  20
  Spiked:  
  Roll again.  Result is Spiked: Inflicts piercing damage when wearer 
  suffers a melee strike with a natural weapon or unarmed strike.
   
    1d4 
   
    1d6  
    2d4  
    2d6
  18
  19
  16-17
  -
    Additional Treasure +1:
  Reroll twice.  Receive both results.  
  “Additional Treasure” results can stack up to 3x total.
  19-20
  20
  18-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  61
  QuickStart
  Summary
  The categories of results listed are most closely attuned to 
  the Pathfinder roleplaying game.  However, the categories 
  should map relatively easily to other fantasy rules systems.  
  To assist with such a mapping, each result also includes a 
  handful of samples; rather than randomly determine based 
  on your ruleset’s list of items, you may simply roll a D6 to 
  quickly determine your treasure.
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  QuickStart Weapon Generator
  QuickStart Weapon Generator
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 23: QuickStart Weapon 
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, applied 
  as the loot is collected.  
  2-5
  3-6
  1-2
  5-9
  No treasure / debris of no value
  6-10
  7-12
  3-6
  10-14 Light Melee: 
  1-3=Dagger (1d4); 4-5=Club (1d6); 6=Mace (1d8)
   
    Normal  
    +1   
    +1d3 
    +1d4
  11-12
  13-14
  7-9
  15
  Two-Handed Melee: 
  1=Staff (1d6); 3=Greatclub (1d8); 4=Greatsword (1d10);  
  5=Greataxe (1d10); 6=Halberd (1d10)
   
    Normal  
    +1   
    +1d3 
    +1d4
  13-14
  15
  10-11
  16
  Ranged: 
  1=Sling; 2-4=Shortbow (1d6); 5-6=Longbow (1d8)
   
    Normal  
    +1   
    +1d3 
    +1d4
  15-16
  16-17 12-13 17-19 Martial: 
  1=Battleaxe (1d8); 2-3=Shortsword (1d6); 4-5=Longsword (1d8); 
  6=Warhammer (1d8)
   
    Normal  
    +1   
    +1d3 
    +1d4
  17
  18
  14-15
  20
  Improved: 
  Roll again.  Result gains an additional +1 enhancement bonus that stacks 
  with any rolled in the result.  Reroll further results of “Improved”.
  18
  19
  16-17
  -
    Additional Treasure +1:
  Reroll twice.  Receive both results.  
  “Additional Treasure” results can stack up to 3x total.
  19-20
  20
  18-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  62
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Combat Encounter Generator
  QuickStart Combat Encounter Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 24: QuickStart Combat Encounter
   A
   B
   C
   D
  Outcome
  1-2
  -
  1-3
  -
  Kobold
  3-4
  -
  4-5
  -
  Zombie
  5-6
  1
  6-7
  -
  Skeleton
  7
  2
  8-9
  -
  Orc
  8
  3
  10-12
  -
  Giant Spider
  9
  4
  13-14
  1
  Giant Scorpion
  10
  5
  15
  2
  Hill Giant
  11
  6
  16
  3
  Troll
  12
  7
  17
  4
  Mimic
  13
  8
  18
  5
  Gelatinous Cube
  14
  9
  19
  6
  Owlbear
  15
  10
  20
  7
  Manticore
  16
  11
  -
  8-9
  Young Black Dragon
  17
  12
  -
  10
  Fire Elemental
  18
  13
  -
  11
  Black Pudding
  19
  14
  -
  12-13
  Wraith
  20
  15
  -
  14
  Purple Worm
  -
  16
  -
  15
  Rust Monster
  -
  17
  -
  16
  Mummy
  -
  18
  -
  17
  Wyvern
  -
  19
  -
  18
  Earth Elemental
  -
  20
  -
  19-20 Young Red Dragon
  
  63
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Beneficial Spell Generator
  QuickStart Beneficial Spell Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 25: QuickStart Beneficial Spell
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Weak Magic:
  Reroll.  Halve any numeric results applied (e.g., 1d8 hp healed 
  becomes 1d8/2, 1d4 rounds becomes 1d4/2 rounds).  Reroll 
  subsequent results of “Weak Magic”.
  -
  3
  1
  5-7
  Cure Light Wounds (1d8 hp)
  2
  4
  2
  8
  Cure Moderate Wounds (3d8 hp)
  3
  5
  3-4
  9
  Cure Serious Wounds (6d8 hp)
  4
  -
  5
  -
  Cure Critical Wounds (8d12 hp)
  5
  6
  6
  10
  Remove Disease
  6
  7
  7
  11
  Remove Curse
  7
  8
  8
  12
  Neutralize Poison
  8
  9
  9
  -
  Fly
  9
  10
  10
  13
  Water Breathing
  10
  11
  11
  -
  Invisibility
  11
  12
  -
  14
  Spider Climb
  12
  13
  12
  -
  True Seeing
  13
  14
  13
  15
  Ability Score Boost: +4 STR for 1d8 rooms
  14
  15
  14
  16
  Ability Score Boost: +4 DEX for 1d8 rooms
  15
  16
  15
  17
  Ability Score Boost: +4 CON for 1d8 rooms
  16
  17
  16
  18
  Ability Score Boost: +4 INT for 1d8 rooms
  17
  18
  17
  19
  Ability Score Boost: +4 WIS for 1d8 rooms
  18
  19
  -
  20
  Ability Score Boost: +4 CHA for 1d8 rooms
  19
  20
  18
  -
    Potent Magic:
  Reroll.  Double any numeric results applied (e.g., 1d8 hp healed 
  becomes 1d8x2, 1d4 rounds becomes 1d4x2 rounds).  Reroll 
  subsequent results of “Potent Magic”.
  20
  -
  19-20
  -
    Complex Magic:
  Reroll twice.  Apply both results.  “Complex Magic” may stack up 
  to 3x total.
  
  64
  QuickStart
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Damaging Spell Generator
  QuickStart Damaging Spell Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 26: QuickStart Damaging Spell
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Complex Unlucky Magic:
  Roll again.  You suffer 
    Disadvantage on your save against the 
  magic, or enemies gain 
    Advantage on their saves.
  -
  3
  1
  5-7
    Fickle Unlucky Magic:
  Reroll.  Double any numeric results suffered by you, or halve 
  results suffered by enemies.  Reroll subsequent results of “Fickle 
  Unlucky Magic”.
  2
  4
  2
  8
  Magic Missile (force / bludgeoning damage)
   
    1d4+1 
   
    3d4+3 
    6d4+6 
    8d4+8
  3
  5
  3-4
  9
  Deafness (for 1d8 rooms)
  4
  -
  5
  -
  Acid Arrow (acid damage)
   
    2d4 
   
    4d4  
    8d4  
    12d4
  5
  6
  6
  10
  Blindness (for 1d8 rooms)
  6
  7
  7
  11
  Cone of Cold (cold damage)
   
    2d6 
   
    4d6  
    8d6  
    14d6
  7
  8
  8
  12
  Lightning Bolt (electricity damage)
   
    2d6 
   
    4d6  
    8d6  
    14d6
  8
  9
  9
  -
  Fireball (fire damage)
   
    2d6 
   
    6d6  
    10d6 
    16d6
  9
  10
  10
  13
  Meteor Swarm (fire damage)
   
    2d8 
   
    6d8  
    10d8 
    20d8
  10
  11
  11
  -
    Poison (save or suffer)
  11
  12
  -
  14
    Curse (save or suffer)
  12
  13
  12
  -
    Disease (save or suffer)
  13
  14
  13
  15
  Ability Score Decrease: -4 STR for 1d8 rooms
  14
  15
  14
  16
  Ability Score Decrease: -4 DEX for 1d8 rooms
  15
  16
  15
  17
  Ability Score Decrease: -4 CON for 1d8 rooms
  16
  17
  16
  18
  Ability Score Decrease: -4 INT for 1d8 rooms
  17
  18
  17
  19
  Ability Score Decrease: -4 WIS for 1d8 rooms
  18
  19
  -
  20
  Ability Score Decrease: -4 CHA for 1d8 rooms
  
  65
  QuickStart
   A
   B
   C
   D
  Outcome
  19
  20
  18
  -
    Fickle Lucky Magic:
  Reroll.  Double any numeric results suffered by enemies, or halve 
  results suffered by you.  Reroll subsequent results of “Fickle Lucky 
  Magic”.
  20
  -
  19-20
  -
    Complex Magic:
  Roll again.  You gain 
    Advantage on your save against the 
  magic, or enemies suffer 
    Disadvantage on their saves.
  
  66
  Solo Play
  About Solo Play
  About Solo Play
  
  67
  Solo Play
  About Solo Play
  Why Solo Play?
  Why Solo Play?
  Pen-and-paper roleplaying games are fantastic.  Except when 
  there’s nobody to play with.
  People move, grow apart, or simply grow up... at least, a 
  little bit.  What used to be easy becomes difficult, or outright 
  impossible.  Virtual tabletops, Skype, and other online tools 
  have mitigated this to some extent, but for many of us, it can 
  remain extremely challenging to find a gaming group... or 
  even to find the synched-up time to play!
  Solo pen-and-paper RPG gaming is hardly a new concept.  
  There are numerous attempts to solve this problem, to 
  varying degrees of success.
  Nearly all existing solutions rely upon one of two 
  approaches: 1) create a new rules system specifically around 
  solo play, or 2) create an intentionally solo-play adventure 
  for an existing rules system.
  Each of these has its place, and can be hugely rewarding on 
  its own.
  Each also has its limitations. 
  New rules systems require adaptation and investment by the 
  player to fully grasp them, can be limited and simple, and 
  by definition prevent the use of every existing product and 
  adventure already published.  
  Dedicated solo-play adventures for existing rules systems 
  may succeed, but are often stopgap, railroaded/linear, and 
  again, prevent the use of other published products.
  The holy grail of solo RPG play, however, is quite different: 
  Create a toolkit that allows you to solo-play existing 
  adventures, with existing rules systems.
  The intent with the FTEG SAT is therefore not to produce 
  solo-specific adventures. 
  It is rather to extend existing rules concepts in a manner 
  that lets any single participant play through any existing 
  adventure that assumes multiple players.
  This will result in an imperfect experience by definition 
  and by design, but intends to reproduce the experience of 
  traditional multi-player RPGs as closely as possible.
  The intent of these rules should be reproducible in any 
  gaming system; examples and design have been written to 
  apply to Pathfinder and to 5E.
  Additionally, the intent is also to give a framework and tools 
  for creating solo-play adventures of your own, or to adapting 
  your home-brew adventure content to be used in a solo 
  context.
  A Completely New Game
  With all the new rules, revisions, and (in some cases) 
  significant modifications to the existing mechanics of the 
  games you know and love, it may be tempting to refer to 
  the FTEG SAT as an entirely new game.  Well, in a very real 
  way, that’s the entire point, isn’t it?  To take the game you 
  love to play socially with other people, and to make it a solo 
  experience.  It’s natural that the resulting game system will 
  be a new beast, though it shares a great deal with the game 
  systems that gave it life and form its skeleton and starting 
  point.
  Scope
  The intent with the FTEG SAT is not to produce solo-specific 
  adventures.  While these have been attempted to varying 
  degrees of success across several decades and many different 
  systems, ultimately, they are either too contrived, or too 
  limited, in what they accomplish, by design: a single well-
  made solo adventure may indeed be a great and enjoyable 
  thing, but then it’s done with.  It’s not as though you can go 
  back to it and play back through it over, and over, again.  
  So unless you can reasonably go out and find several dozen 
  well-made and enjoyable solo adventures, each crafted 
  specifically and appropriately so as not to overpower 
  your particular choice of PC class and level, then creating 
  dedicated solo adventures does not seem to be the best 
  approach to the problem.
   ather than create dedicated solo adventures, then, it is 
  instead the intent of the Solo Adventuring Toolkit to extend 
  existing rules concepts in a manner that lets any single 
  participant play through any existing adventure that assumes 
  multiple players.
  It must be said that this approach will result in an imperfect 
  experience by definition and by design, but intends to 
  reproduce the experience of traditional multi-player RPGs as 
  closely as possible.  
  The intent of these rules should be reproducible in any 
  gaming system; examples and design have been written to 
  apply to Pathfinder and to 5E.
  The intent is also to give a framework and tools for creating 
  solo-play adventures, should the reader be inclined toward 
  doing so.  Indeed, the problems that this set of rules and 
  tools was designed to overcome plague dynamic adventurers 
  and dedicated solo adventurers alike.
  Finally, the architecture herein provides a reasonable 
  framework for converting an existing, traditional adventure 
  to solo play.  Any DM/GM who has some degree of flexibility 
  will find it straightforward, if not always terribly enjoyable, 
  to convert any existing adventure content into a format so as 
  to be able to support solo play.
  Dynamic Gaming
  Infinium Game Studio has always designed game content 
  with dynamic gaming in mind.  While the degree of 
  dynamicness varies from product to product, the aim is 
  similar: you should be able to take a single book, and use it 
  a myriad of different ways.  In its best forms, IGS products 
  allow gaming groups to re-use the same book over and over 
  again, endlessly generating a series of new, interesting 
  adventures from the same starting point of content.
  The founding premise of IGS has been to take a look at what 
  has delighted us most, has stuck in our minds the longest, 
  
  68
  Solo Play
  from interactive entertainment: the set-pieces, the dramatic 
  conclusions, the plot twists, and the curiously new and 
  exciting dungeon crawls--and then to ask the question: if 
  you can design something to be interesting and memorable 
  once, why couldn’t you identify the pieces of that memorable 
  encounter that make it interesting, and permute them so as 
  to generate endless riffs off of that theme?
   his has to be done carefully, and with some soul to it, of 
  course.  Rolling a die and knowing that a skeleton is blue, or 
  red, or orange, may be dynamic and different each time, but 
  it’s not really useful or interesting in a gaming or storytelling 
  sense.  If that skeleton has different powers, and different 
  intriguing physical descriptions, and different class levels, 
  and different equipment, and its weapons bear poisons and 
  curses that are dynamically generated... well, THERE, you’re 
  getting into interesting dynamic territory.
  The Solo Adventuring Toolkit was designed with Dynamic 
  Gaming as a fundamental premise.  Indeed, with solo 
  gaming, such interesting “newness” of adventure content is 
  even more important, because if you’re playing without an 
  adventure in hand, and without a separate person as a GM 
  who is governing the content that unfolds, then you need 
  some set of tools that gives you the ability to replicate those 
  interesting features on their own.
  Using in a Traditional Context
  This focus on Dynamic Gaming, the varying approaches for 
  scaling difficulty, the mechanisms for generating adventure 
  components and elements and weaving them together: these 
  are essential for producing a rewarding and interesting solo 
  play experience, but they are all greatly powerful tools for 
  traditional tabletop roleplaying games as well.
   here’s no reason an enterprising GM could not take the 
  Solo Adventuring Toolkit, use it to dynamically generate an 
  adventure, and simply present it to her gaming group as a 
  pregenerated adventure.  The players might never know that 
  zero preparation had gone into the content beforehand!
  Gamer Types & Impact on 
  Gamer Types & Impact on 
  Solo Play
  Solo Play
  There are many types of people who play tabletop 
  roleplaying games, both as players as well as G/DMs.  
  While there is certainly no restriction on who can play solo 
  and who cannot, it may be useful to reflect on what sorts of 
  elements of the game call out to you, and understand how 
  that might have an impact on playing solo.
  Why It Matters
  Who you are as a player of traditional tabletop roleplaying 
  games will have an impact on how you approach solo play.  
  In fact, knowing who you are as a gamer will help you a 
  great deal, because whatever your tendencies might be in 
  a traditional group and social setting, those leanings are 
  likely to be much stronger in a solo environment, in which 
  there are by definition no checks or balances or differing or 
  competing perspectives to act as a deterrent. 
  The advantage of this reality is that you can play 
  however you want, and nobody is going to stop you.  The 
  disadvantage... well, there may not truly be a disadvantage, 
  but being honest with yourself about how you want to play 
  solo will help you engineer your gaming experience much 
  better.
  Types of Gamer
  This is by no means meant to be a fully comprehensive list of 
  every kind of person who might gravitate toward a tabletop 
  RPG.  There are dozens, if not hundreds, of additional such 
  profiles and contexts that might matter.
  The list herein is reductive, by design, and presents some 
  of the most present stereotypes of gameplay to be found in 
  most traditional tabletop gaming environments.
  It must also be stressed that in describing stereotypes of 
  gamer, the intent is absolutely not to judge one’s reasons for 
  playing, or to attempt to classify one type of player as “right” 
  and others as “wrong”.  
  Simply put: I’ve been playing for over three decades, and in 
  my experience, there is no wrong way to approach gaming.  
  There are many, many “right” ways.
  It can benefit traditional, as well as solo, play greatly to 
  understand, appreciate, and respect that there are, however, 
  differences in approach.
  Rules Lawyers
  You know the type—or maybe you are one!  Some players 
  read through published rulebooks religiously, and commit 
  their vagaries to memory as if they were preparing for a 
  standardized test.  Now, let’s be clear: knowing the rules of 
  the game you’re playing is far from a bad thing, and even 
  the best of GMs cannot reasonably be expected to keep 
  every single facet of today’s complex gaming systems top of 
  mind.  So in theory, having at least one Rules Lawyer in your 
  gaming group can be a true asset, because it should help 
  make the GM’s job a bit easier.
  In practice, however, Rules Lawyers can have an unfortunate 
  tendency to wield their intricate knowledge like a weapon, 
  battering other players and the GM over the head with 
  factoids.  There can be a frustrating difference in the 
  continuum between helpfully reminding others about a rule 
  that should apply, and being nagging or outright annoying in 
  doing so.  That line, of what is useful and what is irksome, 
  can be challenging to walk, and indeed, can be wildly 
  different from gaming group to gaming group.  Typically, 
  that line tends to be crossed whenever remembering a 
  modifier or ensuring that a player crosses off a used spell 
  slot takes priority over simply having fun.
  So Rules Lawyers are not inherently bad players.  But 
  knowing that you yourself have a tendency toward being a 
  Rules Lawyer can help you in solo play.
  Goals
  Rules Lawyers can have a number of other goals, but one of 
  their goals is certainly to make sure play is fair: specifically, 
  that everyone is playing by the same rules.
  Benef its
  If you tend toward Rules Law naturally, then you’re in luck: 
  
  69
  Solo Play
  you’ll probably have a good chance of remembering rules 
  without having to look them up.  And because you’re the only 
  player involved, the possibility of frustrating other players is 
  zero!
  Risks & Concerns
  The whole point of gaming, solo or traditional, is to have 
  fun.  Some Rules Lawyers are so focused on the rules and 
  adhering to them that they find it challenging to simply have 
  fun through their own initiative.  This is not to say that Rules 
  Lawyers aren’t fun, or cannot have fun--but in traditional 
  play, they may be used to several other people reminding 
  them to have fun.
  Also, Rules Lawyers tend to have a natural inclination 
  toward memorizing rules.  Again, this isn’t bad, but it can 
  backfire in this case: remember that this Toolkit is third-
  party content, and has been created in support of what is 
  largely a brand-new kind of gameplay for most people.  Your 
  natural tendency to whip out your knowledge may not apply 
  to any other gaming group or environment, because if you’re 
  in such an environment, then you’re by definition not playing 
  solo.
  Finally, this Toolkit may quite frankly annoy Rules Lawyers.  
  They might approach this book, having learned a great deal 
  about the game they love and enjoy, only to start reading 
  through hundreds of ways to BREAK that game.  The Solo 
  Adventuring Toolkit provides a huge array of variances 
  from traditional play, and many of these may come across 
  as frustrating or unacceptable to a hardened Rules Lawyers.  
  Using a 30-sided die instead of a d20 for attack rolls?  
  Anathema!
  How to Approach Solo Play
  As a Rules Lawyer, be confident and indulge in your 
  prodigious ability to memorize, remember, and apply, the 
  rules.  Add to your repertoire by amassing the additional, 
  new knowledge in this Toolkit.  And as you do so, try to flag 
  it mentally as applying only to solo play, and recognize that it 
  is unofficial, third-party content to begin with, so Lawyering 
  it with gaming groups may cause additional frustration over 
  and above what would normally apply.
  But remember to have fun.  Stop, take a moment from time 
  to time, and see if it feels like work.
  Role Player
  A Role Player gets immersed in his or her character.  They 
  commit themselves to the experience of pretending to 
  be someone else.  Many of them adopt the accents their 
  character would have, or take on mannerisms or other 
  conversational or speech elements of their characters.  Some 
  never break character when at the gaming table.  They truly 
  try to become, at least for a few hours, that other persona.
  Role Players may seem the ideal players--after all, aren’t 
  these ROLE PLAYING games?  And indeed, they can be great 
  fun.  Theatre or performing types can be excellent, and 
  even for those for whom such skills do not come naturally, 
  roleplaying can be a great way of tamping down anxiety and 
  developing those abilities.  For some, roleplaying around 
  a tabletop with dice, pencil and paper was a formative 
  experience in learning improv.
  However, roleplayers, like any player type who indulges in 
  extremes, can become annoying.  When the pizza arrives 
  and Derek can’t break character to answer the door and give 
  the delivery guy the tip, it can be frustrating.  When the 
  group takes a break in between moments of action, and talks 
  outside the game to each other to catch up on each other’s 
  lives in a social manner, the Role Player may find it difficult 
  to “turn off” their commitment to their alter ego.
  Goals
  Role Players want to live the experience of being someone 
  else, even for a short time.  They’re in it for the social 
  interaction, and often, for the jokes and meta-gaming 
  aspects of the social experience.  
  Benef its
  Role Players are usually quite good at developing story 
  elements of their own in their head, and suggesting them to 
  the group.  Many GMs have favorably tweaked and pivoted 
  their stories and predetermined adventure content as a 
  result of helpful and creative Role Player input in the gaming 
  session.
  This dynamic, creative spark and ability to imbue one’s own 
  persona into a story is particularly useful during solo play, 
  which can tend to get focused a great deal on the mechanics 
  of the game, and can sometimes provide only a thin route of 
  storytellling to get from X to Y.
  Risks & Concerns
  Role Players are not all extroverts, but they do tend to 
  thrive on the social interaction component of a traditional 
  RPG.  Not being able to do this might greatly hamper a Role 
  Player’s enjoyment of the game.  Moreso than any other 
  type of player, Role Players may be least well suited to even 
  engaging in solo play to begin with.  
  Everyone approaches traditional roleplaying games hoping 
  to get different things out of it.  Solo play, even as greatly 
  developed as in this Toolkit, cannot fully reproduce what 
  some Role Players most seek out of the experience.
  Finally, of all player types, Role Players tend to be the most 
  forgetful about the rules--or the most neglectful of reading 
  through them in the first place!  This is a harsh, unfair, 
  blanket statement, but it tends to be true of Role Players 
  more than other player types.  If that’s you, that means 
  you’re in for a good deal of looking stuff up and stalling your 
  own gameplay, as there’s no other group of people to lean 
  on who might be able to recall that estoeric rule you could 
  swear you read somewhere, sometime.
  How to Approach Solo Play
  Be prepared, if not for disappointment, then to enjoy 
  different components of the traditional RPG experience.  If 
  you’ve never cared about detailed rules, and have always 
  relied on your teammates to help you remember how to stack 
  modifiers and do the math of what your attack roll should 
  be, then you need to be prepared. 
  Simply put, either you need to start doing that yourself, or 
  you need to be prepared to fudge a great deal of rolls, all the 
  time.  This can still be a great deal of fun, but it makes for a 
  different experience.
  Min/Maxers
  Min/Maxers are similar to Rules Lawyers, and indeed, some 
  players can even be both at the same time.  Min/Maxers 
  
  70
  Solo Play
  often memorize a great deal of esoteric rules from various 
  sources, but their goal is not to simply amass encyclopedic 
  knowledge, or even to ensure everyone else is playing by the 
  rules fairly. 
  Min/Maxers learn the rules in detail so that they can 
  better exploit them.  Their goal in playing RPGs tends to be 
  “mechanical success”: succeeding in attack rolls, inflicting 
  the most damage, duping the most NPCs, gaining the best 
  equipment, and so on.  
  Goals
  Min/Maxers want to craft powerful characters and succeed 
  in the game they are playing.  Their definition of success 
  is often the amassing of experience points and levels, of 
  character abilities, of equipment and weapons, and of 
  character wealth.  They enjoy when a carefully-selected 
  set of abilities and choices results in a fruitful outcome, 
  particularly when the attempt would have been a long short 
  for a less-crafted PC.
  Benef its
  You’ve got a substantial advantage in pursuing solo play: you 
  already have a mindset well-suited toward figuring out the 
  optimal way to take advantage of a set of rules mechanics.  
  While this is useful in any gameplay, it’s particularly 
  valuable in solo play, where you have much less control and 
  options in terms of the number of players and PCs under 
  your control.  OPOC play in particular benefits greatly from a 
  Min/Max mindset.
  Risks & Concerns
  That said, Min/Maxers can get frustrated easily if their 
  efforts in carefully arranging and choosing and designing 
  the optimal character build still aren’t sufficient to succeed.  
  Regardless of how well you build your character, some of it 
  all still comes down to luck.  In a traditional RPG context, 
  this doesn’t too often cause a great deal of anxiety, because 
  the team can still succeed even if the Min/Maxing PC doesn’t.  
  But in a solo play scenario, the Min/Maxer is all s/he has.
  How to Approach Solo Play
  Fortunately, this Toolkit contains a wealth of options for 
  changing one’s luck during play--modifiers, dice chaining, 
  and Balance Points, just to name a few.  Take advantage 
  of these, even if it means slightly less XP or glory in the 
  moment.
  By Team Role
  Another way of looking at player types is to consider the role 
  the character plays in the context of the adventuring party.
  Those familiar with, or coming to tabletop RPGs from a 
  background of, massively-multiplayer online games may be 
  most comfortable with this descriptive approach.
  It’s worth noting that if you are adventuring using the 
  OPMC (One Player, Multiple Characters) rules, you will have 
  multiple characters, able to support each of the team roles 
  you desire. 
  For each of the Team Roles described below, the biggest 
  challenge when playing solo will be if you have always 
  played that sort of Team Role—playing characters that 
  inhabit different Team Roles may not come easily to you!
  DPS
  Causing the most damage per second, or damage per round, 
  is the goal of many Fighters and Barbarians.  
  In some ways, DPS players will have the easiest time 
  adapting to solo play.  Their builds and approach to combat 
  are naturally aligned to being able to sustain themselves, and 
  survive facing challenges heads-on.
  DPS players may be challenged, however, to appreciate the 
  various other ways that characters must interact with their 
  environment in order to succeed.
  Healer
  Ah, the healer: like real-world nurses, the under-appreciated, 
  critically vital, and largely unsung heroes of the roleplaying 
  world.  The adventuring party that lacks a healer or two 
  would have a fantastic initial encounter... followed swiftly by 
  severely disappointing defeat.
  For all of the critical value of this role, however, it can be 
  easy to play, at least tactically: if someone’s hurt, heal them; 
  if multiple allies are hurt, heal the one closest to death.  
  Lather, rinse, repeat.
  This is not to suggest that Clerics, Druids, and even some 
  Rangers are lightweight nincompoops who while away 
  combat waiting for someone to get injured.  But in the thick 
  of battle, the next right thing for a Healer can be a bit more 
  obvious.
  The challenge of a player who traditionally plays Healers 
  may be to integrate themselves more closely into the heat 
  of combat, to ensure they have something to heal that’s 
  worthwhile!
  Social Toolbox
  The Rogue or Bard, or in a pinch the Paladin.  The 
  swashbuckling heartthrob who can sweet-talk her way into 
  the noble’s quarters without arousing suspicion.  You know 
  the type.
  This is an essential element of most games, but there are 
  combat-heavy gaming groups where social encounters 
  are afterthoughts, assumed to succeed, or even vacant 
  altogether.
  Although by nature and definition, solo play lacks the 
  complexities and intricacies to be found in traditional, 
  G/DM-led adventures, the Solo Adventuring Toolkit 
  nevertheless respects the role of social encounters in most 
  games, and provides elaborate and rich rules to address that 
  need.
  The challenge in social play will be that the opportunities 
  to lay on thick and hilarious accents, while still present, 
  will certainly fall on, if not deaf ears, certainly ears already 
  familiar with the schtick.
  Leader
  Typically a Fighter or Paladin, but could be something more 
  esoteric, or even a Cleric or Bard given the right situation.
  Regardless of the mechanical capabilities of the class and 
  wargear of the character holding the mantle, the Leader 
  typically directs the actions of the group.  Although the 
  Leader tends to be the Player who in real life is a leader 
  amongst the gaming group, it can also be an opportunity 
  
  71
  Solo Play
  to roleplay and extend one’s self, both for the person who 
  would normally be in this role to give it up, and for someone 
  who ordinarily would shy away from such duty to take on the 
  responsibility.
  Every group needs someone to corral them, to guide them, 
  and to sanity check them.  If it’s not a natural, in-real-life 
  kind of group leader, then it can be a player who is deeply 
  familiar with either the campaign setting and/or the rules 
  mechanics of the game being played.
  As a solo player, this is a role you must fulfill yourself, of 
  course.  
  If you’re normally someone who leans into this role, then it 
  can still be challenging to apply it to yourself—do what I say, 
  not what I do, is a weakness common to leaders in real life!
  If you are typically not the person at the helm of the group, 
  then you may need to force yourself to perform sanity checks 
  on your actions and planning.
  As a Former or Current GM
  Ultimately, the best solo players will be or have been GMs 
  themselves.  This is not to say that players who have never 
  been GMs lack imagination, or any other skill that makes 
  solo play better.  
  Anyone who has ever been a GM, who has faced a group 
  of people who have their own ideas and inklings, and has 
  helped guide a shared storytelling experience... that sort of 
  person has already been through the flexibility, imagination, 
  and swift pivoting that comes in quite handy when playing 
  solo.  Rare is the GM who has not had to switch the story 
  quickly in response to an unanticipated player action; this 
  is in some ways no different than a dice roll determining a 
  different dynamic game element than you might have had in 
  mind or had been anticipating.
  
  72
  Solo Play
  How to Use
  How to Use the SAT
  How to Use the SAT
  To be fair, if I’ve done my job properly, this section shouldn’t 
  be necessary.  You should be able to pick up this book, almost 
  to any arbitrary page even, and jump right into adventuring. 
  If that’s your desire, then flip back to the QuickStart (p 
  23) and game on!
  But, if you’re interested in a bit more discussion on how 
  and when and why to use the FlexTale Solo Adventuring 
  Toolkit, read on.
  Using FTEG SAT by Yourself
  This is the most likely scenario: you’ll be using the FTEG SAT 
  by yourself, for your own individual solo play.
  That’s really how and why this book was designed and 
  written.  So there’s nothing you need to do in terms of 
  “interpreting” what’s in here; read on and enjoy!
  Using FTEG SAT to Learn How to 
  be a G/DM
  This should really read “to learn how to become a Dungeon / 
  Games Master, OR to improve your abilities in doing so”.  
  Even the very best DM/GMs can benefit from the information 
  in this document.
  What’s contained in this book is not merely a set of 
  tables that the solo player can use to generate and drive 
  an enjoyable solo adventuring campaign (though it does 
  certainly contain all of that).
  This book, as you may already have noticed, is also a 
  discussion on the hobby itself, a reflection on decades of 
  learnings from being deep within the underbelly of the 
  industry and its products, and a treatise of sorts on the 
  nature of the gaming group, gameplay, and the social aspects 
  required of the tabletop roleplaying game at its core.
  As a result, there’s much for aspiring or even seasoned DMs 
  to learn here.  
  The author has been DMing for over 30 years, and each and 
  every gaming session, the players surprise him.  I wouldn’t 
  have it any other way, of course, but it’s worth noting that 
  just as players usually throw curveballs at DMs, so too can 
  DMs continually learn from those phenomena.
  Using FTEG SAT With a 
  Traditional Gaming Group
  Believe it or not, there’s plenty in this book that can be used 
  immediately in a traditional gaming group—that is, one with 
  a separate, dedicated D/GM, and one or more players.
  The rules adjustments, for example, are something that stem 
  from and recognize many house rules that are already in 
  widespread use throughout the community.  Leafing through 
  the several hundred in here might give your traditional 
  gaming group inspiration they might not otherwise have 
  had, either to up the challenge, or to make life easier during 
  traditional play.
  Small Groups
  Smaller groups—those involving 1-3 PCs, for example—can 
  benefit greatly from this book, simply because a lot of the 
  problems that smaller groups face are the same ones that 
  solo adventurers face.
  If the party is small, chances are that it might be missing 
  something.  Is there someone who can handle social 
  challenges?  Someone else who can absorb damage?  A rouge, 
  perhaps, to pick locks and survive traps?
  The smaller the group, the more this becomes an issue.  One 
  might say that small groups asymptotically approach the 
  complete set of obstacles and issues that a solo adventurer 
  must grapple with, the smaller the group size is.
  The FTEG SAT was built around the extreme end of that 
  challenge, so of course it can help with more moderate cases 
  of those issues as well.
  Big Challenges
  Some groups are powerful, well-constructed, and/or adept 
  at exploiting the rules as written.  Such traditional gaming 
  groups might be looking for increased challenge.
  The Rules Adjustments and other elements of this book, 
  written in a way that’s directed at solo players, can be 
  leveraged to up the ante for even seasoned traditional 
  groups.  
  Pile on a bunch of handicaps, and all of a sudden, the 
  dungeon landscape doesn’t seem so easy to navigate any 
  more!
  Taking on Elevated Risks
  It’s happened to most gaming groups: once you hit a certain 
  level of the power curve (which differs specifically from 
  game system to game system), there are entire categories of 
  challenge that simply aren’t frightening any longer.
  Traps and locks are easily defeated by an experienced Rogue 
  dedicated to the task.  Safe long rests are guaranteed by 
  powerful spells that produce extradimensional habitats in 
  which to recuperate.  Poison and disease are easily spelled 
  away in a flash by magic-users overflowing with lower-level 
  spells they need never deploy in combat.  And so on.
  Applying rules adjustments and other features described 
  in this book can vastly transform the landscape of such 
  challenges, so that they once again produce anxiety and fear 
  in the minds of the players facing them.
  Handicapping Experienced Players
  You can apply the tools herein un-evenly, by design: seasoned 
  pros suffer handicaps, and the novices don’t, for example.
  Some might consider it cruel, but it is absolutely a way 
  to level the playing field to make sure that everyone 
  experiences a similar game.
  
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  Solo Play
  I would strongly recommend being transparent about 
  your intent to use FTEG SAT in this manner, and explicitly 
  discussing it with your players, perhaps as part of a Session 
  Zero, to make sure that everyone is on board with your 
  approach.
  Not every seasoned player will embrace handicaps. and 
  might rightfully interpret them as a kind of punishment for 
  being good at the game they enjoy.
  Accelerated Creation of Powerful PCs
  I recently finished a high-level Pathfinder campaign, where 
  every PC was around level 14-16, and started a Ravenloft 
  campaign, which of course took everyone back down to lowly 
  Level 1.
  The players jokingly griped about how pathetic and hopeless 
  their characters were in comparison.
  It’s unavoidable: level 1 PCs are one unlucky roll or bad 
  decision away from instant demise.  
  One way around this, of course, is to simply let your players 
  roll up advanced characters: start at level 4, for example.  
  That’s a very easy solution, but it removes that initial 
  delicious dangerous feeling from the game.  And, it allows 
  players to make character-build decisions that they might 
  end up regretting, once they have a few sessions’ worth of 
  interacting together under their belt.  You can always allow 
  retconning their prior levels and build decisions later, but it 
  feels awkward and takes the verisimilitude out of the game.
  By comparison, you can simply apply some of the tools 
  in FTEG SAT.  If you take even a small batch of Level 1 
  characters, and pile on enough beneficial Rules Adjustments, 
  they will suddenly seem a great deal more resilient and 
  capable, while still maintaining that inches-from-death 
  feeling that is so crucial to the Level 1 experience and 
  mindset.
  Adapting Adventure Content to Your 
  Own Purposes
  You as a DM might be bored of running a particular 
  adventure, and want to spice it up the next time you run it.
  Or, you might be running an adventure with which some of 
  your players are already familiar.
  Or, you might disagree with or be unsatisfied by elements of 
  a published adventure.
  You can home-brew extensive revisions to the adventure, 
  of course, but that takes time, and leaves you exposed to 
  mistakes and continuity errors with the published material.
  Another approach is to take FTEG SAT, and imbue the 
  published adventure with elements found herein.  Suddenly, 
  the adventure can seem greatly changed, both for you 
  running it as well as the PCs within it.
  Pros
  Pros
  The FTEG SAT is excellent at powering solo play.  That 
  should be a given, hopefully!
  It also, however, can help make you a better roleplaying 
  game player and G/DM.
  Improving As a Player
  As a player, you may learn to appreciate the elements of the 
  game, and of most adventuring parties, that you may never 
  have gravitated towards.  If you’ve always played a Fighter, 
  for example, playing solo will almost certainly introduce 
  you to how to use spells, pick locks, and chat up the locals.  
  Similarly, if you’ve always focused on social encounters, 
  playing solo will get you outside your comfort zone into more 
  combat.  And so on, based on the unavoidable premise that as 
  a solo player, it’s all up to you!  
  In playtesting this book, several players reported coming 
  away from their adventuring sessions with a deeper 
  appreciation of what’s involved to do the sorts of things that 
  they themselves had rarely, if ever, partaken of with the PCs 
  they tended to create.  Some also reported a newfound desire 
  to multiclass, or to create a character in one of the classes 
  that is more of a “hybrid”—e.g., Druid, Ranger, Cleric, and 
  the like.
  Improving as a G/DM
  As a G/DM, playing solo can be a blast, particularly if you’ve 
  always found yourself in the role of G/DM, and have rarely 
  found the opportunity to just play as a player and only as a 
  player.  
  It can also give you a better sense of what the players 
  themselves go through to succeed, again particularly if you 
  might never have been a PC.  Sure, Bards are fun, but when 
  a massive battle is taking place, other than singing songs 
  of encouragement and trying to spellcast nearly as well as 
  more focused spell-slingers, they can feel a bit left out and 
  out of sorts.  Putting yourself, forcing yourself, into those 
  sorts of roles can really give you a deeper appreciation of 
  how to make sure all players are feeling as though they’re 
  contributing.
  Finally, because the FTEG SAT uses the FlexTale approach 
  to adventure content, the solo adventures you embark upon 
  are ever-changing, infinitely diverse, and dynamic by design.  
  Rolling to determine what happens next can be an edge-of-
  your-seat, as well as a by-the-seat-of-your-pants, sort of 
  experience, and it’s always fascinating to see what unfolds as 
  a result of simple dice rolls.
  In playtesting, nearly all testers who had been G/DMs came 
  away from the experience with new ideas, new approaches, 
  and fervent desires to start up new campaigns. 
  Nearly all of them reported being devoted to the FlexTale 
  Encounter Generator approach to adventure content, 
  and planned to include it in their future games, solo or 
  traditional.
  I’d call that a huge win, for sure!
  Drawbacks
  Drawbacks
  Solo play is, unavoidably, not the same as traditional tabletop 
  roleplaying.  
  To some extent, at some point along the way of playing solo, 
  you are almost certain to be disappointed.
  That’s a weird thing to say in a book exhaustively dedicated 
  to making the point about the power of solo play, but it feels 
  
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  Solo Play
  dishonest to not admit.
  It’s just not possible to reproduce everything about the 
  social experience, the creative experience, and the shared 
  storytelling experience, that traditional play makes possible.  
  No matter how invested you are in reproducing it, no matter 
  how creative you are or willing to suspend your disbelief, 
  everything is still a product of two things, and only two 
  things: your imagination, and the results of a bunch of 
  FlexTables.
  This is precisely why I’ve gone to great lengths to try and 
  ensure those tables are as interesting, powerful, and finely-
  tuned as possible, but it’s a very stark reality that solo play is 
  not group play.
  Requirements, Options, 
  Requirements, Options, 
  and Tools
  and Tools
  The short version here is: read as much as you can, play 
  as much traditional gaming as you can, and use some no-
  brainer additional tools that will absolutely make it way, 
  WAY easier to play solo.
  Requirements
  You unavoidably and definitely need three things.  
  (These are the same three things from the QuickStart, so if 
  you’ve come here after reading that, you can skip down a 
  bit.)
  • The FlexTale Solo Adventuring Toolbox. 
  (That’s this book.  So you’re already 1/3 of the way there 
  just reading this.) 
   
  • One or more PC character sheets.   
   
  (You can roll your own using your favorite approach, or 
  you can save even more time by using the pre-made ones in 
  the Solo Character Compendium for either Pathfinder or 
  5E). 
   
  • A bestiary of some sort, with common fantasy monsters 
  for your rules system.   
   
  (Most rules systems come with this, or a standard Bestiary 
  book is part of the commonly-bought core package of 
  rules books.  You can also use the Aquilae: Bestiary of the 
  Realm, Solo QuickStart Edition, which contains Quadded 
  Statblocks for all of the monsters in this QuickStart, each 
  ready to play across a wide range of PC levels.)
  There’s no way to play solo successfully without those three 
  books.  I mean, of course you could use another set of solo 
  rules, or just figure it out on your own.  You might even 
  enjoy those approaches more; who knows?  
  But to use this book, you also need one or more PCs, and 
  some monsters.
  Optional Resources
  Do you need much more than characters, this book, and 
  monsters?  Maybe, maybe not.  
  Additional monsters will certainly help.  But the most helpful 
  thing to do to enhance your ability to play solo is actually the 
  same advice I would give to those wishing to improve their 
  abilities as a G/DM: read stuff that’s already out there.
  This is in no way to suggest that your creative powers 
  wouldn’t be formidable without reading the works of those 
  who have come before you.  It’s merely to suggest that 
  there are thousands, tens if not hundreds of thousands, of 
  published works out there, that are the result of a staggering 
  amount of millions of gamers having poured probably 
  billions of hours into the hobby they, too, greatly enjoy.  
  Some of them have probably gotten pretty good at it.
  G/DM Materials
  In particular, try and read all “G/DM-only” materials, 
  especially Gamemastery / Dungeon Master’s / Judge’s guides 
  or sections specific thereto in other products.
  There’s no shortage of “how to G/DM well” style of articles, 
  guides, or podcasts; those can certainly help.  Because, as 
  mentioned earlier, generally speaking, the better a G/DM you 
  are in a traditional setting, the better you may be as a solo 
  player.
  Traditional Adventures
  Read published adventures, or re-read those you already 
  have, with an eye toward how you would play it solo.  As 
  you read through published traditional adventures, note the 
  difference between what is written, and what mechanically 
  is necessary to traverse the adventure.  There’s a wide gulf 
  between those two things, and that delta is what largely your 
  imagination will have to fill in to bridge the gap between the 
  traditional and the solo play experience.  
  Making a skill check is mechanically identical in solo and in 
  traditional play.  The difference, however, of having a good 
  G/DM describe your success or failure—that’s something 
  no solo guide, no matter how potent, is going to be able to 
  provide in the same manner as an in-person tabletop session.
  Aquilae: Bestiary of the Realm
  Aquilae: Bestiary of the Realm (ABR) is a mammoth set of 
  bestiary books.  They’re available in the same place you got 
  your copy of this Solo Adventuring Toolkit.
  ABR was created as an obvious love letter/homage to the 
  Monstrous Compendium binders of old-school 2E, with 
  the desire to assemble every single monster possible, and 
  present them in a way where they could pose a challenge, 
  or at least remain interesting, to parties of ANY level and 
  composition.
  The full version of the ABR, called “ABRE” for “Extended”, is 
  a gigantic, six-volume set, comprised of 1,600 monsters, each 
  given the Quadded Statblock treatment: 6,400 complete and 
  ready-to-use statblocks in all.
  There are other, less comprehensive and less massive, 
  versions as well: the Abridged (“ABRA”) edition is merely 
  two volumes, collecting 400 of the most popular monsters.
  There are also two other, more applicable, editions, collected 
  
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  Solo Play
  specifically with solo play in mind:
  The Solo QuickStart Bestiary (“ABR-QS”) contains the few-
  dozen monsters that are in this book’s QuickStart section, 
  ready to play.
  Finally, the Solo Adventuring Bestiary (“ABRS”) assembles 
  22 monsters for each of the environment/terrain Contexts in 
  this book—hundreds of monsters in a single tome, ready to 
  fully support every aspect of the Solo Adventuring Toolkit.
  Is this a plug for another product created by Infinium Game 
  Studio?  Unavoidably, yes.  
  Does the point remain 100% accurate, and does the Bestiary 
  provide exactly the perfect monster content for solo play?  
  Also, yes.
  FlexTale Encounter Generator
  The Solo Adventuring Toolkit derives much of its potency 
  and its approach from the more comprehensive FlexTale 
  Encounter Generator (FTEG) toolset.
  While each is perfectly usable on its own, in combination, 
  the FTEG and the SAT can create a very rich and diverse set 
  of adventuring possibilities.
  Simply put, for every FlexTable in this book, there are many, 
  many more in the full FTEG.
  FlexAI Guidebook
  The upcoming complete FlexAI Guidebook describes a deep 
  yet accessible approach to simulating creature behavior in 
  encounters, and contains hundreds of scenarios combining 
  different creature types, stances, and combat circumstances.
  This Solo Adventuring Toolkit contains the bare essentials, 
  the minimum streamlined requirements to fuel interesting 
  and realistic monster combat behavior.  
  If you have the full FlexAI Guidebook as well, then you’ll be 
  able to drive even more interesting and context-appropriate 
  encounter behavior.
  Tools
  If you’re already well-seasoned at traditional tabletop 
  fantasy roleplaying, it’s likely you already have many of 
  the tools that would be recommended: dice (the more the 
  better!), pencil and paper, character sheets, and so on.
  It can also be handy to keep track of things using a tool like 
  Evernote, OneNote, or even Excel or Word.
  Microsoft PowerPoint may not seem like a natural mapping 
  tool, but it’s fairly ubiquitous, and upcoming published solo 
  adventuring templates will make use of it as a tool.
  Redundancy & Extension
  Redundancy & Extension
  By necessity, this Solo Adventuring Toolkit will reproduce 
  some of the content of the FlexAI Guidebook, Aquilae: 
  Bestiary of the Realm, the upcoming Warscale wargming 
  rulebook, and the full FlexTale Encounter Generator books.
  None of these should be necessary to fuel solo play; this 
  FTEG SAT is intended by design to be all you need to enable 
  fruitful and limitless solo play.
  If you have one or more of these companion tomes, there 
  will be some overlap in the content addressed across these 
  products.
  Redundancy & Extension
  Redundancy & Extension
  Sorry; I couldn’t resist.  Layout puns are rare and difficult, 
  so it’s impossible to avoid the temptation when it presents 
  itself.
  
  76
  Solo Play
  A Discussion on Solo Play
  Discussing Solo Play
  Discussing Solo Play
  Solo play is for many a completely novel way of playing our 
  favorite tabletop social game.  
  Even for those for whom solo play is not alien, the Solo 
  Adventuring Toolkit provides an unprecedented level of 
  power and flexibility in pursuing such an approach.
  This section is something of a meditation on the concept.  
  Although it is entirely optional in terms of getting started, 
  it can serve as some valuable background for enjoying solo 
  play.
  Player Role vs. GM Role
  Player Role vs. GM Role
  In a traditional tabletop roleplaying experience, there are 
  two very distinct and important roles: the GM (also known 
  as the DM, Judge, Arbiter, Referee, and so on), and the 
  Player.
  These two roles are both essential, and it’s impossible to play 
  a pen-and-paper RPG without both of these roles.
  That statement holds for the solo experience as well.  Indeed, 
  many “solo gaming tools” to date have focused exclusively on 
  tools to simulate the actions and decisions of the GM, to try 
  and replace a normal human being in that role with a book 
  or set of tables and dice.  
  It must be admitted that this approach is, in part, how 
  the FTEG Solo Adventuring Toolkit goes about the solo 
  experience.  However, the FTEG SAT also provides a great 
  deal of tools to take you beyond a simple “yes/no” answer 
  simulation, and to attempt to create a narrative experience 
  that goes beyond what a straightforward hack-and-slash 
  dungeon crawl (like that presented in the QuickStart, p 
  23) presents.
  This book does not aim to insult you, the reader, in trying 
  to explain for the first time to you what these roles entail.  
  However, it’s useful to rehash what’s involved in these roles, 
  and more specifically what essential pieces of the puzzle they 
  bring to the gaming table, so that we can understand how to 
  ensure those crucial elements are reproduced adequately in 
  the solo experience.
  Different Ways to Play
  The presentation below assumes certain long-honored 
  stereotypes about how tabletop roleplaying games are 
  typically played.  They in no way are meant to be definitive 
  and absolute; your gaming group may be structured 
  differently, and your mindset may be fundamentally 
  different.  That in no way makes it worse, or less valid, than 
  what is described below.
  Simply put, people play tabletop RPGs for different reasons.  
  They participate in different roles, therefore, based on those 
  reasons, and pursue certain elements of the game moreso 
  than, and perhaps to the exclusion of, others.
  The intent below is not to mandate how you play your game, 
  or invalidate your preferences if you choose to play in other 
  ways.  It’s simply a reminder that regardless of how you 
  play, certain roles and functions are still necessary to fulfill, 
  unless you are ignoring or revamping core pieces of the 
  game.
  Player Role
  Each player guides the actions of (typically) a single 
  character (a player-character, or PC).  They represent that 
  character’s perspective, personality, desires, ambitions, 
  fears, and individual actions, both in the context of combat 
  and encounters, and in the broader scope of story and plot.
  This one-to-one relationship between player and PC 
  can often result in a blurring of who is being targeted, 
  addressed, or talking or taking an action.  “I attack the 
  wyvern” is functionally identical to “My character, Lothar 
  of the Hill People, attacks the wyvern”, even though the 
  latter is perhaps more accurate in terms of what is actually 
  occurring.
  Colloquially, actors and actresses on stage and screen have a 
  similar confusion at times.  “And then I say to the villain” is 
  functionally equivalent to “my character says to the villain”, 
  and the former can even be a hallmark of identifying closely 
  with the character.
  The same is the case with the traditional Player Role in a 
  tabletop RPG: “I take action” means that you, the player, are 
  deeply immersed in the role of your character.
  The advantage to “blurring the lines” between person and 
  character is that the immersion can help roleplaying.  You 
  start to think, talk, and act like your character.  You feel 
  successes more vitally.  
  The disadvantage is the other edge of the sword: you feel 
  setbacks more keenly; you can even take them personally, 
  whether you’re aware of the phenomenon or not.  Death, in 
  particular, can hurt on an emotional level: I’ve seen many 
  cases where a player’s PC dies, and the player feels the 
  emotional pain and loss.
  This last component is really an artifact of how your gaming 
  group handles death and dying of characters: many are the 
  tables where it’s nearly impossible to have a PC die, but there 
  are entire subgenres of roleplaying game where total-party 
  kills (TPKs) are commonplace occurrences, and indeed the 
  rule rather than the exception!  
  The Player Role in Solo Play
  The Player Role is perhaps the least changed element of the 
  traditional experience when transitioning to solo play.  You 
  as the player still control one (or more) characters, and you 
  still make decisions as to how that character is acting.  You 
  still represent that character and the line between you as a 
  person and your PC as a pencil-and-paper construct is still 
  likely to be blurred.
  The main difference in solo play is one of scope: If you’re 
  choosing to play OPOC (one player, one character), the Player 
  Role experience is nearly identical to a traditional RPG, but 
  you have several other options.  Indeed, most traditional RPB 
  experiences are already OPOC in nature.
  OPMC (one player, multiple characters) lets you control two 
  
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  Solo Play
  or more PCs simultaneously.  This abstraction can be very, 
  very different from the traditional experience.  
  Other gaming style approaches can mean that you as a player 
  are abstracted from the character(s) you’re controlling even 
  further.
  The advantage is that you’re less likely to take death, or 
  setbacks, personally.  If you’re controlling four PCs, the 
  death of any one of them is unlikely to cause tears.  Even 
  more than that, of course, since you are the sole player, you 
  can simply ignore or recast situations in which a beloved 
  character would otherwise face certain death—after all, who 
  will know? 
  The disadvantage is the tendency to treat the characters 
  under your control like numbers and resources and assets, 
  rather than individual people with wants and wishes.  The 
  “homogenization” of an adventuring party is not necessarily 
  a bad thing—it makes it eaiser to roleplay intra-party 
  conflict, for example—but it can leave something lacking in 
  the experience.
  GM Role
  In most traditional tabletop roleplaying game groups, the GM 
  is the storyteller: s/he sets the stage, provides the context, 
  and seeds the elements of a shared storytelling experience 
  that all players take part in.
  The degree to this is “railroaded”, or forced down a certain 
  preconceived story path, is a function of your gaming group, 
  the adventure being played, and more than anything, the 
  actions of the PCs during the course of the story unfolding.
  Some gaming groups are very story-focused; some 
  others nearly ignore the element of story, plot, and over-
  arching framework of something larger on which all of 
  the encounters are hung.  Most gaming groups, and most 
  adventures, fall somewhere in between these two ends of 
  the spectrum: a story that provides context and direction, 
  but the moment-to-moment action of most sessions revolves 
  around combat, challenge, exploration, and resolving 
  conflicts.
  In addition to controlling—or, at minimum, guiding—the 
  story elements of the game, the key role that the GM plays is 
  as rules mediator.  The ultimate arbiter of rules and their 
  impact on the story and action, the GM decides what actions 
  work, which ones are allowed, and most often, the difficulty 
  of nearly all challenges.  
  GMs are also psychologists and counselors: they must 
  smooth over rough edges, excite those who might be 
  distracted, and harmonize what may be a table of very 
  disparate personalities and backgrounds and interests so 
  that the entire group has an enjoyable shared experience.  
  At tables full of like-minded people who have been friends 
  since childhood, this may be a given, and a non-issue.  But 
  at other tables, or ad-hoc gatherings of players coming with 
  vastly different expectations, this role of “social counselor” 
  can often be the most challenging and perhaps even least 
  successful aspect of the GM’s duties.  This is also one of the 
  least-respected aspects of a GM’s role.  When this role works 
  well, it’s an invisible element of the game; when it’s not 
  working as well, or is ignored as necessary, then it can ruin 
  the entire game for everyone.
  Finally, the duty of the GM most relevant to solo play is one 
  that is rarely recognized in traditional play: the GM is a 
  keeper of secrets.  S/he knows the end of the story—or, at 
  least, one potential end of the story—and how the party can 
  get to it.  
  S/he knows the ulterior motives of the NPCs, the backstory 
  of the monster, and what is lurking beyond the next corner 
  of the cave.  They know the entirety of the story—or, in cases 
  where the story is less railroaded, at least the entirety of the 
  story the party is likely to encounter in the current session.
  The GM Role in Solo Play
  Easiest piece first: Managing the rules, and their impact 
  on your game, is likely to be even easier.  There’s just one 
  person, and that person is unlikely to complain much if the 
  GM forgets a certain rule, or neglects to apply a favorable 
  modifier in a circumstance.  There’s no back-and-forth to be 
  had between a disgruntled player and a by-the-book GM.
  Similarly, the role of counselor is unlikely to cause much 
  stress, because it’s mostly unnecessary in a solo game: there 
  is no disparate set of expectations, because they are all 
  presented by a single person.  It may be necessary to manage 
  your own personal expectations, but that’s less of a GM role 
  per se.
  Secrets are arguably the most difficult thing to reproduce in 
  solo play.  After all, with just one person, it’s impossible to 
  hide something from yourself!  The fascinating and exciting 
  unfolding of a story’s secrets as you explore them is probably 
  the hardest thing to imagine having a solo-play analogue.
  Thankfully, this book addresses this challenge with a variety 
  of novel options and tools.
  Shared Storytelling
  Storytelling is often where solo-play rulesets or supplements 
  tend to fall apart a bit.  Tools to generate a story, using 
  templates, and other resources can reproduce the feel of a 
  dedicated storyteller in solo play.
  The best solo storytelling is done when the solo player 
  realizes that even in a traditional RPG environment, the GM 
  is not the sole storyteller.  S/he provides a context, a starting 
  point, a framework, and in many cases, setpieces and other 
  components that make the story come to life... but it’s 
  exceedingly rare that a campaign or adventure occurs exactly 
  the way it’s “supposed” to, even if railroaded fiercely.
  The best games and RPG stories come about as a result of 
  a combination of factors, most notably the preparation and 
  structure provided by the GM, and the additional inputs and 
  decisions provided by the players themselves.  Most gaming 
  groups resist a GM who railroads them to the point of 
  ignoring their characters’ desires and expressed preferences; 
  the best stories are ones where the shared experience is 
  recognized, and the decisions of the PCs are incorporated 
  into the story itself, creating something that is different 
  from, but much more than, what the GM or adventure 
  module author had in mind initially.
  The Social Role
  The roles discussed so far—Player and GM—are fundamental, 
  and easy to identify, because each human at the gaming table 
  is either one, or the other.  
  But for many gaming groups, the most vital role is one that is 
  
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  Solo Play
  shared amongst all participants: the Social Role.
  Having fun, getting together, and hanging out are all major 
  draws to the tabletop RPG experience for most players.  
  Whether it’s keeping up relationships with old friends, 
  exploring new ones, or simply feeling like a group for a time, 
  the social role cannot be minimized.
  Regardless of why one plays traditional pen-and-paper RPGs, 
  the social role is unavoidable by design.  Even the most 
  number-crunching min/maxer, who professes to be only in 
  the game to enhance her character, score loot, and get better 
  equipment, is still required to engage in social interaction 
  with her fellow players in order to achieve those aims.
  As with other parts of this discussion, the aim here is not to 
  declare one approach “better” or “right” or “unacceptable”; 
  it’s merely to remind us what we do, why we do it, and to 
  allow us to then explore the implications of that on solo play.
  The Social Role in Solo Play
  No amount of tables, tools, or book thickness can ever 
  reproduce the Social Role in a solo gaming experience.  It’s 
  fundamentally impossible, by definition: you are playing 
  alone.  There are no other people with whom to be social, no 
  matter how you attempt to structure or reproduce that part 
  of the traditional experience.
  However, the Social Role still has a place in your solo game, 
  and it’s still important to recognize the value in that role.
  Despite having a decidedly isolated experience, solo gaming 
  can still link into social experiences.  Consider the following 
  implications of pursuing solo adventuring:
  • As you solo play, this Toolkit will generate stories, 
  encounters, and other gaming elements that will give you 
  inspiration for your role as GM in traditional gaming. 
  • (As a GM, you may even ditch the solo-play aspect of the 
  tools in this book, and use them simply for traditional 
  play!)
  • Solo playing classes you may not have experience with 
  may give you a better understanding of the role of those 
  classes in your traditional adventuring party.
  • Facing new and dynamically-generated challenges in solo 
  play may provide insight into new, different ways to 
  defeat similar such obstacles in traditional play.
  • Discussing your solo-play experiences with other players 
  may entice them to undertake solo adventures, which in 
  turn may generate similar creativity and appreciation in 
  them.
  Replicating the Party Experience
  The “party experience” is the feeling of a traditional 
  adventuring party: typically 2-6 PCs; each generally of 
  a different class; with a mixture of races, styles, and 
  approaches; and most importantly, a diversity of skills and 
  abilities to bring to bear against a wide variety of challenges 
  the GM might throw in their way.
  The good news is that regardless of which method described 
  herein you select to go about it, reproducing that feel is 
  fairly straightforward.  You either have a single character 
  who comprises a superset of abilities (OPOC), or you control 
  a number of characters who taken together are an entire 
  adventuring party (OPMC).  Either way, you have that 
  diversity of skills and abilities to control.  
  One of the main differences, however, in solo play, is in how 
  that party interacts within the group, given that they are 
  either a single character, or are all controlled by a single 
  player.
  The Art of Solo Self-Delusion
  There’s no way around it: you’re going to know more than 
  you should.
  Solo play demands that you play, at least in part, the role of 
  the GM.  This book can take some of that burden on, but for 
  at least some part of your solo adventuring, you will have 
  to know more than a traditional player in your shoes would 
  have the right, or certainly the ability, to comprehend.
  That the shopkeeper you meet in the small village is actually 
  a necromancer.  That the big bad ogre in the cave is merely 
  misunderstood, and can be charmed if you persuade it 
  correctly.  That the east wall is illusory, and reveals a hidden 
  treasure cache.
  These things are impossible be able to play toward, and yet 
  not know, as a single human performing all roles at once.
  Obfuscation
  “Obfuscation” can be thought of as the art of hiding 
  something.  Simply put, it’s not a surprise or a secret if you 
  already know about it, so the best way to keep secret content 
  secret is to not tell yourself.
  This is tricky to pull off, but the easiest way to do it 
  confidently is using an approach called late determination.
  You can also use an approach called intentional astrays.
  Late Determination
  Secret doors, plot twists, and other “secret” content can 
  remain hidden simply by not determining its existence until 
  the last feasible moment.
  This “just in time” decision-making adds an element of 
  surprise and dynamicness to any game, and has been a 
  feature in many published IGS adventure products already.
  Tables, tools, and other resources in this book explore this 
  concept and its mechanical execution in more detail, but it’s 
  a straightforward concept fundamentally: do not determine 
  things that could be secret in advance.  Rolls to decide 
  whether things are revealed should only occur at the latest 
  possible moment.
  This approach prevents the solo player from taking actions  
  based on unintentional knowledge.  For example, if you 
  are reading a published adventure, and reading the GM’s 
  map, you will notice that there’s a secret door in room #29.  
  During your solo adventuring, you’ll be tempted to search 
  that room for secret doors, because you already know there’s 
  value in performing that search.
  Late Determination really only applies to dynamically-
  generated adventure content created using FlexTale tools and 
  tables.  It is exceedingly difficult to employ this approach 
  using an existing, published, traditional adventure module, 
  for example.
  
  79
  Solo Play
  This concept is already baked into most tools discussed in 
  this book, starting with and including the QuickStart.
  Intentional Astrays
  When you are not using Late Determination and generating 
  your own dynamic adventure content, you will unavoidably 
  be in possession of knowledge that an equivalent group of 
  traditional PCs would not have.  Secret doors, plot twists, 
  NPC motivations and backstories, and the entire plot—you’ll 
  know it all, having read through the adventure you’re playing 
  through now with a solo focus.
  One way of still keeping some realism is to introduce 
  Intentional Astrays into your solo adventuring.  As with 
  nearly all rules in this book, you can include this concept in 
  combination with any other set of solo play rules you choose 
  to employ.
  An intentional astray is a purposefully fruitless endeavor.  
  It doesn’t result in a reward or the revelation of a secret.  It 
  is time sink, and usually involves an element of risk besides.
  It’s leading you astray from the main plot, or your current 
  focus of adventuring.  And it’s intentional, because you’re 
  choosing to allow for the possibility of the astray as a means 
  of representing the very real normal likelihood that most 
  searches for secrets do not bear fruit.
  In a given dungeon, city, or structure, of a typical published 
  adventure, how many secret doors or other secrets are there? 
  A handful?  A dozen?  What percentage of the total terrain or 
  number of rooms contain such secrets?  
  During solo play, and knowing full well in advance which 
  rooms have secrets and which ones do not, you can choose 
  a variety of approaches for how your PC(s) discover these 
  secrets:
  • You can “cheat”, and say that your party only searches 
  those rooms that you already know hold secrets.  This is 
  the most efficient, and most rewarding, approach, but 
  it feels dishonest, and certainly not representative of 
  traditional play.
  • On the other end of the spectrum, you can search each 
  and every chamber for secrets.  Some traditional play uses 
  this approach, either out of a desire for completionism, or 
  a fear of missing any adventure content, but it typically 
  comes with a risk: either the waste of real time spent 
  rolling and coming up with nothing, or in most areas, the 
  risk of running into wandering monsters or some other 
  form of encounter.  As a solo player, this approach is 
  unlikely to be appealing.
  • You could count up all of the rooms in a dungeon, and 
  count the subset of those that contain secrets, and then 
  figure you have that percentage chance of discovering any 
  given secret.  This feels robust, but wasteful, and overly 
  mathematical.
  • You could take any number of other approaches.
  Or, you could use the notion of intentional astrays: 
  assuming that you may try and find each and every secret 
  you already know about from the adventure description, but 
  also introduce some quantity of “wild goose chases” where 
  your party attempts to find secrets that do not exist.
  Using a randomized table to determine when, and how often, 
  an intentional astray occurs is a way of making it feel more 
  like additional adventure content, and less like just one more 
  thing to do.
  Using Intentional Astrays
  Here’s how it works:
  • If you enter an area with a secret, you may assume that 
  your party searches for that secret.  
  • Roll as you normally would to test if they discover it, 
  unlock it, disarm any related traps, and so on.  
  • Of importance: you only get one try.  If you fail to discover 
  a secret, it’s lost to you, since unless your party would 
  truly have some logical reason to believe the area was 
  worth another search (for example, if an NPC suggested 
  that the area harbored a secret).
  • When entering each OTHER room, chamber, hallyway, or 
  other map section of the region you’re exploring—that is, 
  every location that does NOT contain a known secret—roll 
  to determine if your party undertakes an “astray”.
  This approach is designed to offer a balance between the 
  extremes of “automatically discovering everything without 
  much effort” and “never being able to discover anything 
  despite trying”.
  Introducing Intentional Astrays
  Once you’ve determined whether there may be an Intentional 
  Astray, roll on “FlexTable 27: Intentional Astrays (d20)” on 
  page 79 to determine the nature of the Astray.  Use the 
  appropriate color-coded Context as described below.
  Intentional Astray Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 27: Intentional Astrays (d20)
   A
   B
   C
   D
  Outcome
  1-5
  1-7
  1-2
  1-10
  Missed 
  opportunity
  6-10
  8-12
  3-5
  11-17
  Astray; 
  roll again 
  afterwards
  
  80
  Solo Play
   A
   B
   C
   D
  Outcome
  11-15
  13-14
  6-13
  18-19
  Astray; 
  progress 
  afterwards
  16-20
  15-20
  14-20
  20
  Proceed with 
  knowledge
  Intentional Astray Results
  Missed Opportunity
  Not only does the party suffer an Astray, but they lose any 
  hope of taking advantage of the opportunity they were 
  searching for.  
  Any Clue is lost, any Secret is obfuscated, and any treasure 
  lies rotting under floorboards or debris.  The party suffers 
  an Astray (see below), and loses any further chance of the 
  immediate reward they sought.
  Astray
  The party endures an Astray immediately.  
  Once it is resolved, the party may:
  “Roll Again Afterwards”, meaning that they may make a 
  further roll on the Intentional Astrays FlexTable; or they may
   “Progress Afterwards”, meaning that once they suffer the 
  Astray, they at least automatically gain what they sought 
  without having to check further.
  Proceed With Knowledge
  Although this event appears as result of rolling on the 
  Intentional Astrays table, it reverses the bad luck: they 
  nearly suffered an Astray, but it turns out that they were 
  indeed able to discover what they were looking for without 
  further rolls or consequences.
  Astrays & Explicit Impacts of 
  Failure
  Suffering an Astray means two things: the party wastes 
  time, and the party suffers additional consequences.
  Wasting Time
  A good rule of thumb is that the party loses fivefold the 
  amount of time it normally takes to search an area based on 
  the rules system you are employing.  This may in turn lead 
  to additional consequences, such as wandering monster or 
  encounter tables, based on the adventure you are playing or 
  the landscape of the region you are exploring. 
  This lost time could also mean additional consequences 
  in the context of a ticking clock: a party working against 
  a deadline or hurrying to beat someone else to a location 
  or to accomplish something on a timer would therefore be 
  less likely to embark upon exploration that might lead to an 
  Astray.
  You can simply use this quick-and-dirty “5 times a search 
  wasted” shorthand, or you can randomize things even 
  further.
  To randomize the time wasted, roll on “FlexTable 28: Astray 
  Time Wasted (d20)” on page 80.  Use the same Contexts 
  as with the Intentional Astray table above.
  FlexTable 28: Astray Time Wasted (d20)
   A
   B
   C
   D
  Outcome
  1-2
  1-4
  -
  1-8
  20x room 
  search plus 
  automatic 
  wandering 
  encounter
  3-4
  5-9
  1
  9-12
  15x room 
  search plus 
  roll again on 
  the Addition-
  al Conse-
  quences 
  table
  5-12
  10-16
  2-10
  13-16
  10x room 
  search
  13-15 17-18
  11-15
  17-19
  5x room 
  search
  16-18
  19
  16-17
  20
  2x room 
  search
  19-20
  20
  18-20
  -
  No time 
  wasted
  Additional Consequences
  In addition to rolling on the Astray Time Wasted table 
  above, roll on the “FlexTable 29: Astray Additional 
  Consequences (d100)” on page 81 if directed to do so by 
  the Outcome listed.  
  Use the same Contexts as for the Intentional Astray table 
  listed earlier.
  For any hazards or obstacles encountered that offer a save, 
  determine the corresponding Difficulty Class (if applicable 
  to your rules system) using “FlexTable 6: QuickStart 
  Difficulty Class” on page 37.
    Traps may be produced rapidly using “FlexTable 5: 
  QuickStart Trap” on page 33.
    Obstacles may be generated quickly using “FlexTable 11: 
  QuickStart Obstacle” on page 47.
  For Outcomes that involve losing additional time, roll on the 
  Astray Time Wasted table above.
  
  81
  Solo Play
  FlexTable 29: Astray Additional Consequences (d100)
   A
   B
   C
   D
  Outcome
  01-10
  01-05
  01-30
  01
  No additional 
  consequences 
  suffered
  11-20
  06-20
  31-50
  02-10
    Trap encoun-
  tered; may avoid 
  and/or disarm
  21-25
  21-25
  51-55
  11-15
    Trap encoun-
  tered; automati-
  cally sprung 
  26-30
  26-40
  56-60
  16-17
    Environmen-
  tal damage suf-
  fered (1d6 points 
  of bludgeoning); 
  may avoid with a 
  Reflex/Dexterity/
  Spell save
  31-35
  41-45
  61-62
  18-20
    Environmen-
  tal damage suf-
  fered (2d6 points 
  of bludgeoning); 
  may avoid with a 
  Reflex/Dexterity/
  Spell save
  36-38
  46
  63
  21-30
    Environmen-
  tal damage suf-
  fered (4d6 points 
  of bludgeoning); 
  may avoid with a 
  Reflex/Dexterity/
  Spell save
  39-50
  47-60
  64-70
  31-32
    Environmen-
  tal damage suf-
  fered (1d8 points 
  of piercing); 
  may avoid with a 
  Reflex/Dexterity/
  Spell save
  51-55
  61-65
  71-72
  33-38
    Environmen-
  tal damage suf-
  fered (2d8 points 
  of piercing); 
  may avoid with a 
  Reflex/Dexterity/
  Spell save
  56-58
  66
  73
  39-45
    Environmen-
  tal damage suf-
  fered (3d8 points 
  of piercing); 
  may avoid with a 
  Reflex/Dexterity/
  Spell save
   A
   B
   C
   D
  Outcome
  59-60
  67
  74
  46-50
    Environmen-
  tal damage suf-
  fered (3d6 points 
  of bludgeoning); 
  cannot save
  61-62
  68
  75
  51-55
    Environmen-
  tal damage suf-
  fered (3d8 points 
  of piercing); 
  cannot save
  63-72
  69-80
  76-85 56-60
    Obstacle en-
  countered
  73-80
  81-85
  86
  61-65
    Obstacle 
  encountered; then 
  roll on this table 
  again
  81-85
  86-90 87-90
  66-75
    Obstacle en-
  countered; it auto-
  matically involves 
  a 
    Trap
  86-90
  91-97
  91-98
  76-77
    Additional 
  Time Lost
  91-94
  98
  99
  78-80
    Additional 
  Time Lost; then 
  roll on this table 
  again
  95-97
  99
  -
  81-90
    Bad Luck: 
  Reroll on this 
  table, but suffer 
    Disadvan-
  tage on any 
  saves; damage 
  rolls against you 
  during this 
  Astray have 
    
  Advantage
  98-00
  00
  00
  91-00
    Bad Luck: 
  Reroll twice 
  on this table; 
  ignore further 
  Bad Luck re-
  sults
  
  82
  Solo Play
  Solo Play Approaches
  Solo Play Approaches
  
  83
  Solo Play
  Solo Play Approaches
  Overview & Options
  Overview & Options
  Great, so, you’ve decided to play a solo game of a tabletop 
  roleplaying game.  
  Now what?
  Well, the first thing you might want to decide is what 
  Approach you will choose to use.
  When most people hear “solo play” in this context, they 
  envision a single player roleplaying a single adventurer.  
  That’s certainly one option, but there are many others as 
  well, each with its own advantages and disadvantages and 
  quirks.
  Deciding an Approach
  Deciding an Approach
  What you want to play is a function of two things: foremost, 
  your own preferences, of course.  But secondly, the resources 
  you have to play.
  Each of the following approaches is described in this book.
  
  84
  Solo Play
  OPOC
  Summary
  Summary
  One Player, One Character.  
  This is the style that most people assume is meant by “solo 
  play”.
  A single player—you—rolls up a single PC, and roleplays as 
  that character.
  Pros
  This approach is the least complicated.  
  It’s easy to imagine and envision: you are playing a single PC.
  Similarly, it’s the easiest to adapt to, if you’ve only ever 
  played in the context of a traditional gaming table, or if 
  you plan to join a traditional group adventure and are 
  just starting out.  After all, those groups also involve each 
  person running a single character, so it’s really the same 
  fundamental concept.
  It’s probably also the speediest approach: having only a 
  single character means that most encounters are resolved 
  more quickly.
  Cons
  This is the most challenging approach.  Think about it: 
  almost every adventure module ever written and published 
  was crafted around the assumption that at least 4 PCs would 
  be facing it together.
  Contrast that with facing such an adventure, designed for 
  many, truly solo and alone.  The difficulty for such a scenario 
  is much higher than it would be for a typical group of 
  adventurers.
  Making an OPOC character can also feel a bit less free and 
  fun than it might normally: you can’t just do whatever you 
  want, because it’s just you.  You have to make sure your PC 
  is at least vaguely competent in a wide array of capabilities, 
  not just specializing in one thing or another.  
  You can’t really have a “dump stat”, because sooner or later, 
  you and only you will be called upon to perform skill checks, 
  attacks, and other tasks related to each and every ability 
  score.
  It can also feel more lonely: you’re roleplaying an 
  adventuring party that, by its nature, can’t really have 
  conversations within it, and there’s nobody to share 
  information with.
  Mortality is also a big deal with OPOC: it’s just you, your one, 
  single, solitary character.  If they die, that’s it, game over.  
  There are ways around that, of course, but it’s still something 
  that is likely to hit hard.
  For players who have suffered a PC demise in a traditional 
  setting, and who have found that emotionally or 
  psychologically painful, OPOC might not be a good choice, 
  because that sort of feeling of loss will only be amplified in 
  this context.
  Quirks & Considerations
  So, yes, there’s a laundry list of drawbacks to the OPOC 
  approach.  Which is why a great deal of this book is 
  dedicated to providing an enormous array of tools to make 
  that approach as enjoyable as any other.
  There may indeed be published adventures that are outright 
  not feasible to run using an OPOC approach.  The example 
  that springs to mind is the stereotypical nuclear-missile 
  launch or other top-security room, where two people must 
  stand far apart and turn their keys at precisely the same 
  time in order to activate a special piece of equipment.
  Although that specific device will of course not be present 
  in your medieval fantasy games, it nevertheless is a trope of 
  puzzles that may require more than one person to solve.
  
  85
  Solo Play
  OPMC
  Summary
  Summary
  One Player, Many Characters.
  One player—you—creates and directs the actions of two or 
  more characters.  
  Each of these is referred to as a “PC”, since each represents a 
  player controlling a character.
  Essentially, your adventures may still have a full complement 
  of characters, even being similar to a traditional adventuring 
  party.  The main difference is merely that one player is 
  responsible for directing the actions of each and every PC.
  Pros
  OPMC addresses many of the drawbacks of the OPOC 
  approach.
  The difficulty is more reasonable and more in-line with the 
  original intent of published adventures.
  There is no longer a need to design and maintain a character 
  that is a “jack of all trades”, because it’s not all resting 
  entirely on her shoulders.
  There’s a great deal of versatility, because you can focus 
  more attention on one character than another, and then 
  switch that focus.
  For anyone who has, in a traditional group gaming setting, 
  felt themselves wishing they had created a different 
  character, or finds themselves being jealous of another 
  player because it seems as though their PC is having an 
  easier or more fun or more crucially-involved time of the 
  proceedings: OPMC might be for you!
  OPMC also allows you to swap characters in and out without 
  any issue or storytelling difficulty.  If an NPC hireling joins 
  your crew, you could simply make them a PC and start to 
  focus on them more.  
  Finally, mortality isn’t as much of an emotional hit with 
  OPMC: if you’re controlling, say, 5 PCs, any one of them 
  dying isn’t as likely to feel as devastating as if you lost your 
  single, only OPOC character.
  Cons
  OPMC suffers for the very reasons it is great: it’s one player, 
  and 2+ characters, so your individual connection with any 
  one of those PCs is unlikely to be as strong as it might have 
  been in a traditional or OPOC context.
  It’s also quite a lot to manage.  Consider all of the 
  bookkeeping and tracking and options that are present with 
  maintaining a single PC, then amplify that by an order of 
  magnitude, almost; that’s what you’ll be faced with in an 
  OPMC game.  Leveling up might take a considerable amount 
  of time.  
    I’ve created more than 1,000 characters for my IGS 
  books.  So I obviously don’t hate this aspect of the game, 
  and for me, this part of OPMC is an attractor, not a 
  “Con”.  But I respect that for many, particularly casual 
  gamers, this sort of detailed management can feel more 
  like “work” than play.  So I’ve listed it here under “Cons”, 
  primarily.
  Quirks & Considerations
  It’s worth noting that for some players, character creation 
  and levelling up and tracking loot and managing gear is a 
  major attraction to the game.  Indeed, for some players, 
  that’s where their main enjoyment comes from.  For that 
  kind of player, OPMC is a magnificent option, because you 
  get to spend a greater percentage of your time doing those 
  things.
  There are video game RPGs that involve the player managing 
  an entire party (like the Final Fantasy series), and others 
  which focus on a single, first-person hero (like Skyrim 
  and the recent Fallout games).  Both are enjoyable, but 
  some people find that they have a strong preference; that 
  preference for those kinds of games is likely to be a factor in 
  deciding between OPOC and OPMC solo approaches.
  
  86
  Solo Play
  Unorthodox Approaches
  Summary
  Summary
  Most solo players will end up deciding between the two 
  “main” options of OPOC and OPMC.  
  There are many other possibilities, however, and although 
  this book focuses primarily on the two main choices, it also 
  provides tools and descriptions for other, less “orthodox” 
  approaches as well.
  Reverse-Role
  Reverse-Role
  Ever play the PC video game Dungeon Keeper?  Yeah, 
  probably not, but, still, it’s a perfect example of Reverse-Role 
  play.
  In Reverse-Role, you aren’t the heroes.  Instead of controlling 
  the PCs, you control the dungeon itself, taking on the role of 
  a Dungeon or Game Master who is trying to defeat the PCs, 
  using gameplay elements as tools.
  This is a combat- and exploration-focused approach, and 
  involves pretty much zero social interaction or social 
  encounters.  
  Pros
  It’s super fun to step into the shoes of a villain, or, if not the 
  true BBEG (Big Bad Evil Guy), at least someone who is out to 
  defeat the traditional heroes.
  It’s a vastly different approach than traditional gameplay, 
  and so it can make even the most seasoned and cynical 
  players of a game take a fresh look at enjoying it.
  For fans of base-building games, this can be a good match.
  Cons
  Again, the cons here are mirrors of the pros: it’s different, so 
  it’s not what you’re used to, so it might not feel fun.
  It’s a lot of management, because you’re controlling the 
  building of a dungeon, the placement of obstacles, and 
  simulating the actions of an entire group of PCs without 
  being able to control and direct them intelligently.
  Social encounters are a big part of most traditional games, 
  and nearly all published adventures.  You can build your 
  PC almost entirely toward this function in a party, and 
  indeed, there are even entire sub-genres of TTRPG that focus 
  exclusively on this aspect of the game.  
  In Reverse-Role, that major component of the game is simply 
  gone.  Now, to be fair, solo play makes simulating social 
  encounters a bit of a thought experiment anyway, but to 
  have this piece of the puzzle completely absent can be a bit 
  jarring.
  Finally, it can feel a bit weird to be the evil force.  For those 
  who enjoy roleplaying, it can pose a conundrum: if you’re 
  victorious, what does that represent, exactly?
  Quirks & Considerations
  It’s different.  It’s fun.  Give it a try.  :)
  Warscale
  Warscale
  Most TTRPGs focus on the party level of detail: a handful of 
  characters, making their way in the world.
  Warscale is an attempt to abstract that, while keeping the 
  feel for fantasy adventuring.  
  If traditional RPGs are a “group” focus, Warscale is an 
  “army” focus.
  An entire book will be dedicated to Warscale rules and 
  options.  This book covers the essentials to get started.
  Pros
  It’s a completely different way of playing your favorite game.  
  For those who love the lore and world and environment of 
  your TTRPG and campaign setting of choice, it can be a new 
  way of exploring all of that.
  Fans of empire-building games and strategic army-scale 
  games like the Total War series might be drawn to Warscale.
  Warscale was also designed initially to be a pick-up-and-play 
  kind of quick game to immediately delve into, so it can be 
  much more rapid to get into and play.
  Warscale is its own set of rules, so it’s a great way to re-
  imagine the creatures and forces that you’re already so 
  familiar with.
  It’s crazily flexible and extensible, so you can craft it to 
  whatever you like, supporting a wide range of rules systems 
  well beyond those formally targeted by this book otherwise.
  The concept is also so abstract that you can even apply it to 
  entirely different genres: you can have a World War II game 
  of Warscale, or a hyper-futuristic battle with hovertanks and 
  lasers, if you wished.
  Warscale also “integrates” well with other approaches 
  covered here: you can “zoom in” from the army level of detail 
  to a squad or group, and play it through as you normally 
  would a battlemap-scale combat in your TTRPG of choice, 
  having the results of that resolve to impact at the Warscale 
  level of detail.
  Cons
  If one of the risks with OPMC was that you might not feel 
  the same kind of one-to-one psychoemotional connection 
  with the characters you control, well, then, Warscale is an 
  extreme of that: you’re unlikely to bond very much with, 
  say, the squad of goblin commandoes that just survived the 
  slaughter in the forest.
  As with Reverse-Role, Warscale mostly ignores the social-
  interaction aspects of most traditional, group-focused 
  TTRPGs.
  
  87
  Solo Play
  Most campaign settings fall well short of offering the kinds 
  of resources from which a Warscale approach to things 
  benefits.  Detailed regional maps with hex overlaps can be 
  very rare, and if they are present, they tend to be only for 
  major regions of interest.
  Since Warscale is its own, new, set of rules, it does represent 
  a new rules system that you have to learn.  Though it tries 
  to remain true to the source rules systems you might be 
  familiar with, this integrity can only be so strong, given that 
  it is indeed a different game with a different scope.
  Quirks & Considerations
  Warscale is a completely different game, conceived out of a 
  desire to quickly play something so abstract and accessible 
  that it literally was played on a whiteboard with markers and 
  no other tools.  
  It’s unlike any of the other options described in this book.
  RTS / Empire
  RTS / Empire
  If OPOC and OPMC are “group” level of detail, and Warscale 
  is aimed at the “army” scope, then RTS is firmly at the 
  “empire” sphere of influence.
  Real-Time Strategy (RTS) games were once a major staple 
  of video games.  Although the genre still has its supporters, 
  there are far fewer of this type of game now than there were 
  decades ago.
  Build a base, create “units” of soldiers, and do battle at a 
  macro level of detail: that’s RTS / Empire.
  Pros
  If you like RTS video games, you may take quickly and kindly 
  to this approach.
  If you enjoy the empire-scale vision of controlling cities and 
  states and regions, then RTS / Empire is appropriate.
  In some cases, there are rules native to your TTRPG of choice 
  that RTS / Empire merely extends, so it’s “compatible” with 
  what you might already be playing and have in mind.
  It integrates with other approaches described herein: At any 
  point, you can “zoom in” to play a Warscale game at that 
  level of detail, and have the results resolve to impact at the 
  RTS / Empire scale.  
  Cons
  As with Warscale, it’s an entirely new set of rules, so it’s 
  something new to learn.
  It can be too abstract for some: if you haven’t enjoyed 
  this sort of video game for that reason, a pen-and-paper 
  roleplaying spin on that genre is unlikely to change your 
  mind.
  Playing an RTS / Empire game can also feel the least 
  like a solo version of your favorite TTRPG, and more like 
  something completely and entirely different.  
  Finally, it must be admitted that of all the approaches 
  described herein, RTS / Empire is the one that most has 
  formal imitators that have been developed extensively.  
  There are entire sub-genres of tabletop wargames 
  dedicated to this concept, all of which have had much more 
  development and testing resources than this book has.
    Transparency time: the RTS / Empire approach is also 
  the one that is least tried-and-tested.  I’ve played around 
  with a bit here and there, and have playtested it as 
  much as I have been able to, and in some ways, I’ve been 
  brainstorming this concept since the decades-ago genesis 
  of the RTS video-game genre itself. 
   
  But if there’s one approach defined in this book 
  that could benefit from your own extension and 
  interpretation, it’s RTS / Empire for sure!
  Quirks & Considerations
  The RTS / Empire approach is something that will continue 
  to evolve.  
  For the purposes of this book, the approach truly is kind of a 
  headline-level of detail, meant primarily to present another 
  option and spin on the notion of how to play your favorite 
  game on your own.
  
  88
  Solo Play
  Additional Approach Options
  Summary
  Summary
  Even beyond the above concepts, there are variations that 
  might be considered.
  Self DM
  You might consider playing a traditional game, but 
  simulating interactions.  
  With this variant, you pose questions and interact with NPCs 
  as normal, but then you use the myriad tables contained in 
  this book to dynamically generate responses.
  You then form a cohesive plot yourself out of the answers 
  based on what you know and don’t know.
  One-on-One Play
  It’s said several times throughout this text, that though it’s 
  designed primarily to enable solo play, there’s very little in 
  this book that couldn’t easily and usefully be applied to a 
  traditional gaming setting.
  One of the reasons to even consider solo play in the first 
  place is if you can’t find other players to play with.  It can be 
  easier, however, to find one other person to play with, if not 
  necessarily five.
  One-on-One Play, then, is a scenario in which one person is 
  the D/GM, and the other the only player.  While at first blush 
  this might seem as though it’s the same kind of game as a 
  traditional one involving 4-6 PCs, it can be quite different.  
  The challenges with One-on-One Play are similar to the 
  issues with the OPOC solo approach: with only one character, 
  they need to be a jack-of-all-trades.
  There have been several books and tools already published 
  that attempt to address this approach to gameplay.  The 
  FTEG SAT, however, provides literally hundreds of powerful 
  tools you can use as needed to make the experience.
  
  89
  Solo Play
  What to Play
  Summary
  Summary
  Now that you’ve picked an approach—or, are at least familiar 
  with the options to pick from—what content do you actually 
  use for your adventures?
  Solo-Only Adventures
  There is a fairly decent sub-genre of adventure modules 
  written exclusively for the solo adventuring.  
  While these range in quality and verisimilitude, they can be a 
  great boon to the solo adventurer, for the obvious reason that 
  the content was explicitly crafted with a solo approach in 
  mind, and presumably, that content was deigned to address 
  the challenges that solo adventuring presents.
  However: the entire premise of this book is that, while it’s 
  certainly possible to create a satisfying experience that’s 
  specifically designed for solo play, if you have the right set of 
  tools available, you should be able to take any adventuring 
  content, written for any intended purpose, and still make 
  use of it in a solo context.
  Our philosophy, and belief behind this book, is to not create 
  things that are solo-specific, because it limits that content to 
  only that purpose.
  Solo Play with Existing Modules
  You can take an existing adventure module and run it as a 
  solo adventure.
  How to do so, and how to do so to greatest effect and 
  enjoyment for your calculus of “fun”, is precisely the purpose 
  of this book in the first place.
  However, there are some very high-level considerations 
  that you might want to think about before whipping open a 
  module and diving in.
  Read-Ahead vs. Run-Time
  This issue tackles how you read the module.  Do you read it 
  all the way through before you play, or do you only read it as 
  you’re playing it?
  Read-Ahead
  Read-Ahead is the approach that more closely mimics what 
  a D/GM would do when preparing for a traditional gaming 
  table.  Most D/GMs read through the entire module several 
  times to gain a deep understanding of what’s going on, 
  so they have that information top-of-mind when they’re 
  actually running the adventure with players, live.
  For solo play, reading ahead can be a great way of knowing 
  what’s coming up, but it unavoidably does ruin any surprises 
  that may be lurking in the details.  Traditional-context 
  DMs need to read multiple times so the details are more 
  immediately at-hand in the moment of a player decision; you 
  as a solo player of course do not need to have that level of 
  exhaustive knowledge of the material, so can get away with 
  reading through the adventure only once if you choose.
  You can even skim through the material to get the rudiments 
  of the adventure, its key elements and arc, understood, 
  before launching right into things.
  Run-Time Reading
  Forgive the programming terminology, but “Run-Time 
  Reading” simply means you don’t read through anything 
  before you start adventuring; you read through the pieces of 
  the adventure that you need to, as you need to.
  This can keep key surprises secret until they’re revealed 
  organically through the course of your exploring the 
  adventure.  It can also feel more like a traditional adventure, 
  keeping the mystery and preserving a sense of the unknown.
  But it can also be frustrating: without knowing the overall 
  arc of the story, and which characters play what roles 
  ultimately, you may easily misinterpret things, and either 
  waste time doing things that don’t make sense, or playing 
  through an entire piece of the adventure incorrectly because 
  you didn’t realize what was going on.
  Adjusting the Rewards
  Most adventures will state what sort of party they were 
  written for: “Four PCs of 4-6th level”, for example.  You 
  should anticipate treasure to match.
  If you’re of a more mathematically-minded leaning, you can 
  use the tables below to adjust the numeric rewards to be 
  more in line with the level of challenge you’re undertaking.
  Keep in mind that these tables assume that the Rules 
  Adjustments (p 311) you are applying, across both Boons 
  and Penalties, have a net zero impact.  
  You can find more information about additional Rewards 
  options, and more finely-tuned adjustments, in that section.
  Adjusting Rewards by Party Size
  If you’re playing a published adventure intended for X 
  characters, and only using X-Y characters, the risk is greater 
  and the challenge is greater.  Therefore, your rewards should 
  be increased as well.
  Use the table below to roughly calculate the numeric impact 
  of having a party of different size than the one intended.
  For an OPOC approach, simply apply the bonus to any 
  numerical rewards: an encounter normally yielding 100 gp 
  in an adventure intended for 4-6 PCs would instead grant 
  400 gp if pursued via OPOC, for example.
  For an OPMC approach, it’s even more straightforward: 
  for every PC in your OPMC party below the average that’s 
  intended, grant yourself an additional 25% reward.  
  Since it’s also a possibility in an OPMC context to have a solo 
  adventuring party that’s larger than the quantity targeted 
  by the adventure as published, you should consider reducing 
  numerical rewards by 25% for each party member beyond 
  what’s targeted.
  
  90
  Solo Play
  Table 8: Rewards Adjustment for Published Adventures by 
  Party Size
  Intended 
  Party Size
  OPOC
  OPMC
  1-on-1
  +0%
  +/-25% per PC 
  difference
  2
  +50%
  2-4
  +100%
  4
  +200%
  4-6
  +300%
  5
  +400%
  6
  +500%
  7-8
  +600%
  Adjusting Rewards by Party Level
  Additionally, there’s a chance to approach a published 
  adventure using PCs that are either higher, or lower level 
  than the party levels intended by the author.
  If you choose to use more or fewer PCs than the adventure 
  was created for, take the average party level (APL) of the PCs 
  you create, and compare it to the average of the level range 
  for which the adventure was created. 
  Then use the table below to determine the percentage 
  difference to apply to numerical rewards.
  Table 9: Rewards Adjustment for Published Adventures by 
  Average Party Level (APL)
  Your APL Minus Intended Party 
  Level
  OPOC
  -5
  +400%
  -4
  +300%
  -3
  +200%
  -2
  +100%
  -1
  +50%
  0
  +0%
  +1
  -20%
  +2
  -40%
  +3
  -60%
  +4
  -70%
  +5
  -80%
  Combining Party Level and Party Size 
  Differences in Published Adventures
  If you are approaching a published adventure using both a 
  different size of party, and characters of different levels, 
  then the percentage modifiers stack.
  For example, if you using a 2nd-level OPOC character to play 
  an adventure intended for four 4th-level PCs, you would 
  apply a 300% bonus for numerical rewards (100%+200%).
  Dynamic Solo Adventures
  With dynamic adventuring, you create adventure content as  
  you need to, only as you need to, and at “run time”, or in the 
  moment.
  Published adventures are not dynamic adventures, by and 
  large.  They spell everything, or at least most major pieces of 
  the story, out for you.
  Many adventures have dynamic elements: think about the 
  Fortunes of Ravenloft feature in Curse of Strahd, which 
  randomizes the location of several optional items and story 
  elements with each game playthrough.  But it is extremely 
  rare to find a pre-written, published adventure that is 
  entirely dynamic.
  Dynamic solo adventures are those that do not require this 
  amount of forethought or foreknowledge.  When you need 
  to determine a gameplay element, you randomly generate it.  
  You can also do so in advance, but it’s not necessary.
  With the tools in this book, you’ll be able to dynamically 
  generate endless solo adventures with zero preparation time.
  Pros
  Dynamic adventuring is really the only way to ensure you, as 
  a solo player, are truly surprised by the adventure content.  
  You don’t know what’s going to happen in advance, because 
  it literally has not yet been determined!
  This approach is also a mechanism to provide endless 
  questing.  There’s no end to the adventure, because you 
  can simply roll up more quests and stories and gameplay 
  elements.
  It can be easily used in a traditional gaming context, as well.
  Either for the solo adventurer, or the traditional D/GM, 
  dynamic adventuring means zero prep: you don’t have to 
  spend hours planning everything out, because nothing needs 
  to be planned in advance, by design.
  Finally, dynamic adventuring is the concept around which 
  nearly every book, tool, chart, table, and story that Infinium 
  Game Studio produces is centered around.
  Cons
  Though dynamic adventuring can produce sprawling stories 
  with unexpected and thrilling linkages, it can also generate 
  somewhat nonsensical elements.  The theives’ guild leader 
  was really the king in disguise, all this time?  AND he was 
  also posing as the brothel madame?  Unlikely.  Some degree 
  of sanity-checking and re-rolling less-cohesively-generated 
  elements will always be useful to help curb this sort of end 
  result.
  Some D/GMs, and some players, have a lower tolerance 
  for ambiguity.  Although “flying by the seat of your pants” 
  and improvisation are key elements of most gaming tables, 
  there are many exceptional D/GMs who need to have things 
  planned out well in advance, and who keep things moving 
  
  91
  Solo Play
  smoothly at the traditional gaming table not through sheer 
  force of will and charisma, but careful forethought.  Dynamic 
  adventuring is unlikely to be comfortable to such players or 
  D/GMs, and no amount of tables and tools is likely to change 
  someone’s fundamental need to plan things in advance.
  Planning vs. Dynamic Adventuring
  This subheading is inaccurate: most tabletop roleplaying 
  games are not at all one of these approaches “versus” the 
  other.  Most successful gaming groups incorporate elements 
  of both ends of the spectrum.
  This book is hardly here to posit as to whether one of these 
  approaches is “better” than the other.  Careful planning can 
  lead to amazing adventures, and is a necessary component of 
  most “set piece” story events.  
  As a solo adventurer, you have free reign to plan things out 
  in advance.  This book is here to give you as many tools as 
  possible if you want to take the dynamic approach.
  
  92
  Solo Play
  Universal Solo Play Techniques
  Universal Solo Play Techniques
  
  93
  Solo Play
  Universal Solo Play Techniques
  Introduction
  Introduction
  There are many ways to take your favorite traditional 
  tabletop roleplaying game and turn it into a solo experience.  
  This book covers several different approaches, discussed in 
  detail later.
  Regardless of the approach you choose, however, there are 
  some basic concepts that you may wish to consider changing 
  in reflection of the differences unavoidable in the solo 
  experience.
  As with everything else in this book, solo adventuring is, by 
  definition, YOUR game, so you should feel free to include, 
  ignore, or further modify any or all of these rules to suit 
  your whims and preferences for play style.
  Domains of Rules
  Domains of Rules
  When assessing which types of rules in the core ruleset 
  to adapt to the solo experience, you can consider them as 
  belonging to a very broad set of categories, as follows:
  • Combat
  • NPC Interaction
  • Plot & Story
  • Maps, Navigation, and Exploration
  • Secrets
  • Interstitial Events
  • Experience & Leveling
  Combat
  Combat
  This is one of the easiest things to reproduce in a solo 
  context.  Simply resolve the combat using the standard 
  combat mechanics of your rules system of choice.
  One element that you may find missing is the versatility of 
  combat options available to some complex monsters.  You 
  can simply have enemies attack you, but spells, special 
  abilities, and the like can become a lot to manage, and even 
  more frustrating to manage in a way that feels realistic 
  and like an approximation of what happens in a traditional 
  gaming context.
  Fortunately, Infinium Game Studio has spent most of the 
  last few years developing products that will help enormously.  
  They are entirely optional for solo play, but they’re either 
  free or extremely cheap, made so intentionally so that 
  they’re accessible to those who may wish to pursue a more 
  well-rounded solo adventuring approach.
  Supplemental Combat Tools
  The two major categories of supplemental tools are Flex AI, 
  and Aquilae: Bestiary of the Realm.  
  Both of these sets of products are available on 
  DriveThruRPG.
  Flex AI
  Flex AI is a set of rules, tables, and tools that provide a 
  very versatile and powerful means of generating dynamic 
  and context-relevant mechanics for social and combat 
  encounters.  It was designed to help D/GMs easily make NPC 
  and monster behavior more interesting, more realistic, and 
  yet require zero advance preparation.
  Although it’s entirely optional for any gaming context, 
  the notion of having randomly-generated monster and 
  NPC behavior is particularly relevant to the notion of solo 
  adventuring.  For convenience, and as a bonus tool, the 
  complete Flex AI Essentials are included in this book in the 
  appendix (see “FlexAI Free Sample” on page 559).
  You can find the complete Flex AI Guidebook, with over 400 
  flextables to guide behavior in a nearly endless combination 
  of contexts, on DriveThruRPG.
  Aquilae: Bestiary of the Realm
  Another IGS set of products that will help greatly in your 
  solo adventuring is Aquilae: Bestiary of the Realm (ABR).
  ABR is a complete, comprehensive, exhaustive bestiary, 
  containing more than 1,600 monsters across the entirety of 
  everything released during the Pathfinder First Edition era of 
  roleplaying products.  So it’s a useful one-stop-shop for 
  Further to simply being a complete list of monsters, ABR 
  provides alternate and stat blocks for each monster across 
  a wide range of difficulty levels and PC levels, meaning you 
  can theoretically insert any monster in any context and have 
  it be mechanically usable.
  ABR in its entirety contains more than 6,600 complete 
  statblocks, and is available for all of the most popular 
  fantasy roleplaying rules systems (see below).
  ABR QuickStarts
  ABR is a massive set of books, and it can be a 
  correspondingly significant investment.  To get started 
  quickly, you can check out the very-very cheap Solo 
  QuickStart Editions of the Bestiary, available in Pathfinder, 
  Pathfinder Second Edition, 5E/Fifth Edition, OSR, and 
  Dungeon Crawl Classics versions.  
  Each of these QuickStarts contains 50-100 pages of content, 
  dozens of monsters across a wide variety of sample terrains 
  and environments: hundreds of complete statblocks.
  ABR Abridged
  Finally, there is an “Abridged” edition of ABR for each 
  supported rules set, that’s a nice middle ground that offers 
  over 400 of the most common monsters.
  You can find all these products on DriveThruRPG.
  
  94
  Solo Play
  NPC Interaction
  NPC Interaction
  Combat can be extremely complex, and time-consuming, but 
  at least it’s mechanically straightforward.  It’s arguable that 
  the majority, even, of rules written for any given traditional 
  fantasy TTRPG are engineered around combat implications.
  Less so the social interaction, though in most traditional 
  gaming tables it is no less significant an element of 
  gameplay, and moreso even to drive the story.
  Social Interaction Debate
  The topic of how to run social encounters in a tabletop 
  roleplaying game is one with a lot of debate in many circles.
  Do you simply roleplay, and let the realistic interplay of 
  words dictate success or failure?  This benefits those players 
  with a high degree of in-real-life charisma, but for those 
  who are playing the game to begin with to escape the social 
  demands of their everyday lives, this can unfairly penalize 
  them.
  Do you look merely at statistics, and let that dictate the 
  results of the discussion?  After all, a high-level adventurer 
  with an 18 Charisma should be able to get pretty much 
  anything they want out of a 3-CHA shopkeep, right?  
  Most games, and gaming groups, use a middle ground: the 
  player needs to roleplay the interaction to some extent, but 
  they don’t necessarily need to invoke a special accent or even 
  speak in the first person.  Then in many cases, particualrly 
  for key pieces of story advancement, a die roll may be 
  involved; either as a skill, ability, or proficiency check; or as 
  an opposed roll with the NPC you’re trying to interact with.  
  This element of the interaction can function mechanically 
  very much like a combat scenario.
  Ultimately, each gaming group will interpret the rules and 
  apply their own rules as they deem necessary to match the 
  group’s calculus for fun in a social setting.  There is hardly 
  any “right” or “wrong” way of going about it.
  Your Own Calculus for Fun
  This book certainly is not going to spend more time involved 
  in this debate.  And it will not settle the discussion.  It will, 
  however, ask you to recognize that you’re going into the 
  challenge of simulating social encoutners as a solo roleplayer 
  with some degree of decision-making already performed 
  in your mind about what you do, and don’t, want to do to 
  resolve this sort of gameplay element.
  Lean into that.  Don’t feel you need to change what you like 
  just because it’s a solo game.  If anything, you should be 
  extra-honest about what you do, and don’t, want to do.  
  If you always hated making skill checks to determine 
  outcomes when talking to NPCs, then ignore the concept 
  entirely (see Assume Success, below, for example).
  If roleplaying is often your chance to shine, then lean into 
  it.  Nobody’s watching, so nobody will judge you talking out 
  loud to yourself in hilarious accents that would make the 
  Shakespearean Theatre Company cringe in embarassment.
  The sky’s the limit, and the world’s your oyster.  You’re a solo 
  gamer.
  Combat & Social Encounters
  In a solo adventure, you can choose to focus more on combat, 
  but social encounters will likely still play a role, particularly 
  if you’re using published adventure content.
  Social interactions tend to be the gameplay component that 
  is most difficult for solo players to reproduce in a satisfying 
  manner.  After all, most social interactions involve getting 
  information or discovering clues about the story; it can be 
  difficult to pretend not to know something and hide it from 
  yourself.
  There are, however, many different tools you can still use to 
  simulate the “unknowns” of a true NPC interaction.
  Recognize the Limitations of a 
  Traditional NPC
  First things first: your goal here in having NPC interactions 
  as a solo player absolutely is not, and cannot be, to reproduce 
  a true discussion with another human (or sentient) being.  
  It’s obvious when stated explicitly, but worth recognizing 
  all the more in the context of a solo adventure: an NPC 
  interaction is, at best, a simulation.  The D/GM is simulating 
  what that discussion would actually be.  S/he is not actually 
  a different person; they’re pretending to be.
  Even in the most vibrant and involved roleplaying scenarios 
  around a traditional gaming table, the person in real life 
  you’re interacting with doesn’t have their own distinct 
  memories, knowledge, personality, accent, and so on.  
  They’re just the D/GM, trying to pretend to be someone in 
  the game.  And chances are very good that that NPC isn’t 
  themselves very fleshed out as written in the game to begin 
  with.
  So it’s worth recognizing that any NPC interaction is really 
  just a placeholder, it’s a substitute, for anything approaching 
  the “real thing” in real life.  
  The Role of Social Encounters
  Just as combat encounters exist to provide life-threatening 
  challenge and to up the stakes, social encounters exist to 
  drive the story and provide opportunities for transactions.  
  If there was nothing to purchase, no means to sell what had 
  been otherwise acquired, and no information or clues to 
  share, then social encounters wouldn’t exist.  
  It’s sad and reductive to state that in that manner, but from a 
  true game-mechanics standpoint, it truly is that simple.
  Is something lost, from a game that ignores the role and 
  value of social encounters?  Most players and G/DMs would 
  argue yes.  It shortcuts things considerably, and reduces 
  the experience to something that for many, feels too much 
  like a video game.  The opportunities for roleplaying and 
  truly getting “into character” become significantly stunted, 
  and the world you’re building and the story you’re telling 
  together becomes significantly less vibrant and interesting.
  But it is, mechanically, possible to ignore social encounters 
  altogether, or to abstract them.  
  The more we do so, the easier it is to approximate social 
  encounters as a solo player, even if you have all the 
  
  95
  Solo Play
  information that you would share “with yourself”.
  Assume Success
  Yes, this is actually a valid approach for solo play!  
  Particularly if your calculus for “fun” at the gaming table 
  focuses mainly on combat anyway, now’s your chance to 
  “skip” the less interesting social components.
  You can simply ignore the mechanics of social encounters 
  altogether, and assume that anything useful you can get out 
  of an NPC, automatically happens, regardless of randomness,  
  or your Charisma ability score, or your character’s 
  relationship with that NPC.
  There are indeed many roleplaying games that involve 
  something similar to this mechanic: if you search an area 
  that contains a clue, you will automatically discover it, for 
  example.
  So, to put it succinctly: you can simply assume success, and 
  ignore the remainder of this section.
  Make a Check
  This is the standard approach, and the one that most closely 
  mirrors what is done in many roleplaying games.
  You perform the following activities, in this sequence:
  • Declare Your Intent
  • Determine Difficulty
  • Make a Check
  • Determine Degree of Success or Failure
  • Enact Impacts and Consequences
  Each of these is covered in more detail below.
  Declare Your Intent
  First, you declare your intent to perform an action in the 
  social encounter.  
  A complete abstract representation of all kinds of 
  interpersonal interactions in the context of a fantasy 
  adventure is somewhat beyond the scope of this book, but 
  here are some general categories of intent that will work 
  well regardless of how you play your game:
  • Convince: Plant information in the mind of another, or 
  guide them to a conclusion of your design.  Note that what 
  you want to convince someone of may, or may not, be true.
  • Threaten: Intimidate someone, and convince them that 
  you mean business and that it’s in their best interests of 
  physical protection to do as you say or stay out of your 
  way.
  • Gather Information: Extract information from someone 
  who may, or may not know what you’re hoping to learn.  
  • Negotiate: Change the value of what the other person is 
  willing to offer.  This can be material and literal, in terms 
  of negotiating over the price of an item for sale or being 
  sold to them, or more abstract, in terms of what the other 
  person wants in exchange for looking the other way.  
  Bribery is a form of negotiation.
  • Lie: Convince the other person that your version of the 
  truth is accurate.  Complex lies can and should involve 
  multiple checks.
  • Frighten: Scare someone, either with the threat of your 
  own person and abilities, or with the notion of something 
  or someone else.
  • Other: A different kind of check or desire not addressed by 
  the above categories.
  Determine Difficulty
  Next, you determine how difficult it is to do what you’ve 
  declared you want to do.
  Determine DC
  If you are using a rules system involving Difficulty Classes 
  (DCs), and you are uncertain as to what DC to use, you can 
  use “FlexTable 6: QuickStart Difficulty Class” on page 
  37 to randomly generate an appropriate target value.
  Use this table separately for each concept you wish to test 
  against.  Do not, however, reroll on this table for each 
  attempt.
  For example, if you are trying to obtain information about a 
  recent murder, and are talking to a shopkeeper, you would 
  use this table to determine the DC of the check.  If you 
  attempted the check multiple times, you would re-use the 
  same DC you determined for each check.  If you then spoke 
  with another NPC about the same topic, however, you would 
  re-generate a target DC for the discussion, because it is a 
  new check (same topic, different NPC).
  Determine Save or Ability
  If you are using OSR or a system that does not involve skill 
  or proficiency checks, you can simulate the difficulty of an 
  interaction by determining which save or ability score to use.
  Typically, the ability score involved in interpersonal 
  interactions will be Charisma.
  Make a Check
  This can actually be “make multiple checks”, but for 
  simplicity, let’s assume a single check.
  The exact mechanics are left to your rules system’s rules, 
  but a general approach is to roll a d20 and compare it to the 
  difficulty involved.
  What Check to Use
  What skill or ability check is appropriate for a given 
  interaction is best left up to you as a player of the game 
  you’re using.  Sanity-check similar kinds of interaction in 
  published adventures, and use the same mechanic.
  NPC Interaction Check Summary
  If you’re truly lost, or need a bit of guidance, you can use the 
  following table as a quick-and-dirty mechanism.
  
  96
  Solo Play
  Table 10: Social Interaction Summary
  Desired Effect
  Skill / Ability Check / Save
  Convince
    
    Diplomacy 
    Charisma (Persuasion) 
    
    Charisma
  Threaten
    
    Intimidate 
    Charisma (Intimidation) 
    
    Charisma
  Gather 
  Information
    
    Diplomacy, Perception 
    Charisma (Persuasion),  
  Passive Perception 
    
    Wisdom
  Negotiate
    
    Diplomacy, Intimidate, 
  Appraise 
    Charisma (Persuasion), 
  Charisma (Intimidation),  
  Charisma (Deception), 
  Wisdom (Appraise) 
    
    Charisma, Wisdom
  Lie
    
    Bluff 
    Charisma (Deception) 
    
    Charisma
  Frighten
    
    Diplomacy, Intimidate, 
  Bluff 
    Charisma (Persuasion), 
  Charisma (Intimidation) 
    
    Charisma
  Other
    
    
    
    
    Charisma
  Determine Degree of Success or 
  Failure
  Success, failure, impacts, and consequences are all factors in 
  social interactions.
  Terminology
  Let’s define these terms quickly to make sure we share a 
  common language before going to the nuts and bolts of how 
  to structure them.
  Success means you did what you set out to do: gather 
  information, lie with conviction, and so on.  
  Failure means you did not do what you set out to do.  You did 
  not gather information, your lie was not convincing.
  Impacts are the effects of success.  You receive the 
  information you wanted to know, or the guard opens the 
  door to the jail cell because he now believes you innocent.
  Consequences are like impacts, but for failure.  Perhaps the 
  streetcart vendor simply doesn’t tell you who the local priest 
  truly works for, but maybe instead they walk away angrily.  
  Perhaps the guard ignores you, but perhaps they bonk you on 
  the head with their club.  
  Degrees of Success and Failure
  Once you’ve established which check to use, determined 
  what difficulty that check should be made with, and made 
  that check, you are left with one of four possible results:
  • Critical Failure
  • Failure
  • Success
  • Critical Success
  Some rules systems have the determination of these baked 
  into the roll involved.  
  For other systems, where only success or failure is 
  determined by a check, you can use the table below to 
  determine further gradients of these results.
  Once you’ve made the check and determined if the result is 
  a Success or Failure, roll a further d20, and compare to the 
  table below.
  If a result below says “Convert to”, then the result becomes 
  the indicated result.  No further rolls on this table apply.
  Table 11: Social Encounter Degrees of Success and Failure
  D20 Roll
  Success
  Failure
  1
  Convert to Failure
  Critical Failure
  2-4
  Success
  Critical Failure
  5-15
  Success
  Failure
  16-19
  Critical Success
  Failure
  20
  Critical Success
  Convert to Success
  Impacts
  If you’ve achieved a success or a critical success, there will 
  be impacts associated with your social victory.
  Ordinarily, you can simply succeed at whatever you were 
  planning on doing with the interaction.  
  If you’re looking for something a little more involved and 
  random, you can also roll a d20, and use the table below to 
  determine what additional impacts, if any, might apply.
  Use common sense when applying the results from this table.  
  Not everything listed will even make sense in every possible 
  social scenario.
  
  97
  Solo Play
  Table 12: Social Encounter Impacts
  D20 Roll
  Success
  Critical Success
  1
  Achieve partial 
  intent, but Attitude 
  degrades
  Achieve partial 
  intent
  2-4
  Achieve partial 
  intent
  Achieve intent
  5-15
  Achieve intent
  Achieve intent, 
  Attitude improves
  16-19
  Achieve intent
  Achieve intent, 
  Attitude improves
  20
  Achieve intent, 
  Attitude improves
  Achieve intent, 
  Attitude improves, 
  Gain Advantage on 
  next check with this 
  NPC
  NPC Attitude
  Results above that refer to Attitude indicate an effect on the 
  way that the NPC with whom you are interacting sees you.  
  “Improves” means that the NPC’s Attitude toward you 
  improves; future interactions will likely be more successful.  
  “Degrades” means the reverse: that the NPC’s perception of 
  you decreases, and therefore social interactions may be less 
  successful in the future.
  For rules systems that involve a formal concept of Attitude, 
  this language works as presented.
  For other rules systems, or as a replacement for the rules 
  that your system implements, you can use the following 
  Attitudes system.
  There’s a 5-rank Attitude level: Enemy, Unfavorable, 
  Neutral, Favorable, and Ally.  
  Most NPCs default to Neutral with your party.  
  Characters that share a faction, religion, or other pre-
  existing shared social framework; or if your party has 
  already performed a major service of goodwill to the NPC or 
  their community, can default to Favorable. 
  Improving Attitude moves it down on the list (Neutral 
  becomes Favorable, for example).  
  Degrading Attitude moves it up on the list (Neutral becomes 
  Unfavorable).
  Table 13: Social Encounter NPC Attitude
  Attitude
  Effect
  Enemy
  Disadvantage on Impact table 
  rolls.
  Disadvantage on Consequences 
  table rolls. 
  Disadvantage on social interaction 
  checks.
  Must dedicate a skill check solely 
  to improving Attitude before 
  attempting any other kind of social 
  interaction check.
  Unfavorable
  Disadvantage on Consequences 
  table rolls.
  Neutral
  Default situation; no effect
  Favorable
  Advantage on Impact table rolls.
  Ally
  Advantage on social interaction 
  checks.
  Advantage on Impact table rolls.
  No result of a single social 
  interaction check can result in an 
  Ally fleeing or attacking you; their 
  Attitude must degrade before either 
  of these results can apply.
  Consequences
  If you’ve suffered a failure or a critical failure, there will be 
  consequences associated with your social foible.
  In most cases, you do not succeed at whatever you were 
  attempting to do.  Information is not obtained, people are 
  not convinced, and the bribe fails to produce the desired 
  effect.
  If you’re looking for something a little more involved and 
  random, you can also roll a d20, and use the table below to 
  determine what additional consequences, if any, might apply.
  Use common sense when applying the results from this table.  
  Not everything listed will even make sense in every possible 
  social scenario.
  Table 14: Social Encounter Consequences
  D20 Roll
  Failure
  Critical Failure
  1
  NPC attacks
  NPC attacks
  2-4
  NPC attacks (if 
  equivalent or 
  greater HD to you) 
  or flees (if <HD 
  than you)
  NPC attacks (if 
  equivalent or 
  greater HD to you) 
  or flees (if <HD 
  than you)
  5-15
  NPC Attitude 
  degrades
  NPC flees
  
  98
  Solo Play
  D20 Roll
  Failure
  Critical Failure
  16-19
  NPC flees
  NPC stops 
  conversation
  20
  NPC stops 
  conversation
  NPC Attitude 
  degrades
  Flex AI for Social Encounters
  The Flex AI Guidebook, mentioned earlier, contains an 
  extensive set of rules for governing NPC behavior in a social 
  encounter as well.
  The appendix of this book contains an excerpt from the full 
  Guidebook focusing on this topic.  (See “FlexAI for Social 
  Encounters” on page 561).
  Plot Revelation
  Plot Revelation
  This is one of the most difficult elements of traditional 
  gameplay to simulate in a solo game.  It’s right there in the 
  wording : “revelation” of a plot is extremely difficult if it’s 
  something you know about in advance already!
  The mundane, but easy, approach is simply to read through 
  a published adventure, and understand all of it in advance.  
  The act of “discovery” is then an abstract concept in which 
  you pretend not to know things in advance, and then when 
  your character(s) have revealed it to themselves
  This difference between what you, the player, knows, and 
  what your character knows, can be a bit confusing, even 
  frustrating.  The temptation to play your PC as though they 
  knew everything that you know as a player might guide you 
  to play the game differently than you might in a traditional 
  context.
  Plot Revelation & Dynamic 
  Adventuring
  The concept of dynamic adventuring (discussed earlier in 
  this section) is a natural way to address this problem.  
  Dynamic adventuring really the only way to have the 
  unfolding of a story in a solo context actually be a revelation, 
  because by definition, it’s being created as it needs to be.  
  There’s no secret to keep from yourself, because the secrets 
  are generated in real time.
  Using the tables and tools in this book, you’ll be able to 
  extensively construct random adventures in real time, and 
  reveal a neverending plot to yourself.
  Maps
  Maps
  You’re faced with a similar conundrum here: do you read 
  ahead and see the entire map in advance, or do you try to 
  generate a map dynamically in realtime as you play?
  Obscuring & the Fog of War
  If you have a digital map from a published adventure, you 
  can load into an image editor or even a more mundane tool 
  such as Microsoft PowerPoint.  You can then blank out or 
  hide most of the map, leaving revealed only those parts that 
  your PC has actually seen in the game.
  This can work well if you have a full-featured digital map, 
  and are comfortable with the image-editing skills required to 
  perform this activity.
  It can still be frustrating, however, and you will still know 
  more than “should” as you play, simply because A) most 
  published adventures do not include full-featured and 
  complete player-redacted versions of maps with secrets 
  obscured, and B) even for such adventures that DO include 
  such useful tools, it will be difficult to keep those secrets 
  from yourself.
  If you do take this approach, use the player-redacted map 
  if they’re available.  Then, if you search a room for a secret 
  door, for example, you can reference just that section of the 
  DM-intended version of the map.  If there’s a secret door 
  drawn there, then you can discover it.
  It’s cumbersome, but it does provide a way wherein you can 
  keep most map-related secrets from yourself as you play, but 
  still enjoy the published adventure as it was written.
  Maps & Dynamic Adventuring
  You see the pattern, here, by now: you could also just use a 
  Dynamic Adventuring approach.
  Using this approach, you generate the map dynamically, as 
  you play, including secrets.  So there’s
  The tools and tables contained in this book will let you create 
  an infinite dungeon or wilderness to explore, filled with 
  secrets.
  You can also supplement this book with the full FlexTale 
  Encounter Generator line of books.  As of this writing, 
  only the first, version 1.0, edition of the core book has been 
  published, but many more such tools in this line are being 
  written as you read this.
  Geomorphic Cartography
  This specific term itself is a trademark of Infinium Game 
  Studio, but the concept of having reusable map “templates” 
  or “prefabs” is hardly something we created ourselves.
  There are many such products and map snippets available 
  that you can use to dynamically create a map for your 
  adventures.
  Secrets
  Secrets
  The hardest part.  You pretty much have to use the GM maps 
  and ignore the secrets that you see there if your PC fails to 
  notice them.
  Alternately, as described above, you can use player versions 
  of the maps and compare as needed when checks are made.
  
  99
  Solo Play
  Experience & Leveling
  Experience & Leveling
  Many gaming groups have different approaches for gaining 
  experience points, gaining levels, and home-brewing 
  different approaches.
  For the most part, this book has been written on the 
  assumption that the rules as written in the major supported 
  rules systems are what you’ll primarily be using to guide 
  your solo experience and leveling.  Or, at the very least, 
  those rules provide a common starting point for further 
  modification and adjustment.
  Experience & Advancement
  Unless you choose to do otherwise, you are free to use the 
  established rules in your game system of choice for all 
  manners of gameplay.
  Dictating encounter difficulty and composition, determining 
  experience point rewards, calculating treasure, and all other 
  factors of normal gameplay can be easily addressed simply 
  by using the rules you already presumably know.
  There are three main reasons to make changes: 
  • You prefer a different approach altogether, 
  • You want to recognize the increased difficulty that solo 
  adventuring represents, or
  • You want to make things easier on yourself or quicker in 
  order to accelerate the pace of solo gameplay.
  Alternate Approaches to XP
  There are probably dozens, if not hundreds, of different 
  homebrew approaches to experience point distribution and 
  leveling.
  This book recognizes a few major categories of this concept, 
  and will try to distill them into an easily-digestible set of 
  options for the solo player.
  Each of these alternate approaches is, perhaps obviously, 
  entirely optional.  Most replace the entire existing system 
  and calculation of experience points with a different 
  mechanism.  This is useful to remember: you don’t gain XP 
  from combat as you normally would in addition to gaining 
  levels at milestones, for example!
  Milestone Leveling
  This is short, sweet, and straightforward: at the conclusion 
  of a major objective, you gain a level.  
  Very reduced bookkeeping and calculation for XP.  It also 
  keeps things focused on advancing the story, rather than 
  on the trope of killing hundreds of rats to grind out levels.  
  It reduces the value of defeating wandering/random 
  encounters, and it makes fleeing an annoying or distracting 
  combat more of a realistic option to consider.
  What qualifies as a “major objective” is really a function 
  of the adventure you’re playing, and the level of difficulty 
  you’re looking to achieve.  
  Typically, the following all might qualify as deserving of a 
  level reward:
  • Defeating a major villain.
  • Revealing a major plot point.
  • “Completing” or “clearing” a major point of interest.
  Typically, you gain levels in between gaming sessions.  So, 
  following the session in which you achieve one of the above 
  major milestones, you can level up your PC.
  Session Leveling
  This is even more straightforward: you automatically gain a 
  level after each gaming session.
  This is easy and compelling, but has its drawbacks.  
  First, it tends to weaken or remove the traditional linkage 
  between accomplishment and gaining levels; if gaining a 
  level is automatic, why wouldn’t you just stay in town and 
  visit the tavern as your entire gaming session, and then 
  automatically level up anyway?
  Secondly, it leads to a very accelerated power curve.  Most 
  gaming groups take several, if not dozens, of sessions in 
  between gaining levels; doing so each and every gaming 
  session means that you’ll max out your level fairly quickly.  
  Which, of course, might be part of the attraction of this 
  approach.
  Thirdly, you won’t have much time to get comfortable with 
  your character’s newly-gained abilities before you gain even 
  more abilities.  Who cares about this new second-level spell, 
  when in a few weeks, you’ll be able to cast fourth-level 
  spells?
  Finally, it can break published adventures pretty quickly.  
  Nearly every single published module has a target level of 
  PCs that it’s intended for; with this approach, you’ll go far 
  beyond that fairly rapidly, and as written, the challenges will 
  very soon feel too easy.
  It would be remiss of me to avoid pointing out that IGS 
  published adventures are designed around being playable 
  at any PC level.  Also, you can use Aquilae: Bestiary of 
  the Realm to replace the as written/“vanilla” version of 
  a monster in a published adventure with a higher-caliber 
  version that meets the additional challenge of your higher-
  level PC.
  Milestone XP
  This is like Milestone Leveling, except rather than 
  automatically gaining a level with the completion of major 
  activities, you merely gain experience points.  Typically, this 
  gain is expressed as a fraction of what’s needed to get you to 
  your next level: 1/3 of a level, for example.
  This incorporates all the benefits of Milestone Leveling, 
  but paces things out a bit more so you don’t gain too 
  quickly.  It also lets you treat far more types of gameplay 
  accomplishment as “milestones”, and makes it more 
  reasonable to achieve more than one of them in a single 
  gaming session.
  Maybe you learn the king’s dark secret, and slay the vile 
  dragon who was controlling him in a single session.  That’s 
  two milestones, perhaps.
  
  100
  Solo Play
  Quadded Challenge, Reward 
  Stars, & Experience
  This author’s own personal twist on these alternate 
  approaches is something that he has homebrewed and has 
  been using on and off for more than 30 years: Reward Stars.
  The gist of this approach is that each time something “cool” 
  happens in the game, you get a Reward Star.  
  A certain amount of those Reward Stars can be traded in to 
  gain a level.
  What is “cool” differs by gaming table.  In addition to the 
  types of Milestone described above, you can also get a 
  Reward Star simply for performing unexpectedly well in 
  combat, nailing a social challenge, roleplaying an interaction 
  exceptionally convincingly, or otherwise just being an 
  awesome player.  
  “Coolness” by its nature is subjective, and thus more difficult 
  to adjudicate as a solo player DMing themselves, but you get 
  the idea.
  You can find a more detailed treatise on this concept, 
  including complete XP tables for those who want to maintain 
  some linkage to traditional Experience Point gains, for free 
  on DriveThruRPG.
  Other Factors
  Other Factors
  At the end of the day, most players enjoy certain elements of 
  tabletop roleplaying games more than other elements.  
  As a solo player, you now have the opportunity to focus more 
  on the components of the game that you most enjoy.
  As a result, consider the following tweaks and changes on 
  the game at a fundamental level.
  The Rules Adjustment section (starting on p 311) contains 
  an exhaustively-detailed list of hundreds of more minor rules 
  changes, each of which contains its own mathematics on its 
  impact on the game.  
  The following options are meant to apply at a deeper level.  
  They don’t, for example, have Balance Point Handicap 
  values representing their impact on the game, because 
  they’re supposed to be foundational changes you choose to 
  make before you even consider Balance Points as a possible 
  gameplay element.
  Quickening
  Quickening
  No, not the sequel to the much-beloved cult classic about 
  sword-swinging Scotsmen.  
  But rather the notion that some parts of the game don’t need 
  to take up the amount of real-life gameplay time that they 
  often end up consuming.
  Quickened Combat
  Combat can be a drag.  Even for the most battle-minded of 
  players, resolving a complex combat can take a long time 
  in real life.  It’s not completely uncommon in a traditional 
  gaming group for a combat encounter to consume an entire 
  gaming session just on its own.
  For those who might well enjoy combat, but who don’t 
  want it to necessarily take up so much time, there are some 
  fundamental changes you can make to quicken it.
  Ever-Present Attack Options
  For your PC(s), ranged and melee attack options are always 
  on the table.  All ranged attacks have infinite range, and 
  there is no penalty for firing point-blank if you happen to 
  specialize in ranged weaponry.
  Infinite Range
  All enemies are automatically all within range, and cover 
  provides no chance of concealment for enemy creatures.
  Particularly for those parties that include warriors trained in 
  ranged combat, this option can greatly accelerate things.
  Free-Wheeling Attacks
  Enemies may never make opportunity attacks against you, 
  regardless of what you do or how you maneuver.
  No checks are required to enact this ability; it’s always and 
  automatically functioning.
  Quickened Initiative
  You always go first, then the enemy.  Every combat.  Every 
  round.  Don’t even bother rolling for initiative at all, or 
  keeping track of it.
  Surprise
  If you surprise the enemy, you get a bonus entire round of 
  combat for free before the normal turn-taking begins.  That’s 
  it, nothing more complex than that.
  Quickened Spell Preparation
  You automatically prepare or memorize or otherwise recover 
  spellcasting abilities completely every short rest.  
  The same applies to abilities with “per day” limitations, such 
  as a Paladin’s Lay on Hands class feature.
  Quickened Rest
  Short rests are long rests.  Short rests automatically happen 
  in between each and every combat encounter.
  Functionally, this can be any “cut-scene” or in between 
  “scenes” of gameplay: if you have some downtime in a 
  tavern, for example, or even if you venture back into the 
  village after defeating wyverns in the mountains, then boom, 
  you’ve got your spells and abilities back.
  Auto-Healing
  Your PCs automatically heal back to their hit point maximum  
  with every long rest.  For rules systems that do not use 
  that formal term, this can be any campsite, tavern, or other 
  situation where you get a good rest or sleep.
  Quickened Advancement
  Start the game at level 5, if you like.  Or whatever level you 
  prefer.
  
  101
  Solo Play
  This is essential, of course, if you plan on playing published 
  adventures targeted at levels beyond the first.  But it can 
  also make your solo adventuring much more enjoyable, 
  particularly if you want to play a class whose abilities only 
  get exciting after the first few levels.
  
  102
  Solo Play
  Variants for Traditional Play
  Variants for Traditional Play
  
  103
  Solo Play
  Solo Variations with Traditional Participants
  Introduction
  Introduction
  Though the purpose of this book is to help provide tools and 
  techniques to generate an enjoyable solo play experience, it’s 
  worth recognizing that these tools are equally deployable in 
  a traditional gaming environment with multiple players and 
  multiple characters.
  This section briefly discusses a few options for integrating 
  the content in this book in a traditional setting.
  For the purposes of this section, “traditional” means a 
  dedicated G/DM, and two or more players, each controlling 
  their own single PC.
  Traditional OPOC
  Traditional OPOC
  First off, let’s recognize that a traditional gaming table is 
  really a set of individual OPOC (One Player, One Character) 
  experiences.  Each player gets one character, their PC.  The 
  other major difference, of course, is the dedicated role of the 
  G/DM.
  But from the perspective of the relationship between players 
  and characters, traditional play has a strong analogue with 
  OPOC.
  MPMC: Multiple Players, 
  MPMC: Multiple Players, 
  Multiple Characters
  Multiple Characters
  You can approach traditional group RPG play with OPMC, 
  or you can diversify and complicate your roleplaying 
  experience by employing MPMC (Multiple Players, Multiple 
  Characters).
  With the MPMC approach, each player may control more 
  than one PC. 
  Advantages
  MPMC allows for greater versatility: You’re not locked into 
  playing a single character.  There are many traditional 
  campaigns where players either grow bored of their 
  characters, or are itching to roll up a brand-new direction for 
  additional spice and flavor.
  For traditional gaming tables where getting players is 
  difficult, MPMC can flesh out a very small adventuring party 
  so they can take on greater challenges.  In the extreme case 
  where it’s just one player and one G/DM, you can still have 
  a robust experience with the single player controlling the 
  entire adventuring party.
  Challenges
  Versatility and flexibility are a double-edged sword: MPMC 
  also limits or complicates roleplaying unless you’re really 
  good at voices and impersonations.
  It can also inadvertently create “silos” or “fiefdoms” of 
  control, interaction, and roleplaying.
  How To
  MPMC is fairly straightforward: roll up additional 
  characters, and control them as you normally would.
  There are additional and more creative tweaks you could 
  implement, as follows.
  PC Pools
  This is the logical extension of MPMC play: the party as a 
  whole consists of a “pool” of PCs who are together controlled 
  by the “pool” of players.
  This “many to many” mapping of players to PCs makes for a 
  potentially very complicated situation, but can be immensely 
  rewarding, particularly for gaming groups that consist of a 
  limited or volatile quantity of players.
  How To
  Roll up as many PCs as you wish for your adventuring party.  
  Each player may control one or more PCs in a dedicated 
  manner.
  Each PC may be controlled by one or more players in a 
  flexible manner.
  That’s pretty much it!  Simple to implement.
  Advantages
  PC Pools allows for veteran players to control multiple PCs 
  and augment the abilities of the party.
  It also helps novice players, or those uncomfortable with the 
  Pool approach, to retain dedicated control of their PC.
  This approach is also a rich opportunity to continue 
  sustained play for gaming groups where the regular 
  presence of one or more players are not guaranteed.  Groups 
  involving one or more players who travel for work, who 
  are members in military service, are in medical or first-
  responder professions, or of course situations where one 
  or more players are simply unreliable in terms of logistics, 
  and distance-play or among adults with children... all of 
  these scenarios can be helped by the PC Pool approach to 
  traditional RPG gameplay.
  Challenges
  Care must be taken when multiple players may wish to 
  control the same character.  Perhaps a “round robin” solution 
  might help this scenario, wherein each player who wants 
  to control a certain PC gets a turn, and that control rotates 
  session to session.
  Any PC whose control is “shared” may be complicated if 
  two or more players disagree as to that PC’s next action, 
  response, or stance on the situation.  Such conflicts can 
  easily be resolved by barter, taking turns, or a simple “roll-
  off”, where the players involved in the disagreement each 
  roll a die, and the player whose score is highest gets to 
  dictate the next action for the conflicted PC.
  
  104
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  PC Roles
  PC Roles
  
  105
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  PC Roles
  Overview
  Overview
  Each PC in an adventuring party serves one or more Roles.  
  The players may not even think of their PCs as fulfilling 
  Roles, or even be aware of the breakdown of what classes fill 
  which roles best, and in the most roleplaying of contexts, it 
  may be that the entire topic is far from anyone’s mind. 
  Nevertheless, over decades of different rules systems and 
  editions, formats and approaches to character design, there 
  are many common themes.  It’s possible to have a truly 
  memorable and successful roleplaying game experience in 
  complete ignorance of the PC Roles concept, and to be fair, 
  some may find the concept unsavory, or in conflict with the 
  immersion of pretending to be someone else. 
  A Note on Classes Mentioned
  There are dozens, if not hundreds, of classes available for use 
  in Pathfinder and 5E.  Hundreds more have been spawned 
  from indie content.
  It is not only beyond the scope of this discussion, but also 
  physically daunting from a readability standpoint, to be 
  able to lay out a thorough exploration of every published 
  character class in the context of this topic.
  Instead, the “Core 11” classes will be used throughout this 
  book.  
  Advantages
  This approach keeps things simple and digestible, without 
  cluttering things up with an order of magnitude worth of 
  additional options.
  As nearly all other classes beyond the “Core 11” can be 
  viewed as similar to, extending, or combining one or more 
  of the Core 11 classes, any such class is still easily mapped 
  to one or more of the classes that are included in the 
  discussion.
  Disadvantages
  There are, of course, nuances to the other classes that are 
  omitted: advantages, quirks, drawbacks, and elements that 
  would outright exclude or include an “extended class” in a 
  category where this document claims it does not belong.  
  Such detail is of course lost when these classes are not 
  included in the discussion.
  Conclusion
  As with all other aspects of the game, if it feels wrong, you 
  might want to avoid it, and if it feels right and fun, then 
  embrace it, no matter what the rulebooks say!
  PC Roles in Solo Play
  In solo play, however, by design, the gaming experience 
  is less social, seeing as how the “group” consists of a 
  single person in charge of everything.  Defeat in a mixed, 
  diverse, and live group of humans because of some missed 
  opportunity can be something easily laughed at over pizza 
  minutes after a total-party kill at the hands of an ancient 
  dragon; losing on your own to a back-alley thief because 
  you designed your characters wrong can be an immensely 
  frustrating experience.
  Solo play lacks many characteristics that traditional, group 
  play has.  Some of these missing pieces are factors that 
  would otherwise improve your chances at having a well-
  rounded party: people are different, and what each of them 
  hopes to gain and experience out of a roleplaying adventure 
  is different too.  So it’s very unlikely that a group of, say, five 
  people would approach a gaming table with the same exact 
  thing in mind.  No four people, strangers or friends, will 
  come to Session Zero with the exact same character design 
  in mind; that’s part of the magic and mystery of a traditional 
  roleplaying experience to begin with.
  Therefore, in the context of solo play, PC Roles are 
  particularly worth recognizing, because you as a single 
  person might otherwise be inclined to pick or make 
  characters that lean toward your own personal preferences, 
  in potential jeopardy of missing a vital ability that the party 
  as a whole requires in order to be successful.
  PC Role Selection
  PC Role Selection
  Roles can come about in a number of different ways, and 
  these approaches can even be mixed in the context of a single 
  group.  That is, some characters might choose their Roles 
  intentionally, and others may come across them by accident 
  or necessity.
  Generally speaking, there is no right or wrong way to fulfill 
  PC Roles, so long as those roles are being fulfilled in some 
  manner (more on this topic later).
  Roles by Design
  Gaming groups with a focus on winning, combat, and quick 
  progression tend to use Roles by Design, and groups of 
  veteran players of any approach tend to at least discuss 
  things explicitly in terms of raw mechanics.
  “I’ll be the tank”.  “I can be a healer”.  Those familiar with 
  multiplayer online video games are likely already familiar 
  with character Roles in this sense.  Roles by Design simply 
  means that one or more players explicitly decide that their 
  character will fulfill one or more Roles.  They might state 
  this to the group, make it obvious in their character name 
  (“Donald Perseus Ronaldo” might be a wry expansion of the 
  DPR, or Damage Per Round, acronym), or their choice of 
  class and equipment may make it clear.
  Roles by Roleplaying
  Gaming groups with a focus on balance between roleplaying, 
  combat, and non-combat encounters tend to employ Roles by 
  Roleplaying.
  A Paladin who is compassionate and eager to feed the poor, 
  defend the weak, and keep the group together through 
  
  106
  Solo Play
  sheer force of will is likely to choose abilities and prepare 
  spells that will benefit her fellow man.  Similarly, a Cleric 
  committed to necromancy may not even know any healing 
  spells.  Stereotypes about character classes tend to exist for 
  a reason, but those stereotypes and the character-design 
  decisions that usually follow from those stereotypes can be 
  circumvented with some contravening personality decisions.
  Maybe your Bard is portly and asexual, and would sooner roll 
  to seduce a sandwich than the damsel in distress.  Perhaps 
  your Barbarian is her tribe’s spiritual leader, learned in lore 
  and studied in history, and an intellectual magnate who 
  pillages so as to better build a library.  There’s a popular 
  theory that Gandalf from Lord of the Rings was more Fighter 
  than Wizard, in the sense of how the story and his abilities 
  played out in strict game mechanics.  
  There’s great fun to be had in playing against type, or in 
  mixing metaphors.  For a more effective overall party, 
  however, just make sure you share your non-obvious 
  predilections with your comrades so you can together make 
  sure that all the bases are covered.
  Roles by Accident
  Gaming groups who are not co-located, who create their 
  characters on their own (i.e., no Session Zero), or who meet 
  only occasionally or without regularity tend to end up with 
  Roles by Accident.  New players, and groups run by a novice 
  GM, tend to end up with this approach to some extent as 
  well.
  Sometimes, neither of the above approaches applies in a 
  group.  It could be that everyone is focused on backstory and 
  personality, and makes choices toward those aims in a silo, 
  apart from other players.  It could also be that nobody wants 
  to take a certain role.
  Perhaps the party’s Cleric didn’t learn or prepare any healing 
  spells.  Maybe the group contains some melee combatants, 
  but nobody thought to bring any ranged weaponry.  It could 
  be that none of the PCs has any ability to gather information 
  or pressure an unwilling NPC in conversation.
  Whatever the origins, some gaming groups realize too late 
  that they lack any character who was intentionally designed 
  to fill a certain Role.   When this occurs, it can be a wake-up 
  call to the party as a whole, and going forward, some players 
  may make different decisions with their characters as a 
  result.
  PC Role Gaps
  A “Role Gap” is simply a missing element to an adventuring 
  party: a PC Role that nobody in the group can immediately 
  fulfill.
  Addressing Role Gaps
  Some gaps are easily resolved in the short term: prepare 
  different spells next time the party rests, for example.  
  Others can be addressed over time: spend skill points, 
  select ability score bonuses, and make other character 
  advancement decisions with the gap in mind.  
  It’s also usually possible to “buy your way out” of a gap.  The 
  party can hire mercenary NPCs with skills that they lack, or 
  purchase magical items that grant abilities missing from the 
  group.  
  Ultimately, unless the immediate need is dire, or the 
  adventure being played was designed such that there is only 
  one, railroaded course through which progression lies, any 
  party experiencing a Role Gap can address that challenge, so 
  long as they acknowledge that the gap exists and commit to 
  doing something about it.
  Majors & Minors
  This terminology is adapted from the American higher 
  education system, wherein all students have a “major” 
  which represents their core area of academic focus, and may 
  also have one or more “minors” which describe additional 
  concentrations of study.  Similar to this, each PC may have 
  majors and minors: PC Roles they are primarily designed 
  to fulfill (Majors), and other functions their abilities make 
  them suitable for (Minors).
  Consider that if your gaming group rarely runs into social 
  encounters, you may not need a dedicated PC whose Major 
  is in Diplomacy, Intimidate, and Sense Motive (Pathfinder 
  terminology); you may be able to simply have an existing 
  character “Minor in” those abilities by dedicating a few skill 
  points their way.
  Throughout the remainder of the discussion, you’ll see these 
  terms pop up.  Most often, you’ll see a “minor” suggested for 
  a character class that may not be optimal for a certain PC 
  Role, but who could be configured do fulfill it adequately as a 
  secondary focus.
  Context & Game Style Matters!
  When evaluating PC Roles, remember that depending on the 
  nature of your gaming group’s gameplay, you may be likely 
  to run into certain types of encounter more than others.  An 
  adventure in the plains offers much more wide-open spaces 
  than one in narrow caverns underneath a mountain; the 
  former may benefit more from a ranged combatant.
  The Quick Essentials
  The Quick Essentials
  Pressed for time?  Just interested in the core tenets of the PC 
  Roles approach to party composition?  Start here.
  The Vital Three
  The “Vital Three” PC Roles represent the core of the 
  elements of required diversity for any adventuring party to 
  successfully meet the typical tabletop RPG challenges thrown 
  at them.  Although these are useful roles to recognize in and 
  of themselves, together, they form a powerful core starting 
  point of what is necessary to face the variety of encounter 
  types.
  These Vital Three are a useful reference point in any of the 
  following circumstances:
  • If you are trying to form a party with as few characters 
  possible.
  • If have a party in mind, and want to compare it to a set of 
  essential skills.
  
  107
  Solo Play
  • If you are approaching solo play with a One Player/One 
  Character (OPOC) approach, and/or your gaming group 
  allows for only one or two PCs in the party.
  If you’re in a hurry, or are not overly interested in the 
  remainder of the discussion and theory of PC Roles, you 
  might consider picking or creating one character that fits 
  each of these Vital Three Roles.  You are already likely 
  familiar with these archetypes, and may call them by 
  different titles; for the purposes of this discussion, they 
  will be enumerated as “Melee Combat Grunt”, “Distance 
  Magician”, and “Noncombat Toolbox”.
  For convenience, each has been mapped to one or more 
  Flex AI Combat Roles.  More information about Flex AI can 
  be found in the Flex AI Guidebook, or any of the Bestiary 
  products created by IGS.
  Melee Combat Grunt
  FlexAI Combat Roles:  
    Soldier, 
    Brute
  Examples from This Book:  
  Barbarian A, Barbarian B, Fighter A, Fighter B, Monk A, 
  Monk B
  Suggested Class Majors: 
    Fighter, 
    Barbarian, 
    Monk
  Possible Classes / Minors:  
    Ranger, 
    Paladin, 
    Cleric
  Discussion:
  The stereotypical “tank” or “DPS” character, who closes with 
  the enemy in hand-to-hand combat, deals out high amounts 
  of damage, and may also be able to sustain a lot of damage 
  themselves.
  As close combat is impossible to avoid entirely, it’s essential 
  that a Melee Combat Grunt be present to fend off waves of 
  beasties, protect weaker characters in the party, or if all 
  else fails, be the sole survivor who is able to heal and bring 
  others back to life if things go horribly wrong.
  Be wary of having this PC multiclass, or take other “minors”: 
  You either need several Grunts who each minor in other 
  areas, or a single dedicated Grunt who can soak up and dish 
  out damage in melee.
  Distance Magician
  FlexAI Combat Roles:  
    Artillery, 
    Controller, 
    Leader
  Examples from This Book:  
  Wizard B, Cleric B, Ranger A, Sorcerer A, Druid B
  Suggested Class Majors: 
    Wizard, 
    Cleric, 
    Ranger, 
    Sorcerer, 
    Druid
  Possible Classes / Minors:  
    Bard, 
    Paladin, 
    Fighter, 
    Rogue
  Discussion:
  Don’t be too swayed by the “magician” component: this 
  PC Role requires versatile ranged abilities, and can even 
  be fulfilled by a non-magic-user if the right elements exist 
  elsewhere in the party.  
  Distance Magicians are able to affect enemies from afar.  
  This could be a Ranger with a longbow, a Wizard with 
  fireball spells, or a Cleric with flame strike abilities.  
  Distance combat may often take second place to melee 
  battles, but ranged fighting poses two unique problems to 
  parties with zero focus in them.
  First, there may be enemies who cannot be reached 
  physically in close combat.  If your party storms a castle, for 
  example, it does them no good if they have the world’s most 
  formidable barbarian in their ranks, if she can’t be hoisted 
  onto the ramparts without taking a dozen crossbow bolts in 
  the spleen.  Second, without a means of striking from afar, 
  the party is at the mercy of enemies who can, even in battles 
  where close combat is feasible.
  Noncombat Toolbox
  FlexAI Combat Roles:  
    Skirmisher, 
    Lurker
  Examples from This Book:  
  Rogue A, Rogue B, Bard A, Bard B, Paladin A
  Suggested Class Majors: 
    Rogue, 
    Bard
  Possible Classes / Minors:  
    Paladin, 
    Ranger, 
    Druid, 
    Wizard, 
    Sorcerer
  Discussion:
  Ah, the social encounter: boon to roleplaying, bane to min/
  max looting.  Even the most combat-heavy gaming circles 
  have occasional need for interacting with NPCs, even if it’s 
  just as an Initmidate-ing preamble to more fighting.
  You need at least one character in your party who is able to 
  hold a conversation, and for whom Charisma is not a “dump 
  stat”.  In very small parties, however, it’s often difficult to 
  dedicate an entire PC to this Role, and even in larger groups, 
  it can be boring and unfair to a player to dedicate their PC 
  solely to social encounters.
  As a result, of all the Vital Three PC Roles, Noncombat 
  Toolbox most of all requires some other focus: a minor for 
  a character who majors in this, for example.  Rogues and 
  Bards in particular are excellent for this split capability.  
  Despite their needed focus on Charisma, Paladins are not 
  automatically the best choice for this role, as their limited 
  skill points (Pathfinder) and sometimes inferior flexibility of 
  options (5E) may not lend their talents as well to this focus.
  Vital Three Class Summary
  The table below summarizes which classes are best suited (
    Majors), and could be used (
    Minors), to fulfill each 
  of the Vital Three PC Roles identified in this section.
  Table 15: Vital Three PC Roles Class Summary
  Class
  Melee
  Distance
  Noncombat
   Barbarian
   Bard
  
  108
  Solo Play
  Class
  Melee
  Distance
  Noncombat
   Cleric
   Druid
   Fighter
   Monk
   Paladin
   Ranger
   Rogue
   Sorcerer
   Wizard
  Combat Roles
  Combat Roles
  Combat Roles are those most easily filled, in most gaming 
  groups.
  This section discusses common roles in combat encounters, 
  and mentions them in the context of FlexAI terms, with 
  examples of classes that are good choices for each role.
  Melee Combat
  FlexAI Combat Roles:  
    Brute, 
    Soldier
  Examples from This Book:  
  Barbarian A, Druid A, Monk A, Paladin A, Rogue A, Barbarian 
  B, Cleric B, Fighter B, Monk B, Ranger B
  Suggested Class Majors: 
    Fighter, 
    Barbarian, 
    Monk
  Possible Classes / Minors:  
    Paladin, 
    Rogue, 
    Ranger
  Ranged Combat
  FlexAI Combat Roles:  
    Artillery
  Examples from This Book:  
  Ranger A, Druid B, Rogue B, Sorcerer A, Wizard B
  Suggested Class Majors: 
    Ranger, 
    Wizard, 
    Sorcerer
  Possible Classes / Minors:  
    Druid, 
    Cleric, 
    Fighter, 
    Rogue, 
    Bard
  Area Effect
  FlexAI Combat Roles:  
    Controller, 
    Leader, 
    Artillery
  Examples from This Book:  
  Druid A, Sorcerer A, Bard B, Cleric B, Wizard B
  Suggested Class Majors: 
    Wizard, 
    Sorcerer, 
    Druid
  Possible Classes / Minors:  
    Cleric, 
    Bard
  Healing, Buffs, & Recovery
  FlexAI Combat Roles:  
    Skirmisher, 
    Leader
  Examples from This Book:  
  Cleric A, Paladin A, Cleric B, Paladin B, Sorcerer B
  Suggested Class Majors: 
    Cleric, 
    Paladin
  Possible Classes / Minors:  
    Sorcerer, 
    Wizard, 
    Druid
  Discussion:
  No matter how adept a party is, it will eventually suffer 
  damage.  Having a healer in the team is absolutely essential, 
  particularly at the lower and higher levels of difficulty.  
  Although most commonly and usefully associated with Hit 
  Point damage, Healers should ideally also be able to mitigate 
  Conditions and temporary Ability Score damage inflicted by 
  enemies.
  Buffs are advantageous effects that benefit one or more 
  friendly creatures.  While not strictly required for success, 
  typically those who fulfill the Healer role can also grant their 
  comrades benefit.
  Recovery refers to longer-term damage and negative effects 
  suffered and dealt with after combat concludes.  Ability score 
  damage, negative levels, poison, disease, curses, and other 
  effects that linger long after the enemy is defeated must be 
  resolved somehow.  
  Note that “healer” commonly refers to a class capable 
  of casting healing magic, but need not be limited to this 
  function.  Those fulfilling the Healer role may employ 
  magic items, potions, or other effects to grant boon to their 
  comrades, even if they themselves cannot cast cure wounds 
  spells.
  Mobility & Versatility
  FlexAI Combat Roles:  
    Skirmisher, 
    Lurker
  Examples from This Book:  
  Monk A, Rogue A, Fighter B, Ranger B, Rogue B
  Suggested Class Majors: 
    Monk, 
    Rogue, 
    Bard, 
    Ranger
  Possible Classes / Minors:  
    Paladin, 
    Barbarian, 
    Fighter
  Discussion:
  Unlike the other Combat Roles discussed, Mobility & 
  Versaility is a set of talents that tend to benefit only one 
  member of the party.  Just because one member of the party 
  can move swiftly doesn’t mean the entire group can escape n 
  overwhelming situation.  That’s not what is meant here.
  For the purposes of Combat Roles, Mobility & Versatility 
  refers to the tactical advantage of having at least one PC 
  
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  Solo Play
  being able to move swiftly about the battlefield, and does not 
  reflect the party’s overall ability to navigate obstacles (see 
  Noncombat Roles, below).
  Resistance & Survivability
  FlexAI Combat Roles:  
    Soldier, 
    Brute, 
    Leader
  Examples from This Book:  
  Barbarian A, Barbarian B, Fighter A, Fighter B
  Suggested Class Majors: 
    Barbarian, 
    Fighter
  Possible Classes / Minors:  
    Paladin, 
    Druid, 
    Cleric, 
    Wizard, 
    Sorcerer
  Discussion:
  Of all the Combat Roles, this one is the least essential.  
  Sooner or later, every adventuring party encounters an 
  effect or monster that involves a massive threat to each and 
  every party member.  Whether it’s a pit of acid that everyone 
  falls into, a dragon’s breath that envelops the entire echelon 
  of PCs, or a sleep spell cast by a particularly formidable 
  sorcerer, there are certain circumstances that threaten to 
  slay the entire party en masse.
  Resistance refers to the ability to resist or be immune to 
  certain types of damage.  Most commonly, this refers to 
  energy resistance.  Classes naturally resistant to certain 
  effects, or those capable of casting spells that grant such a 
  resistance, are ideal for this Role.
  Survivability means the knack for surviving what others 
  cannot.  Mechanically, this means either a massive amount of 
  hit points, and/or high Save bonuses.
  Noncombat Roles
  Noncombat Roles
  Combat is a major component of nearly every tabletop 
  RPG, and particularly with solo play.  However, noncombat 
  encounters (traps, discussions, etc.) represent a vital piece of 
  the action, too.  Parties successful in militant action may fall 
  flat on their faces when faced with a conversation!
  This section describes a method of ensuring party 
  composition reflects a collective ability to face daunting 
  challenges outside the battlefield.
  Rules System Skill Mapping
  Skills are treated fundamentally differently in 5E versus 
  Pathfinder.  One approach is not objectively better or worse 
  than the other; however, it is worth recognizing that the 
  mechanics, options, and overall approach to these concepts 
  will dictate differences in how you go about ensuring that 
  Noncombat Roles are filled in your adventuring party.
  Below is a brief summary of the mapping of skills comparing 
  Fifth Edition to Pathfinder.  
  Table 16: Rules System Skill Mapping
  Pathfinder
  5E (Fifth Edition) Equivalent
  Acrobatics
  Acrobatics or Athletics (for jumping)
  Appraise
  Tool (Artisan's Tools) or Int Check
  Bluff
  Deception
  Climb
  Athletics
  Combat Roles Summary
  Below please find a matrix that attempts to summarize the suitability of the core classes to the Combat Roles identified 
  herein in terms of 
    Majors and 
    Minors.
  Table 17: Combat Roles Class Summary
  Class
  Melee
  Ranged
  Area Effect
  Healing
  Mobility
  Resist
    Barbarian
    Bard
    Cleric
    Druid
    Fighter
    Monk
    Paladin
    Ranger
    Rogue
    Sorcerer
    Wizard
  
  110
  Solo Play
  Pathfinder
  5E (Fifth Edition) Equivalent
  Craft
  Tool Proficiencies (including Artisan's 
  Tools, Herbalism Kit, Poisoner's Kit) or 
  Int Check
  Diplomacy
  Persuasion
  Disable Device
  Tool Proficiency (Thieves Tools)
  Disguise
  Tool Proficinecy (Disguise Kit)
  Escape Artist
  Dex Check or Str Check - Acrobatics?
  Fly
  No equivalent
  Handle Animal
  Animal Handling or Tool Proficiency 
  (Vehicles)
  Heal
  Medicine, Tool Proficiency (Herbalists 
  Kit), or using a Healers Kit
  Intimidate
  Intimidation
  Knowledge: 
  Engineering
  Int Check or History, Tool Proficiency 
  (Artisan's Tools)
  Knowledge: 
  Planes
  Arcana
  Knowledge: 
  Arcana
  Arcana
  Knowledge: 
  Dungeoneering
  Arcana, Nature
  Knowledge: 
  Geography
  Int Check or Tool Proficiency 
  (Navigators Tools)
  Knowledge: 
  History
  History
  Knowledge: 
  Local
  Int Check or Investigation
  Knowledge: 
  Nature
  Nature
  Knowledge: 
  Nobility
  History
  Knowledge: 
  Religion
  Arcana, Religion
  Linguistics
  Language rules work differently
  Perception
  Perception
  Perform
  Performance, Tool Proficiency (Musical 
  Instrument)
  Profession
  Tool Proficiencies (Artisan's Tools, 
  Gaming Set, Vehicles)
  Ride
  Animal Handling
  Sense Motive
  Insight
  Sleight of Hand
  Sleight of Hand
  Spellcraft
  Arcana
  Stealth
  Stealth
  Survival
  Survival, Tool Proficiency (Navigators 
  Tools)
  Swim
  Athletics
  Pathfinder
  5E (Fifth Edition) Equivalent
  Use Magic 
  Device
  Rogue class ability
  Note that as Pathfinder’s approach to skills is more varied 
  and complex, Pathfinder terminology will be used in the 
  remainder of this section and can be easily mapped above to 
  determine the 5E equivalent(s).
  Noncombat Roles Defined
  Most other Roles will benefit the entire party, so long as at 
  least one PC fulfills the Role.  Not so with some Noncombat 
  Roles: It does the rest of the party no good if only the lone 
  Rogue has any ranks in Acrobatics!
  Take care, then, when organizing your party while physically 
  navigating: if only one PC fulfills a given noncombat role, 
  you may want to make sure they are in the lead or otherwise 
  best positioned to make use of their talents in that manner.
  Social Encounters
  Examples from This Book:  
  Bard A, Wizard A, Paladin A
  Suggested Class Majors: 
    Rogue, 
    Bard
  Possible Classes / Minors:  
    Paladin, 
    Monk, 
    Sorcerer
  Relevant / Required Skills: 
    Diplomacy, Intimidate, Sense Motive
  Discussion: 
  Like Combat Roles, typically, so long as a single PC fulfills 
  the Social Encounter role with their talents, the party as a 
  whole benefits.
  Avoidance
  Examples from This Book:  
  Rogue A, Monk A, Rogue B, Monk B
  Suggested Class Majors: 
    Monk, 
    Rogue
  Possible Classes / Minors:  
    Bard, 
    Fighter, 
    Barbarian
  Relevant / Required Skills: 
    Acrobatics, Climb, Disguise, Stealth, Swim
  Discussion: 
  Usually, only the PC(s) skilled at Avoidance talents will be 
  able to navigate obstacles and avoid threats related to these 
  abilities.  
  If the PC(s) fulfilling the Avoidance role are out in front of 
  the party, though, they may be able to trigger a threat and 
  avoid it on behalf of the rest of the party, or at least, give 
  those less skilled in this area the heads-up warning they may 
  need to get out of the way.
  Traps
  Examples from This Book:  
  
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  Solo Play
  Noncombat Roles Summary
  Below please find a matrix that attempts to summarize the suitability of the core classes to the Noncombat Roles identified 
  herein in terms of 
    Majors and 
    Minors.
  Table 18: Noncombat Roles Class Summary
  Class
  Social
  Avoidance
  Traps
  Navigation
  Mobility
  Other
    Barbarian
    Bard
    Cleric
    Druid
    Fighter
    Monk
    Paladin
    Ranger
    Rogue
    Sorcerer
    Wizard
  Rogue A, Rogue B
  Suggested Class Majors: 
    Rogue
  Possible Classes / Minors:  
    Barbarian, 
    Bard, 
    Ranger
  Relevant / Required Skills: 
    Perception, Disable Device
  Discussion: 
  Only one member of the party need be able to detect and 
  disarm traps, though of course multiple PCs fulfilling this 
  role may grant the party multiple chances to mitigate trap-
  based threats.
  Orientation & Navigation
  Examples from This Book:  
  Ranger A, Ranger B
  Suggested Class Majors: 
    Ranger, 
    Wizard, 
    Druid
  Possible Classes / Minors:  
    Fighter, 
    Paladin
  Relevant / Required Skills: 
    Knowledge skills, Perception, Disable Device, Survival, 
  Ride, Divination spells/abilities
  Discussion: 
  This refers to long-term transportation across overland maps 
  and between cities and types of terrain, as well as the ability 
  to make sense of one’s surroundings if lost.  Only one PC 
  need have such talents to benefit the entire team.
  Mobility
  Examples from This Book:  
  Monk A, Monk B, Ranger A, Ranger B
  Suggested Class Majors: 
    Monk, 
    Ranger
  Possible Classes / Minors:  
    Fighter, 
    Druid, 
    Wizard, 
    Bard
  Relevant / Required Skills: 
    Acrobatics, Climb, Swim, Ride
  Discussion: 
  Mobility means being able to move about quickly, perhaps 
  to deliver a message, to retrieve an item, or to otherwise 
  navigate physical or distance obstacles in a round-to-round 
  basis.
  Depending on the nature of the need, a single PC having such 
  abilities may not be sufficient to grant benefit to the entire 
  party.
  Other
  Suggested Class Majors: 
    Bard, 
    Rogue
  Possible Classes / Minors:  
  Any
  Relevant / Required Skills: 
    Perform, Sleight of Hand, Use Magic Device
  Discussion: 
  These skills may be vital in certain circumstances, but are 
  
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  Solo Play
  not common enough to dedicate an entire character design 
  around.  Throw a few skill points toward some of these 
  abilities, or be prepared to hire a mercenary to meet the Role 
  should the need arise.
  Campaign Downtime 
  Campaign Downtime 
  Roles
  Roles
  Not all campaigns and gaming groups use “downtime” rules.  
  Often, the game is simply put “on hold” in between sessions, 
  and in between adventures.  Some groups don’t focus at all 
  on marking the passage of time.
  There is no right or wrong way to handle this possibility, 
  but of the various PC Roles, Campaign Downtime Roles tend 
  to be the least essential, simply because the purposes they 
  serve are completely absent from many gaming groups.
  Campaign Downtime
  Suggested Class Majors: 
    Wizard, 
    Fighter, 
    Barbarian
  Possible Classes / Minors:  
  Any
  Relevant / Required Skills: 
    Craft skills, Spellcraft, most Knowledge skills, Profession 
  skills
  Background & Plot Roles
  Background & Plot Roles
  These Roles involve “soft skills” or character elements that 
  are primarily used to drive story or act as potential hooks to 
  quests or plots that the GM or adventure may employ.
  These can also be used to drive interactions, and establish 
  connections, with NPCs the group encounters. 
  For example, if one of the PCs used to be a blacksmith, 
  encountering another in that profession may establish 
  an automatic kinship, and may even formally improve 
  the Attitude of the NPC toward the party because of that 
  membership.
  Although it’s unlikely anyone would design a character from 
  the ground up to fulfill a Background Role, it’s something to 
  consider when creating a character, both in terms of how to 
  spend points and choose abilities, and in how to interpret 
  the elements of your character that you’ve picked for other 
  purposes, in the context of potential plot and story uses.  
  Nominally, integrating the composition of the adventuring 
  party into the context of an adventure is the GM’s duty, but 
  good roleplaying means each individual PC should be on the 
  lookout for connective opportunities as well.
  Background & Plot
  Suggested Class Majors: 
    Wizard, 
    Fighter, 
    Paladin
  Possible Classes / Minors:  
  Any
  Relevant / Required Skills: 
    Knowledge skills, Profession skills, Craft skills
  
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  Solo Play
  OPMC Party Composition
  Overview
  Overview
  OPMC means One Player, Multiple Characters, and is the 
  suggested default for solo adventuring.  Having multiple 
  characters means being able to easily fill multiple PC Roles.
  The overall topic of OPMC is addressed in the core FTEG Solo 
  Adventuring Toolkit book.  For the purposes of crafting a 
  party of characters, some of that content is reproduced here.
  The quantities described below refer to the “permanent” 
  PCs involved in a party; that is, the characters that you 
  directly and completely control the actions of as a player.  
  NPC friendlies, hirelings, summoned creatures, and the like 
  can add to the total number of friendly creatures in play at 
  a given moment, and can complicate things, but not in the 
  context of the below discussion.
  Party Size & Composition
  Party Size & Composition
  If you’re playing solo, and using OPMC, it means there’s no 
  upper or lower limit on the number of PCs your adventuring 
  party can be comprised of.  Just as with traditional play, 
  however, there are realistic limits on what makes for an 
  ideal composition and mixture.  While it may be obvious that 
  a party with too few characters will suffer at the hands of 
  monsters and other threats, it can also be a disadvantage to 
  have too many PCs, which leads to confusion, complication, 
  and chaos, even in the hands of an experienced player and/
  or GM.
  Too Small: 1-3 PCs
  Unless carefully designed and used, 1-2 PCs tends to be too 
  challenging for most play scenarios.  It’s more difficult for 
  such a party to fulfill very many PC Roles (see above), and 
  the types of challenge this size of party can confidently face 
  tends to be quite small.  Which is not to say that it cannot 
  be fulfilling and rewarding, but ultimately, it’s usually not 
  enough.
  Too Large: 6+ PCs
  Although it may be tempting to be able to face any sort 
  of challenge with a full array of talents, large parties are 
  crowded, confusing, and offer their own, new sorts of 
  difficulty in terms of logistics, whether you play Theater 
  of the Mind or with battlemaps and miniatures.  Combat 
  involving this many friendly creatures can greatly balloon 
  the time required to resolve a conflict, and managing the 
  character growth and evolution of this many characters 
  simultaneously can be overwhelming, even for experienced 
  players.
  Just Right: 4-5 PCs
  As with traditional play, this seems to be the “sweet spot” 
  of party size.  Some will prefer smaller groups, and others 
  may be used to larger groups, but around 4 characters tends 
  to be the right balance of ensuring the right mixture of 
  talents while not representing an overwhelming amount of 
  micromanagement requirement.  
  Particularly if you are new to the game, and/or new to 
  OPMC solo play, you may want to consider a starting size of 
  4 PCs, and go from there.  Remember that you can add to or 
  subtract from your party’s size at any time once your solo 
  adventuring begins.
  Ticking the Boxes
  Ticking the Boxes
  The Vital Three (recap)
  To recap, if you plan nothing else in the course of creating 
  your adventuring party, make sure that you have a mixture 
  of characters that minimally fulfill the following PC Roles:  
  “Melee Combat Grunt”, “Distance Magician”, and “Noncombat 
  Toolbox”.
  Once you’ve satisfied these requirements, or to augment 
  them, you can expand beyond into other PC Roles.
  Majors & Minors
  You have more PC Roles to fill than the optimal party size 
  equals.  Therefore, most, if not all, of your PCs will have to 
  “multitask” in which roles they can fulfill.
  This section recaps the discussion on PC Roles in the context 
  of the OPMC character approach.
  Combat Roles
  You’ll need at least 1-3 PCs with a Major in Melee Combat.  
  If you’ve followed the Vital Three advice, you’ll have that 
  already, but just because the box is ticked with a single PC, 
  doesn’t mean you’re done: generally speaking, between 
  a quarter and a half of your adventuring party should be 
  able to participate in melee combat without immediately 
  perishing or sacrificing their ability to be useful in combat.  
  In an average-sized party of 4 PCs, that means at least 1-2 of 
  them should be melee combatants as a Minor, at least, and 
  one of those two should have it as a Major area of focus.
  Ideally, I’ve found that in a party of 4 PCs, one should Major 
  in melee combat, almost to the point of exclusivity.  Two 
  should Minor in melee combat, with other skills and abilities 
  as well.
  At least one character needs to be able to dish out ranged 
  damage and effects--though, again, if you’re following the 
  Vital Three advice, this should be largely covered.  Two 
  characters Minoring in ranged combat is an acceptable 
  equivalent of a single character Majoring in this area, 
  however.  Assuming your Melee Combat Grunt is a Fighter 
  or Barbarian, s/he may also pick up some ranged abilities; 
  Rangers are also excellent at this varied spread of abilities.
  Noncombat Roles
  At least 1 PC should focus on social encounters, NPC 
  
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  Solo Play
  persuasion, and information-gathering abilities.
  In a party of more than 3 characters, at least 1 of them 
  should also have some Knowledge related talents.
  Although one character can Major in this area of focus, 
  it’s not quite as absolutely essential as melee combat: two 
  characters can Minor in this focus and your party will be just 
  fine.
  Campaign Downtime Roles
  In the FlexTale Encounter Generator Solo Adventuring 
  Toolkit, there is a section on adapting campaign downtime 
  rules for use in solo play.  These rules adapt quite easily, 
  actually, since they are almost by definition focused around 
  times where the complete set of players is not available. 
  If you are using these rules in your solo campaign, and 
  have a party of at least 4 PCs, consider giving one of them a 
  downtime Minor. 
  Beyond that, unless you plan to focus on creating magic 
  items for example, of if you have a party of 3 or fewer PCs, 
  you can ignore this category of PC Roles.
  Background & Plot Roles
  These are useful in solo play if and only if you are using the 
  FTEG SAT alongside the FTEG Core book, which includes 
  tables and drivers that make use of character Backgrounds 
  and professions to drive plot hooks and other game elements.  
  If you are using the FTEG SCC on its own, or only in 
  conjunction with the FTEG SAT, you can likely skip this type 
  of PC Role in your party.
  Multiclassing
  Multiclassing
  Multiclassing is the practice of having a single PC take 
  levels in more than one type of character class.  Its 
  mechanical requirements and drawbacks are discussed more 
  thoroughly elsewhere, most usefully in the core rulebooks 
  of game systems that support it.  The discussion below 
  will limit itself to the context of OPMC solo play character 
  composition.
  Avoid It
  “I fear not the man who has practiced 10,000 kicks once, but I 
  fear the man who has practiced one kick 10,000 times.” 
   
   
   
  —Bruce Lee
  “Don’t half-ass two things.  Whole-ass one thing.”  
   
   
   
  —Ron Swanson, Parks & Recreation
  Particularly if you’re planning a smaller party, it may be 
  tempting to multiclass as a means of fulfilling more PC Roles 
  without expanding party size.  Although this is certainly 
  true, this approach tends not to scale well beyond the first 
  handful of character levels.  
  Generally speaking, you would want to keep multiclassing 
  to a minimum in solo play for the same reasons you would 
  avoid it in traditional play: trying to do two things kind of 
  well is typically not as effective as focusing on doing one 
  thing really well.
  Harmony & Synergy
  That said, if you are going to pursue multiclassing, do so in 
  a manner that ultimately helps the character, and doesn’t 
  detract from their overall usefulness.  Generally speaking, 
  choose classes that complement each other, rather than 
  nullifying elements of each other.
  Making a Fighter/Wizard combination may seem like getting 
  the best of both worlds, but in practice, you have to sacrifice 
  the abilities of one of those classes so as to better enable the 
  abilities of the other.  Armor will help a Fighter, but impede 
  a Wizard from casting spells.  Similarly, a Wizard/Sorcerer 
  would need to have very high Intelligence and Charisma, 
  leaving little in its build for other vital statistics such as 
  Constitution and Dexterity.
  Primary/Secondary Splits
  This is another way of viewing the “Major/Minor” approach 
  to character design discussed earlier. 
  It’s possible to multiclass with an even split--that is, 
  alternate gaining levels in each of the multiple classes, so 
  that you end up with, for example, a Fighter 3 / Cleric 3.
  However, it’s also possible to have a primary/secondary split, 
  leading to more levels of one class than of another.  Typically 
  this approach is employed when you want a character to gain 
  the abilities of a certain class that are unlocked at certain 
  levels.
  Unless there is a very specific ability that you’re looking 
  for at a certain level, consider a 1:2, 1:3, or 1:4 ratio of 
  secondary to primary classes.  Planning a character for 
  a Primary 8 / Secondary 2 split is generally the greatest 
  differential that’s feasible, and even that progression should 
  start out as a Primary 1 / Secondary 1 for most of the first 10 
  levels of advancement.
  
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  Solo Play
  Illustration 3: Multiclassing Harmony Matrix
  
  116
  Solo Play
  Harmonious Combinations
  Some combinations just work better than others.  Below 
  please find a matrix that summarizes the feasibility of this 
  approach.
  Despite all of the objections and disadvantages described 
  herein, going against the grain of what normally works 
  can lead to a great deal of roleplaying opportunity and 
  personality entertainment.  So if you’re dead-set on a 
  particular combination that is traditionally wacky, don’t let 
  these words hold you back!
  In the context of multiclass harmony, good combinations 
  are often referred to as “archetypes”.  This term is distinct 
  from the same word when used in the context of tweaks to 
  established classes that is found in Pathfinder rulebooks.
  Multiclassing Archetypes
  Others have taken it a step farther in some cases, and have 
  created focused multiclass archetypes in the Pathfinder 
  sense of the term.  The detail of these archetypes is not mine 
  to share, but can be found online with some ease.
  The terminology used is a suggested method for how to 
  view the combinations available.  It is up to you as your own 
  solo-play GM to decide whether you wish to imbue your 
  combinations with additional features, powers, or changes 
  beyond the simple benefits gained by having levels in the 
  combinations of classes presented.
  Scaling Considerations
  Scaling Considerations
  One of the disadvantages to many rules systems is scalability.  
  The first 10 levels of character advancement tend to be 
  fairly well-balanced, exciting, and consistently rewarding, 
  regardless of how you’ve designed your character or how you 
  approach play.  Beyond that, however, typically from levels 
  11 to 20, the experience can vary widely depending on your 
  gaming group, your style of play, the type of challenges your 
  GM throws at you, and your decisions in character design.  
  It’s not impossible to make character design choices that 
  effectively lock you out of even playing effectively at higher 
  levels of difficulty and challenge.
  Of course, this is part of what the entire Quadded Statblocks 
  concept was designed to address.  In theory, game content 
  with Quadded Statblocks should be playable and enjoyable 
  for PCs of any level.  In practice, this, too, depends largely on 
  the design of characters.
  Typically, quadded content is recommended based on the 
  average character level in the adventuring party.  Realities 
  of min/maxing design, fortuitous wealth and magic item 
  discovery, sheer volume of PCs in the group, and other 
  factors can easily dictate a different difficulty band than 
  average party level (APL).
  Table 19: Quadded Statblocks Level Ranges
  Quadded 
  Difficulty 
  Band
  Minimum 
  Recommended 
  Level
  Maximum 
  Recommended 
  Level
    Low
  1
  5
    Moderate
  5
  10
    Advanced
  10
  14
    Elite
  14
  20
  Simply put, if a given difficulty band that appears 
  appropriate based on character level is too easy, then 
  move up a level.  Similarly, if the recommended level is 
  too difficult, then feel free to lower the difficulty band for 
  content.  This is the same approach as with traditional-style 
  group play, but it’s even easier to make the decision since 
  with solo play, you’re the GM and all the players all in a 
  single person, so it’s just your call!
  All of this having been said, character composition for your 
  solo-play party should take scaling into consideration, 
  particularly if you’re taking a multiclassed approach to 
  character design.  What seems like a good idea now might 
  not help too much in 10 levels.  In particular, magic-
  centric classes are notorious for failing at higher levels 
  of multiclassing if they are not the Primary focus of the 
  multiclass.
  Addendum PCs
  Addendum PCs
  “Addendum” PCs refers to the practice of adding PC sot the 
  party once a campaign or adventure has already begun.
  There are usually two reasons for this in OPMC solo play: 
  either gameplay overall is too difficult, and adding another 
  PC will make things more manageable; or the party as it 
  stands fulfills too few of the PC Roles and there are sizable 
  Role Gaps that inhibit successful play.
  Adding Characters In Mid-Stream
  In group play, doing this typically requires a creative story-
  based reason why the new PC has joined the group.  Long-
  lost relatives, followers in faith, or former comrades in arms 
  are all common reasons for this.
  However, in solo play, there need be no such complex 
  justification.  Simply add new PCs as you see fit.
  Addendum Removals
  This same approach can be used to remove characters from 
  the party.  As with Adding Characters, in solo play, you can 
  simply change the party however you wish.
  
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  Solo Play
  OPOC Character Design
  Overview
  Overview
  Nearly everything discussed in the OPMC topic above applies 
  to the OPOC (One Player, One Character) approach as well.
  OPOC, however, involves an extra layer of caution and 
  restriction, in that you have only a single PC with which to 
  deal, so that single character had better fill a well-rounded 
  suite of PC Roles in order to ensure success!
  This section will therefore focus on the differences and 
  special considerations relevant to OPOC design.
  The Vital Three
  The Vital Three
  Perhaps obviously, your single PC must address all three of 
  these capabilities to some extent.
  In doing so, you may elect to tweak some elements of your 
  character so as to partially cover additional PC Roles.
  Crying Uncle with OPOC
  OPOC play is extremely demanding and challenging, by 
  design.
  Remember that at any time during solo play, you can change 
  your approach and make things easier on yourself in one of 
  two quick ways, either of which expands the party to include 
  additional characters who can fill in temporary or longer-
  term Role Gaps you detect during play.
  Hirelings & Mercenaries
  Both Pathfinder and 5E core rulebooks contain guidance on 
  hirelings.  These hireling rules tend to cover only untrained 
  commoners, or at the very most potent, those with basic 
  equipment and experience.
  If you’re looking to fill Role Gaps in your party, chances are 
  good that such hirelings will be little more than one-round 
  fodder for most challenges!  
  If your party needs a temporary boost, you need NPC 
  mercenaries with class levels.
  As a general guideline, an NPC with class levels should cost 
  a minimum of 1 gp x their class level per day of employment, 
  with this rate increasing for more highly-experienced NPCs.
  Such “PC-caliber” NPC hirelings may also require a share 
  of any loot encountered in your adventuring.  In the table 
  below, “fair share” simply means to divine all loot into 
  equal value shares for each person in the adventuring 
  party, inclusive of any mercenaries.  So if your OPMC party 
  contains 4 PCs under your control, and you hire 1 additional 
  NPC with class levels, each equal share would be 20% (100 
  into 5 parts) of the total value of treasure encountered.  If 
  “plus or minus” percentage tweaks to this fair share are 
  mentioned, first determine whether the share change is 
  plus or minus: roll a d4.  On a 1-2, there is no change to the 
  percentage.  On a 3, the NPC demands a larger-than-fair 
  share; on a 4, the NPC will accept a smaller-than-fair share.  
  Next, if a share tweak is indicated, roll the value mentioned 
  in the table below.  If the smaller-than-average tweak would 
  reduce the NPC’s share to less than 0%, that NPC does not 
  demand any share of the loot.
  Any shares of treasure demanded are to be in addition to the 
  rates described.  
  The table below summarizes a quick-and-easy approach to 
  experienced mercenaries.  
  Table 20: Simple PC-Caliber Hireling Rates
  NPC Class 
  Levels (CL)
  Recommended 
  Rate Per Day
  Other 
  Requirements
    1-5
  1 gp x CL
  -
    6-10
  10 gp x CL
  Equal share of loot 
  +/- 1d10%
    11-15
  50 gp x CL
  14
    16-20
  100+ gp x CL
  20
  (Note that the FTEG SAT also contains an expanded 
  discussion on cost rates for mercenaries with class levels, 
  meant as a temporary expansion of an adventuring party.)
  Switching Formats to OPMC
  Instead of buying your way out of Role Gaps, you can simply 
  give up on the concept of OPOC, and create additional 
  characters to join your forces as PCs.  This effectively 
  switches your play style from OPOC to OPMC.
  In solo play, you are the GM and all of the players, so you can 
  switch back and forth between these formats whenever you 
  like!
  Round-Robin Hybrid Play
  You can also create a group of PCs, and take each on a solo, 
  OPOC adventure, rotating among the group as you like.  
  Then, for significant adventures or major threats, you can 
  combine more than one of those PCs together for OPMC play.
  These topics are explored in much greater detail in the FTEG 
  SAT tome.
  Majors and Minors
  Majors and Minors
  For novice players and/or those who have not used an OPOC 
  play style, or those new to creating multiclassed characters, 
  the following is recommended, in terms of 
    Majors and 
    Minors:
  • 
    Melee Combat Grunt
  • 
    Distance Magician
  • 
    Noncombat Toolbox
  Any variation of the above focus is done at your own risk, 
  to some extent, though it can certainly prove worthwhile, 
  
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  Solo Play
  particularly if your approach to solo play leans away from 
  combat.
  As with everything else in this book, these are merely 
  recommendations and guidelines, culled from decades of 
  experience.  
  Your mileage may vary, and ultimately, whatever gives you 
  entertainment is paramount to something written by one 
  person in one book!
  Multiclassing Emphasis
  Multiclassing Emphasis
  This may be quite obvious, but it’s worth noting when 
  crafting a multiclassed character for OPOC play: For the 
  purposes of OPOC, a “Major” in a PC Role means that that 
  class receives Primary focus, and a “Minor” in a PC Role 
  means that class receives Secondary focus.
  Scaling Considerations
  Scaling Considerations
  Moreso than with OPMC play, OPOC “parties” must take 
  long-term character design planning into consideration. 
  Whereas bad planning in OPMC might mean a single piece 
  of the party might be rendered less useful than they had 
  previously been, poor design in OPOC might mean it is 
  impossible to continue your adventure past a certain level of 
  advancement.
  In practice, of course, this book and the FTEG SAT contain 
  a wealth of workarounds to this problem: switch to OPMC, 
  hire PC-caliber mercenaries, use Quadded content with a 
  lower difficulty band of challenge than might otherwise be 
  appropriate for your OPOC character level, just to name a 
  few.
  
  119
  Solo Encounters & Quests
  Solo Encounters
  Solo Encounters
  
  120
  Solo Encounters & Quests
  Overview
  Overview
  This whole section can be summarized by saying: do as you 
  normally would. 
  That is to say: Generate, or use pre-defined, encounters as 
  you normally would in a traditional gaming context.  Resolve 
  them using the combat mechanics and rules your games 
  system defines.
  The only wrinkles, which this section does try to add value in 
  tackling, are twofold: 
  • How to simulate monster behavior in combat?
  • How to generate new encounters that are appropriate for 
  my level of capability?
  But first, a general discussion about combat encounter 
  generation, which goes to the ultimately point that you don’t 
  need to change what you’re already doing anyway for a 
  normal group RPG game.
  Combat Mechanics
  Combat Mechanics
  This part’s easy: Use the rules for your game of choice to 
  resolve combat.  
  There’s no reason these should differ, simply because you’re 
  playing a solo game.
  The differences should be in how you handicap monsters, 
  extend your party’s capabilities, and reward your PC(s) for 
  success.  
  The wealth of Rules Adjustments should assist with that 
  element.
  EL, CR, etc.: Traditional 
  EL, CR, etc.: Traditional 
  Approaches
  Approaches
  It is beyond the scope of this book to try and establish 
  a comprehensive calculus for how to create combat 
  encounters.  Each rules system tackles this subject in a 
  different manner, and uses different rules and tables to try 
  and ensure that, given a certain level of PC capability, the 
  monsters that are thrown at you are a challenging, but not 
  necessarily overwhelming, match.
  Published adventures contain prefabricated encounters 
  specifying what monsters are faced, where, and under what 
  circumstances.  Most also typically contain lists of random 
  encounters, indicating what other groups of creatures might 
  threaten you in your travels throughout the adventure.  
  Theoretically, each of these combats has been engineered to 
  be a reasonable amount of threat given the target PC levels 
  for which the adventure was created.
  The degree to which such systems and approaches succeed in 
  mapping to PC levels, and offering challenge while still being 
  surmountable, is a matter of some debate.
  However much you like or dislike the Encounter Level, 
  Challenge Rating, massive lists of tables, or other approaches 
  of trying to sort monsters into degrees of threat relative to 
  your PC level, it’s a good starting point to use.
  Homebrewed Approaches
  Homebrewed Approaches
  Most gaming groups, and most DMs, have their own 
  approach to gauging monster capability and matching it 
  to PC capability.  Whether this is a slight extension to the 
  existing formulae or an entire complex calculus all your 
  own, many gamers create their own homebrew approach to 
  encounter generation.
  There is, fundamentally, no reason why such approaches 
  would not also apply equally well to solo adventuring.  
  Dynamic Encounters
  Dynamic Encounters
  “Dynamic Encounters” simply means an encounter whose 
  composition is determined on the fly, or as you are playing.  
  Most random encounters or wandering monster situations 
  are dynamic encounters, because they’re not predefined as 
  occurring in a particular location.
  Most published adventures beyond a certain size and scale of 
  play will include at least one random encounter table.  
  If you’re looking for something a lot more comprehensive, 
  the FlexTale Encounter Generator (FTEG) contains more 
  tables than you could ever care to use to dynamically 
  generate appropriate adventure content.
  Quadded Challenge
  Quadded Challenge
  This topic is covered in a separate, free, IGS product, 
  Quadded Statblocks to Enable Variable-Difficulty 
  Adventures.
  The gist of this concept is that you can break down PC 
  capability into four general buckets, or “Quads”: 
    Low, 
    
  Moderate, 
    Advanced, and 
    Elite.
  Roughly speaking, assuming a maximum PC level of 20 for 
  most game systems, these correspond as follows:
  Table 21: Scaling Quadded Statblocks for Solo Play
  PC Level / Creature 
  Challenge Rating
  Variable-Challenge Quad
  1-4
    Low
  5-10
    Moderate
  11-15
    Advanced
  16+
    Elite
  Generally speaking, an encounter faced by a Low-quadded 
  group of PCs should be far easier than an encounter faced by 
  a Moderate-quadded group.  
  As written so far, this is merely a vast oversimpliciation of 
  the more complex Challenge Rating and Encounter Level 
  systems and similar concepts written for many games.  
  
  121
  Solo Encounters & Quests
  The difference with the Quadded Challenge concept is that 
  every single obstacle the party faces can be altered and 
  presented to any group of adventurers, no matter what their 
  level.
  A trap, a poison, a spell, or a monster: in all traditional 
  contexts, each gameplay element is written and defined for 
  a specific level of capability.  Some of these have built-in 
  scaling capabilities, like a fireball that defines its damage in 
  terms of the level of the creature who casts it.
  But overall, every single traditional piece of RPG gameplay 
  material is written and described and intended only for a 
  limited range of PC levels.
  The concept of Quadded Challenge is that any piece of 
  adventure content should work with any level of PC, so long 
  as you use the correct “Quadded” version of that.
  All of the QuickStart and other FlexTables in this book 
  engineered toward the dynamic generation of adventure 
  content are structured around this approach.  If you 
  know what Quad your party is, then you should be able to 
  determine the Quad of the content that you should be facing.
  FlexAI
  FlexAI
  The FlexAI Guidebook, available on DriveThruRPG, includes 
  more than 800 tables for governing combat and social 
  encounter behavior in a context-appropriate manner.
  An “essentials” subset of that tome is included in the 
  appendix of this book for ease of reference and to get you 
  started with dynamically driving monster behavior in 
  encounters.
  Please refer to “FlexAI Free Sample” on page 560, and 
  “FlexAI for Social Encounters” on page 561 for more 
  information.
  ABR 
  ABR 
  Aquilae: Bestiary of the Realm, available on DriveThruRPG, 
  created specifically to address the Quadded Difficulty 
  concept.  It contains more than 1,660 monsters, each with 
  four complete statblocks, one for each Quad of difficulty.
  It’s the perfect companion to this book, because it allows for 
  almost endless permutations of monster challenge, for any 
  supported rules system, for any PC level.
  You can download nearly-free QuickStart Bestiaries, one for 
  each supported rules system, which align to the dynamic-
  encounter generation tables found in this book, to get 
  started.
  Scaling Quadded 
  Scaling Quadded 
  Statblocks 
  Statblocks 
  You can take a one-to-one approach with Quadded 
  Statblocks.  Determine the Quad of your party, based on the 
  table above, and generate or use content that matches that 
  Quad.
  Alternately, you can add a bit of a handicap to that process, 
  recognizing that solo play is by definition more challenging 
  already than a traditional gaming group and party of PCs.
  Your choice of OPOC or OPMC makes a difference, too.
  Use the table below to map from your party’s quad to the 
  target quad of content that you should use to match that 
  difficulty, based on your choice of solo play approach.
  Table 22: Scaling Quadded Statblocks for Solo Play
  Your PC Quad
  OPOC Quad
  OPMC Quad
    Low
    Low
    Low
    Moderate
    Low
    Moderate
    Advanced
    Moderate
    Moderate
    Elite
    Moderate
    Advanced
  
  122
  Solo Encounters & Quests
  Solo Quests
  Solo Quests
  
  123
  Solo Encounters & Quests
  Overview
  Overview
  Specific encounters are one thing, but how best to string 
  them together alongside exploration and discovery to form a 
  story?
  It’s possible to simply roll up a bunch of random encounters 
  and play them through, but without an overarching structure 
  to hang them off of, it will feel a bit like an assembly line 
  video game.
  For most people, combat without story becomes tedious very 
  quickly.
  The challenge specific to solo storytelling, of course, is that 
  the same person who is defining that story is also playing it 
  through.
  This section provides some thoughts and tools around 
  addressing that challenge, and to generate solo quests that 
  remain satisfying in a manner similar to their traditional-
  gaming-table counterparts.
  What is a Quest?
  What is a Quest?
  Might as well start here.
  “Quest” is an intentionally vague word.  It can be a small 
  task or a big journey; it can last a few minutes or be 
  the definition of the structure of an entire multi-year 
  adventuring campaign.
  Generally speaking, most people think of a “Quest” as a goal, 
  an objective, an aim.  Rescue the prisoners, steal the artifact, 
  defeat the dragon.  Those sorts of things.
  For our purposes, we will think of a Quest as being any set 
  of goals that an adventuring party can pursue, and the 
  activities required or enacted toward those goals.
  Which is really just a very overblown and self-important way 
  of saying “do stuff”.
  The Value of a Quest
  Quests are valuable gameplay elements.  They help drive 
  action, they provide tangible motivation, and they can reveal 
  and keep stories moving along.
  They also have value to the game by providing some 
  framework from which we can hang all of the pieces of the 
  game we usually consider to be the hour-to-hour bread-and-
  butter of gameplay.  Fighting a combat encounter, followed 
  by a social encounter, and then doing a bunch of skill checks 
  may be mechanically satisfying, but without something 
  bigger than these individual elements that ties them 
  together, they are simply a series of nonsensical events that 
  is unlikely to be very fun.
  So Quests serve many functions in a traditional roleplaying 
  game, not the least of which is to make the game fun.  
  That’s probably obvious, but it’s worth recognizing, 
  particularly as we discuss the aspects of traditional Quests 
  that will be more difficult to manifest in a solo context.
  Reminder: Shared Storytelling
  Another thing to keep in mind is that most successful gaming 
  groups use a shared storytelling approach to questing.  That 
  is, it’s not just the D/GM telling the players what happens; 
  it’s the players working together with the D/GM, and 
  whatever predefined materials s/he may have prepared 
  beforehand, to tell a story.  Together.
  I’ve been D/GMing on and off for over 30 years as of this 
  writing, and I think I can count on one hand the number of 
  gaming sessions that went precisely as I had planned.  The 
  best memories, the most significant moments, and the parts 
  of the game that I most value are when the players surprise 
  me, and riff on the story that I had laid out or that I am 
  adapting from published material.
  Imagine how very boring things would be for a D/GM if the 
  players just followed the breadcrumbs precisely as they were 
  laid out!
  Why do I get on my soapbox and talk about this here?  It’s 
  of vital importance to recognize that, even in a traditional 
  gaming group, the players have a great deal of agency and 
  input to shape the story.  Even though we may envision the 
  traditional role of a Dungeon Master to hold all the secrets 
  behind a cardboard screen and unveil them one at a time 
  to the players who are mere consumers of the tale being 
  told, the truth of the matter in most circles is that the DM is 
  constantly adapting and improvising that tale in response to 
  input from and actions by the players.
  This is crucial when facing the problem of solo questing.  
  Your immediate response might be to consider it pointless 
  and impossible to approximate the questing or storytelling 
  feel that happens in a traditional gaming group, but the truth 
  of the matter is, you already have everything you need to tell 
  a great story on your own.
  Writers and DMs
  If you’re a writer or a Dungeon / Game Master already, you 
  probably approach this aspect of solo adventuring a bit more 
  easily.  You’re already used to creating stories in your head, 
  and giving them life, either with pen or keyboard or dice.  
  Doing so on your own is something that you’ve been 
  preparing for in other forms already.
  Indeed, one could argue that a fantasy fiction author is 
  probably a pretty close thing to a solo adventurer!
  Not Writers or DMs
  Does this mean that only fiction authors, or Dungeon / Game 
  Masters, can solo adventure successfully?  Heck, no!
  It just means that you might want to read through this book 
  a bit more carefully than you would otherwise.
  On the plus side, it also means that solo adventuring has a 
  good chance of making you a better fantasy author or D/GM.  
  (No guarantees, but it sure can’t hurt!)
  Solo Questing Overview
  
  124
  Solo Encounters & Quests
  Adventure Session Types
  Adventure Session Types
  Before you start a solo gaming session, you might want to 
  decide what type of session you want to have.
  This is a luxury that most gaming groups don’t really enjoy.  
  Sometimes, the D/GM will intentionally sculpt a session’s 
  activities and lean things more toward exploration, or 
  combat.  But by and large, the content and nature of most 
  traditional gaming sessions happens “organically”: that is, as 
  a result of the decisions made by those involved, rather than 
  defined ahead of time.
  Time and Scale
  Part of the value of solo adventuring is that you can do it 
  any time, any place, for arguably any amount of time that 
  you may happen to have.  Compared to a traditional gaming 
  group, where sessions can only even occur at all when 
  schedules align and everyone in the group dedicates their 
  time, solo adventuring is almost infinitely more flexible in 
  terms of logistics.
  So you have the luxury of being able to decide: do I want to 
  have a quick combat?  Or would I rather explore the map?
  Two Types of Session
  There are as many ways to play a tabletop roleplaying game 
  as there are gaming groups who play them.  Fundamentally, 
  however, it is useful to think of a given gaming session as 
  belonging to one of two categories: Story, or Exploration.
  This is not to say that a single session cannot contain 
  elements of both, nor that one is better than the other.  
  It’s also not intended as a commentary on what the right 
  breakdown between these two session types is “correct” for 
  a game.  As I’ve said many other times throughout this book, 
  your personal and group calculus for fun will and should 
  dictate how much time you spend doing one type of thing 
  versus another type of thing.
  Changing Themes
  It’s worth noting that this distinction between a Story 
  Session and an Exploration Session is only as valuable as 
  it happens to be useful to you as a solo gamer.  Making the 
  decision, and recognizing the difference, may make your solo 
  adventuring time more efficient.  It may instead serve as a 
  distraction when you’d just prefer to be free-wheeling for an 
  hour or two.
  It’s probably obvious, and you’d do it anyway, but let’s be 
  clear: you can easily switch between these two approaches 
  at any time during a session.  You can even “tangent” one 
  approach with the other, or flip back and forth as your 
  interests (or the story) dictate.
  For example, you may plan on starting an Exploration 
  Session, but you might immediately discover a really 
  interesting Quest.  Then you’d flip to it being a Story Session.
  Similarly, you might have a deep list of Quests you want 
  to pursue, so you start up a Story Session.  But then, you 
  conclude one of those Quests quickly, and you feel more like 
  just roaming the countryside for a bit, so you switch to it 
  being an Exploration Session instead.  
  No worries either way.
  Story Session
  In a Story Session, the focus is on the Quest.  Pursuing 
  Quests, advancing the story, and obtaining specific objectives 
  is the minute-to-minute nature of the session.
  This focus helps drive activity, but it also lets you plan.  If 
  you’re setting up for a Story Session, you might dog-ear 
  different parts of this book than otherwise, for example.
  When to Choose
  If you have a bunch of Quests outstanding, a Story Session 
  might be a great option.  
  Similarly, if you have no Quests identified that you can chase 
  after, then a Story Session might not really consist of very 
  much!
  Output
  After a successful Story Session, chances are good that 
  you’ve closed out, or at least made progress on, one or more 
  Quests.
  You may also have picked up some new Quests in the course 
  of resolving the ones you set out to pursue.  But this is 
  typically a side effect; the most common addition of a Quest 
  at the conclusion of a Story Session is “chaining” the Quest 
  you just completed into a new one that leads from it.
  Exploration / “Crawl” Session
  In an Exploration Session, you’re roaming about, searching 
  for new things to do.  You may have a general direction—e.g., 
  “travel west”—but it’s not necessarily linked to anything in 
  particular.  
  This “roaming” can be done in any landscape, and 
  any environment, and pretty much any circumstance.  
  Underground, you can explore the dungeon, discovering 
  new chambers and encountering new things to do.  In an 
  unfamiliar countryside, you can travel for days, finding new 
  villages and caverns to explore.
  When to Choose
  If you don’t have any Quests to pursue, then an Exploration 
  Session seems a perfect fit.
  Conversely, if you have an overwhelming amount of Quests 
  already outstanding, then maybe a Story Session might serve 
  you better.
  Output
  The output of an Exploration Session is typically finding 
  more Quests, discovering more points of interest, and 
  fleshing out your map of the landscape you’re in.
  You may also resolve one or more Quests along the way, 
  but this tends to be incidental to the purpose of simply 
  exploring.
  
  125
  Solo Encounters & Quests
  Overview
  Overview
  This book will strive mightily to provide approaches and 
  tools that simulate the shared-storytelling experience of a 
  traditional gaming table.  But it cannot perfectly replicate 
  the experience of having someone else know something that 
  you don’t know, and having to discover those secrets as part 
  of your fundamental objectives. 
  I can talk about Late Determination (p 78) and other 
  concepts all I want, and provide all of the tables I can 
  possibly imagine, but at the end of the day, there’s something 
  to be said for the simple concept of a secret.
  Clues as Abstract 
  Clues as Abstract 
  Secrets
  Secrets
  One way of keeping this concept alive in some manner in a 
  solo adventuring context is by introducing Clues.
  Clues, when you think about them, are abstract secrets.  
  They’re mileposts along the way toward a larger discovery, 
  and pieces of a more significant picture that you’re trying to 
  unravel.  
  Most clues in and of themselves tend to be of only slight 
  interest; it’s the big-bang conclusion that they lead toward 
  that is the more interesting element of the story.
  Take the example of a private detective investigating a 
  spouse: the fact that the client’s spouse was at a motel for 
  an evening on a certain date is almost certainly a clue.  But 
  in and of itself, a motel receipt isn’t very interesting; it’s the 
  insinuation that it was part of a possible affair that grants 
  the simple piece of paper import.
  Viewed in this way, you can lean in to the willing suspension 
  of disbelief for solo gameplay, and simply conceive of any 
  given clue as an abstract piece of information that leads 
  toward a conclusion.
  Clues and Conclusions
  Clues and Conclusions
  In logic terms, a single clue is necessary, but not sufficient, 
  to lead to a conclusion.
  But, any significant subset of all of the possible clues that 
  exist may be sufficient to reach that conclusion.
  Clues as Storytelling Elements
  Now that we’ve (hopefully, mostly!) talked ourselves into 
  thinking of clues as abstract things in our mental inventory, 
  we can make the final leap of conceptual faith, and talk 
  about clues as storytelling elements.
  A given Quest might require you to discover something: 
  Who Framed Vincent Vermin, for example.  The tools in 
  this book will help you generate that Quest, and make the 
  determination as to whodunnit.  But once you, the solo 
  player, know about that determination, how do you keep that 
  secret from your player-character?
  Using Clues is one way.  That whodunnit Quest might also 
  define a minimum number of Clues required to reach the 
  correct conclusion.  It may also define a number of Clues that 
  guarantees that conclusion.
  Abstract vs. Literal Clues
  I recommend conceiving of Clues as abstract pieces of 
  information.  You’ve discovered 4 Clues in Quest ABC, for 
  example.  What each of those Clues actually is in the context 
  of that Quest can be anything at all.
  Some people, and certain storytellers, have a higher 
  tolerance of ambiguity than others, and some embrace 
  abstraction more than others.  Some people need something 
  solid, specific, to think of along these lines.
  For literal thinkers, it’s easy enough to imagine what a given 
  Clue might be, if you know what the target and the nature of 
  the Quest is.  
  This book cannot—and indeed, no one book can—fully 
  reproduce the concept of dynamically generating entire 
  complete works of fiction.  (That’s a long-term objective that 
  will require many FlexTale Encounter Generator books to 
  achieve.)
  The tables and tools and approaches defined in this book 
  take a decidedly abstract approach to Clues for this reason.  
  It is left to those solo adventurers who feel they need to 
  flesh those Clues out into specific concepts applicable to the 
  Quests they are playing through.
  Clues and Quest Context
  Discovering a piece of information means nothing on its 
  own.  Who cares about someone spending a night in a motel?  
  It happens millions of times every evening.  What makes a 
  particular hotel stay interesting is the Quest context that 
  piece of information is associated with.
  As you pursue a given Quest, you may discover a Clue.  
  Tables are provided herein to help make that determination 
  (see later in this section).
  You will only ever discover a Clue as being in the context of a 
  Quest.  It doesn’t really make much sense to discover a Clue 
  “on its own”; any given piece of data is pretty boring absent 
  some context that grants it value when analyzed.
  Whenever you discover a Clue in the context of pursuing a 
  Quest, simply increment the Clue count associated with that 
  Quest that you’re tracking.  
  Unlinked Clues
  Unlinked Clues
  There’s an exception that proves most rules, right?  
  I just said that you can’t find Clues unless they’re linked to a 
  specific Quest.  
  Clues
  
  126
  Solo Encounters & Quests
  But it’s entirely possible in real life to discover information 
  before you know how valuable that information is—to find a 
  Clue, before you even know that it’s a Clue.
  You can search rooms and bodies and chambers and treasure 
  chests and safes blindly, trying to find loot and discover 
  information even without a specific aim.  Or, you might be in 
  a house that has nothing whatsoever to do with a Quest you 
  are pursuing.
  In these scenarios, you may discover an Unlinked Clue.
  An Unlinked Clue is a piece of information that may prove 
  useful in the future.
  When you discover an Unlinked Clue, log it in your character 
  sheet.  (The Quest Tracker in the appendix provides a space 
  for this.)
  Whenever you receive a new Quest that involves a Clue 
  Target, if you have one or more Unlinked Clues in your 
  inventory, use the Unlinked Clue Utility table below to 
  determine the percentage chance that one or more of the 
  Unlinked Clues you have applies to the newly-discovered 
  Quest.
  Table 23: Unlinked Clue Utility
  # Unlinked 
  Clues
  Chance of Utility to New Quest
  1
  10%
  2
  15%
  3
  20%
  4-5
  25%
  6-9
  30%
  10-14
  40%
  15-19
  50%
  20+
  75%
  Once you have used the above table to determine the chance, 
  you may make a d100 roll to determine success.
  If you determine using the above table that one or more of 
  your Unlinked Clues does apply to the newly-discovered 
  Quest, you may reference the Unlinked Clues Applicable 
  table below to determine how many of your Unlinked Clues 
  apply to the new Quest.
  Table 24: Unlinked Clues Applicable
  # Unlinked 
  Clues
  # Applicable to New Quest
  1
  1
  2
  1
  3
  1
  # Unlinked 
  Clues
  # Applicable to New Quest
  4-5
  1d2
  6-9
  1d3
  10-14
  1d4
  15-19
  1d6
  20+
  1d8
  Once you’ve determined the number of Unlinked Clues using 
  the above table, reduce the number of Unlinked Clues in 
  your inventory by that amount, and increase the number of 
  Discovered Clues against the newly-discovered Quest by the 
  same amount.
  You must accept the full number of Unlinked Clues as 
  applying to the new Quest; you cannot choose for only some 
  of the applicable Unlinked Clues to apply to the new Quest.
  For example, you might have 8 Unlinked Clues in your 
  inventory, and you might discover a new Quest with a Clue 
  Target of 2.  You roll on the Unlinked Clue Utility table, and 
  succeed.  You then roll on the Unlinked Clues Applicable 
  table, and roll a 3.  Though you only need 2 Clues to resolve 
  the new Quest, all 3 of the Unlinked Clues you rolled for 
  must apply to that Quest.
  Rolling on these tables basically solidifies what the Unlinked 
  Clues apply to; it defines their nature, and you can’t go back 
  once that’s determined.
  Using this approach, it’s entirely possible to resolve a newly-
  discovered Quest immediately.  The real-world reason for 
  this might be that, when you are faced with a new problem 
  (the new Quest), you might already have found by pure 
  happenstance information that allows you to arrive at an 
  accurate conclusion.
  Clues and Conclusions
  Clues and Conclusions
  Some Quests involve Conclusions: A revelation of 
  knowledge, driven by the amassing of one or more Clues that 
  lead logically to that conclusion.  
  For example: Finding evidence that the spouse was in the 
  hotel room on a certain night is one piece of information.  
  Discovering that the soccer coach bought vodka at the 
  nextdoor liquor store that same evening is a second piece 
  of information.  On their own, each of those things may not 
  lead to very much; combined, they form a much more solid 
  conclusion.
  Simply put: you reach a Conclusion by gathering Clues.
  For Quests that involve Conclusions, reaching that 
  Conclusion is either the main objective of the Quest, or a 
  required precursor to resolving the Quest.
  
  127
  Solo Encounters & Quests
  Quests and Clue Targets
  Quests and Clue Targets
  Any Quest generated by this book that involves a clue-driven 
  Conclusion will also have a Clue Target.  This represents 
  how complex the Quest is, and how many pieces of 
  information are necessary to guarantee that you’ll be able to 
  unravel the mystery—or, formally in the terms of this book, 
  arrive at a Conclusion.
  A Clue Target might be 1, 4, 10, or even higher for a given 
  Quest.
  Once you have at least one Clue against a Quest with a Clue 
  Target, at any time in pursing that Quest, you may attempt 
  to analyze the information you’ve gathered and form a 
  Conclusion.
  If you have a number of Clues equal to or greater than the 
  Quest’s Clue Target, you automatically succeed in forming an 
  accurate Conclusion.  You know whodunnit, you know where 
  the prince is being kept, you know who stole the diamond.
  You may also attempt to form a Conclusion with partial 
  evidence in hand, but that approach comes with risks.  You 
  may form the wrong conclusion, and the consequences for 
  that may be dire indeed.
  Whenever you attempt to form a Conclusion using Clues 
  for a Quest involving a Clue Target, compare the number of 
  Clues you have in hand for that Quest against that Quest’s 
  Clue Target.  For example, if you have 2 Clues against a Quest 
  with a Clue Target of 6, you are at -4.
  Use the result to reference the Clues and Conclusions table 
  below to determine the chance of successfully forming the 
  correct Conclusion, and the suggested Consequences if you 
  fail that check.
  Table 25: Clues and Conclusions
  # Clues 
  Relative to 
  Quest Target
  Chance of 
  Forming Correct 
  Conclusion
  Chance of 
  Forming False 
  Conclusion
  -6 or more
  0%
  n/a
  -5
  15%
  85%
  -4
  25%
  75%
  -3
  35%
  65%
  -2
  50%
  50%
  -1
  75%
  25%
  0
  100%
  n/a
  If you determine the chance that applies, and roll 
  successfully against that chance, then you form the correct 
  Conclusion, and you may resolve that Quest, even with 
  incomplete information (i.e., Clues less than the Clue 
  Target).
  Consequences for Failed 
  Conclusions
  If however you fail the Chance of Forming Correct 
  Conclusion roll, there may be consequences: negative 
  effects as a result of forming an inaccurate conclusion.
  Roll again, using instead the Chance of Forming False 
  Conclusion value above (note that this is actually the 
  inverse of your chance of successfully forming the correct 
  conclusion). 
  Rolling within the indicated range means that you not 
  only fail to form the correct conclusion, but you instead 
  form the wrong conclusion, and there may be additional 
  Consequences (see below).  Rolling outside the indicated 
  range means that you merely fail to make a conclusion at all.
  If you determine there are Consequences for forming a 
  wrong conclusion, roll on the Clues and Consequences table 
  below to determine the magnitude of the impact of your 
  wrong conclusion.
  In real-world terms, this represents the unintended impact 
  of such a situation: if you wrongly accuse an innocent 
  person, that might itself be a crime, for example.
  Table 26: Clues and Consequences
  D20
  Consequences for Failure
  1
  Catastrophic
  2-8
  Major
  9-13
  Moderate
  14-19
  Minor
  20
  No Consequences
  The exact meaning of these terms is left to your 
  interpretation in the context of the Quest you’re playing 
  through.  Some general guidelines are provided below, 
  however.
  Catastrophic consequences are the worst possible, 
  irrevocable, outcome: an innocent person is hanged; a 
  marriage is destroyed; someone murders the wrong person 
  in the heat of passion.  Mechanically, someone probably dies, 
  or undergoes such a transformation of character that they 
  are hardly recognizable.
  Major consequences are terrible, but can be recovered from 
  once the correct conclusion is understood and shared.  An 
  innocent person goes to jail or is exiled, for example, or a 
  major lovers’ spat that leads to a married couple living apart.  
  Mechanically, an NPC (or one of your PCs!) is put in jail or 
  exiled or otherwise removed from the story temporarily; 
  alternately, you can degrade an NPC’s Attitude (p 97) 
  toward another character’s down to Enemy.
  Moderate consequences are bad, but do not fundamentally 
  affect the livelihood of innocents, and generally involve 
  suspicion, not action.  The wrong person is suspected of a 
  crime, but not convicted of it, as one example.  Mechanically, 
  you could degrade the Attitude of an NPC toward another 
  
  128
  Solo Encounters & Quests
  FlexTable 30: Clue-Finding by Environment (d20)
   A
   B
   C
   D
  Relevant 
  Building
  Unrelated 
  Building
  NPC 
  Corpse
  Monster 
  Hoard
  Dungeon
  Divination
  Social 
  Encounter
  1
  -
  -
  -
  No
  No
  No
  No
  No
  No
  No
  2
  -
  -
  -
  No
  No
  No
  No
  No
  No
  No
  3
  1
  1-11
  -
  No
  No
  No
  No
  No
  No
  No
  4
  -
  12-14
  1-10
  Yes
  No
  No
  No
  No
  No
  No
  5
  -
  -
  -
  Yes
  No
  No
  No
  No
  No
  No
  6
  -
  -
  -
  Yes
  No
  No
  No
  No
  No
  No
  7
  -
  -
  -
  Yes
  No
  No
  No
  No
  No
  No
  8
  -
  -
  -
  Yes
  No
  No
  No
  No
  No
  No
  9
  -
  -
  -
  Yes
  No
  No
  No
  No
  No
  No
  10
  -
  -
  -
  Yes
  No
  No
  No
  No
  No
  No
  11
  2-14
  15-17
  -
  Yes
  No
  No
  No
  No
  No
  No
  12
  15
  -
  11-12
  Yes
  No
  No
  No
  No
  Yes
  No
  13
  16
  -
  -
  Yes
  No
  No
  No
  No
  Yes
  No
  14
  -
  18
  13-14
  Yes
  No
  No
  No
  No
  Yes
  Yes
  15
  17
  -
  15
  Yes
  Yes
  No
  No
  No
  Yes
  Yes
  16
  -
  19
  -
  Yes
  Yes
  No
  No
  No
  Yes
  Yes
  17
  18
  -
  16
  Yes
  Yes
  Yes
  No
  No
  Yes
  Yes
  18
  19
  -
  17
  Yes 
  Yes
  Yes
  No
  No
  Yes 
  Yes
  19
  -
  20
  18
  Yes 
  Yes
  Yes
  Yes
  No
  Yes 
  Yes 
  20
  20
  -
  19-20
  Yes 
  Yes
  Yes 
  Yes
  Yes
  Yes 
  Yes 
  Clue-Finding by Environment
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances.
  • 
    Use Context B: 
  If you currently have 1-2 Quests, and/or they represent a 
  low level of difficulty.
  • 
    Use Context C: 
  If you currently have 3 or more Quests active, and/or if 
  your Quests represent a high level of difficulty.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that clue discovery 
  represents to your solo party.
  NPC or toward your PC.
  Minor consequences are trivial at best, and often 
  momentary.  Brief disbelief of, or incredulity toward, 
  someone else at the sheer audacity to propose something so 
  obviously incorrect.  Consider degrading the Attitude of an 
  NPC toward your party by one degree for only the duration 
  of one day or encounter.
  If you roll a 20, it turns out to all be a mistake, and there are 
  No Consequences.
  Finding Clues
  Finding Clues
  Clues can crop up anywhere.  When you’re searching a house, 
  when you’re searching a body, or when you’re bribing a 
  priest to look the other way while you sort through records.
  You may decide to intentionally search for clues, or you 
  may discover them completely by accident in the course of 
  ordinary adventuring.
  Clue-Searching and Quests
  Whenever you explicitly declare your intent to search an 
  environment for clues, you must declare the one and only 
  one Quest for which you are searching for clues. 
  Perhaps obviously, you must have at least one Quest active 
  that has a Clue Target in order to search explicitly for clues 
  in the first place.
  You may only intentionally search for clues in the context of 
  one and only one Quest at a time.  
  You may search the same environment for clues in the 
  
  129
  Solo Encounters & Quests
  context of more than one Quest.  To do so, you must perform 
  multiple searches.  For example, if you are in a shrine that 
  you feel is related to three active Quests, each with a Clue 
  Target, you may search that shrine three times, checking 
  each time relative to a specific one of those Quests.
  Methodical Searches
  For rules systems that allow “Taking 10” or “Taking 20” 
  to perform skill checks, or other mechanics that grant you 
  automatic bonuses or roll values if you take a long amount of 
  time to make a search, those options apply to searching for 
  clues as they normally would.
  Risks associated with such search duration also apply as 
  normal.  For example, if you are in wilderness, and would 
  normally risk a wandering monster encounter if you Take 
  20 on a check, doing so in the context of searching for clues 
  would also prompt a wandering monster check.
  Accidentally-Discovered Clues and 
  Quests
  If you discover a clue when you’re explicitly searching for 
  clues in the context of a specific Quest, any clue you discover 
  is automatically in support of that Quest; increment the 
  Clues Found counter against that Quest by 1.
  Any time you discover a clue “by accident”; that is, as a 
  result of a roll on the Clue-Finding by Environment table 
  that you did not explicitly call for, you must randomize the 
  active Quest it is associated with.
  Similarly, any time you roll on this table and successfully 
  discover a Clue, randomize which active Quest it is 
  associated with.
  Finding Multiple Clues
  Normally, searching for a clue in a particular location will, at 
  best, yield one clue toward any given Quest.
  However, if you succeed greatly in your search, you may 
  discover more than one clue.
  Results on the Clue-Finding by Environment table that 
  indicate “Yes 
  ” mean you automatically discover one 
  clue, but there is also a chance you may discover more than 
  one clue.  
  Roll again on this table, using the same Context and 
  environment reference column.  If you receive a “Yes” result, 
  it means you discover one additional clue.  
  “Yes 
  ” results stack in this manner: you may 
  theoretically discover an endless number of clues if your luck 
  holds.
  Searching for Clues
  Searching for Clues
  Explicitly searching for clues should be exercised just like 
  any other search: make a relevant skill or ability check.  Use 
  the dynamic FlexTable “FlexTable 6: QuickStart Difficulty 
  Class” on page 37 to generate appropriate DCs for such 
  checks.
  Clue-Finding by Environment
  Your chance of discovering a Clue varies by the type of 
  environment you’re searching in.
  Although there is an infinite number of possible ways to 
  describe environments, particularly in the context of an 
  outstanding Quest, let’s use the following general categories 
  as a shorthand.
  • Relevant Building
  • Unrelated Building
  • NPC Corpse
  • Monster Hoard
  • Dungeon or Organic Structure
  • Divination or Magical Effect
  • Social Encounter
  We’ll define each of these, with examples, in the section 
  below.
  Relevant Building
  A relevant building is a sentient-made structure whose 
  nature, purpose, or current/past usage is related to the Quest 
  you are pursuing and for which you hope to discover a Clue.  
  If you’re working a murder case, the victim’s house might 
  qualify.  If you’re investigating an abduction, the residence of 
  a suspect might qualify.
  To discover a clue in a relevant building, you must 
  intentionally and explicitly perform a search for clues.
  Unrelated Building
  Sentient-made structures that don’t have a known 
  relationship with a Quest you are pursuing are called 
  unrelated buildings.
  Unless you have a specific, story-related reason for your 
  character to believe that a building is related to a Quest 
  you’re pursuing, that building defaults to an unrelated 
  building.
  To discover a clue in a unrelated building, you must 
  intentionally and explicitly perform a search for clues.  
  If you successfully discover a Clue in a building that you had 
  previously thought was unrelated to a Quest, you may from 
  that moment onward assume that building is in fact related 
  to a Quest.
  NPC Corpse
  The dead or inert body of a sentient, humanoid character 
  capable of language generally qualifies as an NPC corpse.
  This is also the category you should use if you are 
  pickpocketing a live or sleeping NPC.
  The probabilities in the Clue-Finding by Environment table 
  
  130
  Solo Encounters & Quests
  assume that the NPC in question was somehow related to the 
  Quest.  When searching the bodies of unrelated NPCs, roll on 
  this table with 
    Disadvantage (i.e., you roll twice, and 
  select the less favorable result).
  Unless you have a specific, story-related reason for your 
  character to believe that an NPC is related to a Quest you’re 
  pursuing, that NPC must be assumed to be unrelated, and 
  therefore you would roll with Disadvantage.  You would also 
  randomize the Quest association of any clue discovered in 
  this manner.
  If you successfully discover a Clue on the person of an NPC 
  that you had previously thought was unrelated to a Quest, 
  you may from that moment onward assume that NPC is in 
  fact related to a Quest.
  Monster Hoard
  You may accidentally discover a clue in a monster hoard, 
  even without intentionally looking for one.
  If you have one or more active Quests that has a Clue Target, 
  roll on the Clue-Finding by Environment table each time 
  you search the lair or corpse of a qualifying monster.  
  “Qualifying monster” means one of two things: either a 
  sentient creature (i.e., typically having an Intelligence of 5 or 
  higher) of any type or nature, or a creature with at least as 
  many Hit Dice as your average party class level (APL).
  Make this clue-finding roll in addition to any treasure table 
  rolls you would normally: any clue discovered is in addition 
  to the treasure, not instead of it.
  The probabilities in the Clue-Finding by Environment table 
  assume that the monster in question, or at least their lair or 
  immediate environment, was somehow related to the Quest.  
  When searching the lairs or corpses of unrelated monsters, 
  roll on this table with 
    Disadvantage (i.e., you roll twice, 
  and select the less favorable result).
  Dungeon or Organic Structure
  You can search any arbitrary dungeon, cavern, or organic 
  structure for clues.  The chances for doing so are very small, 
  but it’s still possible that someone has squirreled away 
  a backpack with information, misplaced a scroll tube, or 
  otherwise deposited meaningful information in the most 
  unlikely of places.
  To discover a clue in a dungeon or organic structure, you 
  must intentionally and explicitly perform a search for clues.
  The probabilities in the Clue-Finding by Environment table, 
  slight as they are for this category, assume that the dungeon 
  or cavern question was somehow related to the Quest.  When 
  searching unrelated environments, roll on this table with 
    Disadvantage (i.e., you roll twice, and select the less 
  favorable result).
  Unless you have a specific, story-related reason for your 
  character to believe that a location is related to a Quest 
  you’re pursuing, that location must be assumed to be 
  unrelated, and therefore you would roll with Disadvantage.  
  You would also randomize the Quest association of any clue 
  discovered in this manner.
  If you successfully discover a Clue in a location that you had 
  previously thought was unrelated to a Quest, you may from 
  that moment onward assume that location is in fact related 
  to a Quest.
  If you fail in a roll to search a dungeon or organic structure 
  for clues, and the time spent doing so would normally 
  trigger a roll on a wandering monster encounter table or 
  other “risky” determination, you make such rolls with 
    Disadvantage (i.e., you roll twice, and select the less 
  favorable result).
  Divination or Magical Effect
  Scrying, clairaudience, crystal balls, and many more spells or 
  magical abilities can produce valuable information, if used 
  correctly.
  This is also the category to use if you are using “social 
  magic” on an NPC who might have information.  A charm 
  spell, or any compulsion/mind-affecting magics, qualify.  
  As with Social Encounter clue-finding (see below), the 
  probabilities assume that the NPC you are using magic on is 
  related to the Quest you are hoping to learn more about; roll 
  with 
    Disadvantage (i.e., you roll twice, and select the 
  less favorable result) if you are charming someone who you 
  have no reason to suspect is involved with the Quest you’re 
  questioning them about.  
  If you successfully produce a clue from a charmed NPC that 
  you didn’t initially suspect was related to a Quest, you may 
  assume from that point onward that that NPC is in fact 
  related to that Quest.
  To discover a clue via a divination or magical effect, you 
  must intentionally and explicitly perform a search for clues 
  using the effect, and do so in relationship to a specific Quest 
  you are pursuing that has a Clue Target.  
  If you declare your intent to use the effect for these 
  purposes, cast the spell or otherwise trigger the magical 
  effect, and resolve it as you normally would.  If producing 
  the magical effect is successful, then you may roll on the 
  Clue-Finding by Environment table.
  Additionally, if you are performing divination magic in a 
  more general manner not directly related to a specific Quest, 
  you may still roll on the Clue-Finding by Environment table, 
  but do so with 
    Disadvantage (i.e., you roll twice, and 
  select the less favorable result).
  Social Encounter
  Often, simply talking to the right people in the right way can 
  lead to valuable information.  Discussing matters related to a 
  Quest with an NPC via a social encounter can lead to clues.
  Perhaps obviously, this “environment” is different from the 
  others, in that the check(s) involved would be those relevant 
  to social encounters, not merely Perception or observation 
  or related to physical searching.  The skill check(s) involved 
  should be reasonable, and dictated by your rules system 
  of choice.  It’s worth recognizing that threats may produce 
  information just as well as seduction, so Diplomacy, 
  Intimidate, and even Sense Motive can all be used to clue-
  hunt.
  Note that this category refers to the act of talking normally 
  
  131
  Solo Encounters & Quests
  and non-magically with sentient creatures.  If you are using 
  mind-affecting magic on an NPC, use instead the Divination 
  or Magical Effect environment.
  The probabilities in the Clue-Finding by Environment table 
  assume that the NPC in question was somehow related to the 
  Quest.  When searching the bodies of unrelated NPCs, roll on 
  this table with 
    Disadvantage (i.e., you roll twice, and 
  select the less favorable result).
  Unless you have a specific, story-related reason for your 
  character to believe that an NPC is related to a Quest you’re 
  pursuing, that NPC must be assumed to be unrelated, and 
  therefore you would roll with Disadvantage.  You would also 
  randomize the Quest association of any clue discovered in 
  this manner.
  In a social encounter with an NPC, you must clue-hunt with 
  a specific Quest in mind.  Either that NPC is known by your 
  character to be related to that specific Quest, or you are 
  testing out a theory that they might be.  You cannot just 
  randomly talk to unrelated people about your list of Quests; 
  asking a given person about a given Quest requires a check 
  on its own and must be repeated for other Quests.
  If you successfully discover a Clue in discussion with a 
  person of an NPC that you had previously thought was 
  unrelated to a Quest, you may from that moment onward 
  assume that NPC is in fact related to that Quest.
  Performing a Clue 
  Performing a Clue 
  Discovery
  Discovery
  Once you’ve established which of the above Environments 
  apply to the circumstances of your clue search, you can now 
  actually search for clues!
  If you’re explicitly searching: 
  Make your 
    Perception or other kind of searching check 
  as you normally would.
  If you fail, you merely waste time, and incur the normal risks 
  and penalties associated with doing so in the environment 
  you’re searching.  This may trigger a roll on an applicable 
  Wandering Monster encounter table, for example.
  If you are successful in the check, then you may discover 
  a Clue.  Roll on the Clue-Finding by Environment table, 
  referencing the Environment which applies (along the top 
  columns), and using the Context column on the left which 
  applies.
  If you have a chance of discovering a clue by accident:
  Roll directly on the Clue-Finding by Environment table.
  Clues and the Role of Imagination
  We’ve discussed at great length the concept that Clues, in the 
  context of solo adventuring as presented by this book, are 
  abstract; they represent pieces of information, but really it’s 
  just an incremental counter.
  So what does finding a clue mean in real life?  What does not 
  finding a clue mean?
  This is left largely up to you in your role as both D/GM and 
  player, but some examples might help.
  Finding a clue should be a piece of information relevant to 
  the Quest you’re working on.  
  If it’s an investigation, a clue is typically evidence.  Think of 
  all those police procedural dramas you may have watched.
  If it’s a search for a missing item, it might be a receipt 
  indicating that the item was sold, or transport paid for.  
  Receipts, letters, and other literal paper trails of what might 
  have happened already relative to the Quest is a good general 
  description of what a Clue represents in the game beyond 
  simple abstract mechanics.
  Searching and Failing
  Failing to find a clue in a location can mean many different 
  things, beyond what you might be inclined to initially 
  interpret.
  The failure might mean that you simply didn’t look hard 
  enough, or didn’t have time to do so without being noticed.  
  It could mean that the culprit of a crime simply did a good 
  job of covering her tracks, and burning evidence that might 
  otherwise have incriminated her.
  It could also mean that the entire location you’re searching 
  turns out to be irrelevant to the Quest you’re pursuing.  
  You thought that the village apothecary was a suspect in 
  the crime, but searching his workshop, you don’t discover 
  anything: not because he covered his tracks well, but because 
  he’s actually innocent, and there was nothing to discover.
  The exact interpretation is left to you, your imagination, and 
  the Quest and story you’re building.  But as with much else 
  in this book, there’s also an opportunity here for randomness 
  to play a part in helping to tell the tale.
  As the adage goes, there’s victory in failure, so long as we 
  learn from it.  And so, if you do search for clues and fail, you 
  can either interpret it as you wish relative to the story you’re 
  constructing, or you can randomize the interpretation using 
  the Failing to Discover a Clue table below.
  Table 27: Failing to Discover a Clue
  D20
  Failure Interpretation
  1-4
  Insufficient skill or time to locate the clue
  5-10
  Suspect destroyed evidence
  11-16
  Suspect took evidence with them
  17-19
  Location / environment actually not related 
  to the Quest
  20
  Reroll your clue-finding check: though 
  you fail to find a Clue for the Quest you’re 
  searching for, there may instead be 
  evidence for another Quest you’re pursuing
  
  132
  Solo Encounters & Quests
  Overview
  Overview
  Much of solo adventuring will be resolving combats using 
  the rules mechanics of the system of your choice.  For many 
  books that attempt to spell out an approach to solo play, the 
  adventure begins and ends with that concept.
  This book recognizes that for a vast majority of all tabletop 
  roleplayers, story is king.  Combat, exploration, treasure: it’s 
  all a result of, and follows from, story.  Without story, there 
  may not be a great deal to enjoy for many players.
  Just because you’re playing solo doesn’t mean that you 
  cannot also focus on an enjoyable and complex story.
  The Golden Guide of 
  The Golden Guide of 
  Dynamic Generation
  Dynamic Generation
  Throughout this book, there are places where you have the 
  opportunity of either selecting something intentionally, 
  or letting the dice decide and picking a result you prefer.  
  Arguably, every single table or FlexTable in this book is 
  such an opportunity: you can either follow the text and roll 
  on that table, or you can overrule it and simply select your 
  preference.
  Any time—literally any time—you are faced with this choice 
  of approaches, you can use the following table as a preface to 
  the selection.
    One might say that this is one step of abstraction and 
  randomization too far, that it introduces more chaos and 
  embraces too much entropy.  And that’s fair.   
   
  But, after all, you’re a solo player.  What’s the harm in a 
  few more dice rolls?  
  Table 28: Golden Guide to Dynamic Generation
  D20
  Approach
  1-7
    Pick
  8-15
    Random 
  16-20
  Alternate from prior
  The “Alternate from prior” result means that whichever 
  result you obtained from this table most recently, use the 
  opposite approach.  
  For example, if a few minutes ago you rolled “Random” 
  on this table, interpret an “Alternate from prior” result as 
  being “Pick” instead.
  FTEG Plots
  FTEG Plots
  An entire FlexTale Encounter Generator (FTEG) book 
  dedicated to generating dynamic plots is in the works as of 
  this writing.  This book will spell out the rudiments of how 
  FTEG approaches plots, and the mechanics of how FTEG 
  conceives of plot structure.
  As with everything else in this (or indeed any RPG) book, you 
  are welcome to use any part of these concepts, or not, as you 
  see fit to best match your needs as a solo adventurer.
  Generating a solo plot involves the following:
  • Determine plot structure.
  • Define targets.
  • Identify milestones.
  • Discover clues.
  • Resolve events.
  • Conclude the plot.
  Each of these steps is discussed in more detail below.
  Determine the Plot 
  Determine the Plot 
  Structure
  Structure
  There are thousands, tens of thousands, probably hundreds 
  of thousands of adventure modules and stories that have 
  been created in support of tabletop roleplaying games across 
  the many decades they’ve existed.  There are hundreds, 
  thousands even, of different games themselves.
  This book recognizes that there is an enormous amount of 
  diversity in the wealth of products that have been published, 
  and that the boundaries of what is possible to imagine are 
  being pushed every single day by publishers and authors, 
  both big and small.
  So to condense that wealth of myriad options into a concise 
  list is always going to be an exercise in futility that makes 
  things fuzzy or forces things into slots.  Your favorite 
  adventure is likely much more than a single bucket that I’m 
  about to describe.
  But if you consider a given Quest, a concise, specific set 
  of objectives, and the path that your adventuring party 
  undertakes to reach those goals, you can imagine a fairly 
  explicit set of buckets that it might fall into.
  More than anything, the structure of a plot or story gives 
  us a framework to build off of.  Each category has its 
  own section in this book with tools and description and 
  inspiration specific to that structure of story.
  This book will define those categories, and lay out what is 
  involved in creating a solo adventure plot based in each of 
  those structures.
  Plot-Based Solo Adventuring
  
  133
  Solo Encounters & Quests
  Types of Plot Structure
  This book defines nine different structures of story.  
  These are:
  • Chase: Follow someone or something as it moves.
  • Slay: Destroy, kill, erase, or eliminate one or more things.
  • Deliver: Take something and move it elsewhere.
  • Obtain: Go somewhere and gather one or more things.
  • Stop: Prevent something from happening.
  • Abstract Mystery: Discover clues toward the revelation of 
  a conclusion.
  • Explore: Make discoveries about where things are.
  • Interaction: Talk with one or more people about 
  something.
  • Complex: Two or more of the above structures, linked 
  together.
  “Thing” is used a lot above, and it’s an intentionally weak, 
  vague word that can represent any of the following, and 
  more, depending on the needs of the story involved: people, 
  creatures, items, factions, nations, locations, logistics, 
  information, geography, spells, dimensions, concepts... you 
  get the idea.  A noun, basically; anything at all that makes 
  sense in the context of your game world or the story, as 
  needed.
  You can pick one of these Plot Structures yourself, explicitly.  
  Alternately, you can simply roll on the table below to 
  randomly select one instead.
  Table 29: Random Plot Structure
  D20
  Plot Structure
  1-2
    Chase
  3-5
    Slay
  6-7
    Deliver
  8-9
    Obtain
  10-11
    Stop
  12-13
    Abstract Mystery
  14-15
    Explore
  16-17
    Interaction
  D20
  Plot Structure
  18-20
    Complex
  Once you’ve made your determination, skip to the sections 
  after this one to read through the aspects of your chosen plot 
  structure in more detail.
  Roles and Targets
  Roles and Targets
  A Role is a “slot” or component of a plot that plays an 
  important part in its story.  
  Roles must be filled by Actors; assigning an Actor to a Role 
  is called Targeting, and the Actor assigned to a Role is the 
  Target of that Role.
  Each Role has some additional information that we’ll 
  describe the terminology of in more detail below.
  Terminology
  There are some terms that FTEG plots use whose meaning 
  may not be intuitive.  The following establishes a common 
  terminology.
  Role
  A role is a meaningful “slot” in a plot.  
  You can think of this as a “who, what, where, why” kind of 
  question: Who got murdered, what was stolen, where was 
  the princess taken, and so on.
  Actor
  Your game world that you are currently playing in is 
  populated by actors.  Each specific instance of a concept is a 
  different actor.  
  Despite the real-world association of the word “actor” with 
  a human in the acting profession, in FTEG, an Actor may 
  be anything: man, woman, orc, dragon, sword, guild, city, 
  continent, or even another plot!
  Think of this as any noun that is in your game world: a given 
  magic sword, a specific emerald necklace, the village priest 
  whose name is Gavath, the Thieves Guild faction that is in 
  a specific town, the dread wyvern that lives in the cavern in 
  the northern mountain, and so on.
  The set of actors in your game world is the complete list 
  of all of the specific nouns that populate it, that your 
  adventuring party is aware of.
  It’s worth recognizing that although any game world 
  
  134
  Solo Encounters & Quests
  probably has millions of people, places, and things that 
  populate it, you as an adventurer are usually only really 
  aware of a few handfuls of those actors at any given 
  moment.
  As you play and explore, you will discover more and more 
  actors.  Each NPC you meet, each town you visit, each item 
  you discover: all of these add to the set of actors that are in 
  your game world.
  The Actor Trackers contained in the Appendix of this book 
  provide an easy way to keep track of the actors in your game 
  world.
  Target
  So with Roles and Actors being discussed, we can talk about 
  targets.  
  A target is simply a specific thing in your particular game 
  that the plot refers to.  
  Slightly more formally, a Target is a specific Actor in your 
  game world that fills the Role of a plot.  
  In the Role of “Kidnap Victim” in a given story, for example, 
  the Actor “Merchant’s Daughter” might be the Target of that 
  Role.
  Selecting an Actor and putting them in the role of a Role 
  so that Actor is the Target of that Role is called assigning 
  that actor to that Role.  Assigning a target to a role involves 
  selecting an actor that qualifies and matching it to the role.
  Assigning an actor to a role as a target may occur in one of 
  the following ways:
  • 
    Pick: You (the D/GM) simply picks a preferred Actor 
  that makes sense for the Role.
  • 
    Random: You randomly determine which of the 
  Actors already defined in your game world gets the Role.  
  The Actor Trackers in this book’s Appendix include a 
  randomizer value for each Actor you note, so that you can 
  simply roll a die to select one at random.
  • 
    Create: You create a brand-new Actor that qualifies to 
  be assigned the Role, and make that new actor the target.
  Which of the above approaches makes sense in a given 
  situation is a function of the context of the story involved, 
  and your own storytelling preference.
  However, as with pretty much everything else this book 
  described, there is naturally a table you can roll on to 
  randomize your approach if you’re stymied or simply want 
  to imbue your game with additional variety and randomness.  
  This table is repeated separately for each plot structure in 
  the following sections, because some plot structures work 
  better with certain kinds of role targeting approaches.
  Table 30: Random Role Target Approach
  D20
  Role Target Approach
  1-7
    Pick
  8-14
    Random 
  15-20
    Create
  Qualifications
  Most Roles may only be filled by Actors with certain 
  kinds of characteristics.  These requirements are called 
  qualifications.
  Qualifications can be pretty much any descriptive 
  characteristic.  They can refer to an Actor’s nature, 
  background, current circumstances, or previous history or 
  actions.
  It’s hard to imagine a Role that doesn’t have a least one 
  Qualification.  Even the simplest quests still have Roles that 
  cannot be filled by any noun in the universe.  “Go kill that 
  thing” would have a Role that defines what you’re supposed 
  to go kill; that Role would have a qualification that it has to 
  be an alive thing.  “Go gather those things” would probably 
  define “those things” as needing to be stationary, or non-
  sentient.
  Dynamic Backstory
  Whatever you don’t know about an Actor is available to “fill 
  in” as you generate plots.
  This is a simple premise, but it leads to infinite possibility: 
  any Actor, at any time, could be assigned to a Role that 
  grants them additional characteristics and backstory (see 
  “Imbuements”, below).  This means that as you fill Roles, 
  you’re also fleshing out the backstory of Actors who are 
  assigned to those Roles, dynamically, as the plot unfolds.
  This is realistic, from the PC’s perspective, and as an 
  analogue for the real world: we don’t know very much about 
  the complex intrigue going on in the rest of the world until 
  we interact with it and learn about it.  There are literally 
  billions of subplots happening right now throughout the 
  world; you personally are aware of perhaps a few dozen 
  of them at any given time, and those only because you’ve 
  interacted with them directly.
  Just so in the fantasy world of your solo campaign setting.  
  Worldbuilding by Plot Generation
  You can generate a complex, interesting campaign world 
  with a rich history and engaging current drama, simply by 
  continuing to roll up Quests.
  
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  Solo Encounters & Quests
  Each plot you generate will have Roles, and each time you 
  assign an Actor to a Role, 
  When considering Actors for Roles, it’s generally easiest 
  to assume that whatever you do not know about an Actor 
  in your game world, it’s available to fill a Role whose 
  Qualifications would normally mandate that it have certain 
  attributes.
  Basically, it’s a “veto” system: unless you already know 
  something about an Actor that conflicts with a Qualification 
  of a Role, then that Actor is available to fill that Role.
  Imbuements
  When an Actor is assigned as the Target of a Role in a 
  dynamically-generated quest, that Actor may receive one 
  or more attributes that they weren’t known to have had 
  before that point.  Such newly-added characteristics are 
  called imbuements, in that the Actor is imbued with these 
  additional pieces of information and backstory.
  Any Qualifications that an Actor must meet, that did not get 
  “vetoed” as part of the Actor being assigned to a Role, that 
  Actor immediately receives and is assumed to have always 
  had.
  In addition, a Role may also have additional Imbuements 
  defined.
  Sanity-Checking Dynamic Backstory
  This approach can lead to some truly awesome things.  It is 
  a simple, easy to implement way to dynamically generate 
  an infinite amount of intrigue and complexity in any game 
  world, whether it’s for your solo gameplay or a traditional 
  setting.
  However, this approach is certainly not infallible.  It will, at 
  times, end up imbuing Actors you know already in the game 
  world with attributes that you might not have known about, 
  but seem to conflict with what might have made sense for 
  their behavior in your prior interactions.
  For example, let’s say you meet a blacksmith in your home 
  village.  You interact with her, you buy from her, and you go 
  on quests for her to gather, say, iron ore.
  Then, many gaming sessions later, you generate a Quest 
  that assigns that blacksmith to a Role, and imbues her 
  with an attribute requiring her to be a psychopath who 
  butchers rats for fun.  Now, you may not have seen anything 
  that contradicts that possibility, but it certainly would be 
  shocking to have that revealed to your PC who has known 
  this blacksmith for possibly years in-game.  Realistically, 
  your PC might have used a social encounter check to have 
  picked up on the derangement before this point.
  There are two solutions to such odd revelations as a result of 
  dynamic plot and backstory generation.
  First, you can simply ignore it.  Lean into the suspension of 
  disbelief.  You’re using a massive book, a bunch of dice, and 
  dozens of tables to simulate an entire world; overlooking a 
  slight gaffe as to what you might have learned already via 
  interpersonal interactions hardly seems like a big stretch.
  Second, you can recast it.  If you are randomly assigning 
  Actors to Roles when you generate your quests, and this kind 
  of scenario is the result, simply reroll the result and assign 
  the Role to an Actor who wouldn’t fail the sanity check to 
  receive the Imbuements required.
  Description
  This one’s easy: a brief description of the Role in question.  
  The text here mainly serves not to describe the Actor that 
  fills the Role, but to describe the purpose of the Role in the 
  plot template it inhabits.
  Preferences
  Sometimes, a Role may be filled by a wide variety of 
  different kinds of Actor, but some types might make more 
  sense logically for the Role than others.  Such attributes for a 
  better fit are called preferences.
  If you are picking an Actor to fill a Role, you might only 
  consider picking from among the known Actors who meet 
  the preferences of that Role.
  Mechanically, if you are randomly assigning a Role to an 
  Actor, you might consider rolling twice on your Actor Tracker 
  list; if one of the Actors that results meets the preferences 
  that Role mentions, then pick that Actor.
  Early vs. Late 
  Early vs. Late 
  Determination
  Determination
  This distinction of alternate approaches is also discussed 
  elsewhere in this book.  For the purposes of defining targets, 
  this difference applies more than anywhere else.
  Each time you generate a Quest, you should pick the 
  approach that makes sense for that Quest, your game, your 
  tolerance for ambiguity, and your preferences as a player and 
  as a D/GM.
  If you are truly undecided about whether to use Early or 
  Late Determination, you can simply roll on the following 
  table.  This table is repeated separately for each plot type 
  in the following sections, because some plot structures lend 
  themselves better to certain kinds of Determination.
  Table 31: Random Determination Approach
  D20
  Determination Approach
  1-10
    Early Determination
  11-20
    Late Determination
  
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  Solo Encounters & Quests
  Early Determination
  This is what you probably assume has to occur: generate a 
  dynamic plot, identify some Roles, and immediately fill those 
  Roles with Targets.
  You can certainly do that.  And, in fact, in many cases, this 
  approach will make the most sense.  Knowing who is what 
  in advance will help you play the quest without making 
  blatantly nonsensical discoveries or wasting time.
  The drawback, of course, is that discovering the “big secret” 
  of some plots won’t have the emotional hit that it would 
  otherwise, since you knew about it already.
  Late Determination
  In most cases, you can choose not to immediately determine 
  the target of a role as you are defining a new plot.  Knowing 
  that a Role exists is sufficient in many cases for you to start 
  pursuing the story.  Early Determination works best for 
  Abstract Mystery plots, or Roles where the Actor who fills 
  them would not be immediately known to the PC if the quest 
  were being played out in a traditional gaming table.
  If you’re using Late Determination, you will have to assign 
  an Actor—and reveal that information to yourself!—to the 
  Role eventually.  Do so when it makes sense.  Typically, this 
  means that you’ll make the determination when and only 
  when your PC has come by the information in-game.
  Late Determination & Clue Relevance
  In the section discussing Clues (p 125), we addressed that 
  when you intend to search for a clue in a location, or on the 
  corpse of an NPC, you must know whether the place you’re 
  searching is relevant to the Quest for which you’re searching 
  for clues.
  If you’re using Early Determination, you can easily make 
  that assessment and pick the right column to use on the table 
  when determining the probabilities involved.
  However, if you’re using Late Determination, you won’t 
  necessarily know if the person you’re pickpocketing has 
  anything to do with the quest you’re trying to find clues for.
  If, based on the information that your PC has revealed in-
  game, you have good reason to believe that the location 
  or NPC in question is indeed relevant to the Quest you’re 
  finding clues for, you may assume that they are relevant for 
  the sake of the roll to find clues.  
  Late Determination & Clue Discovery
  No matter what approach you use, if you do find a clue in a 
  location or on an NPC, you may thereafter correctly assume 
  that they do have something to do with that Quest, and are 
  therefore relevant.  You may also take this opportunity to 
  assign the location or NPC to a Role in that Quest that hasn’t 
  yet been filled, because you’re using Late Determination.
  If you are searching a location or NPC for clues relative to 
  a certain Quest, and you do not know if the place or person 
  being searched is relevant, and you do not find a clue, then 
  that location or character is confirmed to be not relevant.  
  When you make your Late Determination assignation of 
  targets to a role, this location or NPC is disqualified from 
  selection as a result.
  Alternately to the above, you may simply randomize whether 
  the target of your search is relevant before you make your 
  search roll, as follows:
  Table 32: Random Clue Relevance
  D20
  Is Location/NPC Relevant?
  1-6
     Relevant
  7-19
     Not Relevant
  20
    You Choose
  If you have good in-game reason to suspect, but not quite 
  know for certain, that the target of your search is relevant, 
  you may make the above roll with  
    Advantage (i.e., you 
  roll twice, and select the preferred result).
  Actor Tracking
  As you populate your solo-adventuring game world with 
  Actors, it will be essential to keep track of them.  Items, 
  people, places, and factions: in addition to being good 
  worldbuilding from a D/GM point of view, and good note-
  taking from a player’s perspective, noting these things down 
  is essential to the Actors/Roles/Targeting aspect that’s at the 
  center of generating dynamic plots.
  Whether you use the Actor Trackers in the Appendix of this 
  book, write them down on paper, or create a spreadsheet to 
  manage things, use whatever method makes sense for you to 
  make sure that you write down Actors as you become aware 
  of them in, or create them for, your game world.
  Quest Tracking
  As with Actors, keeping track of your Quests is going to be 
  essential as well.  This aspect of RPG bookkeeping is even 
  more important as a solo player, for several reasons.
  First, it’s just you.  If you forget something essential, you’re 
  screwed, and you have to start over again with that story.
  Second, remember that you’re playing the role of both the 
  D/GM, and several players.  Pessimistically, that means you 
  have to do everything that around five separate people would 
  normally do.  
  Third, remember that in a traditional gaming context, the D/
  GM keeps track of all of this stuff anyway, so asking yourself 
  to do so as a solo adventurer isn’t that far off base.  If you’ve 
  played TTRPGs before, it may seem as though the D/GM 
  hasn’t been writing anything down, and has been “winging 
  it” the entire time.  Although there are certainly those of us 
  
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  who excel at that sort of improv, even the most by-the-seat-
  of-their-pants D/GM is still keeping track of what happens, 
  even if it’s just in their exceedingly good memory.  
  Finally, since it’s just you, you’re free to have as many Quests 
  active at a time as you feel comfortable with.  Though most 
  gaming groups start to get confused or overwhelmed once 
  their party has picked up more than a handful of things to 
  do, you as an individual player have no such restriction.  
  There’s nothing stopping you from rolling up 30 different 
  Quests and then picking which one strikes your fancy the 
  most to begin with.
  Milestones 
  Milestones 
  Think of a Plot as a kind of flowchart, with various stages or 
  major events separated by other kinds of action.  These big 
  moments of activity are called milestones.
    Why, yes, the author is an IT project manager by day job.  
  However did you guess?  :) 
   
  You’ll see a few bits in here, like “milestones”, that 
  may strike a chord (or hit a nerve!) if you’ve ever done 
  professional, not-at-all-RPG day-job work that involves 
  rigorous project management methodologies.   
   
  For those without this sort of background: I apologize 
  for even including the word “methodologies” in what’s 
  supposed to be a book that’s entirely to help you have 
  fun.  That was mean. 
   
  Either way, stick with me here; I promise it’s worth it!
  Right, then: Milestones are major parts of a plot.  Think of 
  them as defining Chapters of a story, where you move from 
  one Chapter to the next. 
  In a video game, you can think of Milestones as “levels”, 
  where you work on Level 1, then complete that level, and 
  advance to Level 2, and focus on that level.
  Terminology
  If I’ve done my job right, you can probably skip this part 
  where I try and very specifically describe each component of 
  the design of FTEG plots, and just skip to the type of plot you 
  want and start rolling things up.  
  It should make sense even if you just dive right in and ignore 
  all of the following descriptions.  
  That said, I recognize that many people benefit from a 
  degree of formality in description, and for those who have 
  never D/GM’d, or written a story, or conceived a complex 
  plot, establishing a common lexicon will be enormously 
  helpful.
  Or, chances are good that you’ll just skip ahead anyway, 
  and then report back here to look up the odd term that isn’t 
  intuitive at all.
  Either way, here we go: terminology for milestones and 
  plots.
  Milestones and Simple Quests
  In the simplest possible quest, there’s only one Milestone.  
  Once you achieve that milestone, the quest is completed.
  “Go kill all the rats in my basement”, the tavern-keeper asks 
  you.  Guess what, you’ve just scored a simple quest: it has 
  one milestone, and that’s when all of the rats are dead.
  Milestones and Complex Plots
  Plots may have twists and turns, and may allow you to 
  pursue parts of them in any order you choose.
  The town apothecary grumbles to you: “Round up 20 green 
  mushrooms, and 15 nightshade toadstools”, may not seem 
  like a complex quest, but it is: there are two milestones.
  One milestone is “have gathered 20 green mushrooms”, and 
  the other is “have gathered 15 nightshade toadstools”. 
  Parallel Milestones
  Two or more milestones that can be achieved in any order 
  are called parallel milestones.
  Let’s take that fungi-rustling example from above: the quest 
  contains two milestones, and they are parallel milestones.
  Although the verbiage from the apothecary places them in a 
  sequence, and you can certainly think of them as “Milestone 
  1” and “Milestone 2”, there’s nothing that logically or 
  logistically dictates they must be pursued in that order.
  Milestone Convergence
  Much of the time, parallel milestones will converge.
  This simply means that two or more parallel milestones must 
  all be resolved before the story can continue.
  Let’s say you’re out to rescue the princess.  To do so, you 
  must hire a boat, equip some armor, and get permission for 
  your voyage from the sailing guild.  That’s three things you 
  need to do, but you can really do them in any order: three 
  parallel milestones.
  These three milestones converge at the point where you 
  embark upon your voyage.  The story progresses from there, 
  but your immediate three needs must be met before it does.
  Convergence Point
  This is a fancy-sounding phrase for the milestone that 
  follows a bunch of parallel milestones, and coalesces the 
  flowchart back into a single path rather than multiple 
  milestone options.
  Let’s continue the princess-rescuing endeavor from above.  
  You, at the dock, with your travel papers and armor, and a 
  hired captain ready to sail: that’s a convergence point of the 
  quest.  You had three paths forward, and now you’re back to 
  having one path ahead of you.
  
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  Solo Encounters & Quests
  Path
  A path is, graphically, a line connecting two or more 
  milestones (circles).
  It represents the logical flow of the story from one milestone 
  to another.
  For example, perhaps the quest you’re playing through has 
  you first talk to the village priest, then obtain some holy 
  water, then venture into the undercroft, and finally slay 
  whatever vile beast has been causing trouble down there.
  That’s four milestones, in sequence, with each milestone 
  connected to the next one in a path line:
  • Talk to priest
  • Get holy water
  • Go downstairs
  • Kill wight
  Plot Flowchart
  If you draw circles to represent each milestone, and draw 
  lines connecting them in a logical representation of that 
  story, then you’ve just depicted the flowchart of that plot.
  Simple plots have a very linear flowchart: one circle, maybe 
  two, connected in a straight line by paths.
  Complex plots, depending on scale, can be labyrinthine 
  creations involving dozens of circles and many different 
  paths.
  Flowchart Template
  Each major plot type contained herein has at least one 
  flowchart template.  You can also think of this as a plot 
  template.
  This is simply a skeleton, a general structure for a quest that 
  defines milestones and paths and so on, that you can take 
  and make your own.
  You don’t play through a flowchart template.  You play 
  through a plot that you’ve created, using the template.
  Custom Plots
  You can also of course create your own plots using the terms 
  and concepts presented in this book.  
  Any plot template that you make yourself is a custom plot, 
  as opposed to the plot templates that are in this book.
  Mandatory Milestones
  Mandatory milestones are things that have to be completed 
  successfully in order to succeed with the quest.
  Simple quests may consist of only a single milestone: if that’s 
  the case, then that single milestone is almost automatically a 
  mandatory milestone by default.
  If you’re supposed to kill the wyvern, “Killing the Wyvern” 
  might be the sole milestone, and you better believe it’s 
  mandatory.
  Critical Path
    Sorry.  Day job influencing this book’s design, again.
  The critical path of a plot is a sequence of milestones and 
  paths that traverse the entire plot flowchart where there are 
  no optional milestones.  
  It is the simplest, easiest, and least complicated way to 
  complete the plot.
  The critical path may contain optional milestones only if 
  there is no path that can be taken to circumvent them; even 
  if optional milestones rest on the critical path, they all may 
  be skipped entirely.
  If the plot flowchart is a straight line, then chances are really 
  good that every single milestone along that flowchart is 
  mandatory, and therefore the critical path is equivalent to 
  the entire plot flowchart itself.
  Events
  An event is something that takes place in the context of a 
  quest, over which you don’t have direct control.  It typically 
  represents an action, decision, or impact that happens at a 
  specific time in the traversal of the story, that does not itself 
  end the story.
  For example, in the “Split Gang” plot template, you start by 
  chasing multiple gang members, but at one point, there is an 
  Event where the gang members split up.  You as the PC don’t 
  control when that happens.
  Optional Milestones
  Perhaps obviously, optional milestones are those that do 
  not have to be completed successfully in order to still be 
  successful with the overall quest.
  The mayor might ask you to follow a suspect and see where 
  she goes, and if you can, try to subdue her.  If you merely 
  follow the culprit, and can tell the mayor her whereabouts, 
  then that’s the critical path, and that’s the minimum of 
  what you need to accomplish; you’re still successful.  If you 
  additionally are able to subdue the suspect, then you’ve 
  succeeded in an optional milestone as well.
  Note that in a cluster of parallel milestones, some or all of 
  those milestones might be optional, but the completion of 
  some subset of them might be mandatory at the convergence 
  
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  Solo Encounters & Quests
  point.
  For example, the Adventurer’s Guild might give you six 
  missions, the completion of any four of which will grant you 
  membership into the guild.  Each of those six missions might 
  be an optional milestone—you do not have to complete all 
  six, and any individual mission is something you can ignore.
  But the convergence point beneath them might require that 
  you have completed four of the optional milestones above it 
  in order to proceed with the plot.
  Objectives
  Most milestones have objectives: one or more things that 
  you want to achieve, or have happen, before you can consider 
  that milestone completed.
  Obtaining an item is an objective.  So is killing an orc, or 
  barricading a door, or moving to the church bell tower.
  Sometimes, you’ll have one or more optional objectives.  
  These are goals that you can achieve if you want, but they’re 
  not absolutely required for the milestone to be completed.  
  Reaching the bell tower before the first ship’s cannon fires 
  might be an optional objective, for example.
  Conditions
  Think of conditions these as prerequisites for the milestone.  
  You cannot kill rats in the basement, for example, if you 
  haven’t gotten the key from the landlord.
  Conditions can represent something that you have to do, and 
  can control.  “Get the key”, in the above example, or “have 
  talked with Vladimir”, or “be friends with a member of the 
  merchants guild”.
  Conditions might instead be an attribute of what you are, 
  and might therefore prevent you from ever being able to 
  complete the milestone.  “You are an orc”, for example; if 
  you’re a gnome, you’re out of luck meeting that condition.
  A condition could also be something that can be satisfied, 
  but yet that you have no control over directly.  “It’s raining” 
  might be a condition; so might “it’s a full moon” for, say, a 
  werewolf-related quest.
  Simple or small-scale plots might represent a condition as a 
  separate milestone: “Go get the key” could be a milestone or 
  a condition in the above example.
  Resolved
  A resolved milestone is one that has been completed, or that 
  has not been completed, but can no longer be completed.  
  All completed milestones, and all failed milestones, are 
  resolved milestones.
  Completed
  A milestone is completed it has been resolved in satisfaction 
  of all mandatory objectives.  
  If you needed to kill 5 dire wolves, and you slew 7, you’ve 
  completed that milestone.
  One or more optional objectives can still be missed, and you 
  can still consider the milestone to be Completed if you met 
  all of the mandatory objectives.
  Failed
  You fail a milestone if you have not satisfied all of its 
  mandatory objectives, and more than that, it is no longer 
  possible to do so.  
  If your objective was to prevent the murder of the archduke, 
  and the archduke is murdered, then you’ve failed that 
  milestone, because no matter what you do now, the archduke 
  is dead.
  Failing an objective may not be the end of the quest entirely, 
  but it can be, and is always for simple quests.
  Failing any mandatory milestone typically fails the entire 
  quest automatically.
  Impacts
  An impact is a positive, desired, and welcome effect 
  resulting from success.  
  Although impacts are most often associated with the 
  completion of an entire Quest (e.g., rescue the prince, get 
  the gold), they can also apply more granularly to individual 
  milestones.
  Impacts can be anything that’s a good thing, really.  The 
  table below lists out common categories; we will decode and 
  provide examples for each impact category underneath the 
  table.
  Generally speaking, an Impact is a Reward.  Please refer to 
  the Rewards section (p 400) for additional information, 
  and a host of tables that can be used to generate and 
  determine impact rewards.
  Consequences
  A consequence is the inverse of an impact: an unwelcome, 
  undesired, negative effect resulting from failure. 
  As with impacts, consequences most typically result from 
  quest failure, though they may also be triggered by failing an 
  
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  Solo Encounters & Quests
  individual milestone.
  Clue Targets
  Some quests, and some milestones within them, have a Clue 
  Target value.
  This is simply an indicator that regardless of other progress 
  made or any other activity executed in pursuing the 
  milestone or quest, you cannot resolve the milestone or 
  complete the quest without accumulating a certain number 
  of Clues against that quest.
  If a milestone or quest does not have a Clue Target value, or 
  if at any point it has a zero or negative Clue Target value, it 
  does not require any clues or any further clues to resolve.
  Random Quest Events
  Most Quest Types have a list of Random Quest Events that 
  may apply.  Typically, the set of random quest events that is 
  listed in a given quest template is unique to that quest type.
  Think of Random Quest Events as a kind of narrative-specific 
  “wandering monster” table.
  Advancement Reward
  Every quest, in addition to the formal Rewards that this book 
  introduces as a possible benefit to successful completion, 
  also involves the potential for experience point-based gain.
  Roll on the table below to randomize how much level 
  progression-related benefit you stand to gain from 
  completing a quest successfully.
  The timing of your roll on this table should follow the 
  determination type for the quest.  For example, if you are 
  using Late Determination for a given quest, you should only 
  roll on the table below at the conclusion of that quest.
  Note that as with all other mentions of Reward Stars in this 
  book, if you are instead using a traditional experience point-
  based progression and tracking, use the Reward Star to XP 
  conversion tables to calculate how much XP a single Reward 
  Star is worth.
  Table 33: Random Quest Advancement Rewards
  D20
  Advancement Reward
  1-2
  No Advancement
  3-7
    1 Reward Star
  D20
  Advancement Reward
  8-13
    1d2 Reward Stars
  14-16
    2 Reward Stars
  17-18
    1d4 Reward Stars
  19
    1d4+1 Reward Stars
  20
    Reroll with Advantage
  Some of these values require additional description, as 
  follows:
  • No Advancement: Although completing the quest may 
  involve Rewards and other benefits such as establishing 
  a better Attitude with an NPC or revealing the location 
  of new territories or points of interest, there is no 
  level-advancement benefit to resolving this quest.  Any 
  creatures you destroy or obstacles you face that would 
  normally involve XP gain still grant you their typical 
  benefit; it’s just that completing the quest itself doesn’t 
  grant you any Reward Stars or experience.
  Quests and Plots
  Quests and Plots
  A quest is a particular instantiation of a plot template.  
  “Quest” and “plot” are largely interchangeable words for 
  this purpose, though typically we think of “quests” being 
  simpler in structure.
  There are some additional attributes about quests that we’ll 
  discuss below.
  Terminology
  Let’s discuss some terms that FTEG uses to build complex, 
  dynamic plots out of merely a few tables.
  Prerequisites
  A plot template may have prerequisites.  Unless these 
  conditions exist when the plot template is selected, then it 
  cannot be used.
  The plot templates contained in this book were designed so 
  that this situation very rarely applies; after all, it’s no fun to 
  randomize something, only to have to reroll that result after 
  checking to make sure if its prerequisites exist.
  Most of what we might think of as prerequisites can be 
  handled in other ways.  Instead of a plot template using 
  prerequisites, it will simply define a Role, and if your game 
  world does not yet have any Actors that could satisfy that 
  Role, then you can simply create a new Actor that fits that 
  Role, and assign it as the Target.
  For example, if a plot template uses the conflict between two 
  
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  Solo Encounters & Quests
  Factions, and your game world doesn’t yet have any Factions 
  defined in it, you can simply create two new Factions and 
  consider them to be at war with one another.
  Unlike most of the remaining “header” elements of a plot 
  template, Prerequisites can’t be randomized: they either do, 
  or do not, apply to a given plot template, and this will be 
  clarified explicitly in the plot template description.
  Urgency
  Some quests may be pursued at any time; others demand 
  immediate attention.  This distinction is referred to as the 
  Urgency of a quest.
  The same plot template can generate vastly different quest 
  experiences, depending on what kind of urgency applies to 
  the proceedings.  Urgency generally dictates how long you 
  can ignore or fail to make much progress on solving the 
  quest before it fails automatically.
  If a plot template works best only with a single category of 
  urgency, then that category will be provided to you explicitly 
  in the plot template description.
  Most plot templates, however, instead have dynamic 
  urgency.  This is just a complex-sounding way of saying that 
  you can roll to determine what level of urgency a specific 
  quest generated from the template might have.  Rest assured 
  that in such scenarios, a table is provided with probabilities.
  Alternately to the above two possibilities, however, you can 
  just pick whatever level of Urgency you wish to apply.  Or, 
  you can roll on the table below to randomize the level if no 
  other more specific table applies, or if you wish to ignore the 
  more specific table.  We will decode the results beneath the 
  table.
  Table 34: Random Quest Urgency: Default
  D20
  Stakes
  1-2
    Almost Too Late
  3-5
    Behind Already
  6-12
    Immediate
  13-15
    Eventual
  16-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  These are intentionally phrased so as to be somewhat 
  ambiguous, so that they might apply reasonably to a wide 
  variety of potential circumstances.
  Some decoding is probably helpful, however, as to intent.  A 
  suggested mechanical-terms timeframe for the need to take 
  action is provided for each value.
  • Almost Too Late: The objectives of the quest are nearly 
  impossible unless immediate action is taken.  The chances 
  of success plummet dramatically unless the PCs engage in 
  the next round.
  • Behind Already: Though there’s technically still time left 
  to complete the objectives, you’re already running late, 
  and you better get moving.  If the PCs fail to take action 
  and pursue the quest in the next 5 minutes of game time, 
  they will likely fail.
  • Immediate: This quest must be pursued in the next 1 hour 
  of game time, or it will likely fail.
  • Eventual: The party should actively engage with this 
  quest before the end of the next 1d4 gaming sessions 
  (that is, not the end of the current one, but the 1d4 beyond 
  this one) if they wish to succeed.
  • Ignorable: There is no ticking clock; the PCs may choose 
  to pursue this quest as they wish.
  Stakes
  Stakes are what is at risk if the quest succeeds or fails; it 
  refers to the enormity of the reward, and the gravity of the 
  consequences.  
  More perhaps than any other factor in a quest, its stakes 
  represent how much you, as a player and as a PC, should care 
  about the quest in question.
  The same plot template can generate vastly different quest 
  experiences, depending on what kind of stakes apply to the 
  proceedings.  For example, “go and kill X” seems enormously 
  straightforward, but depending on the level of stakes, this 
  could be the difference between life and death of the entire 
  realm!
  If a plot template works best only with a single category of 
  urgency, then that category will be provided to you explicitly 
  in the plot template description.
  Most plot templates, however, instead have dynamic 
  urgency.  This is just a complex-sounding way of saying that 
  you can roll to determine what level of urgency a specific 
  quest generated from the template might have.  Rest assured 
  that in such scenarios, a table is provided with probabilities.
  Alternately to the above two possibilities, however, you can 
  just pick whatever level of Urgency you wish to apply.  Or, 
  you can roll on the table below to randomize the level if no 
  other more specific table applies, or if you wish to ignore the 
  more specific table.  We will decode the results beneath the 
  table.
  
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  Solo Encounters & Quests
  Table 35: Random Quest Stakes: Default
  D20
  Stakes
  1-2
    Life or Death 
  (macro)
  3-5
    Life or Death 
  (individual)
  6-12
    Medium
  13-15
    Minor
  16-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Interpreting Stakes Categories
  As with Urgency values, there’s a great deal of versatility in 
  these intentionally-indescriptive results.  
  Some suggested context and examples are provided below:
  Life or Death (Macro)
  The stakes for this plot are, as the category indicates, life or 
  death, but on a macro scale: an entire village is threatened; 
  an entire faction may be subjugated; or even an entire 
  realm’s way of life may hang in the balance.  It could also be 
  merely an entire family or building.
  Dozens, or hundreds, or thousands or more, lives are 
  potentially at risk if this quest is not carried through.
  Life or Death (Individual)
  As Life or Death, but the stakes are more intimate: a person, 
  or very small group, is threatened by the plot’s resolution 
  failing.  
  Take liberties: “life or death” could be metaphorical, not 
  literal.  Yes, the duke’s daughter may be threatened with a 
  murder plot, but it could also be that someone is framing the 
  merchant queen’s husband, and the evidence that a vengeful 
  third party faked about the affair he did not in fact have may 
  not cause her to murder her husband, but the divorce would 
  be a major shockwave through the entire town.
  Medium
  The default stakes: it’s kind of a big deal if it fails, but 
  probably no one will actually die.  Similarly, you won’t be 
  able to retire from the rewards.
  Minor
  There’s very little consequence of action here: discomfort, 
  disappointment, or a slight change of view.  
  This doesn’t mean that the task isn’t worth doing, or that it 
  doesn’t matter; it simply means that the immediate impact of 
  having won or lost isn’t immediately visible.
  Trivial
  These are true side quests: plots that don’t truly matter, and 
  for which there is incredibly little at stake.
  When making rolls for a Trivial quest to determine the 
  quantity of Rewards or Penalties, roll twice, and choose the 
  least quantity of the two results.
  Chainability
  Some plot templates more readily lead to other quests as a 
  result of their completion.  Others are one-and-done.  
  This concept is awkwardly referred to as a plot’s 
  chainability.
  If a plot structure really only makes sense in the context 
  of a certain kind of chainability—such as a follow-on plot 
  that requires a quest that leads into it, and leverages Roles 
  from that plot explicitly—then it will explicitly tell you the 
  chainability of quests resulting from that template in the plot 
  template description.
  Most plot templates instead have dynamic chainability.  
  This simply means that quests generated from that plot 
  template might have different levels of chainability; a table 
  is provided in each such case to roll on to determine this.
  Alternately to any information provided, however, you are 
  free to overrule what the plot template says, and simply pick 
  the chainability of the quest in question.  Or, you could roll 
  on the table below, as a way of randomizing chainability by 
  default.  We’ll decode the results below the table.
  Table 36: Random Quest Chainability: Default
  D20
  Chainability
  1-4
    No links
  5-8
    Leads from 
  completed
  9-13
    Leads from active
  14-18
    Leads to new
  19
    Reroll with Advantage
  
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  Solo Encounters & Quests
  D20
  Chainability
  20
    Pick your preference
  Interpreting Chainability Categories
  Unlike Stakes or Urgency results, there is a clear definitive 
  meaning to each value, which will be explained further 
  below.
  No Links
  This quest does not contain links to other quests.  No further 
  action is required.
  Leads from Completed
  This quest only happens as a result of having completed 
  another quest.
  If you get this result on a quest you’re creating, finish 
  creating it, but it’s not available to pursue as of yet—it’s in 
  “stasis”, pending the completion of another active quest you 
  have.
  If you have no active quests when you get this result, the 
  Leads from Completed quest comes “out of stasis” once your 
  very next other quest is received and then completed.
  Leads from Active
  Choose one of your active quests at random.  This new Leads 
  from Active quest will kick off at the completion of that 
  chosen quest.
  Leads to New
  Upon the completion of this Leads to New quest, generate 
  another quest to which it chains.
  Pace
  Whereas Urgency dictates how soon you must begin to make 
  progress on a quest, Pace describes how rapidly you must 
  complete it.
  The same basic elements of a quest can represent a vastly 
  different experience depending on how rapidly events 
  transpire.  The speed at which elements of a plot unravel is 
  referred to as its pace, or its pacing.
  A Chase quest is a perfect example of the difference.  
  Consider a simple chase quest where you are pursuing a 
  single person.  If the Pace of the quest is set to “Breakneck”, 
  it might be a horseback race, whipping among trees in a 
  dense and dangerous forest; if instead that same exact quest 
  were instead set to “Passive”, it might be a clandestine trod 
  through city streets to see where the culprit is going.
  Some plot templates allow you to build different versions of 
  the same structure with different Pacing.  Such templates 
  will have a table allowing you to randomize the result.
  Alternately, or as a default starting point of randomization 
  you can use if no other specific one applies, you can use the 
  table below to randomly select a pacing.  We’ll discuss what 
  each of these results means beneath the table.
  Table 37: Random Quest Pacing: Default
  D20
  Pacing
  1-2
    Breakneck
  3-5
    Urgent
  6-12
    Medium
  13-15
    Passive
  16-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Interpreting Pacing Categories
  Okay, so how do we interpret the various Pacing options?  
  First, it’s important to note that for the most part, this is up 
  to your interpretation.  Unless you want there to be, there’s 
  no real mechanical impact to these results; it’s just for flavor 
  and atmosphere.
  Generally speaking, the different categories of Pacing above 
  reflect timing levels of urgency.
  Make no mistake, however: there is absolutely a difference 
  in how interpreting these results can generate completely 
  different quests from the identical plot template.
  Let’s take a simple example and walk through how to 
  interpret it based on each of the possible Pacing results.
  Let’s take a “rescue the kidnapped princess” trope: the evil 
  Bowser has made away with Princess Peach, and it’s up to 
  the PCs to remedy the situation.
  Narrative description, as well as game-mechanic timing 
  suggestions, are provided.
  Since Pace and Urgency are different concepts, you should 
  assume that the timers described below only begin once you 
  have engaged with the quest according to its Urgency.
  Breakneck
  You have until the end of the current gaming session to 
  resolve the quest, or it is failed automatically.
  (Perhaps Bowser plans to kill and eat the princess at 
  sundown.)
  
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  Solo Encounters & Quests
  Urgent
  You have until the end of the next gaming session to 
  complete the quest, or else it fails by default.
  (Bowser still plans to consume the fair maiden, but he wants 
  to do so in the safety of his castle, which is a bit of a trek 
  away.)
  Medium
  You have a bit more time, here: 1d4 gaming sessions after 
  the current one.  
  Alternately, and for greater suspense, you could make it 
  an unpredictable timer: at the conclusion of each gaming 
  session, there is a 40% chance that the quest is failed it you 
  haven’t completed it.
  Another option is to make this check at the beginning of each 
  gaming session for each Medium-pace quest: this approach 
  assumes that whatever the sudden change in pace is, you’re 
  aware of the alteration of circumstances.
  (Bowser isn’t quite certain whether he wants to kill the 
  princess, or maybe he is waiting until he simply gets 
  hungry.)
  Passive
  As Medium, but you have 2d6 gaming sessions, and the 
  chance is lowered to 5%.
  (Bowser has a lot of other priorities right now, and a lot of 
  other plumbers to harass.)
  Optional
  There is no ticking clock whatsoever on Optional quests.  
  They never fail automatically because of timing, and you can 
  take your time in completing them.
  (Bowser has found that he quite likes Peach’s singing voice, 
  and although he still has a vague ambition to devour her 
  liver with a nice chianti, on a day-to-day basis, he generally 
  can’t be bothered to go to the trouble involved.)
  Rewards
  Most Quests involve Rewards, or at minimum the potential 
  for rewards: beneficial results leading from the successful 
  completion of the quest.
  Each Quest Type contains a set of tables that can be used 
  to randomly determine how many, if any, Rewards may be 
  received upon completion of a quest of that type.  
  Some quest templates contain even more specific rewards 
  tables that override those.
  As with everything else in this book, ultimately, use 
  whatever tables you wish to randomly determine Rewards.
  Additional Mechanics
  Some milestones, and/or quests, contain Additional 
  Mechanics.  These are new rules that are introduced as part 
  of the quest that make it easier to track progress.
  A quest template’s description will contain a detailed 
  rundown of what, if any, additional mechanics apply to 
  quests of that type.
  Clue Targets
  If a milestone or quest requires nonzero Clues to resolve, its 
  Clue Targets value will describe this.
  Impacts
  Some milestones have positive effects resulting from their 
  completion, over and above the Rewards that may apply for 
  successfully completing the quest itself.  These are listed 
  under Impacts.
  Consequences
  As with Impacts, some milestones will have disadvantageous 
  effects that result from failing to complete them successfully.  
  These Consequences are listed in the milestone description.
  Building a Quest
  Building a Quest
  The next several sections of the book describe an approach 
  for dynamically generating quests that adhere to a wide 
  variety of general archetypes.
  Before we get to that, however, let’s take stock quickly of 
  where we are, and what your appetite for doing so truly 
  might be.
  Guiding Principles
  The FlexTale Encounter Generator approach to dynamically 
  generating quests has been in development for over four 
  decades as of this writing.  The goal in its design is to 
  provide tools and logic that makes it fun, and potentially an 
  all-consuming, thoroughly-enjoyable endeavor on its own.
  Here are some recommended thoughts to keep handy in your 
  mind going into the process, however.
  • Keep it simple, unless you enjoy complexity.  
  • Quest-building is optional.
  • Sanity check what you build.
  • Try Late Determination.
  • Encounters are Elements of a Quest.
  • Have fun!
  Let’s talk about each of these in a bit more detail below.
  Keep it Simple
  ...unless you enjoy complexity.
  I enjoy the irony of writing that sentence in a many-
  hundreds-of-pages book designed for a single person at the 
  helm of their own imagination, but it’s still good advice.  
  Your first time doing this, whip up a single plot and see how 
  it goes.  Then, maybe, later, make a dozen, if that’s what 
  you’re into.
  Can you use this book to generate a 4,000-step mega-plot 
  
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  Solo Encounters & Quests
  that it would take you years of solo gameplay to complete?  
  Absolutely.  Is that really the most fun way to use this book?  
  That’s up to you, your level of interest in details, your 
  calculus for fun, and the amount of time you have to devote 
  to gameplay.
    But the answer is “no”.  :)
  Quest-Building is Optional!
  You don’t have to do build dynamic plots.  You can just use 
  the QuickStart tables in this book to immediately dive into 
  the mechanics of exploring, fighting, talking, and looting.  
  That’s awesome.  
  No harm, no foul if you stop reading this section and go do 
  that.  Seriously.  That’s fine.
  But if you want something more involved, then you can use 
  the plot-building tables and tools and structures to generate 
  something that resembles a traditional tabletop quest, 
  adventure, or module.
  Sanity-Check What You Build
  It’s mentioned many times throughout this book, but sanity-
  checking the results of what a dice roll tells you reality 
  should be is always going to be useful.
  The tools and tables in this book were designed to make 
  sense, and to lead to results that (for the most part!) largely 
  make sense as well.  That’s not at all to say that they’re 
  infallible.
  You, and your feeling for what feels right, are the last line of 
  defense against zany, completely bizarre things happening as 
  a result of using this book.
  If it doesn’t feel right, then don’t do it.  Reroll anything that 
  sounds too weird, or doesn’t seem as though it would be 
  enjoyable.
  Give yourself an “eternal mulligan” for literally any 
  combination of results this book tells you should happen, 
  that you disagree with or that you feel might be improved if 
  you just rerolled the results.
  Try Late Determination
  Chances are very good that the whole concept of Late 
  Determination gives you the willies.  It’s a weird leap of faith 
  that I have not seen despite having read through a huge mass 
  of RPG books over the years.
  But even if the whole concept of not knowing major elements 
  of a story you’re supposed to follow on your own seems 
  hugely frustrating, give it a chance.  
  At worst, you get frustrated, confused, or bored, and you can 
  always abandon the quest and create a new one immediately.
  At best, you’ve discovered a new way of self-storytelling with 
  enormous potential for surprise even without someone else 
  holding the cards of tale-spinning.
  Encounters are Elements of a Quest
  ...and not their defining nature.  
  Sure, you might be in this game for the combats and maybe 
  too for the social encounters, but ultimately, any quest 
  merely involves those things; it is not entirely those things.
  Sure, the “kill all the rats in the tavern cellar” quest 
  archetype is rarely going to be about much more than that 
  combat encounter in the basement, but there’s so much more 
  potential than that.  If you’ve played TTRPGs before, think 
  of the most memorable adventures you’ve had; though many 
  surely involved amazing combats, so too do many of those 
  iconic adventures involve plot twists, revelations, and fact-
  finding discoveries.
  When you’re playing with a bunch of other people, you see 
  their reactions, you feel their excitement, and you share 
  their enthusiasm for things beyond swinging a sword and 
  rolling a die.  As a solo player, those connections might not 
  be as present.
  Map things out and pursue them, and do so with gameplay 
  rigor, particularly if that’s what draws you to the game to 
  begin with.  But do try to remember that all of this stuff 
  is just structure, just tools, to try to help form a coherent 
  narrative out of what is, despite its best efforts, still just a 
  bunch of tables and dice.
  Simply put: this book is nothing without your imagination.
  Have Fun!
  Your experience may differ, but in more than 30 years, I’ve 
  accumulated over a thousand RPG books, and although I’m 
  ashamed to admit that I have not yet read them all, I have 
  read most of them.
  The more I read without actually playing, the more 
  “academic” I feel my approach to the game system becomes.  
  I read a section on a PC option, and I don’t see an 
  opportunity to roleplay something completely different, 
  I see a bunch of modifiers that accumulate to something 
  that’s net better or worse than the character options that 
  I’ve seen before.  I see a book about a new genre option, and 
  I immediately wonder how those rules and new equipment 
  might be used to break the game that I know already.
  I want to be clear that I don’t think that this is a bad thing.  
  If you’re reading this at all, it means you want to, or have to, 
  play the game that you love alone, and doing so means that 
  you likely have read many books, and might even know and 
  have experienced what I’m talking about here.
  It’s also possible to confuse the “academic tunnel vision” I’m 
  describing with “min/maxing” or “character optimization”.  
  They’re similar, to be sure, but what I’m describing is that 
  the more I read without playing, the less, sometimes, I 
  actually want to play.
  I don’t like that.  I want to play.
  So if I were reading this book for the first time, having not 
  designed it in the first place, I might well be tempted to just 
  read through it, and maybe roll up a few dozen quests just 
  to put the tables through their paces.  I’d probably raise my 
  eyebrows, nod, chuckle, and think something positive. 
  And then I’d shelve the book, never to actually use it to play 
  through a solo game.
  Whatever your approach to reading vs. playing vs. whatever, 
  please don’t do that.  Use this system to generate, and play 
  through, at least one dynamic quest.
  See how it feels.  See if it’s fun.  See if you learn anything 
  about creating quests for your players, if you’re a D/GM.  See 
  if you learn anything about how to tackle a quest, if you’ve 
  
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  Solo Encounters & Quests
  always been a player.
  And above all: let me know what you think.  Though in 
  development to varying degrees for more than 30 years, 
  I would be greatly surprised if this system couldn’t be 
  improved with feedback.
  General Approach Outline
  To adventure with dynamic plots, use the following 
  approach.
  • Determine Quest Type: Use “Table 29: Random Plot 
  Structure” on page 133, or just pick one.
  • Determine Quest Structure: Use the appropriate tables 
  and tools within the section following that applies to the 
  structure you’ve selected.
  • Determine the Quest Outline: Assign Targets for 
  your plot by filling Roles with Actors.  Or, choose Late 
  Determination.
  • Play the Quest: Pursue milestones, achieve objectives, and 
  resolve the Quest.
  • Roll for Outcomes: This is optional, and adds to the 
  rewards and impacts that normally would follow 
  successful conclusion of a Quest.  
  • Determine Next Steps: Use the following tools to 
  determine whether there is a tack-on impact to completing 
  this Quest.
  Next Steps
  Before determining the next steps to take after concluding 
  a plot, make sure you have applied all Impacts, rolled for 
  any Rewards that may apply, and so on.  Fully finish the plot 
  before proceeding.
  Then, if you are interested in adding a bit of additional 
  randomness into your quest after it’s finished, roll on the 
  following table to determine what happens next.
  Table 38: Quest Resolution Next Steps
  D20
  Next Step
  1-10
  Nothing
  11-12
    Create new quest of same 
  type
  13-14
    Create new quest of 
  random type
  15-16
    Create new quest; type of 
  your choice
  D20
  Next Step
  17-18
    Linked quest: reroll until 
  you get a “Create new quest” 
  result, and assign one of the 
  Actors from the recently-
  completed quest to the newly-
  created quest
  19
    Bonus reward: roll again 
  on the Reward table that you 
  just rolled on for the completed 
  quest
  20
    Reroll on this table with 
  Advantage
  
  147
  Solo Encounters & Quests
  Chase Quests
  Introduction
  Introduction
  Chase Quests are fast-paced, and time-sensitive.  
  There’s a real chance that you might lose sight of the 
  objective you’re chasing, and you don’t always know their 
  destination as they move.
  Purpose Summary
  Purpose Summary
  All Chase Quests involve a similar structure and nature, as 
  follows:
  • Someone or something is moving.
  • You have an interest in following that quarry.
  • Your quarry moves along one or more destinations.
  Quest Prototypes
  Quest Prototypes
  The following quest prototypes are included for quests 
  of this nature.  You should feel free to create your own 
  templates as well!
  If you’re looking to randomize which template to use, roll on 
  the following table.
  Table 39: Random Quest Templates: Chase Quests
  D20
  Quest Template
  1-5
    Simple Thief
  6-9
    Gang
  10-13
    Split Gang
  14-18
    Multi-Location
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  20
    Reroll twice;  
  ignore this result if rolled again
  Random Aspects
  Random Aspects
  You can use the following sections and tables to randomize 
  the aspects of a quest of this type.  
  In some cases, more specific rules and probabilities for 
  randomization may apply in a more granular context; feel 
  free to use those, or to overrule those and use these more 
  generally-applicable ones instead.
  Determination
  If you wish to randomly select whether a quest of this type 
  uses a certain type of determination, use the table below.
  Table 40: Random Determination Approach: Chase Quests
  D20
  Determination Approach
  1-10
    Early Determination
  11-20
    Late Determination
  Role Targeting
  For each Role in a quest of this type, you can use the 
  following table to randomly determine how the role will be 
  filled.
  Table 41: Random Role Target Approach: Chase Quests
  D20
  Role Target Approach
  1-7
    Pick
  8-14
    Random 
  15-20
    Create
  Randomized Clue Requirements
  Most Chase Quests do not involve Clues.  Those that do rely 
  upon the gathering of Clues to provide vital information 
  about where the quarry is headed.
  Roll on the table below to determine the Clue requirement 
  for a given Chase Quest if no other circumstance applies.
  Table 42: Random Clue Requirements: Chase Quests
  D20
    Clue Requirement
  1-11
    No Clue Requirement
  12-15
    1 Clue to Resolve
  16
    1d4 Clues to Resolve
  
  148
  Solo Encounters & Quests
  D20
    Clue Requirement
  17-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • No Clue Requirement: The quest does not involve, or 
  require, Clues of any sort for progression or resolution.  
  Any which might otherwise apply to this quest have no 
  effect.
  • 1 Clue to Resolve: The quest cannot be solved until you 
  discover at least 1 Clue which is counted to it.
  • 1d4 Clues to Resolve: As above, but with the potential for 
  a higher number of required Clues.
  • 1 Clue Each Milestone: Each and every milestone of this 
  quest requires 1 Clue to progress.
  • 1d4 Clues Each Milestone: As above, but with the 
  potential for a far greater threshold.  Roll separately to 
  determine the requirement for each milestone.
  Randomized Quest Events
  In the course of pursuing a quest of this nature, you may 
  encounter random events unique to it.  
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  If it takes you more than 5 minutes to resolve 
  an encounter in the course of pursuing this quest, roll only 
  once on the table for however long that takes.  For example, 
  if you take 23 minutes to resolve a combat encounter, you’d 
  roll on the following table once afterwards to determine 
  whether a random quest event took place.
  Table 43: Random Quest Events: Chase Quests
  D20
    Random Quest Event
  1-8
    No Event
  9
    Lost the Trail
  10-11
    Stumbled
  12-13
    Difficult Terrain
  14
    Quarry Advance 10’
  15
    Quarry Advance 1d4x10’
  16-17
    Quarry Stumbles
  18
    Quarry Trips
  D20
    Random Quest Event
  19
    Quarry Stopped
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  These results bear some explanation, as follows:
  • No Event: Nothing exceptional occurs outside of what 
  you’re already doing.
  • Lost the Trail: Spend your next round finding the trail 
  using an appropriate skill (Track, Survival, Wisdom, etc.).  
  Resume the chase only once you’ve discovered the trail 
  again.  Until you do, any Quarry you are pursuing leads by 
  its Speed each round.
  • Stumbled: Make an appropriate skill or ability check 
  (Acrobatics, Dexterity, Agility, etc.) to avoid having your 
  speed reduced to 10’ this round.
  • Difficult Terrain: This round, you and your Quarry move 
  through Difficult Terrain.  If your rules system lacks this 
  notion formally, your movement speed is cut in half, 
  lacking exceptional or magical abilities which would 
  ignore difficult terrain (e.g., fly).
  • Quarry Advance 10’: A burst of speed, a secret passage, or 
  a wind at their back means your quarry gains a lead of 10’ 
  this round.
  • Quarry Advance 1d4x10’: As above, but with the 
  possibility of an even greater gain.
  • Quarry Stumbles: Your quarry moves only 10’ this round, 
  as they recover their step.  They may ignore this effect 
  on a successful and appropriate skill check (Acrobatics, 
  Dexterity, Agility, etc.).
  • Quarry Trips: Your quarry does not move at all this 
  round, as they stand back up from a nasty fall.  They may 
  ignore this effect on a successful and appropriate skill 
  check (Acrobatics, Dexterity, Agility, etc.).
  • Quarry Stopped: An intervening force stops the quarry 
  dead in their tracks (a boulder falling, a giant bear 
  attacking, or the village security forces gazing their way).  
  There is no way for them to avoid the effect this round; 
  they do not move.
  Randomized Rewards
  Quests of this nature may specify their own rewards or 
  probabilities therefor in their quest templates.  
  If none of those applies, or to overrule and determine 
  rewards at the successful conclusion of a quest of this nature 
  dynamically, roll on the following table.
  Table 44: Random Rewards: Chase Quests
  D20
    Reward
  1-12
    No Reward
  13-16
    1 Reward
  
  149
  Solo Encounters & Quests
  D20
    Reward
  17-18
    1d2 Rewards
  -
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  rewards that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Category table below.
  Randomized Reward Categories
  If you successfully complete a quest of this type, and 
  determine that one or more Rewards is applicable, then you 
  can use the table below to determine the category.
  Table 45: Random Reward Categories: Chase Quests
  D20
    Reward Category
  1-7
    Material (p 403)
  8-12
    Social (p 408)
  13-14
    Mechanical (p 415)
  15
    Magical (p 421)
  16-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Randomized Penalties
  As with Rewards, a more specific context for determining 
  Penalties for failed quests of this type may apply.
  Below is a more general list of results and probabilities that 
  you can use.
  Table 46: Random Penalties: Chase Quests
  D20
    Penalty
  1-6
    No Penalty
  7-14
    1 Penalty
  15-17
    1d2 Penalties
  18
    1d3 Penalties
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  penalties that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Penalty table below.
  Randomized Penalty Categories
  Quests of this type have a specific variability as to what 
  types of penalty may apply in the case of a failed quest.
  If you fail a quest of this nature, and determine that one or 
  more penalties apply, roll on the table below to determine 
  the penalty category each falls into.
  Table 47: Random Penalty Categories: Chase Quests
  D20
    Penalty Category
  1-7
    Material (p 446)
  8-12
    Social (p 452)
  13-14
    Mechanical (p 459)
  15
    Magical (p 465)
  16-18
    Narrative (p 474)
  19
    Exploration (p 479)
  20
    Reroll with Advantage
  Randomized Urgency
  Quests of this nature may have a variable sense of Urgency 
  (p 141).  Roll on the table below to randomly determine the 
  
  150
  Solo Encounters & Quests
  Urgency of a particular quest of this type.
  Table 48: Random Quest Urgency: Chase Quests
  D20
  Stakes
  1-12
    Almost too late
  13-15
    Behind already
  16-17
    Immediate
  18
    Eventual
  -
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Randomized Stakes
  As with Urgency, the Stakes (p 141) of a quest of this type 
  can be randomly determined.  Use the table below if no other 
  context applies or dictates a value.
  Table 49: Random Quest Stakes: Chase Quests
  D20
  Stakes
  1-2
    Life or Death (macro)
  3-8
    Life or Death (individual)
  9-12
    Medium
  13-16
    Minor
  17-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace
  Quests of this type tend to have a certain Pacing (p 143).  
  Use the table below to select one of the possibilities.
  Table 50: Random Quest Pace: Chase Quests
  D20
  Pace
  1-8
    Breakneck
  9-15
    Urgent
  16-17
    Medium
  18
    Passive
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability
  Chase Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  Table 51: Random Quest Chainability: Chase Quests
  D20
  Chainability
  1-8
    No links
  9-10
    Leads from completed
  11-12
    Leads from active
  13-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  151
  Solo Encounters & Quests
  Flowchart 1: Plot Template: Chase, Simple Thief
  
  152
  Solo Encounters & Quests
  Summary
  You are compelled to follow someone who has stolen 
  something.
  Prerequisites
  None, though an urban setting that involves many NPCs 
  already milling about works best.
  Context Overrides
  Use the defaults for the Chase Quest described starting on 
  page 147 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Simple Thief
  Table 52: Random Clue Requirements: Simple Thief
  D20
    Clue Requirement
  1-14
    No Clue Requirement
  15-17
    1 Clue to Resolve
  18
    1d4 Clues to Resolve
  19
    1 Clue Each Milestone
  -
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Simple Thief
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 53: Random Quest Events: Simple Thief
  D20
    Random Quest Event
  1-6
    No Event
  7-8
    Lost the Trail
  9-11
    Stumbled
  D20
    Random Quest Event
  12-14
    Difficult Terrain
  15
    Quarry Advance 10’
  16
    Quarry Advance 1d4x10’
  17
    Quarry Stumbles
  18
    Quarry Trips
  19
    Quarry Stopped
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Simple Thief
  Table 54: Random Quest Urgency: Simple Thief
  D20
  Stakes
  1-15
    Almost too late
  16-17
    Behind already
  18
    Immediate
  -
    Eventual
  -
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Simple Thief
  Table 55: Random Quest Stakes: Simple Thief
  D20
  Stakes
  -
    Life or Death (macro)
  1
    Life or Death (individual)
  2-3
    Medium
  Plot Template: Chase, Simple Thief
  Plot Template: Chase, Simple Thief
  
  153
  Solo Encounters & Quests
  Table 58: Milestones: Chase, Simple Thief
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Catch Target
  Yes
  Restrain or 
  disable the 
  Quarry
  Avoid killing 
  the Quarry
  Quarry 
  in your 
  custody
  Quarry flees; 
  quest failed
  n/a
  Table 59: Roles: Chase, Simple Thief
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Quarry
  Creature
  NPCs, sentient 
  monsters
  The creature you are 
  chasing.
  Runs away from you
  Stolen 
  Item
  Item
  Valuables
  The item that was stolen.
  Owned by the Quarry
  Victim
  Creature
  NPC
  The person from whom 
  the Stolen Item was 
  stolen
  No longer owned by the 
  Victim
  D20
  Stakes
  4-10
    Minor
  11-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Simple Thief
  Table 56: Random Quest Pace: Simple Thief
  D20
  Pace
  1-14
    Breakneck
  15-16
    Urgent
  17
    Medium
  18
    Passive
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Simple Thief
  Chase Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  Table 57: Random Quest Chainability: Simple Thief
  D20
  Chainability
  1-6
    No links
  7-8
    Leads from completed
  9
    Leads from active
  10-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  154
  Solo Encounters & Quests
  Flowchart 2: Plot Template: Chase, Gang
  
  155
  Solo Encounters & Quests
  Summary
  You are compelled to follow a group of people, at least one of 
  whom has stolen something.
  Prerequisites
  None, though an urban setting that involves many NPCs 
  already milling about works best.
  Context Overrides
  Use the defaults for the Chase Quest described starting on 
  page 147 for most aspects of a quest created using this 
  template.Some other qualities of this plot template use more 
  specific randomization tables, as follows.
  Clues: Gang
  Table 60: Random Clue Requirements: Gang Quest
  D20
    Clue Requirement
  1-8
    No Clue Requirement
  9-16
    1 Clue to Resolve
  17
    1d4 Clues to Resolve
  18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Gang
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 61: Random Quest Events: Gang Quest
  D20
    Random Quest Event
  1-8
    No Event
  9-12
    Lost the Trail
  13
    Stumbled
  D20
    Random Quest Event
  14
    Difficult Terrain
  15
    Quarry Advance 10’
  16
    Quarry Advance 1d4x10’
  17
    Quarry Stumbles
  18
    Quarry Trips
  19
    Quarry Stopped
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Gang
  Table 62: Random Quest Urgency: Gang Quest
  D20
  Stakes
  1-8
    Almost too late
  9-14
    Behind already
  15-16
    Immediate
  17-18
    Eventual
  -
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Gang
  Table 63: Random Quest Stakes: Gang Quest
  D20
  Stakes
  1
    Life or Death (macro)
  2
    Life or Death (individual)
  3-7
    Medium
  Plot Template: Chase, Gang
  Plot Template: Chase, Gang
  
  156
  Solo Encounters & Quests
  Table 66: Milestones: Chase, Gang
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Catch Target
  Yes
  Restrain or 
  disable at 
  least one of 
  the Quarry
  Avoid killing 
  the Quarry
  Quarry 
  in your 
  custody
  Quarry flees; 
  quest failed
  n/a
  Table 67: Roles: Chase, Gang
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Quarry 
  (2d4)
  Creature
  NPCs, sentient 
  monsters
  The creature you are 
  chasing.
  Runs away from you
  Stolen 
  Item
  Item
  Valuables
  The item that was stolen.
  Owned by the Quarry
  Victim
  Creature
  NPC
  The person from whom 
  the Stolen Item was 
  stolen
  No longer owned by the 
  Victim
  D20
  Stakes
  8-10
    Minor
  11-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Gang
  Table 64: Random Quest Pace: Gang Quest
  D20
  Pace
  1-10
    Breakneck
  11-15
    Urgent
  16-17
    Medium
  18
    Passive
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Gang
  Table 65: Random Quest Chainability: Gang Quest
  D20
  Chainability
  1-4
    No links
  5-6
    Leads from completed
  7-10
    Leads from active
  11-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  157
  Solo Encounters & Quests
  Flowchart 3: Plot Template: Chase, Split Gang
  
  158
  Solo Encounters & Quests
  Summary
  You are compelled to follow a group of people, at least one 
  of whom has stolen something.  They split up, and flee in 
  different directions.
  Prerequisites
  None, though an urban setting that involves many NPCs 
  already milling about works best.
  Context Overrides
  Use the defaults for the Chase Quest described starting on 
  page 147 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Split Gang
  Table 68: Random Clue Requirements: Split Gang Quests
  D20
    Clue Requirement
  1-8
    No Clue Requirement
  9-14
    1 Clue to Resolve
  15-16
    1d4 Clues to Resolve
  17-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Split Gang
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 69: Random Quest Events: Split Gang Quests
  D20
    Random Quest Event
  1-6
    No Event
  7-10
    Lost the Trail
  D20
    Random Quest Event
  11
    Stumbled
  12
    Difficult Terrain
  13
    Quarry Advance 10’
  14
    Quarry Advance 1d4x10’
  15-16
    Quarry Stumbles
  17-18
    Quarry Trips
  19
    Quarry Stopped
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Split Gang
  Table 70: Random Quest Urgency: Split Gang Quest
  D20
  Stakes
  1-7
    Almost too late
  8-12
    Behind already
  13-16
    Immediate
  17-18
    Eventual
  -
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Split Gang
  Table 71: Random Quest Stakes: Split Gang Quest
  D20
  Stakes
  1-2
    Life or Death (macro)
  3-6
    Life or Death (individual)
  7-11
    Medium
  Plot Template: Chase, Split Gang
  Plot Template: Chase, Split Gang
  
  159
  Solo Encounters & Quests
  Table 74: Milestones: Chase, Split Gang
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Catch Target
  Yes
  Restrain or 
  disable at 
  least one of 
  the Quarry
  Avoid killing 
  the Quarry
  Quarry 
  in your 
  custody
  Quarry flees; 
  quest failed
  n/a
  Table 75: Roles: Chase, Split Gang
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Quarry 
  (2d4)
  Creature
  NPCs, sentient 
  monsters
  The creature you are 
  chasing.
  Runs away from you
  Stolen 
  Item
  Item
  Valuables
  The item that was stolen.
  Owned by the Quarry
  Victim
  Creature
  NPC
  The person from whom 
  the Stolen Item was 
  stolen
  No longer owned by the 
  Victim
  D20
  Stakes
  12-15
    Minor
  16-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Split Gang
  Table 72: Random Quest Pace: Split Gang Quest
  D20
  Pace
  1-7
    Breakneck
  8-14
    Urgent
  15-17
    Medium
  18
    Passive
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Split Gang
  Table 73: Random Quest Chainability: Split Gang Quest
  D20
  Chainability
  1-6
    No links
  7-10
    Leads from completed
  11-12
    Leads from active
  13-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  160
  Solo Encounters & Quests
  Flowchart 4: Plot Template: Chase, Multilocation
  
  161
  Solo Encounters & Quests
  Summary
  You are compelled to follow a group of people, at least one of 
  whom has stolen something.  
  Prerequisites
  None, though an urban setting that involves many NPCs 
  already milling about works best.
  Context Overrides
  Use the defaults for the Chase Quest described starting on 
  page 147 for most aspects of a quest created using this 
  template.Some other qualities of this plot template use more 
  specific randomization tables, as follows.
  Clues: Multilocation
  Table 76: Random Clue Requirements: Multilocation 
  Quests
  D20
    Clue Requirement
  1-8
    No Clue Requirement
  9-10
    1 Clue to Resolve
  11
    1d4 Clues to Resolve
  12-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Multilocation
  For every 2 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 77: Random Quest Events: Multilocation Quests
  D20
    Random Quest Event
  1-5
    No Event
  6-10
    Lost the Trail
  11
    Stumbled
  D20
    Random Quest Event
  12
    Difficult Terrain
  13-15
    Quarry Advance 10’
  16
    Quarry Advance 1d4x10’
  17
    Quarry Stumbles
  18
    Quarry Trips
  19
    Quarry Stopped
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Rewards: Multilocation
  Table 78: Random Rewards: Multilocation Quests
  D20
    Reward
  1-6
    No Reward
  7-14
    1 Reward
  15-16
    1d2 Rewards
  17-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Reward Categories: Multilocation
  Table 79: Random Reward Categories: Multilocation 
  Quest
  D20
    Reward Category
  1-10
    Material (p 403)
  9-14
    Social (p 408)
  Plot Template: Chase, Multilocation
  Plot Template: Chase, Multilocation
  
  162
  Solo Encounters & Quests
  D20
    Reward Category
  15
    Mechanical (p 415)
  16
    Magical (p 421)
  17-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Urgency: Multilocation
  Table 80: Random Quest Urgency: Multilocation Quest
  D20
  Stakes
  1-8
    Almost too late
  9-14
    Behind already
  15-17
    Immediate
  18
    Eventual
  -
    Ignorable
  D20
  Stakes
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Multilocation
  Table 81: Random Quest Stakes: Multilocation Quest
  D20
  Stakes
  1
    Life or Death (macro)
  2-5
    Life or Death (individual)
  6-11
    Medium
  12-15
    Minor
  16-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 84: Milestones: Chase, Multilocation
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Catch Target
  Yes
  Restrain or 
  disable at 
  least one of 
  the Quarry
  Avoid killing 
  the Quarry
  Quarry 
  in your 
  custody
  Quarry flees; 
  quest failed
  n/a
  Table 85: Roles: Chase, Multilocation
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Quarry 
  (2d4)
  Creature
  NPCs, sentient 
  monsters
  The creature you are chasing.
  Runs away from you
  Stolen 
  Item
  Item
  Valuables
  The item that was stolen.
  Owned by the Quarry
  Victim
  Creature
  NPC
  The person from whom the 
  Stolen Item was stolen
  No longer owned by the 
  Victim
  Locations
  Physical places
  In town
  One or more target locations 
  to which the Quarry flees
  n/a
  
  163
  Solo Encounters & Quests
  Pace: Multilocation
  Table 82: Random Quest Pace: Multilocation Quest
  D20
  Pace
  1-10
    Breakneck
  11-14
    Urgent
  15-17
    Medium
  18
    Passive
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Multilocation
  Table 83: Random Quest Chainability: Multilocation 
  Quest
  D20
  Chainability
  1-6
    No links
  7-9
    Leads from completed
  10-14
    Leads from active
  15-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  164
  Solo Encounters & Quests
  Slay Quests
  Introduction
  Introduction
  Slay Quests are the stereotypical backbone of most fantasy 
  roleplaying games: “kill a certain number of monsters.”
  However, even this tried-and-true trope can possess some 
  variation, and there’s ultimately a reason that it’s such a 
  popular form of objective: it’s easy to understand, easy to 
  implement, and particularly for a solo adventurer, involves 
  very few narrative complexities that might otherwise derail 
  enjoyment.
  Purpose Variability
  Purpose Variability
  To introduce a bit of narrative interest into the proceedings 
  of a Slay Quest, you can randomize the nature of the 
  objective using the table below.
  Use the results of this determination to inform the Role 
  filling process as best makes sense.
  Table 86: Purpose Variability: Slay Quests
  D20
  Slay Quest Purpose
  1-5
    Assassinate
  6-9
    Clear
  10-13
    Trophies
  14-18
    Reroll twice;  
  ignore this result if rolled again
  19
    Reroll with Advantage
  20
    Pick your preference
  These may each require some description, as follows:
  • Assassinate: Hunt down and kill one particular sentient 
  creature.  Victims should be NPCs.
  • Clear: Clear out an area of monsters.  Mechanically, this 
  should involve a target Location (add this Role to the 
  quest if it does not already exist from the template), and 
  a target number of 
    2d4 successful combat encounters 
  of any kind of creature, or 
    2d10 total creatures slain, 
  after which the zone is considered at least temporarily 
  safe for travel.
  • Trophies: Kill a certain number of a specific kind of 
  monster, and collect something from their corpses.  This 
  can be a literal trophy such as the antlers from a deer, or a 
  more utilitarian item such as the venom sacs from a cobra 
  so that the local apothecary can concoct an antivenom 
  potion.  Mechanically, add a Role to the quest designating 
  a specific kind of monster (randomize which from the 
  area’s wandering-monster table); you must slay 
    2d6 
  of that monster.  If a single monster of the type selected 
  has more Hit Dice than you do (or than your average 
  party level, if you are playing OPMC style), that number 
  decreases to 
    1d4 kills of that specific type.
  Purpose Summary
  Purpose Summary
  All Slay Quests involve a similar structure and nature, as 
  follows:
  • One or more creatures must be slain.
  • There may be a location of interest, or there may simply 
  be the creature of interest.
  Quest Prototypes
  Quest Prototypes
  The following quest prototypes are included for quests 
  of this nature.  You should feel free to create your own 
  templates as well!
  If you’re looking to randomize which template to use, roll on 
  the following table.
  Table 87: Random Quest Templates: Slay Quests
  D20
  Quest Template
  1-5
    One Target
  6-9
    Multiple Targets
  10-13
    Distant Target
  14-18
    Protected Target
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  20
    Reroll twice;  
  ignore this result if rolled again
  Random Aspects
  Random Aspects
  You can use the following sections and tables to randomize 
  
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  Solo Encounters & Quests
  the aspects of a quest of this type.  
  In some cases, more specific rules and probabilities for 
  randomization may apply in a more granular context; feel 
  free to use those, or to overrule those and use these more 
  generally-applicable ones instead.
  Determination
  If you wish to randomly select whether a quest of this type 
  uses a certain type of determination, use the table below.
  Table 88: Random Determination Approach: Chase Quests
  D20
  Determination Approach
  1-10
    Early Determination
  11-20
    Late Determination
  Role Targeting
  For each Role in a quest of this type, you can use the 
  following table to randomly determine how the role will be 
  filled.
  Table 89: Random Role Target Approach: Slay Quests
  D20
  Role Target Approach
  1-7
    Pick
  8-14
    Random 
  15-20
    Create
  Randomized Clue Requirements
  Most Slay Quests do not involve Clues.  Those that do rely 
  upon the gathering of Clues to provide vital information 
  about where to find the creature(s) that you must destroy.
  Roll on the table below to determine the Clue requirement 
  for a given Slay Quest if no other circumstance applies.
  Table 90: Random Clue Requirements: Slay Quests
  D20
    Clue Requirement
  1-13
    No Clue Requirement
  14-17
    1 Clue to Resolve
  18
    1d4 Clues to Resolve
  19
    1 Clue Each Milestone
  D20
    Clue Requirement
  -
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • No Clue Requirement: The quest does not involve, or 
  require, Clues of any sort for progression or resolution.  
  Any which might otherwise apply to this quest have no 
  effect.
  • 1 Clue to Resolve: The quest cannot be solved until you 
  discover at least 1 Clue which is counted to it.
  • 1d4 Clues to Resolve: As above, but with the potential for 
  a higher number of required Clues.
  • 1 Clue Each Milestone: Each and every milestone of this 
  quest requires 1 Clue to progress.
  • 1d4 Clues Each Milestone: As above, but with the 
  potential for a far greater threshold.  Roll separately to 
  determine the requirement for each milestone.
  Randomized Quest Events
  In the course of pursuing a quest of this nature, you may 
  encounter random events unique to it.  
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  If it takes you more than 5 minutes to resolve 
  an encounter in the course of pursuing this quest, roll only 
  once on the table for however long that takes.  For example, 
  if you take 23 minutes to resolve a combat encounter, you’d 
  roll on the following table once afterwards to determine 
  whether a random quest event took place.
  Table 91: Random Quest Events: Slay Quests
  D20
    Random Quest Event
  1-8
    No Event
  9
    Flees
  10-15
    Reinforcements
  16-18
    Difficult Terrain
  19
    Different Reinforcements
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  These results bear some explanation, as follows:
  • No Event: Nothing exceptional occurs outside of what 
  you’re already doing.
  • Flees: The creature(s) you’re pursuing or fighting already 
  get scared, think better of their chances, suddenly 
  
  166
  Solo Encounters & Quests
  remember an urgent appointment, or otherwise come up 
  with a reason to be elsewhere.  They flee away from the 
  party as quickly as they are capable of doing.
  • Reinforcements: The creature(s) you are fighting 
  suddenly receive the support of friendly combatants.  If 
  you are fighting an NPC target, 
    1d4 guards arrive to 
  bolster their forces.  If you are fighting a monster, 
    1d6 
  of that same monster arrive next round.  If each monster 
  you are already fighting has more Hit Dice than you (or if 
  each has more Hit Dice than your average party level, if 
  you are playing OPMC-style), only 
    1d3 reinforcements 
  arrive.
  • Difficult Terrain: Through an environmental effect, good 
  tactical positioning, or a magical condition, the combat 
  shifts to unstable footing.  The remainder of this combat 
  encounter takes place on Difficult Terrain for both your 
  party and any foes you are facing.  If your rules system 
  lacks the formal designation of this term, all movement 
  speeds are halved, and creatures suffer  
    Disadvantage 
  (roll twice, select the less favorable result) for complex 
  maneuvers or Dexterity / Agility related checks, saves, or 
  abilities.
  • Different Reinforcements: As Reinforcements, but a 
  randomly-determined different kind of creature arrives.  
  Use the random encounter tables for the area you’re 
  playing in; keep rolling on that table until you get a 
  monstrous result.  Quantities and guidelines for such are 
  as under Reinforcements, above.
  Randomized Rewards
  Quests of this nature may specify their own rewards or 
  probabilities therefor in their quest templates.  
  If none of those applies, or to overrule and determine 
  rewards at the successful conclusion of a quest of this nature 
  dynamically, roll on the following table.
  Table 92: Random Rewards: Slay Quests
  D20
    Reward
  1-3
    No Reward
  4-14
    1 Reward
  15-17
    1d2 Rewards
  18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  rewards that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Category table below.
  Randomized Reward Categories
  If you successfully complete a quest of this type, and 
  determine that one or more Rewards is applicable, then you 
  can use the table below to determine the category.
  Table 93: Random Reward Categories: Slay Quests
  D20
    Reward Category
  1-12
    Material (p 403)
  13
    Social (p 408)
  14-15
    Mechanical (p 415)
  16-18
    Magical (p 421)
  19
    Narrative (p 431)
  -
    Exploration (p 437)
  20
    Reroll with Advantage
  Randomized Penalties
  As with Rewards, a more specific context for determining 
  Penalties for failed quests of this type may apply.
  Below is a more general list of results and probabilities that 
  you can use.
  Table 94: Random Penalties: Slay Quests
  D20
    Penalty
  1-8
    No Penalty
  9-16
    1 Penalty
  17
    1d2 Penalties
  18
    1d3 Penalties
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  
  167
  Solo Encounters & Quests
  penalties that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Penalty table below.
  Randomized Penalty Categories
  Quests of this type have a specific variability as to what 
  types of penalty may apply in the case of a failed quest.
  If you fail a quest of this nature, and determine that one or 
  more penalties apply, roll on the table below to determine 
  the penalty category each falls into.
  Table 95: Random Penalty Categories: Slay Quests
  D20
    Penalty Category
  1-6
    Material (p 446)
  7
    Social (p 452)
  8-15
    Mechanical (p 459)
  16
    Magical (p 465)
  17
    Narrative (p 474)
  18-19
    Exploration (p 479)
  20
    Reroll with Advantage
  Randomized Urgency
  Quests of this nature may have a variable sense of Urgency 
  (p 141).  Roll on the table below to randomly determine the 
  Urgency of a particular quest of this type.
  Table 96: Random Quest Urgency: Slay Quests
  D20
  Stakes
  1-3
    Almost too late
  4-6
    Behind already
  7-10
    Immediate
  11-16
    Eventual
  17-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Randomized Stakes
  As with Urgency, the Stakes (p 141) of a quest of this type 
  can be randomly determined.  Use the table below if no other 
  context applies or dictates a value.
  Table 97: Random Quest Stakes: Slay Quests
  D20
  Stakes
  1
    Life or Death (macro)
  2
    Life or Death (individual)
  3-5
    Medium
  6-11
    Minor
  12-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace
  Quests of this type tend to have a certain Pacing (p 143).  
  Use the table below to select one of the possibilities.
  Table 98: Random Quest Pace: Slay Quests
  D20
  Pace
  1
    Breakneck
  2-3
    Urgent
  4-7
    Medium
  8-14
    Passive
  15-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability
  Chase Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  
  168
  Solo Encounters & Quests
  Table 99: Random Quest Chainability: Slay Quests
  D20
  Chainability
  1-14
    No links
  15-16
    Leads from completed
  17
    Leads from active
  18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  169
  Solo Encounters & Quests
  Flowchart 5: Plot Template: Slay, One Target
  
  170
  Solo Encounters & Quests
  Summary
  You are asked to kill one creature.
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Slay Quest described starting on 
  page 164 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Slay, One Target
  Table 100: Random Clue Requirements: Slay, One Target
  D20
    Clue Requirement
  1-8
    No Clue Requirement
  9-18
    1 Clue to Resolve
  19
    1d4 Clues to Resolve
  -
    1 Clue Each Milestone
  -
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Slay, One Target
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 101: Random Quest Events: Slay, One Target
  D20
    Random Quest Event
  1-8
    No Event
  9
    Flees
  10-14
    Reinforcements
  15-18
    Difficult Terrain
  D20
    Random Quest Event
  19
    Different Reinforcements
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Slay, One Target
  Table 102: Random Quest Urgency: Slay, One Target
  D20
  Stakes
  1
    Almost too late
  2
    Behind already
  3-4
    Immediate
  5-9
    Eventual
  10-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Slay, One Target
  Table 103: Random Quest Stakes: Slay, One Target
  D20
  Stakes
  -
    Life or Death (macro)
  -
    Life or Death (individual)
  1-3
    Medium
  4-7
    Minor
  8-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Plot Template: Slay, One Target
  Plot Template: Slay, One Target
  
  171
  Solo Encounters & Quests
  Table 106: Milestones: Slay, One Target
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Slay Target
  Yes
  Kill the 
  Victim
  None
  Loot the 
  corpse
  Victim flees; 
  quest failed
  n/a
  None
  Table 107: Roles: Slay, One Target
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Victim
  Creature
  Monsters
  The creature you’re 
  supposed to kill.
  Hostile Attitude toward the 
  party
  Pace: Slay, One Target
  Table 104: Random Quest Pace: Slay, One Target
  D20
  Pace
  -
    Breakneck
  1
    Urgent
  2-4
    Medium
  5-7
    Passive
  8-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Slay, One Target
  Slay Quests have a low possibility of being intermingled with 
  other events.  Use the table below if no other context applies 
  to determine chainability (p 142).
  Table 105: Random Quest Chainability: Slay, One Target
  D20
  Chainability
  1-15
    No links
  D20
  Chainability
  16
    Leads from completed
  -
    Leads from active
  17-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  172
  Solo Encounters & Quests
  Flowchart 6: Plot Template: Slay, Multiple Targets
  
  173
  Solo Encounters & Quests
  Summary
  You are asked to kill multiple creatures.
  Prerequisites
  None, though for monsters, a non-urban setting tends to be 
  best.
  Context Overrides
  Use the defaults for the Slay Quest described starting on 
  page 164 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Slay, Multiple Targets
  Table 108: Random Clue Requirements: Slay, Multiple 
  Targets Quest
  D20
    Clue Requirement
  1-11
    No Clue Requirement
  12-17
    1 Clue to Resolve
  18
    1d4 Clues to Resolve
  19
    1 Clue Each Milestone
  -
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Slay, Multiple Targets
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 109: Random Quest Events: Slay, Multiple Targets 
  Quest
  D20
    Random Quest Event
  1-10
    No Event
  11
    Flees
  D20
    Random Quest Event
  8-12
    Reinforcements
  13-16
    Difficult Terrain
  17-19
    Different Reinforcements
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Slay, Multiple Targets
  Table 110: Random Quest Urgency: Slay, Multiple Targets 
  Quest
  D20
  Stakes
  -
    Almost too late
  1
    Behind already
  2-6
    Immediate
  7-11
    Eventual
  12-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Slay, Multiple Targets
  Table 111: Random Quest Stakes: Slay, Multiple Targets 
  Quest
  D20
  Stakes
  -
    Life or Death (macro)
  -
    Life or Death (individual)
  1-2
    Medium
  3-7
    Minor
  8-18
    Trivial
  Plot Template: Slay, Multiple Targets
  Plot Template: Slay, Multiple Targets
  
  174
  Solo Encounters & Quests
  Table 114: Milestones: Slay, Multiple Targets
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Slay Target
  Yes
  Kill the Victim
  None
  Loot the 
  corpse
  Victim flees; 
  quest failed
  n/a
  None
  Table 115: Roles: Slay, Multiple Targets
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Victims
  Creature
  Monsters
  The creatures you’re 
  supposed to kill (2d4).
  Hostile Attitude toward the 
  party
  D20
  Stakes
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Slay, Multiple Targets
  Table 112: Random Quest Pace: Slay, Multiple Targets 
  Quest
  D20
  Pace
  -
    Breakneck
  1
    Urgent
  2-4
    Medium
  5-9
    Passive
  10-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Slay, Multiple Targets
  Table 113: Random Quest Chainability: Slay, Multiple 
  Targets Quest
  D20
  Chainability
  1-9
    No links
  D20
  Chainability
  10-12
    Leads from completed
  13-14
    Leads from active
  15-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  175
  Solo Encounters & Quests
  Flowchart 7: Plot Template: Distant Target
  
  176
  Solo Encounters & Quests
  Summary
  You’re asked to kill one or more creatures.  They are located 
  in a different area.
  Prerequisites
  None, though a non-urban zone is preferred.
  Context Overrides
  Use the defaults for the Slay Quest described starting on 
  page 164 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Distant Target
  Table 116: Random Clue Requirements: Distant Target 
  Quests
  D20
    Clue Requirement
  1-8
    No Clue Requirement
  9-14
    1 Clue to Resolve
  15-16
    1d4 Clues to Resolve
  17-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Distant Target
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 117: Random Quest Events: Distant Target Quests
  D20
    Random Quest Event
  1-6
    No Event
  7-10
    Lost the Trail
  D20
    Random Quest Event
  11
    No Event
  12
    Flees
  13
    Reinforcements
  14-17
    Difficult Terrain
  18-19
    Different Reinforcements
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Distant Target
  Table 118: Random Quest Urgency: Distant Target Quest
  D20
  Stakes
  1
    Almost too late
  2-3
    Behind already
  4-8
    Immediate
  9-15
    Eventual
  16-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Distant Target
  Table 119: Random Quest Stakes: Distant Target Quest
  D20
  Stakes
  1
    Life or Death (macro)
  2-3
    Life or Death (individual)
  4-8
    Medium
  9-15
    Minor
  16-18
    Trivial
  Plot Template: Distant Target
  Plot Template: Distant Target
  
  177
  Solo Encounters & Quests
  Table 122: Milestones: Slay, Distant Target
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Slay Target
  Yes
  Kill the Victim
  None
  Loot the 
  corpse
  Victim flees; 
  quest failed
  n/a
  None
  Travel to 
  Destination
  Yes
  Move to the 
  location of the 
  Victim
  None
  You gain 
  access to 
  the Victim
  Victim not 
  findable; quest 
  failed
  1d4
  None
  Table 123: Roles: Slay, Distant Target
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Victim 
  (1d4)
  Creature
  Monsters
  The creature you’re 
  supposed to kill.
  Hostile Attitude toward the 
  party
  Location
  Physical location
  Non-urban
  The location of the 
  Victim.
  Victim is located there
  D20
  Stakes
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Distant Target
  Table 120: Random Quest Pace: Distant Target Quest
  D20
  Pace
  1
    Breakneck
  2-4
    Urgent
  5-9
    Medium
  10-15
    Passive
  16-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Distant Target
  Table 121: Random Quest Chainability: Distant Target 
  Quest
  D20
  Chainability
  1-5
    No links
  6-7
    Leads from completed
  8-10
    Leads from active
  11-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  178
  Solo Encounters & Quests
  Flowchart 8: Plot Template: Slay, Protected Target
  
  179
  Solo Encounters & Quests
  Summary
  You’ve been asked to destroy one or more creatures.  
  Unfortunately, to get to them, you’ll have to conquer an 
  environmental obstacle, behind which they lurk. 
  Prerequisites
  None.  For monsters, prefer a non-urban environment.
  Context Overrides
  Use the defaults for the Slay Quest described starting on 
  page 164 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Slay, Protected Target
  Table 124: Random Clue Requirements: Slay, Protected 
  Target Quests
  D20
    Clue Requirement
  1-6
    No Clue Requirement
  7-12
    1 Clue to Resolve
  13-17
    1d4 Clues to Resolve
  18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Slay, Protected Target
  For every 2 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 125: Random Quest Events: Slay, Protected Target 
  Quests
  D20
    Random Quest Event
  1-4
    No Event
  5
    Flees
  D20
    Random Quest Event
  6-7
    Reinforcements
  8-14
    Difficult Terrain
  15-19
    Different Reinforcements
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Rewards: Slay, Protected Target
  Table 126: Random Rewards: Slay, Protected Target Quests
  D20
    Reward
  1-2
    No Reward
  3-7
    1 Reward
  8-13
    1d2 Rewards
  14-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Reward Categories: Slay, Protected 
  Target
  Table 127: Random Reward Categories: Slay, Protected 
  Target Quests
  D20
    Reward Category
  1-5
    Material (p 403)
  6
    Social (p 408)
  7-9
    Mechanical (p 415)
  10-13
    Magical (p 421)
  14-15
    Narrative (p 431)
  Plot Template: Slay, Protected Target
  Plot Template: Slay, Protected Target
  
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  D20
    Reward Category
  16-19
    Exploration (p 437)
  20
    Reroll with Advantage
  Urgency: Slay, Protected Target
  Table 128: Random Quest Urgency: Slay, Protected Target 
  Quests
  D20
  Stakes
  1
    Almost too late
  2-3
    Behind already
  4-9
    Immediate
  10-16
    Eventual
  17-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Slay, Protected Target
  Table 129: Random Quest Stakes: Slay, Protected Target 
  Quests
  D20
  Stakes
  1-2
    Life or Death (macro)
  3-4
    Life or Death (individual)
  5-11
    Medium
  12-16
    Minor
  17-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Slay, Protected Target
  Table 130: Random Quest Pace: Slay, Protected Target 
  Quests
  D20
  Pace
  1-2
    Breakneck
  3-4
    Urgent
  5-9
    Medium
  Table 132: Milestones: Slay, Protected Target
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Slay Target
  Yes
  Kill the Victim
  None
  Loot the 
  corpse
  Victim flees; 
  quest failed
  n/a
  None
  Table 133: Roles: Slay, Protected Target
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Victim
  Creature
  Monsters
  The creature you’re supposed 
  to kill.
  Hostile Attitude toward the 
  party
  Obstacle
  Obstacle
  Any
  The obstacle that prevents 
  access to the Victim.
  Physically placed between 
  your present location and the 
  Victim’s location; environment 
  is reshaped so that the Obstacle 
  must be overcome to gain 
  access to the Victim.
  
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  D20
  Pace
  10-15
    Passive
  16-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Slay, Protected Target
  Table 131: Random Quest Chainability: Slay, Protected 
  Target Quests
  D20
  Chainability
  1-4
    No links
  5-8
    Leads from completed
  9-11
    Leads from active
  12-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
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  Deliver Quests
  Introduction
  Introduction
  Delivery Quests incorporate a slightly wide variety of quest 
  archetypes from traditional lore.  
  They all involve an item or people of interest, and taking 
  those things to a secondary location.
  Purpose Summary
  Purpose Summary
  All Deliver Quests involve a similar structure and nature, as 
  follows:
  • One or more pieces of freight.  These are the items or 
  people to be transported.
  • One or more locations of interest.  This is almost always 
  the location to which the freight must be delivered.  
  The exception to this is the Rescue purpose variability, 
  wherein the Location is the place where the freight 
  currently resides and must be freed from.  In a quest 
  template involving multiple Locations, these represent 
  possible, but not definite, locations where a Rescue quest’s 
  freight might reside; for all other Delivery quests, multiple 
  locations define a path which must be followed in the 
  order in which the locations are determined.
  Purpose Variability
  Purpose Variability
  To introduce a bit of narrative interest into the proceedings 
  of a Deliver Quest, you can randomize the nature of the 
  objective using the table below.
  Use the results of this determination to inform the Role 
  filling process as best makes sense.
  Table 134: Purpose Variability: Deliver Quests
  D20
  Deliver Quest Purpose
  1-6
    Courier
  7-9
    Caravan
  10-13
    Escort
  14-15
    Rescue
  16-17
    Defend
  18
    Reroll twice;  
  ignore this result if rolled again
  D20
  Deliver Quest Purpose
  19
    Reroll with Advantage
  20
    Pick your preference
  These may each require some description, as follows:
  • Courier: The stereotypical “delivery” quest: take one or 
  more items and bring them to a destination and/or give 
  them to an NPC.
  • Caravan: Slightly different than Courier: This involves 
  delivering cargo.  The difference between the item(s) 
  transported in a Courier quest and the cargo transported 
  in a Caravan quest is capacity: if it’s beyond what the 
  party can carry on their own backs, it’s cargo.  By that 
  definition, any Caravan quest will involve one or more 
  pack animals or beasts of burden, either to carry the cargo 
  in question, and/or to pull devices onto which the gear 
  is loaded (wagons, sleds, and such).  You may assume 
    2d4 horses, mules, or other animals, and a 
    30% 
  chance of 
    1d4 wagons.
  • Escort: “Deliver” one or more people to a destination 
  safely.  They may be carrying sensitive information, are 
  sensitive in their demeanor, unable to defend themselves 
  on their own, sufficiently high-ranking so as to view it 
  uncouth to have to bring about their own safety directly... 
  or it could all simply be an elaborate ruse to lure the party 
  into a trap.  There is a 
    60% chance that the delivery 
  involves one person only; otherwise, 
    1d8 people are in 
  the care of the party.
  • Rescue: Your objective is to set an item or people free 
  from their current confines.  Be it an item that’s locked 
  in a private residence that “belongs in a museum”, or 
  the equally traditional trope of young royalty being held 
  captive in a dragon-guarded tower, your mission is to find 
  the thing or person and set it free.  Note that any Location 
  identified represents the current location of the freight.
  • Defend: Protect the freight from theft or harm.  If the 
  freight is a person, your job is to protect them from 
  attack; for material freights, the mission is to ensure 
  they’re not stolen or defaced.  Note that any Location 
  identified represents the current location of the freight.
  Purpose Variability Tables
  Some of the purpose variabilities above involve additional 
  elements that you may wish to incorporate into your quest.
  Courier Item Physical Description
  In a Courier quest, what you’re asked to carry makes a big 
  difference: not only in terms of logistics (particularly for an 
  OPOC solo adventurer), but also in terms of the risk/reward 
  assessment that most non-Paladin parties end up making 
  when figuring out what to do.
  Use the table below to determine the physical nature of the 
  
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  freight.
  Table 135: Purpose Variability: Courier Item Physical 
  Description
  D20
  Result
  1-8
  One item
  9-11
  1d4 items
  12-15
  One package
  16-17
  Supplies
  18-19 Mysterious
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • One Package: A sealed package, either a small wooden 
  box, a wax-sealed scroll, or a wax paper package.
  • Mysterious: A glass orb, pulsating with arcane power.  A 
  rod that seems to be a writhing snake if viewed out of 
  the corner of your eye.  Whatever the particular form, it’s 
  noteworthy and interesting to all who see it... and that’s 
  not necessarily a good thing, for someone whose mission 
  it is to ensure nobody steals it!
  Courier Item Nature
  In addition to simply describing the physical nature of the 
  item(s) being transported, greedy PCs will of course wish to 
  know the value of what they’ve been asked to transport.
  Use the table below to determine what is being carried, so 
  your party can make an informed decision as to whether it’s 
  worth it to risk failure to keep the freight.
  If the table above describes “What is it?”, this table describes 
  “why does anyone care?”
  Table 136: Purpose Variability: Courier Item Nature
  D20
  Result
  1-7
  Mundane supplies
  8-12
  Sentimental
  13-15
  Martial
  16-17
  Political
  18-19 Magical
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Mundane Supplies: Fishhooks, paper and quills, or 
  bullseye lanterns: it’s not to say that this gear isn’t 
  valuable or even vitally useful to the right population, 
  but it’s the sort of thing you can find in a trading post or 
  general store most of the time.  You can randomize what 
  actual items are transported; their monetary value is what 
  you’d typically be able to sell them for in a store.
  • Sentimental: Personal items, of enormous value, but 
  strictly to those with an attachment to them.  Love letters, 
  but not an engagement ring; an ancestral horn, but not 
  ancestral magical armor; for example.  These items are 
  likely to have zero monetary value on their own.  When 
  engaging in a quest that involves Sentimental freight, 
  assign 
    1d3 NPCs to the item(s) as additional Roles 
  as you normally would (i.e., randomize New / Random 
  / Pick targeting).  The Attitude of any of those NPCs is 
  increased by one level toward your party at the successful 
  completion of the quest; it decreases 
    1d2 levels if you 
  fail.
  • Martial: Arms, armor, battle plans, or strategic maps, of 
  use primarily to the military forces in the area... or their 
  enemies.  There’s a 
    30% chance that the item has no 
  monetary value in and of itself (e.g., a scroll with vague, 
  coded descriptions); otherwise, randomize the particular 
  armor or weapon.  Create a new Role for a quest involving 
  Martial freight; assign it to a military Faction (or create 
  one, if your game world does not yet have one identified).  
  The freight is in association with that Faction.  Then, 
  roll d100 again: there’s a 
    30% chance that the gear 
  is in association with an active, or burgeoning, conflict 
  with a second military Faction; create that Role and fill 
  it randomly (but, perhaps obviously, NOT with the same 
  military Faction that you had designated as owning the 
  gear to begin with).
  • Political: Resources, tax logs, census data, plans to expand 
  township buildings, and other rigmarole of administrative 
  life: there’s a chance that there’s something of interest and 
  value to the layperson here, but it’s a remote one.  Create 
  a new Role and assign it to a Settlement in your game 
  world; the boring but useful political information is in 
  association with that location.
  • Magical: The item(s) are magical in nature, or of deep 
  interest to anyone magical.  There’s an even chance (
    50%) that this is arcane or divine in orientation.  
  If divine, create a Role for the quest and assign it to a 
  religious Faction in your game world.  If you determine 
  it’s arcane in nature, any arcanist you encounter may be 
  interested in the freight.
  Caravan Variability
  Escorting a single pack mule is a great deal different than 
  traveling with forty wagons through the desert.  Roll on 
  the table below to determine the nature of what is being 
  transported, and what comes along for the ride alongside it.
  Table 137: Purpose Variability: Caravan Freight Physical 
  Description
  D20
  Result
  1-7
  One laden beast of burden
  
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  D20
  Result
  8-13
  2d4 beasts of burden
  14-16
  2d6 beasts, 2d4 commoners
  17-18
  3d8 beasts, 3d4 commoners
  19
    Reroll, Add Escort 
  ignore this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • One Laden Beast of Burden: Bill the Baggage Pony, a 
  hesitant mule, or a nimble mountain goat: whatever it is, 
  there’s only one of it, and you can make it go, more or less.
  • X Beasts, Y Commoners: Multiple beasts are laden with 
  supplies.  In addition, some commoners are along for the 
  ride.  They help guide the beasts and take care of them 
  during the journey.  They might simply be hirelings, 
  or even the owners of the rented beasts of burden.  
  Although your mission is not to protect them, there is 
  general disappointment if you make it to your destination 
  successfully but have let the commoners get slaughtered; 
  if any dies during the journey, you are limited to a 
  single Reward no matter what the randomization would 
  normally suggest.
  • Reroll, Add Escort: It’s a large group, and it’s important to 
  safeguard not only the freight, but the people: in addition 
  to whatever beasts and/or commoners are determined in 
  your reroll on this table, you must also roll on the Escort 
  Nature and Escort Demeanor variability tables below and 
  add that to those accompanying you.
  Caravan Item Nature
  As with the Courier Item Nature table earlier, this is the 
  “why does anyone care, and who cares” aspect of your 
  freight.  
  Roll on the table below to determine the nature of your 
  charge; the descriptions and additional implications of each 
  are the same as they are with the Courier Item Nature table.
  Table 138: Purpose Variability: Courier Item Nature
  D20
  Result
  1-8
  Mundane supplies
  9-10
  Sentimental
  11-17
  Martial
  18
  Political
  19
  Magical
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Escort Demeanor
  When you’re asked to accompany one or more important 
  people to a destination, the attitude those people have 
  toward the journey (and toward your role in it) matters a 
  great deal.  A willing companion can make the trip easy, even 
  pleasurable; someone who fights you tooth and nail every 
  step of the way can make it a horrid ordeal.
  When receiving an Escort Quest, roll on the table below 
  to determine the perspective of your charge toward the 
  situation.  These results are somewhat a combination of 
  the defining the nature of your escorted freight, as well as 
  defining their attitude toward the quest.
  The wording below applies most readily to people being 
  escorted.  If you instead find yourself escorting material 
  freight, feel free to skip this element altogether... or, you can 
  try to roll, and adapt the result not to your charge, but to the 
  attitudes of those who you encounter on your journey.
  If one of these results refers to a single NPC you are 
  escorting, and you are escorting multiple creatures, 
  randomly select which one it applies to.
  Table 139: Purpose Variability: Deliver, Escort Quests
  D20
  Result
  1-7
  Belligerent
  8-16
  Eager
  17
  Lustful
  18
  Insane
  19
  Criminal
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Belligerent: Your charge doesn’t want to participate in the 
  journey, at least not the way you’re expected to approach 
  it.  Roll a 
    d6 to further identify the problem, at least 
  from their viewpoint. 
   
  On a 1-2, they resent the journey altogether.  Apply the 
  effects of both of the following results. 
   
  On a 3-4, they accept, or even desire, the journey, but 
  resent your accompanying them on it.  They will try to 
  escape from you at every opportunity, but will generally 
  still pursue the same intended objective.  Whenever you 
  are distracted—by combat, for example, or if you sleep 
  without posting a guard—the escorted person attempts 
  a Stealth (or appropriate equivalent) check to escape.  If 
  they run away, you may begin a Chase Quest separately 
  to pursue them; however, since they are heading the 
  same general direction, you gain 
    Advantage (roll 
  twice, select and use the preferred result) on all of your 
  rolls in that quest.  Alternately, you can simply head 
  that way yourself; you may attempt a 
    Survival (or 
  equivalent for your rules system, e.g., Tracking) check to 
  
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  find them.  The DC for any such check decreases by 1 per 
  hour you continue on your journey in the direction of the 
  destination. 
   
  On a 5-6, they’re fine with your presence, even welcoming 
  the protection you represent, but they have no intention 
  of traveling to the intended destination.  They don’t 
  actively try to run away, but they will constantly attempt 
  to trick you into heading elsewhere through bribes, 
  falsehoods, and outright lies of navigation.  They’ll 
  sabotage your map, destroy your compass, and generally 
  be a navigational nuisance.  You suffer 
    Disadvantage 
  (roll twice, select the less preferred result to use) on all 
  logistical rolls during the quest.  This includes random 
  event or encounter rolls, as well as tracking/survival and 
  other related checks.
  • Eager: You’re heading to a place your charge wishes to go, 
  and they’re eager and grateful for your involvement and 
  protection.  They can be relied upon to stay with you, and 
  they will help actively however they can.  You gain  
    
  Advantage (roll twice, select and use the preferred result) 
  on any 
    d4 rolls of your choice during your quest for 
  matters related to navigation and logistics.  This can 
  include random encounter checks.  Declare your intent to 
  use this effect prior to rolling.   
   
  Furthermore, your charge will seek you out if they get lost 
  or are abducted.  If you lose sight of your freight, there is 
  a cumulative 
    5% chance per hour that they will come 
  back to you, so long as you continue in the same general 
  direction of the target location.
  • Lustful: Your charge is eager, but in a physical and 
  emotional sense.  Roll a 
    d6 to further identify the 
  nature of their desire. 
   
  On a 1-2, they are adventure-embracing thrill-seekers, 
  eager to be underway on this exciting endeavor.  Such is 
  their passion for the new and the unknown that you suffer 
    Disadvantage (roll twice, select the less preferred 
  result to use) on all random encounter checks during your 
  trip.  However, they are also constantly looking around 
  and scanning, announcing celebrating the unusual.  As a 
  result, you gain Advantage (roll twice, select and use the 
  preferred result) on all 
    Perception, Survival, and 
  Tracking checks made during the journey (or appropriate 
  equivalents for your rules system).  
   
  On a 3-4, their interest lies more with their escort than 
  with the destination or the journey.  Their Attitude 
  increases to Ally the day after you embark upon the quest.  
  You also receive the Romance Reward, for better or for 
  worse, with the NPC you’re escorting as the love interest. 
   
  On a 5-6, your charge is supremely eager to reach your 
  destination, because the object of their affection awaits 
  them there (or, at least, that is what they believe).  They 
  will do everything they can to get there as rapidly as 
  possible.  On the plus side, this means you gain Advantage 
  (roll twice, select and use the preferred result) on checks 
  made to navigate and make progress, and you increase 
  your travel speed by 
    1d10 x 5%.  On the other hand, 
  whenever you begin a combat encounter along the way, 
  your charge will attempt to flee, that they might run 
  toward the destination rather than risk death.
  • Insane: Your charge is mentally unstable.  Whether this 
  is the reason for the journey (“take him away to the 
  asylum”), or whether it’s just a happenstance element 
  (“prisoners A-J have to be moved”), you’re still in 
  charge of an insane person during your journey.  Use 
  the madness or insanity rules for your rules system; if 
  your game lacks such mechanics, your charge will make 
  completely unpredictable actions in combat, even to the 
  point of attacking you; and will try to flee half of the 
  time if not restrained.  There is no reasoning with an 
  insane freight, so all social encounters or socially-related 
  skill or ability checks automatically fail; your charge is 
  effectively immune to mind-affecting effects.  This is also 
  tremendously unfortuante if you run into other people 
  along the way, because there is a 
    35% chance your 
  charge will disavow any knowledge of your circumstances, 
  and plead with the strangers that they are being taken and 
  restrained against their will, inventing terrible stories to 
  prove their innocence.  Not ideal.
  • Criminal: Your charge is a criminal, and a prisoner.  
  There’s a 
    75% chance they’ve been convicted; 
  otherwise, it’s merely a suspicion.  Roll a 
    d6 to further 
  identify the nature of their criminality. 
   
  On a 1, they are innocent, falsely accused or framed 
  for a crime they did not commit.  Roll 
    d6 again to 
  determine the nature of the crime they’re accused of, 
  ignoring and rerolling further results of a 1. 
   
  On a 2-3, they are accused and/or convicted of a 
  misdemeanor or minor offense: being rowdy in public, 
  defacing property, taking the king’s name in vain, or 
  comedic blasphemies against a minor church with little 
  political power.  There’s no mechanical effect to such a 
  scenario, but opportunities for a narrative impact are rich. 
   
  On a 4-6, the crime is a more severe one: theft, breaking 
  and entering, arson, bar-room brawl that escalated to a 
  nasty (but not deadly) wound, or a political/religious faux 
  pas against a powerful faction lacking a sense of humor.  
  Security forces are aware of your charge, and although 
  they will help you if you need it, they’re also deeply 
  suspicious that you, and not members of their forces, have 
  been chosen to make the escort.  Mechanically, you suffer  
    Disadvantage (roll twice, select the less preferred 
  result to use) on social encounters with security forces, 
  military members, or factional representatives that are 
  not strictly related to needing their help urgently to secure 
  or recover the prisoner.  However, there is a 
    5% 
  chance per round of combat that 
    1d3 security forces 
  (guards) will join the fight to help ensure that your charge 
  makes it to their destination without escape.
  Escort Nature
  What you are escorting is just as important as how the 
  creature being escorted feels about it.  Roll on the table 
  below to determine the nature of what you have been asked 
  to escort.
  
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  Solo Encounters & Quests
  Table 140: Purpose Variability: Escort Nature
  D20
  Result
  1-3
  Single item
  4-15
  Single person
  16
  1d4 items
  17-18
  1d4 people
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  20
    Reroll twice;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Single Item: Randomly select a type of item as you would 
  a piece of treasure.  That item has some significance.  
  Roll a 
    d6 to further identify the reason this item has 
  significance, and must be transported from one place to 
  another. 
   
  On a 1-2, the item has political significance: the signet 
  ring of a recently-deceased duke; a crown or other symbol 
  of office; the breastplate worn by and passed down to 
  each successive leader of the town guard.  Add a Role to 
  the quest, and randomly determine a settlement as you 
  normally would fill a Role (randomize, create, or pick, 
  etc.); that’s the locality that cares about this item. 
   
  On a 3-4, the item has factional significance: the lucky 
  weighted dice rumored to grant fortune to the leader of 
  the thieves’ guild; the quill used by eight generations of 
  scribes in the region’s foremost library; the holy symbol 
  that some say grants power over death itself.  Add a Role 
  to the quest, and randomly determine a faction as you 
  normally would... that’s the faction that needs this item 
  safeguarded. 
   
  On a 5-6, the item has personal significance: a love letter; 
  a weathered grandfather’s hat; a framed portrait; a music 
  box that is the only remaining memory of a departed 
  relative.  Add a Role to the quest, and randomly determine 
  an NPC as you normally would; that’s the person who 
  sheds tears over this item.
  • 1d4 Items: As above, but it’s more than one object.  
  Randomly determine the nature of each item, but roll 
  the d6 roll to determine the nature of the collective 
  significance of the batch of items.
  Rescue Location
  A quest to rescue the princess from the dragon’s keep is 
  far different than excising political prisoners from the 
  archbishop’s undercroft.  
  When you receive a Rescue Quest, roll on the table below 
  to determine the location of the item or people in need of 
  rescue.
  Table 141: Purpose Variability: Rescue Location
  D20
  Result
  1-4
  Jail
  5-9
  Prison (political)
  10-14
  Dungeon
  15-16
  “Free to Go”
  17-19 Fantastical Location
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Jail: Whether they earned it or were just unlucky, the 
  freight is in a jail or prison for a crime.  Items in this 
  situation have been confiscated as possessions of entering 
  criminals; your job doesn’t care at all so much about the 
  person who had the item on them when they entered the 
  jail, merely that the item be returned.  
  • Prison: As Jail, largely, but the crime is a political 
  offense—voicing concerns about the efficacy of the current 
  leadership, for example.  
  • Dungeon: Whether it’s merely the more subterranean 
  version of a prison underneath a queen’s castle, or a 
  monster’s holding ground for a later dinner, the freight is 
  in a stereotypical fantasy dungeon holding cell.
  • “Free to Go”: The object of the rescue is being held in 
  civil, perhaps even opulent, environs, and is nominally 
  told that they are free to go whenever they choose.  The 
  guards outside?  They’re for your own protection.
  • Fantastical Location: Ah, now we’re getting to the 
  “highest room in the tallest tower of the dragon’s keep” 
  kind of situation.  
  Rescue Nature
  Roll on the table below to determine the nature of what 
  needs to be rescued.
  Table 142: Purpose Variability: Rescue Nature
  D20
  Result
  1-2
  Single item
  3-13
  Single person
  14
  1d4 items
  15-18
  1d4 people
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  
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  Solo Encounters & Quests
  D20
  Result
  20
    Reroll twice;  
  ignore this result if rolled again
  Defend Against
  Defend Quests are unique among Delivery quests, in that 
  they’re the only ones in which your goal is to have the freight 
  remain in one place.
  Templates that involve one Location indicate that the freight 
  is already at that location, and must be defended there.
  For templates involving multiple Locations, the freight is 
  currently at the first location, and must be escorted (as 
  per an Escort Quest) to the other locations.  The very last 
  location defined in the template is the one where defense 
  must occur.
  For narrative purposes, it may help to understand the nature 
  of what the freight is being defended against.  Roll on the 
  table below to determine this randomly.
  Note that you may wish to take this determination into 
  consideration when filling Roles defined in the quest 
  template.
  Table 143: Purpose Variability: Defend Against
  D20
  Result
  1-11
  Monsters
  12-13
  Security
  14-15
  Justice
  16-17
  Mob
  18-19 Vigilantes
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Monsters: Simple and straightforward: monsters are 
  attacking.  Kill them or make them flee to defend the 
  freight.
  • Security: Legitimate security forces are trying to abscond 
  with the freight.  This could be a Lawful Evil kind of 
  following of bad orders, or it could be with genuine 
  goodwill: perhaps they believe they can keep the freight 
  protected more effectively than a lone adventurer or 
  party of PCs.  If the freight is a person, they may wish to 
  take them to a safe house or to put them under guard; for 
  material freight, they may want to secure the item in a 
  vault (or perhaps the item “belongs in a museum”).
  • Justice: Legal powers are imposing their will on the 
  freight.  If you’re defending people, the law may wish to 
  extradite them to a foreign power, or perhaps they are 
  due to appear in court or even show up at a state-ordered 
  political wedding.  Objects in need of defense are likely 
  those whose ownership is in question, and the law has 
  made a different determination than you and/or your 
  quest-giver.
  • Mob: An angry, slightly unhinged group of normally 
  ordinary townsfolk have gathered and are demanding that 
  the freight be turned over to them.  Think torches and 
  pitchforks.  Although things may have started out in civil 
  demeanor, it’s escalating quickly, and force will certainly 
  be required soon.  Justified or not in your defense of the 
  freight against this mob, consider the implications of 
  slaughtering major components of that mob in a city or 
  town.
  • Vigilantes: A cross between a mob and justice, really: 
  a small group of private citizens has taken it upon 
  themselves to do what they believe is right, and to try 
  and take the freight away from you.  This could be a 
  family who feels scorned or wronged by a person you’re 
  defending; it could be a single spurned lover seeking 
  revenge; it could be someone who sold a precious 
  possession and now wishes it returned.
  Quest Prototypes
  Quest Prototypes
  The following quest prototypes are included for quests 
  of this nature.  You should feel free to create your own 
  templates as well!
  If you’re looking to randomize which template to use, roll on 
  the following table.
  Table 144: Random Quest Templates: Deliver Quests
  D20
  Quest Template
  1-5
    Simple
  6-9
    Multi-Location
  10-13
    Ambushed
  14-18
    Pickup and Deliver
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  20
    Reroll twice;  
  ignore this result if rolled again
  Random Aspects
  Random Aspects
  You can use the following sections and tables to randomize 
  
  188
  Solo Encounters & Quests
  the aspects of a quest of this type.  
  In some cases, more specific rules and probabilities for 
  randomization may apply in a more granular context; feel 
  free to use those, or to overrule those and use these more 
  generally-applicable ones instead.
  Determination
  If you wish to randomly select whether a quest of this type 
  uses a certain type of determination, use the table below.
  Table 145: Random Determination Approach: Deliver 
  Quests
  D20
  Determination Approach
  1-10
    Early Determination
  11-20
    Late Determination
  Role Targeting
  For each Role in a quest of this type, you can use the 
  following table to randomly determine how the role will be 
  filled.
  Table 146: Random Role Target Approach: Deliver Quests
  D20
  Role Target Approach
  1-5
    Pick
  6-13
    Random 
  14-20
    Create
  Randomized Clue Requirements
  Most Deliver Quests do not involve Clues.  Those that do 
  rely upon the gathering of Clues to provide vital information 
  about what path to take to the destination(s) involved.
  Roll on the table below to determine the Clue requirement 
  for a given Deliver Quest if no other circumstance applies.
  Table 147: Random Clue Requirements: Deliver Quests
  D20
    Clue Requirement
  1-8
    No Clue Requirement
  9-12
    1 Clue to Resolve
  13-14
    1d4 Clues to Resolve
  15-18
    1 Clue Each Milestone
  D20
    Clue Requirement
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • No Clue Requirement: The quest does not involve, or 
  require, Clues of any sort for progression or resolution.  
  Any which might otherwise apply to this quest have no 
  effect.
  • 1 Clue to Resolve: The quest cannot be solved until you 
  discover at least 1 Clue which is counted to it.
  • 1d4 Clues to Resolve: As above, but with the potential for 
  a higher number of required Clues.
  • 1 Clue Each Milestone: Each and every milestone of this 
  quest requires 1 Clue to progress.
  • 1d4 Clues Each Milestone: As above, but with the 
  potential for a far greater threshold.  Roll separately to 
  determine the requirement for each milestone.
  Randomized Quest Events
  In the course of pursuing a quest of this nature, you may 
  encounter random events unique to it.  
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  If it takes you more than 5 minutes to resolve 
  an encounter in the course of pursuing this quest, roll only 
  once on the table for however long that takes.  For example, 
  if you take 23 minutes to resolve a combat encounter, you’d 
  roll on the following table once afterwards to determine 
  whether a random quest event took place.
  Table 148: Random Quest Events: Deliver Quests
  D20
    Random Quest Event
  1-9
    No Event
  10-11
    Ambush!
  12-13
    Lost the Trail
  14-15
    Stumbled
  16
    Calm Passage
  17-18
    Difficult Terrain
  19
    Change in Plans
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  These results bear some explanation, as follows:
  
  189
  Solo Encounters & Quests
  • No Event: Nothing exceptional occurs outside of what 
  you’re already doing.
  • Ambush!: Roll immediately for a combat encounter; use 
  the random encounter table for your current location, but 
  keep rerolling until you get a combat encounter.  Enemies 
  spawned for that encounter automatically get surprise 
  and/or win initiative.  If you are already 
  • Lost the Trail: Spend your next round finding the trail to 
  the next location destination using an appropriate skill 
  (Track, Survival, Wisdom, etc.).  Resume the journey only 
  once you’ve discovered the trail again.  
  • Stumbled: Make an appropriate skill or ability check 
  (Acrobatics, Dexterity, Agility, etc.) to avoid having your 
  speed reduced to 0 for 
    2d10 minutes.  
  • Calm Passage: There’s a lull in ambient threats.  Until 
  your next roll on this Random Events table, do not roll on 
  random encounter tables.
  • Difficult Terrain: For 5 minutes, you move through 
  Difficult Terrain.  If your rules system lacks this notion 
  formally, your movement speed is cut in half, lacking 
  exceptional or magical abilities which would ignore 
  difficult terrain (e.g., fly).
  • Change in Plans: The final location defined in the quest 
  template has changed.  Make a determination for another 
  location to fill that Role.  
  Randomized Rewards
  Quests of this nature may specify their own rewards or 
  probabilities therefor in their quest templates.  
  If none of those applies, or to overrule and determine 
  rewards at the successful conclusion of a quest of this nature 
  dynamically, roll on the following table.
  Table 149: Random Rewards: Deliver Quests
  D20
    Reward
  1-2
    No Reward
  3-10
    1 Reward
  11-15
    1d2 Rewards
  16-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  rewards that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Category table below.
  Randomized Reward Categories
  If you successfully complete a quest of this type, and 
  determine that one or more Rewards is applicable, then you 
  can use the table below to determine the category.
  Table 150: Random Reward Categories: Deliver Quests
  D20
    Reward Category
  1-12
    Material (p 403)
  13-14
    Social (p 408)
  15
    Mechanical (p 415)
  16-17
    Magical (p 421)
  18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Randomized Penalties
  As with Rewards, a more specific context for determining 
  Penalties for failed quests of this type may apply.
  Below is a more general list of results and probabilities that 
  you can use.
  Table 151: Random Penalties: Deliver Quests
  D20
    Penalty
  1-3
    No Penalty
  4-12
    1 Penalty
  13-15
    1d2 Penalties
  16-18
    1d3 Penalties
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  penalties that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Penalty table below.
  
  190
  Solo Encounters & Quests
  Randomized Penalty Categories
  Quests of this type have a specific variability as to what 
  types of penalty may apply in the case of a failed quest.
  If you fail a quest of this nature, and determine that one or 
  more penalties apply, roll on the table below to determine 
  the penalty category each falls into.
  Table 152: Random Penalty Categories: Deliver Quests
  D20
    Penalty Category
  1-4
    Material (p 446)
  5-9
    Social (p 452)
  10
    Mechanical (p 459)
  11
    Magical (p 465)
  12-18
    Narrative (p 474)
  19
    Exploration (p 479)
  20
    Reroll with Advantage
  Randomized Urgency
  Quests of this nature may have a variable sense of Urgency 
  (p 141).  Roll on the table below to randomly determine the 
  Urgency of a particular quest of this type.
  Table 153: Random Quest Urgency: Deliver Quests
  D20
  Stakes
  1
    Almost too late
  2-3
    Behind already
  4-9
    Immediate
  10-16
    Eventual
  17-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Randomized Stakes
  As with Urgency, the Stakes (p 141) of a quest of this type 
  can be randomly determined.  Use the table below if no other 
  context applies or dictates a value.
  Table 154: Random Quest Stakes: Deliver Quests
  D20
  Stakes
  1-2
    Life or Death (macro)
  3-5
    Life or Death (individual)
  6-12
    Medium
  13-15
    Minor
  16-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace
  Quests of this type tend to have a certain Pacing (p 143).  
  Use the table below to select one of the possibilities.
  Table 155: Random Quest Pace: Deliver Quests
  D20
  Pace
  1-4
    Breakneck
  5-10
    Urgent
  11-13
    Medium
  14-16
    Passive
  17-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability
  Chase Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  
  191
  Solo Encounters & Quests
  Table 156: Random Quest Chainability: Deliver Quests
  D20
  Chainability
  1-7
    No links
  8-9
    Leads from completed
  10-11
    Leads from active
  12-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  192
  Solo Encounters & Quests
  Flowchart 9: Plot Template: Deliver, Simple
  
  193
  Solo Encounters & Quests
  Summary
  Your task is straightforward: deliver freight to a single 
  location.  
  The path to doing so may be extraordinarily clear and 
  simple, or it could be fraught with peril.
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Deliver Quest described starting on 
  page 182 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Deliver, Simple
  Table 157: Random Clue Requirements: Deliver, Simple
  D20
    Clue Requirement
  1-10
    No Clue Requirement
  11-17
    1 Clue to Resolve
  18
    1d4 Clues to Resolve
  19
    1 Clue Each Milestone
  -
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Deliver, Simple
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 158: Random Quest Events: Deliver, One Target
  D20
    Random Quest Event
  1-8
    No Event
  D20
    Random Quest Event
  9-11
    Ambush!
  12-13
    Lost the Trail
  14-15
    Stumbled
  16
    Calm Passage
  17-18
    Difficult Terrain
  19
    Change in Plans
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Deliver, Simple
  Table 159: Random Quest Urgency: Deliver, Simple
  D20
  Stakes
  1-4
    Almost too late
  5-7
    Behind already
  8-12
    Immediate
  13-15
    Eventual
  16-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Deliver, Simple
  Table 160: Random Quest Stakes: Deliver, Simple
  D20
  Stakes
  1
    Life or Death (macro)
  2
    Life or Death (individual)
  3-10
    Medium
  Plot Template: Deliver, Simple
  Plot Template: Deliver, Simple
  
  194
  Solo Encounters & Quests
  Table 163: Milestones: Deliver, Simple
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Travel to 
  Destination
  Yes
  Physically go 
  to location
  None
  None.
  Quest failed
  n/a
  None
  Deliver 
  Freight
  Yes
  Deliver the 
  Freight.
  None
  Reward.
  Quest failed
  n/a
  None
  Table 164: Roles: Deliver, Simple
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Freight
  NPC(s) or 
  item(s).
  Unknown / new 
  actors.
  The object or people you are 
  supposed to deliver.
  No lower than a neutral 
  Attitude toward party.
  Location
  None.
  None.
  The location to which you are 
  supposed to deliver the Freight.
  None.
  D20
  Stakes
  11-15
    Minor
  16-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Deliver, Simple
  Table 161: Random Quest Pace: Deliver, Simple
  D20
  Pace
  1-6
    Breakneck
  7-12
    Urgent
  13-15
    Medium
  16-17
    Passive
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Deliver, Simple
  Deliver Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  Table 162: Random Quest Chainability: Deliver, Simple
  D20
  Chainability
  1-6
    No links
  7
    Leads from completed
  8-9
    Leads from active
  10-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  195
  Solo Encounters & Quests
  Flowchart 10: Plot Template: Deliver, Multi-Location
  
  196
  Solo Encounters & Quests
  Summary
  You are charge
  Prerequisites
  None, though for monsters, a non-urban setting tends to be 
  best.
  Context Overrides
  Use the defaults for the Deliver Quest described starting on 
  page 182 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Deliver, Multi-Location
  Table 165: Random Clue Requirements: Deliver, Multi-
  Location Quest
  D20
    Clue Requirement
  1-5
    No Clue Requirement
  6-9
    1 Clue to Resolve
  10-11
    1d4 Clues to Resolve
  11-16
    1 Clue Each Milestone
  17-19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Deliver, Multi-Location
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 166: Random Quest Events: Deliver, Multi-Location 
  Quest
  D20
    Random Quest Event
  1-8
    No Event
  9-12
    Ambush!
  D20
    Random Quest Event
  13-15
    Lost the Trail
  16
    Stumbled
  17
    Calm Passage
  18
    Difficult Terrain
  19
    Change in Plans
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Deliver, Multi-Location
  Table 167: Random Quest Urgency: Deliver, Multi-Location 
  Quest
  D20
  Stakes
  -
    Almost too late
  1-4
    Behind already
  5-11
    Immediate
  12-17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Deliver, Multi-Location
  Table 168: Random Quest Stakes: Deliver, Multi-Location 
  Quest
  D20
  Stakes
  1-2
    Life or Death (macro)
  3-6
    Life or Death (individual)
  7-14
    Medium
  Plot Template: Deliver, Multi-Location
  Plot Template: Deliver, Multi-Location
  
  197
  Solo Encounters & Quests
  D20
  Stakes
  15-16
    Minor
  17-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Deliver, Multi-Location
  Table 169: Random Quest Pace: Deliver, Multi-Location 
  Quest
  D20
  Pace
  1-3
    Breakneck
  4-9
    Urgent
  10-15
    Medium
  16-17
    Passive
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Deliver, Multi-Location
  Table 170: Random Quest Chainability: Deliver, Multi-
  Location Quest
  D20
  Chainability
  1-6
    No links
  7
    Leads from completed
  8-13
    Leads from active
  14-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 171: Milestones: Deliver, Multi-Location
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Travel to 
  Destination
  Yes
  Physically go 
  to location
  None
  None.
  Quest failed
  n/a
  None
  Deliver 
  Freight
  Yes
  Deliver the 
  Freight.
  None
  Reward.
  Quest failed
  n/a
  None
  Table 172: Roles: Deliver, Multi-Location
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Freight
  NPC(s) or 
  item(s).
  Unknown / new 
  actors.
  The object or people you are 
  supposed to deliver.
  No lower than a neutral 
  Attitude toward party.
  Locations 
  (2d4)
  None.
  None.
  The location to which you are 
  supposed to deliver the Freight, 
  and the path along which you 
  must travel to do so.
  None.
  
  198
  Solo Encounters & Quests
  Flowchart 11: Plot Template: Deliver, Ambushed
  
  199
  Solo Encounters & Quests
  Summary
  It seems straightforward to begin with, but then your 
  delivery encounters an ambush.
  Note that this attack is in addition to any other 
  environmental effects or random encounters that you might 
  encounter along the way to the destination location(s).
  Prerequisites
  None, though thematically, urban environments are less 
  condusive to monster attacks.
  Context Overrides
  Use the defaults for the Deliver Quest described starting on 
  page 182 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Deliver, Ambushed
  Table 173: Random Clue Requirements: Deliver, Ambushed 
  Quests
  D20
    Clue Requirement
  1-12
    No Clue Requirement
  13-15
    1 Clue to Resolve
  16
    1d4 Clues to Resolve
  17-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Deliver, Ambushed
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 174: Random Quest Events: Deliver, Ambushed 
  Quests
  D20
    Random Quest Event
  1-7
    No Event
  8-12
    Ambush!
  13-15
    Lost the Trail
  16
    Stumbled
  17
    Calm Passage
  18
    Difficult Terrain
  19
    Change in Plans
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Deliver, Ambushed
  Table 175: Random Quest Urgency: Deliver, Ambushed 
  Quest
  D20
  Stakes
  -
    Almost too late
  1-2
    Behind already
  3-9
    Immediate
  10-17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Deliver, Ambushed
  Table 176: Random Quest Stakes: Deliver, Ambushed Quest
  D20
  Stakes
  1
    Life or Death (macro)
  Plot Template: Deliver, Ambushed
  Plot Template: Deliver, Ambushed
  
  200
  Solo Encounters & Quests
  D20
  Stakes
  2
    Life or Death (individual)
  3-11
    Medium
  12-15
    Minor
  16-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Deliver, Ambushed
  Table 177: Random Quest Pace: Deliver, Ambushed Quest
  D20
  Pace
  1-3
    Breakneck
  4-12
    Urgent
  13-15
    Medium
  16-17
    Passive
  18
    Optional
  D20
  Pace
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Deliver, Ambushed
  Table 178: Random Quest Chainability: Deliver, Ambushed 
  Quest
  D20
  Chainability
  1-7
    No links
  8-9
    Leads from completed
  10-11
    Leads from active
  12-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 179: Milestones: Deliver, Ambushed
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Travel to 
  Destination
  Yes
  Physically go 
  to location
  None
  None.
  Quest failed
  n/a
  None
  Deliver 
  Freight
  Yes
  Deliver the 
  Freight.
  None
  Reward.
  Quest failed
  n/a
  None
  Ambushed
  Yes
  Survive the 
  attack.
  Destroy all 
  enemies.
  None.
  Quest failed
  n/a
  None
  Table 180: Roles: Deliver, Ambushed
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Freight
  NPC(s) or 
  item(s).
  Unknown / new 
  actors.
  The object or people you are 
  supposed to deliver.
  No lower than a neutral 
  Attitude toward party.
  Location
  None.
  None.
  The location to which you are 
  supposed to deliver the Freight.
  None.
  Ambushers
  NPCs or 
  monsters.
  Evil NPCs or 
  monsters.
  Creatures that ambush you at a 
  certain location.
  Hostile Attitude toward 
  the party.
  
  201
  Solo Encounters & Quests
  Flowchart 12: Plot Template: Deliver, Pickup and Deliver
  
  202
  Solo Encounters & Quests
  Summary
  Travel to a location, pick up the freight, and then possibly 
  deliver to another location, possibly traversing other 
  locations in between.
  Prerequisites
  None.  
  Context Overrides
  Use the defaults for the Deliver Quest described starting on 
  page 182 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Deliver, Pickup and Deliver
  Table 181: Random Clue Requirements: Deliver, Pickup and 
  Deliver Quests
  D20
    Clue Requirement
  1-5
    No Clue Requirement
  6-10
    1 Clue to Resolve
  11-14
    1d4 Clues to Resolve
  15-17
    1 Clue Each Milestone
  18-19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Deliver, Pickup and 
  Deliver
  For every 2 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 182: Random Quest Events: Deliver, Pickup and 
  Deliver Quests
  D20
    Random Quest Event
  1-8
    No Event
  D20
    Random Quest Event
  9-12
    Ambush!
  13-15
    Lost the Trail
  16
    Stumbled
  17
    Calm Passage
  18
    Difficult Terrain
  19
    Change in Plans
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Rewards: Deliver, Pickup and Deliver
  Table 183: Random Rewards: Deliver, Pickup and Deliver 
  Quests
  D20
    Reward
  1
    No Reward
  2-7
    1 Reward
  8-12
    1d2 Rewards
  13-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Reward Categories: Deliver, Pickup and 
  Deliver
  Table 184: Random Reward Categories: Deliver, Pickup and 
  Deliver Quests
  D20
    Reward Category
  1-9
    Material (p 403)
  Plot Template: Deliver, Pickup and Deliver
  Plot Template: Deliver, Pickup and Deliver
  
  203
  Solo Encounters & Quests
  D20
    Reward Category
  10-11
    Social (p 408)
  12-14
    Mechanical (p 415)
  15-17
    Magical (p 421)
  18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Urgency: Deliver, Pickup and Deliver
  Table 185: Random Quest Urgency: Deliver, Pickup and 
  Deliver Quests
  D20
  Stakes
  1-3
    Almost too late
  4-11
    Behind already
  12-16
    Immediate
  17
    Eventual
  D20
  Stakes
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Deliver, Pickup and Deliver
  Table 186: Random Quest Stakes: Deliver, Pickup and 
  Deliver Quests
  D20
  Stakes
  1-4
    Life or Death (macro)
  5-8
    Life or Death (individual)
  9-15
    Medium
  16-17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 189: Milestones: Deliver, Pickup and Deliver
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Travel to 
  Destination
  Yes
  Physically go 
  to location
  None
  None.
  Quest failed
  n/a
  None
  Deliver 
  Freight
  Yes
  Deliver the 
  Freight.
  None
  Reward.
  Quest failed
  n/a
  None
  Travel to 
  Pickup
  Yes
  Physically go 
  to location
  None
  None.
  Quest failed
  n/a
  None
  Table 190: Roles: Deliver, Pickup and Deliver
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Freight
  NPC(s) or 
  item(s).
  Unknown / new 
  actors.
  The object or people you are 
  supposed to deliver.
  No lower than a neutral 
  Attitude toward party.
  Locations 
  (1d4)
  None.
  None.
  The location to which you are 
  supposed to deliver the Freight.
  None.
  Pickup 
  Location
  None.
  None.
  The location from which you are 
  supposed to pick up the Freight.
  None.
  
  204
  Solo Encounters & Quests
  Pace: Deliver, Pickup and Deliver
  Table 187: Random Quest Pace: Deliver, Pickup and Deliver 
  Quests
  D20
  Pace
  1-8
    Breakneck
  9-14
    Urgent
  15-16
    Medium
  17
    Passive
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Deliver, Pickup and 
  Deliver
  Table 188: Random Quest Chainability: Deliver, Pickup and 
  Deliver Quests
  D20
  Chainability
  1-5
    No links
  6-9
    Leads from completed
  10-13
    Leads from active
  14-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  205
  Solo Encounters & Quests
  Obtain Quests
  Introduction
  Introduction
  Obtain Quests involve locating and gathering certain items.
  Purpose Variability
  Purpose Variability
  To introduce a bit of narrative interest into the proceedings 
  of an Obtain Quest, you can randomize the nature of the 
  objective using the table below.
  Roll on the table below once per quest to determine the 
  circumstances under which you are likely to discover the 
  target item.
  For even more complexity, for quest templates that involve 
  more than one target item, you can roll separately on the 
  table below for each target item Role.  This means that a 
  single quest might lead you to Fetch some items from a 
  known location, Find others in an unknown destination, and 
  also Gather some items as you go.
  The purpose variability described below largely influences 
  the circumstances under which you are most likely to 
  discover the target item required.
  Table 191: Purpose Variability: Obtain Quests
  D20
  Obtain Quest Purpose
  1-5
    Gather
  6-9
    Fetch
  10-13
    Find
  14-18
    Reroll twice;  
  ignore this result if rolled again
  19
    Reroll with Advantage
  20
    Pick your preference
  • Gather: You never know when the required item is 
  going to pop up.  At the conclusion of each 
    Treasure 
  result, each 
    Material Reward, and each 
    Combat 
  Encounter, you may search for the item desired.
  • Fetch: Retrieve one or more specific target items from a 
  known location.  Add a Role to the quest, and assign it 
  a Location as you normally would (pick/random/create, 
  etc.).  You must undertake your gathering in that location, 
  and only that location; the Ease of Discovery probabilities 
  apply only to that zone.  All other regions have zero 
  chance of you discovering the target item.
  • Find: As Fetch, but the location where you can most 
  readily find the target item is unknown.  Each time you 
  venture to a location, make a roll on the Ease of Discovery 
  table below to determine the probability, and then make 
  a roll against that probability to determine whether the 
  target item might be found there.  Success indicates you 
  may gather that item in that location; failure means there 
  is zero chance to do so.  Make this check only once at each 
  location, and only as you visit it.  
  • Reroll Twice: Reroll; if you get two different results, it 
  means that you may discover the target item under either 
  of those circumstances.
  Purpose Variability Tables
  Some of the purpose variabilities above involve additional 
  elements that you may wish to incorporate into your quest.
  Ease of Discovery
  Perhaps the most defining mechanical element of an Obtain 
  Quest is the Ease of Discovery.  
  Simply put: How hard is it to find what you need to find?  
  Roll on the table below to find out.  
  For quest templates that involve more than one target item, 
  roll separately on the table below for each target item Role.  
  This means that if you’re trying to gather 2 different kinds 
  of item, it could be easier to discover one kind than the other 
  kind.
  The percentage indicated in the result is the chance that 
  you have to successfully locate one instance of the target 
  item each time you search for it.  This value only applies 
  to circumstances based in the type of Obtain Quest you are 
  undertaking; see Purpose Variability: Obtain Quests above.
  Table 192: Purpose Variability: Obtain Ease of Discovery
  D20
  Result
  1-3
  5%
  4-9
  25%
  10-14
  50%
  15-17
  75%
  18-19
  90%
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Nature of Target Items
  Although it’s possible to keep your obtaining entirely in the 
  abstract, it can be useful for narrative as well as mechanical 
  purposes to have some texture to the thing(s) you’re trying 
  to find.
  
  206
  Solo Encounters & Quests
  Use the table below to determine the general nature of the 
  target item you are trying to obtain.  
  For quest templates that involve more than one target item, 
  roll separately on the table below for each target item Role.
  Table 193: Purpose Variability: Obtain Target Item Nature
  D20
  Result
  1-3
  Flora
  4-9
  Fauna Bits
  10-13
  Rock or Mineral
  14-17
  Dead Animal
  18-19 Live Animal
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  These results bear some explanation, as follows:
  • Flora: Typical alchemical ingredients: toadstools, 
  mandrake root, and certain fungus.
  • Fauna Bits: Pieces of animals, typically harvested from 
  their corpses.  In some circumstances (
    20%), the 
  “bits” can be safely harvested from the creatures without 
  harm pending a successful 
    Survival, Knowledge 
  (Nature), Animal Handling, or system-appropriate 
  equivalent check.
  • Rock or Mineral: Basalt, clay, limestone, or some other 
  naturally-occurring, somewhat-plentiful rock or mineral 
  found in the earth’s crust.
  • Dead Animal: An entire creature carcass, or such a 
  substantial portion thereof that it might as well be.  Skins 
  fall into this category.
  • Live Animal: Scorpions and snakes, whose glands and 
  ducts must be salvaged while they are alive to glean the 
  elements necessary to create antivenom; crickets, whose 
  curative properties cease to function upon their death; 
  or luminescent algae, which can be stored in a jar for 
  transport; as some examples.
  Purpose Summary
  Purpose Summary
  All Obtain Quests involve a similar structure and nature, as 
  follows:
  • One or more target items must be obtained.
  Quest Prototypes
  Quest Prototypes
  The following quest prototypes are included for quests 
  of this nature.  You should feel free to create your own 
  templates as well!
  If you’re looking to randomize which template to use, roll on 
  the following table.
  Table 194: Random Quest Templates: Obtain Quests
  D20
  Quest Template
  1-5
    Simple
  6-9
    Multiple
  10-13
    Guarded
  14-18
    Get and Deliver
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  20
    Reroll twice;  
  ignore this result if rolled again
  Random Aspects
  Random Aspects
  You can use the following sections and tables to randomize 
  the aspects of a quest of this type.  
  In some cases, more specific rules and probabilities for 
  randomization may apply in a more granular context; feel 
  free to use those, or to overrule those and use these more 
  generally-applicable ones instead.
  Determination
  If you wish to randomly select whether a quest of this type 
  uses a certain type of determination, use the table below.
  Table 195: Random Determination Approach: Obtain 
  Quests
  D20
  Determination Approach
  1-10
    Early Determination
  11-20
    Late Determination
  Role Targeting
  For each Role in a quest of this type, you can use the 
  following table to randomly determine how the role will be 
  filled.
  
  207
  Solo Encounters & Quests
  Table 196: Random Role Target Approach: Obtain Quests
  D20
  Role Target Approach
  1-7
    Pick
  8-14
    Random 
  15-20
    Create
  Randomized Clue Requirements
  Roll on the table below to determine the Clue requirement 
  for a given Obtain Quest if no other circumstance applies.
  Table 197: Random Clue Requirements: Obtain Quests
  D20
    Clue Requirement
  1-6
    No Clue Requirement
  7-12
    1 Clue to Resolve
  13-15
    1d4 Clues to Resolve
  16-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • No Clue Requirement: The quest does not involve, or 
  require, Clues of any sort for progression or resolution.  
  Any which might otherwise apply to this quest have no 
  effect.
  • 1 Clue to Resolve: The quest cannot be solved until you 
  discover at least 1 Clue which is counted to it.
  • 1d4 Clues to Resolve: As above, but with the potential for 
  a higher number of required Clues.
  • 1 Clue Each Milestone: Each and every milestone of this 
  quest requires 1 Clue to progress.
  • 1d4 Clues Each Milestone: As above, but with the 
  potential for a far greater threshold.  Roll separately to 
  determine the requirement for each milestone.
  Randomized Quest Events
  In the course of pursuing a quest of this nature, you may 
  encounter random events unique to it.  
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  If it takes you more than 5 minutes to resolve 
  an encounter in the course of pursuing this quest, roll only 
  once on the table for however long that takes.  For example, 
  if you take 23 minutes to resolve a combat encounter, you’d 
  roll on the following table once afterwards to determine 
  whether a random quest event took place.
  Table 198: Random Quest Events: Obtain Quests
  D20
    Random Quest Event
  1-8
    No Event
  9-11
    Relocate
  12-15
    Scarcity
  16
    Bounty
  17-19
    Contested
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  These results bear some explanation, as follows:
  • No Event: Nothing exceptional occurs outside of what 
  you’re already doing.
  • Relocate: The target item can no longer be found in 
  the location that you had previously thought it could be 
  found in.  If you are 
    Gathering, the current location 
  is “dry”; you must move elsewhere in order for the Ease 
  of Discovery probability to apply.  If instead you are 
    
  Fetching, you must re-assign the location Role in which 
  you had been hunting.  If you are 
    Finding, and have 
  discovered a viable location, it’s run dry and you must 
  continue your search; if you are still hunting for a viable 
  location, ignore this Relocate event.
  • Scarcity: The target item is suddenly difficult to discover.  
  Cut the Ease of Discovery chance in half, rounded down, 
  until the next time you roll for a Random Quest Event on 
  this quest.
  • Bounty: The opposite of scarcity: the target item is much 
  more readily available, all of a sudden.  Consider the 
  item’s Ease of Discovery as being one result higher than 
  it is.  If it is already at the highest probability, ignore this 
  Quest Event result.  This increased chance of discovery 
  lasts until the next time you roll for a Quest Event on this 
  quest.
  • Contested: The next time you successfully discover 
  an instance of the target item, someone else arrives 
  immediately on the scene, having been searching for the 
  very same item.  Resolve a combat encounter against a 
  random creature (NPC foe 
    20%, monster 
    70%, 
  both 
    10%,).  If you win, you get the item; if you flee, 
  treat this as a Relocate quest event.
  Randomized Rewards
  Quests of this nature may specify their own rewards or 
  probabilities therefor in their quest templates.  
  If none of those applies, or to overrule and determine 
  
  208
  Solo Encounters & Quests
  rewards at the successful conclusion of a quest of this nature 
  dynamically, roll on the following table.
  Table 199: Random Rewards: Obtain Quests
  D20
    Reward
  1-5
    No Reward
  6-15
    1 Reward
  16-17
    1d2 Rewards
  18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  rewards that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Category table below.
  Randomized Reward Categories
  If you successfully complete a quest of this type, and 
  determine that one or more Rewards is applicable, then you 
  can use the table below to determine the category.
  Table 200: Random Reward Categories: Obtain Quests
  D20
    Reward Category
  1-6
    Material (p 403)
  7-11
    Social (p 408)
  12-14
    Mechanical (p 415)
  15
    Magical (p 421)
  16-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Randomized Penalties
  As with Rewards, a more specific context for determining 
  Penalties for failed quests of this type may apply.
  Below is a more general list of results and probabilities that 
  you can use.
  Table 201: Random Penalties: Obtain Quests
  D20
    Penalty
  1-10
    No Penalty
  11-15
    1 Penalty
  16-17
    1d2 Penalties
  18
    1d3 Penalties
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  penalties that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Penalty table below.
  Randomized Penalty Categories
  Quests of this type have a specific variability as to what 
  types of penalty may apply in the case of a failed quest.
  If you fail a quest of this nature, and determine that one or 
  more penalties apply, roll on the table below to determine 
  the penalty category each falls into.
  Table 202: Random Penalty Categories: Obtain Quests
  D20
    Penalty Category
  1-4
    Material (p 446)
  5-8
    Social (p 452)
  9-10
    Mechanical (p 459)
  11-12
    Magical (p 465)
  13-15
    Narrative (p 474)
  16-19
    Exploration (p 479)
  20
    Reroll with Advantage
  
  209
  Solo Encounters & Quests
  Randomized Urgency
  Quests of this nature may have a variable sense of Urgency 
  (p 141).  Roll on the table below to randomly determine the 
  Urgency of a particular quest of this type.
  Table 203: Random Quest Urgency: Obtain Quests
  D20
  Stakes
  1-2
    Almost too late
  3-5
    Behind already
  6-10
    Immediate
  11-16
    Eventual
  17-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Randomized Stakes
  As with Urgency, the Stakes (p 141) of a quest of this type 
  can be randomly determined.  Use the table below if no other 
  context applies or dictates a value.
  Table 204: Random Quest Stakes: Obtain Quests
  D20
  Stakes
  -
    Life or Death (macro)
  1-4
    Life or Death (individual)
  5-8
    Medium
  9-14
    Minor
  15-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace
  Quests of this type tend to have a certain Pacing (p 143).  
  Use the table below to select one of the possibilities.
  Table 205: Random Quest Pace: Obtain Quests
  D20
  Pace
  1-5
    Breakneck
  6-9
    Urgent
  10-11
    Medium
  12-13
    Passive
  14-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability
  Chase Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  Table 206: Random Quest Chainability: Obtain Quests
  D20
  Chainability
  1-10
    No links
  11
    Leads from completed
  12
    Leads from active
  13-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  210
  Solo Encounters & Quests
  Flowchart 13: Plot Template: Obtain, Simple
  
  211
  Solo Encounters & Quests
  Summary
  You are asked to obtain target items.  Do so, and there’s 
  likely to be a reward in store.  
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Obtain Quest described starting on 
  page 205 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Obtain, Simple
  Table 207: Random Clue Requirements: Obtain, Simple
  D20
    Clue Requirement
  1-8
    No Clue Requirement
  9-14
    1 Clue to Resolve
  15-19
    1d4 Clues to Resolve
  -
    1 Clue Each Milestone
  -
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Obtain, Simple
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 208: Random Quest Events: Obtain, Simple
  D20
    Random Quest Event
  1-6
    No Event
  7-8
    Relocate
  9-12
    Scarcity
  D20
    Random Quest Event
  13-14
    Bounty
  15-19
    Contested
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Obtain, Simple
  Table 209: Random Quest Urgency: Obtain, Simple
  D20
  Stakes
  1
    Almost too late
  2-6
    Behind already
  7-12
    Immediate
  13-16
    Eventual
  17-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Obtain, Simple
  Table 210: Random Quest Stakes: Obtain, Simple
  D20
  Stakes
  -
    Life or Death (macro)
  1-3
    Life or Death (individual)
  4-7
    Medium
  8-14
    Minor
  15-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Plot Template: Obtain, Simple
  Plot Template: Obtain, Simple
  
  212
  Solo Encounters & Quests
  Table 213: Milestones: Obtain, Simple
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Obtain Target 
  Items
  Yes
  Get the target 
  item in your 
  possession, 
  or establish 
  connection 
  with the target 
  person
  None
  Item 
  in your 
  inventory; 
  likely 
  Attitude 
  changes for 
  people
  Quest failed
  n/a
  None
  Table 214: Roles: Obtain, Simple
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Target 
  Item
  None (except 
  those dictated 
  by Purpose 
  Variability)
  None (except 
  those dictated 
  by Purpose 
  Variability)
  The item or person you 
  are supposed to obtain.
  None.
  Pace: Obtain, Simple
  Table 211: Random Quest Pace: Obtain, Simple
  D20
  Pace
  1-3
    Breakneck
  4-8
    Urgent
  9-11
    Medium
  12-13
    Passive
  14-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Obtain, Simple
  Slay Quests have a low possibility of being intermingled with 
  other events.  Use the table below if no other context applies 
  to determine chainability (p 142).
  Table 212: Random Quest Chainability: Obtain, Simple
  D20
  Chainability
  1-6
    No links
  D20
  Chainability
  -
    Leads from completed
  7-8
    Leads from active
  9-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  213
  Solo Encounters & Quests
  Flowchart 14: Plot Template: Obtain, Multiple
  
  214
  Solo Encounters & Quests
  Summary
  You are asked to recover multiple kinds of target object.
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Obtain Quest described starting on 
  page 205 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Obtain, Multiple
  Table 215: Random Clue Requirements: Obtain, Multiple 
  Quest
  D20
    Clue Requirement
  1-5
    No Clue Requirement
  6-12
    1 Clue to Resolve
  13-15
    1d4 Clues to Resolve
  16-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Obtain, Multiple
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 216: Random Quest Events: Obtain, Multiple Quest
  D20
    Random Quest Event
  1-13
    No Event
  14-15
    Relocate
  16
    Scarcity
  D20
    Random Quest Event
  17
    Bounty
  18-19
    Contested
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Obtain, Multiple
  Table 217: Random Quest Urgency: Obtain, Multiple Quest
  D20
  Stakes
  1-2
    Almost too late
  3-6
    Behind already
  7-9
    Immediate
  10-17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Obtain, Multiple
  Table 218: Random Quest Stakes: Obtain, Multiple Quest
  D20
  Stakes
  -
    Life or Death (macro)
  1-2
    Life or Death (individual)
  3-7
    Medium
  8-14
    Minor
  15-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Plot Template: Obtain, Multiple
  Plot Template: Obtain, Multiple
  
  215
  Solo Encounters & Quests
  Table 221: Milestones: Obtain, Multiple
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Obtain Target 
  Items
  Yes
  Get the target 
  item in your 
  possession, 
  or establish 
  connection 
  with the 
  target person
  None
  Item 
  in your 
  inventory; 
  likely 
  Attitude 
  changes for 
  people
  Quest failed
  n/a
  None
  Table 222: Roles: Obtain, Multiple
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Target 
  Item 
  (1d4)
  None (except 
  those dictated 
  by Purpose 
  Variability)
  None (except 
  those dictated 
  by Purpose 
  Variability)
  The item or person you 
  are supposed to obtain.
  None.
  Pace: Obtain, Multiple
  Table 219: Random Quest Pace: Obtain, Multiple Quest
  D20
  Pace
  1-3
    Breakneck
  4-10
    Urgent
  11-14
    Medium
  15-17
    Passive
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Obtain, Multiple
  Table 220: Random Quest Chainability: Obtain, Multiple 
  Quest
  D20
  Chainability
  1-11
    No links
  D20
  Chainability
  12
    Leads from completed
  13-14
    Leads from active
  15-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  216
  Solo Encounters & Quests
  Flowchart 15: Plot Template: Obtain, Guarded
  
  217
  Solo Encounters & Quests
  Summary
  You must recover a target item.  The twist is that it’s 
  guarded by a Protector, who must be either defeated or 
  convinced to flee before you may gain access to the item.
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Obtain Quest described starting on 
  page 205 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Obtain, Guarded
  Table 223: Random Clue Requirements: Obtain, Guarded 
  Quests
  D20
    Clue Requirement
  1-5
    No Clue Requirement
  6-10
    1 Clue to Resolve
  11-15
    1d4 Clues to Resolve
  16-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Obtain, Guarded
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 224: Random Quest Events: Obtain, Guarded Quests
  D20
    Random Quest Event
  1-2
    No Event
  3-7
    Relocate
  D20
    Random Quest Event
  8
    Scarcity
  9
    Bounty
  10-19
    Contested
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Obtain, Guarded
  Table 225: Random Quest Urgency: Obtain, Guarded Quest
  D20
  Stakes
  1-4
    Almost too late
  5-8
    Behind already
  9-14
    Immediate
  15-16
    Eventual
  17-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Obtain, Guarded
  Table 226: Random Quest Stakes: Obtain, Guarded Quest
  D20
  Stakes
  1
    Life or Death (macro)
  2-7
    Life or Death (individual)
  8-12
    Medium
  13-15
    Minor
  16-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Plot Template: Obtain, Guarded
  Plot Template: Obtain, Guarded
  
  218
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  Table 229: Milestones: Obtain, Guarded
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Obtain Target 
  Items
  Yes
  Get the target 
  item in your 
  possession, 
  or establish 
  connection 
  with the 
  target person
  None
  Item 
  in your 
  inventory; 
  likely 
  Attitude 
  changes for 
  people
  Quest failed
  n/a
  None
  Defeat 
  Defender
  Yes
  Kill Defender 
  or force them 
  to flee
  None
  None
  Quest failed
  n/a
  None
  Table 230: Roles: Obtain, Guarded
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Target 
  Item
  None (except 
  those dictated 
  by Purpose 
  Variability)
  None (except 
  those dictated 
  by Purpose 
  Variability)
  The item or person you 
  are supposed to obtain.
  None.
  Defender
  None
  Monster preferred
  The creature that is 
  guarding the Target 
  Item.
  Located near the Target Item 
  and will not move.
  Pace: Obtain, Guarded
  Table 227: Random Quest Pace: Obtain, Guarded Quest
  D20
  Pace
  1-7
    Breakneck
  8-12
    Urgent
  13-16
    Medium
  17
    Passive
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Obtain, Guarded
  Table 228: Random Quest Chainability: Obtain, Guarded 
  Quest
  D20
  Chainability
  1-2
    No links
  3-8
    Leads from completed
  9-13
    Leads from active
  14-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  219
  Solo Encounters & Quests
  Flowchart 16: Plot Template: Obtain, Get and Deliver
  
  220
  Solo Encounters & Quests
  Summary
  You must obtain a number of a target item, and then deliver 
  it somewhere.
  Prerequisites
  None.  
  Context Overrides
  Use the defaults for the Obtain Quest described starting on 
  page 205 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Obtain, Get and Deliver
  Table 231: Random Clue Requirements: Obtain, Get and 
  Deliver Quests
  D20
    Clue Requirement
  1-3
    No Clue Requirement
  4-10
    1 Clue to Resolve
  11-13
    1d4 Clues to Resolve
  14-15
    1 Clue Each Milestone
  16-19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Obtain, Get and Deliver
  For every 2 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 232: Random Quest Events: Obtain, Get and Deliver 
  Quests
  D20
    Random Quest Event
  1-4
    No Event
  5-9
    Relocate
  D20
    Random Quest Event
  10-13
    Scarcity
  14
    Bounty
  15-19
    Contested
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Rewards: Obtain, Get and Deliver
  Table 233: Random Rewards: Obtain, Get and Deliver 
  Quests
  D20
    Reward
  1
    No Reward
  2-9
    1 Reward
  10-14
    1d2 Rewards
  15-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Reward Categories: Obtain, Get and 
  Deliver
  Table 234: Random Reward Categories: Obtain, Get and 
  Deliver Quests
  D20
    Reward Category
  1-4
    Material (p 403)
  5-7
    Social (p 408)
  8-9
    Mechanical (p 415)
  10-14
    Magical (p 421)
  Plot Template: Obtain, Get and Deliver
  Plot Template: Obtain, Get and Deliver
  
  221
  Solo Encounters & Quests
  D20
    Reward Category
  15-17
    Narrative (p 431)
  18-19
    Exploration (p 437)
  20
    Reroll with Advantage
  Urgency: Obtain, Get and Deliver
  Table 235: Random Quest Urgency: Obtain, Get and Deliver 
  Quests
  D20
  Stakes
  1
    Almost too late
  2-4
    Behind already
  5-12
    Immediate
  13-16
    Eventual
  17-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Obtain, Get and Deliver
  Table 236: Random Quest Stakes: Obtain, Get and Deliver 
  Quests
  D20
  Stakes
  1-3
    Life or Death (macro)
  4-8
    Life or Death (individual)
  9-12
    Medium
  13-16
    Minor
  17-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Obtain, Get and Deliver
  Table 239: Milestones: Obtain, Get and Deliver
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Obtain 
  Target 
  Items
  Yes
  Get the target item in 
  your possession, or 
  establish connection 
  with the target 
  person
  None
  Item 
  in your 
  inventory; 
  likely 
  Attitude 
  changes for 
  people
  Quest failed
  n/a
  None
  Deliver to 
  Destination
  Yes
  Transport the target 
  item to the location 
  of the destination 
  and deliver them.
  None
  Item 
  removed 
  from your 
  inventory
  Quest failed
  n/a
  None
  Table 240: Roles: Obtain, Get and Deliver
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Target 
  Item
  None (except those 
  dictated by Purpose 
  Variability)
  None (except those dictated 
  by Purpose Variability)
  The item or person you are 
  supposed to obtain.
  None.
  Location
  None
  None
  The location to which you 
  must deliver the target item.
  None.
  
  222
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  Table 237: Random Quest Pace: Obtain, Get and Deliver 
  Quests
  D20
  Pace
  1-6
    Breakneck
  7-12
    Urgent
  13-14
    Medium
  15-17
    Passive
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Obtain, Get and Deliver
  Table 238: Random Quest Chainability: Obtain, Get and 
  Deliver Quests
  D20
  Chainability
  1-6
    No links
  7
    Leads from completed
  8-16
    Leads from active
  17-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  223
  Solo Encounters & Quests
  Stop Quests
  Introduction
  Introduction
  Your enterprise with Stop Quests is to prevent something 
  from occurring.  
  What this something is, how it is being brought about, and 
  who might be responsible all contribute to forming the set of 
  possible solutions to the problem.
  Purpose Summary
  Purpose Summary
  All Stop Quests involve a similar structure and nature, as 
  follows:
  • A target event to be stopped.  Note that somewhat 
  uniquely among the plot structures described in this 
  book, Stop Quests do not have a defined Role for this 
  important element of their structure.  Rather, the purpose 
  variability tables below will help give the target event 
  life.  Mechanically, the nature of the target event does 
  not matter to the structure of the templates, so it’s not 
  included as a Role explicitly.
  • A responsible party that is causing or precipitating the 
  event.
  • A timer which dictates the timeframe in which the 
  event will take place, barring successful intervention by 
  the party.  Note that the timer on a Stop Quest is not a 
  separate concept, but rather is already dictated by the 
  Urgency and Pacing of the quest.
  Purpose Variability
  Purpose Variability
  To introduce a bit of narrative interest into the proceedings 
  of a Stop Quest, you can randomize the nature of the 
  objective using the table below.
  Use the results of this determination to inform the Role 
  filling process as best makes sense.
  Table 241: Purpose Variability: Stop Quest Event Type
  D20
  Stop Quest Event Type
  1-6
    Natural
  7-9
    Ritual
  10-13
    Sacrifice
  14-15
    Magical
  D20
  Stop Quest Event Type
  16-17
    Political
  18
    Reroll twice;  
  ignore this result if rolled again
  19
    Reroll with Advantage
  20
    Pick your preference
  These may each require some description, as follows:
  • Natural: You must prevent a natural disaster from taking 
  place.  Mudslides, avalanches, floods, tsunami, hurricanes, 
  and more: anything that threatens one or more 
  settlements of sentient creatures is involved.  Note that 
  although natural disasters are, well, natural, this doesn’t 
  mean that the responsible party is always “nature”.  It 
  can be a person or faction that is encouraging the disaster, 
  or in the case of a powerful sorcerer, even outright casting 
  the spell that will be interpreted as a natural event.
  • Ritual: This could be to prevent a marriage, or to stop a 
  religious ceremony.  The ritual itself poses no direct threat 
  to the populace, but the implications may spread far and 
  wide.
  • Sacrifice: This could be the stereotypical human sacrifice, 
  but it need not be a sheep, bull, or other animal.  Whether 
  to appease the gods, or as an “eye for an eye” retribution, 
  some manner of creature is going to be slain in the name 
  of ceremony.
  • Magical: Similar to Ritual, but with arcane or divine 
  nature: an individual or group of magic-users plan to 
  wield their powers toward a greater, and likely more 
  destructive, purpose.
  • Political: Matters of state.  Crowning a usurper into a 
  position of authority; validating the horrific acts of a 
  war criminal, appointing an imposter to a rank of power, 
  signing a treaty that effectively sells an entire village or 
  population into slavery for the convenience of those who 
  remain on one side of an arbitrarily-decreed line, or other 
  significant geopolitical event that spells doom for a great 
  many people in the region.
  Purpose Variability Tables
  Some of the purpose variabilities above involve additional 
  elements that you may wish to incorporate into your quest.
  Stop Responsible Party
  To help guide the assignation of the Responsible Party 
  Role in Stop Quests, use the table below to help inform 
  preferences as to what sort of Actor should be selected.
  
  224
  Solo Encounters & Quests
  Table 242: Purpose Variability: Stop Responsible Party
  D20
  Result
  1-6
  Lunatic
  7-10
  Chaos
  11-14
  Nature
  15-18
  Schemer
  19
  Faction
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Lunatic: The responsible party is insane.  Deluded, 
  narcissistic, or otherwise, there’s something deeply 
  irregular about the way they think, which has led them 
  to conclude that the target event is not only a good thing, 
  but either inevitable or crucial to their own success, 
  happiness, or even survival.  If the Responsible Party 
  Size (see below) is greater than “Individual”, it means 
  that the lunatic has either convinced others of his point 
  of view, or that there are others who suffer from his 
  condition.  There is no reasoning with such an individual; 
  all social challenges or checks attempting to get them to 
  stop fail automatically.  Your resolution path requires you 
  to contain, or destroy, the responsible party.
  • Chaos: There is no true responsible party here, which 
  makes it both frustrating, as well as deeply difficult 
  to prevent.  The Responsible Party Size (see below) 
  indicates the volume of people who have become dedicated 
  to bringing about the target event, but they would not 
  consider themselves to be truly responsible for it.  Rather, 
  they feel as though the target event is inevitable, or 
  necessary for continued survival or success.  Think of 
  ritual sacrifices that those enacting them are convinced 
  are “demanded” by the gods, or rain dances to please the 
  cloud spirits so that the crops will be fruitful this season.  
  You can convince the people involved to think twice, 
  but doing so is challenging: your social checks suffer 
    Disadvantage (roll twice, select the less preferable 
  result).
  • Nature: A natural disaster is the target event.  Responsible 
  parties indicated in other Purpose Variability tables 
  merely indicate those who might have taken action to 
  prevent the event.  Think of the storms in the Gulf of 
  Mexico that have repeatedly destroyed major components 
  of New Orleans in the United States: the levees didn’t 
  work to protect the city or its people, but the true 
  responsible party there is nature.  Your path to resolution 
  is to convince those in the area to help you prepare for 
  the event: reinforce dams, build barricades, evacuate 
  townsfolk.  Whether or not those responsible understood 
  what their actions (e.g., too much urban development 
  leading to erosion) or inactions (e.g., not building damns 
  or levees correctly) would inflict, the immediacy of the 
  predicament is becoming more clear now: your social 
  checks to convince those responsible to take action gain 
    Advantage (roll twice, select your preferred result), 
  but you cannot “kill your way out” of this conflict.
  • Schemer: A tactician, a strategist, a master planner: the 
  target event is being conducted or facilitated as part of a 
  much grander enterprise.  Though few see the pieces put 
  together in the round, the responsible party feels that this 
  event is but one component of a longer-term result.  Such 
  a responsible party can be slain, or reasoned with: checks 
  suffer or gain no effect.
  • Faction: An entire group is enacting the target event as 
  part of what they feel or mandate is needed to further 
  their goals.  A thieves’ guild may require different 
  leadership in the city, who would turn a blinder eye to 
  their endeavors; a small temple in town might benefit 
  from seeing a festival (sponsored by their larger rival 
  church) turn into fiery chaos.  This result is the most 
  difficult to resolve, because it’s not just one or two 
  people; it’s an entire group.  Leadership in that group can 
  be reasoned with, or slain; the former approach suffers 
    Disadvantage (roll twice, select the less preferable 
  result) if conducted in the presence of any other Faction 
  members, and the latter might be doomed because 
  Reinforcements constantly arrive (
    20% chance of 
    1d4 Faction members arriving each round).  Your best 
  bet is to join the faction and effect change from within: 
  if you are a member of the Faction with at worst neutral 
  Attitude from the Faction toward your party, you gain 
    
  Advantage (roll twice, select your preferred result) on 
  social checks to change their mind about the target event.
  Stop Responsible Party Size
  Is it a single madman, acting out of lunacy?  Or is it an 
  entire tribe, whose well-meaning interpretation of religious 
  doctrine has driven them to unspeakable plans?
  Roll on the table below to determine the size and scope of 
  those responsible for bringing about the target event.
  If in the Stop Responsible Party table above you determined 
  that a Faction was the responsible party, ignore the table 
  below, and assume a Factional result.
  Table 243: Purpose Variability: Stop Responsible Party 
  Size
  D20
  Result
  1-9
  Individual
  10-14
  Small Group
  15-16
  Large Group
  17-18
  Faction
  19
  Village / Region
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Individual: It’s just one sentient creature responsible for 
  all of this.  They may have hirelings or allies (thus the 
  
  225
  Solo Encounters & Quests
  Quest Events mentioned later still apply), but in terms of 
  true believers, it’s just them.
  • Small Group: 
    2d6 people adhere to the reasons why 
  this target event is necessary.  To change the group’s mind, 
  you must convince (through social challenges) or slay at 
  least 
    1d4 of those people.
  • Large Group: 
    4d20 people adhere to the reasons why 
  this target event is necessary.  To change the group’s mind, 
  you must convince (through social challenges) or slay at 
  least 
    2d6 of those people.
  • Faction: An entire group of people of common interests 
  and/or intent are the responsible parties.  See “Faction” 
  result of Stop Responsible Party, above, for remedy 
  options.
  • Village / Region: An entire culture or subculture of 
  people, geographically bound, is bringing about the 
  target event en masse.  To convince them to stop, you 
  must gather a large group of citizens (i.e., at least 25 
  for smaller villages, at least 50 for cities) together, and 
  make a public statement, or publicly execute one or 
  more restrained leaders of the group as a performance 
  / Intimidate check.  Regardless of the approach used—
  speech or violent display—the attempt suffers 
    
  Disadvantage (roll twice, select the less preferable result) 
  due to the communal belief.
  Stop Goal
  Although it may not have a distinct mechanical impact, 
  knowing why the responsible party is enacting this terrible 
  event may help from a narrative standpoint.
  Roll on the table below to determine the purported purpose 
  of the responsible party in bringing about the target event.
  Table 244: Purpose Variability: Stop Goal
  D20
  Result
  1-4
  Glory
  5-8
  Chaos / Revenge
  9-13
  Love
  14-17
  Political Power
  18-19 Magical Power
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Glory: The responsible party seeks fame and renown as 
  a result of their endeavors.  Depending on what works 
  best narratively, this could be good attention, and/or bad 
  attention.
  • Chaos / Revenge: Some people just want to see the world 
  burn, and revenge is a dish best served cold.  Whether as 
  a result of a traumatic upbringing, feeling slighted and 
  singled out, a foreboding sense of loneliness and despair, 
  or simple ennui and depression, the responsible party 
  has grown to believe that the target event will somehow 
  change all of that... or at the very least, to demonstrate to 
  others in a tangible manner just what they themselves feel 
  and suffer.
  • Love: Fools rush in.  The responsible party is acting out 
  of pure emotion, and in the hopes of securing a positive 
  reaction from someone else.  For individuals, this could 
  be an infatuated but spurned would-be lover.  For groups, 
  this could be to show a larger power that they are ready 
  for acceptance (e.g., in the present day, gaining nuclear 
  weapons in a bid for recognition as a legitimate political 
  entity and entry into the United Nations).  Note that 
  although many acts inspired by the header of “love” 
  are delusional or mad, this motivation could also be 
  explicitly requested by the object of the responsible 
  party’s affections: “prove to me that you love me by 
  doing this”.  Add a Role to the quest, and randomize an 
  NPC (for Individual or Small Group results in the Stop 
  Responsible Party Size table above) or a Faction (for any 
  other result from that table); that Role represents the 
  object of the responsible party’s affections or attentions.
  • Political Power: The responsible party is only doing this 
  because they believe the target event will increase their 
  political power.  Typically, this means getting others to 
  believe that the responsible party is the only savior from 
  predicaments like this, or weakening the political power 
  of others because the target event occurred under their 
  watch.  It could also be completely delusional: a ritual, 
  sacrifice, or magical ceremony might be designed to have 
  the gods or arcane powers from beyond the void grant the 
  responsible party power, but nothing will come of it.
  • Magical Power: As Political Power, but for arcanists or 
  divine practitioners.  There is a 
    40% chance that a 
  particular deity or religion is the target of the responsible 
  party’s interest; if so, add a Role to this quest and assign 
  it with a religious Faction as you normally would: this 
  represents the church institution the responsible party is 
  acting in the context of.
  Stop Area of Effect
  The purpose variability tables above have dictated who is 
  enacting the catastrophe, and why.  But it remains to be 
  determined the scope of the disaster.  
  A madman might bring about a blizzard to kill off a 
  competing suitor, or a self-assured general might send a 
  thousand warriors to their doom merely to further his own 
  career. 
  Note that not all of the results below will be easily 
  incorporated into certain other results of the other purpose 
  variability tables.  Use your own judgment as to whether 
  you should reroll a given result so as to make it pass a sanity 
  check.
  Roll on the table below to lend some flavor as to the 
  consequences of the intended target event.
  
  226
  Solo Encounters & Quests
  Table 245: Purpose Variability: Stop Area of Effect
  D20
  Result
  1-2
  Single Person
  3-9
  Group
  10-16
  Village / Settlement
  17-18
  Entire Tribe or Culture
  19
  Entire Region
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Single Person: Only one person is potentially directly 
  affected by the target event.  This could still be a big 
  deal, though: if it’s a Sacrifice, the Single Person is the 
  person who will be sacrificed; and if there is anything 
  political about the target event or responsible party, then 
  the person affected could be the region’s legitimate ruler.  
  Social checks made with the Single Person to be affected, 
  related to the target event and/or responsible party, gain 
    Advantage (roll twice, select your preferred result).
  • Group: A Faction, a cluster of houses, or a single large 
  building: between 2 and 200 people are to be impacted by 
  the target event, should it occur.  Social checks attempted 
  to convince people to either help prevent the target event 
  or otherwise get involved are made at 
    Disadvantage 
  (roll twice, select the less preferable result) when 
  conducted with people who are not a part of the Group to 
  be affected; doing so with those who are part of the Group 
  gain 
    Advantage (roll twice, select your preferred 
  result).
  • Village / Settlement: An entire settlement, city, or town is 
  to be destroyed or otherwise impacted by the target event.  
  Social checks related to this quest made with people 
  outside this settlement suffer 
    Disadvantage (roll 
  twice, select the less preferable result).
  • Entire Tribe or Culture: Typically includes multiple 
  settlements.  These villages or cities may all belong to 
  or might be significantly comprised of members of a 
  particular group, but it could simply be that the zones are 
  all in the geography of physical effect of the target event.  
  This has no net effect on social checks of any kind related 
  to the quest.
  • Entire Region: Multiple cities, and encompassing an 
  entire geographic swath of effect.  This typically means 
  that the scope of the target event is so obvious that social 
  checks made with those to be affected gain 
    Advantage 
  (roll twice, select your preferred result).
  Quest Prototypes
  Quest Prototypes
  The following quest prototypes are included for quests 
  of this nature.  You should feel free to create your own 
  templates as well!
  If you’re looking to randomize which template to use, roll on 
  the following table.
  Table 246: Random Quest Templates: Stop Quests
  D20
  Quest Template
  1-5
    Simple
  6-9
    Multi-Location
  10-13
    Ambushed
  14-18
    Pickup and Deliver
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  20
    Reroll twice;  
  ignore this result if rolled again
  Random Aspects
  Random Aspects
  You can use the following sections and tables to randomize 
  the aspects of a quest of this type.  
  In some cases, more specific rules and probabilities for 
  randomization may apply in a more granular context; feel 
  free to use those, or to overrule those and use these more 
  generally-applicable ones instead.
  Determination
  If you wish to randomly select whether a quest of this type 
  uses a certain type of determination, use the table below.
  Table 247: Random Determination Approach: Stop Quests
  D20
  Determination Approach
  1-15
    Early Determination
  16-20
    Late Determination
  Role Targeting
  For each Role in a quest of this type, you can use the 
  following table to randomly determine how the role will be 
  filled.
  
  227
  Solo Encounters & Quests
  Table 248: Random Role Target Approach: Stop Quests
  D20
  Role Target Approach
  1-5
    Pick
  6-13
    Random 
  14-20
    Create
  Randomized Clue Requirements
  Roll on the table below to determine the Clue requirement 
  for a given Chase Quest if no other circumstance applies.
  Table 249: Random Clue Requirements: Stop Quests
  D20
    Clue Requirement
  1-2
    No Clue Requirement
  3-8
    1 Clue to Resolve
  9-13
    1d4 Clues to Resolve
  14-15
    1 Clue Each Milestone
  16-19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • No Clue Requirement: The quest does not involve, or 
  require, Clues of any sort for progression or resolution.  
  Any which might otherwise apply to this quest have no 
  effect.
  • 1 Clue to Resolve: The quest cannot be solved until you 
  discover at least 1 Clue which is counted to it.
  • 1d4 Clues to Resolve: As above, but with the potential for 
  a higher number of required Clues.
  • 1 Clue Each Milestone: Each and every milestone of this 
  quest requires 1 Clue to progress.
  • 1d4 Clues Each Milestone: As above, but with the 
  potential for a far greater threshold.  Roll separately to 
  determine the requirement for each milestone.
  Randomized Quest Events
  In the course of pursuing a quest of this nature, you may 
  encounter random events unique to it.  
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  If it takes you more than 5 minutes to resolve 
  an encounter in the course of pursuing this quest, roll only 
  once on the table for however long that takes.  For example, 
  if you take 23 minutes to resolve a combat encounter, you’d 
  roll on the following table once afterwards to determine 
  whether a random quest event took place.
  Table 250: Random Quest Events: Stop Quests
  D20
    Random Quest Event
  1-5
    No Event
  6-9
    Thugs
  10
    Distraction
  11-12
    Migrate Lair
  13-14
    Counter-Offer
  15-18
    Accelerate
  19
    Delay
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  These results bear some explanation, as follows:
  • No Event: Nothing exceptional occurs outside of what 
  you’re already doing.
  • Thugs: The responsible party recognizes your 
  interference, and sends some miscreants your way as a 
  disincentive.  Roll a wandering encounter for the region 
  you’re in, but keep rerolling until you get a combat 
  encounter.
  • Distraction: A new, urgent priority distracts you 
  from your pursuit of the Stop Quest.  Create a new 
    
  Cohesion Quest at random; set the Urgency of that new 
  quest to “Almost Too Late” and the Pace to “Breakneck”.  
  You must complete that new quest successfully before 
  continuing your pursuit of this Stop Quest.  If you fail the 
  cohesion quest, it represents that the distraction gave the 
  responsible party sufficient time to enact their plan and 
  bring about the target event, and you fail this Stop Quest.  
  On the plus side: each time you successfully complete a 
  Distraction cohesion quest, add +1 Rewards to what you 
  receive for successfully completing this Stop Quest.  This 
  bonus is in addition to any Rewards that may apply to 
  the cohesion quest itself.  While you are resolving the 
  Distraction cohesion quest, suspend rolls on this Stop 
  Quest’s Random Quest Events table above.
  • Migrate Lair: The responsible party moves their base of 
  operations elsewhere.  You must gather 
    1d4 
    Clues 
  in order to even determine the new location of the moved 
  lair.  If this quest has a Location Role associated with it, 
  change that location to a new value as you normally would 
  make that determination.  Once you gather these Clues: 
  if this quest does not already have a Location Role, create 
  one, and assign it as you normally would.  In either case, 
  you must move to that location to continue your pursuit of 
  this Stop Quest.
  
  228
  Solo Encounters & Quests
  • Counter-Offer: The responsible party, potentially through 
  an intermediary or maybe in person, tries to dissuade 
  your efforts with a bribe.  Roll on the applicable Random 
  Rewards table that you used to initially determine the 
  rewards for this Stop Quest; the result is what is offered 
  to you.  If you choose to accept this counter-offer, this 
  Stop Quest is automatically failed (and you suffer any 
  Penalties that apply as a result), but you receive the 
  rewards from the counter-offer as promised.
  • Accelerate: The responsible party has moved more swiftly 
  than you anticipated!  As a result, the Pace of this Stop 
  Quest increases by one step.  For example, if it had been 
  Medium, it is now Urgent.  If the Pace of this Stop Quest 
  was already Breakneck when you roll an Accelerate, the 
  target event takes place immediately, and you fail this 
  quest.
  • Delay: The reverse of Accelerate: the responsible party 
  has encountered a setback, or their plans are taking longer 
  to enact than they had figured.  The Pace of this quest 
  decreases by one step (e.g., Medium becomes Passive).  
  If the Pace of this Stop Quest was already Optional, the 
  responsible party can no longer successfully bring about 
  their target event, and you successfully complete this 
  quest.
  Randomized Rewards
  Quests of this nature may specify their own rewards or 
  probabilities therefor in their quest templates.  
  If none of those applies, or to overrule and determine 
  rewards at the successful conclusion of a quest of this nature 
  dynamically, roll on the following table.
  Table 251: Random Rewards: Stop Quests
  D20
    Reward
  1-7
    No Reward
  8-10
    1 Reward
  11-13
    1d2 Rewards
  14-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  rewards that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Category table below.
  Randomized Reward Categories
  If you successfully complete a quest of this type, and 
  determine that one or more Rewards is applicable, then you 
  can use the table below to determine the category.
  Table 252: Random Reward Categories: Stop Quests
  D20
    Reward Category
  1-4
    Material (p 403)
  5-10
    Social (p 408)
  11-12
    Mechanical (p 415)
  13-16
    Magical (p 421)
  17-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Randomized Penalties
  As with Rewards, a more specific context for determining 
  Penalties for failed quests of this type may apply.
  Below is a more general list of results and probabilities that 
  you can use.
  Table 253: Random Penalties: Stop Quests
  D20
    Penalty
  1
    No Penalty
  2-5
    1 Penalty
  6-9
    1d2 Penalties
  10-18
    1d3 Penalties
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  penalties that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Penalty table below.
  
  229
  Solo Encounters & Quests
  Randomized Penalty Categories
  Quests of this type have a specific variability as to what 
  types of penalty may apply in the case of a failed quest.
  If you fail a quest of this nature, and determine that one or 
  more penalties apply, roll on the table below to determine 
  the penalty category each falls into.
  Table 254: Random Penalty Categories: Stop Quests
  D20
    Penalty Category
  1-2
    Material (p 446)
  3-8
    Social (p 452)
  9
    Mechanical (p 459)
  10-12
    Magical (p 465)
  13-16
    Narrative (p 474)
  17-19
    Exploration (p 479)
  20
    Reroll with Advantage
  Randomized Urgency
  Quests of this nature may have a variable sense of Urgency 
  (p 141).  Roll on the table below to randomly determine the 
  Urgency of a particular quest of this type.
  Table 255: Random Quest Urgency: Stop Quests
  D20
  Stakes
  1-10
    Almost too late
  11-13
    Behind already
  14-17
    Immediate
  18
    Eventual
  -
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Randomized Stakes
  As with Urgency, the Stakes (p 141) of a quest of this type 
  can be randomly determined.  Use the table below if no other 
  context applies or dictates a value.
  Table 256: Random Quest Stakes: Stop Quests
  D20
  Stakes
  1-12
    Life or Death (macro)
  13-15
    Life or Death (individual)
  16-17
    Medium
  18
    Minor
  -
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace
  Quests of this type tend to have a certain Pacing (p 143).  
  Use the table below to select one of the possibilities.
  Table 257: Random Quest Pace: Stop Quests
  D20
  Pace
  1-10
    Breakneck
  11-13
    Urgent
  14-17
    Medium
  18
    Passive
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability
  Chase Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  
  230
  Solo Encounters & Quests
  Table 258: Random Quest Chainability: Stop Quests
  D20
  Chainability
  1-2
    No links
  3-9
    Leads from completed
  10-15
    Leads from active
  16-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  231
  Solo Encounters & Quests
  Flowchart 17: Plot Template: Stop, Simple
  
  232
  Solo Encounters & Quests
  Summary
  Stop a target event from taking place at the direction of or 
  with the encouragement of the responsible party.
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Stop Quest described starting on 
  page 223 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Stop, Simple
  Table 259: Random Clue Requirements: Stop, Simple
  D20
    Clue Requirement
  1-5
    No Clue Requirement
  6-8
    1 Clue to Resolve
  9-13
    1d4 Clues to Resolve
  14-15
    1 Clue Each Milestone
  16-19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Stop, Simple
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 260: Random Quest Events: Deliver, One Target
  D20
    Random Quest Event
  1-5
    No Event
  6-12
    Thugs
  13
    Distraction
  D20
    Random Quest Event
  14
    Migrate Lair
  15
    Counter-Offer
  16-18
    Accelerate
  19
    Delay
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Stop, Simple
  Table 261: Random Quest Urgency: Stop, Simple
  D20
  Stakes
  1-12
    Almost too late
  13-14
    Behind already
  15-16
    Immediate
  17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Stop, Simple
  Table 262: Random Quest Stakes: Stop, Simple
  D20
  Stakes
  1-8
    Life or Death (macro)
  9-10
    Life or Death (individual)
  11-14
    Medium
  15-17
    Minor
  18
    Trivial
  Plot Template: Stop, Simple
  Plot Template: Stop, Simple
  
  233
  Solo Encounters & Quests
  Table 265: Milestones: Stop, Simple
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Dissuade or 
  Kill
  Yes
  Convince 
  responsible 
  party to stop, 
  or kill them
  None
  Dead 
  NPC(s) or 
  Attitude 
  change
  Quest failed
  n/a
  None
  Table 266: Roles: Stop, Simple
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Responsible 
  Party
  NPC or sentient 
  monster.
  None.
  The person or people who 
  are bringing about the target 
  event.
  Hostile toward party once 
  the quest is engaged.
  D20
  Stakes
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Stop, Simple
  Table 263: Random Quest Pace: Stop, Simple
  D20
  Pace
  1-13
    Breakneck
  14-16
    Urgent
  17
    Medium
  18
    Passive
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Stop, Simple
  Table 264: Random Quest Chainability: Stop, Simple
  D20
  Chainability
  1-5
    No links
  D20
  Chainability
  6-7
    Leads from completed
  8-14
    Leads from active
  15-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  234
  Solo Encounters & Quests
  Flowchart 18: Plot Template: Stop, Guarded Responsible Party
  
  235
  Solo Encounters & Quests
  Summary
  You must prevent the target event from occurring at the 
  guidance of the responsible party.  The twist is that the 
  responsible party is guarded, and these guards must 
  be defeated before you can try to dissuade or kill the 
  responsible party.
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Stop Quest described starting on 
  page 223 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Stop, Guarded Responsible Party
  Table 267: Random Clue Requirements: Stop, Guarded 
  Responsible Party Quest
  D20
    Clue Requirement
  1-4
    No Clue Requirement
  5-10
    1 Clue to Resolve
  11-16
    1d4 Clues to Resolve
  17-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Stop, Guarded 
  Responsible Party
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 268: Random Quest Events: Stop, Guarded 
  Responsible Party Quest
  D20
    Random Quest Event
  1-4
    No Event
  5-12
    Thugs
  13
    Distraction
  14
    Migrate Lair
  15-16
    Counter-Offer
  17-18
    Accelerate
  19
    Delay
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Stop, Guarded Responsible 
  Party
  Table 269: Random Quest Urgency: Stop, Guarded 
  Responsible Party Quest
  D20
  Stakes
  1-12
    Almost too late
  13-14
    Behind already
  15-16
    Immediate
  17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Stop, Guarded Responsible 
  Party
  Plot Template: Stop, Guarded Responsible Party
  Plot Template: Stop, Guarded Responsible Party
  
  236
  Solo Encounters & Quests
  Table 270: Random Quest Stakes: Stop, Guarded 
  Responsible Party Quest
  D20
  Stakes
  1-8
    Life or Death (macro)
  9-11
    Life or Death (individual)
  12-16
    Medium
  17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Stop, Guarded Responsible Party
  Table 271: Random Quest Pace: Stop, Guarded Responsible 
  Party Quest
  D20
  Pace
  1-9
    Breakneck
  10-14
    Urgent
  15-16
    Medium
  D20
  Pace
  17
    Passive
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Stop, Guarded Responsible 
  Party
  Table 272: Random Quest Chainability: Stop, Guarded 
  Responsible Party Quest
  D20
  Chainability
  1-4
    No links
  5-8
    Leads from completed
  9-12
    Leads from active
  13-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 273: Milestones: Stop, Guarded Responsible Party
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Dissuade or 
  Kill
  Yes
  Convince 
  responsible 
  party to stop, 
  or kill them
  None
  Dead 
  NPC(s) or 
  Attitude 
  change
  Quest failed
  n/a
  None
  Defeat 
  Defender
  Yes
  Kill the 
  defenders or 
  force them to 
  flee.
  None
  None.
  Quest failed
  n/a
  None
  Table 274: Roles: Stop, Guarded Responsible Party
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Responsible 
  Party
  NPC or sentient 
  monster.
  None.
  The person or people who are 
  bringing about the target event.
  Hostile toward party 
  once the quest is 
  engaged.
  Defender 
  (2d4)
  None.
  Monsters or 
  hireling NPCs.
  The creatures guarding the 
  responsible party.
  Hostile toward party.
  
  237
  Solo Encounters & Quests
  Flowchart 19: Plot Template: Stop, Multiple Responsible Parties
  
  238
  Solo Encounters & Quests
  Summary
  Instead of a single culprit, there are several different people, 
  groups, or factions with a stake in bringing about the target 
  event.  These responsible parties may be approached in any 
  sequence you desire.
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Stop Quest described starting on 
  page 223 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Stop, Multiple Responsible 
  Parties
  Table 275: Random Clue Requirements: Stop, Multiple 
  Responsible Parties Quests
  D20
    Clue Requirement
  1-2
    No Clue Requirement
  3-6
    1 Clue to Resolve
  7-12
    1d4 Clues to Resolve
  13-14
    1 Clue Each Milestone
  15-19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Stop, Multiple 
  Responsible Parties
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 276: Random Quest Events: Stop, Multiple 
  Responsible Parties Quests
  D20
    Random Quest Event
  1-7
    No Event
  8-11
    Thugs
  12
    Distraction
  13
    Migrate Lair
  14-15
    Counter-Offer
  16-18
    Accelerate
  19
    Delay
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Stop, Multiple Responsible 
  Parties
  Table 277: Random Quest Urgency: Stop, Multiple 
  Responsible Parties Quest
  D20
  Stakes
  1-6
    Almost too late
  7-9
    Behind already
  10-14
    Immediate
  15-17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Stop, Multiple Responsible 
  Parties
  Plot Template: Stop, Multiple Responsible Parties
  Plot Template: Stop, Multiple Responsible Parties
  
  239
  Solo Encounters & Quests
  Table 278: Random Quest Stakes: Stop, Multiple 
  Responsible Parties Quest
  D20
  Stakes
  1-5
    Life or Death (macro)
  6-8
    Life or Death (individual)
  9-14
    Medium
  15-17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Stop, Multiple Responsible Parties
  Table 279: Random Quest Pace: Stop, Multiple Responsible 
  Parties Quest
  D20
  Pace
  1-5
    Breakneck
  6-12
    Urgent
  13-15
    Medium
  16-17
    Passive
  D20
  Pace
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Stop, Multiple Responsible 
  Parties
  Table 280: Random Quest Chainability: Stop, Multiple 
  Responsible Parties Quest
  D20
  Chainability
  1-5
    No links
  6-9
    Leads from completed
  10-17
    Leads from active
  18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 281: Milestones: Stop, Multiple Responsible Parties
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Dissuade or 
  Kill
  Yes
  Convince 
  responsible 
  party to stop, 
  or kill them
  None
  Dead 
  NPC(s) or 
  Attitude 
  change
  Quest failed
  n/a
  None
  Table 282: Roles: Stop, Multiple Responsible Parties
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Responsible 
  Party 
  (1d4+1)
  NPC or sentient 
  monster.
  None.
  The person or people who are 
  bringing about the target event.  
  May be approached in any order.
  Hostile toward party 
  once the quest is 
  engaged.
  
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  Flowchart 20: Plot Template: Stop, Smokescreen
  
  241
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  Summary
  Just as you successfully deal with who you think the 
  responsible party is, it’s revealed that they were merely a 
  pawn in a grander scheme, behind which sits a second, true, 
  responsible party!
  Prerequisites
  None.  
  Context Overrides
  Use the defaults for the Stop Quest described starting on 
  page 223 for most aspects of a quest created using this 
  template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Stop, Smokescreen
  Table 283: Random Clue Requirements: Stop, Smokescreen 
  Quests
  D20
    Clue Requirement
  -
    No Clue Requirement
  1-5
    1 Clue to Resolve
  6-10
    1d4 Clues to Resolve
  11-13
    1 Clue Each Milestone
  14-19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Stop, Smokescreen
  For every 2 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 284: Random Quest Events: Stop, Smokescreen 
  Quests
  D20
    Random Quest Event
  1-7
    No Event
  D20
    Random Quest Event
  8-11
    Thugs
  12-14
    Distraction
  15-16
    Migrate Lair
  17
    Counter-Offer
  18
    Accelerate
  19
    Delay
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Rewards: Stop, Smokescreen
  Table 285: Random Rewards: Stop, Smokescreen Quests
  D20
    Reward
  1
    No Reward
  2-6
    1 Reward
  7-12
    1d2 Rewards
  13-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Reward Categories: Stop, Smokescreen
  Table 286: Random Reward Categories: Stop, Smokescreen 
  Quests
  D20
    Reward Category
  1-6
    Material (p 403)
  7-8
    Social (p 408)
  Plot Template: Stop, Smokescreen
  Plot Template: Stop, Smokescreen
  
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  Solo Encounters & Quests
  D20
    Reward Category
  9-11
    Mechanical (p 415)
  12-16
    Magical (p 421)
  17-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Urgency: Stop, Smokescreen
  Table 287: Random Quest Urgency: Stop, Smokescreen 
  Quests
  D20
  Stakes
  1-3
    Almost too late
  4-7
    Behind already
  8-14
    Immediate
  15-17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Stop, Smokescreen
  Table 288: Random Quest Stakes: Stop, Smokescreen 
  Quests
  D20
  Stakes
  1-10
    Life or Death (macro)
  11-15
    Life or Death (individual)
  16
    Medium
  17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Stop, Smokescreen
  Table 289: Random Quest Pace: Stop, Smokescreen Quests
  D20
  Pace
  1-5
    Breakneck
  6-10
    Urgent
  11-15
    Medium
  16-17
    Passive
  Table 291: Milestones: Stop, Smokescreen
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Dissuade or 
  Kill (2x)
  Yes
  Convince 
  responsible 
  party to stop, 
  or kill them
  None
  Dead 
  NPC(s) or 
  Attitude 
  change
  Quest failed
  n/a
  None
  Table 292: Roles: Stop, Smokescreen
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Responsible 
  Party (2x)
  NPC or sentient 
  monster.
  None.
  The person or people who are 
  bringing about the target event.
  Hostile toward party 
  once the quest is 
  engaged.
  
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  D20
  Pace
  18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Stop, Smokescreen
  Table 290: Random Quest Chainability: Stop, Smokescreen 
  Quests
  D20
  Chainability
  1
    No links
  2-6
    Leads from completed
  7-12
    Leads from active
  13-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
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  Abstract Mystery Quests
  Introduction
  Introduction
  This is perhaps the most fun type of quest to integrate into 
  narrative... but it’s also the most challenging.
  Abstract Mystery quests are those that involve a great deal 
  of clue-gathering, toward an ultimate purpose, at the request 
  of a benefactor.
  Abstract Mystery quests can also be referred to as simply 
  “Mystery Quests”.
  Since their goal is often informational or to generate proof, 
  they tend to be more socially-oriented than other quest 
  types.  However, that does not mean that they are entirely 
  without combative risk—the jealous lover, the suspicious 
  stranger, or the unhinged mercenary guard might not take 
  too kindly to someone poking around and asking a lot of 
  questions, regardless of the truth of their guilt.
  Purpose Summary
  Purpose Summary
  All Mystery Quests involve a similar structure and nature, 
  as follows:
  • A benefactor.  This is the quest-giver, and the entity most 
  interested in seeing you successful in your pursuit of the 
  quest.
  • One or more persons of interest.  These can also 
  be referred to as “suspects”, with varying accuracy 
  depending on the purpose variability of the quest in 
  question (see below).
  Purpose Variability
  Purpose Variability
  To introduce a bit of narrative interest into the proceedings 
  of a Mystery Quest, you can randomize the nature of the 
  objective using the table below.  These speak not only to 
  the nature of the quest, but even moreso to the attitude 
  of the benefactor, and why they are asking the party’s 
  involvement.
  Use the results of this determination to inform the Role 
  filling process as best makes sense.
  Table 293: Purpose Variability: Mystery Quest Type
  D20
  Mystery Quest Type
  1-4
    Whodunnit
  5-8
    PCs, P.I.
  9-11
    Cover-Up
  D20
  Mystery Quest Type
  12-15
    Espionage
  16-17
    Blackmail
  18
    Reroll twice;  
  ignore this result if rolled again
  19
    Reroll with Advantage
  20
    Pick your preference
  These may each require some description, as follows:
  • Whodunnit: A crime has been committed; that much is 
  certain.  The PCs are being asked to determine who did 
  the deed.  Of all the categories of Mystery Quest, this one 
  comes with the greatest degree of legitimate authority 
  and support: social checks made to further progress are 
  enacted with the benefit of 
    Advantage (roll twice, 
  select your preferred result), and regional security forces 
  will default to a Helpful Attitude toward the party so long 
  as it is in relation to this quest.
  • PCs, P.I.: The party is being asked to take on the role 
  of a private investigator, to get more information about 
  a suspected or definite activity.  Although the PCs may 
  not necessarily be asked to perform illegal activities in 
  the quest, their actions are somewhat on the down-low.  
  Security forces will default to a Helpful Attitude toward 
  the party so long as it is in relation to this quest.
  • Cover-Up: Something has taken place, and the benefactor 
  seeks to make sure as few people find out about the event 
  as is feasible.  The PCs are being asked to take action 
  because they are sufficiently far enough removed from 
  the benefactor and those involved that it would arouse 
  less suspicion than if official channels were used.  Each 
  time the PCs let slip the news of what took place, there 
  is a cumulative 
    5% chance that the quest is failed 
  immediately.
  • Espionage: The information-gathering that the benefactor 
  seeks is to directly negate another person or entity’s 
  actions and power.  For political benefactors, this may 
  involve secretly gathering information about a rival 
  country’s industry, for example.  Each time the PCs let 
  slip the news of what took place, there is a cumulative 
    10% chance that the quest is failed immediately; 
  however, you may make your roll on the Rewards table 
  with 
    Advantage (roll twice, select your preferred 
  result), representing the potential for enormous value in 
  the success of your quest.
  • Blackmail: The ultimate goal of the benefactor is perhaps 
  less than savory: they wish to use gathered information 
  against one or more persons of interest or other third 
  parties, in the hopes of profiting or gaining power for 
  
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  themselves.  Lawful Good characters or merely those with 
  certain personalities may shy away from such activity.  
  They do so to their loss, however: you may roll twice on 
  the Rewards table for Blackmail Mystery Quests.
  Purpose Variability Tables
  Some of the purpose variabilities above involve additional 
  elements that you may wish to incorporate into your quest.
  Mystery Benefactor
  Each mystery has behind it a benefactor: someone who cares 
  enough to resolve the mystery that they have approached a 
  third party—you.
  Roll on the table below to determine the nature of your 
  benefactor and quest-giver.  Note that like most purpose 
  variability for quests of this type, the value in this 
  determination is primarily narrative, though you may take 
  the nature of your benefactor into consideration when 
  assigning Roles in your quest.
  Table 294: Purpose Variability: Mystery Benefactor
  D20
  Result
  1-6
  Political Official
  7-9
  Tradesperson
  10-13
  Ordinary
  14-17
  Royalty
  18-19
  Faction
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Political Official: The mayor, the viscount, or even 
  the queen regent: the benefactor holds a position of 
  political office.  Add a Role to the quest, and assign it 
  to a Settlement as you typically would.  The official is 
  affiliated with that Settlement.  There is a 
    25% chance 
  that the political official is instead a military official.
  • Tradesperson: A merchant, a vendor, a general store 
  shopkeeper, or other tradesperson typically interested 
  in commerce.  Such benefactors typically pay their 
  informants well: rather than rolling on the Reward 
  Category table as you normally would, you may instead 
  choose to automatically select the Material Reward 
  category.
  • Ordinary: Though they may still be of decent means 
  in order to reward your efforts, your benefactor is not 
  particularly notable in any other manner.  For all intents 
  and purposes, they are simply a commoner, a townsfolk 
  going about their lives, outside of the intrigue represented 
  by this mystery.  These benefactors may best compensate 
  you using social means; rather than rolling on the Reward 
  Category table for this quest, you may instead choose to 
  automatically select the Social Rewards category.
  • Royalty: A forgotten stepchild, technically of regal 
  blood; a fourth son of a forth son; a princess desperate 
  to escape arranged wedlock: some member of royalty 
  is your benefactor here.  With royalty typically comes 
  power: if you determine that this quest involves more than 
  one Reward, you may “trade” 2 Rewards to get a single 
  Reward of the Reward Category of your choosing.
  • Faction: The mystery is of interest to an entire 
  organization or group.  It’s likely that a single 
  representative of it approached you and is the face of the 
  group for the purposes of enacting this quest.  In addition 
  to other Rewards gained through successful completion of 
  this quest, you also are granted either membership into 
  the Faction, or an increase in Attitude from the Faction 
  toward the party.
  Mystery Suspicion
  Even the most open-ended of mysteries relies up front on a 
  suspicion.  That is: what do we know, or believe, might have 
  happened, about which we want to know more?
  Roll on the table below to determine what either definitively 
  has occurred already, or that the benefactor believes may 
  have or might take place.
  Table 295: Purpose Variability: Mystery Suspicion
  D20
  Result
  1-7
  Murder
  8-14
  Affair
  15
  Treason
  16-17
  Organized Crime
  18-19
  Conspiracy
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Murder: It appears that someone has been killed.  This 
  might be someone close to the benefactor, or simply 
  a common townsfolk for which the benefactor feels 
  responsibility.
  • Affair: Someone has very likely committed adultery 
  against someone related to the benefactor, or maybe it’s 
  the benefactor themselves.
  • Treason: One or more people seem to be plotting against 
  the legitimate political or military powers of the region.
  • Organized Crime: Racketeering, gambling, price-fixing, 
  or other organized methods to enact criminal activities.  
  Note that what is legal in one city may well be illegal in 
  another, so it could simply be that someone is attempting 
  to provide some order to the chaos of needs that would 
  otherwise go filled by other, even less savory, means.  For 
  magical or fantastical purposes, this might (
    25% 
  
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  Solo Encounters & Quests
  chance) instead be a cult, organizing to summon the vilest 
  of demons from beyond our realm.
  • Conspiracy: A group of people has been organizing in the 
  shadows.  To what purpose?  That’s part of the mystery, 
  though it’s suspected that it cannot possibly be good.  
  Trying to overthrow the government?  Possibly.  Plotting 
  to murder the husband of a rich and vivacious merchant 
  queen?  Could be.  Basement rituals and book-thievery, 
  designed to call into form a dark lord from beyond our 
  plane of existence?  Hopefully not!
  Mystery Truth
  At the conclusion of your efforts, you will come to a 
  determination as to whether the suspicion the benefactor 
  had was borne out, or comes to nothing.  It’s important to 
  note that to most benefactors, even being disappointed in 
  the uncovering of the truth is still valuable information; 
  unless otherwise specified in a result below, the truth of the 
  mystery does not affect the outcome (or, more specifically, 
  the Rewards) you enjoy.
  It is strongly recommended that, even if you are using Early 
  Determination for this quest, that at least for resolving the 
  Mystery Truth, that you only roll on the table below once you 
  have accumulated the necessary Clues to resolve the mystery.
  That way, the mystery itself remains a mystery to you, the 
  solo player, until the end.
  Table 296: Purpose Variability: Mystery Truth
  D20
  Result
  1-3
  Darkest Outcome
  4-9
  Darkly Justified
  10-14
  Misunderstanding
  15-17
  To Be Continued
  18-19
  Brightest Outcome
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows.  You will 
  note, of course, that these result values are intentionally 
  vague, so as to suit a wide variety of possible scenarios 
  and mysteries.  The truth about whether one’s husband is 
  cheating is always going to be fundamentally different in its 
  specifics than knowing how to undermine the rival nation 
  to the south—these values are designed to suit both ends of 
  the spectrum, and all in between, with a degree of narrative 
  rationalization on your part.
  • Darkest Outcome: The worst the benefactor feared is 
  true: the murder was executed by their closest friend 
  or lover; the rival nation is on the brink of executing 
  an overwhelming attack on their least-defended flank; 
  or the gangs have fully taken over the entire criminal 
  underworld of the city.  Though they still reward you 
  well, the benefactor is now desperate and terrified, or 
  depressed: they either commit suicide, wander off into 
  the sunset, or otherwise effectively remove themselves 
  from the campaign setting shortly after the discovery.  
  Mechanically, this NPC or Faction is no longer a factor in 
  your campaign setting, after  
    1d4 more game sessions.  
  Any Quests they were directly involved with automatically 
  fail if not completed by the end of that time.
  • Darkly Justified: Though the benefactor is shattered to 
  discover the truth, the motivation behind the knowledge is 
  understandable.  True, the wife technically had an affair; 
  but she had been drugged into submission; while the 
  vizier seems to have been plotting with the sage behind 
  the king’s back, it was mainly because they wanted to 
  keep things secret from those they did not trust.  The 
  benefactor is grateful, and offers the party one additional 
  Reward.
  • Misunderstanding: It was all a big confusing mess, and 
  amounts to very little: the affair wasn’t an affair at all, 
  just a close-knit friendship; the plots in secret were in fact 
  a preparation for a surprise birthday party.  No additional 
  mechanical effects are in play as a result.
  • To Be Continued: Though a great deal has been learned, 
  the conclusion as to what truly took place is still obscured.  
  Consider this Mystery Quest to be fully resolved, and 
  create a new 
    cohesion quest, with all of the same 
  purpose variability and benefactor.  Randomize all other 
  elements of the quest, including Rewards and Quest 
  Template.  Narratively, the benefactor pays you for the 
  time and effort you’ve put forth, but still wants this matter 
  resolved.  When you conclude this cohesion quest toward 
  the same purpose, you may reroll a “Misunderstanding” 
  result on the Mystery Truth table above once.
  • Brightest Outcome: The best, most favorable outcome 
  delights the benefactor to no end.  The person they 
  thought was murdered shows up; it turns out that the 
  victim was an unrelated stranger who looked a great deal 
  like them.  The voluntary affair did not, in fact, involve 
  the husband, but his brother.  The benefactor is supremely 
  relieved: their Attitude toward the party increases to the 
  highest rank, and any quests with which they are involved 
  grant one additional roll on the Rewards table going 
  forward (not this one, sorry!).
  Mystery Morphology
  Abstract Mystery quests have a way of morphing into 
  pursuits of another nature.  After all, it’s a somewhat 
  boring mystery story that exclusively involves gathering 
  information and piecing together evidence.  Traditionally, 
  there’s more suspense, more intrigue, and more conflict 
  involved in a truly compelling noir narrative.
  Each time you complete a milestone in an Abstract Mystery 
  quest, you may roll on the following morophology table to 
  determine what, if anything, occurs in between milestones.
  If you choose to do so, then you may roll one additional 
  time on the Rewards table at the conclusion of the quest, 
  albeit suffering 
    Disadvantage (roll twice, select the 
  less preferred result).  This effect stacks; after a several-
  milestone-long Mystery quest, you might end up rolling 
  multiple additional times on the Rewards table.
  Note that for any cohesion quests resulting from a roll on 
  this table, you receive rewards from that cohesion quest in 
  addition to those from this mystery quest, as well as the 
  
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  additional roll on the Rewards table for this quest.
  Table 297: Purpose Variability: Mystery Morphology
  D20
  Result
  1-7
  No Additional Morphology
  8-10
    Morphs into Stop
  11
    Morphs into Obtain
  12-13
    Morphs into Slay
  14-19
    Morphs into Chase
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows.  A quick 
  note about the vagueness of the approach here: you’ll note 
  that the results above, and their descriptions below, do not 
  • No Additional Morphology: You may continue to the next 
  quest milestone in this quest without further distraction.  
  You do not, however, merit the additional Rewards roll 
  simply for taking the risk of rolling on this table, sorry to 
  say.
  • Morphs into Stop: Create a new 
    cohesion quest: a 
  Stop Quest, and with the Responsible Party being one of 
  the Persons of Interest in this Mystery quest.  Beyond 
  that, randomize the other elements as you normally 
  would.  That new quest must be completed before you may 
  progress this Mystery Quest.  Narratively, it’s likely that 
  you uncovered a plan to commit certain deeds, either as 
  the culmination of the nefarious plotting and scheming, or 
  to cover up an affair or other secret activity.  
  • Morphs into Obtain: As above, but the new cohesion 
  quest is an Obtain Quest, and there is no Role carry-over 
  from this quest into that one.  It could be that you have to 
  gather a certain amount of ore to satisfy the blacksmith 
  who won’t speak to you and provide a Clue without a 
  bribe; it could be that as part of your negotiations, you 
  now owe the helpful apothecary a pouch full of the 
  seedlings to be found out on the moors.
  • Morphs into Slay: As above, but the new cohesion quest 
  is a Slay Quest.  Though there is no formal Role overlap, 
  this new Slay Quest is likely born out of a need to fight off 
  allies of the person of interest who executed the terrible 
  act of interest.
  • Morphs into Chase: As above, but the new cohesion quest 
  is a Chase Quest, and the Quarry is one of the persons of 
  interest from this quest.
  Mystery Suspect Involvement
  For each suspect (i.e., person of interest) that has a Role in a 
  Mystery Quest, they may or may not be involved in the deed 
  or plan that the benefactor is concerned about.
  As you uncover Clues related to each suspect, determine 
  whether that suspect had anything to truly do with the 
  concern using the table below.
  Note that more than one suspect might turn out to be 
  involved; in order to complete the Quest, you must rule out 
  or confirm each and every suspect using the table below and 
  Clues and the plot structure.
  If you determine using the table below that all of the 
  suspects are innocent of involvement, then you satisfy the 
  requirements of the quest and can receive your reward, but 
  the ultimate conclusion of the matter has yet to be resolved.
  Table 298: Purpose Variability: Mystery Suspect 
  Involvement
  D20
  Result
  1-3
  Innocent
  4-6
  Aware, But Silent
  7-9
  Passively Complicit
  10-12
  Actively Complicit
  13-19
  Responsible / Guilty
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows.  
  • Innocent: The suspect has nothing whatsoever to do with 
  the predicament, and they are indeed ignorant of it.  Any 
  questions you may have put to them about the matter is 
  their first awareness of the situation; without you, they 
  never would have even known about the matter.
  • Aware, But Silent: The suspect had some knowledge of 
  the events that did, or were about to, unfold, but chose to 
  keep quiet about it.  This could be out of fear of reprisal, 
  an explicit preference to remain out of such things, 
  or because they knew enough about the situation to 
  sympathize with those truly responsible.
  • Passively Complicit: Such people look the other way 
  when things take place, and in so doing, help bring about 
  the matters about which the benefactor is concerned.  
  Whether or not this results in what we would normally 
  consider “guilt” is a matter of interpretation, and likely 
  of litigation, should it come to that.  The benefactor’s 
  Attitude toward such suspects decreases one degree.
  • Actively Complicit: Whether it’s because they’re offered 
  a reward, or if they merely sympathize with the situation 
  and want to help, these suspects took action to make the 
  matter possible.  They lied to cover up deeds, they stood 
  guard while actions took place, they drove a getaway car, 
  they distracted a security officer—whatever the specifics, 
  it’s very likely that the deeds or plan could not have been 
  successful without this person’s involvement, even if they 
  did not themselves commit the adultery or hold the knife, 
  so to speak.  The benefactor’s Attitude toward such people 
  decreases two degrees.  For criminal wrongdoings, it’s 
  almost certain that such people will face charges, and will 
  likely face a misdemeanor punishment.
  
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  • Responsible / Guilty: This suspect is one of the people 
  most actively responsible for the nefarious activity about 
  which the benefactor has been concerned.  For criminal 
  activities, you’ve gathered enough evidence to convict 
  these people, and they will likely suffer consequences 
  proprotionate to the deeds they planned or committed.
  Quest Prototypes
  Quest Prototypes
  The following quest prototypes are included for quests 
  of this nature.  You should feel free to create your own 
  templates as well!
  If you’re looking to randomize which template to use, roll on 
  the following table.
  Table 299: Random Quest Templates: Mystery Quests
  D20
  Quest Template
  1-6
    Single POI
  7-12
    Multiple Suspects
  13-16
    Web of Intrigue
  17-18
    Double-Cross
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  20
    Reroll twice;  
  ignore this result if rolled again
  Random Aspects
  Random Aspects
  You can use the following sections and tables to randomize 
  the aspects of a quest of this type.  
  In some cases, more specific rules and probabilities for 
  randomization may apply in a more granular context; feel 
  free to use those, or to overrule those and use these more 
  generally-applicable ones instead.
  Determination
  If you wish to randomly select whether a quest of this type 
  uses a certain type of determination, use the table below.
  Table 300: Random Determination Approach: Mystery 
  Quests
  D20
  Determination Approach
  1-2
    Early Determination
  3-20
    Late Determination
  Role Targeting
  For each Role in a quest of this type, you can use the 
  following table to randomly determine how the role will be 
  filled.
  Table 301: Random Role Target Approach: Mystery Quests
  D20
  Role Target Approach
  1-12
    Pick
  13-18
    Random 
  19-20
    Create
  Randomized Clue Requirements
  Roll on the table below to determine the Clue requirement 
  for a given Mystery Quest if no other circumstance applies.
  Table 302: Random Clue Requirements: Mystery Quests
  D20
    Clue Requirement
  -
    No Clue Requirement
  1-3
    1d4 Clues to Resolve
  4-9
    2d6 Clues to Resolve
  10-
  16
    1d4 Clues Each Milestone
  17-19
    2d6 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • No Clue Requirement: The quest does not involve, or 
  require, Clues of any sort for progression or resolution.  
  Any which might otherwise apply to this quest have no 
  effect.
  
  249
  Solo Encounters & Quests
  • XdY Clues to Resolve: The quest cannot be solved until 
  you discover at least this many Clues which is counted to 
  it.
  • XdY Clues Each Milestone: Each and every milestone of 
  this quest requires X Clues to progress.  Roll separately to 
  determine the requirement for each milestone.
  Randomized Quest Events
  In the course of pursuing a quest of this nature, you may 
  encounter random events unique to it.  
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  If it takes you more than 5 minutes to resolve 
  an encounter in the course of pursuing this quest, roll only 
  once on the table for however long that takes.  For example, 
  if you take 23 minutes to resolve a combat encounter, you’d 
  roll on the following table once afterwards to determine 
  whether a random quest event took place.
  Table 303: Random Quest Events: Mystery Quests
  D20
    Random Quest Event
  1-5
    No Event
  6-9
    Thugs
  10
    Distraction
  11-12
    Confusing Evidence
  13-14
    Coordinating Evidence
  15-18
    Red Herring
  19
    Trail of Deeds
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  These results bear some explanation, as follows:
  • No Event: Nothing exceptional occurs outside of what 
  you’re already doing.
  • Thugs: You’re not sure if they’ve been sent by one of the 
  suspects, or if it’s simple happenstance, but either way, 
  you’ve got to deal with some hired goons before you can 
  proceed.  Roll a wandering encounter for the region you’re 
  in, but keep rerolling until you get a combat encounter.
  • Distraction: A new, urgent priority distracts you from 
  your pursuit of this Quest.  Create a new 
    Cohesion 
  Quest at random; set the Urgency of that new quest 
  to “Almost Too Late” and the Pace to “Breakneck”.  
  You must complete that new quest successfully before 
  continuing your pursuit of this Mystery Quest.  If you fail 
  the cohesion quest, it represents that the distraction gave 
  the responsible party sufficient time to enact their plan 
  and bring about the target event, and you fail this Mystery 
  Quest.  On the plus side: each time you successfully 
  complete a Distraction cohesion quest, add +1 Rewards to 
  what you receive for successfully completing this Mystery 
  Quest.  This bonus is in addition to any Rewards that may 
  apply to the cohesion quest itself.  While you are resolving 
  the Distraction cohesion quest, suspend rolls on this 
  Mystery Quest’s Random Quest Events table above.
  • Confusing Evidence: Sometimes, the new information 
  we uncover merely serves to muddle the waters and 
  contradict evidence that we already knew about.  Add 
    
  1d4 Clues to the requirement for the current milestone.
  • Coordinating Evidence: Conversely from above, 
  sometimes, new information lines up perfectly with 
  hunches we’ve formed from prior data.  This quest now 
  requires 
    1d4 fewer Clues to resolve.
  • Red Herring: Information you’ve gathered threatens to 
  lead you to wrongly suspecting a completely irrelevant 
  path.  Make an immediate 
    Sense Motive (or 
  equivalent in your rules system, or a simple Wisdom) 
  check; success means you can ignore his result.  Failure 
  means you receive a 
    Cohesion Quest, of type Mystery 
  but with all other elements randomized, and with zero 
  possibility of Rewards.  You must pursue that cohesion 
  quest before progressing back with this Mystery Quest, 
  and failing the cohesion quest means that you fail this 
  Mystery Quest as well.
  • Trail of Deeds: Somewhat the reverse of Red Herring: 
  The information you’ve assembled working this case 
  corroborates in-process evidence you’ve also been 
  collecting from another initiative, making that one more 
  easily solved.  Select another active Quest at random that 
  involves at least one Clue requirement; that Quest has its 
  Clue requirement reduced by 
    1d4.  If this reduces the 
  Clues required to zero, consider that Clue requirement 
  fully met.
  Randomized Rewards
  Quests of this nature may specify their own rewards or 
  probabilities therefor in their quest templates.  
  If none of those applies, or to overrule and determine 
  rewards at the successful conclusion of a quest of this nature 
  dynamically, roll on the following table.
  Table 304: Random Rewards: Mystery Quests
  D20
    Reward
  1-2
    No Reward
  3-9
    1 Reward
  10-14
    1d2 Rewards
  15-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  
  250
  Solo Encounters & Quests
  D20
    Reward
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  rewards that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Category table below.
  Randomized Reward Categories
  If you successfully complete a quest of this type, and 
  determine that one or more Rewards is applicable, then you 
  can use the table below to determine the category.
  Table 305: Random Reward Categories: Mystery Quests
  D20
    Reward Category
  1-6
    Material (p 403)
  7-9
    Social (p 408)
  10-11
    Mechanical (p 415)
  12-14
    Magical (p 421)
  15-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Randomized Penalties
  As with Rewards, a more specific context for determining 
  Penalties for failed quests of this type may apply.
  Below is a more general list of results and probabilities that 
  you can use.
  Table 306: Random Penalties: Mystery Quests
  D20
    Penalty
  1-5
    No Penalty
  6-12
    1 Penalty
  13-16
    1d2 Penalties
  17-18
    1d3 Penalties
  D20
    Penalty
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  penalties that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Penalty table below.
  Randomized Penalty Categories
  Quests of this type have a specific variability as to what 
  types of penalty may apply in the case of a failed quest.
  If you fail a quest of this nature, and determine that one or 
  more penalties apply, roll on the table below to determine 
  the penalty category each falls into.
  Table 307: Random Penalty Categories: Mystery Quests
  D20
    Penalty Category
  1-3
    Material (p 446)
  4-9
    Social (p 452)
  10-13
    Mechanical (p 459)
  14
    Magical (p 465)
  15-18
    Narrative (p 474)
  19
    Exploration (p 479)
  20
    Reroll with Advantage
  Randomized Urgency
  Quests of this nature may have a variable sense of Urgency 
  (p 141).  Roll on the table below to randomly determine the 
  Urgency of a particular quest of this type.
  Table 308: Random Quest Urgency: Mystery Quests
  D20
  Stakes
  1-3
    Almost too late
  4-7
    Behind already
  
  251
  Solo Encounters & Quests
  D20
  Stakes
  8-16
    Immediate
  17-18
    Eventual
  -
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Randomized Stakes
  As with Urgency, the Stakes (p 141) of a quest of this type 
  can be randomly determined.  Use the table below if no other 
  context applies or dictates a value.
  Table 309: Random Quest Stakes: Mystery Quests
  D20
  Stakes
  1-5
    Life or Death (macro)
  6-14
    Life or Death (individual)
  15-16
    Medium
  17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace
  Quests of this type tend to have a certain Pacing (p 143).  
  Use the table below to select one of the possibilities.
  Table 310: Random Quest Pace: Mystery Quests
  D20
  Pace
  1-5
    Breakneck
  6-12
    Urgent
  13-17
    Medium
  18
    Passive
  D20
  Pace
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability
  Chase Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  Table 311: Random Quest Chainability: Mystery Quests
  D20
  Chainability
  1-2
    No links
  3-7
    Leads from completed
  8-16
    Leads from active
  17-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  252
  Solo Encounters & Quests
  Flowchart 21: Plot Template: Mystery, Single Person of Interest
  
  253
  Solo Encounters & Quests
  Summary
  You’ve been asked to investigate the actions or plans of a 
  single suspect.
  Prerequisites
  None, though an established relationship with the quest-
  giver is preferred from a narrative standpoint.
  Context Overrides
  Use the defaults for the Abstract Mystery Quest described 
  starting on page 244 for most aspects of a quest created 
  using this template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Mystery, Single Person of 
  Interest
  Table 312: Random Clue Requirements: Mystery, Single 
  Person of Interest
  D20
    Clue Requirement
  -
    No Clue Requirement
  1-3
    1d4 Clues to Resolve
  4-14
    2d6 Clues to Resolve
  15-16
    1d4 Clues Each Milestone
  17-19
    2d6 Clues Each Milestone
  20
    Reroll with 
  Advantage;  
  ignore this result if rolled again
  Quest Events: Mystery, Single Person of 
  Interest
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 313: Random Quest Events: Mystery, Single Person 
  of Interest
  D20
    Random Quest Event
  1-7
    No Event
  8-9
    Thugs
  10
    Distraction
  11-14
    Confusing Evidence
  15-16
    Coordinating Evidence
  17-18
    Red Herring
  19
    Trail of Deeds
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Mystery, Single Person of 
  Interest
  Table 314: Random Quest Urgency: Mystery, Single Person 
  of Interest
  D20
  Stakes
  1-5
    Almost too late
  6-9
    Behind already
  10-16
    Immediate
  17-18
    Eventual
  -
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Mystery, Single Person of 
  Interest
  Plot Template: Mystery, Single Person of Interest
  Plot Template: Mystery, Single Person of Interest
  
  254
  Solo Encounters & Quests
  Table 318: Milestones: Mystery, Single Person of Interest
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Investigate
  Yes
  Gather information 
  about the POI and 
  evidence about the 
  plan or deed.
  None
  None.
  Quest failed
  2d4
  None
  Table 319: Roles: Mystery, Single Person of Interest
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Person of 
  Interest
  NPC or sentient 
  monster.
  Known 
  preferred to 
  new.
  The creature suspected of the 
  action, plan, or deed you’re 
  investigating.
  None.
  Table 315: Random Quest Stakes: Mystery, Single Person of 
  Interest
  D20
  Stakes
  1-4
    Life or Death (macro)
  5-13
    Life or Death (individual)
  14-16
    Medium
  17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Mystery, Single Person of Interest
  Table 316: Random Quest Pace: Mystery, Single Person of 
  Interest
  D20
  Pace
  1-6
    Breakneck
  7-11
    Urgent
  12-17
    Medium
  18
    Passive
  -
    Optional
  D20
  Pace
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Mystery, Single Person of 
  Interest
  Table 317: Random Quest Chainability: Mystery, Single 
  Person of Interest
  D20
  Chainability
  1-4
    No links
  5-8
    Leads from completed
  9-12
    Leads from active
  13-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  255
  Solo Encounters & Quests
  Flowchart 22: Plot Template: Mystery, Multiple Suspects
  
  256
  Solo Encounters & Quests
  Summary
  You’ve been asked to investigate a plan or deed that has 
  taken place, or that the benefactor suspects will occur.  
  Rather than a single suspect, however, there are multiple 
  persons of interest; it’s unclear which of them is involved.
  Prerequisites
  None.
  Context Overrides
  Use the defaults for the Abstract Mystery Quest described 
  starting on page 244 for most aspects of a quest created 
  using this template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Mystery, Multiple Suspects
  Table 320: Random Clue Requirements: Mystery, Multiple 
  Suspects Quest
  D20
    Clue Requirement
  -
    No Clue Requirement
  1-2
    1d4 Clues to Resolve
  3-14
    2d6 Clues to Resolve
  15
    1d4 Clues Each Milestone
  16-19
    2d6 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Mystery, Multiple 
  Suspects
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 321: Random Quest Events: Mystery, Multiple 
  Suspects Quest
  D20
    Random Quest Event
  1-4
    No Event
  5-8
    Thugs
  9
    Distraction
  10-13
    Confusing Evidence
  14
    Coordinating Evidence
  15-17
    Red Herring
  18-19
    Trail of Deeds
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Mystery, Multiple Suspects
  Table 322: Random Quest Urgency: Mystery, Multiple 
  Suspects Quest
  D20
  Stakes
  1-2
    Almost too late
  3-6
    Behind already
  7-14
    Immediate
  15-18
    Eventual
  -
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Mystery, Multiple Suspects
  Plot Template: Mystery, Multiple Suspects
  Plot Template: Mystery, Multiple Suspects
  
  257
  Solo Encounters & Quests
  Table 323: Random Quest Stakes: Mystery, Multiple 
  Suspects Quest
  D20
  Stakes
  1-5
    Life or Death (macro)
  6-14
    Life or Death (individual)
  15-16
    Medium
  17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Mystery, Multiple Suspects
  Table 324: Random Quest Pace: Mystery, Multiple Suspects 
  Quest
  D20
  Pace
  1-4
    Breakneck
  5-13
    Urgent
  14-17
    Medium
  18
    Passive
  D20
  Pace
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Mystery, Multiple 
  Suspects
  Table 325: Random Quest Chainability: Mystery, Multiple 
  Suspects Quest
  D20
  Chainability
  1-2
    No links
  3-5
    Leads from completed
  6-13
    Leads from active
  14-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 326: Milestones: Mystery, Multiple Suspects
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Investigate
  Yes
  Gather 
  information 
  about the POI 
  and evidence 
  about the 
  plan or deed.
  None
  None.
  Quest failed
  2d4
  None
  Table 327: Roles: Mystery, Multiple Suspects
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Person of 
  Interest 
  (1d4+1)
  NPC or sentient 
  monsters.
  Known 
  preferred to 
  new.
  The creatures suspected of the 
  action, plan, or deed you’re 
  investigating.
  None.
  
  258
  Solo Encounters & Quests
  Flowchart 23: Plot Template: Mystery, Web of Intrigue
  
  259
  Solo Encounters & Quests
  Summary
  Instead of a single culprit, there are several different people, 
  groups, or factions with a stake in bringing about the target 
  event.  These responsible parties may be approached in any 
  sequence you desire.
  Prerequisites
  None.
  Additional Mechanics
  At the conclusion of each Investigate milestone, your 
  searching may have uncovered more questions than answers!  
  Roll 1d20; on a 1-10, you must iterate through another 
  Investigate milestone in order to conclude the quest.  
  For every Clue you have accumulated beyond the minimum 
  Clue Target required to conclude the Investigate milestone, 
  you may add +1 to this roll.  You may also add +1 to this 
  roll for every Investigate milestone you have successfully 
  completed in this quest prior to this one.
  When you create a new Investigate milestone, re-randomize 
  the Clue Target required for the new iteration.
  Context Overrides
  Use the defaults for the Abstract Mystery Quest described 
  starting on page 244 for most aspects of a quest created 
  using this template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Mystery, Web of Intrigue
  Table 328: Random Clue Requirements: Mystery, Web of 
  Intrigue Quests
  D20
    Clue Requirement
  -
    No Clue Requirement
  1-6
    1d4 Clues to Resolve
  7-12
    2d6 Clues to Resolve
  13
    1d4 Clues Each Milestone
  14-19
    2d6 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Mystery, Web of Intrigue
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 329: Random Quest Events: Mystery, Web of Intrigue 
  Quests
  D20
    Random Quest Event
  1-7
    No Event
  8-9
    Thugs
  10
    Distraction
  11-13
    Confusing Evidence
  14-16
    Coordinating Evidence
  17
    Red Herring
  18-19
    Trail of Deeds
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Mystery, Web of Intrigue
  Table 330: Random Quest Urgency: Mystery, Web of 
  Intrigue Quest
  D20
  Stakes
  1
    Almost too late
  2-4
    Behind already
  5-14
    Immediate
  15-17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Mystery, Web of Intrigue
  Plot Template: Mystery, Web of Intrigue
  Plot Template: Mystery, Web of Intrigue
  
  260
  Solo Encounters & Quests
  Table 331: Random Quest Stakes: Mystery, Web of Intrigue 
  Quest
  D20
  Stakes
  1-7
    Life or Death (macro)
  8-12
    Life or Death (individual)
  13-16
    Medium
  17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Mystery, Web of Intrigue
  Table 332: Random Quest Pace: Mystery, Web of Intrigue 
  Quest
  D20
  Pace
  1-3
    Breakneck
  4-10
    Urgent
  11-16
    Medium
  17-18
    Passive
  -
    Optional
  D20
  Pace
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Mystery, Web of Intrigue
  Table 333: Random Quest Chainability: Mystery, Web of 
  Intrigue Quest
  D20
  Chainability
  1-2
    No links
  3-7
    Leads from completed
  8-13
    Leads from active
  14-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 334: Milestones: Mystery, Web of Intrigue
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Conse-
  quences
  Clue 
  Targets
  Add’l Mechanics
  Investigate 
  (multiple)
  Yes
  Gather 
  information 
  about the POI and 
  evidence about 
  the plan or deed.
  None
  None.
  Quest 
  failed
  2d4
  At conclusion of each of 
  these milestones, roll to 
  determine if another is 
  required.
  Table 335: Roles: Mystery, Web of Intrigue
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Person of 
  Interest 
  (multiple)
  NPC or sentient 
  monster.
  Known 
  preferred to 
  new.
  The creature suspected of the 
  action, plan, or deed you’re 
  investigating.
  None.
  
  261
  Solo Encounters & Quests
  Flowchart 24: Plot Template: Mystery, Double-Cross
  
  262
  Solo Encounters & Quests
  Summary
  Just when you finish your investigation, it turns out that the 
  benefactor betrays you.  It could be that they have no interest 
  in the knowledge you have uncovered being released to the 
  public, and so they have no choice, really, but to exterminate 
  the only other people who know—your party.
  It could instead be that you were hired to see if it was 
  possible for security forces to uncover the same knowledge, 
  and now, having secured the evidence, they are able to 
  destroy it and you.
  Whatever the motivations involved, the benefactor and their 
  allies attack you upon resolving the mystery.  
  The rewards you receive for successfully completing this 
  quest are not given by the benefactor, but either discovered 
  on their corpse, or given by local security forces as a thank-
  you for clearing this up.
  Prerequisites
  None.  
  Context Overrides
  Use the defaults for the Abstract Mystery Quest described 
  starting on page 244 for most aspects of a quest created 
  using this template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Mystery, Double-Cross
  Table 336: Random Clue Requirements: Mystery, Double-
  Cross Quests
  D20
    Clue Requirement
  -
    No Clue Requirement
  1-6
    1d4 Clues to Resolve
  7-14
    2d6 Clues to Resolve
  15
    1d4 Clues Each Milestone
  16-19
    2d6 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Mystery, Double-Cross
  For every 2 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 337: Random Quest Events: Mystery, Double-Cross 
  Quests
  D20
    Random Quest Event
  1-4
    No Event
  5-12
    Thugs
  13
    Distraction
  14-16
    Confusing Evidence
  17
    Coordinating Evidence
  18
    Red Herring
  19
    Trail of Deeds
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Rewards: Mystery, Double-Cross
  Table 338: Random Rewards: Mystery, Double-Cross 
  Quests
  D20
    Reward
  1-2
    No Reward
  3-6
    1 Reward
  7-12
    1d2 Rewards
  13-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Reward Categories: Mystery, Double-
  Plot Template: Mystery, Double-Cross
  Plot Template: Mystery, Double-Cross
  
  263
  Solo Encounters & Quests
  Cross
  Table 339: Random Reward Categories: Mystery, Double-
  Cross Quests
  D20
    Reward Category
  1-8
    Material (p 403)
  9-11
    Social (p 408)
  12
    Mechanical (p 415)
  13-14
    Magical (p 421)
  15-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Urgency: Mystery, Double-Cross
  Table 340: Random Quest Urgency: Mystery, Double-Cross 
  Quests
  D20
  Stakes
  1-2
    Almost too late
  D20
  Stakes
  3-8
    Behind already
  9-14
    Immediate
  15-17
    Eventual
  18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Mystery, Double-Cross
  Table 341: Random Quest Stakes: Mystery, Double-Cross 
  Quests
  D20
  Stakes
  1-7
    Life or Death (macro)
  8-15
    Life or Death (individual)
  16
    Medium
  17
    Minor
  Table 344: Milestones: Mystery, Double-Cross
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Investigate
  Yes
  Gather 
  information 
  about the POI 
  and evidence 
  about the plan 
  or deed.
  None
  None.
  Quest failed
  2d4
  None
  Survive
  Yes
  Survive the 
  attack by the 
  Benefactor.
  Kill 
  Benefactor
  Benefactor 
  dead.
  Quest failed
  n/a
  None
  Table 345: Roles: Mystery, Double-Cross
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Person of 
  Interest
  NPC or sentient 
  monster.
  Known 
  preferred to 
  new.
  The creature suspected of the 
  action, plan, or deed you’re 
  investigating.
  None.
  Benefactor
  As Mystery 
  Quest
  n/a
  n/a
  None.
  
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  Solo Encounters & Quests
  D20
  Stakes
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Mystery, Double-Cross
  Table 342: Random Quest Pace: Mystery, Double-Cross 
  Quests
  D20
  Pace
  1-7
    Breakneck
  8-14
    Urgent
  15-18
    Medium
  -
    Passive
  -
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Mystery, Double-Cross
  Table 343: Random Quest Chainability: Mystery, Double-
  Cross Quests
  D20
  Chainability
  1
    No links
  2-3
    Leads from completed
  4-10
    Leads from active
  11-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
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  Exploration Quests
  Introduction
  Introduction
  Exploration Quests involve geographical movement.  They 
  revolve around one or more locations on the world map, and 
  often require you to venture forth into unknown locations.
  Purpose Summary
  Purpose Summary
  All Exploration Quests involve a similar structure and 
  nature, as follows:
  • One or more destinations.
  • The set of all destinations that apply to a given 
  Exploration Quest, and the sequence in which they must 
  or may be approached, is called a path.
  • The travel between one destination and another, or 
  between your starting position when you receive an 
  Exploration Quest and the first destination, are referred 
  to as legs of your journey.
  Quest Prototypes
  Quest Prototypes
  The following quest prototypes are included for quests 
  of this nature.  You should feel free to create your own 
  templates as well!
  If you’re looking to randomize which template to use, roll on 
  the following table.
  Table 346: Random Quest Templates: Exploration Quests
  D20
  Quest Template
  1-5
    Single Location
  6-9
    Multi-Location
  10-13
    Multi-Random
  14-18
    Random Path
  19
    Reroll with Advantage;  
  ignore this result if rolled again
  20
    Reroll twice;  
  ignore this result if rolled again
  Purpose Variability
  Purpose Variability
  Exploration Quests are arguably the simplest of all major 
  types in terms of structure.  Their implications, what they 
  represent, the reasoning behind them, what they lead to, and 
  what might be randomly encountered along the way: those 
  elements are of perhaps greater importance than simply 
  traversing legs of a journey between locations.
  So it’s particularly valuable to spice things up and add 
  some narrative flavor to this sort of quest by randomly 
  determining what the reason behind your mission happens 
  to be.
  Roll on the table below to determine why you’re being asked 
  to venture forth.
  Table 347: Purpose Variability: Exploration Quest Type
  D20
  Exploration Quest Type
  1-4
    Clear Out
  5-8
    Ranging/Scouting
  9-11
    Fog of War
  12-15
    Cartography
  16-17
    Escape
  18
    Reroll twice;  
  ignore this result if rolled again
  19
    Reroll with Advantage
  20
    Pick your preference
  These may each require some description, as follows:
  • Clear Out: Here there be monsters... it’s your mission to 
  venture to one or more locations, and destroy all nasty 
  threatening creatures that you may encounter.  When 
  rolling for Random Quest Events for quests of this type, 
  treat “Difficult Terrain” results as “Hostile Fauna” 
  results instead.
  • Ranging/Scouting: Your mission is merely to range forth 
  and see what you can find.  There may be a greater, more 
  specific objective in mind, but whomever is giving you the 
  quest is keeping those cards close to their chest.  Use the 
  Random Quest Event table as-is.
  • Fog of War: Recent battles or treacherous monsters 
  have made the locations of interest inhospitable, and 
  
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  Solo Encounters & Quests
  as a result, the region surrounding them has fallen into 
  darkness.  It’s vital that you push forth and determine 
  what has happened to this terrain, and if it is yet safe to 
  travel.  In the process of pursuing this sort of quest, treat 
  “Lost the Trail” results on the Random Quest Event table 
  as “Terrible Disaster” results.
  • Cartography: Though the region of interest may be 
  somewhat well-known, it’s not mapped with the precision 
  expected of a formal document.  Cartographers wish to 
  address several questions of specific interest that will 
  take you to very particular locations within the map point.  
  When embarking upon this sort of quest, treat Random 
  Quest Event results of “Deliver” as “Lost the Trail”.
  • Escape: There may be a purpose in mind for venturing to 
  a specific objective, but all goals and missions are swiftly 
  thrown out the window once you discover what horrible 
  monsters are waiting for you there.  Your mission, such 
  as it once was, transforms into the simple objective of 
  surviving and getting the hell out of there.  When you’re 
  in pursuit of this objective, treat all Random Quest Event 
  results of “Gather”, “Deliver”, or “Terrible Disaster” as 
  “Hostile Fauna” instead.  In addition, make all wandering 
  encounter rolls while traveling on legs of your journey 
  with 
    Disadvantage (roll twice, select less favorable 
  result).  However, you may make your Reward rolls (for 
  determining quantity and for the categories involved) for 
  this quest with 
    Advantage (roll twice, select your 
  preferred result).
  Random Aspects
  Random Aspects
  You can use the following sections and tables to randomize 
  the aspects of a quest of this type.  
  In some cases, more specific rules and probabilities for 
  randomization may apply in a more granular context; feel 
  free to use those, or to overrule those and use these more 
  generally-applicable ones instead.
  Determination
  If you wish to randomly select whether a quest of this type 
  uses a certain type of determination, use the table below.
  Table 348: Random Determination Approach: Exploration 
  Quests
  D20
  Determination Approach
  1-15
    Early Determination
  16-20
    Late Determination
  Role Targeting
  For each Role in a quest of this type, you can use the 
  following table to randomly determine how the role will be 
  filled.
  Table 349: Random Role Target Approach: Exploration 
  Quests
  D20
  Role Target Approach
  1-3
    Pick
  4-11
    Random 
  12-20
    Create
  Randomized Clue Requirements
  Most Exploration Quests do not involve Clues.  Those 
  that do rely upon the gathering of Clues to provide vital 
  information about the best path to one or more destinations.
  Roll on the table below to determine the Clue requirement 
  for a given Exploration Quest if no other circumstance 
  applies.
  Table 350: Random Clue Requirements: Exploration Quests
  D20
    Clue Requirement
  1-13
    No Clue Requirement
  14-16
    1 Clue to Resolve
  17
    1d4 Clues to Resolve
  18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • No Clue Requirement: The quest does not involve, or 
  require, Clues of any sort for progression or resolution.  
  Any which might otherwise apply to this quest have no 
  effect.
  • 1 Clue to Resolve: The quest cannot be solved until you 
  discover at least 1 Clue which is counted to it.
  • 1d4 Clues to Resolve: As above, but with the potential for 
  a higher number of required Clues.
  • 1 Clue Each Milestone: Each and every milestone of this 
  quest requires 1 Clue to progress.
  • 1d4 Clues Each Milestone: As above, but with the 
  potential for a far greater threshold.  Roll separately to 
  determine the requirement for each milestone.
  Randomized Quest Events
  In the course of pursuing a quest of this nature, you may 
  
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  encounter random events unique to it.  
  For every 30 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  If it takes you more than 30 minutes to resolve 
  an encounter in the course of pursuing this quest, roll only 
  once on the table for however long that takes.  For example, 
  if you take 48 minutes to resolve a combat encounter, you’d 
  roll on the following table once afterwards to determine 
  whether a random quest event took place.
  Table 351: Random Quest Events: Exploration Quests
  D20
    Random Quest Event
  1-5
    No Event
  6-7
    Lost the Trail
  8-9
    Injury / Setback
  10-12
    Difficult Terrain
  13
    Gather
  14
    Deliver
  15-16
    Hostile Fauna
  17
    Terrible Disaster
  18-19
    Additional Leg
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  These results bear some explanation, as follows:
  • No Event: Nothing exceptional occurs outside of what 
  you’re already doing.
  • Lost the Trail: Spend your next round finding the trail 
  using an appropriate skill (Track, Survival, Wisdom, 
  etc.).  Resume the chase only once you’ve discovered the 
  trail again.  Until you do, roll on the appropriate random 
  encounter table for the environment you’re stuck in.
  • Injury / Setback: You’re forced to make camp for the 
  night immediately, incurring whatever random encounters 
  this might inflict upon your party.  Until you survive a 
  long rest, you are unable to progress on your journey, 
  though you may retreat to the closest safe map location at 
  half speed if you wish to.
  • Difficult Terrain: Until you check on this quest event 
  table again, you move through difficult terrain.  If your 
  rules system lacks this notion formally, your movement 
  speed is cut in half, lacking exceptional or magical 
  abilities which would ignore difficult terrain (e.g., fly).
  • Gather: You discover something worth collecting.  It could 
  be that you remember an innocuous chat with a priest, 
  who asked if you could keep an eye out for a medicinal 
  ingredient; it could be that you feel as though harvesting 
  a few pelts would get you in good with a certain guild 
  back home.  Whatever the narrative cause, create a new 
    cohesion quest; the type is Gather, and there are 
  zero penalties if you fail, but randomize other elements as 
  you typically would.  You must complete, or intentionally 
  abandon, this new cohesion quest before you may progress 
  with this Exploration Quest.
  • Deliver: As above, but the quest type is Deliver, and you 
  do have to roll on the cohesion quest’s Penalties tables, 
  though you may do so with 
    Advantage (roll twice, 
  select your preferred result).
  • Hostile Fauna: Local creatures have noticed your 
  intrusion into their domain, and are threatening you.  As 
  above, but create a Slay cohesion quest.  There are no 
  Rewards for successful completion of this cohesion quest.  
  Similarly, there are no Penalties if you fail or abandon 
  the cohesion quest, but if you do not complete it, you must 
  retreat to the nearest safe settlement to avoid the nasty 
  critters before setting out again.
  • Terrible Disaster: As above, but the cohesion quest is 
  a Stop Quest.  In your exploration, you have uncovered 
  something truly awful that is about to take place, and you 
  are beholden to prevent it if you can.  
  • Additional Leg: The journey is more treacherous, or 
  surprising, than you had anticipated, or it’s clear from 
  your vantage point that the mission will be incomplete in 
  its ultimate purpose without additional exploration.  Add 
  an additional Milestone to the quest with a new Location 
  Role added to it.
  Randomized Rewards
  Quests of this nature may specify their own rewards or 
  probabilities therefor in their quest templates.  
  If none of those applies, or to overrule and determine 
  rewards at the successful conclusion of a quest of this nature 
  dynamically, roll on the following table.
  Table 352: Random Rewards: Exploration Quests
  D20
    Reward
  1-11
    No Reward
  12-15
    1 Reward
  16-17
    1d2 Rewards
  18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  
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  Solo Encounters & Quests
  you receive this result again, ignore it and reroll.  Any 
  rewards that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Category table below.
  Randomized Reward Categories
  If you successfully complete a quest of this type, and 
  determine that one or more Rewards is applicable, then you 
  can use the table below to determine the category.
  Table 353: Random Reward Categories: Exploration Quests
  D20
    Reward Category
  1-6
    Material (p 403)
  7-9
    Social (p 408)
  10-12
    Mechanical (p 415)
  13-15
    Magical (p 421)
  16-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Randomized Penalties
  As with Rewards, a more specific context for determining 
  Penalties for failed quests of this type may apply.
  Below is a more general list of results and probabilities that 
  you can use.
  Table 354: Random Penalties: Exploration Quests
  D20
    Penalty
  1-9
    No Penalty
  10-13
    1 Penalty
  14-16
    1d2 Penalties
  17-18
    1d3 Penalties
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  penalties that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Penalty table below.
  Randomized Penalty Categories
  Quests of this type have a specific variability as to what 
  types of penalty may apply in the case of a failed quest.
  If you fail a quest of this nature, and determine that one or 
  more penalties apply, roll on the table below to determine 
  the penalty category each falls into.
  Table 355: Random Penalty Categories: Exploration Quests
  D20
    Penalty Category
  1-3
    Material (p 446)
  4-6
    Social (p 452)
  7
    Mechanical (p 459)
  8
    Magical (p 465)
  9-11
    Narrative (p 474)
  12-19
    Exploration (p 479)
  20
    Reroll with Advantage
  Randomized Urgency
  Quests of this nature may have a variable sense of Urgency 
  (p 141).  Roll on the table below to randomly determine the 
  Urgency of a particular quest of this type.
  Table 356: Random Quest Urgency: Exploration Quests
  D20
  Stakes
  1
    Almost too late
  2-4
    Behind already
  5-8
    Immediate
  9-14
    Eventual
  15-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  
  269
  Solo Encounters & Quests
  Randomized Stakes
  As with Urgency, the Stakes (p 141) of a quest of this type 
  can be randomly determined.  Use the table below if no other 
  context applies or dictates a value.
  Table 357: Random Quest Stakes: Exploration Quests
  D20
  Stakes
  1
    Life or Death (macro)
  2-3
    Life or Death (individual)
  4-6
    Medium
  7-12
    Minor
  13-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace
  Quests of this type tend to have a certain Pacing (p 143).  
  Use the table below to select one of the possibilities.
  Table 358: Random Quest Pace: Exploration Quests
  D20
  Pace
  1
    Breakneck
  2-4
    Urgent
  5-8
    Medium
  9-14
    Passive
  15-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability
  Exploration Quests have a high possibility of being 
  intermingled with other events.  Use the table below if no 
  other context applies to determine chainability (p 142).
  Table 359: Random Quest Chainability: Exploration Quests
  D20
  Chainability
  1-6
    No links
  7
    Leads from completed
  8-9
    Leads from active
  10-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  270
  Solo Encounters & Quests
  Flowchart 25: Plot Template: Exploration, Single Location
  
  271
  Solo Encounters & Quests
  Summary
  You have been asked to venture forth and explore a single 
  map location.
  Prerequisites
  None, though a non-settlement location works best.
  Context Overrides
  Use the defaults for the Exploration Quest described 
  starting on page 265 for most aspects of a quest created 
  using this template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Exploration, Single Location
  Table 360: Random Clue Requirements: Exploration, Single 
  Location
  D20
    Clue Requirement
  1-16
    No Clue Requirement
  17-18
    1 Clue to Resolve
  19
    1d4 Clues to Resolve
  -
    1 Clue Each Milestone
  -
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Exploration, Single 
  Location
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 361: Random Quest Events: Exploration, Single 
  Location
  D20
    Random Quest Event
  1-4
    No Event
  5-7
    Lost the Trail
  D20
    Random Quest Event
  8-10
    Injury / Setback
  11-12
    Difficult Terrain
  13
    Gather
  14
    Deliver
  15-16
    Hostile Fauna
  17
    Terrible Disaster
  18-19
    Additional Leg
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Exploration, Single Location
  Table 362: Random Quest Urgency: Exploration, Single 
  Location
  D20
  Stakes
  -
    Almost too late
  1-3
    Behind already
  4-9
    Immediate
  10-13
    Eventual
  14-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Exploration, Single Location
  Table 363: Random Quest Stakes: Exploration, Single 
  Location
  D20
  Stakes
  1
    Life or Death (macro)
  Plot Template: Exploration, Single Location
  Plot Template: Exploration, Single Location
  
  272
  Solo Encounters & Quests
  Table 366: Milestones: Exploration, Single Location 
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Venture
  Yes
  Travel to 
  the next 
  Location
  Do not flee 
  from combat 
  encounters
  Location 
  known to 
  you
  Location becomes 
  hostile until 
  traveled to
  n/a
  None.
  Table 367: Roles: Exploration, Single Location
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Location
  Overland map 
  location
  Non-settlement 
  locations
  The location(s) to which 
  you must travel.
  None.
  D20
  Stakes
  2
    Life or Death (individual)
  3-5
    Medium
  6-10
    Minor
  11-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Exploration, Single Location
  Table 364: Random Quest Pace: Exploration, Single 
  Location
  D20
  Pace
  1
    Breakneck
  2
    Urgent
  3-7
    Medium
  8-15
    Passive
  16-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Exploration, Single 
  Location
  Chase Quests have a high possibility of being intermingled 
  with other events.  Use the table below if no other context 
  applies to determine chainability (p 142).
  Table 365: Random Quest Chainability: Exploration, Single 
  Location
  D20
  Chainability
  1-4
    No links
  5
    Leads from completed
  6-10
    Leads from active
  11-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  273
  Solo Encounters & Quests
  Flowchart 26: Plot Template: Exploration, Multi-Location
  
  274
  Solo Encounters & Quests
  Summary
  You must travel to multiple locations in order to fulfill your 
  exploration journey.
  Prerequisites
  None, though at least one non-settlement location as a target 
  works best.
  Context Overrides
  Use the defaults for the Exploration Quest described 
  starting on page 265 for most aspects of a quest created 
  using this template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Exploration, Multi-Location
  Table 368: Random Clue Requirements: Exploration, Multi-
  Location Quest
  D20
    Clue Requirement
  1-6
    No Clue Requirement
  7-13
    1 Clue to Resolve
  14-16
    1d4 Clues to Resolve
  17-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Exploration, Multi-
  Location
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 369: Random Quest Events: Exploration, Multi-
  Location Quest
  D20
    Random Quest Event
  1-7
    No Event
  D20
    Random Quest Event
  8-9
    Lost the Trail
  10-11
    Injury / Setback
  12-13
    Difficult Terrain
  14
    Gather
  15
    Deliver
  16
    Hostile Fauna
  17
    Terrible Disaster
  18-19
    Additional Leg
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Exploration, Multi-Location
  Table 370: Random Quest Urgency: Exploration, Multi-
  Location Quest
  D20
  Stakes
  1
    Almost too late
  2-3
    Behind already
  4-7
    Immediate
  8-14
    Eventual
  15-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Exploration, Multi-Location
  Plot Template: Exploration, Multi-Location
  Plot Template: Exploration, Multi-Location
  
  275
  Solo Encounters & Quests
  Table 374: Milestones: Exploration, Multi-Location
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Venture
  Yes
  Travel to the 
  next Location
  Do not flee 
  from combat 
  encounters
  Location 
  known to 
  you
  Location becomes 
  hostile until 
  traveled to
  n/a
  None.
  Table 375: Roles: Exploration, Multi-Location
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Location 
  (1d4+1)
  Overland map 
  location
  Non-settlement 
  locations
  The location(s) to which 
  you must travel.
  None.
  Table 371: Random Quest Stakes: Exploration, Multi-
  Location Quest
  D20
  Stakes
  1
    Life or Death (macro)
  2-3
    Life or Death (individual)
  4-8
    Medium
  9-14
    Minor
  15-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Exploration, Multi-Location
  Table 372: Random Quest Pace: Exploration, Multi-
  Location Quest
  D20
  Pace
  1
    Breakneck
  2-3
    Urgent
  4-7
    Medium
  8-14
    Passive
  15-18
    Optional
  D20
  Pace
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Exploration, Multi-
  Location
  Table 373: Random Quest Chainability: Exploration, Multi-
  Location Quest
  D20
  Chainability
  1-5
    No links
  6-7
    Leads from completed
  8-9
    Leads from active
  10-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  276
  Solo Encounters & Quests
  Flowchart 27: Plot Template: Exploration, Multi-Random
  
  277
  Solo Encounters & Quests
  Summary
  You have a checklist, so to speak, of multiple locations you 
  need to scour in order to complete your exploration.  You 
  may pursue these destinations in any order you wish.
  Prerequisites
  None, though at least one non-settlement location works 
  best.
  Context Overrides
  Use the defaults for the Exploration Quest described 
  starting on page 265 for most aspects of a quest created 
  using this template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Exploration, Multi-Random
  Table 376: Random Clue Requirements: Exploration, Multi-
  Random Quests
  D20
    Clue Requirement
  1-6
    No Clue Requirement
  7-12
    1 Clue to Resolve
  13-16
    1d4 Clues to Resolve
  17-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Exploration, Multi-
  Random
  For every 5 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 377: Random Quest Events: Exploration, Multi-
  Random Quests
  D20
    Random Quest Event
  1-7
    No Event
  8-9
    Lost the Trail
  10
    Injury / Setback
  11
    Difficult Terrain
  12
    Gather
  13
    Deliver
  14-15
    Hostile Fauna
  16
    Terrible Disaster
  17-19
    Additional Leg
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Urgency: Exploration, Multi-Random
  Table 378: Random Quest Urgency: Exploration, Multi-
  Random Quest
  D20
  Stakes
  -
    Almost too late
  1-2
    Behind already
  3-7
    Immediate
  8-14
    Eventual
  15-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Exploration, Multi-Random
  Plot Template: Exploration, Multi-Random
  Plot Template: Exploration, Multi-Random
  
  278
  Solo Encounters & Quests
  Table 382: Milestones: Exploration, Multi-Random
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l 
  Mechanics
  Venture
  Yes
  Travel to the 
  next Location
  Do not flee 
  from combat 
  encounters
  Location 
  known to 
  you
  Location becomes 
  hostile until 
  traveled to
  n/a
  None.
  Table 383: Roles: Exploration, Multi-Random
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Location 
  (2d4)
  Overland map 
  location
  Non-settlement 
  locations
  The location(s) to which 
  you must travel.
  None.
  Table 379: Random Quest Stakes: Exploration, Multi-
  Random Quest
  D20
  Stakes
  1
    Life or Death (macro)
  2
    Life or Death (individual)
  3-5
    Medium
  6-12
    Minor
  13-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace: Exploration, Multi-Random
  Table 380: Random Quest Pace: Exploration, Multi-Random 
  Quest
  D20
  Pace
  1
    Breakneck
  2
    Urgent
  3-5
    Medium
  6-12
    Passive
  13-18
    Optional
  19
    Reroll with Advantage
  D20
  Pace
  20
    Pick your preference
  Chainability: Exploration, Multi-
  Random
  Table 381: Random Quest Chainability: Exploration, Multi-
  Random Quest
  D20
  Chainability
  1-9
    No links
  10
    Leads from completed
  11-13
    Leads from active
  14-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  279
  Solo Encounters & Quests
  Flowchart 28: Plot Template: Exploration, Random Path
  
  280
  Solo Encounters & Quests
  Summary
  Each leg of your journey to multiple destinations represents 
  a potential jumping-off point to further such locations.  You 
  won’t know for sure if you’ve accomplished your task until 
  you successfully navigate the path that keeps changing even 
  as you explore it. 
  Prerequisites
  None, though at least one non-settlement location is best.
  Random Path Milestones
  At the conclusion of each milestone—that is, once you reach 
  of your known location destinations—roll a d20.  
  On a 1-10, you must add one new Venture milestone with a 
  randomized location.  
  On a 11-20, you may conclude this quest after visiting all 
  remaining known destinations, with no new milestones to 
  be added.  Add +1 to each of these rolls for each Venture 
  milestone you have completed in this quest.
  Context Overrides
  Use the defaults for the Exploration Quest described 
  starting on page 265 for most aspects of a quest created 
  using this template.
  Some other qualities of this plot template use more specific 
  randomization tables, as follows.
  Clues: Exploration, Random Path
  Table 384: Random Clue Requirements: Exploration, 
  Random Path Quests
  D20
    Clue Requirement
  1-5
    No Clue Requirement
  6-12
    1 Clue to Resolve
  13-16
    1d4 Clues to Resolve
  17-18
    1 Clue Each Milestone
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Quest Events: Exploration, Random 
  Path
  For every 2 minutes of real-life time spent actively pursuing 
  a quest of this type, roll on the following table to determine 
  what occurs.  
  Table 385: Random Quest Events: Exploration, Random 
  Path Quests
  D20
    Random Quest Event
  1-5
    No Event
  6-9
    Lost the Trail
  10
    Injury / Setback
  11
    Difficult Terrain
  12
    Gather
  13
    Deliver
  14-15
    Hostile Fauna
  16
    Terrible Disaster
  17-19
    Additional Leg
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Rewards: Exploration, Random Path
  Table 386: Random Rewards: Exploration, Random Path 
  Quests
  D20
    Reward
  1-5
    No Reward
  6-12
    1 Reward
  13-16
    1d2 Rewards
  17-18
    1d3 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Plot Template: Exploration, Random Path
  Plot Template: Exploration, Random Path
  
  281
  Solo Encounters & Quests
  Reward Categories: Exploration, 
  Random Path
  Table 387: Random Reward Categories: Exploration, 
  Random Path Quest
  D20
    Reward Category
  1-4
    Material (p 403)
  5-7
    Social (p 408)
  8-9
    Mechanical (p 415)
  10-13
    Magical (p 421)
  14-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Urgency: Exploration, Random Path
  Table 388: Random Quest Urgency: Exploration, Random 
  Path Quest
  D20
  Stakes
  1
    Almost too late
  2
    Behind already
  D20
  Stakes
  3-6
    Immediate
  7-13
    Eventual
  14-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Stakes: Exploration, Random Path
  Table 389: Random Quest Stakes: Exploration, Random 
  Path Quest
  D20
  Stakes
  1-2
    Life or Death (macro)
  3-4
    Life or Death (individual)
  5-7
    Medium
  8-13
    Minor
  14-18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 392: Milestones: Exploration, Random Path
  Milestone
  Req’d?
  Objectives
  Optional 
  Obj’s
  Impacts
  Consequences
  Clue 
  Targets
  Add’l Mechanics
  Venture
  Yes
  Travel to the 
  next Location
  Do not 
  flee from 
  combat 
  encounters
  Location 
  known to 
  you
  Location 
  becomes hostile 
  until traveled to
  n/a
  After completing each 
  Venture milestone, roll 
  to determine if more are 
  added (see text)
  Table 393: Roles: Exploration, Random Path
  Role
  Qualifications
  Preferences
  Description
  Imbues
  Location 
  (2d4+)
  Overland map 
  location
  Non-
  settlement 
  locations
  The location(s) to which you 
  must travel.
  None.
  
  282
  Solo Encounters & Quests
  Pace: Exploration, Random Path
  Table 390: Random Quest Pace: Exploration, Random Path 
  Quest
  D20
  Pace
  1-2
    Breakneck
  2-3
    Urgent
  4-8
    Medium
  9-15
    Passive
  16-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability: Exploration, Random Path
  Table 391: Random Quest Chainability: Exploration, 
  Random Path Quest
  D20
  Chainability
  1-3
    No links
  4-7
    Leads from completed
  8-9
    Leads from active
  10-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
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  Solo Encounters & Quests
  Introduction
  Introduction
  Interaction Quests is a general heading that recognizes 
  everyone’s calculus for fun differs, and although there is 
  a great deal of emphasis already on social interaction and 
  challenges to make progress, the majority of the challenges 
  and quest structures and random events described thus far 
  center around combat, or non-social encounters.
  This section contains a number of resources to retool quests 
  of a different fundamental type to focus more on social 
  interaction.
  Social Riffs
  Social Riffs
  You might want to simply take an existing plot type and/
  or structure, and make it fundamentally feel like more 
  of a social endeavor than a traditionally combat and/or 
  exploration pursuit.
  These are Social Riffs: stereotypical narratives that you can 
  imbue into any existing quest, that give the proceedings and 
  purpose a bit more of a social focus.
  Note that without additional elements (e.g., random social 
  encounters or dynamic social skill challenges, see below for 
  both), introducing a Social Riff doesn’t really do anything 
  mechanically; it’s still the same quest, just viewed through a 
  slightly different lens.
  Social Riff Stereotypes
  Roll on the table below to select a social riff stereotype to 
  apply randomly to an existing quest.
  Disclaimer: There is no guarantee that the riffs below 
  will evenly and cleanly apply to every quest you generate.  
  Remember to use a sanity check as to whether what you’re 
  doing really makes sense.
  Each of the following stereotypes also mentions one or 
  more major Quest Types that make the most sense for it.  
  Alternately, instead of rolling to randomize the stereotype 
  that applies, you can simply match the quest type of your 
  quest against these descriptions.  For example, if you’re 
  rolling up a Slay quest and you want it to seem more social, 
  you can just pick Seduce as the stereotype to apply.
  Table 394: Social Riff Stereotypes
  D20
  Social Riff
  1-4
    Friendly Competition
  5-8
    Seduce
  9-11
    Persuade
  D20
  Social Riff
  12-15
    Gather Allies
  16-17
    Political
  18
    Blackmail
  19
    Reroll with Advantage
  20
    Pick your preference
  These may each require some description, as follows:
  • Friendly Competition: A bar-room wager, an escalating 
  negotiation, or an overcommitment to declared swagger: 
  it’s practically a public event, now.  This is basically a 
    
  Chase quest, but with social challenges instead of combat 
  encounters.
  • Seduce: This need not involve a physical culmination 
  of a sex act to qualify as a seduction; in a more general 
  sense, the “seduction” can be a winning-over of emotional 
  commitment, an intellectual adherence to one’s scientific 
  ideology, or a conversion to one’s theological worldview.  
  (More than just Bards can apply, in short.)  This may be 
  an unsavory thing to type, but structurally, this may most 
  closely parallel a 
    Slay quest.
  • Persuade: Convince someone that a certain task, outlook, 
  judgment, or perspective is not the right one, and ideally, 
  to take a different stance on whatever topic is central to 
  the matter at hand.  Structurally, this works best as a 
    
  Stop quest.
  • Gather Allies: Win several people over to your side, in 
  a general, vague, good-feel kind of manner.  Typically 
  involves entire rooms or piazzas filled with commoners, or 
  a tent’s worth of soldiers, as a start.  Most easily applied 
  to an 
    Obtain quest.
  • Political: This is vaguely strutured as a 
    Deliver quest: 
  deliver a physical or verbal message, convince someone 
  of the merits of a political perspective or stance, or argue 
  politics with someone, and maybe even change their vote.
  • Blackmail: You have, or gather, information that you 
  intend to use against someone who would prefer that 
  information not be shared more broadly, or to sell that 
  information to someone with that intent.  Works best with 
    Abstract Mystery quests.
  Random Social 
  Random Social 
  Encounters
  Encounters
  Each major quest type has a substantial set of Random Quest 
  Events that might occur in between making progress toward 
  Interaction Quests
  
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  Solo Encounters & Quests
  various milestones in quests of that type.
  Rather than roll on one of those tables, you might consider 
  instead rolling on the Random Social Encounters table 
  below.
  By no means is this intended as a comprehensive, or 
  exhaustive, set of possible social encounters, and future 
  FlexTale Encounter Generator (FTEG) books intend to 
  elaborate on the concept in exponentially more detail.
  But as a starting point for swapping out combat or 
  exploratory content for something more social, the following 
  might represent a good place to begin.
  It’s recommended that once you finish rolling on this table, 
  build a social encounter (see below) to help guide how to 
  play through the encounter mechanically.
  Table 395: Random Social Encounters
  D20
  Social Encounter
  1-4
  Stopped by Guards
  5-8
  Called Out for Minutia
  9-11
  Recognized from Elsewhere
  12-15
  A Score to Settle
  16-17
  False Recognition 
  (and reroll)
  18
  False Accusation
  19
    Reroll with Advantage
  20
    Pick your preference
  These may each require some description, as follows:
  • Stopped by Guards: A group of 
    1d6 local security 
  forces stop the party and do a general social “pat-down”: 
  who are they, when did they arrive in town, what is their 
  business here, how long will they be staying, is there 
  anyone who lives here who can vouch for them, and so on.  
  The consequences of failing any social challenge which 
  results could be that the PCs are fined or thrown in jail.
  • Called Out for Minutia: Someone (a commoner) 
  recognizes some aspect of one of your party that they 
  believe signals their membership in a group or faction 
  that is unsatisfactory to them.  This could be a religious 
  icon, a military crest, a family sigil, or truly a mark of 
  membership of any faction whatsoever.  It could even be 
  a telltale physical feature representing the PC’s race or 
  background.  A consequence of failing social challenges in 
  this scenario could be a bar-room brawl.
  • Recognized from Elsewhere: A commoner or NPC 
  recognizes at least one of the party from elsewhere in 
  their travels—or, at least, they think they do.  Depending 
  on the success or failure of resulting social checks, this 
  could be an avid fan who wants your autograph, or 
  someone who feels slighted by or even affected directly 
  by collateral damage you inadvertently inflicted upon the 
  populace during a former quest.
  • A Score to Settle: Someone recognizes you—or thinks 
  they do—and feels as though revenge or justice is called 
  for.  Whether they truly have a legitimate gripe is almost 
  irrelevant: their feelings are strong in the matter, and 
  the crowd is with them.  Failure to defuse the situation 
  successfully could result in criminal charges and/or a 
  fight.
  • False Recognition: Someone believes they recognize one 
  of the party—but they’re absolutely incorrect; you just 
  happen to look like that person, or be dressed in similar 
  manner, or sound like them by accent or demeanor.  Roll 
  again on this table to see what the true interaction is, but 
  the starting point and undertone is that you’re not who 
  they think you are.
  • False Accusation: As False Recognition, but you’re 
  accused of a crime that someone else who looks like you 
  might have actually committed.  
  Building Social 
  Building Social 
  Encounters
  Encounters
  Whether it’s in service to one of the above Random Social 
  Encounters, or just as an exercise to execute a social 
  interaction, building a dynamic and interesting social 
  encounter is at the core of making quests more social.
  Use the rules that follow to create a nearly infinite variety of 
  possible social challenges.
  Social Encounters and FlexAI
  Please refer to the FlexAI for Social Encounters section in 
  the appendix of this book (p 561) for detailed information 
  on many of the terms used in this section.
  You may use the tools that follow in this section with, or 
  without, these FlexAI rules.
  Social Circumstances
  To use the FlexAI tables to drive dynamic and interesting 
  social encounter behavior, much depends on determining the 
  appropriate Social Role of the person you are talking to.
  If you cannot determine the social role of the person based 
  on the existing relationship, or if this is your first time 
  encountering the individal, you can use “FlexTable 50: 
  FlexAI Social Roles FlexTable” on page 514 to randomly 
  determine this for a given NPC.
  Dynamic Social Skill Challenges
  A skill challenge is a series of two or more skill or 
  ability checks that result in either a net successful, or net 
  unsuccessful, result.  Skill challenges are typically used to 
  represent progress and slip-ups along the way of a very 
  complex task that a single simple skill check roll might not 
  capture the complete consequences of.  Making your way 
  out of a collapsing and burning building, for example, is 
  likely more than just a “roll Acrobatics and get out” kind of 
  
  285
  Solo Encounters & Quests
  circumstance.
  A social skill challenge is therefore a skill challenge that 
  relies exclusively on social skills to resolve.  Negotiating 
  your way out of prison, or into the pantaloons of the local 
  constable, are good examples.
  Since one of the most efficient ways to play solo adventures 
  is in the abstract, building a dynamic and interesting social 
  skill challenge is fairly straightforward, if necessarily 
  involving many dice rolls.
  To build a randomized social skill challenge, just follow these 
  simple steps:
  • Determine the number of stages required to succeed 
  along an ordinary path of progressive normal successes.
  • For each check, determine the difficulty: either the 
  Difficulty Class or circumstances of the check roll 
  required.
  • For each check, determine the skill(s) required or 
  allowed.
  • For each check, determine the consequences of failure.
  • For each check, determine the impact of success.
  Narrative Interpretation
  As with several other elements of social- and story-driven 
  solo adventuring, the tools and results presented in this 
  section give you a set of valuable, albeit abstract, starting 
  points for further narrative explanation.
  In no way are these tools meant to be a substitute to your 
  own imagination in integrating things into the story that is 
  unfolding as a result of your dice rolls and other actions and 
  decisions.
  Simply put: just because you might choose to have more 
  interaction-centric quests, and/or to imbue them with 
  more socially-oriented encounters and challenges, does not 
  necessarily mean that they will be easier to describe from a 
  narrative standpoint.
  Number of Stages
  Skill challenges of any kind involve at least two skill or 
  ability checks, but potentially more.
  To randomly determine the number of stages a social skill 
  challenge requires to overcome, roll on the table below.
  If the challenge is meant to be relatively straightforward 
  or easy, reduce the result obtained by one result (i.e., one 
  toward the top of the list).  
  Similarly, if the challenge is meant to be difficult, increase 
  the result by one level (that is, one more toward the bottom 
  of the list).
  Table 396: Dynamic Skill Challenges: Number of Stages
  D20
  Number of Stages
  1-5
  2
  6-10
  3
  D20
  Number of Stages
  11-14
  4
  15-16
  5
  17
  6
  18
    1d4, plus reroll (stacks)
  19
    Reroll with Advantage
  20
    Pick your preference
  One of these may each require some description, as follows:
  • 1d4, Plus Reroll: Roll 
    1d4, then roll once again on 
  this table, and add the results together.  For example, if 
  your 1d4 roll was 3, and you rolled again on this table and 
  got a 2, your total stages would be 5.  This result stacks, 
  so theoretically, you could have an infinitely-long skill 
  challenge if your luck remains terrible!
  Now that you know how many stages are involved, you must 
  make the remaining determinations and randomizations 
  separately for each of the stages involved.  
  Difficulty
  Each stage of a social skill challenge involves a check.  You 
  must first determine how difficult a stage’s check is before 
  you attempt to make that check.
  If your rules system uses Difficulty Class (DC) as a measure 
  of check difficulty (Pathfinder, 5E, P2E, DCC), randomly 
  determine the target DC of the skill check using “FlexTable 
  6: QuickStart Difficulty Class” on page 37.
  If instead your rules system uses simple saves (e.g., OSR), 
  use the table below to determine the effect of this stage’s 
  difficulty on your roll.  
  Finally, if your rules system does not contain a reasonable 
  analogue for the skill check(s) allowed by this stage, 
  use a corresponding ability check (typically Wisdom or 
  Charisma), and roll on the table below to determine the 
  effect of this stage’s difficulty on your roll.
  Remember that like many elements of a dynamic skill 
  challenge, Difficulty is determined separately for each stage 
  in the challenge.
  Table 397: Dynamic Skill Challenges: Stage Difficulty 
  (OSR)
  D20
  Difficulty Effect
  1
    Disadvantage; Roll 
  Consequences with 
  Disadvantage
  2-6
    Disadvantage
  
  286
  Solo Encounters & Quests
  D20
  Difficulty Effect
  7-13
  Normal Roll
  14-18
    Advantage
  19
    Advantage; Roll 
  Consequences with 
  Advantage
  20
    Reroll with Advantage
  These may each require some description, as follows:
  • Disadvantage; Roll Consequences with Disadvantage: 
  Make any rolls to achieve this stage with 
    
  Disadvantage (roll twice, select the less preferable 
  result).  In addition, any time you fail a check on this 
  stage, you roll for Consequences (see below) with 
  Disadvantage as well.
  • Disadvantage: As above, but does not affect 
  Consequences rolls.
  • Normal Roll: Make your checks or saves for this stage as 
  you normally would.
  • Advantage: Make any rolls to achieve this stage with 
    
  Advantage (roll twice, select your preferred result).
  • Advantage; Roll Consequences with Advantage: As 
  above, but any time you fail this stage, you may make your 
  rolls on the Consequences table with Advantage as well.
  Skill(s) Required or Allowed
  Each stage of a social skill challenge allows you to approach 
  it using at least one, but often a variety, of different skills or 
  types of skill.
  First, roll on the table below to determine how many 
  approaches might apply.  
  Then, for each of the approaches you determine, roll on the 
  Specific Skill Randomization table further below.
  Narratively, think of a situation where you’re trying to get 
  information out of an NPC.  You typically can use Diplomacy 
  or Intimidate for such an activity, depending on what sort of 
  demeanor you’re looking for.
  Note that if more than one approach is designated using this 
  method, it does not mean that you must succeed in multiple, 
  separate checks using all of the designated skills.  You must 
  only make one, single check, per stage, and may choose any 
  of the designated skills within that stage to do so.
  Table 398: Dynamic Skill Challenges: Approaches Allowed
  D20
  # of Approaches Allowed
  1-10
  1
  11-15
  2
  D20
  # of Approaches Allowed
  16-17
  3
  18
  4
  19
  Any
  20
    Reroll with Advantage
  One of these may each require some description, as follows:
  • Any: The rare circumstance in which you can use literally 
  any socially-related skill or ability to try and achieve the 
  objectives of this stage.
  For each of the approaches you determined above, roll on 
  the table in the next section to determine which skill or type 
  of skill is allowed for this stage.  For example, if above you 
  received a result of a “2”, you would roll twice on the table 
  below.
  Specific Skill Randomization
  Use the table below to determine which skill is feasible to 
  accomplish the objectives of a given stage of a social skill 
  challenge.
  Since skills and social checks are vastly different across 
  many rules systems, the value used in Pathfinder is 
  presented first, both to indicate the general intent of the type 
  of skill that’s allowed and because that rules system’s skills 
  tend to be the most complex and varied.
  Under each result, a variety of substitute skills from other 
  rules systems is also presented.  As with everything else in 
  this book, use your best judgment and sanity check what 
  sorts of mechanics might make the most sense as applicable 
  in your rules system of choice.
  Table 399: Dynamic Skill Challenge: Skill Required
  D20
  Skill Required
  1-4
    Diplomacy  
  (Persuasion, Discussion, 
  Investigation, Insight)
  5-8
    Intimidate  
  (Intimidation)
  9-12
    Sense Motive 
  (Perception, Insight, 
  Investigation)
  13-15
    Mislead 
  (Bluff, Deception)
  
  287
  Solo Encounters & Quests
  D20
  Skill Required
  16-17
    Gather Info 
  (Investigation, Gather 
  Information, Knowledge (Local))
  18-19
    Subject Info 
  (Profession, Knowledge, Craft)
  20
    Reroll with Advantage
  Consequences of Failure
  Failing a stage of a social skill challenge can produce a 
  variety of results.  Each stage is different: roll on the table 
  below to determine a different set of consequences for each 
  stage.
  Within a certain social skill challenge, a given stage’s 
  consequences remain constant throughout the challenge.  For 
  example, if you fail the second stage of a challenge, and its 
  consequences are to fail back to the first stage, if you then 
  fail the second stage again, the same consequences apply 
  again.
  Table 400: Dynamic Skill Challenges: Stage Failure 
  Consequences
  D20
  Failure Consequences
  1
    Fail Quest
  2-3
    Fail Challenge
  4-6
    Suffer Attitude;  
  repeat this stage
  7-13
    Fail Back to First
  14-15
    Fail Back to Prior
  16-17
    May Repeat w/
  Disadvantage
  19
    May Repeat
  20
    May Repeat w/
  Advantage
  These may each require some description, as follows.  Note 
  that in each case, a narrative possibility is presented as an 
  example; not every circumstance is likely to have a crisp 
  means of interpreting the results.
  • Fail Quest: Any Quest that you are pursuing as part of 
  resolving this social skill challenge is failed outright and 
  immediately.  You suffer any Penalties normally involved 
  with doing so.  Narratively, it could be that you have irked 
  the merchant prince to the point where he cannot tolerate 
  you any longer, and therefore will never be in a position 
  to give you a ride to the island only he knows the location 
  of.  Alternately, perhaps you offended the queen to such a 
  degree that gaining her permission to marry her son will 
  never occur.
  • Fail Challenge: The entire social skill challenge is failed 
  outright.  
  • Suffer Attitude: The Attitude of any NPC you are 
  interacting with degrades by one level.  You may repeat 
  this stage, though it may turn out to be more difficult due 
  to this degraded relationship.  You’ve annoyed them, but 
  the damage isn’t necessarily irreparable.
  • Fail Back to First: Revert your progress in this social skill 
  challenge back to the very first stage.  If this consequence 
  result is applied to the first stage, then treat this as “Fail 
  Challenge” instead.  From a story standpoint, your faux 
  pas has destroyed much of the relationship that you were 
  building with the other person.
  • Fail Back to Prior: Revert your progress in this social skill 
  challenge to the stage immediately prior to this one.  If 
  this consequence result is applied to the first stage, then 
  treat this as “Fail Challenge” instead.  Narratively, your 
  blunder has undone a bit of the progress that you’ve made.
  • May Repeat w/Disadvantage: You may re-attempt this 
  stage, but suffer 
    Disadvantage (roll twice, select 
  the less preferable result)when doing so.  Narratively, 
  you haven’t made progress, and indeed the person you’re 
  speaking to may suspect you have false motives, but 
  they’re still listening to you.
  • May Repeat: As above, but you may roll normally.
  • May Repeat w/Advantage: As above, but you gain  
    
  Advantage (roll twice, select your preferred result) in the 
  rolls.  You’ve not yet convinced the other person, but they 
  respect that you may have made some decent points that 
  merit further discourse.
  Critical Failure of Challenge Stages
  If your rules system supports the notion of Critical Failures 
  for social skill checks, any time you suffer a Critical Failure 
  in attempting to resolve a stage, suffer the consequence one 
  result higher toward the top of the list.  
  For example, if the consequences of a given stage of a social 
  challenge was determined to be “Fail Back to Prior”, a 
  critical failure would instead mean you “Suffer Attitude”.
  Auto-Failure of Social Challenges
  Regardless of the results rolled in the table above, failing 
  the first stage of a social skill challenge three times 
  automatically means that you fail the entire challenge.
  Impacts of Success
  If you’re successful in your check for a given stage, you 
  may roll on the table below to determine the impact of your 
  successful endeavor.
  
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  Table 401: Dynamic Skill Challenges: Stage Success Impact
  D20
  Success Impact
  1-4
    May Repeat w/
  Advantage
  5-8
    Improve Attitude;  
  repeat this stage
  9-11
    Advance to Next
  12-15
    Improve Attitude;  
  Advance to Next
  16-17
    Advance Two 
  Stages
  18
    Resolve Entire 
  Challenge
  19
    Resolve Entire 
  Quest
  20
    Reroll with Advantage
  These may each require some description, as follows:
  • May Repeat w/Advantage: You’ve made a good deal of 
  progress, but haven’t fully, truly, succeeded at this stage 
  of negotiations or convincing or extraction of information.  
  You may repeat this stage, gaining 
    Advantage (roll 
  twice, select your preferred result) on rolls to do so.
  • Improve Attitude: The Attitude of NPCs you are talking 
  with improves by one grade.  You may repeat this stage, 
  but doing so may turn out to be easier as a result of this 
  change.  Narratively, perhaps you really nailed a good 
  joke; this doesn’t have anything to do directly with what 
  you’re trying to ultimately achieve, but it does put your 
  listeners in a better frame of mind for it.
  • Advance to Next: You may advance to the next stage of 
  this social skill challenge.  If you are already at the final 
  stage of the challenge, then treat as “Resolve Entire 
  Challenge” instead.  This point made, you continue with 
  your narrative talents.
  • Improve Attitude; Advance to Next: The best of both 
  worlds: NPC Attitudes increase one grade, and you may 
  advance to the next stage of this quest.  If you are already 
  at the final stage of the challenge, then increase the 
  Attitudes, and treat as “Resolve Entire Challenge”.
  • Advance Two Stages: Skip the next stage entirely, and 
  advance to the one following it.  If either this current 
  stage, or the very next one, are the final stages in this 
  challenge, then treat as “Resolve Entire Challenge” 
  instead.
  • Resolve Entire Challenge: Your points are so well-made 
  that any further debate or negotiations will turn your way.  
  The entire social skill challenge is resolved successfully 
  and immediately.
  • Resolve Entire Quest: As above, but not only have you 
  succeeded in your social encounter, doing so has brought 
  about an enormity of progress elsewhere in the quest 
  you are pursuing as part of this challenge.  That quest 
  in its entirety is immediately considered to have been 
  successfully resolved.  You are entitled to any Rewards 
  normally associated with completing that quest.
  Critical Success on Challenge Stages
  If your rules system supports the notion of Critical 
  Successes for social skill checks, any time you achieve a 
  Critical Success in attempting to resolve a stage, you may 
  receive the impact one result lower toward the bottom of the 
  list.  
  For example, if the impact of a given stage of a social 
  challenge was determined to be “Advance Two Stages”, a 
  critical success would instead mean you “Resolve Entire 
  Challenge”.
  
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  Complex Quests
  Introduction
  Introduction
  A Complex Quest is nothing more than a predetermined set 
  of several quests linked together to form an over-arching 
  story.
  Features
  Features
  Making a Complex Quest involves three things:
  • Defining two or more individual quests that fit into plot 
  slots.
  • Identifying any role carry-over that may apply.
  • Determining any rewards and penalties that may apply 
  for resolving or failing the complex quest in its entirety.
  Plot Slots
  A plot slot is simply a single-quest piece of a complex quest.  
  These individual slots are also referred to as component 
  quests.
  Each complex quest has at least two, but can have many 
  more, plot slots.  Each plot slot consists of a single quest of a 
  major type that has been defined in earlier sections.
  A given complex quest, for example, might consist of four 
  plot slots: an Obtain Quest, followed by a Slay Quest, 
  leading to a Stop Quest, and then finally a Chase Quest.
  Randomizing Plot Slots
  To randomly determine how many plot slots apply to a given 
  Complex Quest, roll on the table below.
  Table 402: Complex Quests: Plot Slots
  D20
  Result
  1-7
  2
  8-13
  3
  14-16
  4
  17-18
  5
  19
  Roll Twice More and Add
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Roll Twice More and Add: Roll twice more on this table, 
  and add the results together.  For example, if you reroll 
  and produce a 3 and a 4, the resulting complex quest has 
  a grand total of seven plot slots.  Ignore and reroll further 
  results of this type.
  Plot Slot Quest Types
  For each plot slot, roll on the table below to determine its 
  major quest type.  
  You can then use the corresponding section to flesh out all of 
  the details of each of the component quests of your complex 
  quest.
  Table 403: Complex Quests: Plot Slot Quest Types
  D20
  Result
  1-2
    Chase
  3-5
    Slay 
  6-8
    Deliver 
  9-11
    Obtain 
  12-14
    Stop 
  15-16
    Abstract Mystery 
  17-18
    Explore 
  19
    Interaction
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • Interaction: Reroll on this table, but apply the tools and 
  riffs from the Interaction Quests section to make the 
  result less combat- and exploration-based.  Ignore and 
  reroll this result if rolled again.
  Narrative Re-Org
  Take your plot slots, and the quest type of each, and look 
  at how they might fit together.  Usually, you’ll get a feel for 
  how the narrative might flow from one component quest to 
  another.  
  You can shift the slots around however you wish, so long 
  as it helps you describe a cohesive story around these 
  components better.
  There’s no one best way to organize your plot slots, and 
  
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  Solo Encounters & Quests
  ultimately, it’s as much a matter of your personal preference 
  for stories and adventures as much as your ability to tell a 
  story or construct a narrative.  
  That said, there are some general guidelines you might 
  consider as a starting point:
  • A Stop Quest is generally best at the end of things, 
  since it typically represents the need to stop a major or 
  catastrophic event, so it works ideally as a culminating 
  activity or climax.
  • Obtain or Deliver Quests work best early on, since they 
  tend to be slower-paced, and often, stereotypical story 
  arcs in roleplaying games mean that a simple delivery 
  often leads to something grander.
  • Chase Quests are challenging to use as an early 
  introduction to a larger story; consider positioning them 
  in the middle of a complex quest.
  • Mystery Quests work well in the middle, as well, or as 
  the penultimate slot, with something else happening right 
  afterwards.
  Role Carry-Over
  One of the things that best links individual quests together is 
  having elements in common.  Actors shared across multiple 
  quests is one of the best ways to have things work together, 
  and feel like a cohesive single story.
  Wherever possible, try to re-use Actors in recurring Roles of 
  component quests in a complex quest.
  When you are randomizing pieces of plot slots in a complex 
  quest, you may override the Role designations normally 
  followed if it means carrying Actors over from one plot slot 
  to another.
  Complex Rewards and Penalties
  In addition to the Rewards offered individually by 
  component quests in a Complex Quest, successfully resolving 
  the entirety of the Complex Quest itself merits additional 
  rewards.
  Similarly, pursuing a grand endeavor can lead to more severe 
  punishments if you’re discovered by the authorities, or let 
  down a powerful ally.
  Ultimately, you must decide whether the potential for 
  greater rewards is worth the risk of greater penalties as 
  well.
  Complex Rewards
  Roll on the following table to determine the additional 
  rewards that you stand to receive should you complete the 
  entirety of a complex quest.
  Table 404: Random Rewards: Complex Quests
  D20
    Reward
  1-5
    No Reward
  D20
    Reward
  6-12
    1d2 Rewards
  13-15
    1d4 Rewards
  16-18
    1d6 Rewards
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  rewards that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Category table below.
  Complex Reward Categories
  For each of the additional rewards you receive for 
  successfully completing the entire complex quest, use the 
  table below to determine the category.  Then, use the reward 
  section for each specific reward category to determine the 
  specific reward.
  Make this category determination separately for each reward 
  you receive for the complex quest.
  Table 405: Random Reward Categories: Complex Quests
  D20
    Reward Category
  1-2
    Material (p 403)
  3-5
    Social (p 408)
  6-10
    Mechanical (p 415)
  11-15
    Magical (p 421)
  16-18
    Narrative (p 431)
  19
    Exploration (p 437)
  20
    Reroll with Advantage
  Randomized Penalties
  Should you fail any component quest of a complex quest, you 
  automatically fail the entire complex quest.
  As a result, you stand to incur Penalties not only from the 
  individual component quest you failed, but also representing 
  
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  Solo Encounters & Quests
  the complex quest overall.
  When you fail a complex quest, roll on the following table 
  to determine the number of additional penalties, over and 
  above those suffered for failing a component quest.
  Table 406: Random Penalties: Complex Quests
  D20
    Penalty
  1-5
    No Penalties
  6-12
    1d2 Penalties
  13-15
    1d4 Penalties
  16-18
    1d6 Penalties
  19
    Reroll; Advantage on Category;  
  reroll this result if rolled again
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  One of these bears further explanation, as follows:
  • Reroll; Advantage on Category: Reroll on this table.  If 
  you receive this result again, ignore it and reroll.  Any 
  penalties that result as an outcome of your reroll receive 
    Advantage (roll twice, select your preferred result) on 
  the Reward Penalty table below.
  Randomized Penalty Categories
  For each of the additional Penalties you suffer as a result of 
  failing a complex quest, roll on the table below to determine 
  the penalty category.  Then, use that penalty section’s 
  description to flesh out exactly what penalty applies.
  Table 407: Random Penalty Categories: Complex Quests
  D20
    Penalty Category
  1-2
    Material (p 446)
  3-4
    Social (p 452)
  5-8
    Mechanical (p 459)
  9-13
    Magical (p 465)
  14-16
    Narrative (p 474)
  17-19
    Exploration (p 479)
  20
    Reroll with Advantage
  Element Randomization 
  Element Randomization 
  for Complex Quests
  for Complex Quests
  The component quests involved in a complex quest 
  are potentially slightly different than those ordinarily 
  encountered.
  You may override the element randomizations normally 
  involved in any, all, or none of the plot slots of a complex 
  quest with the following tables instead.
  For a given component quest, you may choose which, if any, 
  of the following tables you employ as overrides.
  Determination
  Table 408: Random Determination Approach: Complex 
  Quests
  D20
  Determination Approach
  1-15
    Early Determination
  16-20
    Late Determination
  Role Targeting
  Table 409: Random Role Target Approach: Complex Quests
  D20
  Role Target Approach
  1-12
    Pick
  13-18
    Random 
  19-20
    Create
  Randomized Clue Requirements
  Table 410: Random Clue Requirements: Complex Quests
  D20
    Clue Requirement
  1-4
    No Clue Requirement
  5-12
    1 Clue to Resolve
  13
    1d4 Clues to Resolve
  14-18
    1 Clue Each Milestone
  
  292
  Solo Encounters & Quests
  D20
    Clue Requirement
  19
    1d4 Clues Each Milestone
  20
    Reroll with Advantage;  
  ignore this result if rolled again
  Some of these bear further explanation, as follows:
  • No Clue Requirement: The quest does not involve, or 
  require, Clues of any sort for progression or resolution.  
  Any which might otherwise apply to this quest have no 
  effect.
  • 1 Clue to Resolve: The quest cannot be solved until you 
  discover at least 1 Clue which is counted to it.
  • 1d4 Clues to Resolve: As above, but with the potential for 
  a higher number of required Clues.
  • 1 Clue Each Milestone: Each and every milestone of this 
  quest requires 1 Clue to progress.
  • 1d4 Clues Each Milestone: As above, but with the 
  potential for a far greater threshold.  Roll separately to 
  determine the requirement for each milestone.
  Randomized Urgency
  Table 411: Random Quest Urgency: Complex Quests
  D20
  Stakes
  1
    Almost too late
  2-3
    Behind already
  4-7
    Immediate
  8-14
    Eventual
  15-18
    Ignorable
  19
    Reroll with Advantage
  20
    Pick your preference
  Randomized Stakes
  Table 412: Random Quest Stakes: Complex Quests
  D20
  Stakes
  1-7
    Life or Death (macro)
  8-12
    Life or Death (individual)
  13-15
    Medium
  D20
  Stakes
  16-17
    Minor
  18
    Trivial
  19
    Reroll with Advantage
  20
    Pick your preference
  Pace
  Table 413: Random Quest Pace: Complex Quests
  D20
  Pace
  1-2
    Breakneck
  3-5
    Urgent
  6-9
    Medium
  10-16
    Passive
  17-18
    Optional
  19
    Reroll with Advantage
  20
    Pick your preference
  Chainability
  The chainability here refers not to the extent to which 
  component quests relate to one another or to other quests 
  outside of the complex quest, but rather how the complex 
  quest itself chains to other quests.
  Table 414: Random Quest Chainability: Complex Quests
  D20
  Chainability
  1-12
    No links
  13
    Leads from completed
  14
    Leads from active
  15-18
    Leads to new
  19
    Reroll with Advantage
  20
    Pick your preference
  
  293
  Handicaps & Rules Adjustments
  Balance Point Handicaps
  Balance Point Handicaps
  
  294
  Handicaps & Rules Adjustments
  Overview
  Overview
  If you’re using one or more boons or penalties, your 
  Balance Point Handicap will shift positive or negative.  
  The result of all Balance Point accumulations results in your 
  overall Handicap, either net negative (you are suffering an 
  overall burden or increase in challenge), or net positive (you 
  are receiving an overall benefit from the factors affecting 
  your character(s)).
  Having a handicap may have an impact on your adventuring 
  overall.  Use the tools in this section to determine that 
  impact, and to randomize the effects as appropriate.
  Advancement Handicaps
  Advancement Handicaps
  Advancement Handicaps refer to the impact of having a net 
  beneficial, or net harmful, effect of Rules Adjustments on 
  your character.  Generally speaking, the easier it is to play, 
  the longer it takes to advance in levels; conversely, the more 
  challenging it is to play, the more rapidly one should level 
  up.
  Persistent Handicap 
  Persistent Handicap 
  Effects
  Effects
  Persistent Effects are those that always apply.  Whenever 
  you have a nonzero Balance Point Handicap, there’s a chance 
  that a persistent effect of some nature will apply to your 
  party.  Persistent effects can be favorable (generally if 
  your Handicap is negative, to offset that disadvantage), or 
  unfavorable (typically if your Handicap is positive, to offset 
  that advantage).
  For example, you might automatically receive a Reward at 
  the conclusion of every gaming session; or conversely, you 
  might be limited in the number of Rewards you’re entitled to 
  upon completing quests.  
  Persistent effects are determined each time you qualify for 
  a different Handicap Category (see below).  They remain in 
  effect so long as your Balance Points still place you in that 
  category.
  Handicap Categories
  Handicap Categories
  Although the huge variety of Boons and Penalties and other 
  effects can produce a nearly infinite combination of net 
  handicap amounts, it helps to think of the total handicap in 
  terms of a handful of categories.
  OPMC, OPOC, and Handicaps
  If you’re playing with a One Player, One Character (OPOC) 
  approach, determining your Handicap is straightforward: 
  simply total all of the Boons and Penalties that apply to your 
  PC, and produce a single number which represents your 
  Handicap.
  For example, if your PC has three Rules Adjustment 
    
  Boons with Balance Point impacts of +12, +6, and +4, and 
  one Rules Adjustment 
    Penalty with an impact of -9, their 
  total 
    Handicap is equal to +13.
  If instead you have multiple characters (OPMC), it’s very 
  similar: use the above approach, but do it for each and every 
  PC in your party.  Do not count hirelings, mercenaries, NPC 
  allies, or quest-related joiners; just count the PCs over which 
  you have direct control and intentionally created for the 
  purposes of the party.
  Then, add the Handicaps for each individual PC together to 
  form a single number for the group.  Finally, subtract 10 for 
  each party member beyond the first.
  For example, if you had a party of three PCs, who had 
  individual Balance Point Handicaps equal to +23, -6, and 
  +49, the total Handicap for the party would be +46 (23-
  6+49, minus 20 for two PCs beyond the first).
  Use this value to determine your Handicap Category using 
  the table below.
  Balance Point Handicaps
  
  295
  Handicaps & Rules Adjustments
  Calculating Your Handicap 
  Category
  Take the total handicap value across your entire party and 
  use the table below to determine what category your Balance 
  Point Handicap fits into.
  Table 415: Balance Point Handicap Categories
  BPH 
  From
  BPH 
  To
  Category
  -Max
  -101
    Crippling Penalty
  -100
  -51
    Major Penalty
  -50
  -21
    Medium Penalty
  -20
  -11
    Minor Penalty
  -10
  +10
  Normal Play
  +11
  +20
    Minor Boost
  +21
  +50
    Medium Boost
  +51
  +100
    Major Boost
  +101
  Max
    Game-Changing 
  Boost
  Use the overall category of your Handicap to determine 
  further effects on the following tables.
  Changing Categories
  Whenever you receive sufficient Boons or Penalties to 
  change your overall Handicap Category, use the new category 
  determined in the table above and roll on the appropriate 
  Handicap Effect table in the sections below to determine the 
  impact you suffer or benefit from. 
  Make this determination at the beginning of each gaming 
  session.
  So long as your Balance Point Handicap value remains 
  within the ranges above and does not merit a new Category, 
  the effect you determine in the tables below remains in 
  effect.
  
  296
  Handicaps & Rules Adjustments
  Overview
  Overview
  Under normal circumstances, the rules for your rules system 
  that govern experience point gains—and/or the applicable 
  Reward Star version if you’re using the IGS variation on that 
  approach—apply.
  If your PC or adventuring party suffers or benefits from 
  sufficient Rules Adjustments to make their lives net more 
  challenging or easier, they may gain XP and levels at a 
  different rate than the default.  
  Use this section to guide to this variation.
  As with everything else in this book, this complexity is 
  entirely optional, but it serves as a nice counterpoint to the 
  impacts of the Rules Adjustment approach.
  Advancement Impact by 
  Advancement Impact by 
  Handicap Category
  Handicap Category
  First, determine your overall Handicap Category using the 
  previous section (e.g., Crippling Penalty, Game-Changing 
  Boost, etc.)
  Then, roll on the appropriate table below to determine the 
  effect of that Handicap Category on today’s gaming session.  
  The result that you roll applies throughout your entire 
  session, but expires at the conclusion of it.  
  Note that you cannot gain levels “outside of” gaming 
  sessions, and the results listed have no affect on existing 
  Reward Stars or Experience Points you have already earned 
  prior to the start of this gaming session.  
  For example, if you receive a “No Advancement” handicap 
  for today’s session, but have sufficient Reward Stars or 
  Experience Points already to gain a level, you do not gain 
  a level, either at any point during tonight’s session, or 
  immediately afterwards: you have to wait until the next 
  session in order to level up.
  Make a new roll on this table at the start of each gaming 
  session to determine how your net ease or challenge of play 
  affects your ability to progress in levels for the remainder of 
  that gaming session.
  This approach may add complexity, but it also adds a bit 
  of flavor and spice and variation to each and every gaming 
  session.
  Types of Advancement 
  Types of Advancement 
  Handicap Effect
  Handicap Effect
  The tables in the sections that follow are tools to help 
  randomly determine the impact of having a high, or low, 
  Handicap value.  The probabilities have been skewed based 
  on how favorable or unfavorable your circumstances already 
  are based on the net impact of rules adjustments that are 
  impacting your gameplay.
  Since the effects themselves are repeated from table to table, 
  it’s best to discuss and decode them once here.
  For all results that refer to “Reward Stars”, if you are 
  instead using a traditional experience point-based approach 
  to advancement, use the IGS Reward Star rules in this 
  document to calculate how many XP a single Reward Star 
  is worth based on your rules system and your current level.  
  As a very, very quick shorthand, one Reward Star can be 
  thought of as roughly equivalent to one-tenth of the progress 
  required to gain a level.
  No Advancement
  A truly punishing impact: you cannot gain levels, or even 
  progression toward levels.  At all.  For any reason.  At least, 
  not this session; next session, after all, you get to reroll your 
  Advancement Handicap at the start of each gaming session.
  Note that this effect applies equally whether you’re using a 
  more milestone-related progression (such as Reward Stars), 
  or a traditional experience point-based progression.
  Regardless of how well you play, or what Quests you 
  complete, you will earn zero Reward Stars and zero XP this 
  session.
  -X% Gain
  All advancement you receive this session is reduced by the 
  listed percentage, rounded down.  As with all of the other 
  advancement handicaps listed, this applies whether you’re 
  using Reward Stars or XP.
  Apply the reduction to XP gain each time you receive 
  experience or related rewards, but treat all such rewards 
  received at a given moment as a single “bundle” for the 
  purposes of calculating the percentage and rounding down.
  For traditional XP, this means you’ll continue to accumulate 
  experience, but at the reduced rate, which is easy to 
  calculate.
  For Reward Stars, this is even more grueling: it means that 
  unless you earn a certain number of Reward Stars at a time, 
  you’ll gain nothing at all.  For example, if you receive the 
  “-50% Gain” effect, you must receive 2 Reward Stars at a 
  time to earn any at all.
  -X Reward Star per Quest
  Each time you complete a Quest, or receive one or more 
  Rewards at any milestone along a Quest, you receive X fewer 
  Reward Stars than you typically would at that time, rounded 
  down.
  This means that if you only receive X Reward Stars at a time, 
  you will not gain any progression.
  If you are using a traditional Experience Point approach, 
  use the Reward Star to XP tables to calculate how many XP 
  each Reward Star counts for, and reduce each gain by that 
  amount.
  There is no limit to the number of times this effect may be 
  triggered in a single gaming session.
  Advancement Handicaps
  
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  Handicaps & Rules Adjustments
  -X Reward Star per Session
  At the conclusion of this gaming session, you lose X Reward 
  Stars.  If this puts you into “negative territory”—that is, if 
  you had zero Reward Stars beyond the minimum for your 
  current level, and you lose one or more—it has no effect, 
  other than making the path to gaining your next level even 
  longer.  (Simply put: You don’t lose a level due to this effect.)
  Normal Advancement
  No reductions, no boosts: play and be rewarded as normal, at 
  least for this session.
  +X Reward Star per Session
  At the conclusion of this gaming session, you will receive X 
  Reward Stars automatically.  This is in addition to any other 
  rewards you receive throughout today’s session.
  +X Reward Star per Quest
  Each time you complete an entire Quest, you receive an 
  additional X Reward Stars.  This is beyond any other 
  Rewards or experience you might receive for completing that 
  Quest.  
  There is no limit to the number of times this effect may be 
  triggered in a single gaming session.
  +X% Gain
  Each time you receive experience, and/or Reward Stars, you 
  receive an additional bonus on top of that, rounded down.
  Apply the bonus to XP gain each time you receive experience 
  or related rewards, but treat all such rewards received at 
  a given moment as a single “bundle” for the purposes of 
  calculating the percentage and rounding down.
  For traditional experience point gains, the calculation is 
  straightforward.
  For Reward Stars or milestone leveling, this effect can be not 
  as fun: unless you gain a certain number of Reward Stars 
  at the same time, the percentage gain might not bump you 
  over into a full bonus Reward Star.  Any partial bonus is lost, 
  since you round down.
  Reroll Twice
  Reroll on this table twice.  Ignore, but do not reroll, this 
  result if encountered again during these rerolls.  Both effects 
  apply, and stack.  
  If you receive “+25% Gain” and “+50% Gain”, for example, 
  the net effect would be a +75% gain.
  Note that this could produce both beneficial, and harmful, 
  results, that do combine.
  Advancement Handicap 
  Advancement Handicap 
  Effects by Category
  Effects by Category
  Find the appropriate table below that corresponds to your 
  adventuring party’s Handicap Category, and roll on that table 
  at the beginning of each of your gaming sessions to produce 
  the effect that applies.
  Crippling Penalty
  Use the table below to randomly determine the effect of this 
  category of Handicap on your ability to gain experience and 
  progress in levels this gaming session.
  Table 416: Balance Point Advancement Handicap: Crippling 
  Penalty
  d20
  Effect
  -
  No Advancement
  -
  -75% gain
  -
  -50% gain
  -
  -25% gain
  -
  -1 Reward Star per Quest
  -
  -1 Reward Star per Session
  -
  Normal Advancement
  -
  +1 Reward Star per Session
  1
  +1 Reward Star per Quest
  2-3
  +25% gain
  4-6
  +50% gain
  7-11
  +75% gain
  12-15
  +100% gain
  16-17
  +200% gain
  18
  +300% gain
  19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Major Penalty
  Use the table below to randomly determine the effect of this 
  category of Handicap on your ability to gain experience and 
  progress in levels this gaming session.
  Table 417: Balance Point Advancement Handicap: Major 
  Penalty
  d20
  Effect
  -
  No Advancement
  
  298
  Handicaps & Rules Adjustments
  d20
  Effect
  -
  -75% gain
  -
  -50% gain
  -
  -25% gain
  -
  -1 Reward Star per Quest
  -
  -1 Reward Star per Session
  -
  Normal Advancement
  1
  +1 Reward Star per Session
  2
  +1 Reward Star per Quest
  3-5
  +25% gain
  6-10
  +50% gain
  11-13
  +75% gain
  14-15
  +100% gain
  16
  +200% gain
  -
  +300% gain
  17-19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Medium Penalty
  Use the table below to randomly determine the effect of this 
  category of Handicap on your ability to gain experience and 
  progress in levels this gaming session.
  Table 418: Balance Point Advancement Handicap: Medium 
  Penalty
  d20
  Effect
  -
  No Advancement
  -
  -75% gain
  -
  -50% gain
  -
  -25% gain
  -
  -1 Reward Star per Quest
  -
  -1 Reward Star per Session
  d20
  Effect
  1-2
  Normal Advancement
  3-4
  +1 Reward Star per Session
  5-6
  +1 Reward Star per Quest
  7-10
  +25% gain
  11-14
  +50% gain
  15-16
  +75% gain
  17
  +100% gain
  -
  +200% gain
  -
  +300% gain
  18-19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Minor Penalty
  Use the table below to randomly determine the effect of this 
  category of Handicap on your ability to gain experience and 
  progress in levels this gaming session.
  Table 419: Balance Point Advancement Handicap: Minor 
  Penalty
  d20
  Effect
  No Advancement
  -75% gain
  -50% gain
  -25% gain
  -1 Reward Star per Quest
  -1 Reward Star per Session
  1-5
  Normal Advancement
  6-7
  +1 Reward Star per Session
  8-9
  +1 Reward Star per Quest
  10-15
  +25% gain
  16-17
  +50% gain
  
  299
  Handicaps & Rules Adjustments
  d20
  Effect
  18
  +75% gain
  -
  +100% gain
  -
  +200% gain
  -
  +300% gain
  19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Minor Boost
  Use the table below to randomly determine the effect of this 
  category of Handicap on your ability to gain experience and 
  progress in levels this gaming session.
  Table 420: Balance Point Advancement Handicap: Minor 
  Boost
  d20
  Effect
  -
  No Advancement
  -
  -75% gain
  1-2
  -50% gain
  3-6
  -25% gain
  7-11
  -1 Reward Star per Quest
  12-13
  -1 Reward Star per Session
  14-18
  Normal Advancement
  -
  +1 Reward Star per Session
  -
  +1 Reward Star per Quest
  -
  +25% gain
  -
  +50% gain
  -
  +75% gain
  -
  +100% gain
  -
  +200% gain
  -
  +300% gain
  19
    Reroll twice;  
  ignore this result if rolled again
  d20
  Effect
  20
    Reroll with Advantage
  Medium Boost
  Use the table below to randomly determine the effect of this 
  category of Handicap on your ability to gain experience and 
  progress in levels this gaming session.
  Table 421: Balance Point Advancement Handicap: Medium 
  Boost
  d20
  Effect
  -
  No Advancement
  1-2
  -75% gain
  3-6
  -50% gain
  7-10
  -25% gain
  11-12
  -1 Reward Star per Quest
  13-15
  -1 Reward Star per Session
  16-18
  Normal Advancement
  -
  +1 Reward Star per Session
  -
  +1 Reward Star per Quest
  -
  +25% gain
  -
  +50% gain
  -
  +75% gain
  -
  +100% gain
  -
  +200% gain
  -
  +300% gain
  19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Major Boost
  Use the table below to randomly determine the effect of this 
  category of Handicap on your ability to gain experience and 
  progress in levels this gaming session.
  
  300
  Handicaps & Rules Adjustments
  Table 422: Balance Point Advancement Handicap: Major 
  Boost
  d20
  Effect
  1
  No Advancement
  2-5
  -75% gain
  6-8
  -50% gain
  9-11
  -25% gain
  12-13
  -1 Reward Star per Quest
  14-15
  -1 Reward Star per Session
  16-17
  Normal Advancement
  -
  +1 Reward Star per Session
  -
  +1 Reward Star per Quest
  -
  +25% gain
  -
  +50% gain
  -
  +75% gain
  -
  +100% gain
  -
  +200% gain
  -
  +300% gain
  18-19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Game-Changing Boost
  Use the table below to randomly determine the effect of this 
  category of Handicap on your ability to gain experience and 
  progress in levels this gaming session.
  Table 423: Balance Point Advancement Handicap: Crippling 
  Penalty
  d20
  Effect
  1-2
  No Advancement
  3-4
  -75% gain
  5-9
  -50% gain
  d20
  Effect
  10-12
  -25% gain
  13
  -1 Reward Star per Quest
  14
  -1 Reward Star per Session
  15
  Normal Advancement
  -
  +1 Reward Star per Session
  -
  +1 Reward Star per Quest
  -
  +25% gain
  -
  +50% gain
  -
  +75% gain
  -
  +100% gain
  -
  +200% gain
  -
  +300% gain
  16-19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  
  301
  Handicaps & Rules Adjustments
  Overview
  Overview
  Now that you have determined which Handicap Category 
  applies to you, you may have to determine what sort of 
  Persistent Handicap Effect also applies to you.
  Unless your handicap category is “Normal Play”, you must 
  roll on the appropriate table below to determine what your 
  persistent effect is.
  At any given moment, one or more persistent handicap 
  effects always applies to any solo adventuring party that has 
  a handicap category other than “Normal Play”.  
  That said, as with everything else in this book, it’s up to 
  you: if you prefer to avoid the complexity described in this 
  section, you’re free to simply ignore it altogether.
  Types of Persistent 
  Types of Persistent 
  Handicap Effect
  Handicap Effect
  The tables in the sections that follow are tools to help 
  randomly determine the impact of having a high, or low, 
  Handicap value.  The probabilities have been skewed based 
  on how favorable or unfavorable your circumstances already 
  are based on the net impact of rules adjustments that are 
  impacting your gameplay.
  Since the effects themselves are repeated from table to table, 
  it’s best to discuss and decode them once here.
  No Rewards
  The harshest of all possible effects: there’s a chance that you 
  do not receive any Rewards, ever, under any circumstances.  
  Each time you receive a reward, roll on the Balance Point 
  Handicap Effect: No Rewards table to determine whether 
  you receive that reward.
  Quest Penalties
  Each time you receive a new Quest, you also suffer one or 
  more Penalties.  
  Roll on the Balance Point Handicap Effect: Quest Penalties 
  table to determine how many Penalties apply to each new 
  Quest you receive.  This effect also applies to cohesion 
  quests.
  Session Penalties
  At the conclusion of every gaming session, there’s a chance 
  that you might suffer one or more Penalties.  
  Roll on the Balance Point Handicap Effect: Session 
  Penalties table each time you conclude a gaming session.
  Level Penalties
  One or more Penalties might apply each time one of your 
  characters gains a level.
  Each time this occurs, roll on the Balance Point Handicap 
  Effect: Level Penalties table.
  Fewer Quest Rewards
  Each time you are rolling to determine the number of 
  Rewards you might receive for completing a Quest, roll on 
  the Balance Point Handicap Effect: Fewer Quest Rewards 
  table to see if that quantity is reduced or even eliminated.
  Disadvantage on Reward Categories
  You’re less likely to get the kind of rewards you might want.  
  Each time you roll to determine Reward Categories for a 
  reward you are to receive, you do so with 
    Disadvantage 
  (roll twice, and use the less-preferred result).
  Disadvantage on Reward Details
  You’re less likely to get the specific reward you might prefer.  
  Each time you roll on a specific Reward table once the 
  overall Category has been determined, you do so with 
    
  Disadvantage (roll twice, and use the less-preferred result).
  No Effect
  There is no persistent handicap effect that plagues or boosts 
  you on a day-to-day basis.  Game as normal!
  Ignore Penalty Received
  Each time you receive a Penalty, roll on the Balance 
  Point Handicap Effect: Ignore Penalty Received table to 
  determine if you may elect to ignore that penalty.
  Advantage on Reward Categories
  You’re more likely to get the kind of rewards you might 
  want.  Each time you roll to determine Reward Categories for 
  a reward you are to receive, you do so with 
    Advantage 
  (roll twice, and use the result of your choice).
  Advantage on Reward Details
  You’re more likely to get the specific reward you might 
  prefer.  Each time you roll on specific Reward tables once the 
  Category for that reward is determined, you do so with 
    
  Advantage (roll twice, and use the result of your choice).
  Extra Level Rewards
  Each time one of your characters gains a level, roll on the 
  Balance Point Handicap Effect: Extra Level Rewards table 
  to determine if you might also receive one or more Rewards.
  Extra Session Rewards
  At the beginning of every gaming session, you may roll on 
  the Balance Point Handicap Effect: Extra Session Rewards 
  table to determine if you might receive one or more Rewards.
  Extra Quest Rewards
  Each time you complete a Quest, you may roll on the Balance 
  Point Handicap Effect: Extra Quest Rewards table to 
  determine if you might receive one or more Rewards.  
  Persistent Handicap Effects
  
  302
  Handicaps & Rules Adjustments
  Such rewards are in addition to any rewards you might 
  receive for successfully completing that quest as normal.
  Level Each Session
  A truly potent advantage: at the conclusion of each and every 
  gaming session, you may roll on the Balance Point Handicap 
  Effect: Level Each Session table to determine if one of your 
  characters might advance to the next level of experience!
  Reroll Twice
  Roll twice on the table.  Ignore this result if it’s rolled again.  
  Both effects count.  
  If you roll the same result twice, treat it as having only rolled 
  once on that result.  For example, if you roll “Extra Level 
  Rewards” twice, that doesn’t mean you get two rolls on the 
  Balance Point Handicap Effect: Extra Level Rewards table 
  when you gain a level!
  Persistent Handicap 
  Persistent Handicap 
  Effect Tables
  Effect Tables
  Use your PC or adventuring party’s handicap category to 
  determine which of the following tables you roll on.
  Crippling Penalty
  Use the table below to randomly determine the effect of 
  suffering from this category of Handicap.
  Table 424: Balance Point Handicap Effect: Crippling Penalty
  d20
  Effect
  -
  No Rewards
  -
  Quest Penalties
  -
  Session Penalties
  -
  Level Penalties
  -
  Fewer Quest Rewards
  -
  Disadvantage on Reward 
  Categories
  -
  Disadvantage on Reward 
  Details
  -
  No Effect
  1
  Ignore Penalty Received
  2-3
  Advantage on Reward 
  Categories
  d20
  Effect
  4-5
  Advantage on Reward 
  Details
  6-12
  Extra Level Rewards
  13
  Extra Session Rewards
  14
  Extra Quest Rewards
  15
  Level Each Session
  16-19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Use the overall category of your Handicap to determine 
  further effects on the tables in the Specific Persistent Effect 
  Tables section below.
  Major Penalty
  Use the table below to randomly determine the effect of 
  suffering from this category of Handicap.
  Table 425: Balance Point Handicap Effect: Major Penalty
  d20
  Effect
  -
  No Rewards
  -
  Quest Penalties
  -
  Session Penalties
  -
  Level Penalties
  -
  Fewer Quest Rewards
  -
  Disadvantage on Reward 
  Categories
  -
  Disadvantage on Reward 
  Details
  -
  No Effect
  1-6
  Ignore Penalty Received
  7-10
  Advantage on Reward 
  Categories
  11-13
  Advantage on Reward 
  Details
  14
  Extra Level Rewards
  
  303
  Handicaps & Rules Adjustments
  d20
  Effect
  15-16
  Extra Session Rewards
  17
  Extra Quest Rewards
  18
  Level Each Session
  19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Use the overall category of your Handicap to determine 
  further effects on the tables in the Specific Persistent Effect 
  Tables section below.
  Medium Penalty
  Use the table below to randomly determine the effect of 
  suffering from this category of Handicap.
  Table 426: Balance Point Handicap Effect: Medium Penalty
  d20
  Effect
  -
  No Rewards
  -
  Quest Penalties
  -
  Session Penalties
  -
  Level Penalties
  -
  Fewer Quest Rewards
  -
  Disadvantage on Reward 
  Categories
  -
  Disadvantage on Reward 
  Details
  1-2
  No Effect
  3-7
  Ignore Penalty Received
  8-12
  Advantage on Reward 
  Categories
  13-14
  Advantage on Reward 
  Details
  15-16
  Extra Level Rewards
  17
  Extra Session Rewards
  18
  Extra Quest Rewards
  d20
  Effect
  -
  Level Each Session
  19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Use the overall category of your Handicap to determine 
  further effects on the tables in the Specific Persistent Effect 
  Tables section below.
  Minor Penalty
  Use the table below to randomly determine the effect of 
  suffering from this category of Handicap.
  Table 427: Balance Point Handicap Effect: Minor Penalty
  d20
  Effect
  -
  No Rewards
  -
  Quest Penalties
  -
  Session Penalties
  -
  Level Penalties
  -
  Fewer Quest Rewards
  -
  Disadvantage on Reward 
  Categories
  -
  Disadvantage on Reward 
  Details
  1-5
  No Effect
  6-10
  Ignore Penalty Received
  11-14
  Advantage on Reward 
  Categories
  15-16
  Advantage on Reward 
  Details
  17
  Extra Level Rewards
  18
  Extra Session Rewards
  -
  Extra Quest Rewards
  -
  Level Each Session
  19
    Reroll twice;  
  ignore this result if rolled again
  
  304
  Handicaps & Rules Adjustments
  d20
  Effect
  20
    Reroll with Advantage
  Use the overall category of your Handicap to determine 
  further effects on the tables in the Specific Persistent Effect 
  Tables section below.
  Minor Boost
  Use the table below to randomly determine the effect of 
  suffering from this category of Handicap.
  Table 428: Balance Point Handicap Effect: Minor Boost
  d20
  Effect
  -
  No Rewards
  -
  Quest Penalties
  1
  Session Penalties
  2-3
  Level Penalties
  4-5
  Fewer Quest Rewards
  6-8
  Disadvantage on Reward 
  Categories
  9-13
  Disadvantage on Reward 
  Details
  14-18 No Effect
  -
  Ignore Penalty Received
  -
  Advantage on Reward 
  Categories
  -
  Advantage on Reward 
  Details
  -
  Extra Level Rewards
  -
  Extra Session Rewards
  -
  Extra Quest Rewards
  -
  Level Each Session
  19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Use the overall category of your Handicap to determine 
  further effects on the tables in the Specific Persistent Effect 
  Tables section below.
  Medium Boost
  Use the table below to randomly determine the effect of 
  suffering from this category of Handicap.
  Table 429: Balance Point Handicap Effect: Medium Boost
  d20
  Effect
  -
  No Rewards
  1
  Quest Penalties
  2
  Session Penalties
  3-7
  Level Penalties
  8-12
  Fewer Quest Rewards
  13-15
  Disadvantage on Reward 
  Categories
  16-17
  Disadvantage on Reward 
  Details
  18
  No Effect
  -
  Ignore Penalty Received
  -
  Advantage on Reward 
  Categories
  -
  Advantage on Reward 
  Details
  -
  Extra Level Rewards
  -
  Extra Session Rewards
  -
  Extra Quest Rewards
  -
  Level Each Session
  19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Use the overall category of your Handicap to determine 
  further effects on the tables in the Specific Persistent Effect 
  Tables section below.
  Major Boost
  Use the table below to randomly determine the effect of 
  suffering from this category of Handicap.
  
  305
  Handicaps & Rules Adjustments
  Table 430: Balance Point Handicap Effect: Major Boost
  d20
  Effect
  -
  No Rewards
  1-2
  Quest Penalties
  3-4
  Session Penalties
  5-10
  Level Penalties
  11-15
  Fewer Quest Rewards
  16
  Disadvantage on Reward 
  Categories
  17
  Disadvantage on Reward 
  Details
  -
  No Effect
  -
  Ignore Penalty Received
  -
  Advantage on Reward 
  Categories
  -
  Advantage on Reward 
  Details
  -
  Extra Level Rewards
  -
  Extra Session Rewards
  -
  Extra Quest Rewards
  -
  Level Each Session
  18-19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Use the overall category of your Handicap to determine 
  further effects on the tables in the Specific Persistent Effect 
  Tables section below.
  Game-Changing Boost
  Use the table below to randomly determine the effect of 
  suffering from this category of Handicap.
  Table 431: Balance Point Handicap Effect: Game-Changing 
  Boost
  d20
  Effect
  1
  No Rewards
  2-4
  Quest Penalties
  5-8
  Session Penalties
  9-12
  Level Penalties
  13-15
  Fewer Quest Rewards
  -
  Disadvantage on Reward 
  Categories
  -
  Disadvantage on Reward 
  Details
  -
  No Effect
  -
  Ignore Penalty Received
  -
  Advantage on Reward 
  Categories
  -
  Advantage on Reward 
  Details
  -
  Extra Level Rewards
  -
  Extra Session Rewards
  -
  Extra Quest Rewards
  -
  Level Each Session
  16-19
    Reroll twice;  
  ignore this result if rolled again
  20
    Reroll with Advantage
  Use the overall category of your Handicap to determine 
  further effects on the tables in the Specific Persistent Effect 
  Tables section below.
  Specific Persistent Effect 
  Specific Persistent Effect 
  Tables
  Tables
  This section contains a separate table for each and every 
  Persistent Handicap Effect that might apply.
  To clarify:
  • The tables in the previous section helped determine which 
  Persistent Handicap Effect applies based on your Handicap 
  
  306
  Handicaps & Rules Adjustments
  Category.  You roll on those once, each time your Handicap 
  changes in a way sufficient to bump you out of your 
  current Handicap Category and into another.
  • The tables in this section that follow below describe what 
  specific phenomenon impacts you at a given point in time.  
  Each table’s preface will tell you when you need to roll 
  on them, but generally, it’s every time the circumstance 
  happens as described in the Persistent Effect that applies 
  to you.  For example, if your persistent handicap effect is 
  “Level Penalties”, you must roll on that corresponding 
  table each time one of your characters gains a level.
  No Rewards
  Table 432: Balance Point Handicap Effect: No Rewards
  d20
  Effect
  1
    No Reward; 1d3 Penalties
  2
    No Reward; 1d2 Penalties
  3-4
    No Reward; 1 Penalty
  5-12
  No Reward
  13-15
    Receive Reward; 1d2 
  Penalties
  16-17
    Receive Reward; 1 
  Penalty
  18-19
    Receive Reward
  20
    Reroll with Advantage
  Some of these values require further explanation, as follows:
  • No Reward; XdY Penalties: You do not receive the reward 
  in question.  In addition, you also receive the designated 
  number of Penalties.  
  • No Reward: You do not receive the reward in question.  
  Remember to roll on this table separately for each reward 
  you would normally receive.
  • Receive Reward; XdY Penalties: You do, in fact, receive 
  the reward in question!  However, you also incur the listed 
  number of Penalties.
  • Receive Reward: You get the reward in question as you 
  normally would, with no other repercussions.  Huzzah!
  Quest Penalties
  Table 433: Balance Point Handicap Effect: Quest Penalties
  d20
  Effect
  1
    1d3 Penalties; 
  Disadvantage
  d20
  Effect
  2
    1d3 Penalties
  3-4
    1d3 Penalties; Advantage
  5-12
    1 Penalty; Disadvantage
  13-15
    1 Penalty
  16-17
    1 Penalty; Advantage
  18-19 No Penalties
  20
    Reroll with Advantage
  Some of these values require further explanation, as follows:
  • XdY Penalties: You suffer the listed number of penalties.
  • XdY Penalties; Disadvantage: Not only do you suffer 
  the listed number of penalties, but when randomizing 
  the aspects of each of those penalties, you suffer  
    
  Disadvantage (roll twice, and use the less-preferred 
  result).
  • XdY Penalties; Advantage: You do suffer the listed 
  number of Penalties.  However, when randomizing each 
  of these penalties, you may make your rolls with 
    
  Advantage (roll twice, and use the result of your choice).
  • No Penalties: You do not, in fact, suffer any additional 
  penalties at this time.
  Session Penalties
  Table 434: Balance Point Handicap Effect: Session Penalties
  d20
  Effect
  1
    1d3 Penalties; 
  Disadvantage
  2
    1d3 Penalties
  3-4
    1d3 Penalties; Advantage
  5-12
    1 Penalty; Disadvantage
  13-15
    1 Penalty
  16-17
    1 Penalty; Advantage
  18-19
  No Penalties
  20
    Reroll with Advantage
  Some of these values require further explanation.  Refer to 
  the Quest Penalties section above for decodes on each value.
  
  307
  Handicaps & Rules Adjustments
  Level Penalties
  Table 435: Balance Point Handicap Effect: Level Penalties
  d20
  Effect
  1
    1d6 Penalties
  2
    1d6 Penalties; Advantage
  3-4
    1d4 Penalties
  5-12
    1d4 Penalties; Advantage
  13-15
    1d3 Penalties
  16-17
    1d3 Penalties; Advantage
  18-19
  No Penalties
  20
    Reroll with Advantage
  Some of these values require further explanation.  Refer to 
  the Quest Penalties section above for decodes on each value.
  Fewer Quest Rewards
  Table 436: Balance Point Handicap Effect: Fewer Quest 
  Rewards
  d20
  Effect
  1
  No Rewards
  2
    Max 1 Reward; 
  Disadvantage
  3-4
  Max 1 Reward
  5-12
    Max 2 Rewards; 
  Disadvantage
  13-15
  Max 2 Rewards
  16-17
    As Normal; 
  Disadvantage
  18-19
  As Normal
  20
    Reroll with Advantage
  Some of these values require further explanation, as follows:
  • No Rewards: You cannot receive any rewards whatsoever 
  for completing this quest.
  • Max X Rewards: Your ability to receive rewards for this 
  quest is capped at the listed value.  If you were only 
  supposed to receive X or a lower number of rewards 
  anyway, this result has no effect.
  • Max X Rewards; Disadvantage: As above, but when 
  randomizing any rewards you do receive, you suffer 
    
  Disadvantage (roll twice, and use the less-preferred 
  result).
  • As Normal; Disadvantage: You receive the normal 
  number of rewards for this quest.  However, when you 
  randomize each one, you suffer 
    Disadvantage (roll 
  twice, and use the less-preferred result).
  • As Normal: This result has no effect on the rewards you 
  receive for this quest.
  Ignore Penalty Received
  Table 437: Balance Point Handicap Effect: Ignore Penalty 
  Received
  d20
  Effect
  1
    Suffer Additional 
  Penalty
  2
    Suffer Penalty; 
  Disadvantage
  3-4
    Suffer Penalty
  5-12
    Ignore Penalty; 
  Disadvantage on Next 
  Reward
  13-15
  Ignore Penalty
  16-17
    Ignore Penalty; 
  Advantage on Next Reward
  18-19
    Ignore Penalty; Gain 
  Reward
  20
    Reroll with Advantage
  Some of these values require further explanation, as follows:
  • Suffer Additional Penalty: Not only do you indeed suffer 
  the penalty you were attempting to ignore, but you suffer 
  an additional penalty as well.  This additional penalty is 
  not subject to your Ignore Penalty Received effect, and 
  must be suffered.
  • Suffer Penalty; Disadvantage: You suffer the penalty, and 
  in addition, any rolls made for the penalty are rolled with 
    Disadvantage (roll twice, and use the less-preferred 
  result).
  • Suffer Penalty: You suffer the penalty as normal; this 
  persistent handicap effect has no impact on this penalty.
  
  308
  Handicaps & Rules Adjustments
  • Ignore Penalty; Disadvantage on Next Reward: You 
  are able to ignore this penalty.  However, the next time 
  you receive a Reward, when randomizing it, you suffer 
    Disadvantage (roll twice, and use the less-preferred 
  result).
  • Ignore Penalty: Huzzah!  You are able to completely 
  ignore the penalty you would have suffered.
  • Ignore Penalty; Advantage on Next Reward: Not only are 
  you able to dismiss the penalty you would have suffered, 
  but the next time you receive a Reward, you may make all 
  rolls to randomize that reward with 
    Advantage (roll 
  twice, and use the result of your choice).
  • Ignore Penalty; Gain Reward: The best-case scenario: 
  you ignore the penalty you were trying to avoid, and you 
  also receive a bonus Reward immediately.
  Extra Level Rewards
  Table 438: Balance Point Handicap Effect: Extra Level 
  Rewards
  d20
  Effect
  1
  No Extra Rewards
  2-5
    Roll 2, Pick 1
  6-12
    2 Extra Rewards
  13-15
    Roll 3, Pick 2
  16-17
    3 Extra Rewards
  18
    Roll 4, Pick 3
  19
    4 Extra Rewards
  20
    Reroll with Advantage
  Some of these values require further explanation, as follows:
  • No Extra Rewards: No positive or negative impact; level 
  up as normal.
  • X Extra Rewards: Randomly determine this many rewards 
  as an extra bonus for gaining a level.
  • Roll X, Pick Y: Roll to determine X different Rewards.  You 
  may then pick any Y of them to actually receive.  Any extra 
  are not received.
  Extra Session Rewards
  Table 439: Balance Point Handicap Effect: Extra Session 
  Rewards
  d20
  Effect
  1
  No Extra Rewards
  d20
  Effect
  2-5
    1 Extra Reward
  6-12
    Roll 2, Pick 1
  13-15
    2 Extra Rewards
  16-17
    Roll 3, Pick 2
  18
    3 Extra Rewards
  19
    Roll 4, Pick 3
  20
    Reroll with Advantage
  One of these values require further explanation, as follows:
  • Lose 1 Reward: Not only do you not receive any additional 
  rewards, you are no longer entitled to one of the rewards 
  you have received.  Select one at random and remove it 
  immediately.
  Refer to the Extra Level Rewards table above to decode 
  other results in this table.
  Extra Quest Rewards
  Table 440: Balance Point Handicap Effect: Extra Quest 
  Rewards
  d20
  Effect
  1
    Lose 1 Reward
  2-5
  No Extra Rewards
  6-10
    1 Extra Reward
  11-16
    Roll 2, Pick 1
  17
    2 Extra Rewards
  18
    Roll 3, Pick 2
  19
    3 Extra Rewards
  20
    Reroll with Advantage
  Refer to the Extra Level Rewards table above to decode the 
  results in this table.
  Level Each Session
  
  309
  Handicaps & Rules Adjustments
  Table 441: Balance Point Handicap Effect: Level Each 
  Session
  d20
  Effect
  1
  No Effect
  2
    +1 Reward Star
  3-4
    +1d2 Reward Stars
  5-12
    +1d4 Reward Stars
  13-15
    +2d4 Reward Stars
  18
    Gain a Level
  19
    Gain a Level in Each 
  Multiclass
  20
    Reroll with Advantage
  Some of these values require further explanation, as follows:
  • Gain a Level: You immediately advance to the next level, 
  regardless of how much experience or how many Reward 
  Stars you have toward that level.  For OPMC parties, you 
  get to pick which single PC receives this benefit.  For 
  multiclassed characters, you select which class the PC 
  levels up in.
  • Gain a Level in Each Multiclass: As above, but if you 
  select PC who is already multiclassing, they gain a level 
  in two of their classes.  If you select a PC that has three or 
  more multiclasses, you must select only two to receive the 
  level-up.
  
  310
  Handicaps & Rules Adjustments
  Rules Adjustments
  Rules Adjustments
  
  311
  Handicaps & Rules Adjustments
  Overview
  Overview
  You can begin solo play without any changes to the rules 
  you know and love.  You can skip this entire section, use 
  the rest of the book, and be perfectly content in your solo-
  adventuring journey.
  However, solo play presents its own unique challenges, and 
  the core rules benefit greatly from some changes.  Some 
  of these tweaks are to streamline things and speed them 
  up; others are opportunities and options to improve one’s 
  chances and overall enjoyability when pursuing solo play.
  Subsequent sections discuss these changes and options in 
  greater detail, but in a nutshell, here’s an overview of the 
  possible tweaks to the normal rules that you may wish to 
  consider for solo play.
  (Please note that as it is the most complex rules set, 
  Pathfinder First Edition was used as the basis for most of 
  the considerations.  For most other rules sets, this represents 
  a superset of all possible considerations, but not everything 
  in the conversation will apply to non-Pathfinder rules sets.)
  Optional
  Optional
  Any and all of the following Rules Adjustments are entirely 
  optional.  You can pick and choose which ones you do, and do 
  not, want to employ, and you can alter that selection at any 
  time during your solo gameplay.
  That’s the massive advantage of playing solo—you can 
  guarantee the cooperation and agreement with the Game 
  Master!
  Rules Adjustment Checklist
  Each of the tabletop roleplaying game systems supported by 
  this book has hundreds, thousands, or even tens of thousands 
  of pages of rules.  There’s enough complexity there already!  
  And now, we’re proposing further modifications to those 
  rules, modifications that may be house-rules for many of 
  you, but at least some of which are likely to be brand-new to 
  even the most seasoned of veterans.
  To help manage the resulting potential for chaos, Infinium 
  Game Studio has published a Rules Adjustments Quick-
  Reference guide.  
  This Quick Reference is a simple checklist to keep track of 
  which optional rules you have chosen to implement in your 
  game.
  Balance Points & 
  Balance Points & 
  Handicaps
  Handicaps
  For the purposes of introducing this section on Rules 
  Adjustments, it’s enough to summarize by saying that 
  Balance Points are a means of rewarding the solo 
  adventurer and creating a mechanism by which handicaps 
  and benefits can be balanced to ensure that the core 
  gameplay is not fundamentally broken by the changes Rules 
  Adjustments introduce.
  The more Balance Points something is worth, the more 
  valuable it is to the player.
  Balance of Adjustments
  Although each and every one of these Rules Adjustments is 
  useful and valuable, some are much more potent than others 
  in terms of affecting gameplay.  
  Each one has been assigned a Balance Point Handicap 
  (BPH).  This handicap represents the relative power of the 
  adjustment as compared to other adjustments, and taking 
  into account the potential impact on the game’s rules as 
  written.
  BPH’s are not an exact science!  They have been calculated 
  using a “best guess” approach as to the impact they might 
  have in a typical game.  This assumes a certain balance 
  between types of gameplay: a degree of combat, a bit of 
  exploring and searching, and some social interactions as 
  well.  
  Your own campaign setting, adventure choice, theme, 
  and style and theme may mean that your games feature 
  a different calibration of those gameplay elements than 
  is assumed in the calculation of BPH.  For example, there 
  are many tables that essentially forego social encounters 
  altogether; entire dungeon crawl mega-adventures have 
  been published that are essentially equal parts combat and 
  exploration.  In that kind of context, a rules adjustment that 
  grants benefits to NPC interactions is unlikely to be worth 
  anything at all, let alone the BPH value that is indicated 
  herein.
  Boons and Penalties
  Most rules adjustments contain two versions: a Boon, and a 
  Penalty.
  Boons benefit the PCs, either by penalizing enemies or 
  making challenges more favorable and easier to navigate for 
  the PCs.
  Penalties make things more challenging for the PCs, either 
  by essentially being a Boon for enemies, or by making 
  fundamental mechanics more difficult for the PCs.
  Typically, a penalty version of a rules adjustment is simply 
  the inverse of the boon: if the boon grants Advantage, for 
  example, then the penalty might grant Disadvantage.
  Handicap 
  The total application of Boons and Penalties is referred to as 
  a handicap.
  A handicap is the complete set of rules modifications which 
  applies at any given moment, and can consist of multiple 
  Boons and/or multiple Penalties simultaneously.
  About Rules Adjustments
  
  312
  Handicaps & Rules Adjustments
  Net Balance Point Modifier
  Each Boon and each Penalty has a Balance Point Handicap 
  value associated with it.
  Adding up the total of the positive values for Boons, plus the 
  negative modifiers for Penalties, produces a single number.  
  This is the Balance Point Handicap (BPH) that applies to the 
  character.
  A positive BPH means that the combination of Boons and 
  Penalties produces a net beneficial impact.
  A negative BPH means that the handicap produces a net 
  challenging impact.
  What your BPH is, whether it’s postive or negative, and 
  its magnitude, has an impact on how quickly you gain 
  Experience Points or Reward Stars, and how quickly you gain 
  levels and other benefits in solo play.
  Overpowering by Combination
  Although individually, every attempt has been made to 
  balance these rules adjustments and to reflect their impact 
  versus unmodified play, it’s worth recognizing that, by 
  definition, each and every one of these rules adjustments 
  makes the game easier.
  That’s literally the entire intent: every single one of these 
  rules adjustments began life as a means to increase the 
  survivability and ease of gameplay, either a solo player or in 
  the context of a traditional gaming table environment.
  Simply put, there are far too many rules adjustments 
  described herein to have tested them in every possible 
  combination.  
  It’s entirely possible, likely even, that in some combinations 
  that mix many of these adjustments, the game could feel 
  completely different... and even feel “broken”.
  Even in these circumstances, however, take heart: in solo 
  gaming, it’s only you, so you can simply play that different-
  seeming game anyway without worry.
  You may even discover that you like it better than rules as 
  written!
  Types of Gameplay Element
  It’s an oversimplification, but functionally accurate, to 
  reduce all of tabletop roleplaying games into three categories 
  of gameplay: Combat, Exploration, and Social Encounters.
  Several rules systems have even formalized this 
  differentiation.
  The majority of gameplay elements and adventure 
  components that are used and encountered during the course 
  of a tabletop roleplaying game session fit into one or more of 
  these three categories.
  There is also a fourth, over-arching, category that addresses 
  things like character creation.  We’ll call this fourth category 
  “Meta”, to represent anything outside of the context of the 
  three other categories.
  Each rules adjustment in this book is badged using one or 
  more of the following icons:
  These represent the four types of rules adjustment that are 
  possible, as follows.
  Combat
  Dungeon crawls, hack-and-slash: this is probably the core of 
  most gaming tables.  
  Exploration
  New worlds, open horizons, and searching for traps: 
  Exploration encompasses the movement of your characters 
  through the game world, and is typically the mechanism by 
  which other gameplay elements are linked together in the 
  narrative.
  Social Encounters
  Political intrigue, haggling over price, and learning more 
  about the shady character you’re investigating: Social 
  Encounters cover anything that involves one or more NPCs in 
  the game world.
  Meta
  Character creation, dice rolling out of a particular context, 
  or other all-encompassing concepts of interpreting or 
  manipulating the rules: Meta refers to anything that goes 
  beyond the boundaries of the other three categories.
  Game Styles
  There are as many ways to play tabletop roleplaying 
  games as there are gaming groups who play them.  Each 
  combination of players is unique, and each group will have 
  their own calculus for fun, resulting in emphasis on some 
  elements of gameplay and reduction in focus on others.
  This book is not here to tell you which mixture is “correct”; 
  and indeed no book should; that is the decision you and your 
  group needs to determine.
  There is, however, a consideration on Rules Adjustments 
  relative to what style of game you are running.
  Before discuss the mechanics of that consideration, let’s 
  briefly oversimplify some common game styles so we have a 
  common language.
  Disclaimer
  It is perhaps obvious, but worth noting explicitly, that this 
  section by its nature is not going to be fully comprehensive.
  The mere act of trying to consolidate a nearly infinite variety 
  of gameplay approaches into a fixed set of buckets and 
  percentages is doomed to fail to meet the perspective of each 
  and every reader and player.
  
  313
  Handicaps & Rules Adjustments
  Nevertheless, you may agree that it is a useful simplification 
  for the purposes of enhancing your solo play experience.
  Traditional
  The assumed traditional, default mixture of gameplay 
  elements present at the majority of fantasy tabletop 
  roleplaying game groups.
  One might also consider it to be the platonic ideal of RPGs: 
  an even balance between the three main concepts that 
  helps ensure everyone enjoys the game regardless of their 
  preferences.
  Dungeon Crawl
  Hack-and-slash adventuring at its finest!  Dungeon crawls 
  feature a heavy emphasis on combat and trap-based 
  exploration, often with next to zero social interaction at all.  
  After all, if you’re exploring a centuries-old megadungeon, 
  are there even NPCs to talk to?
  Investigation
  Murder mysteries and slice-of-life kind of settings are best 
  summarized as “investigation” styles of gameplay, which 
  prominently feature exploration and social interaction.  
  Exploration in this style of game tends to be rooting around 
  buildings and residences looking for clues, rather than 
  braving the wilderness and poking around in caverns.
  Horror
  Cosmic horror, grisly murders, or sinister plots and cults all 
  fit the label of “horror”.
  Games of this type tend to feature a great deal of suspense-
  filled exploration (STAY OUT OF THE BASEMENT!), with a 
  balance between social interaction (talking to cult leaders 
  who will later try to gleefully dissect you) and combat 
  (which, it must be said, often proves fruitless and where 
  fleeing is required).
  Intrigue
  Political intrigue is at the core of this style of play: which 
  houses and factions gain power at the expense of others, how 
  power is wielded, righting wrongs, and seeking out those in 
  command can all be very satisfying if structured well.
  These games feature a minimization of actual combat, and a 
  reliance on social interaction to further the narrative.
  Summary
  The table below summarizes the five basic game styles, and 
  the rough breakdown of gaming elements that tend to be 
  involved.
  Table 442: Common Game Style Mixture
  Game Style
    
  Combat
   
  Explore
   
  Social
  Traditional
  33%
  33%
  33%
  Dungeon 
  Crawl
  60%
  40%
  ~0%
  Game Style
    
  Combat
   
  Explore
   
  Social
  Investiga-
  tion
  10%
  45%
  45%
  Horror
  25%
  50%
  25%
  Intrigue
  10%
  30%
  60%
  Adjusting the Adjustments
  Putting it all together, then, you may want to tweak the 
  Balance Point Handicaps as they apply to your gameplay 
  style.
  How your gaming table focuses on these various gameplay 
  elements, and in what percentage, might have a great deal of 
  influence over how you handicap things.
  In a combat-focused game, for example, combat-focused 
  rules adjustments are much more valuable than in a more 
  socially-focused style of game.
  Below is a table which attempts to suggest some 
  modifications to the default BPH values as presented in this 
  section.  
  To use the table, determine which stereotype best matches 
  your style of gameplay.  Then, determine which Rules 
  Adjustments you intend to use.  Modify the BPH for those 
  Rules Adjustments by the percentages in the table below that 
  correspond to your chosen style of game.
  When interpreting these changes, round up: if an adjustment 
  mentions a default BPH of 5, for example, and the 
  recommended change is +50%, the resulting BPH should be 
  8.
  Table 443: Balance Point Handicap Adjustments by Game 
  Style
  Game Style
    
  Combat
   
  Explore
   
  Social
   
  Meta
  Traditional
  -
  -
  -
  -
  Dungeon 
  Crawl
  +300%
  +150%
  -75%
  +100%
  Investiga-
  tion
  -75%
  +50%
  +50%
  -
  Horror
  -50%
  +100%
  -
  -
  Intrigue
  -75%
  -
  +150%
  +50%
  Rules Adjustments for Traditional 
  Play
  All of these Rules Adjustments have been engineered over 
  decades of gameplay and game design.  Nearly every one has 
  
  314
  Handicaps & Rules Adjustments
  seen use at the table on at least one occasion by this book’s 
  author, and every attempt has been made to keep things 
  balanced.
  The vast majority of these adjustments came about through 
  traditional play.  Play styles, campaign setting, time 
  demands, and the core calculus of what is “fun” in a given 
  group have given rise to hundreds of variations on the core 
  rules that we all know and love.
  As a result, although these rules are being presented in the 
  context of solo play, there’s no reason at all that any of them 
  couldn’t be also used at a traditional gaming table.
  Introducing Rules Adjustments
  Just make sure that you have buy-in and understanding 
  from the rest of the players that you are explicitly altering 
  the established rules in specific ways, and you should be all 
  set.  (The Quick Reference checklist should make this even 
  easier.)  
  “Session Zero”, or even when first forming your gaming 
  group, is an excellent time to hash this out and make sure 
  there are no further surprises once you start playing.  
  If you are G/DMing a traditional group and want to 
  incorporate some of these rules changes, recognize that some 
  alter things quite fundamentally, and therefore may have 
  an impact even as early as character creation.  (“I’ve never 
  wanted to play a Barbarian, but if these things are changed, 
  I’m all game!”)
  Generally, every single one of these changes produces an 
  advantage for the PCs.  Therefore it should be fairly easy 
  to convince players that there are new ways to make their 
  characters even more powerful.
  OPOC Options
  Throughout this section, you will see “OPOC Option” listed 
  for many rules adjustments.  These are further refinements 
  of a given Rules Adjustment that are recommended to apply 
  to One Player, One Character solo play situations.
  Generally, OPOC Options make the already-favorable 
  Rules Adjustment even more favorable, in recognition of 
  the additional challenge enjoyed by single-PC adventuring 
  parties.
  You can, of course, elect to use the OPOC Option, or not, in 
  any sort of game, be it OPOC or OPMC or traditional.
  Rules System Relevance
  Underneath each rules adjustment listing, you’ll find an 
  array of badges indicating which rules system(s) that 
  adjustment reasonably applies to.  
  Below is the full array of badges reflecting all supported 
  rules systems.
    
    
    
    
  This determination has been made based on the 
  compatibility of each rules adjustment to the core mechanics 
  of each supported rules system, and on a “sanity check” as 
  to whether a given rules adjustment makes sense given the 
  rules in place.  
  In some cases, it may still be possible to “force” a given rules 
  adjustment to be used in the context of a rules system that is 
  not badged; you are of course free to make this attempt.
  There are some cases where a rules adjustment uses 
  language, mechanics, or fundamental concepts that simply 
  don’t exist or have an analogue in another system.  
  Pathfinder’s Archetypes system is a good example—
  although there are variations of and subclasses in, say, 5E, 
  the rules adjustment that allows for retaining class abilities 
  that are normally swapped out when applying an Archetype 
  don’t really, and could not reasonably, apply to Fifth Edition.
  Common House Rules
  Underneath several rules adjustment listings, you’ll find a 
  blurb explaining whether that adjustment is reflective of a 
  common House Rule.
  These have been chosen because generally speaking, they 
  reflect popular house rules, and in our experience, house 
  rules tend to exist at the collision of need and what’s 
  published.
  As with so much of the FTEG SAT, there’s very little in what 
  follows that cannot be easily and usefully employed in a 
  traditional tabletop gaming group.
  
  315
  Handicaps & Rules Adjustments
  Overview
  Overview
  There are many cases for when you might need to select a 
  Rules Adjustment at random.  
  It could be that you’re determining a Reward, perhaps as a 
  component of an Impact, and want to (or are called upon to) 
  pick a Boon at random.
  It could also be that you’re determining a Consequence, and 
  want to (or are called upon to) pick a Penalty at random.
  Whatever the case may be, you may use the following tables 
  to drive your randomization, and as a convenient reference 
  for all of the rules adjustments.
  Random Rules Adjustment Types
  If you’re looking to apply a truly random rules adjustment, 
  that could be a boon or a penalty, use the table below to 
  determine which main type to use.
  Table 444: Random Rules Adjustment Types
  d20
  Rules Adjustment Type
  1-9
    Penalties
  10-18
    Boons
  19
    Reroll with Advantage
  20
    Pick your preference
  Random Rules Adjustment 
  Categories
  Whether you’re selecting a Penalty, a Boon, or aren’t yet sure 
  which, you can use the table below to determine the category 
  of Rules Adjustment to select.
  Table 445: Random Rules Adjustment Categories
  d20
  Rules Adjustment Category
  1
    Ability Scores  
  (p 317)
  2
    Skills (p 325)
  d20
  Rules Adjustment Category
  3
    Magic & Spellcasting 
  (p 331)
  4-5
    Equipment & 
  Treasure (p 366)
  6
    Magic Items (p 376)
  7
    Alignment (p 322)
  8
    Classes (p 323)
  9
    Feats (p 328)
  10
    Traits (p 330)
  11-12
    Combat (p 343)
  13
    Afflictions (p 358)
  14
    Obstacles (p 363)
  15
    Companions (p 383)
  16-17
    Dice Chain (p 394)
  18
    Element Manipulation 
  (p 387)
  19
    Reroll with Advantage
  20
    Pick your preference
  Random Rules Adjustment Boon
  If you’ve determined that the Rules Adjustment you wish to 
  select is a Boon, you can randomize the Category using the 
  above table, and then skip to that Rules Adjustment section 
  Randomizing Rules Adjustments
  
  316
  Handicaps & Rules Adjustments
  to further randomize the specific result to apply.
  Alternately, if you’re looking for something much more rapid, 
  you can roll on the table below to immediately select and 
  apply a specific Boon.
  Note that the table below is far from exhaustive, and 
  presents only some common suggested Boons for 
  determination.
  Table 446: Random Rules Adjustment Boon
  d20
  Rules Adjustment Boon
  1
    Generous Generation
  2
    Hardy
  3
    Utility Cantrips
  4
    Overkill Balance
  5
    Rapid Casting
  6
    Shirak
  7
    Be Prepared
  8
    Inheritance
  9
    Potent Potables
  10
    Auto-Initiative
  11
    Mulligan
  12
    Mammoth Draw
  13
    Deft Defense
  14
    Shake it Off
  15
    Poison Immunity
  16-17
    Step Up Roll
  18
    Encounter Step Up
  19
    Reroll with Advantage
  20
    Pick your preference
  Random Rules Adjustment Penalty
  Similarly to the table above, if you’re looking to quickly pick 
  a specific Rules Adjustment Penalty, you can use the table 
  below to draw from a curated shortlist of common results.
  Table 447: Random Rules Adjustment Penalty
  d20
  Rules Adjustment Penalty
  1
    Hit Die Step Down
  2
    Despair of Failure
  3
    Shortened Effect
  4
    Forgetful Mystic
  5
    Lazy Memorization
  6
    Poor Scavenger
  7
    Periodic Debt
  8
    Artifact Bumbler
  9
    Trove Mangler
  10
    Last Place
  11
    Unlucky
  12
    Weak Criticals
  13
    Weak Reactions
  14
    Trap Overlooker
  15
    Condition Susceptibility
  16-17
    Step Down Roll
  18
    Encounter Step Down
  19
    Reroll with Advantage
  20
    Pick your preference
  
  317
  Handicaps & Rules Adjustments
  Overview
  Overview
  The numerical foundation of most roleplaying games, ability 
  scores drive mechanical aspects of the experience from the 
  ground up.
  Altering these fundamental building blocks of character 
  design will have significant impact to all further aspects of 
  the game—and, frankly, you may be spoiled upon returning 
  to a traditional gaming experience!  So, take care before 
  implementing changes here.
  Random Ability Score 
  Random Ability Score 
  Rules Adjustments
  Rules Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Ability Score Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 448: Random Ability Score Rules Adjustments
  d20
  Ability Score Rules Adjustment
  1-2
    Ungenerous Generation
  3-4
    Class Overfocus
  5-6
    Hit Die Step Down
  7-8
    Generous Generation
  9-10
    Failsafe Dump Stats
  11-12
    Unified Mind
  13-14
    Unified Body
  15
    Class Paragon
  16-17
    Hardy
  18
    Hit Die Step Up
  19
    Reroll with Advantage
  20
    Pick your preference
  Boon Ability Score Rules 
  Adjustments
  Use the table below to randomly determine a beneficial rules 
  adjustment in this category.
  Table 449: Random Ability Score Rules Adjustment Boons
  d20
  Ability Score Rules Adjustment Boon
  1-3
    Generous Generation
  4-6
    Failsafe Dump Stats
  7-9
    Unified Mind
  10-12
    Unified Body
  13-14
    Class Paragon
  15-17
    Hardy
  18
    Hit Die Step Up
  19
    Reroll with Advantage
  20
    Pick your preference
  Penalty Ability Score Rules Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 450: Random Ability Score Rules Adjustment Penalties
  d20
  Ability Score Rules Adjustment Penalty
  1-6
    Ungenerous Generation
  7-12
    Class Overfocus
  13-18
    Hit Die Step Down
  19
    Reroll with Advantage
  20
    Pick your preference
  Ability Score Rules 
  Ability Score Rules 
  Adjustments
  Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Ability Score Rules Adjustments
  
  318
  Handicaps & Rules Adjustments
  Generous Generation
    
    
    
    
    |  
    5
  The myriad approaches to ability score randomizing are 
  covered much more comprehensively elsewhere, and the 
  intent of this book is hardly to enter into an extension of the 
  decades-long debate as to which approach is “best”. 
  Rather than weighing the pros and cons of various methods, 
  let’s simply recognize that although having a numerically 
  “weak” character may present opportunities for roleplaying, 
  any such advantages are grossly outweighed by the penalties 
  that such low values will produce in solo play.
  If you choose this option: Select an approach for ability 
  score generation that you feel is sufficiently generous.  Pick 
  one that results in high-value results.  
  OPOC Option
    10
  As above, but you may re-generate numbers if you produce 
  ones with which you are initially unsatisfied.
  IGS House Rule Generation
    You can also use the Infinium Game Studio house rules 
  for ability score creation, which have been used since the 
  BECMI red-box days more than 30 years ago.  
  This approach tends to produce heroically-powered 
  (necessarily OVER-powered, mind you) characters, which 
  fits quite well with the general IGS approach to adventure 
  content and design.
  • Roll 
    4d6, and drop the lowest of the dice rolled.  
  • Repeat the above step five additional times.
  • Assign the resulting 6 numbers as you wish to your ability 
  scores.
  • If the total of your ability score modifiers is less than +2, 
  reroll the lowest ability score using 4d6/drop approach.  
  • Repeat this reroll step until the sum of your modifiers is at 
  least +2.
  Ungenerous Generation
    5
  As Generous Generation, but ability score generation is 
  more difficult.
  If you choose this option: 
  • Roll 
    3d6.  Assign the resulting value to your Strength 
  score.
  • Repeat the above step to generate and assign values to 
  each of your other ability scores, in sequence.
  • You may not reroll any dice, and you may not change the 
  ability score to which any resulting values are assigned.
  Failsafe Dump Stats
    
    
    
    
    |  
    3
  Most character builds feature, by design or unavoidably, one 
  or more “dump stats”.  These are ability scores that receive 
  the lowest values rolled, and are generally ones that have the 
  least significance for the character class(es) being used by 
  the PC in question.  Rolled an 8 and have a Wizard?  Wisdom 
  might be your dump stat.
  Typically, this phenomenon doesn’t handicap the adventuring 
  party as a whole, since a weakness in one character can 
  easily be made up for in another.  
  In solo play, however, particularly OPOC (One Player, One 
  Character), having even one ability score with a weak value 
  can have dire consequences.
  If you choose this option: Mechanically, you can treat any 
  Ability Score value lower than 10, as a 10.  Adjust hit points, 
  saves, and other mechanics that derive from ability score 
  modifiers accordingly, and use the new higher value for any 
  abilities that require a minimum value.  For all purposes, 
  really, the ability score truly is a 10.
  This means that your character suffers no penalties for any 
  ability score value.
  OPOC Option
    6
  As above, but treat any value lower than 12, as 12.
  Unified Mind
    
    
    
    |  
    6
  This book is not here to debate or even explain the nuance 
  that differentiates between Intelligence and Wisdom, or to 
  try to defend the fact that these are two separate concepts 
  deserving of separate numerical values.
  This book does, however, recognize that the concepts that are 
  bifurcated in the world’s most popular roleplaying game are 
  instead unified in many other roleplaying systems outside 
  those supported. 
  If you choose this option: Generate values as normal for 
  Intelligence and Wisdom.  Then, pick the higher of those 
  determined values and treat it as your “Mind” ability score.
  Use Mind as both Intelligence AND Wisdom in the game 
  itself.  
  For all intents and purposes, your characters have the same 
  single numerical value for both Intelligence and Wisdom.
  Subsequent Penalties
  Effects that decrease either Intelligence or Wisdom decrease 
  Mind at half rate; round down.  
  For example, if a character using the Unified Mind rules 
  adjustment suffers 3 points of Intelligence damage, they 
  instead suffer 1 point of Mind damage, which affects both 
  
  319
  Handicaps & Rules Adjustments
  FlexTable 31: Class Paragon Core Ability Scores
  Ability Score
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  Strength
  Fighter, 
  Barbarian, 
  Paladin, Monk
  Barbarian, 
  Fighter,
  Barbarian, 
  Champion, 
  Fighter, Monk
  Assassin, 
  Fighter, Monk
  Warrior, 
  Dwarf
  Dexterity / 
  Agility
  Fighter, Bard, 
  Monk, Paladin, 
  Ranger, Rogue
  Artificer, 
  Barbarian, 
  Fighter, Monk, 
  Rogue, Ranger
  Alchemist, 
  Barbarian, 
  Fighter, 
  Monk, Rogue, 
  Swashbuckler
  Thief, 
  Assassin, 
  Fighter, 
  Magic-User, 
  Monk, Ranger
  Thief, 
  Warrior, 
  Halfling, Elf
  Constitution / 
  Stamina
  Fighter, 
  Barbarian 
  Barbarian, 
  Fighter, Artificer
  Barbarian, 
  Fighter, 
  Sorcerer, Witch
  Fighter
  Warrior, 
  Dwarf
  Intelligence
  Ranger, Rogue, 
  Wizard
  Artificer, Wizard, 
  Rogue, Druid
  Alchemist, 
  Investigator, 
  Oracle, Rogue, 
  Witch, Wizard
  Magic-User, 
  Thief
  Wizard, Elf, 
  Cleric
  Wisdom
  Cleric, Druid, 
  Monk, Paladin, 
  Ranger
  Cleric, Druid, 
  Monk, Paladin, 
  Wizard, Ranger, 
  Warlock
  Cleric, Druid, 
  Investigator, 
  Monk, Ranger, 
  Wizard
  Cleric, 
  Priest, Druid, 
  Paladin, 
  Ranger
  n/a
  Charisma / 
  Personality
  Bard, Paladin, 
  Sorcerer
  Bard, Paladin, 
  Sorcerer, 
  Warlock, Cleric
  Bard, 
  Champion, 
  Sorcerer, 
  Swashbuckler
  Cleric, 
  Paladin
  Halfling
  Luck
  n/a
  n/a
  n/a
  n/a
  Halfling
  their Intelligence and their Wisdom.  
  Penalties applied to either Intelligence or Wisdom after 
  ability score determination at character creation are also 
  applied to Mind, but are applied at half effectiveness, 
  rounded down (similar to suffering ability score damage as 
  explained above, for example).
  Subsequent Bonuses
  Bonuses gained to one of either Intelligence or Wisdom at 
  any point after determining ability scores during character 
  creation are applied to Mind, and therefore raise both 
  Intelligence and Wisdom.  For example, a race or class 
  feature that grants a bonus to Wisdom would increase 
  the character’s Mind, and therefore both Intelligence and 
  Wisdom.
  Temporary Buffs or Handicaps
  The same mechanics apply to temporary increases or 
  decreases to Intelligence or Wisdom.  For example, a PC 
  using Unified Mind who receives the benefits of an owl’s 
  wisdom spell receives +4 to Mind, which means their 
  Intelligence AND Wisdom both increase by 4 for the duration 
  of the spell.
  OPOC Option
    10
  The single, unified value is elegant and makes things easier, 
  but it’s also extra annoying and penalizing if you get a low 
  value here.  Your Mind value therefore has a “floor” of 12—
  meaning that if your Intelligence and Wisdom were both 
  lower than 12 originally, it becomes 12 now.
  Unified Body
    
    
    
    
    |  
    6
  This rules adjustment recognizes that there tends to be a 
  strong correlation between physical strength and resilience.  
  As Unified Mind, Unified Body synchronizes the Strength 
  and Constitution/Stamina ability scores into a single value: 
  “Body”.
  Determine your ability scores as normal.  Then, take the 
  larger value of Strength and Constitution, and treat that 
  as your character’s “Body” score, which is used for both 
  Strength and Constitution.  
  For all purposes, your character simply upgrades the lesser 
  of these two ability scores to the larger value of the two 
  upon character creation.
  All of the other aspects of the rules that apply to Unified 
  Mind, and Intelligence/Wisdom; apply to Unified Body, and 
  Strength/Constitution, respectively.
  OPOC Option
    10
  
  320
  Handicaps & Rules Adjustments
  As with Unified Mind’s OPOC option, Body receives a “floor” 
  minimum of 12.
  Class Paragon
    
    
    
    
    |  
    12
  Each character class hinges on a subset of ability scores to 
  drive their talents.  Consider these to be the Core Ability 
  Score(s) for the class.
  In some cases, this is a stereotype or general pattern: 
  Fighters tend to be strong and either nimble and/or hardy.
  In other cases, there is a mechanic that helps drive specific 
  class abilities: Most spellcasters require a minimum value 
  in their core ability score in order to even be able to cast a 
  spell.
  Some game systems even spell out the notion of a Core 
  Ability Score as part of the class description.
  Whether it’s implied or explicit, it’s unavoidable that each 
  class tends to focus on one to three Core Ability Scores.
  The core classes offered by each supported game system, and 
  their associated Core Ability Scores, are listed in “FlexTable 
  31: Class Paragon Core Ability Scores” on page 319.
  If you choose this option: During character creation, as 
  soon as you select your Class, pick one of the Core Ability 
  Scores that correspond to your character class.  That value 
  becomes 18.
  OPOC Option
    20
  As above, but max out all of the Core Ability Scores 
  mentioned for your class.
  3PP or Other Classes
  The Class Paragon Core Ability Scores table only scratches 
  the surface of the classes offered and supported by the 
  supported game systems.  There are literally hundreds of 
  classes beyond what’s presented in the list, and further 
  thousands offered by third-party publishers, not to mention 
  homebrew classes.
  Needless to say, it’s well beyond the scope of this book 
  to evaluate any subset of those extended class offerings.  
  However, it’s straightforward to use the Class Paragon rules 
  adjustment in the context of any class, not just the core 
  classes listed.
  To determine the Core Ability Scores for a class, use this 
  heuristic:
  • Spellcasting classes are typically pretty easy: most rely 
  upon one and only one ability score to drive their magical 
  talents.  Any ability score that grants bonus spells, or if a 
  value in an ability score is a prerequisite required to cast 
  spells of a certain level, or if the DC or other factors of a 
  spell are universally driven by an ability score: any or all 
  of these factors indicate that the associated ability score is 
  Core to this class.
  • Fighting classes, those that are derived from Fighters or 
  Warriors or otherwise focused on combat, typically focus 
  on Strength and Constitution/Stamina.  
  • Hybrid classes, or those that are intentionally or seem a 
  combination of two or more other classes, receive more 
  Core Ability Scores than other classes: simply combine 
  the core ability scores of the classes that form the hybrid 
  class.
  • Swiss army knives: In some cases, you can use Skills to 
  help inform Core Ability Scores.  Pathfinder classes that 
  receive more Skill Points per level can count Intelligence 
  as one of their Core Ability Scores, for example.  Classes 
  for whom “social skills” (i.e., Sense Motive, Diplomacy) 
  are class skills, or those who receive proficiency in social 
  skills, can count Charisma / Personality as a core ability 
  score.
  • If no other combination of approaches seems to help 
  inform the definition of a Core Ability Score for a given 
  class, simply pick any two ability scores that you wish to 
  count as core ability scores for that class.
  Class Overfocus
    5
  Your focus on your chosen class means that you were never 
  able to excel in other areas.
  If you choose this option: Determine your Class Paragon 
  Ability Score(s) as with the Class Paragon boon.  All of your 
  other ability scores are limited to 14 as a maximum.  
  If you have already determined your ability scores, and one 
  or more of the non-paragon values exceeds 14, immediately 
  reduce it to 14.  
  If you are choosing to include Class Overfocus prior to rolling 
  your ability scores, treat all values rolled above 14 as 14 for 
  non-paragon ability scores 
  Hardy
    
    
    
    
    |  
    5
  This rules adjustment recognizes that solo adventurers 
  must unavoidably be sturdy, robust individuals, capable of 
  weathering tough challenges without relying upon external 
  aid.
  If you choose this option: Make your Constitution / 
  Stamina value 18, before racial or other modifiers.  You 
  also automatically receive maximum bonus hit points 
  whenever you gain a level (e.g., if you normally would gain 
  1d8+2 hit points inclusive of your Constitution bonus, you’d 
  automatically gain 10 hit points without having to roll).
  OPOC Option
    10
  In addition to the above, you also receive bonus hit points to 
  your maximum with each level, equal to the normal random 
  value for your class.  In the example above, you’d receive 10, 
  plus 
    1d8 hit points with each level.
  
  321
  Handicaps & Rules Adjustments
  Hit Die Step Up
    
    
    
    
    |  
    14
  Your raw physical capabilities manifest themselves in 
  establishing you as brawnier and more robust than the 
  colleagues of your class and/or race.
  You may take this Rules Adjustment multiple times.  Its 
  effects stack.  
  If you choose this option: The size of the Hit Die you use 
  to determine your Hit Point increases each level grows in 
  size.  Use the Dice Chain rules (p 394) to determine the 
  new size, but simply put: a D6 becomes a D8, a D8 becomes a 
  D10, a D10 becomes a D12, and so on.
  This size increase applies to existing Hit Dice, as well as 
  those gained in the future.  The increase applies to all Hit 
  Dice gained across all character levels.  For example, if you 
  are multiclassing (or if you decide to start multiclassing at a 
  later point), the hit dice of all of your classes are increased.  
  This does not mean that your new multiclassed hit dice are 
  all necessarily the same, however: if you multiclass in one 
  class that typically grants D4-sized Hit Dice, and a second 
  class that grants D8-sized Hit Dice, your new Hit Die sizes 
  are D6s and D10s, respectively.
  If this Rules Adjustment is applied after character creation, 
  it is retroactive: you gain a number of Hit Points to your 
  maximum equal to the increased size of the dice involved, 
  multiplied by your current character level.  
  So if you had been using D8s for your Hit Dice, and you’re 
  already level 5, and you selected this Rules Adjustment, you 
  would immediately receive an extra 10 HP to your maximum.
  Hit Die Step Down
    9
  You’re fundamentally weaker and less durable than your 
  equivalent compatriots.
  You may take this Rules Adjustment multiple times.  Its 
  effects stack. 
  If you choose this option: As Hit Die Step Up, but the size 
  of your Hit Dice is decreased according to the Dice Chain 
  progression.
  
  322
  Handicaps & Rules Adjustments
  Overview
  Overview
  Not every game system uses the traditional, 9-option 
  alignment system employed by prior versions of the world’s 
  most popular roleplaying game.
  Indeed, even the world’s most popular roleplaying game 
  itself has minimized the importance of this controversial 
  mechanic, to a point where published books as of this 
  writing even decline to include a value for monsters.
  It is beyond the scope of this book to fully discuss the 
  topic of alignment, but it’s worth noting that despite its 
  detractors, the 9-option alignment system (Lawful Good, 
  Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, 
  Neutral Evil, Chaotic Good, Chaotic Neutral, and Chaotic 
  Evil) is probably the longest-lived mechanic of its type, and 
  has endured across no fewer than four complete iterations of 
  the rules.
  Pathfinder in particular uses Alignment in many mechanics 
  for effects, spells, damage reduction, and other abilities.
  Random Alignment Rules 
  Random Alignment Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the table below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Alignment Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 451: Random Alignment Rules Adjustments
  d20
  Alignment Rules Adjustment
  1-9
    Entrenched Alignment
  10-18
    Oscillating Alignment
  19
    Reroll with Advantage
  20
    Pick your preference
  Alignment Rules 
  Alignment Rules 
  Adjustments
  Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Oscillating Alignment
    
    
    
    
    |  
    4
  Though you tend toward one alignment in particular, you’ve 
  realized in your solo questing that the need of the moment 
  may dictate a flexible perspective on life.
  If you choose this option: You may change your alignment 
  once per encounter to something at most one step different 
  from your actual alignment.  “One step” means that you may 
  change either alignment component by one step: Evil can 
  become Neutral, but not Good, for example.  You’d generally 
  do this to escape a spell or ability that relies upon alignment 
  to function to full effect.
  OPOC Option
    
    |  
    10
  Not only can you change your alignment as noted in 
  Oscillating Alignment above, but you can choose to count 
  your attacks as Aligned, to either your native alignment or 
  to the one to which you switch.
  Entrenched Alignment
    4
  Your emotions, spirit, personality, and soul are bound tightly 
  to the nature of your alignment at birth.  
  If you choose this option: You cannot change your 
  alignment, and suffer penalties if an effect requires you to do 
  so.
  Any voluntary effect that normally allows you to change, 
  mask, or otherwise alter your alignment in any manner 
  automatically fails.  
  Any involuntary and normally mandatory effect that would 
  change, mask, or otherwise affect your alignment also fails; 
  your alignment is immutable regardless of your interests.  
  However, an involuntary effect also carries a penalty: 
  you immediately lose one level of experience.  If you are 
  multiclassed, you may choose which class to lose a level in.  
  This effect is immediate and cannot be countered or restored 
  except with wish, miracle, or similarly potent magic.
  Involuntary effects that permit a saving throw, on which you 
  succeed, avoid this penalty.
  Alignment Rules Adjustments
  
  323
  Handicaps & Rules Adjustments
  Overview
  Overview
  Character classes are a, perhaps the, fundamental source of 
  a solo adventurer’s capabilities.  As a result, granting more 
  power in this area can be of significant benefit.
  Random Class Rules 
  Random Class Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the table below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Class Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 452: Random Class Rules Adjustments
  d20
  Class Rules Adjustment
  1-10
    Difficult Multiclassing
  11-18
    Effortless Multiclassing
  19
    Accelerated Multiclassing
  20
    Reroll with Advantage
  Alignment Rules 
  Alignment Rules 
  Adjustments
  Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Effortless Multiclassing
    
    
    
    
    |  
    8
  Depending on the rules system and options you are using 
  already, even without this book, this rules adjustment may 
  not be much of an adjustment.
  Your talents are many, and your pursuit of them relentless: 
  study in one area need not detract from that in another.
  If you choose this option: Each time you gain a level, 
  you may gain a level in any class.  There is no penalty, for 
  example experience points required, to multiclass.  For 
  systems that have different XP requirements to advance in 
  different levels, you must still achieve the XP required to 
  advance in the class of your choice, but there is no additional 
  penalty involved.
  You must still meet the prerequisites for any given class you 
  level up in.
  Difficult Multiclassing
    10
  Splitting your time between more than one discipline is 
  incredibly challenging for you. 
  If you choose this option: If you are multiclassed, then 
  advancing in either of your chosen classes requires twice 
  the experience points and/or Reward Stars as normal.  
  Note that this penalty only applies when you have at least 
  one level in more than one class.  Having three (or more!) 
  different classes imposes no further penalty beyond this.
  You only gain the Balance Point Handicap benefits of this 
  penalty if and when you gain a second class.  
  You may choose this penalty either during character 
  creation, or at any point once you start multiclassing.
  The “twice as much” penalty does apply to your first class 
  level in your alternate classes.
  Accelerated Multiclassing
    
    
    
    
    |  
    20
  You gain mastery in more than one style of life 
  simultaneously, though you still have a primary focus and a 
  secondary focus.
  If you choose this option: You advance in levels in a single 
  class as normal.  In addition, every three levels you gain in 
  your “primary class”, you automatically gain one level in a  
  “secondary class”.  You do not gain additional hit points to 
  your maximum in your secondary class; you only gain class 
  abilities in that secondary class.  
  Class abilities that are shared across your primary and 
  secondary classes stack, if they stack in the descriptions of 
  those classes.  For example, a Rogue 9 / Ninja 3 would count 
  Sneak Attack damage from both classes.
  OPOC Option
    30
  As above, but every two levels in your primary class gain 
  you a level in your secondary class.  Additionally, you do 
  gain extra maximum hit points when you gain levels in your 
  secondary class.
  Class Rules Adjustments
  
  324
  Handicaps & Rules Adjustments
  Overpowered?
  This may be the most powerful rules adjustment in the book.  
  However, it’s suggested that the secondary class be one 
  that “contradicts” the primary class: a Fighter / Wizard, for 
  example.  This allows some “filling in” of capabilities and 
  makes a single character or small handful of characters more 
  capable to fit more different types of challenge.
  It’s also worth noting the usual disclaimers around 
  multiclassing in general: lower levels in two classes is 
  generally far less powerful than an equivalent number 
  of combined levels in a single class, particularly in game 
  systems that scale quickly (e.g., Pathfinder).
  
  325
  Handicaps & Rules Adjustments
  Overview
  Overview
  Different rules systems handle skills differently.  The 
  following rules adjustments focus heavily on systems like 
  Pathfinder which make skills very mechanical and explicit; 
  for other systems, these may be less useful concepts.
  Random Skill Rules 
  Random Skill Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Skill Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 453: Random Skill Rules Adjustments
  d20
  Skill Rules Adjustment
  1-2
    Unskilled
  3-4
    Dullard of Focus
  5
    Ignoramus
  6
    Lazeabout
  7
    Fumblefingers
  8
    Knackless Poser
  9
    Abject Failure
  10-11
    Skilled
  12-13
    Versatile Talents
  14
    Paragon of Talent
  15
    Paragon of Knowledge
  16
    Paragon of Work
  17
    Paragon of Creation
  18
    Natural Skill Adept
  19
    Reroll with Advantage
  20
    Pick your preference
  Boon Skill Rules Adjustments
  Use the table below to randomly determine a beneficial rules 
  adjustment in this category.
  Table 454: Random Skill Rules Adjustment Boons
  d20
  Skill Rules Adjustment Boon
  1-3
    Skilled
  4-6
    Versatile Talents
  7-9
    Paragon of Talent
  10-12
    Paragon of Knowledge
  13-14
    Paragon of Work
  15-17
    Paragon of Creation
  18
    Natural Skill Adept
  19
    Reroll with Advantage
  20
    Pick your preference
  Penalty Skill Rules Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 455: Random Skill Rules Adjustment Penalty
  d20
  Skill Rules Adjustment Penalty
  1-3
    Unskilled
  4-6
    Dullard of Focus
  7-9
    Ignoramus
  10-12
    Lazeabout
  13-14
    Fumblefingers
  15-17
    Knackless Poser
  18
    Abject Failure
  19
    Reroll with Advantage
  20
    Pick your preference
  Skills Rules Adjustments
  
  326
  Handicaps & Rules Adjustments
  Skill Rules Adjustments
  Skill Rules Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Skilled
    |  
    5
    This option is only for rules systems that involve skill 
  points (i.e., Pathfinder).  
  This option recognizes that solo PCs must be jacks of all 
  trades, as they have no (or fewer) other party members to 
  rely upon to fill in gaps.
  If you choose this option: You receive an additional 
    1d6 
  extra skill points with each level.  Roll this value separately 
  each time you gain a level.  Normal skill point maximums 
  apply; for example, you could not spend these extra skill 
  points to boost a skill rank above what it normally could not 
  exceed.
  OPOC Option
    20
  You receive double the normal skill points each level, plus 
  the additional 
   1d6 extra points.  
  In addition, normal skill rank maximums are increased to be 
  two times your character level.
  Unskilled
    8
  You typically grow your talents at a rate that fails to keep 
  pace with your peers.
  If you choose this option: You receive 
    1d6 fewer skill 
  points with each level.  Roll this value separately each time 
  you gain a level; subtract the value rolled from the skill 
  points you would normally earn.  
  This penalty cannot reduce your skill points earned below 0; 
  if the value rolled would reduce the skill points earned below 
  0, treat it simply as 0 skill points earned that level.
  Versatile Talents
    |  
    8
    This option is only for rules systems that involve class 
  skills, either in the context of skill points or proficiencies.
  Solo adventurers are well-traveled, experienced, and out 
  of necessity, bold in their ability to pursue knowledge, no 
  matter how alien it may be to their training.
  If you choose this option: All skills count as class skills for 
  your solo characters.
  OPOC Option
    14
  As above, plus you treat each skill as having 1 skill rank 
  regardless of whether you have spent skill points in that 
  manner.
  Paragon of Talent
    |  
    16
    This option is only for rules systems that involve skill 
  points.
  A solo adventurer is not only capable of a multitude of 
  abilities, but has a dire need to advance their knowledge over 
  time.
  If you choose this option: Each level, you automatically 
  gain skill points sufficient to advance ranks in every class 
  skill.  You do not gain any additional skill points beyond this, 
  however.  
  If because of a high Intelligence score and/or the calculus of 
  the class skills of your chosen class, you would already earn 
  equal to or more skill points each level than you have class 
  skills, then you may not use this rules adjustment.
  OPOC Option
    20
  As above, but you also gain skill points as normal, to spend 
  in other skills.
  Dullard of Focus
    8
  Though you are adept at gaining talent in your chosen area 
  of focus, doing so demands your entire attention, to the 
  exclusion of other interests.
  If you choose this option: You may never gain ranks in non-
  class skills.  This applies to spending skill points, but also 
  to magical effects that would normally grant you abilities in 
  those skills.
  Paragon of Knowledge
    |  
    16
    This option is only for rules systems that involve 
  multiple Knowledge skills.
  For the solo adventurer, intellect is not something that is 
  arbitrarily compartmentalized; it is a single behemoth of 
  experience that can be leveraged in many different manners.
  If you choose this option: You have only a single “Unified 
  Knowledge” skill, which is automatically a class skill 
  regardless of the class(s) you have.  Whenever you would 
  normally make a more specific Knowledge (X) check, you 
  
  327
  Handicaps & Rules Adjustments
  make a Unified Knowledge check instead.  Spending skill 
  points on ranks in Unified Knowledge costs the same as it 
  would to gain ranks in a single regular Knowledge skill.
  Overpowered?
  On the surface, it may seem that Paragon of Knowledge, and 
  the associated Paragon of Work and Paragon of Creation 
  options, are overpowered, granting far too much capability 
  to a single character.
  First, it’s worth recognizing that the entire purpose of each 
  and every one of the Rules Adjustments in this section 
  is to grant solo PCs more power.  So the very concept of 
  “overpoweredness” is somewhat moot, or at minimum, 
  already conceded by this very approach.
  Second, and more relevantly, Craft and Profession skills 
  are among the least used in traditional gameplay, so having 
  characters be able to use them more flexibly and potently is 
  not necessarily the automatic boon it may seem.
  Knowledge checks are more common than Craft or Profession 
  checks, but even those tend to be used to reveal information 
  that the solo player will themselves already know.  No matter 
  how good one is at self-obfuscation or pretending ignorance, 
  it’s difficult to not know something you do know!
  Ignoramus
    15
  You’ve never cared to, and/or been able to, learn much about 
  anything that doesn’t have immediate, life-or-death utility.
  If you choose this option: You may never gain ranks in 
  Knowledge skills.  Class features or magical effects that 
  would normally grant you proficiency or ranks in Knowledge 
  skills have no effect on you.
  Paragon of Work
    |  
    10
    This option is only for rules systems that involve 
  multiple Profession skills.
  This is basically as Paragon of Knowledge, but for 
  Professions.  So you get a Unified Profession skill that can 
  be used for any traditional Profession (X) check.
  Lazeabout
    8
  As Ignoramus, except it applies to Profession skills.
  Paragon of Creation
    |  
    10
    This option is only for rules systems that involve 
  multiple Craft skills.
  This is basically as Paragon of Knowledge, but for Crafting 
  skills.  So you get a Unified Craft skill that can be used for 
  any traditional Craft (X) check.
  Fumblefingers
    8
  As Ignoramus, except it applies to Craft skills.
  Natural Skill Adept
    |  
    8
  You are naturally talented at a certain skill in a way that 
  makes it superbly easy to succeed at it.
  You may select this rules adjustment multiple times; each 
  time you invoke it, you may apply it to a different skill.
  If you choose this option: Select one skill that you are 
  proficient in and/or have gained skill ranks in.  You make 
  skill checks against that skill with 
    Advantage (i.e., you 
  roll twice, and select the more favorable result).
  You may select Natural Skill Adept multiple times.  Each 
  time you select it, you must apply it to a different qualifying 
  skill.
  OPOC Option
    12
  As above, but in addition, you may choose to automatically 
  succeed in this type of skill check, a number of times per 
  gaming session equal your Ability Score modifier that 
  corresponds to the skill selected.  
  You must declare your intent to use this feature of Natural 
  Skill Adept before making your skill check.  
  Knackless Poser
    8
  Try as you might, you seem destined to fail at certain tasks.
  If you choose this option: Choose a non-Profession, non-
  Craft skill.  You make skill checks for the chosen skill with 
    Disadvantage (i.e., you roll twice, and select the less 
  favorable result).
  Abject Failure
    12
  If you choose this option: As Knackless Poser, but you 
  automatically fail at skill checks of the chosen skill.
  
  328
  Handicaps & Rules Adjustments
  Overview
  Overview
  Needless to say, this section applies very differently 
  depending on which rules system you are using!
  Random Feat Rules 
  Random Feat Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Feat Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 456: Random Feat Rules Adjustments
  d20
  Feat Rules Adjustment
  1-2
    Feats as a Bonus
  3
    Accelerated Feats
  4
    Feats in Realtime
  5-13
    Versatile Feats
  14-18
    Beyond Your Years
  19
    Reroll with Advantage
  20
    Pick your preference
  Feat Rules Adjustments
  Feat Rules Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Feats as a Bonus
    |  
    10
  For 5E only: You gain specific talents over time, in addition 
  to the natural growth of your abilities and raw prowess.
  If you choose this option: Each time your level advancement 
  allows you to either gain bonuses in your ability scores, OR 
  gain a Feat, you automatically receive both benefits.
  Beyond Your Years
    |  
    6
  Your ability to grasp complex talents far outstrips your age.
    Note that this is a common house rule in many gaming 
  groups already.
  If you choose this option: You may ignore all level-based 
  prerequisites for Feats you wish to select.
  Accelerated Feats
    |  
    18
  Pathfinder only: Your progression in specific and esoteric 
  talents far outstrips those who are able to rely upon their 
  fellows for assistance.
  If you choose this option: You gain one Feat per level.  This 
  is in addition to Feats normally earned, and in addition to 
  Feats gained through class features (e.g., a Fighter’s bonus 
  feats).
  OPOC Option
    22
  In addition to the above, you ignore all level-based 
  prerequisites for selecting Feats.
  Feats in Realtime
    |  
    30
  Pathfinder only: You gain abilities over time naturally, 
  regardless of the progression of your achievements in more 
  focused lines of work.
  If you choose this option: You gain one additional bonus 
  Feat at the start of every gaming session.  This is in addition 
  to Feats earned through other sources, and is completely 
  separate from how much experience you may earn during a 
  given session.
  Versatile Feats
    |  
    7
  Feats Rules Adjustments
  
  329
  Handicaps & Rules Adjustments
  Pathfinder only: Through focused study, you can change 
  your area of prowess very swiftly.
  If you choose this option: During any long rest or in 
  between gaming sessions, you may re-allocate your Feats in 
  any way you desire.  This rules adjustment does not grant 
  you any additional feats; changing a feat from X to Y means 
  you no longer have feat X.  This rules adjustment also does 
  not affect prerequisites for feats to which you’d like to 
  switch.
  OPOC Option
    9
  As above, but you can perform the change at the start of any 
  encounter.
  
  330
  Handicaps & Rules Adjustments
  Overview
  Overview
  Although many game systems use personality or behavior 
  traits, this section pertains to the more mechanical and 
  elaborate system of Traits found in Pathfinder.
  Random Trait Rules 
  Random Trait Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Trait Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 457: Random Trait Rules Adjustments
  d20
  Trait Rules Adjustment
  1-9
    Boring Upbringing
  10-18
    Complex Background
  19
    Reroll with Advantage
  20
    Pick your preference
  Trait Rules Adjustments
  Trait Rules Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Complex Background
    |  
    4
  Your well-rounded background and solo pursuits of 
  adventuring have led to a very complex and specialized 
  combination of abilities.
  If you choose this option: Instead of the traditional two 
  traits you may select upon creating a character, you may 
  instead select up to five.
  OPOC Option
    8
  As above, but up to 10 traits.
  Boring Upbringing
    2
  You typically grow your talents at a rate that fails to keep 
  pace with your peers.
  If you choose this option: You receive 
    1d6 fewer skill 
  points with each level.  Roll this value separately each time 
  you gain a level; subtract
  Traits Rules Adjustments
  
  331
  Handicaps & Rules Adjustments
  Overview
  Overview
  Needless to say, these rules adjustments only really apply if 
  your character(s) are spellcasters... but there’s even one or 
  two in this section for more fight-y classes as well if you look 
  closely!
  Random Magic Rules 
  Random Magic Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  Magic Rules Adjustment Type
  Use the table below to randomly determine a rules 
  adjustment type (boon or penalty) in this category.
  Table 458: Random Magic Rules Adjustment Type
  d20
  Magic Rules Adjustment Type
  1-9
    Penalty
  10-18
    Boon
  19-20
    Reroll with Advantage
  Penalty Magic Rules Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 459: Random Magic Rules Adjustment Penalties
  d20
  Magic Rules Adjustment Penalty
  1
    Paranoid Caster
  2
    Unskilled Cantrips
  3
    Underpowered Casting
  4
    Short Reach
  5
    Shortened Effect
  6
    Weakened Magic
  7
    Inertly-Typed Magic
  8
    Despair of Failure
  9
    Slow Casting
  10
    Forgetful Mystic
  11
    Mystic Weakness
  12
    Easily-Resisted Magic
  13
    Lazy Memorization
  14
    Slippery Retrieval
  15
    Reluctant Revivification
  16
    Unintentionally 
  Amorphous
  17
    School Impotency
  18
    Hampered High-Level 
  Spells
  19
    Impotent Penetration
  20
    Reroll with Advantage
  Magic & Spellcasting Rules Adjustments
  
  332
  Handicaps & Rules Adjustments
  Boon Magic Rules Adjustments
  Use the table below to randomly determine a beneficial rules 
  adjustment in this category.
  Table 460: Random Magic Rules Adjustment Boons
  d100
  Skill Rules Adjustment Boon
  1-2
    Paragon of Mystic Lore
  3-4
    Paragon of Divinity
  5
    Spell of All Trades
  6-7
    Combat Caster
  8-12
    Utility Cantrips
  13-15
    Cantrip Multitasking
  16
    Overpowered Casting
  17-19
    Infinite Reach
  20-22
    Prolonged Effect
  23-25
    Chained Overkill
  26-30
    Overkill Balance
  31-33
    Destructive Magicks
  34-36
    Elemental Mastery
  37-39
    Second Chance Magic
  40-42
    Rapid Casting
  43-47
    Contingent Magic
  48-52
    Echo Magic
  53-57
    Mystic Potency
  58-60
    Arcane Maximization
  61-65
    By Voice Alone
  66-68
    Focused Magic
  69-71
    Quick Recovery
  72-74
    Simple Counterspell
  75-77
    Preserved Spells
  78-80
    Reinforced Revivification
  81-83
    Gravelord
  84-86
    Nuanced Casting
  87-89
    Spellshaper
  90-92
    School Potency
  93-95
    Low-Level Spell 
  Flexibility
  d100
  Skill Rules Adjustment Boon
  96-98
    Potent Penetration
  99
    Reroll with Advantage
  00
    Pick your preference
  Magic Rules Adjustments
  Magic Rules Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Paragon of Mystic Lore
    
    
    
    
    |  
    8
    This option is only for rules systems that make the 
  distinction of learning and knowing spells.
    Although spell scrolls are useful pieces of treasure, and 
  the acquisition of arcane knowledge is a meaningful pursuit, 
  many house rules already dispense with the distinction that 
  an arcane caster must learn a spell in order to be able to cast 
  it.
  If you choose this option: You automatically know every 
  arcane spell that you have the prerequisites for whenever 
  you gain a level.  You still need to memorize or prepare 
  spells as normal, but the spells that you have access to are 
  automatically increased each time you gain access to a new 
  spell level.  Note that this option applies to, say, Wizards, 
  and traditional classes who may memorize an effectively 
  limitless number of spells, so long as they have sufficient 
  access to the spells and sufficient space in their spellbooks.  
  This option does not apply to classes that have a mechanic 
  limiting their Spells Known (e.g., Sorcerers or Bards).
  In addition, you no longer require certain pages in spellbooks 
  to “know” spells; having a spellbook at all means you can 
  prepare any spells that you know.  Essentially, you have an 
  “infinite spellbook”.
  OPOC Option
    14
  As above, but also applies to classes that have a limit on 
  Spells Known (e.g., Sorcerers or Bards).  
  Paragon of Mystic Lore-OPOC does not change your normal 
  limits on spells per day, but vastly opens up the number of 
  options you have when casting.
  Paragon of Divinity
    
    
    
    
    |  
    10
  
  333
  Handicaps & Rules Adjustments
  Divine power flows through you.  As a solo tool of 
  righteousness, your special link to your deity allows you 
  greater flexibility in channeling the will of your god.
  If you choose this option: You may spontaneously change a 
  spell you have memorized to any other spell of the same level 
  that you are normally capable of preparing and casting.  You 
  may do this a number of times per day equal to the ability 
  score bonus of your associated spellcasting ability score 
  (e.g., Wisdom).
  OPOC Option
    16
  As above, but you may do this a number of times equal to 
  your ability score modifier for each spell level.  So if your 
  ability modifier is +3, and you’re capable of casting 3rd-level 
  spells, you may spontaneously change up to 9 spells total: 3 
  1-st level spells, 3 2nd-level spells, and 3 3rd-level spells.
  Spell of All Trades
    
    
    
    
    |  
    26
  If life adventuring alone has taught you one thing, it’s that 
  no matter how much you try and prepare in advance, the 
  need of the moment will dictate something you could not 
  anticipate.
  If you choose this option: You no longer need to memorize 
  or prepare specific spells in advance.  Your spellcasting is a 
  la minute: You select which spell you wish to cast, when you 
  wish to cast it.  
  In essence, your spellcasting ability becomes more like that 
  of a sorcerer or bard.
  You still require rest, expensive material components, or 
  other requirements to be able to cast spells; you simply do 
  not need to define in advance which spells you specifically 
  have at the ready.
  Overpowered?
  Note that this option vastly changes the nature of arcane 
  spellcasting.  Such a massive, fundamental alteration may 
  seem overpowered, but remember that Wizards and Magic-
  Users are traditionally utility casters; having them be able 
  to switch things out as needed simply means they are better 
  adapted to the challenge at hand.  They have fewer resources 
  as backups to address versatile obstacles.  
  Finally, let’s recognize that a solo Wizard is amongst the 
  most challenging situations possible in a game designed for 
  parties of 4-6, many of whom are an order of magnitude 
  more resilient than a Wizard!
  Combat Caster
    
    
    
    
    |  
    10
  Whirling melee, barrages of missiles, or other frustrations 
  cause you no fear in the heat of battle: your concentration is 
  perfect no matter the circumstances.
  If you choose this option: You may cast spells normally 
  under any combat threat.  Casting spells in melee no longer 
  subjects you to opportunity attacks, you need not perform 
  Concentration checks to cast spells when suffering damage 
  or when grappled, and so on.
  Any combat situation which would normally require you 
  to test whether you are indeed able to cast a spell (or to 
  maintain focus on an existing spell with a long duration) 
  automatically succeeds.  Any combat situation which would 
  normally dictate an automatic failure of your spell is 
  ignored.
  Paranoid Caster
    10
  You are so anxious when you cast spells that you’re easily 
  distracted and find it challenging to perform under pressure.
  If you choose this option: You cannot cast spells while in 
  direct combat.  You may not cast a spell while engaged in 
  melee, and if you suffered damage from ranged attacks since 
  your last round, you may not cast a spell this round.
  Utility Cantrips 
    
    
    
    
    |  
    5
  You have mastered minor spells to the point where they no 
  longer require much of your energies to employ.
    This is a popular house rule in many gaming groups, 
  and already applies natively to some rules systems to some 
  classes.
  If you choose this option: Cantrips or osirons (or any 
  0th-level spell you may normally cast) are not limited to a 
  certain number of times per day.  You may cast any number 
  of 0th-level spells any number of times per day.  
  This rules adjustment does not affect how many 0th-level 
  spells you know, and does not affect prerequisites for casting 
  them.
  Unskilled Cantrips
    3
  Although for most cantrips are the easiest form of magic, 
  their simplicity has always eluded you.
  If you choose this option: You do not get any oth-level spell 
  slots or spells per day.  Instead, you must memorize, prepare, 
  or cast 0th-level spells as if they were 1st-level spells.  
  Note that all other aspects of the spells are unaffected: they 
  are still treated as a 0th-level spell for, say, the purposes of 
  determining spell DC.
  Cantrip Multitasking
    
    
    
    
    |  
    8
  
  334
  Handicaps & Rules Adjustments
  Your mastery over minor magics has grown to the point 
  where they can be simple side effects or more potent 
  energies.
  If you choose this option: Any time you cast a non-0th-level 
  spell, you may also cast a 0th-level spell simultaneously.  
  Overpowered Casting
    
    
    
    
    |  
    15
  Your mastery of solo spellcasting in combat situations has 
  resulted in a uniquely powerful phenomenon that bends the 
  laws of reality and magic alike.
  If you choose this option: You may cast two spells in a 
  single round.  When you choose to do this, you must expend 
  two additional spells—remove them from your memorized or 
  prepared list if you prepare/memorize spells in advance, or 
  count them as additional spells cast if you are a spontaneous 
  caster.
  Each of these additional spells “burned” must be the same 
  level as one of the spells you are casting simultaneously.  
  For example, if you cast one 3rd-level spell and one 2nd-
  level spell using Overpowered Casting, you must burn one 
  additional 3rd-level spell and one additional 2nd-level spell.
  The maximum level of either spell you cast using 
  Overpowered Casting must be at most one level lower 
  than the highest-level spell you are capable of casting.  For 
  example, if you can cast spells up to 5th level, you can cast 
  two spells using Overpowered Casting, each up to 4th level.
  If you do not have sufficient spells prepared, or have no 
  more spells to cast, of the required levels, you may not use 
  Overpowered Casting.
  OPOC Option
    20
  As above, but you must only burn one additional spell of the 
  higher level of the two spells you cast.  
  Additionally, the spells you cast using Overpowered Casting 
  may be any level you are capable of casting.
  Underpowered Casting
    12
  You gain potent magical power at a rate far lower than your 
  peers.
  If you choose this option: Each time you cast a spell at the 
  highest spell level you are capable of casting, you must also 
  “burn” a spell from a spell slot that is one level lower.  The 
  “burned” spell is simply lost, with no effect generated from 
  the loss.
  For example, if you are capable of casting 6th-level spells, 
  you may still do so, but each time you do, you must delete 
  one 5th-level spell.  
  If you do not have any spells of a slot one level lower than 
  your maximum spell level, you may not cast any spells of 
  your maximum level.
  Infinite Reach
    
    
    
    
    |  
    8
  Your magicks have an unnatural ability to seek out and 
  target even the furthest or most obfuscated enemy.
  If you choose this option: When you cast a spell that has 
  a Range value beyond “touch” or “personal”, you are not 
  limited by numerics in choosing your target(s).  No other 
  aspects of the spell are affected, and spells that limit their 
  targets numerically still have those limits.
  Spells whose effect is declared along the lines of “all 
  creatures in such-and-such a radius”, or those which 
  designate a cone or other shaped area of effect, cannot affect 
  every possible target: rather, you may simply place the area 
  of effect shape wherever you wish.
  OPOC Option
    14
  As above, but touch spells or spells that designate their range 
  as “creature(s) touched” become ranged spells with infinite 
  increment.
  Short Reach
    5
  The range of your distanced magicks is considerably less 
  than normal.
  If you choose this option: The maximum Range for any spell 
  you cast with a range beyond Touch is reduced by 50%.
  Prolonged Effect
    
    
    
    
    |  
    
    6
  Grueling combat circumstances have taught you to 
  shape your energies in a manner that guarantees their 
  effectiveness throughout an entire fight.
  If you choose this option: Any spell you cast in a combat 
  encounter that has a duration automatically lasts until 
  the end of the combat encounter, or its declared duration, 
  whichever is longer.  You may at any time, as a free action, 
  choose to end the spell’s duration before that point.
  OPOC Option
    
    10
  As above, but also applies to spells cast outside of combat, 
  with a duration: this rules adjustment ensures that such 
  spells will remain in effect until the end of your gaming 
  session, or their normal declared duration, whichever is 
  longer.
  
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  Handicaps & Rules Adjustments
  Shortened Effect
    4
  Your spells don’t last nearly as long as they should.
  If you choose this option: Any spell you cast with a numeric 
  Duration value has that value halved, rounded down.  This 
  penalty cannot reduce the Duration numeric value below a 1, 
  whatever the units used are.  
  For spells with a variable Duration (e.g., “
    1d4 rounds”), 
  roll to determine the numeric value first, then halve that 
  value.
  Destructive Magicks
    
    
    
    
    |  
    6
  Your attack spells are particularly destructive in a way that 
  few foes are prepared for.
  If you choose this option: Once per encounter, you may 
  choose to reroll damage caused by a spell you cast.  You must 
  accept the rerolled value, even if it is lower than the original 
  value. 
  OPOC Option
    10
  As above, but treat it as the 5E 
    Advantage mechanic: Roll 
  two sets of damage dice, and use the result of your choice.
  In addition, you may use this effect a number of times per 
  gaming session equal to your Ability Score modifier for the 
  ability score that corresponds to your spellcasting abilities.
  Weakened Magic
    8
  Your damaging magicks are less potent than that of your 
  peers.
  If you choose this option: Damage inflicted by your spells is 
  halved.
  Elemental Mastery
    
    
    
    
    |  
    6
  Your power over the fundamental elements of nature is such 
  that you can convert one to the other with ease.
  If you choose this option: Whenever you cast a spell that 
  involves an element descriptor (e.g., [Fire]), and/or that 
  inflicts elementally-typed damage (e.g., 2d6 points of cold 
  damage), you may change the element type involved to any 
  other element type supported by your rules system.
  Each time you use this effect, roll a d20: If the rolled value is 
  equal to or less than your caster level (i.e., the class level of 
  the spellcasting class you used to cast the spell), then there 
  is no drawback suffered.  
  However, if the rolled value is greater than your caster 
  level, you lose a memorized/prepared spell of your choice 
  of spell level equal to or greater than the spell you altered 
  using Elemental Mastery.  If no valid targets exist for this 
  drawback, you suffer 
    1d4 points of damage per spell level 
  of the spell you cast.
  OPOC Option
    9
  As above, but ignore the drawback altogether.
  Inertly-Typed Magic
    12
  Your link to the elements is tenuous at best compared to your 
  spellcasting peers.
  If you choose this option: Remove all elemental types and 
  descriptors (e.g., [Fire]) from spells you cast.  
  Damaging spells you cast instead inflict Force damage, 
  unless the victim has one or more resistances or immunities 
  of an energy type.  Any such resistances or immunities 
  function automatically against your damaging magicks.
  Second Chance Magic
    
    
    
    
    |  
    6
  If energies fail to resolve against the original target of your 
  choice, you can sometimes redirect those energies to another 
  victim.
  If you choose this option: Once per gaming session, if you 
  cast a spell against a single target, and the desired effect 
  fails, you may choose a different target and resolve the spell 
  as though the new target was the original target.
  “Desired effect fails” can mean: You fail to make an attack 
  roll against the target to hit it with the spell; the target’s 
  spell resistance nullifies the spell; the target’s resistances, 
  immunities, and/or damage reduction reduces the damage 
  inflicted to 0; the target succeeds in a saving throw to resist 
  the spell’s effect; the target performs a reaction or otherwise 
  invokes an ability to nullify the spell (e.g., counterspell), 
  and so on.  If the original target succeeds in a save, but still 
  suffers some damage or reduced effect, it does not count as 
  “fails” for the purposes of this ability.
  The new target must be a valid target as per the spell’s 
  description.  
  OPOC Option
    9
  As above, but the effect is instead limited to once per 
  encounter.
  Despair of Failure
    6
  When you fail at spellcasting, you dwell on that failure, 
  
  336
  Handicaps & Rules Adjustments
  preventing further uses of similar effects.
  If you choose this option: If you fail to produce a desired 
  effect against a target of your spellcasting, you may not 
  cast spells of that school of magic for the remainder of this 
  encounter.
  See Second Chance Magic above for a description of what 
  qualifies as “Desired effect fails”.
  Rapid Casting
    
    
    
    
    |  
    5
  More than once, you’ve been able to pull off a small miracle 
  by invoking energies far more rapidly than normal.
  If you choose this option: Once per gaming session, you may 
  cast a spell as an immediate action.  
  For rules systems that lack this concept formally, treat it as 
  a free action that you can take at any time, even interrupting 
  the actions of other creatures.
  OPOC Option
    8
  As above, but the option is instead limited to once per 
  encounter.
  Slow Casting
    12
  Though you eventually cast them to full effect, most of your 
  spells take longer to cast than they should.
  If you choose this option: The casting time for any spell you 
  cast is increased by one step.  
    For OSR, 5E, and DCC, this means that any spell 
  requires a full-round action, and that you cannot both move 
  and spellcast in a given round.
    For Pathfinder:
  • An immediate action becomes a swift action.
  • A swift action becomes a move action.
  • A move action becomes a standard action.
  • A standard action becomes a full-round action.
    For Pathfinder Second Edition, this simply increases 
  the Actions required by one: one action becomes two; two 
  actions becomes three.
  Any spell that normally requires a full-round action or more 
  is unaffected by this rules adjustment.
  Contingent Magic
    
    
    
    
    |  
    5
  It’s impossible to predict everything that might happen to 
  you, particularly as a solo adventurer.  But the one thing 
  that you can count on is that you need to prepare for the 
  unexpected.
  If you choose this option: Each time you memorize or 
  prepare spells, and/or each time you regain your daily 
  allotment of magical abilities (e.g., a long rest), you may 
  pick one of the spells to act automatically on a contingency 
  trigger.
  For spontaneous casters, count the spell you choose as 
  having already been cast in terms of counting against your 
  spells per day allotment.  For prepared casters, cross the 
  contingent spell off your list; you can cast it only via this 
  contingency approach.
  When you select a contingent spell, choose a trigger.  This 
  should be a fairly straightforward sentence that describes 
  the circumstances under which the spell should be 
  automatically cast.  You also pick a target, which can be 
  described relatively.  
  For example, you could define the trigger and target as: 
  “cast cure wounds on myself if I fall below 25 hit points.”  
  Alternately, you could say “cast magic missile against the 
  nearest enemy if any enemy approaches within 20’ of me.”
  The spell you choose can be of any level you are capable of 
  casting and can be any spell that you can normally cast.
  If you are using this rules adjustment, you do not have to 
  make a selection each time you rest.  If you do choose a spell 
  with Contingent Magic, you do not recover that spell slot 
  or spell per day until your next long rest or other applicable 
  restoration of magical allotments.
  This effect is similar to the contingency spell that already 
  exists formally in several rules systems.
  OPOC Option
    7
  As above, but you may designate a spell as contingent at any 
  time outside of a combat encounter.  Once combat begins, 
  you cannot make further adjustments to Contingent Magic.
  Echo Magic
    
    
    
    
    |  
    3
  You are so familiar with your magical abilities that you can 
  call forth expended energy to have a secondary effect.
  If you choose this option: Once per gaming session, you 
  can cause a spell you have already cast to “echo”, and have 
  a secondary effect, without expending another use of that 
  spell.
  To use this ability, you must have cast a spell as normal in 
  this encounter.  You may then “echo” that spell: cast it again 
  as you normally would, but it does not count against your 
  spells per day, and you do not have to have another instance 
  of that spell prepared.
  The echoed spell tends to have a lesser effect: healing and 
  damaging spells roll with 
    disadvantage (roll two sets of 
  damage dice, and use the less favorable of the results), and 
  
  337
  Handicaps & Rules Adjustments
  victims receive 
    advantage on saves against the effects.  
  If the spell requires an attack roll, you make it with 
    
  disadvantage.
  OPOC Option
    5
  As above, but the echoed spell is just as potent: remove the 
  advantage/disadvantage rules above.
  Forgetful Mystic
    4
  Although many spellcasters “forget” a memorized spell once 
  they cast it, you have difficulty casting the same kind of spell 
  multiple times without re-learning it.
  If you choose this option: You may not cast a spell more 
  than once before resting.  
  This rules adjustment applies to all manner of spellcasters.
  For memorize/prepare casters, you may still memorize 
  multiple “copies” of the same spell, but you cannot cast the 
  same spell successfully more than once in between long 
  rests.
  For spontaneous casters (e.g., bards and sorcerers in many 
  systems), you may not cast the same spell more than 
  once per day, but your spells per day slots are otherwise 
  unaffected.
  Casting a spell that does not produce the desired effect does 
  not count against this feature.  Spells that are counterspelled 
  by an enemy, whose attack roll misses, or where all of the 
  intended victims succeed on their saving throws are all 
  examples of “does not produce the desired effect”.
  In these cases where the spell cast doesn’t produce any 
  actual benefit to you, you may still cast another copy of that 
  spell if you are otherwise able to normally.
  Mystic Potency
    
    
    
    
    |  
    5
  Your mastery over your spells allows you to cast them at a 
  capability that far outstrips your experience.
  If you choose this option: Once per combat encounter, when 
  you cast a spell, you may choose to do so with extra power.  
  Make this decision as you declare your choice to cast a spell, 
  and before making any other determinations about the spell 
  (e.g., attack rolls, saves, damage).
  When you cast a spell with Mystic Potency, it counts as 
  being cast 
    1d4 caster levels above your actual caster level 
  (or 
    1d6 caster levels above your level if you are 10th level 
  or higher), OR it counts as a spell 
    1d3 levels above its 
  actual level.  Choose which option you prefer as you declare 
  your intention to use Mystic Potency.
  All effects related to caster level and/or spell level (damage, 
  DC, etc.) are affected by this change.  The additional spell 
  level increase cannot raise the spell’s level above the 
  maximum spell level for your rules system and your class, 
  though it may raise it above the maximum level of spell you 
  are currently capable of casting.
  OPOC Option
    8
  As above, but you receive both the caster level and the spell 
  level increases.
  Mystic Weakness
    6
  You’re still capable of casting all the magic someone of your 
  abilities should be able to.  They just turn out a bit less 
  potent overall than those of your peers.
  If you choose this option: Spells you cast have an effective 
  Caster Level 
    1d3 lower than your actual caster level.  This 
  cannot reduce the CL of a spell you cast below the minimum 
  CL required to normally cast the spell.  
  All numeric and other features of spells you cast that 
  normally derive from CL are affected by this change.  
  Your spells per day, spell slots, and other aspects of your 
  spellcasting are unaffected.
  Arcane Maximization
    
    
    
    
    |  
    9
  You can fuel your spells to maximum, and devastating, effect.
  If you choose this option: Once per gaming session, you may 
  maximize a spell you cast.
  Declare your intent to use Arcane Maximization before 
  casting the spell.  All randomized, numic aspects of the 
  chosen spell automatically roll at their maximium possible 
  value.  For example, a spell that inflicts 2d6+4 damage 
  would automatically inflict 16 damage; a spell that heals 
  3d8+2 damage would heal 26 hit points.
  This is similar to the effect of the Maximize Spell 
  metamagic feat in Pathfinder.
  The downside to such intensity is that it temporarily burns 
  out your abilities: you may not cast any spell equal to or 
  higher than the level of the spell you Maximized for 
    1d3 
  rounds after using this rules adjustment.
  OPOC Option
    12
  As above, but usable once per combat encounter.  
  Additionally, reduce the 1d3 round penalty to 1 round only.
  By Voice Alone
    
    
    
    
    |  
    3
  Your mastery over your magical talents means that you cast 
  
  338
  Handicaps & Rules Adjustments
  spells with your mind and words alone.
    This is a common house rule, particularly for those 
  gaming groups who want to keep combat rapid and avoid 
  dragging things down with semantics.
  If you choose this option: You may cast your spells without 
  the need for Somatic, Material, or Focus components.  
  Alternately, you may choose to ignore the Verbal component 
  and simple use the Somatic component (for example, if you 
  are gagged or underwater).
  Focused Magic
    
    
    
    
    |  
    4
  Your spells can be more difficult to resist.
  If you choose this option: Once per gaming session, you may 
  choose to cast a spell using Focused Magic.  All of the DCs 
  associated with a spell cast in this manner are increased by 
    1d4 (or 
    1d6 if you are at least 10th level).  
  If your rules system does not use Difficulty Classes for saves, 
  victims make their saving throws at 
    disadvantage (roll 
  twice, and use the less favorable result).
  This effect stacks with other effects that increase 
  OPOC Option
    6
  As above, but the bonus increases to 
    1d6 (
    1d8 if you 
  are at least 10th level).  For systems that do not use DC, roll 
    double disadvantage: roll three saves, and use the least 
  favorable of all three.
  Easily-Resisted Magic
    5
  Victims of your magic find it easier to resist the effects than 
  normal.
  If you choose this option: Each time you cast a spell that 
  involves a Difficulty Class, reduce the DC by 
    1d4 points.  
  Roll separately for each spell cast, but only once per spell.
  For systems that do not use Difficulty Classes, victims make 
  their saving throws against your spells with 
    advantage 
  (roll twice, and use the more favorable result).
  Overkill Balance
    
    
    
    
    |  
    5
  Such is the potency of your power that lethal spells that 
  deplete the life force of one target have a habit of ensuring 
  other enemies are also slain.
  If you choose this option: Whenever you cast a spell that 
  deals damage to one or more targets, for any of those targets 
  that you deal sufficient damage to to drop it to 0 hit points, 
  any excess damage may be applied to other targets struck by 
  this spell.  You may distribute this “overkill” damage as you 
  wish.
  For example: You cast a fireball which hits three orcs.  Orc 
  A has 7 hit points, and suffers 5 damage.  Orc B has 5 hit 
  points, and suffers 8 points of damage—meaning 3 points 
  of overkill.  Orc C has 12 hit points, and suffers 10 points of 
  damage.
  You may take the 3 points of overkill damage suffered by Orc 
  B, and assign them to any combination of Orcs A and C.  You 
  would almost certainly choose to assign 2 points to Orc A, 
  killing it, and the remaining 1 point to Orc C, in this scenario.
  Chained Overkill
    
    
    
    
    |  
    7
  This is somewhat akin to the Cleave feat in Pathfinder: 
  your magicks will seek out additional targets if they are 
  sufficiently lethal.
  If you choose this option: Whenever you kill a target with 
  a spell you cast that inflicts numerical damage, tally the 
  “overkill” amount (i.e., the amount of damage caused beyond 
  that required to drop the target to zero hit points).  You may 
  choose a new target for the spell that meets the area of effect 
  rules of the spell’s description.  If the original spell required 
  you to make an attack roll, and/or offered targets a save to 
  avoid or diminish the effects, those rules still apply to the 
  new target.
  The additional targets may be other, still-living, targets of 
  the original spell.
  This effect stacks: if you cast fireball, for example, and slay 
  5 goblins each with overkill damage, you may choose up to 5 
  additional targets if they are all in range of the spell.
  Quick Recovery
    
    
    
    
    |  
    7
  As a solo adventurer, you pride yourself in your ability to 
  recover your energies rapidly so as to be on your guard in 
  even the toughest environments.
  If you choose this option: You no longer require a long rest 
  to gain the benefits of a long rest in terms of memorizing or 
  preparing spells, or otherwise regaining your allotment of 
  spells cast per day.
  For rules systems that do not differentiate between long and 
  short rests, this rules adjustment means that even if you are 
  interrupted in the midst of your rest, you still regain spells.
  Lazy Memorization
    6
  You take much longer than usual to recover or prepare your 
  magic.
  If you choose this option: You do not automatically recover 
  all of your spell slots or spells per day.  During a long 
  
  339
  Handicaps & Rules Adjustments
  rest or other phenomenon by which you would normally 
  recover all of your spells or slots or otherwise “refresh” 
  your magical abilities, check for each level of spell slot you 
  wish to recover, memorize, or prepare.  You recover 
    1d4 
  spell slots or spells cast for each spell level you are normally 
  capable of casting.  This cannot exceed the maximum value 
  you would normally receive.
  For example, if you can normally cast 6th-level spells, and 
  can normally prepare 3 spells at that level, and you roll a 2, 
  then you only recover or prepare 2 spells at 6th level that 
  rest.
  Preserved Spells
    
    
    
    
    |  
    9
  The spells you know, you have cast so many times that their 
  energies and mechanics are familiar to you long after you 
  have cast them.
  If you choose this option: Each time you cast a memorized 
  or prepared spell, there’s a chance that it isn’t depleted.  
  Whenever you cast a memorized or prepared spell, roll on 
  the table below to determine whether you retain the cast 
  spell, or if it is lost as normal.
  Table 461: Preserved Spells Retention Chance
  Spell Level
  Chance to Retain a Cast Spell
  0th
  90%
  1st
  75%
  2nd
  70%
  3rd
  65%
  4th
  60%
  5th
  50%
  6th
  45%
  7th
  40%
  8th
  30%
  9th
  20%
  OPOC Option
    12
  Make rolls on the above table with 
    Advantage (roll 
  twice, and select the preferred result to use).
  Slippery Retrieval
    10
  Though you know and prepare or memorize magic as normal, 
  the information has a way of slipping through the cracks of 
  your brain even when it’s most important.
  If you choose this option: Each time you attempt to cast a 
  spell, roll on the table below.  Success means you cast the 
  spell as normal, and it’s depleted as normal.  
  Failure means you are unable to retrieve the spell from 
  your memory, and it fizzles.  Whatever actions or material 
  components were required to cast the spell are still spent.  
  Finally, if you failed to cast the spell, make another roll on 
  the same table below.  Success means that although you 
  couldn’t cast the spell successfully, at least you didn’t deplete 
  the spell: if you had memorized or prepared the spell, it’s 
  still memorized/prepared; and if you instead use a number 
  of spells per day, the failure doesn’t count against that tally.
  Failure on this final roll means that the spell fizzled, and 
  counts as having been cast.
  Table 462: Slippery Retrieval Casting Chance
  Spell Level
  Chance to Cast a Spell
  0th
  95%
  1st
  90%
  2nd
  85%
  3rd
  80%
  4th
  75%
  5th
  70%
  6th
  65%
  7th
  60%
  8th
  50%
  9th
  35%
  Reinforced Revivification
    
    
    
    
    |  
    6
    This is a common house rule, especially for gaming 
  groups where death is common or even outright unavoidable.
  Your link with life is so potent that you may return from 
  death with minimal adverse effects.
  If you choose this option: You never suffer ill effects from 
  being brought back from the dead.  
  Regardless of the magic involved, any spell or other effect 
  that returns you from death to life does not incur the 
  normal negative penalties (e.g., negative levels, Constitution 
  penalties, and so on).
  You may not use Reinforced Revivification more than once 
  per gaming session.
  OPOC Option
    9
  In addition to the above, any magicks that return you from 
  the grave also restore you to your full maximum hit point 
  
  340
  Handicaps & Rules Adjustments
  total.
  Reluctant Revivification
    5
  You return from beyond the veil of life reluctantly, if at all.
  If you choose this option: Regardless of the effects involved, 
  each time you return from a state of Dead to Alive (or the 
  more precise mechanical terms of a given rules system), you 
  return at a single Hit Point.
  Any rolls to determine if you receive negative or lingering 
  harmful effects from having recently been dead are made 
  with 
    Disadvantage (roll twice, and select the less 
  favorable result).
  Gravelord
    
    
    
    
    |  
    4
  Necromancy is such second nature to you that the undead 
  you give rise to are uncommonly potent.
  If you choose this option: Undead you create or gain control 
  of automatically receive maximum hit points per hit die.  
  OPOC Option
    6
  In addition to the above, such creatures also receive an 
  ability score increase.  This increase is equal to your ability 
  score bonus for the relevant spellcasting used to create the 
  undead.  You may assign this increase to any of the undead’s 
  ability scores, with the usual implications for attack bonus, 
  damage bonus, etc.  
  For example, as most Wizards use Intelligence to power their 
  magic; a Wizard with an Intelligence modifier of +4 would 
  be able to grant any undead they created a +4 bonus to any 
  one of their ability scores.
  Nuanced Casting
    
    
    
    
    |  
    3
  Your mastery over different subschools of magic is such that 
  you can change the nature of the spells you cast relative to 
  those schools.
  If you choose this option: When casting a spell, you may 
  choose to add or remove descriptors.
  To remove a descriptor, select one of the descriptors that 
  normally applies to the spell (e.g., [Mind-Affecting]).  This 
  descriptor may be a subschool, or a simple descriptor.
  To apply a descriptor, simply add one as you desire.
  You may use this ability a number of times per gaming 
  session equal to your ability score modifier relevant to your 
  spellcasting ability.  
  Any relevant changes to the spell that would result from this 
  descriptor change take effect.  For example, if you would cast 
  spells with the Fire descriptor at a higher Difficulty Class 
  than normal, then the newly-Nuanced spell would benefit 
  from this feature.
  Using this ability does not change the spell’s level, its casting 
  time, or any other aspect of the spell.
  Declare your intent to use Nuanced Casting before casting 
  the spell you wish to use it with.
  OPOC Option
    5
  You may both add and remove descriptors from spells you 
  cast simultaneously.  
  Simple Counterspell
    
    
    
    
    |  
    3
    This is a common house rule, particularly in rules 
  systems whose rules for countering enemy spells are very 
  complex.
  Your knowledge of spellcraft is such that you can use a 
  versatile array of magicks to deny others the ability to 
  perform their own.
  If you choose this option: You may counterspell a spell 
  being cast by an enemy as a free action during their turn.  
  When you use this feature, you must lose a random prepared 
  spell of the same spell level as the target spell being 
  countered.  
  Any Spellcraft checks normally required to identify the 
  spell being cast are ignored, and any rules which state that 
  you can only counter a spell by casting that same spell are 
  ignored as well.  
  Although you do not require a readied action to perform a 
  counterspell as is mandated in some rules systems, when you 
  use Simple Counterspell, you may not cast a spell of your 
  own in your next turn.  You may otherwise act as normal in 
  your next turn.
  OPOC Option
    5
  As above, but you may select the spell lost.
  Spellshaper
    
    
    
    
    |  
    2
  You are able to change the default shape of a spell you cast.
  If you choose this option: When you cast a spell whose area 
  of effect involves a shaped region, you may select a different 
  shape.
  You may change a spell involving any one of these shapes, 
  into any other one of these shapes: Cone, Radius Burst, or 
  
  341
  Handicaps & Rules Adjustments
  Line.
  Declare your intent to use Spellshaper after you select a spell 
  to cast, but before you cast it.
  You may use this ability once per gaming session.
  Changing from one shape to another likely involves a change 
  to the numerical size, as summarized below.  The percentage 
  change indicated is applied to the original spell’s value, after 
  calculation including spell level.  
  So for example, if a spell is a 50’ Cone, changing it to a Line 
  (200%) means that it becomes a 100’ Line.
  Table 463: Spellshaper Size Impact
  Change Desired
  Impact on Resulting Size
  Cone to Radius
  50%
  Cone to Line
  200%
  Radius to Cone
  200%
  Radius to Line
  400%
  Line to Cone
  50%
  Line to Radius
  25%
  OPOC Option
    4
  As above, but you may use this ability a number of times per 
  gaming session equal to the ability score modifier of your 
  relevant spellcasting ability score.
  Unintentionally Amorphous Magic
    4
  Your control over the shapes of effect of your magic is 
  dubious at best.
  If you choose this option: Each time you cast a spell with 
  a shaped area of effect (i.e., either Cone, Radius, Line, or 
  Square), roll on the table below to determine the actual 
  shape that results.
  Roll on the table after you have declared a point of origin for 
  the effect, but before resolving that effect.  This may mean 
  that you accidentally affect a greatly different population of 
  targets!
  “Original” on this table means the spell takes whatever 
  shape it originally was meant to in the spell description.
  “Fizzles / Lost” means that the spell has no effect, but 
  counts  as having been cast and is lost.
  If your roll on the table below results in a different shape 
  than the one intended, roll on the Spellshaper Size Impact 
  table above to determine the change, if any, in resulting size 
  of effect.
  Table 464: Unintentionally Amorphous Magic Shape
  D%
  Shape
  01-20
  Cone
  21-40
  Radius
  41-60
  Line
  61-80
  Square
  81-94
  Original
  95-00
  Fizzles / Lost
  Low-Level Spell Flexibility
    
    
    
    
    |  
    3
  As your potency and ability grow, you grow more flexible in 
  how you use your less-powerful abilities.
  If you choose this option: When memorizing or preparing 
  your spells, you may choose to sacrifice a higher-level spell 
  slot and populate it with any number of spells of lower level 
  equal to that spell level.
  For example, if you sacrifice a 7th-level spell slot, you may 
  instead memorize one 4th-level and one 3rd-level spell.
  You may do this with a up to one spell slot per long rest.
  OPOC Option
    5
  As above, but you may do this with a number of spell 
  slots equal to the ability score modifier relevant to your 
  spellcasting.
  Hampered High-Level Spells
    4
  Though you learn spells at higher levels the same as your 
  peers, you must exert greater energies to prepare those top-
  tier magicks.
  If you choose this option: If you memorize or prepare any 
  spells at the highest spell level you are normally capable of 
  preparing, you lose a spell slot at the level one lower than 
  that.  
  For example, if you can prepare two 6th-level spells, you may 
  do so, but you lose one of your 5th-level spell slots each time 
  you do.
  Potent Penetration
    
    
    
    
    |  
    2
  Your spells are able to overcome the spell resistance of many 
  
  342
  Handicaps & Rules Adjustments
  creatures.
  If you choose this option: Once per gaming session, you 
  may choose to target your magical attacks to overcome an 
  enemy’s spell resistance (SR) or magic resistance.
  You make any check to penetrate enemy’s spell resistance 
  with 
    Advantage (roll twice, and select the preferred 
  result to use).  If instead an enemy makes a save or a 
  check to resist the effect, they make that roll with 
    
  Disadvantage (roll twice, and select the preferred result to 
  use).
  OPOC Option
    4
  You may use this ability a number of times per gaming 
  session equal to the ability score modifier on your 
  spellcasting ability score.
  Impotent Penetration
    2
  The reverse of the above: creatures who are able to resist 
  spellcasting effects are abnormally good at doing so against 
  your magic.
  You make any check to penetrate enemy’s spell resistance 
  with 
    Disadvantage (roll twice, and select the preferred 
  result to use).  If instead an enemy makes a save or a check 
  to resist the effect, they make that roll with 
    Advantage 
  (roll twice, and select the preferred result to use).
  School Potency
    
    
    
    
    |  
    3
  You have specialized in a school of magic so much that 
  the effects you generate via magicks from that school are 
  abnormally potent.
  If you choose this option: Choose a school of magic when 
  you are granted this Rules Adjustment.  Once per gaming 
  session, you may choose to enhance your spellcasting 
  abilities in this school of magic.
  You may gain or use School Potency multiple times.  Each 
  time, it applies to a different school of magic.
  Declare your intent to use School Potency as a free action, at 
  the same time that you declare what spell you wish to cast.
  When you use School Potency and cast a spell from the 
  school it applies to, all rolls related to that cast spell are 
  made with 
    Advantage (roll twice, and select the 
  preferred result to use).  
  Similarly, victims affected by the magic make any rolls to 
  resist or avoid its effects with 
    Disadvantage (roll twice, 
  and select the preferred result to use).
  OPOC Option
    5
  You may use this ability a number of times per gaming 
  session equal to the ability score modifier on your 
  spellcasting ability score.
  School Impotency
    1
  The reverse of the above: you are abnormally poor at magical 
  effects arising from a particular school of magic.
  You may receive School Impotency multiple times.  Each 
  time you receive it, it applies to a different School of Magic.
  You cannot select School Impotency to apply to a school of 
  magic that you are normally incapable of casting to begin 
  with, or that you have selected as one in which you have any 
  form of decreased capabilities (as part of a class feature, for 
  example).
  If you choose this option: Any spell you cast from a school 
  of magic to which School Impotency applies, all rolls related 
  to that cast spell are made with 
    Disadvantage (roll 
  twice, and select the preferred result to use).  
  Similarly, victims affected by the magic make any rolls to 
  resist or avoid its effects with 
    Advantage (roll twice, and 
  select the preferred result to use).
  
  343
  Handicaps & Rules Adjustments
  Overview
  Overview
  Traditional games may vary in how they split time between 
  combat, social encounters, exploration, and other endeavors, 
  but for solo play, much of the other types of behavior are 
  accelerated and reduced to die rolls.
  Therefore, combat is likely where you will be spending 
  the majority of your time as a solo adventurer, so it’s extra 
  useful to make rules adjustments here.
  Theatre of the Mind vs. Battlemaps
  This isn’t a rules adjustment, so much as a decision to make: 
  do you prefer a Theatre of the Mind (TotM) or Battlemaps 
  approach to combat?
  A Quick Reminder
  Although many understand the difference between these two 
  approaches, not every rules system explicitly supports both 
  of them.  
  To be clear, in solo play, you are free to select whichever 
  option you prefer, regardless of what the rules system you 
  are using dictates.
  Theatre of the Mind: You envision the combat taking place 
  in your mind.  It can be easier and quicker to keep track 
  of things, but the drawback is that it can be difficult to 
  determine ranges and areas of effect.  If you choose Theatre 
  fo the mind, there may be aspects of the rules that may 
  not be straightforward to figure out during combat (e.g., a 
  cone-shaped breath weapon... how do you know for sure how 
  many targets are affected?).
  Battlemaps: Whether printed, in books, presented as foldout 
  posters, hand-drawn on dry-erase boards or gridded paper, 
  or presented digitally in a virtual tabletop tool, battlemaps 
  present a visual depiction of the battlefield, with a grid 
  overlay.  Squares are typically employed, but hexes can be 
  used too.  
  The Choice in Solo Play
  Each has its advantages and challenges, and it is beyond 
  the scope of this book to fully debate the matter.  It is also 
  likely beyond the scope of any writing to declare one to be 
  objectively superior to the other.
  In most traditional gaming groups, the matter is one of 
  preference, and/or necessity for the tools and circumstances.  
  Those playing online via a virtual tabletop tool may choose a 
  different approach than a group playing in person.
  Whichever you opt for, recognize that the choice will have a 
  big impact on the combat aspect of your solo adventuring.  
  Typically, for solo games, Theatre of the Mind might be 
  easier to deal with overall, and will certainly make gameplay 
  quicker.
  Random Combat Rules 
  Random Combat Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  Combat Rules Adjustment Type
  Use the table below to randomly determine a rules 
  adjustment type (boon or penalty) in this category.
  Table 465: Random Combat Rules Adjustment Type
  d20
  Combat Rules Adjustment Type
  1-9
    Penalty
  10-18
    Boon
  19-20
    Reroll with Advantage
  Penalty Combat Rules Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 466: Random Combat Rules Adjustment Penalties
  d100
  Combat Rules Adjustment Penalty
  1-4
    Last Place
  5-10
    Sluggish Surprise
  11
    Hampered Actions
  12-17
    Unlucky
  18-19
    Terribly Unlucky
  20-21
    Time Curse
  22
    Time Curse, Greater
  23-25
    Fumbling Strikes
  26
    Fumbling Strikes, 
  Greater
  27-32
    Dull Strikes
  33-38
    Difficult Criticals
  39-41
    Completely Off-Guard
  Combat Rules Adjustments
  
  344
  Handicaps & Rules Adjustments
  d100
  Combat Rules Adjustment Penalty
  42-43
    Inept Armorer
  44-48
    Sluggish Limbs
  49-53
    Sluggish Blows
  54-57
    Weak Draw
  58-59
    Critical Weakness
  60-63
    Weak Criticals
  64-67
    Opportunistically 
  Vulnerable
  68-71
    Weak Reactions
  72-74
    Overwhelmed Defense
  75-77
    Subdued Attacks
  78-83
    Closed Stance
  84-89
    Sluggard
  90-91
    Inept Saves
  92
    No Good Luck
  93
    Hardcore Mode
  94-99
    Fumbled Maneuvers
  00
    Reroll with Advantage
  Table 467: Random Combat Rules Adjustment Boons
  d100
  Combat Rules Adjustment Boon
  1-2
    Auto-Initiative
  3-6
    Preternatural Initiative
  7
    Multi-Action
  8-12
    Mulligan
  13
    Time Warp
  14
    Forced Fumble
  15-16
    Keen Strike
  17-21
    Auto-Confirmed Criticals
  22
    Preternaturally Aware
  23-24
    Impacable Strike
  25-29
    Nimble Defense
  30
    Vicious Blows
  31-35
    Mammoth Draw
  d100
  Combat Rules Adjustment Boon
  36-37
    Decapitating Critical
  38-39
    Extreme Critical
  40-44
    Sixth Sense Defense
  45-46
    Uncanny Riposte
  47
    Fully-Aware Defense
  48-49
    Lethal Attacks
  50-51
    Versatile Strikes
  52-56
    Finessed Shot
  57-58
    Stretching Strike
  59-60
    Preternaturally Quick
  61
    Empowered Saves
  62-63
    Experienced Saves
  64
    No Bad Luck
  65-66
    Vorpal Strikes
  67-71
    Quick-Change Combatant
  72
    Rapid Striker
  73-77
    All-Terrain Fighter
  78
    Solo Endurance
  79
    Life Through Sheer Will
  80
    Versatile Step
  81-82
    Combat Ace
  83-86
    Overstyle
  87-90
    Deft Defense
  91-92
    Flexible Limbs
  93
    Ambidxtrous Double-
  Wielder
  94-95
    Infinite Ammunition
  96-97
    Potent Magical 
  Ammunition
  98-99
    Ever-Ready
  00
    Reroll with Advantage
  Magic Rules Adjustments
  Magic Rules Adjustments
  Below please find all of the rules adjustments in this 
  
  345
  Handicaps & Rules Adjustments
  category.
  Mulligan
    
    
    
    
    |  
    5
  Your natural luck and careful consideration make true failure 
  rare.
    (This is a long-standing IGS house rule.  In traditional 
  games, the GM may feel particularly thrilled if s/he forces 
  each and every player to spend their Mulligan.)
  If you choose this option: Once per gaming session, you 
  may choose to reroll any one d20 roll you have made.  For 
  gaming systems that use a different type of die as their core 
  mechanic, or systems that allow many different types of dice, 
  you may reroll any one die roll using any type of die.
  You must declare your use of your Mulligan prior to 
  determining the effects of the original roll—for example, if 
  you roll damage against an enemy, you must declare whether 
  you are using your Mulligan before the original damage roll 
  is assigned (and therefore, before you know whether it was 
  enough to kill the enemy).
  A Mulligan applies to one and only one roll.  The exception to 
  this is damage: you may spend a Mulligan to reroll an entire 
  single damage determination, no matter how many dice are 
  involved.  A “damage determination” is a single attack or 
  spell.
  OPOC Option
    12
  As above, but you receive one Mulligan per encounter, not 
  merely per gaming session.  
  These do not overflow: If you complete a combat encounter 
  without spending a Mulligan, for example, you do not receive 
  two Mulligans in your next encounter.
  Unlucky
    4
  Even when you feel most capable, you seem cursed with bad 
  luck.
  If you choose this option: The first time you make a critical 
  success in each gaming session, you must reroll the roll 
  which resulted in that success.  You abide by the results of 
  the reroll, which can still be a critical success.
  Terribly Unlucky
    9
  As Unlucky, but applies to the first critical success of every 
  single encounter.
  Auto-Initiative
    
    
    
    
    |  
    6
  Your time spent adventuring alone has honed your senses to 
  a supernatural degree, making you impossible to surprise.
  If you choose this option: You automatically win Initiative 
  checks, and/or may choose which initiative count you take 
  your actions on.  For all intents and purposes, you can simply 
  ignore the entire Initiative system of your game, and take 
  your turn whenever you wish to during combat.
  Last Place
    5
  No matter how much attention you pay to your surroundings, 
  you always seem to be the last one to recognize something 
  happening, and the last one to act.
  If you choose this option: You automatically lose all 
  Initiative checks.  
  Mechanically for systems that support the concept, after all 
  other sides or parties have rolled Initiative, you receive the 
  initiative count one lower than the lowest number already 
  rolled.
  Preternatural Initiative
    
    
    
    
    |  
    4
  Not only are you impossible to surprise, but you often catch 
  others off-guard, even in the most unlikely of circumstances.
  If you choose this option: If you win an Initiative check, 
  and/or if your initiative order means that you go first before 
  enemies, you may perform a surprise round of combat before 
  combat truly begins.  
  For rules systems that lack formal mechanics for surprise, 
  simply take a full regular turn; enemies may not strike back 
  or use abilities that trigger while defending or as a result 
  of being struck.  Use common sense with this restriction, 
  however: a monster that spills acid from its veins and 
  damages attackers during melee strikes will still produce 
  this effect.
  OPOC Option
    8
  As above, but you receive two full rounds of actions if you 
  win initiative.
  Notes In Combination: If you are using both Prenernatural 
  Initiative and Auto-Initiative, although you may ignore 
  initiative, roll it anyway to determine if you receive surprise 
  round(s) of actions.
  Sluggish Surprise
    4
  You never seem to be able to get the jump on anyone.
  If you choose this option: You cannot receive any additional 
  actions or rounds of combat as a result of surprising other 
  
  346
  Handicaps & Rules Adjustments
  creatures.  
  In any circumstances that would normally result in you 
  having such advantages by surprising another creature or 
  other parties, you forego those benefits, and simply receive  
    Advantage on your normal Initiative check for combat 
  beginning normally (roll twice, and select the preferred 
  result to use).
  Multi-Action
    
    
    
    
    |  
  Your reflexes, strength, stamina, and overall combat prowess 
  make you a more flexible and competent warrior than 
  normal.
  If you choose this option: Add one standard action to the 
  action economy.  
  Pathfinder: 
    24
  You may take one additional standard action each round.  
  When you perform a full-round action, you may also perform 
  an additional standard action.  No other types of action 
  (swift, immediate, etc.) are affected.
  5E/Fifth Edition: 
    24
  You may take an additional action each round.  Typically, this 
  means that you may take two actions each round.  No other 
  types of action (bonus, reaction, etc.) are affected.
  P2e/Pathfinder Second Edition: 
    16
  You may take one additional action each round.  Typically, 
  this means that you may take four actions each round.  No 
  other types of action (bonus, reaction, etc.) are affected.
  OSR: 
    24
  You may take an additional action: attacking, casting a spell, 
  and so on.  Typically, this means that you may take two 
  actions per round.  
  DCC/Dungeon Crawl Classics: 
    18
  You receive one additional Action Die, equal to the smallest 
  Action Die you already use.  So if you already have Action 
  Dice d24/d20, this rules adjustment would grant you d24/
  d20/d20.
  Hampered Actions
    
    
    
    
   
  You are clumsy and inept to the point of not always being 
  able to execute the most basic of actions that your peers 
  enjoy.
  Pathfinder: 
    20
  You may make either one Standard, or one Move, action, as 
  normal, each round.  If you attempt both, the second you 
  attempt has a 
    15% chance of being impossible.
  If you are normally capable of more than one attack when 
  making a Full-Round Action, your total number of such 
  attacks is reduced by 1.
  Additionally, each Swift or Immediate actions you attempt a 
    15% chance of failing.
  5E/Fifth Edition: 
    16
  Each Bonus Action, Reaction, or other “non-standard” 
  action you attempt has a 
    25% chance of failing.
  P2e/Pathfinder Second Edition: 
    18
  Although you still receive 3 actions each round, when you 
  attempt to use your second action each round, there is a 
    
  10% chance of it failing.  Each time you use your third action 
  in a round, there is a 
    15% chance of it failing.
  For actions that require the use of both your second and 
  your third action in a round, make a single roll to determine 
  failure: the chance is 
    20%.
  OSR: 
    24
  If you move an take an action in a round, roll when you 
  attempt the second component of that combination: there is 
  a  
    15% chance that second activity fails.
  DCC/Dungeon Crawl Classics: 
    18
  If you have multiple Action Dice, make a check each time you 
  attempt more than one action in a single round.  Each action 
  beyond your first in a round has a 
    15% chance of failing.
  Time Warp
    
    
    
    
    |  
    15
  At times, your nimble form can behave as no other could, 
  producing twice the results in the same amount of time, to 
  the shock and awe of your foes.
  If you choose this option: Once per gaming session, at the 
  start of your turn, you may invoke a Time Warp.  Take two 
  rounds worth of actions rather than just one.  
  For all other purposes, you have merely taken a single turn: 
  Effects that are present on the battlefield that have a round-
  based timer count this as a single round, for example.
  OPOC Option
    25
  
  347
  Handicaps & Rules Adjustments
  As above, but you may invoke this ability once per combat 
  encounter instead.
  Timecurse
    12
  You suffer from a temporal/spatial curse which causes you to 
  simply lose track of time periodically.
  If you choose this option: The first time in each gaming 
  session that you roll a natural 1 on a d20 means that the 
  curse is forming.  
  When this occurs, your next entire round of combat is 
  forfeited entirely.  Enemies and other creature allies act 
  normally, but you are frozen in time and space, unable to act.
  Between the end of your round in which you rolled the 1, 
  until your next round following the forfeited one, attacks 
  against you gain 
    Advantage on your normal Initiative 
  check for combat beginning normally (roll twice, and 
  enemies select the more advantageous result to use).
  Though you’re stuck in time, you’re not completely immobile, 
  and can still attempt saving throws.  Saves you make during 
  your “lost round” suffer 
    Disadvantage (roll twice, and 
  select the less beneficial result to use).  
  Timecurse, Greater
    22
  As Timecurse, however, it applies to the first natural 1 in 
  each encounter, not just in each gaming session.
  Forced Fumble
    
    
    
    
    |  
    8
  Your knowledge of tactics and awareness of your 
  surroundings means you gain a special advantage over your 
  foes when it comes to dodging their attacks.
  If you choose this option: Once per combat encounter, you 
  may downgrade one enemy’s attack result by one order of 
  magnitude, as follows.
  Critical hits or successes become merely regular hits/
  successes.
  Regular hits or successes become misses.
  Misses or failures become critical fumbles/failures.
  Declare your intent to use Forced Fumble after the enemy 
  makes an attack roll, but before they roll for damage or other 
  aspects of the strike are resolved.
  OPOC Option
    15
  As above, but you may employ this technique once per 
  enemy within each combat encounter.
  Fumbling Strikes
    6
  You’re fundamentally inept in combat, to the point where 
  when you fail, you do so spectacularly.
  If you choose this option: The first time each gaming 
  session that you miss in a combat roll or otherwise generate 
  a Failure result, downgrade it further to a critical miss or 
  Critical Failure result.
  Fumbling Strikes, Greater
    13
  As Fumbling Strikes, but applies to the first failure in each 
  encounter, not merely to each gaming session.
  Keen Strike
    
    
    
    
    |  
    6
  You have the ability to find an opponent’s weak spot in an 
  uncanny manner.
  If you choose this option: Once per combat encounter, you 
  may upgrade one of your own attack results by one order of 
  magnitude, as follows:
  Regular hits or successes become critical hits/successes.  
  For rules systems that require confirmation for critical hits, 
  your critical hit is automatically confirmed.
  Misses or failures become hits or successes.
  Critical misses or failures become mere misses.
  Declare your intent to use Keen Strike after making your 
  attack roll, but before you recognize impacts of the result.
  OPOC Option
    14
  As above, but you may employ this technique once per 
  enemy within each combat encounter.
  Dull Strikes
    5
  Even with the proper equipment and no shortage of fortune, 
  you often fail to land the killing blow.
  If you choose this option: The first time you score a critical 
  success / hit in each encounter, downgrade it to an ordinary 
  success or hit.
  Vorpal Strikes
    
    
    
    
    |  
    7
  You are far more likely to inflict maximum damage against 
  an opponent.
  
  348
  Handicaps & Rules Adjustments
  If you choose this option: Your critical threat range is 
  increased by 1 point.  
  This stacks with weapons, feats, spells, and other effects 
  that also increase your critical threat range.  So for example, 
  if you are wielding a longsword in Pathfinder, (which 
  normally threatens on a 19-20), Vorpal Strikes would allow 
  you to threaten a critical hit on an 18, 19, or a 20.
  For rules systems that do not involve this concept (and 
  merely determine critical hits based on natural 20 rolls), you 
  inflict critical hits when you roll a 19 or a 20.  If under such 
  a system you somehow already inflict critical hits on this 
  sort of expanded range, that range increases by 1 point.
  No other aspect of critical hits is affected by this rules 
  adjustment.  So, for example, under Pathfinder, barring 
  other rules adjustments or effects, though you threaten a 
  critical on an expanded range, you will still have to confirm 
  critical hits.
  OPOC Option
    16
  As above, but your threat range increases by 2 points.
  Auto-Confirmed Criticals
    |  
    4
  When you see a gap in an enemy’s capabilities, you make 
  sure to take full advantage of it.
    This is a common house rule, particularly for those 
  gaming groups used to rules systems that do not require 
  confirmation for critical hits.
  This rules adjustment can only be applied to rules systems 
  that require you to confirm critical hits.
  If you choose this option: You automatically confirm 
  any critical hits you threaten.  If special conditions 
  apply, whereby the amount by which you succeed on the 
  confirmation roll drives additional mechanics, for example, 
  you may still make a confirmation roll, but even if it is a 
  natural 1, the critical hit is still confirmed.
  Difficult Criticals
    3
  You are challenged to take advantage of an opponent’s soft 
  underbelly.
  If you choose this option: Each time you threaten a 
  critical hit, you make the roll to confirm that hit with  
    
  Disadvantage (roll twice, and select the less beneficial result 
  to use).
  Preternaturally Aware
    
    
    
    
    |  
    8
  Your senses are finely-tuned, and your awareness tingles at 
  the onslaught of any threat.
  If you choose this option: You never suffer penalties to your 
  Armor Class or other defenses due to combat circumstances 
  that are positional, tactical, or surprise-related.  For 
  example, in Pathfinder, you are never denied your Dexterity 
  bonus to AC, even if you are flanked.  
  Abilities and effects (both your own and those of your 
  enemies) that rely upon flanking or other tactical 
  circumstances continue to function as normal.  For example, 
  though you may not be denied your Dexterity bonus to AC 
  if you are flanked while using this Rules Adjustment, you 
  may still be subject to Sneak Attack damage and additional 
  effects.
  OPOC Option
    15
  As above, but you are never surprised, never suffer a 
  surprise round of combat from ambushing foes, and never 
  suffer penalties to initiative due to hidden dangers.  In 
  addition, enemy effects and abilities which trigger off of 
  such tactical circumstance cannot be used (e.g., Sneak Attack 
  damage).
  Completely Off-Guard
    7
  When you are taken off-guard, you are unusually susceptible 
  to negative consequences.
  If you choose this option: When you are surprised, you 
  make saves with 
    Disadvantage (roll twice, and select the 
  less beneficial result to use).
  Additionally, foes striking you when you are surprised gain 
    Advantage (roll twice, and enemies select the more 
  advantageous result to use).
  These effects apply whenever you are caught Flat-Footed, or 
  otherwise denied your Dexterity or Agility bonus to Armor 
  Class for systems that apply those mechanics.
  Implacable Strike
    
    
    
    
    |  
    6
  Your attacks can be so intensely effective that they seem to 
  simply bypass armor altogether!
  If you choose this option: Once per gaming session, you 
  may make a single attack (melee or ranged) that need only 
  touch the target.  This Implacable Strike ignores armor, 
  deflection, and other shielding in the victim.
  Declare your intent to use Implacable Strike before making 
  an attack roll.  Make a single attack roll at your highest 
  bonus.  For Pathfinder, treat the attack as a touch attack.  For 
  other rules systems, first subtract armor bonuses from the 
  target’s Armor Class.  
  If the target you are making an Implacable Strike against 
  does not contain sufficient information in its stat block for 
  you to make the determination, calculate its “Touch AC” by 
  taking the rules system’s default (i.e., common unarmored) 
  
  349
  Handicaps & Rules Adjustments
  Armor Class, and then applying ONLY the target’s Dexterity 
  or Agility bonus (if applicable).
  Note that Implacable Strike bypasses not only worn armor, 
  but natural armor, when used.
  OPOC Option
    15
  As above, but limited to once per encounter, not once per 
  gaming session.
  Inept Armorer
    9
  Though you may be technically proficient in wearing certain 
  kinds of armor, it sits poorly with you, and you often forget 
  to strap down pauldrons or adjust vabrances and so on.
  If you choose this option: The first strike against you in 
  each combat is counted as a touch attack, and bypasses 
  armor entirely.  See the Impacable Strike rules above for 
  mechanics on computing Touch AC if your rules system does 
  not natively generate it as part of your statblock.
  Nimble Defense
    
    
    
    
    |  
    4
  Your swerving torso, dancing limbs, and seemingly liquid 
  spine make you a formidably dexterous opponent in combat.
  If you choose this option: Double-count your Dexterity or 
  Agility bonus to Armor Class, if any.  
  This bonus applies regardless of the type and nature of 
  armor you wear.  (In Pathfinder, for example, treat the Max 
  Dex Bonus of any armor you don as infinite.)
  OPOC Option
    9
  As above, but triple-count your bonus to AC.  For example, if 
  your Dexterity or Agility bonus is +3, count it as +9 instead.
  Sluggish Limbs
    3
  Your dextrousness applies to fine-motor tasks, not to your 
  combat capabilities.
  If you choose this option: You do not count your Dexterity 
  or Agility bonus to Armor Class.
  You may only select this Rules Adjustment if your Dexterity 
  or Agility bonus is normally at least +1.
  Vicious Blows
    
    
    
    
    |  
    9
  You are incredibly effective at harnessing your muscles and 
  sinew into melee strikes.
  If you choose this option: Double-count your Strength 
  bonus to your melee attack damage.  In cases where other 
  multipliers are involved, first determine the number arising 
  from those modifiers, then double the resulting value.  
  For example, Pathfinder allows you to apply 1.5 times your 
  Strength bonus to damage for melee attacks made while 
  wielding a weapon with both hands.  If your normal Strength 
  bonus in this scenario was +4, you would first determine the 
  two-handed bonus, then double it... resulting in a massive 
  +12 damage.
  OPOC Option
    15 
  As above, but triple the damage modifier.
  Sluggish Blows
    3
  Your physical prowess applies to slow tasks such as bending 
  bars or lifting gates or hauling; you have never caught the 
  knack of applying that capability in a fast-paced combat 
  scenario.
  If you choose this option: You do not count your Strength 
  bonus to melee damage.  Strength bonuses to your attack 
  rolls are unaffected by this Rules Adjustment.
  You may only select this Rules Adjustment if your Strength 
  bonus is normally at least +1.
  Mammoth Draw
    
    
    
    
    |  
    5
  Though perhaps better known for your muscles, your ranged 
  attacks leverage this beefiness to brutal effect.
    This Rules Adjustment, outside its OPOC option, is a 
  somewhat uncommon house rule.
  If you choose this option: Apply your Strength bonus to all 
  ranged attacks that feature or require strength: drawing a 
  bow string, hurling a rock, and so on.
  Use common sense here: crossbows and firearms are unlikely 
  to benefit greatly from having high Strength, and so do not 
  receive this bonus.
  OPOC Option
    12
  Apply twice your Strength bonus to such ranged attacks.
  Weak Draw
    4
  You’re unable to draw bowstrings very powerfully.
  If you choose this option: Your Strength penalty applies 
  to ranged weapons that require strength: bows and thrown 
  
  350
  Handicaps & Rules Adjustments
  weapons, for example.
  In addition, magical ranged weapons you wield do not 
  receive bonuses to damage due to their enhancement 
  modifier.  They still benefit from this modifier on your attack 
  rolls, however.
  You may only select this Rules Adjustment if your Strength 
  bonus is normally -1 or worse.
  Finessed Shot
    
    
    
    
    |  
    4
  Your knowledge, senses, and skill with ranged weaponry add 
  lethality to your strikes.
    This Rules Adjustment, outside its OPOC option, is a 
  somewhat uncommon house rule.
  If you choose this option: Apply your Dexterity bonus to all 
  of your ranged damage rolls.  
  This bonus stacks with any other applicable bonuses, 
  from native rules as well as with other rules adjustments.  
  For example, if you are using both Mammoth Draw and 
  Finessed Shot, you would apply both your Strength and your 
  Dexterity bonuses to your ranged attacks.
  OPOC Option
    10
  Apply twice your Dexterity bonus to such attacks.
  Extreme Critical
    
    
    
    
    |  
    7
  When you slip beyond an enemy’s defenses, you have trained 
  yourself to carve out the greatest advantage possible.
  If you choose this option: Instead of doubling damage when 
  you make a critical hit, triple it.
  For rules systems that already allow different multipliers 
  when inflicting critical hit damage, increase the applicable 
  multiplier by 1x.  For example, in Pathfinder, a Heavy Pick 
  normally inflicts 4x critical damage.  When striking with a 
  Heavy Pick using the Extreme Critical rules adjustment, the 
  weapon inflicts 5x damage.
  For DCC/Dungeon Crawl Classics, you may make rolls on 
  Critical Hit tables with 
    Advantage (roll twice, and select 
  the preferred result to use).
  OPOC Option
    
    
    
    
    15
  As above, but quadruple damage / increase multiplier by 2x. 
  Weak Criticals
    6
  Even when striking at the most opportune moment, you fail 
  to take advantage of the strike to greatest effect.
  If you choose this option: When you make a confirmed 
  critical hit, your damage is downgraded from where it would 
  normally be.  
  If you would normally merely double (2x) your damage, you 
  instead roll damage normally, but with 
    Advantage (roll 
  twice, and select the preferred result to use).
  Multipliers that would normally be in excess of 2 are reduced 
  by one: 3x becomes 2x, for example.
  For DCC/Dungeon Crawl Classics, you must make rolls on  
  Critical Hit tables with 
    Disadvantage (roll twice, and 
  select the less preferred result to use).
  Decapitating Critical
    
    
    
    
    |  
    28
  Your critical hits have the capability of severing a victim’s 
  head entirely from its body, killing it in a single blow.
  If you choose this option: Whenever you make a critical 
  hit in combat, the victim must make a saving throw or die 
  outright immediately, regardless of how many hit points it 
  had remaining.
  For rules systems that do not involve a Difficulty Class, the 
  save is simply against Death.
  For rules systems requiring a DC, use”FlexTable 6: 
  QuickStart Difficulty Class” on page 37 to determine the 
  DC value of the save.  Use your PC’s level to determine which 
  Quad you use, and use Context A.
  The rules and requirements to effectively make a critical hit 
  are unchanged by this Rules Adjustment.  For example, you 
  still need to confirm a threatened critical in Pathfinder in 
  order for this rule to take effect.
  OPOC Option
    32
  As above, but use Context D.
  Critical Weakness
    11
  You suffer abnormally greatly from precise strikes.
  If you choose this option: Whenever you suffer a critical hit, 
  you take more damage from it.
  For enemy attacks that involve a damage multiplier, increase 
  the multiplier involved by 1.  3x becomes 4x, for example.
  For DCC/Dungeon Crawl Classics, enemies make rolls on 
  Critical Hit tables with 
    Advantage (roll twice, and select 
  the more lethal result to use).
  
  351
  Handicaps & Rules Adjustments
  Sixth Sense Defense
    
    
    
    
    |  
    4
  Between your nerves, your intuition, and your training, you 
  have eyes in the back of your head, making it incredibly 
  difficult for you to be surprised by those wishing to take 
  advantage of tactical positioning.
  If you choose this option: Once per round, you may 
  designate one enemy who would normally be able to strike at 
  you; that enemy may not make opportunity attacks against 
  you until the start of your next round.  You may declare your 
  intent to use this ability as that enemy declares their intent 
  to make an opportunity attack.
  OPOC Option
    13
  As above, but applies automatically to any number 
  of enemies: simply put, you are no longer subject to 
  opportunity attacks.  
  In addition, once per combat session, if an enemy does try to 
  make an opportunity attack, you may make a melee attack 
  back against that enemy.  Make one attack with one wielded 
  weapon at your highest attack bonus.
  Opportunistically Vulnerable
    
    
    
    5
  You are unnaturally susceptible to opportunity attacks.
  If you choose this option: When an enemy strikes at you 
  with an opportunity attack or a Reaction attack or otherwise 
  strikes you when it is your turn, they make their attack and 
  damage rolls with 
    Advantage (roll twice, and select the 
  more lethal result to use).
  Uncanny Riposte
    
    
    |  
    5
  Though you may still suffer opportunistic attacks when 
  others attempt to take advantage of your poor tactical 
  positioning, you are sufficiently nimble so as to strike back 
  against them when they do so.
  If you choose this option: Each time an enemy makes an 
  opportunity attack at you, you may make a single melee 
  attack back at them.  Make a single attack using your highest 
  attack bonus.
  Resolve each enemy’s opportunity attack fully before making 
  your Uncanny Riposte.
  “Opportunity attack” generally means attacks of opportunity, 
  Reaction attacks, or any other time when an enemy strikes at 
  you when it is your turn in combat.
  You may use this ability a number of times per combat 
  encounter equal to your Strength bonus.
  This rules adjustment does not change any other rules 
  regarding opportunity attacks; without additional rules 
  adjustments, you are subject to opportunity attacks as 
  normal. 
  OPOC Option
    8
  As above, but there is no limit to the number of times you 
  may use this ability.
  Weak Reactions
    5
  Though you may still take advantage of the poor tactical 
  positioning of others, you fail to fully invest yourself in the 
  strikes.
  If you choose this option: You make all attack and damage 
  rolls for your opportunity attacks with 
    Disadvantage 
  (roll twice, and select the less preferred result to use).
  Fully-Aware Defense
    |  
    9
    This rules adjustment may only be used with rules 
  systems that differentiate between types of Armor Class 
  depending on the circumstances.
  Despite the chaos of combat, you are always able to bring 
  your full defenses to bear against any attack.
  If you choose this option: You use your full Armor 
  Class against any and all attacks, regardless of combat 
  circumstances.  For example, you would count your Flat-
  Footed AC as equal to your full normal AC.  This rules 
  adjustment does not apply against touch attacks.
  OPOC Option
    17
  As above, but touch attacks and ranged touch attacks must 
  go against your full normal Armor Class.
  Overwhelmed Defense
    
    
    
    
   
    8
  You are quickly overwhelmed when faced with more than 
  one enemy combatant.
  If you choose this option: When faced with more than one 
  opponent immediately next to you (i.e., if you are in a square 
  threatened by more than one enemy creature) in melee 
  combat, the first enemy creature to strike you in each round 
  does so against your Touch AC.
  For systems that do not formally implement a separate value 
  for Touch AC, take the default Armor Class for your rules 
  
  352
  Handicaps & Rules Adjustments
  system, and apply only your Dexterity or Agility modifier.
  Lethal Attacks
    
    
    
    
    |  
    8
  The chances of you inflicting below-average damage in a 
  combat situation are next to zero.
  If you choose this option: When rolling to determine 
  damage you inflict in combat, you may reroll any dice that 
  are rolled as a “1”.  You may only reroll such dice once.
  This rules adjustment applies to all combat damage you 
  inflict: melee attacks, ranged attacks, special abilities, spells, 
  poisons that you were the source of, and so on.
  You may use this ability once per combat encounter.
  OPOC Option
    17
  As above, but you may reroll any dice that initially show a 
  “1” or a “2”.  You must abide by the new results, even if they 
  are less favorable than the original rolls.  In addition, you 
  may use this ability any number of times.
  Subdued Attacks
    9
  Though a capable combatant, you never seem to be able to 
  optimize your blows for maximum effect.
  If you choose this option: When rolling to determine 
  damage you inflict in combat, you must reroll any dice that 
  initially show maximum values.  
  This Rules Adjustment applies to all damage you inflict in 
  combat.  That means ranged and spell damage as well!
  For example, if you roll 2d8 for damage, and roll a 3 and an 
  8, you must reroll the 8.
  The second roll stands, even if it is again a maximum value.
  Versatile Strikes
    
    
    |  
    6
    This rules adjustment only applies to rules systems that 
  differentiate between different types of mundane damage.
  You are able to use any weapon in a variety of styles, 
  whether or not the device was originally designed for that 
  type of combat.
  If you choose this option: You may choose to inflict a 
  different type of mundane damage with any weapon you 
  wield.  For example, a spear normally inflicts piercing 
  damage, but you can choose instead to inflict bludgeoning 
  damage.
  Make this declaration before rolling to hit.  All of the melee 
  strikes you inflict in a given round must be of the same 
  type.   Even if the weapon normally deals multiple types of 
  mundane damage (e.g., piercing/slashing), you may only 
  choose to inflict a single type of damage with this ability.
  OPOC Option
    13
  As above, but you may choose to have your attacks inflict 
  multiple types of damage in a single round (e.g., piercing and 
  slashing).  In addition, even mundane weapons in your hands 
  count as magical weapons for the purposes of overcoming 
  damage reduction and immunities.
  Stretching Strike
    
    
    |  
    9
    This rules adjustment only applies to systems that have 
  a concept of Reach for melee range.  It’s also usable with 
  Theatre of the Mind style rules systems, but imagination is 
  more of a factor.
  Through flexibility, determination, and will, you are able to 
  extend the range of your melee strikes.
  If you choose this option: Your Reach increases by 5’.  For 
  most PCs, this means your Reach is now 10’.  This applies 
  any time you are carrying a weapon, and stacks with other 
  effects that increase Reach: for example, if you’re carrying a 
  Halberd, which is normally a Reach weapon, your full Reach 
  value would be 15’.
  OPOC Option
    22
  As above, but your base Reach increases by 10’, not 5’.
  Closed Stance
    2
  You are very close-stanced in combat, and cannot extend 
  yourself beyond a small space.
  If you choose this option: You cannot take advantage of 
  Reach weapons or effects.  Your Reach is always 5’ regardless 
  of what Feats, skills, talents, class features, or weaponry you 
  use.
  Preternaturally Quick
    
    
    
    
    |  
    7
  As a solo adventurer, you’ve discovered that sometimes, 
  the wisest course of action is to evade or avoid, rather than 
  confront directly.
  If you choose this option: Your base Speed increases by 
  10’.  This bonus stacks with other effects that increase your 
  Speed, for example, Monk class abilities or the Fleet feat.
  Once per gaming session, you may temporarily boost this by 
  
  353
  Handicaps & Rules Adjustments
  an additional 10’ for one round.
  OPOC Option
    18
  As above, but your base Speed increases by 20’, and you may 
  boost by an additional 20’ once per encounter.
  Sluggard
    4
  Even given the most favorable circumstances, you are unable 
  to exert yourself beyond a slow walk.
  If you choose this option: Your base Speed becomes 
  the lowest supported by a race, background, or ancestry 
  available in the core rulebook of your rules system (e.g., 20’ 
  for Pathfinder).  
  Heavy armor, encumbered load, or other circumstances 
  that would normally reduce your base Speed cause you to 
  become fully immobile and are therefore not sustainable as 
  commonplace.
  In addition, any effects that grant bonuses to this base Speed 
  are reduced by 5’.  Effects that grant merely a 5’ bonus have 
  no effect on you.
  Empowered Saves
    
    
    |  
    9
    This rules adjustment applies to rules systems with 
  “consolidated saving throws”.  That is, Fortitude / Reflex / 
  Will.  As of this writing, that means Pathfinder, Pathfinder 
  Second Edition, and Dungeon Crawl Classics.
  Your natural abilities make you far more difficult to defeat 
  outright.
  If you choose this option: You gain additional bonuses to 
  your saving throw modifiers, based on additional Ability 
  Scores.
  Fortitude: Add your Strength modifier as well as your 
  Constitution modifier to your save bonus.
  Reflex: Add your Intelligence modifier as well as your 
  Dexterity modifier to your save bonus.
  Will: Add your Intelligence or Charisma / Personality 
  modifier as well as your Wisdom modifier to your save bonus
  Inept Saves
    6
  Your ability to withstand, resist, and dodge momentous 
  phenomenon is not benefited by your raw natural abilities.
  If you choose this option: You do not gain ability score 
  bonuses to your saving throw modifiers.
  Experienced Saves
    
    
    
    |  
    15
    This rules adjustment applies to rules systems with 
  consolidated, or ability score, saving throws.  It therefore 
  does not apply to OSR systems.
  In addition to your raw physical talents, your wealth of 
  experience is useful in staving off unusual challenges.
  If you choose this option: You gain an additional bonus to 
  your saving throw modifiers based on your class level.  This 
  bonus stacks with all other modifiers to your saving throws.
  How much of a bonus, and how it is derived, varies by rules 
  system, as follows:
  Pathfinder and  
  P2e/Pathfinder Second Edition:  
  Add the total of your class levels to each of your saving 
  throw bonuses.  For multiclassed characters, count only the 
  highest class you have.  For example, if you are a Fighter 7 / 
  Rogue 3, you would add +7 to your saving throw rolls.
  5E/Fifth Edition and 
  DCC/Dungeon Crawl Classics: 
  Add the total of your class levels, divided by 3, rounded up.  
  For example, if you were a Fighter 7, you would add +3 to 
  your saving throw rolls.
  No Bad Luck
    
    
    
    
    |  
    18
  Although you may not necessarily be prone to excessive good 
  fortune, you are adept at avoiding bad luck.
  If you choose this option: You are no longer prone to 
  critical failures or fumbles, and your attempts do not fail 
  automatically if you roll a 1.  Any time you roll a 1, count it as 
  the number 1, not having rolled a natural 1 die roll result.
  In combat, for example, if a 1 is sufficient numerically to still 
  succeed in the task being attempted, if you roll a 1, you still 
  succeed.
  OPOC Option
    24
  As above, but you may also choose to reroll any d20 (or 
  Action Die, for DCC) roll of a 1.
  No Good Luck
    26 (thirteen times two!)
  You’re sure it’s just a feeling or depression, but you swear 
  you are never lucky.  Like, ever.
  If you choose this option: You never generate critical hits 
  or critical successes.  Count any die rolls as what they are; 
  natural 20s do not elevate success to critical success, for 
  example.
  Quick-Change Combatant
    
    
    
    
    |  
  
  354
  Handicaps & Rules Adjustments
    5
  You are adept at changing your wargear to best suit the 
  circumstances of combat.
    (This is a long-standing IGS house rule, particularly 
  for low-level groups, small adventuring parties, or 
  inexperienced players.)
  If you choose this option: Switching between one set of 
  equipment in your hands and another does not require an 
  action.  
  “Equipment in your hands” typically means “weapon”, but it 
  applies to any combination of items that are carried in your 
  hands.  So, for example, you may switch between a sword 
  and shield to a two-handed greataxe; or you may change 
  from a dagger and shortsword to a longbow.  
  You may use this ability once per combat encounter.  
  OPOC Option
    8
  As above, but you may use it any number of times, freely 
  “toggling” between sets of wargear.
  Rapid Striker
    
    
    
    
    |  
    11
    This rule applies only in rules systems that allow PCs 
  to make multiple strikes in a single round, so long as they 
  spend the entire round (i.e., a full-round action) attacking 
  and not performing any other abilities.
  Your swift abilities apply even if you are otherwise occupied 
  in combat.
  If you choose this option: If, in a full-round action, you are 
  allowed to make two or more strikes, you may make two 
  such attacks using only a single standard action.  So, for 
  example, you could make a move action, and then make two 
  attacks.
  You only receive a second attack, regardless of how many 
  additional attacks you are allowed with a full-round action.
  If you choose to use Rapid Striker, any other actions used 
  that round may not be attacks.
  OPOC Option
    25
  You may always make a full-round attack (or in other 
  parlance, make your maximum number of regular attacks) as 
  a single standard action.  
  All-Terrain Fighter
    
    
    
    
    |  
    5
  You are swift and nimble in even the most challenging and 
  shifting of terrain.
  If you choose this option: You do not count movement 
  penalties for difficult terrain, and can move through such 
  areas as normal.  
  OPOC Option
    9
  In addition to the above, you may ascend or descend for 
  free during a move without having to make a skill or ability 
  check.
  Solo Endurance
    
    
    
    
    |  
    16
  As a singleton warrior, even mortal wounds are but 
  temporary drawbacks toward the larger goal.  
  If you choose this option: You do not die, or get knocked 
  unconscious, if you reach zero or fewer hit points.  Continue 
  to keep track of your hit point value, which can reach into 
  the negative.  Your dangerously decreased health does not 
  affect your combat abilities in any way.
  You die completely if you reach negative hit points equal to 
  half your normal hit point maximum.  So, if your normal hit 
  point maximum was 60, you would die despite the benefit of 
  Solo Endurance if you reached -30 hit points.
  At the conclusion of the combat in which you entered 
  negative hit points, you have one minute per point of 
  Constitution /Stamina to get your HP back into positive 
  territory.  Spells, potions, rest, and other effects are entirely 
  feasible options for restoring lost hit points.
  If, at the end of this time limit, you still have zero or fewer 
  hit points, you die as normal.  Otherwise, dipping into the 
  negative realm was no different than any other decrease in 
  your health.
  OPOC Option
    20
  As above, but you have until the end of the gaming session to 
  restore your HP back into positive territory to avoid death.
  Hardcore Mode
    50
  Even the faintest touch of death is entirely fatal to your 
  terrified constitution.
  If you choose this option: You die immediately if you ever 
  reach 0 hit points.  
    Perhaps obviously, this Rules Adjustment is not 
  recommended for those embarking upon solo adventures.  
  Particularly for those pursuing an OPOC approach, this 
  spells the immediate end of the campaign. 
   
  That said, it can certainly appeal to those with a more 
  old-school leaning, and those who do not shy away from 
  character mortality and having to restart things.
  
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  Handicaps & Rules Adjustments
  Life Through Sheer Will
    
    
    
    
    |  
    20
  Even death itself is merely an obstacle that can be overcome, 
  given sufficient willpower and ability.
  If you choose this option: If you die, despite all other effects 
  and benefits that might apply, you may choose to restore 
  your PC to life.  
  Each time you use this ability, it inflicts a permanent 
  decreases of 
    2d4 points of Constitution / Stamina to the 
  character that cannot be avoided or nullified in any way, 
  and cannot be restored even with a wish or miracle (though 
  effects that increase ability scores will still apply as normal).
  When you use this ability, the current combat encounter (if 
  any applied when you died) ends to no further effect, though 
  from a story perspective, any enemies that remained still 
  count as undefeated, and you receive no experience points or 
  other benefit from the encounter.
  Your PC is restored to life with some scarce hit points; roll 
  1d4 per hit die or class level to determine how many HP s/
  he has.
  Poisons, conditions (e.g., Nauseated), or short-term effects 
  (whether beneficial or harmful) that applied during your 
  demise are removed altogether.  Curses, diseases, and long-
  term effects that applied remain in effect.
  OPOC Option
    28
  As above, but even more beneficial: The penalty is reduced 
  to 
    1d4 points of Constitution / Stamina; even curses and 
  diseases are removed; and you roll 1d8 per hit die/class level 
  to determine the HP with which you are restored.
  Versatile Step
    
    
    
    
    |  
    12
    This rules adjustment works best in systems that use a 
  Battlemap approach to combat tactics.
  Your movement through the terrain of combat simply does 
  not affect you negatively.
  If you choose this option: You may move as you wish 
  about the battlefield, with no negative impacts or triggers 
  associated with that movement.  
  For example, you may move through an opponent’s 
  threatened squares and not provoke an opportunity attack, 
  and you may move through enemy squares to reach your 
  final positioning for the round.
  This rules adjustment does not change rules governing 
  where you may end your movement: for example, you still 
  must reach a vacant square to end your movement and 
  cannot occupy the same square as other combatants.
  Combat Ace
    |  
    7
    This rules adjustment only applies to Pathfinder, or 
  systems that use a Combat Maneuver Bonus / Defense 
  system for special combat actions.
  When you attempt a combat maneuver, it usually works the 
  first time.
  If you choose this option: Once per gaming session, the first 
  time that you attempt a combat maneuver, and fail against 
  the target’s CMD, you may reroll your attempt.
  You may use Combat Ace any number of times per gaming 
  session; however, each time, it must be used with a different 
  Combat Maneuver type.  So, for example, you may use 
  Combat Ace once with Trip, and again with Disarm, in the 
  same gaming session.  However, you cannot use Combat Ace 
  twice in a gaming session with the same maneuver.
  OPOC Option
    10
  As above, but you are limited to using this ability once per 
  combat maneuver type per combat encounter, not merely by 
  gaming session.
  Overstyle
    |  
    6
    This rules adjustment only applies to Pathfinder, or 
  systems that use a Combat Maneuver Bonus / Defense 
  system for special combat actions.
  You are often able to execute precise maneuvers in addition 
  to inflicting maximum damage.
  If you choose this option: Whenever you inflict a critical hit, 
  you may automatically choose to execute a Combat Maneuver 
  for free.  Doing so does not affect any other attacks you may 
  be entitled to this round.
  Declare your intent to use Overstyle after you inflict and 
  resolve the critical hit, but before resolving your next attack 
  (if any).  
  The combat maneuver you declare must be one that you are 
  normally capable of attempting, and this rules adjustment 
  does not alter any other aspects of the combat maneuver in 
  question.
  You may make multiple bonus combat maneuvers in a single 
  round using Overstyle, if you inflict multiple critical hits.  
  The maneuvers declared may be the same or different if this 
  occurs.
  OPOC Option
    9
  As above, but in addition, once per combat encounter, you 
  may use Overstyle to execute a bonus combat maneuver for 
  
  356
  Handicaps & Rules Adjustments
  free at any point in a normal full-round attack.
  Fumbled Maneuvers
    4
  When you err in performing a tactical maneuver, your 
  enemies make you suffer for it.
  If you choose this option: If you attempt a Combat 
  Maneuver, and do not succeed, your enemies gain  
    
  Advantage (roll twice, and select the preferred result to use) 
  on their attack and damage rolls for any opportunity attacks.
  If your talents are such that enemies are normally not 
  offered an opportunity attack if you fail a combat maneuver, 
  they still receive one, albeit without the Advantage above.
  Deft Defense
    |  
    5
    This rules adjustment only applies to Pathfinder, or 
  systems that use a Combat Maneuver Bonus / Defense 
  system for special combat actions.
  You are unnaturally gifted at denying enemies their attempts 
  at special actions.
  If you choose this option: Once per combat session, you 
  may force an opponent who has just attempted a combat 
  maneuver against you to reroll the attempt.  You must abide 
  by the second result, even if it is less favorable than the first.  
  Declare your intent to use Deft Defense after the enemy 
  makes their CMB roll, but before resolving its effects.
  OPOC Option
    7
  As above, but you may use the ability once per combat 
  session, per opponent.
  Flexible Limbs
    
    
    |  
    7
    This rules adjustment only applies to Pathfinder, or 
  systems that use Grapple or similar mechanics.
  Being grappled or restrained does not impair your combat 
  abilities.
  If you choose this option: If you have the Grappled 
  condition, or are otherwise being restrained or in hand-
  to-hand combat that would normally apply penalties or 
  restrictions on your ability to perform actions, those 
  penalties and restrictions do not apply, and you may take 
  actions normally, except that you may not move away from 
  the situation.
  You remain grappled or restrained, and any other rules that 
  apply to your situation are unaffected.
  Penalties that apply outside of your actions on your turn—for 
  example, a penalty to Armor Class—remain in effect.
  Ambidextrous Double-Wielder
    
    
    
    
    |  
    14
    This rules adjustment only applies to rules systems that 
  allow normal PCs to dual-wield weapons; i.e., attack with 
  two weapons, one in each hand.
  Both of your hands are dominant, and your concentration is 
  such that you can effectively swing weapons in each hand 
  with ease.
  If you choose this option: You suffer no penalties for dual-
  wielding weapons, one in each hand.  
  Note that this rules adjustment likely negates the need for 
  several Pathfinder Feats.  Ignore such Two-Weapon Fighting 
  feats for the purposes of determining prerequisites for other 
  two-weapon fighting feats.  For example, you can simply take 
  Double Slice.
  Infinite Ammunition
    
    
    
    
    |  
    3
    Many gaming groups have this house rule already, at 
  least for mundane ammunition.
  You never seem to run out of ammo when throwing or firing 
  ranged weapons.  Quivers are full, throwing daggers are 
  always at the ready.
  If you choose this option: Do not track the depletion of 
  ammunition for your thrown or fired ranged weapons.  You 
  always have sufficient arrows, quarrels, bolts, or sling 
  bullets.  
  Infinite Ammunition applies only to mundane ammo.
  OPOC Option
    15
  As above, but applies to magical ammunition as well.  
  Mechanically, you may also assume magical thrown weapons 
  have the Pathfinder returning quality.
  Potent Magical Ammunition
    
    
    
    
    |  
    8
    Many gaming groups have this house rule already.
    This rules adjustment only makes sense in rules systems 
  that allow for both magical ranged weapons and magical 
  ammunition.
  Magical ranged weapons in your hands gain extra potency 
  when used with magical ammunition.
  
  357
  Handicaps & Rules Adjustments
  If you choose this option: The bonuses from magical 
  ammunition and magical weapons you wield stack.  So a +2 
  longbow firing +1 arrows results in a total bonus to attack 
  and damage rolls of +3.
  Ever-Ready
    
    
    
    
    |  
    5
  You are always hyper-aware of your surroundings, and 
  you are always ready to react at a moment’s notice if the 
  circumstances of combat shift.
  If you choose this option: You may ready an action on your 
  turn for free, to use during the enemy’s turn.  You may only 
  do this once per gaming session.  Declare your intent to use 
  Ever-Ready before the end of your turn.
  You may use Ever-Ready once per gaming session.
  For rules systems that formally structure it (e.g., Pathfinder), 
  you Ready an Action (any kind) without having to spend that 
  action during your turn.
  For other rules systems: Declare the circumstances that will 
  trigger your use of the readied action (“if that lizardman 
  approaches within 10’ of me”, “if that orc attacks me”, “if any 
  trap is sprung”, and so on).  You may take an action during 
  the enemy’s turn if that trigger condition is met.
  If you do not execute the readied action prepared using 
  Ever-Ready, or if it is not triggered, then it does not count as 
  having used Ever-Ready, and you may use it again.
  OPOC Option
    13
  As above, but you are limited instead to once per combat 
  encounter.
  
  358
  Handicaps & Rules Adjustments
  Overview
  Overview
  For the purposes of this section, an “Affliction” is a poison, 
  curse, disease, condition, and any permanent or temporary 
  debuffing or unwanted effect.  If a rules adjustment’s 
  language makes sense only in the context of a subset of 
  these, then it applies to that subset of these afflictions.
  Many of the rules and mechanics governing afflictions vary 
  considerably from rules system to system.  
  The following rules adjustments are largely written so as to 
  flexibly be incorporated into any of the supported systems, 
  but some unavoidably use system-specific language.
  Finally, much of the language in this section uses the term 
  “poison”; unless otherwise explicit, this is to be interpreted 
  as a placeholder for “afflictions” in general.
  Random Affliction Rules 
  Random Affliction Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Affliction Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 468: Random Affliction Rules Adjustments
  d20
  Affliction Rules Adjustment
  1
    Abnormally Susceptible
  2
    Poison Susceptibility
  3
    Disease Susceptibility
  4
    Curse Susceptibility
  5
    Condition Susceptibility
  6
    Abnormally Resistant
  7
    Superior Poison Use
  8
    Tricky Poisoner
  9
    Lethal Poisoner
  10-11
    Lasting Afflictions
  d20
  Affliction Rules Adjustment
  12-13
    Potent Poisoner
  14
    Shake it Off
  15
    Poison Immunity
  16
    Disease Immunity
  17
    Curse Immunity
  18
    Condition Immunity
  19
    Debuff Immunity
  20
    Reroll with Advantage
  Boon Affliction Rules Adjustments
  Use the table below to randomly determine a beneficial rules 
  adjustment in this category.
  Table 469: Random Affliction Rules Adjustment Boons
  d20
  Affliction Rules Adjustment Boon
  1
    Abnormally Resistant
  2-3
    Superior Poison Use
  4-5
    Tricky Poisoner
  6
    Lethal Poisoner
  7-8
    Lasting Afflictions
  9-10
    Potent Poisoner
  11-12
    Shake it Off
  13-14
    Poison Immunity
  15-16
    Disease Immunity
  17
    Curse Immunity
  18
    Condition Immunity
  19
    Debuff Immunity
  20
    Reroll with Advantage
  Penalty Affliction Rules Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Afflictions Rules Adjustments
  
  359
  Handicaps & Rules Adjustments
  Table 470: Random Affliction Rules Adjustment Penalty
  d20
  Affliction Rules Adjustment Penalty
  1-3
    Abnormally Susceptible
  4-7
    Poison Susceptibility
  8-11
    Disease Susceptibility
  12-15
    Curse Susceptibility
  16-19
    Condition Susceptibility
  20
    Reroll with Advantage
  Affliction Rules 
  Affliction Rules 
  Adjustments
  Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Abnormally Resistant
    
    
    
    
    |  
    11
  Your constitution allows you to suffer even the most potent 
  of disadvantages without effect.
  If you choose this option: You make any saving throws 
  related to Afflictions with 
    Advantage: that is, you roll 
  twice, and may choose the more advantageous of the results.
  OPOC Option
    13
  In addition to the above, once per gaming session, you may 
  choose to reroll one saving throw related to an Affliction.
  Abnormally Susceptible
    10
  You suffer the effects of afflictions more easily than others.
  If you choose this option: You make saving throws against 
  Afflictions with 
    Disadvantage (roll twice, and select the 
  least preferable result to use).
  Superior Poison Use
    
    
    
    |  
    5
    This rules adjustment only applies to rules systems 
  which involve Difficulty Classes for poisons.
  Your poisons are particularly lethal.
  If you choose this option: The Difficulty Class for poisons 
  that you apply to weapons or ammunition, or otherwise 
  inflict on others, increases.  This bonus stacks with all other 
  forms of modifier to your poison DC.
  The DC bonus you receive depends on the Quadded Difficulty 
  band you are playing at, as follows:
  Table 471: Superior Poison Use DC Bonuses
  Quadded 
  Difficulty Band
  Applied / Inflicted Poison DC 
  Bonus
    Low
  +1
    Moderate
  +2
    Advanced
  +4
    Elite
  +6
  OPOC Option
    8
  Add 2 to each of the DC bonuses listed above.  
  Tricky Poisoner
    
    
    
    
    |  
    5
  When you inflict a wound with a weapon coated in poison, 
  you are unusually adept at ensuring the virulence takes 
  effect with the blow.
  If you choose this option: Once per combat encounter, you 
  may force an enemy you are striking with a poisoned weapon 
  or poisoned ammunition to take any saving throws related to 
  that poison at 
    Disadvantage (the victim rolls twice, and 
  must use the less advantageous result).
  Declare your intent to use Tricky Poisoner after you have 
  made your attack roll, but before damage is inflicted and 
  before the victim attempts a saving throw against your 
  poison.
  OPOC Option
    14
  The option to force disadvantage on a poison is unlimited: 
  every time you make a poisoned attack, enemy(ies) struck 
  must make their saving throws with Disadvantage.
  Lethal Poisoner
    
    
    
    |  
    8
    This rules adjustment only applies to rules systems 
  which allow PCs to craft or brew poisons, AND which use 
  
  360
  Handicaps & Rules Adjustments
  Difficulty Classes for poison effects.
  Poisons you create are significantly more lethal than those 
  crafted by your peers.
  If you choose this option: When you craft a poison per the 
  normal rules, the DC of the resulting poison increases by 
  an amount relative to the Quadded Difficulty band you are 
  playing at, as shown below:
  Table 472: Lethal Poisoner Crafted DC Bonuses
  Quadded 
  Difficulty Band
  Crafted Poison DC Bonus
    Low
  1d4
    Moderate
  1d6
    Advanced
  2d4
    Elite
  2d6
  This bonus stacks with all other bonuses to the DC of poisons 
  you use (including those from other Rules Adjustments, for 
  example).
  OPOC Option
    11
  As above, but you may make the roll on the table above with  
    Advantage (roll twice, and select the preferred result to 
  use).
  Lasting Afflictions
    
    
    
    
    |  
    3
    This rules adjustment only applies to rules systems in 
  which afflictions have a duration.
  When you inflict poison or other afflictions against an 
  enemy, that victim suffers its effects for far longer than 
  usual.
  If you choose this option: When an enemy you strike with a 
  poisoned, cursed, diseased, or other affliction-based attack 
  fails their save and suffers a duration-based effect from the 
  affliction(s) applied, that duration is increased by 50%, 
  rounded up.  For example, a poison that normally lasts 4 
  rounds would last 6 rounds.  
  For randomized durations, first roll the value, then apply the 
  extra duration.  Therefore, for a curse that lasts 1d6 rounds, 
  you might roll a 3; the resulting duration then becomes 5 
  rounds.
  OPOC Option
    5
  As above, but the duration is doubled (i.e., increased by 
  100%).
  Potent Poisoner
    
    
    
    
    |  
    4
  When you inflict afflictions on enemies, their effects are 
  more damaging than normal.
  If you choose this option: Whenever an enemy suffers an 
  affliction from your attacks, any numerical values suffered 
  from that affliction are increased.  Typically, this will involve 
  poison damage or ability damage.
  For afflictions which randomize their numerical impact, 
  you may make the roll with  
    Advantage (roll twice, and 
  select your preferred result to apply).
  For afflictions with a fixed numerical value, increase the 
  value by 50%, rounded up.  For example, a poison that 
  inflicts 1 point of Strength damage would instead inflict 2 
  points of Strength damage.
  OPOC Option
    7
  As above, but randomized numerics receive both Advantage 
  on the roll, and an increase of 50% from the resulting value.  
  Fixed values are doubled.
  Shake it Off
    
    
    
    
    |  
    5
  You’re unnaturally resistant to afflictions; any you suffer 
  seem to affect you far less than your peers.
  If you choose this option: Any numerical values of 
  afflictions suffered are halved, rounded up.  For example, 
  a poison that inflicts 3 points of Dexterity damage would 
  instead inflict 2 points.
  For randomized values suffered, first make the roll to 
  determine the value, then apply the reduction.  For a curse 
  that reduces your Charisma by 1d6 points, you might roll a 4, 
  and then halve that, to suffer only 2 points of reduction.
  OPOC Option
    7
  As above, but for randomized numerics, you may force the 
  enemy to roll with 
    Disadvantage (the enemy rolls twice, 
  and must use the less advantageous result).
  For fixed numerics, you still halve the value, but round 
  down, with results less than 1 still counting as 1.
  Poison Immunity
    
    
    
    
    |  
    6
  You no longer suffer the effects of poisons.
  
  361
  Handicaps & Rules Adjustments
  If you choose this option: You can temporarily make 
  yourself immune to poisons altogether.  Once per combat 
  encounter, you can choose to ignore the effects of a suffered 
  poison.
  Declare your intent to use Poison Immunity after you have 
  failed your saving throw against an inflicted poison.
  If you gain the benefit of an effect that grants poison 
  immunity, you may remove this Rules Adjustment.
  OPOC Option
    14
  As above, but there is no limit: you are simply immune to 
  poisons as a permanent effect.
  Poison Susceptibility
    4
  You suffer the effects of poisons more easily than others.
  If you choose this option: You make saving throws against 
  Poisons with 
    Disadvantage (roll twice, and select the 
  least preferable result to use).  
  Poison damage amounts against you are calcluated with 
    
  Advantage (roll twice, and select the more damaging result 
  to use).
  Disease Immunity
    
    
    
    
    |  
    5
  As Poison Immunity, but applied to Diseases and disease 
  effects.
  OPOC Option
    12
  As above, but there is no limit: you are simply immune as a 
  permanent effect.
  Disease Susceptibility
    4
  You suffer the effects of diseases more easily than others.
  If you choose this option: You make saving throws against 
  Diseases with 
    Disadvantage (roll twice, and select the 
  least preferable result to use).  
  Numerical impacts (e.g., ability score damage) against 
  you resulting from Disease effects are calcluated with 
    
  Advantage (roll twice, and select the more damaging result 
  to use).
  Curse Immunity
    
    
    
    
    |  
    3
  As Poison Immunity, but applied to Curses curse effects.
  OPOC Option
    11
  As above, but there is no limit: you are simply immune as a 
  permanent effect.
  Curse Susceptibility
    3
  You suffer the effects of curses more easily than others.
  If you choose this option: You make saving throws against 
  Curses and curse effects with 
    Disadvantage (roll twice, 
  and select the least preferable result to use).  
  Numerical impacts (e.g., ability score damage) against 
  you resulting from Curse effects are calcluated with 
    
  Advantage (roll twice, and select the more damaging result 
  to use).
  Condition Immunity
    
    
    |  
    5
    This rules adjustment only applies to rules systems 
  which involve Conditions.  
  You tend to shake off suffered conditions.
  If you choose this option: Pick a number of Conditions (see 
  below for list) equal to your Constitution or Stamina bonus.  
  Once per combat encounter, you may choose to ignore one 
  Condition suffered from those choices.
  Declare your intent to use Condition Immunity after failing 
  a saving throw or otherwise confirming that you do indeed 
  suffer from a chosen Condition.
  If an effect raises or reduces your Constitution or Stamina to 
  a point where it affects your corresponding modifier, adjust 
  the list of chosen Conditions accordingly.
  The complete list below is shown for Pathfinder; other 
  supported rules systems do not natively support most of 
  these Condition concepts.  However, there are many third-
  party rules (including many published by Infinium Game 
  Studios) that make this full spectrum of these Conditions 
  possible even in those other rules systems.
  Pathfinder: Blinded, Confused, Cowering, Dazed, Dazzled, 
  Deafened, Exhausted, Fascinated, Fatigued, Frightened, 
  Nauseated, Panicked, Shaken, Sickened, Staggered, Stunned
  5E / Fifth Edition: Blinded, Deafened, Frightened, Stunned, 
  Exhausted
  P2E / Pathfinder Second Edition: Blinded, Clumsy, 
  Confused, Dazzled, Deafened, Doomed, Drained, Enfeebled, 
  Fascinated, Fatigued, Frightened, Sickened, Slowede, 
  Stunned, Stupefied
  OPOC Option
    21
  
  362
  Handicaps & Rules Adjustments
  As above, but you are permanently immune to the chosen 
  Conditions.
  Debuff Immunity
    
    
    
    
    |  
    9
  You are unnaturally resistant to spells and effects which 
  reduce your combat capabilities.
  If you choose this option: You make saving throws against 
  “debuff” effects with  
    Advantage (roll twice, and select 
  your preferred result to apply).
  In addition, once per gaming session, you may choose to 
  ignore the effects of one debuff spell or effect.  Declare your 
  intent to use this feature of Debuff Immunity after failing a 
  saving throw, or otherwise confirming that you will suffer 
  from a debuff effect.
  OPOC Option
    12
  As above, but you may choose to ignore one debuff effect per 
  combat encounter, not merely once per gaming session.
  Condition Susceptibility
    7
  You are unnaturally susceptible to certain conditions, 
  whether it is past trauma, mental weakness, or other 
  circumstance that fuels the weakness.
  If you choose this option: You make saving throws against 
  effects that grant Conditions with 
    Disadvantage (roll 
  twice, and select the least preferable result to use).  
  Durations for Conditions inflicted against you are calcluated 
  with 
    Advantage (roll twice, and select the longer result 
  to use).
  See Condition Immunity for lists of Conditions to which this 
  Rules Adjustment applies.
  
  363
  Handicaps & Rules Adjustments
  Overview
  Overview
  Doors, rubble, traps, locks, or other impediments block 
  access to other adventure content.
  This section addresses rules adjustments that offer 
  advantages when dealing with Obstacles.
  Random Obstacle Rules 
  Random Obstacle Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Obstacle Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 473: Random Obstacle Rules Adjustments
  d20
  Obstacle Rules Adjustment
  1
    Trap Overlooker
  2-3
    Fumblepicks
  4-5
    Loud Walker
  6-7
    Navigation Buffoon
  8-9
    Tricky Unlocker
  10
    Trap Prescience
  11
    Skilled Disabler
  12-13
    Smashy-Smashy
  14-15
    Quiet Disabler
  16
    Quiet Navigator
  17-18
    Terrain Navigator
  19
    One-Pass Disabler
  20
    Reroll with Advantage
  Boon Obstacle Rules Adjustments
  Use the table below to randomly determine a beneficial rules 
  adjustment in this category.
  Table 474: Random Obstacle Rules Adjustment Boons
  d20
  Obstacle Rules Adjustment Boon
  1-2
    Trap Prescience
  3-5
    Skilled Disabler
  6-8
    Smashy-Smashy
  9-11
    Quiet Disabler
  12-14
    Quiet Navigator
  15-17
    Terrain Navigator
  18-19
    One-Pass Disabler
  20
    Reroll with Advantage
  Penalty Obstacle Rules Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 475: Random Obstacle Rules Adjustment Penalty
  d20
  Obstacle Rules Adjustment Penalty
  1-3
    Trap Overlooker
  4-7
    Fumblepicks
  8-11
    Loud Walker
  12-15
    Navigation Buffoon
  16-19
    Tricky Unlocker
  20
    Reroll with Advantage
  Affliction Rules 
  Affliction Rules 
  Adjustments
  Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Trap Prescience
    
    
    
    
    |  
    8
  Obstacles Rules Adjustments
  
  364
  Handicaps & Rules Adjustments
  You’re keenly aware of traps and triggers, and can spot them 
  from a mile away.
  If you choose this option: You make all of your Perception 
  or related checks to notice or detect traps with  
    
  Advantage (roll twice, and select your preferred result to 
  apply).
  OPOC Option
    13
  As above, but in addition, you may also choose to 
  automatically detect traps a number of times per gaming 
  session equal to your Dexterity or Agility modifier.
  Trap Overlooker
    4
  You’re prone to completely overlook even the most obvious 
  of trapped rooms, devices, and objects.
  If you choose this option: You make saving throws to detect 
  traps with 
    Disadvantage (roll twice, and select the least 
  preferable result to use).  
  Skilled Disabler
    
    
    
    
    |  
    7
  You’re unnaturally talented at picking locks, disabling 
  mechanisms, and otherwise tinkering with mechanical 
  objects to make them serve your will.
  If you choose this option: You make all of your Dexterity, 
  Agility, Disable Device, or related checks to manipulate 
  mechanical objects or devices with  
    Advantage (roll 
  twice, and select your preferred result to apply).
  OPOC Option
    12
  As above, but in addition, you may also choose to 
  automatically succeed in such attempts a number of times 
  per gaming session equal to your Dexterity or Agility 
  modifier.
  Fumblepicks
    3
  Even if you know something is trapped, or are familiar a 
  type of lock, it takes you a great deal of time and failure to 
  successfully disable mechanisms.
  If you choose this option: You make saving throws to 
  disable devices, unlock locks, and related skills with 
    
  Disadvantage (roll twice, and select the least preferable 
  result to use).  
  You may only select Fumblepicks if you have abilities in 
  lockpicking or trap-disabling (either from an applicable tool 
  proficiency, a class skill or skill proficiency, or class feature).
  Smashy-Smashy
    
    
    
    
    |  
    4
  Your natural brawn allows you to apply enormous 
  destructive force to objects.
  If you choose this option: You make all of your Strength, 
  Bend Bars/Lift Gates, Sunder maneuver attempts, attack 
  rolls, or related checks to destroy or move objects with  
    
  Advantage (roll twice, and select your preferred result to 
  apply).
  OPOC Option
    7
  As above, but in addition, you may also choose to 
  automatically succeed in such attempts a number of times 
  per gaming session equal to your Strength modifier.
  Quiet Disabler
    
    
    
    
    |  
    3
  When you set about disabling an obstacle or piece of 
  machinery, you do so silently, even when you fail.
  If you choose this option: You never trigger rolls on a 
  Wandering Monster table as a result of failing an obstacle-
  related check.
  Quiet Navigator
    
    
    
    
    |  
    6
  You walk quietly by nature.
  If you choose this option: Wandering monster rolls are 
  made with  
    Advantage (roll twice, and select your 
  preferred result to apply).
  OPOC Option
    11
  As above, but in addition, you may choose to ignore prompts 
  to roll on a wandering monster table a number of times per 
  gaming session equal to your Dexterity or Agility modifier.
  Loud Walker
    7
  You can’t help it: you walk loudly, and obviously, even if the 
  terrain would typically lend itself to silence.
  If you choose this option: Rolls on Wandering Monster 
  tables are made with  
    Disadvantage (roll twice, 
  and select the least preferable result to use) from your 
  perspective.
  
  365
  Handicaps & Rules Adjustments
  Terrain Navigator
    
    
    
    
    |  
    4
  You have a natural ability to progress over challenging 
  terrain types safely.
  If you choose this option: You may navigate terrain that 
  would normally involve a Swim, Climb, Acrobatics, or other 
  physical navigation skill or ability check without having to 
  take such a check.  
  You still navigate such terrain with the usual penalties to 
  movement, if any apply; you merely do not have to check to 
  see if you fall, drown, or otherwise suffer consequences for 
  not being able to successfully move through the terrain.
  OPOC Option
    6
  As above, but you move through such terrain without 
  penalty.
  Navigation Buffoon
    5
  Climbing, swimming, or other weird forms of movement are 
  unnaturally cumbersome to you, and you tend to fail at them 
  regardless of the circumstances.
  If you choose this option: You make checks to navigate 
  unusual terrain with  
    Disadvantage (roll twice, 
  and select the least preferable result to use) from your 
  perspective.
  This applies to skill checks related to climbing, swimming, 
  navigating difficult terrain, acrobatically leaping over or 
  between rocks, and so on.
  One-Pass Disabler
    
    
    
    
    |  
    8
    This is a House Rule that is often employed to streamline 
  gameplay and/or save time, particularly in treasure- or trap-
  heavy environments.
  You’ve seen more than your share of traps, locks, and 
  treasures, to the point where you’re able to swiftly multitask 
  to get to your objective.
  If you choose this option: You may make a single Disable 
  Device, Thieves’ Tools, or related mechanical skill or ability 
  check to both disable a trap, and to unlock the trapped item.  
  Typically this combination applies to a trapped and locked 
  treasure chest, but it could also be a trapped and locked door, 
  or other obstacle.  If your attempt fails, roll a d6: on a 1-3, 
  the failure applies to the trap; on a 4-6 applies to the lock.
  You don’t have to declare your intent to use One-Pass 
  Disabler; it automatically applies to any situation in which 
  you are facing an obstacle is both locked and trapped.
  OPOC Option
    14
  You may make a single check to do three things: to detect 
  a trap, to disable the trap, and to disable a lock.  You may 
  choose to use either a Perception-related or a Disable Device-
  related check to attempt all three activities.  If the attempt 
  succeeds, you automatically succeed at all three tasks.  If you 
  fail, roll a d6: on a 1-4, the failure applies to the trap; on a 
  5-6, the failure applies to the lock only. 
  You do not have to declare your intent to use the OPOC 
  option of One-Pass Disabler; you may simply approach any 
  potentially locked and/or trapped obstacle by using a single, 
  triple-purpose check.
  Tricky Unlocker
    3
  You’re unlucky in cases where you fail to unlock devices.
  If you choose this option: If you are unlocking a trapped 
  device, and either the trap has sprung or has been disabled, 
  and you fail in the unlock attempt, the trap is automatically 
  re-armed.
  
  366
  Handicaps & Rules Adjustments
  Overview
  Overview
  Weapons, armor, artifacts, potions, rings, and more... gear 
  makes the adventurer more often than not.  
  This section contains a number of rules adjustments 
  pertaining to a solo adventurer’s equipment.
  Random Combat Rules 
  Random Combat Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  Equpiment Rules Adjustment Type
  Use the table below to randomly determine a rules 
  adjustment type (boon or penalty) in this category.
  Table 476: Random Equipment Rules Adjustment Type
  d20
  Equipment Rules Adjustment Type
  1-9
    Penalty
  10-18
    Boon
  19-20
    Reroll with Advantage
  Penalty Equipment Combat Rules 
  Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 477: Random Equipment Rules Adjustment Penalties
  d20
  Equipment Rules Adjustment Penalty
  1
    Gear Mistreater
  2-3
    Poor Scavenger
  4-5
    Poverty Background
  6-7
    Periodic Debt
  8-9
    Gem Mistreater
  d20
  Equipment Rules Adjustment Penalty
  10-11
    Jewelry Mistreater
  12-13
    Artwork Mistreater
  14
    Inept Treasure Scavenger
  15-16
    Artifact Bumbler
  17-18
    Unlucky Scavenger
  19
    Trove Mangler
  20
    Reroll with Advantage
  Table 478: Random Equipment Rules Adjustment Boons
  d100
  Equipment Rules Adjustment Boon
  1-4
    Light as a Feather
  5-8
    Shirak
  9-12
    Ample Markets
  13-16
    Be Prepared
  17-20
    Armorer
  21-24
    Weapon Collector
  25-28
    Fine-Tuner
  29-32
    Master Scavenger
  33-36
    Inheritance
  37-40
    Passive Income
  41-44
    Master Gemcutter
  45-48
    Master Jewelsmith
  49-52
    Eye of the Beholder
  53-54
    Treasure Hunter
  55-58
    Artifact Interpreter
  59-62
    Selective Scavenger
  63-66
    Armor Finder
  67-70
    Weapon Finder
  71-74
    Potion Finder
  75-78
    Ring Finder
  79-82
    Rod Finder
  83-86
    Scroll Finder
  87-90
    Staff Finder
  Equipment & Treasure Rules Adjustments
  
  367
  Handicaps & Rules Adjustments
  d100
  Equipment Rules Adjustment Boon
  91-94
    Wand Finder
  95-98
    Wondrous Item Finder
  99
    Trove Hunter
  00
    Reroll with Advantage
  Magic Rules Adjustments
  Magic Rules Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Shirak
    
    
    
    
    |  
    2
    This is a common house rule, particularly for parties that 
  are no longer low-level.
  Solo adventurers have more than enough to handle without 
  the need to constantly manage light sources!
  If you choose this option: You may, as a free action, cause 
  light to turn on or off around you to aid your vision.
  The light counts as torchlight, and is centered on you.  
  Mechanically, this is nearly identical to the ioun torch 
  wondrous item in Pathfinder.
  Light as a Feather
    
    
    
    
    |  
    2
    Many gaming groups have this house rule already, but 
  it’s particularly grueling for a solo adventurer to have to 
  manage.
  This one’s simple: no encumbrance.
  If you choose this option: You need not track encumbrance 
  at all.  It’s perhaps unrealistic that your single solo 
  adventurer could carry everything that they might want 
  to take along the way, but you’ll just have to suspend your 
  disbelief.
  This does not change the capabilities of, say, bags of holding, 
  which may still be useful for other purposes.
  Ample Markets
    
    
    
    
    |  
    2
    Many gaming groups use this house rule, particularly 
  those playing in a high fantasy / highly-available magic 
  campaign setting.
  If you choose this option: You may assume every town has 
  a vendor who can provide mundane equipment at market 
  rates.
  Price Variability
  Optionally, you can include an additional level of variability 
  to the pricing of mundane items in towns and merchants 
  you encounter, using the following table to determine the 
  variance from full retail price of offered goods.
  Table 479: Ample Markets Sales Pricing
  D20
  Pricing
  01-02
  30% more expensive
  03-04
  20% more expensive
  05-06
  10% more expensive
  07-14
  Normal (as listed in rulebook)
  15-18
  10% discount
  19-20
  20% discount
  You can also roll separately to determine variable purchasing 
  of used items, as follows:
  Table 480: Ample Markets Buying Pricing
  D20
  Pricing
  01-02
  25% retail value
  03-04
  35% retail value
  05-15
  Normal (50% full retail value)
  16-17
  60% retail value
  18-19
  75% retail value
  20
  Full retail value
  OPOC Option
    4
  As above, but you may make rolls on each Ample Markets 
  table with 
    Advantage (roll twice, and select the more 
  advantageous of the two results).
  Be Prepared
    
    
    
    
    |  
    4
  As a solo adventurer, you’re used to packing every single 
  item that you may require in your travels.
  If you choose this option: You may assume all mundane 
  equipment is at your disposal.  Mechanically, you may 
  automatically add one of any non-magical item from your 
  
  368
  Handicaps & Rules Adjustments
  game’s core rulebook to your inventory at any time as a free 
  action.
  OPOC Option
    5
  As above, but you may also assume that any such items are 
  Masterwork.  This option applies only to Pathfinder games.
  Armorer
    
    
    
    
    |  
    4
  You have a great ability to take one set of armor and turn it 
  quickly into any other set of armor.
  If you choose this option: You may assume all mundane 
  armor and shields are at your disposal.  Mechanically, you 
  may automatically add one of any non-magical shield or 
  piece of armor from your game’s core rulebook to your 
  inventory at any time as a full-round action.
  OPOC Option
    5
  As above, but you may also assume that any such items are 
  Masterwork.  This option applies only to Pathfinder games.
  Weapon Collector
    
    
    
    
    |  
    5
  Necessity has made you the mother of invention: you can 
  swiftly convert one weapon into another.
  If you choose this option: You may assume all mundane 
  weapons are at your disposal.  Mechanically, you may 
  automatically add one of any non-magical weapon and up 
  to 5 pieces of corresponding mundane ammunition from 
  your game’s core rulebook to your inventory at any time as 
  a standard action.  This includes all non-magical weapons, 
  even Exotic or other normally restricted items.
  OPOC Option
    7
  As above, but you may also assume that any such items are 
  Masterwork.  This option applies only to Pathfinder games
  Fine-Tuner
    |  
    5
    This rule applies only to Pathfinder games, or those with 
  a native concept of Masterwork items.
  With skill and time, your tinkering abilities can take even 
  common items and turn them into highly useful versions of 
  themselves.
  If you choose this option: After a long or overnight rest, 
  weapons and armor in your inventory are automatically 
  upgraded to Masterwork versions.  This applies to a number 
  of items of your choice equal to your Intelligence modifier.
  OPOC Option
    6
  As above, but applies to all items in your inventory.
  Gear Mistreater
    5
  You abuse your gear, often resulting in broken and unusable 
  items if they stay with you for a long time.
  If you choose this option: Each long rest, mundane 
  equipment in your inventory downgrades: masterwork 
  items become ordinary ones, normal items gain the Broken 
  condition, and already-Broken items become unusable husks.
  This Rules Adjustment does not affect magical items or those 
  that cannot become Broken.
  Master Scavenger
    
    
    
    
    |  
    6
  You take the time, and have the eye, to find more valuable 
  and perhaps even extra coins every time some have been 
  spilled.
  If you choose this option: You may upgrade all coinage 
  collected that is lower than gold value by one degree.  
  Copper pieces discovered become silver pieces; silver pieces 
  actually turn out to be gold pieces.  Gold and platinum pieces 
  discovered are unaffected.
  OPOC Option
    9
  As above, but each time gold pieces are discovered, there is a 
  50% chance that they are instead platinum pieces.  Make the 
  roll once for each “pile” of gold coins; don’t roll separately 
  for each coin!
  Poor Scavenger
    4
  Where others discover vast riches, you find merely pennies.
  If you choose this option: Each time you discover coin 
  treasure, downgrade its value by one stage.  Platinum 
  becomes gold; gold becomes silver; silver becomes copper.  
  
  369
  Handicaps & Rules Adjustments
  Copper coins you would normally discover become worthless 
  baubles and dirt.
  Inheritance
    
    
    
    
    |  
    4
  Your background, upbringing, or simple luck make your start 
  to adventuring much more financially feasible than your 
  peers.
  If you choose this option: Your starting wealth increases.  
  Whatever the typical starting wealth for your character’s 
  background, race, and/or class, multiply it by a factor shown 
  below.
  You may only apply Inheritance when creating your 
  character.
  Table 481: Inheritance Starting Wealth Multipliers
  D20
  Starting Wealth Multiplier
  01-04
  +1.5x
  05-10
  +2x
  11-14
  +4x
  15-16
  +5x
  17-19
  +8x
  20
  +10x
  OPOC Option
    7
  You may choose any combination of mundane items to start 
  out with, regardless of the cost.  In addition to that gear, 
  you start the game with an amount of wealth equal to the 
  multiplier shown on the above table.
  Poverty Background
    2
  You never enjoyed the fiscal lifestyle and luxuries of even the 
  most ordinary of your peers.
  If you choose this option: Your starting wealth is less than 
  ordinary: halve it, rounded down.
  You may only apply Poverty Background when creating your 
  character.
  Passive Income
    
    
    
    
    |  
    8
  Whether by legacy, luck, or legitimate labor, you have at 
  least a partial ownership share in an established business.  
  This institution requires very little upkeep or involvement on 
  your part, and your investment in it automatically generates 
  passive wealth periodically.
  If you choose this option: You automatically receive passive 
  income from the institution you have an investment in.  At 
  the GM’s discretion, you must identify a base of operations, 
  business location, or other geographic center for the 
  institution that you have an ownership stake in.  
  Periodically, your business generates passive income as 
  shown in the table below.
  You must physically return to the location of the business in 
  order to receive your periodic income.  
  Each time you collect passive income from your business, 
  roll on “Table 482: Passive Income Period Wealth Generation 
  Period” on page 369below to determine the next time you 
  may return to collect additional income.
  Table 482: Passive Income Period Wealth Generation Period
  D20
  Wealth Generated Every
  01-04
  Year of in-game time
  05-10
  Season of in-game time
  11-17
  Month of in-game time
  18-19
  Week of in-game time
  20
  Gaming session in real-time
  When you return to collect additional income once it is 
  ready per the above table (or, if you are using and choose 
  the Courier Option below, when you decide a courier is to 
  set forth to deliver your money), roll on “Table 483: Passive 
  Income Wealth Generation Amount” below to determine 
  the FlexTable should use to determine the amount of money 
  generated.
  Table 483: Passive Income Wealth Generation Amount
  D20
  Passive Income Generated 
  01-04
    “FlexTable 14: QuickStart Treasure, 
  Low Coin” on page 52
  05-10
    “FlexTable 14: QuickStart Treasure, 
  Low Coin” on page 52, roll with 
    
  Advantage
  11-14
    “FlexTable 15: QuickStart Treasure, 
  Medium Coin” on page 53
  15-16
    “FlexTable 15: QuickStart Treasure, 
  Medium Coin” on page 53, roll with 
    
  Advantage
  17-19
    “FlexTable 16: QuickStart Treasure, 
  High Coin” on page 54
  20
    “FlexTable 16: QuickStart Treasure, 
  High Coin” on page 54, roll with 
    
  Advantage
  
  370
  Handicaps & Rules Adjustments
  Courier Option
  Rather than returning to the geographic location of your 
  business to collect your passive income, you may have the 
  money sent to you, albeit with a 20% transit fee reduced 
  from it for the convenience of doing so.
  This of course must be supported by reasonable 
  circumstances: if the Period is a Gaming session in real-
  time, and your PC is deep in the Demon Caverns of Doom 
  for several gaming sessions’ worth of time, it’s not going to 
  be feasible for a courier to show up and deliver your sack 
  of money!  Use common sense, but a good rule of thumb is 
  whether an average-jane courier can trace a reasonable line 
  of safe places to rest between the location of your business 
  and where your PC is.
  This Courier Option takes time, as well: fully half the period 
  between when the money is available and the next time 
  wealth is available for collection is required to deliver the 
  money to you.
  OPOC Option
    14
  As above, but you may make each roll on the Passive Income 
  tables with 
    Advantage (roll twice, and select the more 
  advantageous of the two results).
  Periodic Debt
    5
  You owe a long-standing debt to creditors.  As a result of 
  gambling, family actions, bad circumstance, blackmail, 
  or other story effect, is your decision and can greatly aid 
  roleplaying.
  If you choose this option: Every gaming session, you are 
  required to pay an amount to your creditors.  
  Before each gaming session, roll on the Passive Income 
  Wealth Generation Amount table to determine the amount 
  owed.  If you have at least this amount of coin, subtract it 
  from your character sheet before beginning the session.  
  If you do not have the full amount owed, you may pay it next 
  session, along with the amount (randomly rolled each time) 
  that’s due in that session.
  Hired Goons
  If at any point you are two or more full sessions behind in 
  your payments, goons visit and beat you up: receive 2d8 hit 
  points worth of damage before you begin your next session if 
  this occurs.  
  The amount owed is not changed by this phenomenon—your 
  bruises don’t cover debt owed!
  Resolving the Debt
  At the GM’s (that’s YOUR, in solo games!) discretion, you 
  may embark upon a dedicated side quest to fully resolve the 
  debt and eliminate its impact on your character’s life.  Doing 
  so requires the one-time payment of 20x an amount rolled 
  on the Passive Income Wealth Generation Amount table, or 
  the completion of a set of actions dedicated to resolving the 
  situation.
  If you resolve the debt in this manner, you still receive the 
  point benefit of Periodic Debt, but you no longer suffer the 
  negative mechanical effects of it.
  Master Gemcutter
    
    
    
    
    |  
    5
  Gemstones you discover are of higher quality than normal.
  If you choose this option: Each time you discover one or 
  more gemstones, their value automatically increases.  
  Use the table below to determine the increase in value.  Roll 
  once per “batch” of gemstones.  For example, if you discover 
  a treasure chest containing 4 pearls worth 30 gp each, and 
  2 gold ingots worth 100 gp each, you would make two rolls: 
  one for the pearls, and a second for the ingots.
  Table 484: Master Gemcutter Value Increase
  D20
  Gemstone Value Increase
  01-02
  +5%
  03-04
  +10%
  05-15
  +25%
  16-17
  +30%
  18-19
  +50%
  20
  +100%
  OPOC Option
    8
  As above, but you may make rolls on this table with 
    
  Advantage (roll twice, and select the more advantageous of 
  the two results).
  Gem Mistreater
    2
  Try as you might, you damage, drop, mishandle, mis-
  appraise, and otherwise mistreat gemstones you discover.
  If you choose this option: Each time you discover gemstones 
  as part of a treasure hoard, reduce the value of all gemstones 
  received by a percentage.
  Roll on the Master Gemcutter Value Increase table above, 
  but treat the result as a negative percentage.  For example, if 
  you discover gems worth 500 gp, and roll a “+50%” result, 
  the gems are instead actually worth only 250 gp.
  If you roll a “+100%” result, the gemstones you receive turn 
  out to be worthless.
  Master Jewelsmith
    
    
    
    
    |  
  
  371
  Handicaps & Rules Adjustments
    4
  With some spit and polish, you can restore jewelry you 
  discover in your travels to its rightful sheen and hue.
  If you choose this option: As Master Gemcutter, but 
  applied to Jewelry treasure results.  
  For treasure that might seem to qualify as both Jewelry and 
  Gemstone (e.g., an “onyx pendant”), treat it as Jewelry.
  Use the same table “Table 484: Master Gemcutter Value 
  Increase” on page 370to determine the value increase.
  OPOC Option
    7
  As above, but you may make rolls on the value-increase 
  table with 
    Advantage (roll twice, and select the more 
  advantageous of the two results).
  Jewelry Mistreater
    2
  As Gem Mistreater, but applying only to jewelry treasure.
  Eye of the Beholder
    
    
    
    
    |  
    4
  Artwork is far from the most convenient form of treasure.  
  But for those with the eye and talent for such work, it’s 
  possible to restore even the most smudged painting or 
  chipped vase to its former glory.
  If you choose this option: As Master Gemcutter, but 
  applied to Artwork.  
  Use the same table “Table 484: Master Gemcutter Value 
  Increase” on page 370to determine the value increase.
  OPOC Option
    7
  As above, but you may make rolls on the value-increase 
  table with 
    Advantage (roll twice, and select the more 
  advantageous of the two results).
  Artwork Mistreater
    2
  As Gem Mistreater, but applying only to jewelry treasure.
  Treasure Hunter
    
    
    |  
    9
    This rule applies only to Pathfinder games, or those with 
  a native concept of scaling values of Treasure per Encounter.
  Through a combination of scavenging, an eye for hidden 
  glints buried underneath debris, and simple luck, you tend 
  to find treasure well beyond the value of what your fellow 
  adventurers discover.
  If you choose this option: When determining treasure 
  dynamically at the end of an encounter, you have a chance 
  of increasing the CR level used to determine the total value 
  discovered.
  Table 485: Treasure Hunter Encounter CR Increase
  D20
  Encounter Treasure CR Increase
  01-03
  +0 (i.e., no change)
  04-10
  +1
  11-14
  +2
  15-17
  +1d4
  18-19
  +1d6
  20
  +2d4
  OPOC Option
    14
  As above,  but you may make rolls on the above table with 
    
  Advantage (roll twice, and select the more advantageous of 
  the two results).
  Inept Treasure Scavenger
    6
  You’re extraordinarily unlucky in discovering treasure, and 
  often overlook the odd glint in the dirt that would have made 
  your results profitable.
  If you choose this option: The reverse, really, of Treasure 
  Hunter: roll on the Treasure Hunter Encounter CR Increase 
  table, but apply the result as a negative value.  
  For example, if normally the CR of an encounter would be 
  treated as an 8, if you rolled a “+2” result on the table, it 
  would instead be treated as a 6.
  If this penalty would reduce the treasure CR to zero or below, 
  there is no treasure discovered at all.
  Artifact Interpreter
    
    
    
    
    |  
    8
    This is a common House Rule, and one used extensively 
  by IGS, particularly for parties at higher levels.  Although 
  it might make magic items feel less “special” and unique, it 
  also accelerates the pace of play; in Pathfinder in particular, 
  it can be difficult to believe that a party of level 18 near-gods 
  with enormous resources are befuddled when discovering a 
  low-value wand in a treasure heap!
  Upon discovering a magical item, you tend to automatically 
  understand everything about it.  
  
  372
  Handicaps & Rules Adjustments
  You’ve gained this ability through a combination of native 
  intelligence and magical attunement, study, experience, or 
  in-the-field tutelage as best befits your background.
  If you choose this option: Each time you discover a magical 
  item, you have a chance to automatically know everything 
  about it that’s necessary to use it.
  For each magical item you discover, roll on the table 
  below.  Roll separately for each item discovered.  The roll is 
  automatic and requires no action or concentration, but does 
  require peace: Artifact Interpreter cannot be attempted 
  during combat.
  The table below lists the percent chances at each Quadded 
  Difficulty Band.  The Effect lists the effect activated 
  automatically and for free if the chance is successful; at 
  higher Quads, there may be an automatic lesser effect even if 
  the chance fails.
  Failure or success when using Artifact Interpreter has no 
  impact on other attempts of discovery or identification you 
  may wish to employ.  For example, if you succeed at detect 
  magic on an item, you may still cast legend lore if desired.
  The terms used use Pathfinder spells and effects. 
  If successful, detect magic automatically functions as though 
  you had studied the item for 3 full rounds.  Spellcraft checks 
  may be attempted as normal, and are otherwise unaffected 
  by this rules adjustment.
  Identify functions as detect magic, above.
  Legend lore results operate immediately; you do not need to 
  spend the normal multi-minute casting time to produce the 
  results.
  Table 486: Artifact Interpreter Chances & Effects
  Quadded 
  Difficulty Band
  Chance
  Effect
    Low
   25%
  Detect magic
    Moderate
  25%
  Identify; detect magic 
  automatic
    Advanced
  50%
  Legend lore; identify 
  automatic
    Elite
  75%
  Legend lore; identify 
  automatic
  OPOC Option
    18
  As Artifact Interpreter, but you do not have to roll on any 
  table; you automatically understand every aspect of every 
  magical item you pick up immediately.
  Selective Scavenger
    
    
    
    
    |  
    5
  You’re skilled at finding just the kind of treasure you were 
  seeking to begin with.
  If you choose this option: You may dictate what kind of 
  treasure to discover.
  Once per gaming session, when treasure is being rolled, you 
  may choose a category of treasure to discover rather than 
  rolling on a table.  
  If your rules system uses a Luck ability score, you may 
  instead use this rules adjustment a number of times per 
  gaming session equal to your Luck modifier.
  Declare your intent to use Selective Scavenger after it’s 
  determined that you will roll on a random table to determine 
  treasure type, but before you actually roll on that table.
  When you invoke Selective Scavenger, the mechanics differ 
  depending on the rules system and treasure tables you are 
  employing.
  If your treasure table(s) involve an explicit Type of Treasure 
  table, you may skip rolling on that table altogether and 
  simply pick which specific treasure table you wish to roll on.
  If your treasure table(s) involve a more monolithic list that 
  includes a variety of different treasure types, name a desired 
  treasure type from the list below.  Reroll all results from the 
  treasure table that are not of that treasure type.
  When you invoke Selective Scavenger, the type of treasure 
  you may choose from depends on the Quadded Difficulty 
  Band you are playing at, as summarized by the following 
  table:
  Table 487: Selective Scavenger Treasure Types
  Quadded 
  Difficulty Band
  Treasure Types Allowed
    Low
  Potion, scroll, armor, weapon
    Moderate
  Potion, scroll, ring, wand, armor, 
  weapon
    Advanced
  Potion, scroll, ring, wand, armor, 
  weapon, rod, staff
    Elite
  Potion, scroll, ring, wand, armor, 
  weapon, rod, staff, wondrous item
  OPOC Option
    11
  As above, but double the frequency of how often you can use 
  this ability.  In addition, count your Quadded Difficulty Band 
  as one higher than it actually is when reading the above 
  table to determine which types of treasure are valid picks.
  Unlucky Scavenger
    5
  Chances are good that each time you discover treasure, 
  there’s at least one type that’s missing entirely.
  If you choose this option: Each time you discover treasure, 
  at least one type of treasure will not be present at all, 
  regardless of how the random-treasure rolls turn out.
  
  373
  Handicaps & Rules Adjustments
  Roll on the following table to determine which type(s) of 
  treasure are invalid.  Then roll for treasure as you normally 
  would.  Treat any results that belong to an “invalid” treasure 
  type as being no treasure.
  Table 488: Unlucky Scavenger Treasure Types
  D20
  Invalid Treasure Type
  1-3
  Coins
  4-6
  Gems
  7
  Jewelry
  8
  Artwork
  9-11
  Weapons
  12-15
  Armor & Shields
  16-17
  Potions
  18
  Rods, Wands, Staves
  19
  Wondrous Items / Artifacts
  20
  Roll twice on this table 
  Armor Finder
    
    
    
    
    |  
    4
  For whatever weird combination of reasons, you seem to be 
  unnaturally able to locate armor in treasure hoards.
  If you choose this option: When you discover treasure, 
  there’s a chance it includes a piece of armor or a shield, in 
  addition to the normal treasure it would contain.
  Each time you discover treasure, there is a growing chance 
  that it contains an additional piece of armor or shield.
  The base chance for this discovery is 5%.  
  If your rules system uses a Luck ability score, increase this 
  chance by 5% per point of Luck modifier (so for example, if 
  your Luck modifier was +2, your base chance would become 
  15%).
  If your rules system does not use a Luck ability score, 
  increase the chance by 5% per point of Wisdom modifier 
  (so, for example, if your Wisdom modifier was +5, your base 
  chance would become 30%).
  Roll only once per treasure discovered.  A single treasure 
  chest, a single monster’s hoard, or a single room’s worth of 
  miscellaneous containers each counts as a single “treasure 
  discovered”.
  The chance is “growing” in that each time you discover 
  treasure, and fail at this roll, it grows by 5%.  So if your base 
  chance was 20%, and you discover three treasure hoards, 
  but fail your roll each of those times, your chance for the 
  next treasure encountered will be 35%.
  Once you succeed at this roll, add a randomly-determined 
  piece of armor or shield to the treasure hoard.  How to do 
  this depends on the table(s) you are using to determine 
  treasure within your rules system.
  If your treasure table(s) involves a separate table or set of 
  tables for each type of treasure, simply roll on those tables 
  directly, as you would if a piece of armor or shield was part 
  of the treasure hoard to begin with.
  If your treasure table(s) involve a more monolithic list that 
  includes a variety of different treasure types, roll on that 
  table until you get a piece of armor or a shield.
  If your treasure table(s) do not support this sort of 
  dynamic determination, or simply as an alternative to 
  those approaches, you may use the following very simple 
  shorthand table.  The terms used are a mixture of items 
  across rules systems that are intended to support as much 
  possibility as is feasible in a compact table; feel free to 
  adjust to your rules system as desired.
  Table 489: Armor Finder Treasure Table
  D20
  Additional Treasure
  01-05
  Shield:  
  10% buckler, 40% light, 40% heavy, 10% 
  tower
  06-12
  Light Armor: 
  60% leather, 30% studded leather
  13-17
  Chainmail (medium armor)
  18-19
  Plate mail (heavy armor)
  20
  Roll again with 
    Advantage
  After you have added an extra piece of armor or shield to 
  the treasure, reset the chance to discover an additional piece 
  back to its base rate (inclusive of Luck or other ability score 
  bonuses).
  OPOC Option
    7
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Weapon Finder
    
    
    
    
    |  
    4
  As Armor Finder, but with weapons.
  You may use the following table to randomize weapon 
  results.  
  Table 490: Weapon Finder Treasure Table
  D20
  Additional Treasure
  01-05
  Light Weapon:  
  30% dagger, 60% short sword, 10% light 
  hammer
  
  374
  Handicaps & Rules Adjustments
  D20
  Additional Treasure
  06-12
  One-Handed Melee Weapon: 
  30% longsword, 30% warhammer, 20% 
  battleaxe, 20% spear
  13-17
  Ranged Weapon: 
  30% light crossbow, 10% heavy crossbow, 
  30% shortbow, 10% longbow, 10% bolts 
  20x, 10% arrows 30x
  18-19
  Two-Handed Weapon: 
  25% greatsword, 25% greatclub, 25% 
  halberd, 25% greataxe
  20
  Roll again with 
    Advantage
  OPOC Option
    7
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Potion Finder
    
    
    
    
    |  
    5
  As Armor Finder, but with magical potions.
  OPOC Option
    9
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Ring Finder
    
    
    
    
    |  
    5
  As Armor Finder, but with magical rings.
  OPOC Option
    9
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Rod Finder
    
    
    
    
    |  
    6
  As Armor Finder, but with magical rods.
  OPOC Option
    11
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Scroll Finder
    
    
    
    
    |  
    3
  As Armor Finder, but with magical scrolls.
  OPOC Option
    5
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Staff Finder
    
    
    
    
    |  
    6
  As Armor Finder, but with magical potions.
  OPOC Option
    11
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Wand Finder
    
    
    
    
    |  
    6
  As Armor Finder, but with magical wands.
  OPOC Option
    11
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Wondrous Item Finder
    
    
    
    
    |  
    8
  As Armor Finder, but with Wondrous Items or Artifacts.
  
  375
  Handicaps & Rules Adjustments
  OPOC Option
    15
  As above, but you may make each of your chance rolls with 
    Advantage (roll twice, and select the more advantageous 
  of the two results).
  Trove Hunter
    
    
    
    
    |  
    20
  Your treasure-hunting instincts allow you to discover all 
  kinds of treasure well beyond the capabilities or fortunes of 
  your adventuring colleagues.
  If you choose this option: Your rolls on treasure tables are 
  made with 
    Advantage (roll twice, and select the more 
  advantageous of the two results).
  You may use this ability a number of times per gaming 
  session equal to your Wisdom or Luck modifier.  Each time 
  you use this ability, it can apply to a single roll on a single 
  treasure table.
  Declare your intent to use Trove Hunter after it has been 
  determined that you should use a certain treasure table, but 
  before rolling on that table.
  OPOC Option
    35
  As above, but there is no limit to the number of times you 
  may use this ability: every single roll on every treasure table 
  is made with Advantage.
  Trove Mangler
    8
  You have precisely the wrong instincts required to locate any 
  kind of treasure.
  If you choose this option: As Trove Hunter, but you make all 
  treasure rolls with 
    Disadvantage (roll twice, and select 
  the less advantageous of the two results).
  This can be difficult for the solo player to adjudicate, 
  particularly when there is no clear “loser” or preferred 
  choice for outcomes rolled.  In such scenarios, when you 
  honestly cannot determine a preference, simply randomize 
  which you actually end up with: roll any die, and select a 
  result based on odd/even numbers that appear.
  
  376
  Handicaps & Rules Adjustments
  Overview
  Overview
  Of all the rules adjustments contained in this book, this 
  section on Magic Items is perhaps the most tied to the theme, 
  nature, and general intent of your campaign setting.
  “Low fantasy” or gritty settings might feature very little in 
  the way of magical items.  There are many DMs in traditional 
  settings who simply don’t permit or feature the sale of 
  magical items of any caliber at markets or shops.  
    OSR and 
    DCC adventure contexts tend to feature this 
  perspective automatically simply by the nature of magical 
  items and their use in games with those rules systems.
  High fantasy settings feature magical items as a highly 
  integrated part of everyday life.  Particularly in large cities 
  or those where one’s level may ambiently be high, magic 
  items are commonplace, and low-value magical items are 
  thoughtless trinkets. 
    Pathfinder campaign settings tend to feature this 
  approach, simply because of how that rules system scales 
  and practically mandates the heavy use of many magical 
  items at higher levels of difficulty.
  And, of course, every variation in between those extremes.  
    Fifth edition games tend to be a lightweight mixture 
  of the two ends of the spectrum: magical items exist, and 
  at high levels can be common, but are not strictly speaking 
  required to advance, and it’s still typically rare to find them 
  in shops.
  Depending on your campaign setting or adventure’s approach 
  to magical item rarity, and the rules system you’re using, 
  you may want to consider the impact on or relevance of this 
  section’s rules adjustments accordingly.
  Random Magic Item Rules 
  Random Magic Item Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  Magic Item Rules Adjustment Type
  Use the table below to randomly determine a rules 
  adjustment type (boon or penalty) in this category.
  Table 491: Random Magic Item Rules Adjustment Type
  d20
  Magic Item Rules Adjustment Type
  1-9
    Penalty
  10-18
    Boon
  19-20
    Reroll with Advantage
  Penalty Magic Item Combat Rules 
  Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 492: Random Magic Item Rules Adjustment Penalties
  d20
  Magic Item Rules Adjustment Penalty
  1-2
    Weak Potions
  3-4
    Magical Item Alienist
  5-7
    Weak Artifact Wielder
  8-10
    Scroll Dyslexia
  11-13
    Weakened Attunement
  14-16
    Over-Studied 
  Attunement
  17-19
    Vulnerable Gear
  20
    Reroll with Advantage
  Table 493: Random Magic Item Rules Adjustment Boons
  d20
  Magic Item Rules Adjustment Boon
  1
    Ample Magic Markets
  2
    Artifact Hunter
  3-4
    Multi-Use Imbiber
  5
    Potent Potables
  6-7
    Magical Item Affinity
  8-9
    Powerful Artifact 
  Wielder
  10-11
    Scroll Memory
  12
    Passive Scroll 
  Memorization
  Magic Item Rules Adjustments
  
  377
  Handicaps & Rules Adjustments
  d20
  Magic Item Rules Adjustment Boon
  13
    Versatile Vestments
  14
    Compound Vestments
  15
    Additional Attunement
  16
    Auto-Attunement
  17
    Invulnerable Gear
  18
    Bountiful Magic Markets
  19
    Ioun Attunement
  20
    Reroll with Advantage
  Magic Rules Adjustments
  Magic Rules Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Ample Magic Markets
    
    
    
    
    |  
    7
    Many gaming groups use this house rule, particularly 
  those playing in a high fantasy / highly-available magic 
  campaign setting.
  If you choose this option: You may assume every town has a 
  vendor who can provide magical items at market rates, based 
  on the Quad of difficulty your PC(s) are playing at.
  Based on the difficulty quad of your PCs, common vendors 
  should be able to provide magical items and even artifacts up 
  to a certain value. 
  Table 496: Ample Magic Markets Maximum Magic by Weapon Bonus
  D20
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  01-03
    Mundane
    Mundane
    Masterwork
    Masterwork
    Mundane
    Mundane
    Mundane
    Mundane
    Mundane
    Mundane
    Mundane
    Potency +1
    Mundane
    Mundane
    Mundane
    Mundane
    Mundane
    Mundane
    Mundane
    Mundane
  04-07
    Mundane
    Mundane
    Masterwork
    +1 bonus
    Mundane
    Mundane
    Mundane
    +1 bonus
    Mundane
    Mundane
    Potency +1
    Striking
    Mundane
    Mundane
    Mundane
    +1 bonus
    Mundane
    Mundane
    Mundane
    +1 bonus
  08-11
    Mundane
    Masterwork
    +1 bonus
    +2 bonus
    Mundane
    Mundane
    +1 bonus
    +1 bonus
    Mundane
    Potency +1
    ++Striking
    ++Potency +2
    Mundane
    Mundane
    +1 bonus
    +1 bonus
    Mundane
    Mundane
    +1 bonus
    +1 bonus
  12-14
    Mundane
    Masterwork
    +2 bonus
    +3 bonus
    Mundane
    Mundane
    +1 bonus
    +2 bonus
    Mundane
    Potency +1
    ++Striking
    ++Potency +3
    Mundane
    Mundane
    +1 bonus
    +2 bonus
    Mundane
    Mundane
    +1 bonus
    +2 bonus
  15-17
    Mundane
    +1 bonus
    +2 bonus
    +3 bonus
    Mundane
    +1 bonus
    +2 bonus
    +2 bonus
    Mundane
    Potency +1
    ++Potency +3
    ++Striking (Greater)
    Mundane
    +1 bonus
    +2 bonus
    +2 bonus
    Mundane
    +1 bonus
    +2 bonus
    +2 bonus
  18-19
    Masterwork
    +1 bonus
    +2 bonus
    +3 bonus
    Mundane
    +1 bonus
    +2 bonus
    +3 bonus
    Potency +1
    ++Striking
    ++Potency +2
    ++Striking (Greater)
    Mundane
    +1 bonus
    +2 bonus
    +3 bonus
    Mundane
    +1 bonus
    +2 bonus
    +3 bonus
  20
    +1 bonus
    +2 bonus
    +3 bonus
    +4 bonus
    +1 bonus
    +2 bonus
    +3 bonus
    +3 bonus
    Potency +1, Striking
    ++Striking (Greater)
    ++Potency +3
    ++Striking (Major)
    +1 bonus
    +2 bonus
    +3 bonus
    +3 bonus
    +1 bonus
    +2 bonus
    +3 bonus
    +3 bonus
  
  378
  Handicaps & Rules Adjustments
  Table 497: Ample Magic Markets Maximum Magic by Maximum Value
  D20
  Pathfinder
  5E
  PF 2E
  01-03
    50
    200
    500
    1,000
    50
    100
    200
    400
    50
    200
    500
    1,000
  04-07
    200
    500
    1,000
    2,000
    100
    200
    400
    500
    200
    500
    1,000
    2,000
  08-11
    500
    1,000
    2,000
    4,000
    200
    300
    500
    750
    500
    1,000
    2,000
    4,000
  12-14
    1,000
    2,000
    4,000
    8,000
    300
    400
    750
    1,000
    1,000
    2,000
    4,000
    8,000
  15-17
    2,000
    4,000
    8,000
    16,000
    500
    750
    1,000
    2,000
    2,000
    4,000
    8,000
    16,000
  18-19
    4,000
    8,000
    16,000
    32,000
    750
    1,000
    2,000
    3,000
    4,000
    8,000
    16,000
    32,000
  20
    8,000
    16,000
    32,000
    64,000
    1,000
    2,000
    3,000
    5,000
    8,000
    16,000
    32,000
    64,000
  Maximum Value of Magic Items
  For each town you encounter, or alternately every time you 
  encounter a merchant of any kind in any context, you may 
  roll on “Table 496: Ample Magic Markets Maximum Magic 
  by Weapon Bonus” on page 377 to determine the maximum 
  value of the magic items available relative to standard 
  enhancement bonuses on a weapon.
  Alternately, you can use “Table 497: Ample Magic Markets 
  Maximum Magic by Maximum Value” on page 378 to 
  determine the maximum value in gold piece currency that 
  typical vendors in the town might be able to provide.
  Magic Item Price Variability
  Optionally, you can include an additional level of variability 
  to the pricing of magical items in towns and merchants 
  you encounter, using the following table to determine the 
  variance from full retail price of offered goods.
  Table 494: Ample Magic Market Sales Pricing
  D20
  Pricing
  01-02
  30% more expensive
  03-04
  20% more expensive
  05-06
  10% more expensive
  07-14
  Normal (as listed in rulebook)
  15-18
  10% discount
  19-20
  20% discount
  You can also roll separately to determine variable purchasing 
  of used items, as follows:
  Table 495: Ample Magic Market Buying Pricing
  D20
  Pricing
  01-02
  25% retail value
  
  379
  Handicaps & Rules Adjustments
  D20
  Pricing
  03-04
  35% retail value
  05-15
  Normal (50% full retail value)
  16-17
  60% retail value
  18-19
  75% retail value
  20
  Full retail value
  OPOC Option
    12
  As above, but you may make rolls on each Ample Magic 
  Market table with 
    Advantage (roll twice, and select the 
  more advantageous of the two results).
  Artifact Hunter
    
    
    
    
    |  
    8
  Your magical discoveries are more interesting and versatile 
  than those of your peers.
  If you choose this option: Whenever you roll on a treasure 
  table for magical items, weapons, or armor, you may do so 
  with 
    Advantage (roll twice, and select your choice of the 
  two results).  Since you are GMing yourself, the element of 
  surprise is lost anyway aside from the dynamics of the dice 
  roll.
  OPOC Option
    12
  As above, but in addition, once per gaming session, you may 
  choose to discover both of the two results rolled rather than 
  simply selecting one of them.
  Multi-Use Imbiber
    
    
    
    
    |  
    6
  You have a knack for determining just the right amount 
  of potion required to drink to produce the desired effect.  
  Sometimes, this allows you to reap additional uses of an 
  over-poured potion.
  If you choose this option: Whenever you drink a potion, 
  there is a 25% chance that you are able to finagle an 
  additional dose out of the container.  Make this check after 
  you declare your intent to use the potion.  If you succeed, 
  then you receive the benefits of the potion imbibed, but it is 
  does not yet count as consumed.
  This effect can stack on the same potion: for example, if 
  you’re lucky enough to succeed on the roll, and then drink 
  the potion again, you might succeed on that roll as well, 
  receiving a theoretically-unlimited amount of benefit from 
  the single magical item so long as your luck holds.
  OPOC Option
    9
  As above, but you have a 50% chance of receiving an 
  additional dose.
  Potent Potables
    
    
    
    
    |  
    7
  Your very nature and constitution allow you to reap 
  additional benefits from even the most basic of magical 
  potions.
  If you choose this option: Whenever you drink a potion and 
  receive numerical benefits associated with its effect, you 
  may roll those beneficial numbers with 
    Advantage (roll 
  twice, and select your choice of the two results). 
  OPOC Option
    13
  As above, but you also receive an additional die of benefit for 
  any dice rolled.  Additional modifiers are unaffected by this 
  ability.
  For example, if a healing potion would normally grant you 
  1d8+6 hit points, it would instead grant you 2d8+6 hit 
  points... which you would roll with Advantage.
  Weak Potions
    5
  Your body does not react well to magical potions.
  If you choose this option: As Potent Potables, but 
  you instead roll numerical potion benefits with 
    
  Disadvantage (roll twice, and select the less beneficial of the 
  two results). 
  Magical Item Affinity
    
    
    
    
    |  
    5
    Many gaming groups use this house rule, particularly 
  those playing in a high fantasy / highly-available magic 
  campaign setting, or those who simply don’t want to make 
  magic-item use a class-dependent feature.
  You have a natural knack for making use of even the weirdest 
  and most arcane magical devices.
  If you choose this option: You never need to make a Use 
  Magic Device skill check, or any other associated check, 
  to use a magical item such as a potion, scroll, rod, staff, 
  wand, or artifact.  Any magical items whose use is normally 
  restricted by class or class features is available to you to use 
  freely.
  This rules adjustment does not alter any other Feat or class 
  feature prerequisites that would be enhanced by the magical 
  
  380
  Handicaps & Rules Adjustments
  item if they were present.
  As a result of this adjustment, note that some magical items 
  may technically be “usable”, but may not produce a useful 
  function.  For example, if a magic dagger grants +1d6 to any 
  Sneak Attack damage, it could be wielded by a Wizard who 
  normally cannot inflict any Sneak Attack damage, but would 
  not magically grant that character the ability.
  Magical Item Alienist
    4
  You aren’t typically able to make use of magical items, even 
  though you may be trained in doing so.
  If you choose this option: Each time you would be called 
  upon to make a Use Magic Device skill check, you make that 
  check with 
    Disadvantage (roll twice, and select the less 
  beneficial of the two results). 
  Powerful Artifact Wielder
    
    
    
    
    |  
    4
  Mystical energy flows through you innately, and adds to that 
  of magical devices you manipulate.
  If you choose this option: Any time you use a magical item 
  that involves a Caster Level in association with the effects 
  it produces, you may count that Caster Level as being 1d3 
  levels higher than it would normally be.
  Compute the “normal” Caster Level for your character using 
  the magical item, and then add the 1d3 after that.
  OPOC Option
    11
  As above, but the benefit is 1d6 points instead.
  Weak Artifact Wielder
    3
  Just as in present-day society, some people are simply not 
  good working with technology, so too are you not talented at 
  using magical devices.
  If you choose this option: As Powerful Artifact Wielder, 
  but instead subtract 1d3 points from the effective Caster 
  Level of the magical items you use.
  Scroll Memory
    
    
    
    
    |  
    4
    Some gaming groups use this house rule; many of those 
  who do end up making the discovery of magical scrolls a 
  much more potent find as a result.
  You have a knack for reading magical runes without 
  disturbing their ephemeral nature.
  If you choose this option: Each time you use a magical 
  scroll to cast a spell, there is a 25% chance that the runes 
  inscribed upon it are retained after producing the effect.
  Make this check after declaring your intent to use the scroll.  
  The effect produced by the scroll is not affected by this check 
  or this rules adjustment.
  If you succeed in the check, then the scroll does not count as 
  used or depleted, and may be used again.  
  The effect of this rules adjustment may stack upon the same 
  magical scroll: if you succeed in your initial check, and then 
  upon re-using the scroll, succeed on that check, you may then 
  make a third use of it afterward, and so on, theoretically 
  producing infinite value out of a single magical scroll, so 
  long as your luck holds up.
  OPOC Option
    11
  As above, but the chance to not deplete the scroll is instead 
  50% each time.
  Scroll Dyslexia
    3
  Though your other magical talents may be normal, you have 
  difficulty reading a magical scroll, particularly in the heat of 
  combat.
  If you choose this option: Each time you cast a spell from 
  a magical scroll, there is a 25% chance that you flub the 
  practice.  Make this check after declaring your intent to use 
  the scroll.
  If you fail the check, no effect is produced, and the scroll is 
  wasted and depleted.
  Passive Scroll Memorization
    
    
    
    
    |  
    5
  You can read the magical writing inscribed on a magical 
  scroll enough to learn that spell, without affecting its ability 
  to be used to cast that spell.
  If you choose this option: Each Long Rest, you may learn a 
  spell from one magical scroll without depleting or counting 
  that scroll as having been used.
  OPOC Option
    7
  As above, but there is no limit to the number of scrolls you 
  may do this with each Long Rest.
  Versatile Vestments
    
    
    
    
    |  
  
  381
  Handicaps & Rules Adjustments
    9
  The nature of your physiology is such that you can make use 
  of more magical items in a particular place on your anatomy 
  than normal.
  If you choose this option: Pick a magic item “body slot”, 
  such as Neck, or Feet.  You may wear one additional magic 
  item in that slot than you would normally be restricted to.  
  From a storytelling perspective, it’s easy to imagine two 
  necklaces being worn about the neck and shoulders.  For the 
  Feet, imagine that you are wearing one boot from each of 
  two pairs of magical footwear.
  Compound Vestments
    
    
    
    
    |  
    9
  Your body has a way of harmonizing multiple magical items 
  to produce a desirous compound effect .
  If you choose this option: Pick a magic item body slot 
  that allows more than one item (e.g., fingers/rings, or any 
  single-item body slot that has been modified by Versatile 
  Vestments).  You may stack multiple instances of a single 
  item, and/or type of bonus, and the effects of those items 
  stack even though they typically would not. 
  For example, typically, you could only wear one Cloak of 
  Protection, and in most rules systems, Armor Class bonuses 
  from multiple “protection” style magical items would not 
  stack.  If you used both Versatile Vestments and Compound 
  Vestments, you could wear two Cloaks of Protection, and 
  their Armor Class bonuses would stack.
  Additional Attunement
    |  
    8
  Your body’s fundamental magical harmonics support the 
  interaction with more magical artifacts than your peers.
  If you choose this option: You may attune to one additional 
  magical item than you otherwise would be restricted to.  
  Under most circumstances, this means you may become 
  attuned to up to four, not merely three, magical items.
  OPOC Option
    18
  As above, but expands to two additional magical items.  
  So, on an otherwise ordinary 5E character, that means a total 
  of five magical items.
  Weakened Attunement
    14
  Your body’s arcane harmonics disrupt and interfere with 
  magical artifacts worn on your person.
  If you choose this option: You may only be attuned to a 
  maximum total of two magical items at a time.
  Auto-Attunement
    |  
    3
  Your body naturally accepts the addition of magical items 
  much more easily than your peers.
  If you choose this option: Once per gaming session, you may 
  skip the Short Rest normally required to attune yourself to a 
  magical item.  
  OPOC Option
    9
  As above, but all magical item attunement is automatic and 
  immediate for you.
  Over-Studed Attunement
    6
  Your body requires additional time and focus to adapt to the 
  intrusion of magical items on its person.
  If you choose this option: You require a Long Rest in order 
  to attune to a magical item.
  Invulnerable Gear
    
    
    
    
    |  
    3
    Between the normally weak and ineffective rules 
  governing sundering magic items, and the lengthy process 
  that would ordinarily be required to test for each and every 
  magical and mundane possession carried by a PC, many 
  gaming groups assume this house rule.
  You’re very careful to strap down and protect your gear, so 
  that its destruction is much more unlikely.
  If you choose this option: Items you wear and carry receive 
    Advantage (roll twice, and select your choice of the two 
  results) on any saving throws they are required to make to 
  avoid destruction, denaturing, or other negative effect.  
  Enemy attacks, sunder maneuvers, or other targeted 
  negative effects against items you wear or carry suffer 
    
  Disadvantage (roll twice, and select the less beneficial of the 
  two results).  
  OPOC Option
    9
  Everything you own is simply invulnerable to negative 
  effects or destruction: Any items you carry, wear, or wield 
  cannot be sundered, destroyed, denatured, or otherwise 
  directly affected in a negative manner that would remove 
  their capability entirely.
  
  382
  Handicaps & Rules Adjustments
  Effects that simply reduce the effectiveness of an 
  item without destroying it are unaffected by this rules 
  adjustment, and can still apply to your gear.
  Vulnerable Gear
    2
  You’re careless with the stowage and disposition of your 
  wargear, lending it to readier damage and loss.
  If you choose this option: Items you wear and carry suffer 
    Disadvantage (roll twice, and select the less beneficial 
  of the two results) on any saving throws they are required 
  to make to avoid destruction, denaturing, or other negative 
  effect.  
  Enemy attacks, sunder maneuvers, or other targeted 
  negative effects against items you wear or carry receive 
    
  Advantage (roll twice, and select your choice of the two 
  results) . 
  Bountiful Magic Markets
    
    
    |  
    5
    Usable only in rules systems such as Pathfinder that 
  place guidelines around how many magical items might be 
  available for sale in a given context.
  You have a knack for picking cities that produce far more 
  magical artifacts than you’d suspect.
  If you choose this option: Any time you come to a village, 
  city, or other establishment where rules would govern the 
  maximum quantity of magical items that are available or for 
  sale, double that amount.
  OPOC Option
    9
  As above, but triple the quantities instead.
  Ioun Attunement
    
    
    
    
    |  
    11
  You have an exceptional ability to take a magical item that 
  would normally be worn to produce a beneficial effect, 
  and modify it so that it instead floats around your body to 
  produce the same effect.
  If you choose this option: You may spend a Short Rest 
  attuning one magical item that would normally fit into a 
  magic item slot on your body.  That item then floats about 
  you to full normal effect, but does not occupy a slot.  
  You may “swap out” the Ioun Attuned item during any Short 
  Rest, but at any one moment, you may only have at most one 
  magical item Ioun Attuned.
  For rules systems that limit the maximum number of 
  magical items to which you may be attuned at once, the Ioun 
  Attuned magical item does not count against this total.
  OPOC Option
    18
  As above, but the time required to Ioun Attune a magical 
  item is reduced to merely a full-round action.
  
  383
  Handicaps & Rules Adjustments
  Overview
  Overview
  For the purposes of the rules adjustments in this section, 
  “Companion” is a catch-all term that includes followers, 
  mounts, beasts of burden, transport creatures, mercenary 
  hirelings, plot-related NPCs, squires, acolytes, trainees, 
  apprentices, familiars, Summoner-class eidolons, summoned 
  creatures, creatures manifested via spell effect or ability, and 
  so on.
  Generally speaking, each and every creature that joins 
  your adventuring party as an ally or escorted creature, for 
  whatever combination of reasons, qualifies as a Companion 
  for the purposes of these rules.
  Random Companion Rules 
  Random Companion Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Companion Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 498: Random Companion Rules Adjustments
  d20
  Companion Rules Adjustment
  1
    Weak Companions
  2-3
    Uncertain Companions
  4-5
    Shortened Summons
  6-7
    Weak Summons
  8
    Animal-Intelligence 
  Summons
  9-10
    Hardy Companions
  11-12
    Devoted Companions
  13-14
    Extended Summons
  15
    Formidable Familiar 
  Bonus
  16-17
    Autobound Summons
  d20
  Companion Rules Adjustment
  18-19
    Smart Summons
  20
    Reroll with Advantage
  Boon Companion Rules Adjustments
  Use the table below to randomly determine a beneficial rules 
  adjustment in this category.
  Table 499: Random Companion Rules Adjustment Boons
  d20
  Companion Rules Adjustment Boon
  1-3
    Hardy Companions
  4-7
    Devoted Companions
  8-10
    Extended Summons
  11-13
    Formidable Familiar 
  Bonus
  14-16
    Autobound Summons
  17-19
    Smart Summons
  20
    Reroll with Advantage
  Penalty Companion Rules Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 500: Random Companion Rules Adjustment Penalty
  d20
  Companion Rules Adjustment Penalty
  1-3
    Weak Companions
  4-7
    Uncertain Companions
  8-11
    Shortened Summons
  12-15
    Weak Summons
  16-19
    Animal-Intelligence 
  Summons
  20
    Reroll with Advantage
  Companion Rules 
  Companion Rules 
  Companion Rules Adjustments
  
  384
  Handicaps & Rules Adjustments
  Adjustments
  Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Hardy Companions
    
    
    
    
    |  
    5
  Your followers and familiars are sturdier than most.
  If you choose this option: All your Companions roll their 
  hit points per hit die with  
    Advantage (roll twice, and 
  select your choice of the two results) when determining their 
  maximum hit points.  
  If and when they gain hit dice (e.g., class levels or hit dice 
  alongside your own advancement), this rule applies to those 
  gained hit dice as well.
  OPOC Option
    13
  All your Companions automatically receive maximum hit 
  points per hit die when initially determining their maximum 
  hit points.
  If and when they gain hit dice (e.g., class levels or hit dice 
  alongside your own advancement), this rule applies to those 
  gained hit dice as well.
  Weak Companions
    4
  You tend to attract more feeble followers than you’d 
  normally expect.
  If you choose this option: All your Companions roll their 
  hit points per hit die with 
    Disadvantage (roll twice, 
  and select the less beneficial of the two results) when 
  determining their maximum hit points.
  If and when they gain hit dice (e.g., class levels or hit dice 
  alongside your own advancement), this rule applies to those 
  gained hit dice as well.
  Devoted Companions
    
    
    
    
    |  
    4
  Your followers would let you lead them into the darkest 
  chambers, if it meant staying by your side.
  If you choose this option: All your Companions receive 
    
  Advantage (roll twice, and select your choice of the two 
  results) on their saving throws against any and all effects 
  that would cause them to leave your side or change their 
  allegiance to you.
  Attacks or other rolls by enemies against you or your 
  companions along these lines suffer 
    Disadvantage (roll 
  twice, and select the less beneficial of the two results).  
  OPOC Option
    11
  As above, but any such saving throws a Companion of yours 
  is forced to make automatically succeed, and any attacks or 
  attempts by enemies automatically fail.
  This rules adjustment does not alter any effects that are 
  automatic, or which do not allow saving throws of any kind.
  Uncertain Companions
    3
  The loyalty of your followers is somewhat questionable at 
  times.
  If you choose this option: All your Companions suffer  
    
  Disadvantage (roll twice, and select the less beneficial of 
  the two results) on their saving throws against any and all 
  effects that would cause them to leave your side or change 
  their allegiance to you.
  Attacks or other rolls by enemies against you or your 
  companions along these lines receive 
    Advantage (roll 
  twice, and select your choice of the two results). 
  Extended Summons
    
    
    
    
    |  
    4
  Creatures you summon with your magic tend to linger 
  around this plane of existence for longer than normal.
  If you choose this option: Creatures you summon, via spell, 
  spell effect, magic item, or any other means, remain for 
  longer than usual.  
  Roll on the Extended Summons table below to determine the 
  extension of the effect.
  Roll separately for each summoning effect, but if a single 
  effect produces more than one creature, do not roll 
  separately for each of those creatures.  
  This rules adjustment does not alter your ability to dismiss 
  summoned creatures as you normally would, and other 
  effects that might trigger the departure of summoned 
  creatures are not affected.
  For example, let’s say a spell allows you to summon a 
  genie who will remain for 100 minutes, or until it grants 
  you 3 wishes.  If the genie grants you all 3 wishes within 
  5 minutes, it vanishes.  Similarly, the number of wishes 
  is unaffected by this rules adjustment because it’s not a 
  duration.
  Table 501: Extended Summons
  D20
  Additional Duration
  01-02
  No extension
  03-08
  +25%
  
  385
  Handicaps & Rules Adjustments
  D20
  Additional Duration
  09-14
  +50%
  15-19
  +100%
  20
  +200%
  OPOC Option
    7
  As above, but you may make your rolls on the Extended 
  Summons table with  
    Advantage (roll twice, and select 
  your choice of the two results).  
  Shortened Summons
    2
    Shortened Summons may only apply to characters who 
  are capable of summoning creatures as a result of their race, 
  background, Feats, or class/archetype features.  It cannot, 
  for example, apply to those who would only be able to 
  summon creatures by using magical items or scrolls.
  Your summoned creatures vanish earlier than normal.
  If you choose this option: As Extended Summons, but treat 
  the duration modifier on the Extended Summons table as a 
  negative, not a positive.
  For example, if you cast a spell that normally would summon 
  a pack of Dire Wolves for 10 rounds, and you roll a “+50%” 
  result on the table above, the wolves would instead vanish 
  after only 5 rounds.
  Treat results of “+100%” or “+200%” as having the 
  summoned creatures vanish after 1 round only.
  Formidable Familiar Bonus
    
    
    
    
    |  
    3
    Perhaps obviously, Formidable Familiar can only 
  apply to characters who have a familiar as a result of a 
  class feature or other character-build-related attribute.  
  Formidable Familiar can, however, apply to characters who 
  do not yet have a familiar, but who do receive one at some 
  point in their level progression.  For example, if a PC is of 
  a class which typically receives a familiar at Level 3, but 
  they are currently at Level 1, they can still have Formidable 
  Familiar.
  Your link with your familiar grants you additional benefits.
  If you choose this option: Any time you receive a bonus or 
  beneficial numerical effect from your familiar, that number 
  is doubled.  
  OPOC Option
    7
  As above, but the benefit is instead tripled.
  Autobound Summons
    
    
    
    
    |  
    3
    Many gaming groups use this as a default house rule.
  Your mastery over summoned creatures is very strong.
  If you choose this option: You receive 
    Advantage (roll 
  twice, and select your choice of the two results) on any 
  checks to control, bind, or otherwise suggest direction for 
  creatures you summon.  
  Such creatures suffer   
    Disadvantage (roll twice, and 
  select the less beneficial of the two results) on their own 
  attempts to resist control or direction.
  OPOC Option
    6
  Any time you would be called upon to make a check or save 
  to control or influence a creature you have summoned, you 
  automatically pass.
  Similarly, any time a creature you summon could make a 
  check or save to resist your control, it automatically fails.
  Weak Summons
    2
    Weak Summons may only apply to characters who are 
  capable of summoning creatures as a result of their race, 
  background, Feats, or class/archetype features.  It cannot, 
  for example, apply to those who would only be able to 
  summon creatures by using magical items or scrolls.
  You exert weakened dominance over creatures you summon.
  If you choose this option: The flipside of Autobound 
  Summons: You suffer  
    Disadvantage (roll twice, and 
  select the less beneficial of the two results) on any checks to 
  control, bind, or otherwise suggest direction for creatures 
  you summon.  
  Such creatures receive 
    Advantage (roll twice, and select 
  your choice of the two results) on their own attempts to 
  resist control or direction.
  Smart Summons
    
    
    
    
    |  
    2
  Creatures you summon are smarter than most.
  If you choose this option: Creatures you summon 
  automatically receive a minimum Intelligence of 3, and can 
  understand Common.  
  Creatures you summon which would normally capable of 
  speaking can automatically speak Common as well.  
  Telepathic creatures you summon can communicate directly 
  
  386
  Handicaps & Rules Adjustments
  with you via that means.
  OPOC Option
    5
  As above, but your summoned creatures receive Intelligence 
  10, and can speak all languages that you can speak.
  Animal-Intelligence Summons
    2
    Animal-Intelligence Summons may only apply to 
  characters who are capable of summoning creatures as a 
  result of their race, background, Feats, or class/archetype 
  features.  It cannot, for example, apply to those who would 
  only be able to summon creatures by using magical items or 
  scrolls.
  Creatures you summon have, at most, the mental capabilities 
  of a common animal.
  If you choose this option: Creatures you summon that 
  would normally have an Intelligence greater than 3, instead 
  have an Intelligence of 3.
  This affects and restricts all aspects and abilities of that 
  creatures as it normally would.  Summoned creatures 
  normally capable of Intelligence-based spellcasting, for 
  example, will be unable to do so.
  
  387
  Handicaps & Rules Adjustments
  Element Manipulation Rules Adjustments
  Overview
  Overview
  “Element Manipulation” is a fancy way of saying “mucking 
  about with the game in the midst of playing the game”.
  The Rules Adjustments in this section involve directly 
  manipulating major gameplay elements, at “run time”: that 
  is, in the midst of actually facing them once they’ve been 
  introduced.
  Think about it in terms of facing enormous obstacles, or 
  being pressed for time: you just want to wave your hand, 
  sometimes, and just make that monster, that trap, that wall, 
  disappear entirely.
  You can do those things, with these adjustments.
  This section is very meta indeed, and works best if you 
  envision the entirety of the game as just that: a game.  A set 
  of rules you can play with as much as you wish.
  After all, particularly if it’s just you playing against, well, 
  you and a bunch of dice gods, then you can do whatever you 
  want, whenever you want, to spice up the game or make it 
  easier to survive.
  How to Use
  How to Use
  Element Manipulation rules adjustments (EMRAs) are not 
  decided upon in advance.  You decide to invoke and add them 
  in the heat of a moment of gameplay, often just as you’re 
  called upon to roll dice or make a specific decision.
  If you decide to use them, then you may do so at any time, 
  when faced with a gameplay element to which the rules 
  adjustment you wish to use applies.
  Extant Content
  Element manipulation rules adjustments must apply 
  to gameplay content that already exists, and has been 
  introduced to the PC(s).
  To be clear: unless otherwise specified, these adjustments 
  must apply to existing content, that’s there in the game, that 
  the PC(s) are aware of and are currently facing.
  If a rules adjustment in this section applies to a gameplay 
  element that does not exist, has not yet been introduced, 
  or is out of range of effect for the PC(s), then it cannot be 
  selected or invoked.
  You cannot, for example, decide to invoke Ignore Strike if 
  you’re not facing any enemies in combat.
  When to Use
  When to Use
  Mechanically, invoking an element manipulation rules 
  adjustment is an immediate effect that interrupts all other 
  gameplay mechanics, and can be introduced on anyone’s turn 
  and at any point in the pace of a turn or round.
  Make your decision to invoke an EMRA immediately before 
  you would otherwise have to resolve the interactions it 
  affects.  If this is unclear or confusing, typically, the specific 
  EMRA will include language that clarifies the timing.
  When NOT to Use
  When NOT to Use
  Almost uniquely among the tools in this book, using EMRAs 
  is not recommended in the context of traditional gameplay 
  scenarios.
  It can feel too much like a video game that you’re all 
  designing at runtime, and breaks the fourth wall and 
  immersion, to start mucking about with major parts of the 
  game as they’re happening.  That’s all well and fine if it’s 
  just you, mucking about with your own experience, but in 
  a group of other humans, it can feel really wacky really 
  quickly.
  Static Handicapping
  Static Handicapping
  Static handicapping is the default approach to determining 
  which Rules Adjustments apply in your gaming sessions.  
  In between each gaming session, or as a milestone reward 
  or achievement, you may change which Rules Adjustments 
  apply, but as a general rule, the penalties and boons which 
  apply remain pretty much constant throughout a given 
  gaming session.
  Dynamic Handicapping
  Dynamic Handicapping
  “Dynamic handicapping” is an elaborate phrase that means 
  “determining the extent of a handicap in the midst of playing 
  the game, and not beforehand”.
  In contrast to Static Handicapping, Dynamic Handicapping 
  recognizes that there are scenarios where Rules Adjustments 
  may be introduced in the midst of a gaming session.
  Rules adjustments introduced during a gaming session affect 
  the applicable handicap and the Net Balance Point modifier 
  that appiles.
  Generally speaking, the handicap that applies at the 
  conclusion of a gaming session is the one that is used to 
  determine achievements and levelling following that session.  
  So if you begin with a neutral (BPH=0) or low (BPH is a low 
  positive number) handicap, and then start applying favorable 
  Boons such as those found in this section, you might end up 
  with a much larger handicap and BPH than you began with.
  EMRA Stacking
  EMRA Stacking
  Most rules adjustments do not stack, and cannot be selected 
  multiple times.  The ones that do stack typically involve 
  applying in different ways each time they are selected.
  Element manipulation rules adjustments, on the other hand, 
  each apply to a given situation or instance of a gameplay 
  
  388
  Handicaps & Rules Adjustments
  element.  They may be used repeatedly.
  For example, if you are fighting a foe with a venomous 
  attack, you might end up repeatedly using the Ignore Poison 
  EMRA to survive the battle.
  Retconning a Bigger Expenditure
  If during an encounter, you end up spending more in EMRAs 
  than it would have cost to simply ignore the entire encounter 
  altogether, you may choose to “retcon” that decision and 
  simply spend the Balance Point handicap in that manner 
  instead.
  Continuing the venomous opponent example, if you spend 
  Ignore Poison enough times, it will cost you more than it 
  would have to have simply chosen Resolve Encounter in 
  the first place.  When you reach that point, you can simply 
  trigger a Resolve Encounter to end the combat, and spend 
  no further Balance Points toward your handicap since you’ve 
  already spent enough for Resolve Encounter.
  EMRA Terminology
  EMRA Terminology
  The following terms are used throughout this section.
  Ignore
  You may ignore the gameplay element referred to, or its 
  impact.  Treat it as though it simply didn’t occur.
  Ignore doesn’t change the source of the gameplay element at 
  all.  It also doesn’t prevent or affect future instances of the 
  same effect that you just ignored.
  For example, Ignore Poison means that you ignore the 
  effects of one poison effect that you would otherwise have 
  suffered in the game.  If you suffered a poison effect from a 
  giant spider’s bite, for instance, the spider itself is still there, 
  ready to bite again; applying the Ignore Poison EMRA means 
  you simply get to act as though the bite you just suffered 
  didn’t poison you.
  Suffer
  Suffer is the flipside of ignore: having faced an effect and 
  triumphed, you force yourself to suffer that effect anyway.
  If you make your Fortitude or Constitution or Death save 
  against the spider’s poison, continuing the prior example, 
  you may choose to trigger Suffer Poison, and suffer the 
  effects of the beast’s venom even though you beat it initially.
  Choosing to Suffer automatically fails any and all saving 
  throws you would normally been entitled to.  You may 
  only trigger a Suffer EMRA if you have been subjected to 
  a harmful game element, and succeeded in defeating that 
  element already.
  In the above example, if you failed your save against the 
  beast’s poison, you cannot then choose to Suffer Poison, 
  since you’re already going to suffer the poison effect already.
  Dismiss
  Dismiss is a much more potent form of Ignore.  While Ignore 
  lets you negate the impact of a gameplay element on a 
  one-off basis, Dismissing a gameplay element “deletes” it 
  entirely.
  Introduce / Duplicate
  Just as Dismissing a gameplay element completely removes 
  it from the game, Introducing or Duplicating a gameplay 
  element creates a brand new one.
  Duplicate Enemy is the most common example.  
  Introduce/Duplicate rules adjustments function on existing 
  gameplay content; they cannot be used to create an entire 
  encounter from scratch.
  Some of this category of EMRA are prefaced with “re-”; these 
  allow you to invoke the rules adjustment after facing and 
  defeating the relevant obstacle.  
  Retrap, for example, will re-activate the trapping 
  mechanism on a trap you have already disabled.
  Random EMRA Rules 
  Random EMRA Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  EMRA Rules Adjustment Type
  Use the table below to randomly determine a rules 
  adjustment type (boon or penalty) in this category.
  Table 502: Random EMRA Rules Adjustment Type
  d20
  EMRA Rules Adjustment Type
  1-9
    Penalty
  10-18
    Boon
  19-20
    Reroll with Advantage
  Penalty EMRA Combat Rules 
  Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  
  389
  Handicaps & Rules Adjustments
  Table 503: Random EMRA Rules Adjustment Penalties
  d20
  EMRA Rules Adjustment Penalty
  1-2
    Relock
  3-4
    Retrap
  5
    Retrapped Lock
  6-7
    Recurring Barrier
  8-9
    Recurring Environmental 
  Obstacle
  10-11
    Suffer Poison
  12-13
    Suffer Curse
  14
    Suffer Disease
  15
    Suffer Spell
  16
    Suffer Strike
  17
    Suffer Special Ability
  18
    Duplicate Enemy
  19
    Use Lower Quad
  20
    Reroll with Advantage
  Table 504: Random EMRA Rules Adjustment Boons
  d20
  EMRA Rules Adjustment Boon
  1
    Ignore Lock
  2
    Disarm Trap
  3
    Defeat Trapped Lock
  4-5
    Ignore Physical Barrier
  6-7
    Ignore Environmental 
  Obstacle
  8
    Ignore Poison
  9
    Ignore Curse
  10
    Ignore Disease
  11
    Ignore Spell
  12
    Ignore Strike
  13
    Ignore Special Ability
  14
    Dismiss Enemy
  15
    Delete Wall
  16
    Solve Puzzle
  d20
  EMRA Rules Adjustment Boon
  17
    Resolve Encounter
  18
    Immediate Mulligan
  19
    Use Higher Quad
  20
    Reroll with Advantage
  EMRA Rules Adjustments
  EMRA Rules Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Ignore Lock
    
    
    
    
    |  
    4
  A locked chest, door, or other mechanism simply opens for 
  you as though it had not been locked in the first place.
  If you choose this option: Target device, which is currently 
  locked, no longer has a lock at all.
  Relock
    2
  Target one locked device which you have picked or disabled 
  successfully, but not yet passed through or explored further.  
  That device becomes locked once again, exactly as it was 
  before you defeated it.  Traps and other triggers associated 
  with the lock are unaffected by this effect: specifically, if the 
  device was unlocked but still trapped, Relocking it doesn’t 
  change the fact that it’s still trapped.  Similarly, if you 
  Relock a device that had been locked and trapped, which you 
  had unlocked and disarmed, simply Relocking it will not re-
  activate the trap as well.
  Disarm Trap
    
    
    
    
    |  
    4
  A trapped mechanism is no longer trapped.
  If you choose this option: Target a mechanism which is 
  currently trapped.  Remove the trap entirely from the device.
  This rules adjustment does not affect locks which may also 
  apply to the device.
  Retrap
    2
  Target a trap which you have successfully defeated, or 
  activated and suffered already.  That trap is re-activated.
  
  390
  Handicaps & Rules Adjustments
  You cannot use Retrap against a trapped container you have 
  already searched, a trapped portal which you have already 
  explored beyond, or otherwise attempt to apply it to a trap 
  which you have already passed by.
  Defeat Trapped Lock
    
    
    
    
    |  
    6
  A locked and trapped mechanism is no longer either of those 
  things.
  If you choose this option: Target device which is both 
  trapped and locked is no longer either trapped, or locked.
  You cannot apply this rules adjustment to a device which you 
  do not know already to be both locked and trapped.
  Retrap Lock
    3
  A locked, trapped device which you have already unlocked 
  and disabled is now both trapped and locked once again.
  You cannot use Retrap Lock against a container you have 
  already searched, a portal which you have already explored 
  beyond, or otherwise attempt to apply it to a context which 
  you have already passed by.
  Ignore Physical Barrier
    
    
    
    
    |  
    2
  A physical impediment to progress is removed from the 
  game.
  If you choose this option: Target a barrier that you cannot 
  bypass by walking around: a boulder fall, a pile of rubble, 
  or other physical barrier through which the adventure 
  continues, but which does not bear a lock or opening 
  mechanism.
  A good rule of thumb is that if the obstacle could be defeated 
  via a Strength check, it qualifies.
  Recurring Barrier
    1
  A barrier you have already defeated is once again present.  
  The portcullis comes crashing back down; the rubble falls 
  once again from the ceiling of the cave.
  You must target an obstacle you have defeated, but you may 
  have defeated it any way (e.g., skill check, attacking, spell).  
  You cannot target a barrier that you have already explored 
  beyond.
  Ignore Environmental Obstacle
    
    
    
    
    |  
    2
  A passable environmental feature that bears risk becomes 
  ordinary passable terrain.
  If you choose this option: You may target an environmental 
  feature that normally would require a skill or ability check 
  to navigate safely and effectively: rivers, lakes, climbing or 
  scaling, or jumping obstacles.  The environmental feature, 
  which must be a single contiguous terrain feature no larger 
  than 20’ square, becomes normal terrain through which you 
  can now move without penalty or check required.
  Recurring Environmental Obstacle
    1
  An environmental obstacle you have already defeated once 
  again presents itself.  The easiest way to imagine this is to 
  assume you are repositioned at the beginning or other side of 
  the obstacle.
  For rivers or lakes you’ve swum through, you’re once again 
  on the near shore.  For climbing challenges, you’re once 
  again at the bottom or top of the obstacle.  And so on.
  You cannot target an environmental feature that you have 
  already explored beyond.
  Ignore Poison
    
    
    
    
    |  
    3
  You may ignore the effects of a poison you are about to 
  suffer.
  If you choose this option: Target a poison effect that you 
  have just failed the save for or otherwise ensured that it will 
  affect you.  That poison effect no longer applies to you.
  You may apply Ignore Poison prior to even attempting the 
  saving throw if one applies, but it seems wasteful to do so.
  Suffer Poison
    1
  Target a poison effect that you have just successfully saved 
  against: you instead do suffer that poisonous effect without 
  the further ability for a saving throw.
  You may still cast spells, drink potions, use skill or ability 
  checks or items, and otherwise treat the poison you have 
  suffered.
  You cannot apply Suffer Poison under any circumstances in 
  which you are currently immune to poisons.
  Ignore Curse
    
    
    
    
    |  
    3
  As Ignore Poison, but for curse effects.  
  You may apply Ignore Curse at any time during the duration 
  
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  Handicaps & Rules Adjustments
  which you suffer from a curse effect, but it seems wasteful to 
  not do so immediately.
  Suffer Curse
    2
  As Suffer Poison, but for curse effects.  
  You may apply Suffer Curse only upon first failing the 
  save to initially suffer from an applicable effect; you may 
  not choose to apply Suffer Curse later while suffering the 
  lingering effects of a curse.
  Ignore Disease
    
    
    
    
    |  
    4
  As Ignore Poison, but for disease effects.  
  You may apply Ignore Disease at any time during the 
  duration which you suffer from a disease effect, but it seems 
  wasteful to not do so immediately.
  Suffer Disease
    3
  As Suffer Poison, but for disease effects.  
  You may apply Suffer Disease only upon first failing the 
  save to initially suffer from an applicable effect; you may 
  not choose to apply Suffer Disease later while suffering the 
  lingering effects of a disease.
  Ignore Spell
    
    
    
    
    |  
    2 x spell level
  A spell that is about to affect you no longer exists.
  This rules adjustment has a BPH cost of 2, multiplied by the 
  level of the spell you are targeting.  0th-level spells count 
  as 1st-level spells for this purpose.  So Ignoring a 7th-level 
  spell costs 14 BPH.
  If you choose this option: Target a spell which is being 
  cast, in whose area of effect you are included.  That spell is 
  countered and does not take effect at all.
  You do not have to be the target, or even one of the targets, 
  of the spell.  If it is an area effect spell, for example, and you 
  are included in the area, then you may apply Ignore Spell.
  If you are the only target of the spell, or if you are the only 
  ally affected by the spell, then you may wait to apply Ignore 
  Spell until you have failed any saving throw which applies.  
  If more than just you are affected by a spell, you can only 
  apply Ignore Spell as it’s being cast.
  The spell still counts as having been cast for the purposes 
  of the caster’s actions this round, and counts against 
  memorized spells or spells per day as normal.
  Suffer Spell
    1 x spell level
  The BPH benefit to applying Suffer Spell is equal to 1, 
  multiplied by the spell level of the spell targeted.  oth-level 
  spells count as 1st-level spells for this purpose.
  Target a spell that you have just suffered, or successfully 
  saved against, which included you in its area of effect.  It 
  need not have targeted you, or included you as one of the 
  specific targets.  It applies again, exactly as it did initially.  
  You are still allowed to attempt any saving throws or actions 
  or reactions which were applicable initially.
  The “new” suffered spell does not require any actions, 
  and does not count against the caster’s spells per day or 
  memorized spells.
  Ignore Strike
    
    
    
    
    |  
    3
  A melee or ranged attack which has hit you successfully is 
  ignored entirely, as though it did not occur in the first place.
  If you choose this option: Target a melee or ranged attack 
  (not a ranged touch attack, special ability, or spell effect!) 
  which includes you in its area of effect, or which targets you 
  or includes you in its targets.  That attack no longer occurs.
  Any secondary effects or impacts that trigger as a result of 
  the attack having taken place do not occur.  For example, if a 
  creature heals hit points as a result of successfully hitting an 
  opponent, it does not heal those hit points on a successful hit 
  that was Ignored.
  The attack is still “spent”; any actions associated with it are 
  spent for the round, and it counts against any limitations on 
  number allowed per day.
  Suffer Strike
    2
  Target an attack that has either just successfully hit you, 
  or that has targeted you or included you in its targets and 
  which has failed to hit you.  That attack does in fact hit and 
  affect you as though it had initially succeeded.
  Applying Suffer Strike does not affect the actions of the 
  opponent who struck you; nor does it count against that 
  opponent’s limitations on numbers allowed per day.
  Ignore Special Ability
    
    
    
    
    |  
    5
  A special ability which affects you, targets you, or includes 
  you in its targeting which is about to affect you no longer 
  takes place.
  If you choose this option: Target a special ability 
  (supernatural, excetional, or spell-like, in Pathfinder 
  
  392
  Handicaps & Rules Adjustments
  parlance) that affects you, against which you have failed 
  any associated saving throws.  That special ability no longer 
  triggers or affects you.
  You may apply Ignore Special Ability prior to attempting 
  saving throws which may apply, but it seems wasteful to do 
  so.
  Any secondary effects or impacts that trigger as a result 
  of the special ability having taken place do not occur.  For 
  example, if a creature receives an additional attack as a 
  result of successfully using a special ability on an opponent, 
  it does not gain that extra attack on a successful special 
  ability use that was Ignored.
  The special ability is still “spent”; any actions associated 
  with it are spent for the round, and it counts against any 
  limitations on number allowed per day.
  Suffer Special Ability
    3
  Target a special ability that has either just successfully 
  affected you, or that has targeted you or included you in 
  its targets and against which you have succeeded in any 
  applicable saving throws.  That special ability does in fact 
  trigger and affect you as though it had initially succeeded.
  Applying Suffer Special Ability does not affect the actions of 
  the opponent who struck you; nor does it count against that 
  opponent’s limitations on numbers allowed per day.
  Dismiss Enemy
    
    
    
    
    |  
    4 x hit dice
  A creature which threatens you ceases to exist entirely.
  This rules adjustment has an BPH cost of 4, multiplied by the 
  Hit Dice of the creature targeted.  Creatures with fractional 
  Hit Dice (1/2, 1/4, etc.) count as having 1 complete Hit Die 
  for this purpose.
  If you choose this option: Target a creature which is not an 
  ally.  That create is removed from the game.
  You may apply Dismiss Enemy at any time, either during, or 
  right before, a combat encounter.
  Use common sense when applying Dismiss Enemy against a 
  creature that has a role in an ongoing story: either retarget 
  your application of the rules adjustment, or retarget that 
  creature’s role in the story to apply to a different or newly-
  created creature.
  No secondary effects are triggered from the removal of the 
  creature targeted.  Monsters that normally rise from death 
  do not do so in this case, as the creature does not die; it is 
  completely erased from the game.
  Similarly, you do not receive any benefit from having 
  winked the beast out of existence: no experience point or 
  Reward Star benefit accrues to you, you do not get to loot 
  the creature’s corpse, any random treasure which would 
  otherwise have applied after the combat no longer applies, 
  and so on.
  Any CR calculations that factor into the encounter in which 
  the Dismissed Enemy must be recalculated in consideration 
  of the removal
  Duplicate Enemy
    2 x hit dice
  The BPH benefit to applying Duplicate Enemy is equal to 2, 
  multiplied by the Hit Dice of the creature being duplicated.  
  Creatures with fractional Hit Dice may not be targeted by 
  this rules adjustment.
  Target an enemy creature that you are in a combat encounter 
  with, that is hostile to you and who is either attacking you, 
  or about to attack you.  An exact duplicate of that creature is 
  created, immediately adjacent to the original, and with full 
  hit points and abilities.  It believes itself to be allied with 
  the original, and any allies of the original feel the same way 
  about the duplicate as they did about the original.  
  For all intents and purposes, it’s just another enemy to fight, 
  exactly the same as the original one.
  You may trigger Duplicate Enemy only in the first round of a 
  combat encounter.
  You may only trigger Duplicate Enemy when faced with a 
  combat encounter that is commensurate with your talents—
  you cannot trigger Duplicate Enemy on a weak random 
  encounter, for example.
  Use common sense in most cases, but if you need math, 
  simply total the Hit Dice of all enemies; if it is less than 
  the total Hit Dice of you and your allies, then it is not 
  commensurate with your abilities and therefore you cannot 
  apply Duplicate Enemy.
  Delete Wall
    
    
    
    
    |  
    4 (per 5’ section)
  A wall or solid formation of the terrain is deleted entirely.
  If you choose this option: Target a 5’ square of terrain 
  that is solid and impassable; that square becomes ordinary, 
  passable terrain.  
  You may affect any number of terrain squares in this 
  manner; each one costs the BPH amount shown above, and 
  requires a full-round action to apply.
  Solve Puzzle
    
    
    
    
    |  
    6
  A puzzle or riddle you are faced with is no longer asked or 
  posed.
  If you choose this option: Target a riddle or puzzle, either 
  verbal or physical, that you must overcome in order to 
  progress through the adventure.  That obstacle is no longer 
  in the game.  
  Any creature who had asked the question or posed the riddle 
  is satisfied; any physical puzzle which triggers mechanisms 
  
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  Handicaps & Rules Adjustments
  (to open doors, for example) functions as though the puzzle 
  had been solved normally.
  You can apply Solve Puzzle to a puzzle which you have 
  already invested time in attempting to solve.
  Resolve Encounter
    
    
    
    
    |  
    25
  A combat or social encounter that you were about to face, or 
  are in the midst of participating, is resolved immediately.
  If you choose this option: Target a social or combat 
  encounter that you are in the middle of actively participating 
  in, or that is immediately imminent.  That encounter is 
  resolved, and you may progress with your adventure.
  For combat encounters, remove all enemies from the game.  
  Any wounds or other effects from a combat you were already 
  in the midst of are unaffected by this rules adjustment.
  Social encounters are resolved to the minimum satisfaction 
  of what is needed to continue playing the game and 
  advancing the story.  Use common sense here: if the social 
  encounter was required to gain information from an 
  informant, you get that information.  
  “Minimum satisfaction” means precisely that: what is 
  required, but no more.  In the “extract information” scenario, 
  for example, you get the needed intelligence, but you don’t 
  befriend the NPC who gave it to you.  If the encounter was 
  exploratory, and was driving you to obtain a letter you 
  needed to blackmail the viscount, you get the letter, but you 
  don’t get to pilfer the jewelry in the box that contained that 
  letter.
  Immediate Mulligan
    
    
    
    
    |  
    7
  Don’t like the roll?  Reroll it immediately.
  If you choose this option: Target a dice roll you have just 
  rolled.  You may reroll that entire roll immediately.
  This is not the same as rolling with Advantage: you must 
  accept the reroll, even if it is worse than the original roll.  
  You can, however, stack-apply Immediate Mulligan multiple 
  times; each application costs the same amount of BPH.
  Declare your intent to apply Immediate Mulligan just 
  after the roll it targets, before any effects from that roll are 
  applied.  If you roll low for damage, for example, apply the 
  mulligan before you subtract that low-rolled damage from 
  your opponent.
  Use Higher Quad
    
    
    
    
    |  
    50
  You seek out and embrace higher challenge that is an order 
  of magnitude greater than what, by all rights and any logic, 
  you should feasibly pursue.  Against better judgment and 
  instincts of self-preservation, you always end up tackling 
  tougher threats.
  You cannot have this Rules Adjustment if your character level 
  qualifies you to ordinarily use the 
    Elite quad difficulty 
  level.  If you apply this Rules Adjustment when it is feasible, 
  and later advance to using Elite, then you must remove this 
  Rules Adjustment at that time; you no longer receive its 
  benefits to your Handicap.
  If you choose this option: You now use the band of difficulty 
  one quad (p 120) more advanced than the one your 
  character level would otherwise normally qualify you for.
  You can use the table below as a quick reference.
  Table 505: Use Higher Quad Rules Adjustment
  Normal Quad
  Difficulty Band Used
    Low 
    Moderate 
    Moderate
    Advanced
    Advanced
    Elite 
    Elite 
  n/a
  Use Lower Quad
    35
  Whether out of cowardice, efficiency, slow pace, or simple 
  luck, you always pursue challenges that are much easier than 
  those you should by all rights be approaching.
  If you choose this option: As above, but you use the band of 
  difficulty one quad lower than normal.
  You may select this if your difficulty band would normally be 
    Moderate or higher.
  Table 506: Use Lower Quad Rules Adjustment
  Normal Quad
  Difficulty Band Used
    Low 
  n/a
    Moderate
    Low
    Advanced
    Moderate 
    Elite 
    Advanced
  
  394
  Handicaps & Rules Adjustments
  Dice Chain Rules Adjustments
  Overview
  Overview
  Although the formal definition and specific phrase “dice 
  chain” is something that is most often associated with 
  Dungeon Crawl Classics, the notion that there is a logical 
  and mathematical progression of combinations of dice that 
  ascends and descends is common to most rules systems.
  Pathfinder, for example, offers the concept of an Impact 
  magical weapon, which steps up the dice of damage it would 
  normally inflict.
  Balance Points & the Dice 
  Balance Points & the Dice 
  Chain
  Chain
  The notion of the Dice Chain, and the steps up and down it, 
  is fundamental to the concept of Balance Point calculations.
  One Balance Point was originally defined as the amount of 
  gameplay advantage that is offered by increasing one dice 
  roll by one step.
  That initial concept is what has been baked into the 
  Balance Point Handicap (BPH) values for all of the Rules 
  Adjustments found herien.
  You can apply rules adjustments on-the-fly to specific 
  contexts to give yourself greater abilities, or to intentionally 
  hamper your capabilities in order to reduce your overall 
  handicap.
  You may also receive some of these as Rewards or 
  Punishments, for example, following the conclusion of an 
  encounter or gaming session, or gaining a level.
  The Dice Chain
  The Dice Chain
  Refer to “Table 510: The Dice Chain” on page 394 for the 
  complete dice chain sequence.
  Steps marked with an asterisk* (8, 9, 11, and 12 representing 
  d14, d16, d24, and d30, respectively) indicate steps in the 
  chain that involve dice that are not typically included in 
  7-die RPG sets.
  Although d2s and d3s are also not typically included, they are 
  straightforward to emulate: roll a d6, and divide by either 3 
  or 2, respectively, to produce the same results as a d2 or d3 
  would have.
  Dice Chain with Standard Dice
  The options presented here assume access to weirdly-shaped 
  and unusually-sided dice, beyond what most TTRPGs and 
  dice sets provide.
  If you play Dungeon Crawl Classics, you likely already have 
  the complete set of dice that applies.
  You’re welcome to use Excel or some other randomizing 
  agent instead of, say, purchasing a D24 or D30 specifically 
  for solo roleplaying purposes.
  Simulating Unusual Dice
  One way to simulate the rolling of oddly-shaped dice is to 
  pick a standard die that is larger than that number of faces, 
  and reroll any results above the maximum face you’re trying 
  to emulate.
  For example, to simulate rolling a D14, roll a D20, and reroll 
  any results of 15-20.
  This gets tricker (and more repetitive, and boring) when 
  emulating dice above a d20: you’d have to roll a d%, and 
  reroll any results above a 24 or 30, for example.
  A lot of wasted time.  Aren’t you perhaps just better off 
  buying more dice?  :)
  Skipping D14/D16
  Another option is to simply stick to the standard array of 
  dice.  
  This limits you, to some extent: you must then skip D14 and 
  D16 altogether: if you’re increasing a roll on the Dice Chain 
  above D12, you must spend Balance Points sufficient to 
  move the roll all the way to D20.
  It also prevents you from increasing a die roll above Step 10, 
  since you cannot use standard dice to emulate a D24 or D30 
  roll.
  Table 510: The Dice Chain
  Step
  Die Used
  0
  1 point (no roll)
  1
  d2
  2
  d3
  3
  d4
  4
  d6
  5
  d8
  6
  d10
  7
  d12
  8*
  d14
  9*
  d16
  10
  d20
  11*
  d24
  12*
  d30
  
  395
  Handicaps & Rules Adjustments
  Random Dice Chain Rules 
  Random Dice Chain Rules 
  Adjustments
  Adjustments
  Either as a Reward or Penalty, or through other 
  mechanisms, you may be called upon or prefer to randomly 
  select a Rules Adjustment in this category.
  Use the tables below to drive this sort of selection.
  For rules adjustments that include an OPOC version, no 
  separate entry is offered in the randomization tables.  If 
  you are playing using an OPOC approach, use that version; 
  otherwise, use the ordinary version of the rules adjustment.
  All Dice Chain Rules Adjustments
  Use the table below to randomly determine a rules 
  adjustment in this category, inclusive of boons and penalties.
  Table 507: Random Dice Chain Rules Adjustments
  d20
  Dice Chain Rules Adjustment
  1-2
    Step Down Roll
  3-4
    Disadvantage Roll
  5
    Encounter Step Down
  6
    Encounter Disadvantage
  7
    Session Step Down
  8
    Session Disadvantage
  9
    Subtract Action Die
  10-12
    Step Up Roll
  13-14
    Advantage Roll
  15
    Encounter Step Up
  16
    Encounter Advantage
  17
    Session Step Up
  18
    Session Advantage
  19
    Add Action Die
  20
    Reroll with Advantage
  Boon Dice Chain Rules Adjustments
  Use the table below to randomly determine a beneficial rules 
  adjustment in this category.
  Table 508: Random Dice Chain Rules Adjustment Boons
  d20
  Dice Chain Rules Adjustment Boon
  1-6
    Step Up Roll
  d20
  Dice Chain Rules Adjustment Boon
  7-11
    Advantage Roll
  12-14
    Encounter Step Up
  15-16
    Encounter Advantage
  17
    Session Step Up
  18
    Session Advantage
  19
    Add Action Die
  20
    Reroll with Advantage
  Penalty Dice Chain Rules Adjustments
  Use the table below to randomly determine a detrimental 
  rules adjustment in this category.
  Table 509: Random Dice Chain Rules Adjustment Penalty
  d20
  Dice Chain Rules Adjustment Penalty
  1-6
    Step Down Roll
  7-11
    Disadvantage Roll
  12-14
    Encounter Step Down
  15-16
    Encounter Disadvantage
  17
    Session Step Down
  18
    Session Disadvantage
  19
    Subtract Action Die
  20
    Reroll with Advantage
  Dice Chain Rules 
  Dice Chain Rules 
  Adjustments
  Adjustments
  Below please find all of the rules adjustments in this 
  category.
  Step Up Roll
    
    
    
    
    |  
    1
  Roll a die one size higher in the Dice Chain than would 
  ordinarily be required.  
  This language assumes that a higher-sized die is preferable 
  (e.g., for damage, or attack rolls).  To apply Step Up Roll to 
  a scenario in which smaller numbers are preferred (e.g., to 
  
  396
  Handicaps & Rules Adjustments
  force an enemy to roll a d4 instead of d6 to determine the 
  duration of a poison), use a die one step smaller than the one 
  normally used.
  If more than one effect or rules adjustment modifies the size 
  of the dice being used, apply all other modifications before 
  applying Step Up Roll.
  Step Up Roll affects the size of one die being rolled; for 
  complex dice combinations, you must apply Step Up Roll 
  separately to each die size used.  For example, if you are 
  struck by an attack which normally inflicts 2d6+3d8 
  damage, you could apply each Step Up Roll to either the 2d6 
  or the 3d8; to reduce both, you would have to apply Step Up 
  Roll twice.
  Step Up Roll may be applied multiple times to a single die 
  roll, and stacks with itself.  For example, if you suffer a spell 
  effect that inflicts 4d12 damage, you could apply two Step 
  Up Roll adjustments to suffer only 4d8 damage.
  Step Up Roll may be applied to any time the rules require 
  that dice be rolled, except for during character creation or 
  for one-time-only rolls associated with gaining a level.  You 
  cannot, for example, apply Step Up Roll when rolling to 
  determine how many additional Hit Points you gain to your 
  maximum when gaining a level.
  If you choose this option: Target a die used in a die roll that 
  must occur per the rules.  
  Declare your intent to apply Step Up Roll after a die roll is 
  determined and the dice and modifiers that must be used 
  have been calculated, but before actually making the roll.
  If higher results are more favorable to you in that scenario, 
  increase the die size used one step according to the Dice 
  Chain (p 394).
  If smaller numbers are more favorable to you in this 
  scenario, decrease the die size used by one step.
  Step Up Roll & the Dice Chain
  If you are “skipping” certain oddly-shaped steps on the Dice 
  Chain (e.g., D14), you cannot apply Step Up Roll to that 
  step; you must instead apply it enough times to increase the 
  die size to the next size that you are rolling.  For example, 
  if you’re using a standard 7-dice set, and you are choosing 
  not to emulate the rolls of D14 and D16, if you apply Step Up 
  Roll to your roll to inflict 1d12+6 damage, you must apply it 
  three times in order to get the die to 1d20+6.
  You cannot apply Step Up Roll beyond the maximium step 
  defined in the Dice Chain.
  Step Up Roll & Critical Hits
  For rolls that allow for critical successes, using a larger-sized 
  die does not affect the size of the range that qualifies for 
  critical hits or critical successes.  
  It does, however, change the values of those rolls.
  Ordinarily, for example, a critical success is a natural 20 on 
  a 20-sided die.  If you step up this roll so you instead use a 
  d24, a natural 24 will give you a critical success.
  Similarly, if your weapon allows for an expanded critical hit 
  range, and you would normally land a crit on a 18-20, if you 
  stepped up the roll do use a d30, you would critically hit on a 
  die roll of 28-30.
  Mathematically, then, stepping up the size of the die used 
  actually decreases the chances for scoring a critical success.  
  But it vastly increases the chances for an ordinary success, 
  and grants many circumstances the ability to land a success 
  when it would not otherwise have been possible at all.
  Step Down Roll
    1
  As Step Up Roll, but reverse the increase/decrease steps.  
  Specifically, if a you would prefer larger results in a 
  situation, decrease the die size one step; if you would instead 
  like smaller results, increase the die size one step.
  All other aspects of Step Up Roll apply, with reversed 
  language.
  You cannot apply Step Down Roll beyond the minimum step 
  defined in the dice chain.
  Step Up Roll & Critical Failures
  For rolls that allow for critical failures or misses, using a 
  smaller-sized die does not affect the size of the range, or 
  the value, that qualifies for critical failures.
  Ordinarily, for rolls to which the rule applies, a natural 1 on 
  a d20 means a critical failure.  If you step down the die used 
  so you instead roll a d16, then a critical failure is still only on 
  a natural 1.
  Mathematically, then, stepping down the size of the die 
  used not only decreases the chances for success, and places 
  success outside of your capabilities in some scenarios, but it 
  also increases the chances for a critical failure or miss.
  Advantage Roll
    
    
    
    
    |  
    3
  You gain 
    Advantage (roll twice, and select your choice of 
  the two results) on one die roll.  
  If you choose this option: Target a die to be rolled in a dice 
  roll that is required by the rules.  You may roll that die with 
  Advantage.
  Declare your intent to apply Advantage Roll after a die roll 
  is determined and the dice and modifiers that must be used 
  have been calculated, but before actually making the roll.
  As with Step Up Roll, for complex rolls involving more than 
  one size of die, Advantage Roll applies to only one of those 
  die sizes, but it may be applied separately to each of the sizes 
  involved at additional cost.
  You may combine the effects of Advantage Roll and Step Up 
  Roll on a single dice roll.
  Disadvantage Roll
    2
  As with Advantage Roll, but you roll with 
    Disadvantage 
  (roll twice, and select the less beneficial of the two results) 
  instead.
  
  397
  Handicaps & Rules Adjustments
  Encounter Step Up
    
    
    
    
    |  
    8
  You gain more favorable capabilities for an entire encounter. 
  If you choose this option: Target an encounter you are 
  currently engaged in, and define a type of die roll: Attack, 
  Damage, Save, Skill/Ability/Caster Level/Concentration 
  checks, Combat Maneuver rolls, and so on.
  For the remainder of that encounter, all dice in all of your 
  rolls of that type receive the effects of Step Up Roll.
  Declare your intent to apply Encounter Step Up at any time 
  once the encounter begins, though to do so beyond your first 
  action seems wasteful.
  Encounter Step Up applies the stepped-up effect to all of 
  your dice rolls of the specified type.  
  Alternately: You may apply Encounter Step Up instead to 
  the rolls of your enemies in this encounter.  You must still 
  define a type of roll.
  You may apply Encounter Step Up to yourself multiple times 
  in a single encounter.  
  When doing so, you may choose to apply it:
  • Repeatedly to a certain type of roll, in which case the 
  effects stack; and/or 
  • To multiple different types of roll, in which case each type 
  of roll receives the effect; and/or
  • To enemies as well as to yourself.
  Theoretically, you might apply ten, twenty, or even more 
  instances of Encounter Step Up to a single encounter, 
  boosting all of your own rolls while penalizing all of your 
  enemies’ rolls... but it will cost you!
  Encounter Step Down
    8
  As Encounter Step Up, but applies the Step Down Roll 
  effect.
  Options for stacking and multiple applications still apply.
  Encounter Advantage
    
    
    
    
    |  
    15
  You gain more favorable capabilities for an entire encounter. 
  If you choose this option: Target an encounter you are 
  currently engaged in, and define a type of die roll: Attack, 
  Damage, Save, Skill/Ability/Caster Level/Concentration 
  checks, Combat Maneuver rolls, and so on.
  For the remainder of that encounter, all dice in all of your 
  rolls receive the effects of Advantage Roll.
  Declare your intent to apply Encounter Advantage at any 
  time once the encounter begins, though to do so beyond your 
  first action seems wasteful.
  Encounter Advantage applies the stepped-up effect to all of 
  your dice rolls of the specified type.  
  Alternately: You may apply Encounter Advantage instead 
  to the rolls of your enemies in this encounter.  You must still 
  define a type of roll.
  You may apply Encounter Advantage to yourself multiple 
  times in a single encounter.  
  When doing so, you may choose to apply it:
  • To multiple different types of roll, in which case each type 
  of roll receives the effect; and/or
  • To enemies as well as to yourself.
  Theoretically, you might apply ten or more instances of 
  Encounter Advantage to a single encounter, boosting all of 
  your own rolls while penalizing all of your enemies’ rolls... 
  but it will cost you!
  Encounter Disadvantage
    15
  As Encounter Advantage, but applies the Disadvantage Roll 
  effect.
  Options for stacking and multiple applications still apply.
  Session Step Up
    
    
    
    
    |  
    30
  You gain more favorable capabilities for an entire gaming 
  session. 
  If you choose this option: As Encounter Step Up, but the 
  duration applies to the entire current gaming session.
  You may declare your intent to use Session Step Up at any 
  time during the session, though to do so after it immediately 
  begins seems wasteful.
  Session Step Down
    30
  As Encounter Step Down, but applies to the entire current 
  gaming session.
  You may only choose to apply Session Step Down at the 
  immediate beginning of a gaming session.
  Session Advantage
    
    
    
    
    |  
    50
  You gain more favorable capabilities for an entire gaming 
  session. 
  If you choose this option: As Encounter Advantage, but the 
  duration applies to the entire current gaming session.
  You may declare your intent to use Session Advantage 
  at any time during the session, though to do so after it 
  
  398
  Handicaps & Rules Adjustments
  immediately begins seems wasteful.
  Session Disadvantage
    50
  As Encounter Disadvantage, but applies to the entire 
  current gaming session.
  You may only choose to apply Session Disadvantage at the 
  immediate beginning of a gaming session.
  Add Action Die
    
    
    
    
    |  
    
    
    
    
    8  |  
    6
  You gain an additional action alongside an action currently 
  being executed. 
  If you choose this option: Target a die roll related to an 
  action you are already executing (Attack or Damage are 
  typical examples).  You gain an additional die to roll for that 
  action.
  For attack rolls, you roll an additional attack die.  Treat that 
  as a basic attack of the form you are pairing it with.  For 
  example, if you are adding an action die to a melee attack, 
  the new additional die will be an additional basic melee 
  attack.
  How this effect is resolved for other types of action rolls 
  depends on the action being rolled for.  Dungeon Crawl 
  Classics already contains this concept at the core of its 
  combat mechanics; for other rules systems, use common 
  sense.
  New Action Dice default to the type normally being used, 
  minus one step.  For example, if you use Add Action Die to 
  add an action to a normal attack roll (which typically uses a 
  d20), you would roll a d16.
  You may apply Step Up Roll to an added Add Action Die roll.
  Subtract Action Die
    
    
    
    
    |  
    
    
    
    
    5  |  
    8
  You don’t get to perform as many tasks in combat as you 
  would have ordinarily.
  Target a die or action roll that you normally would have been 
  allowed to take this round.  You may no longer use or roll 
  that action die.
  You may only apply Subtract Action Die during your turn in 
  combat, and it must be declared before you take any actions 
  this turn.
  You may only apply Subtract Action Die if you are normally 
  allowed to make more than one action die: two attack rolls, 
  for example.
  In Pathfinder Second Edition’s three-action economy, you 
  may only apply Subtract Action Die if you are normally 
  allowed to make more than one roll as part of using one of 
  those actions.
  In Dungeon Crawl Classics, it’s easier to understand: you 
  may only apply Subtract Action Die if you ordinarily get 
  more than one Action Die to begin with.
  
  399
  Rewards
  Rewards
  Rewards
  
  400
  Rewards
  Rewards Overview
  Summary
  Summary
  Rewards are beneficial things that you as a PC want.  
  They can take many forms in a roleplaying game, the moreso 
  with a solo adventure, and even moreso with the approach 
  that this book takes to solo adventuring.
  Terminology
  Terminology
  To avoid confusion, let’s make some distinctions here:
  • Reward is the general term for a beneficial thing that 
  affects your PCs.  That’s what this section covers in detail.
  • Impact is the word for a benefit that arises from 
  completing a milestone in a quest, or a quest itself.
  • Bonus is the term for 
  Rewards and Storytelling
  Rewards and Storytelling
  In most cases, you will have to come up with a creative 
  reason why a particular reward is being given to you.
  It need not be a very compelling or complicated reason.  
  Maybe the person you saved from the harpy was actually the 
  daughter of great house, who now owes you a great deal of 
  gratitude.  Perhaps the straightforward chase to recover a 
  stolen purse reveals a notorious spy, and the town watch is 
  indebted to you far beyond the act seemed at first.
  Or, of course, you can revel in the fact that as a solo player, 
  no such stringent logic considerations need apply to you!  
  And you can simply ignore any storytelling implications and 
  treat any rewards as a transactional exchange for completing 
  the quest involved, for example.
  Simply put: Scale the level of description you craft to the 
  interest level you have in needing to do so.
  Reward Applicability
  Unless otherwise mentioned, any reward that applies to a 
  particular creature or individual may apply to any one PC in 
  your party (if you are playing OPMC style).
  If you are playing OPMC, and receive multiple rewards, or 
  rewards that might apply to more than one creature, you 
  may distribute them amongst your party members as you 
  desire, unless otherwise specifically directed otherwise.  For 
  example, the PC who lands the killing blow against a lich 
  might receive a permanent beneficial spell effect.
  Filtered Rewards
  Some Quests or other contexts may rule out certain kinds 
  of reward.  For example, if your quest was simply to slay 
  a bunch of rats in a tavern cellar, it’s reasonable that this 
  paltry, albeit noble, deed might not earn you a great deal of 
  Magical benefit.
  If you’re called upon to randomize a reward, but certain 
  categories have been vetoed by the context of doing so, 
  you may simply reroll any results that are “filtered” in this 
  manner.
  Rewards and Sanity Checks
  In other cases, and as with everything in this book, sanity 
  checking should trump other considerations.
  If you roll a randomized reward that for whatever 
  combination of reasons doesn’t make any sense in the 
  context of the precipitating event that granted it, then simply 
  reroll your result until it does pass a sanity check.
  QuickStart Rewards
  QuickStart Rewards
  There are many (including the author) who absolutely 
  adore rolling through plethoras of linked tables in order to 
  determine treasure, wandering monsters, or, in this case, 
  rewards.  Dungeon Master Guides and associated tools have 
  been packed to the brim with dozens of these going back 
  decades, and they form a major component of most fantasy 
  TTRPGs to this day.
  There are also those who wish that this aspect of the game 
  were simplified to a single die roll, as much perhaps to avoid 
  complexity as to save time.
  It is to the latter category that the following table is 
  addressed.  
  Any time you would normally roll on the Random Reward 
  Categories table and its subsequent more detailed tables, 
  you may instead roll once on the QuickStart Rewards table 
  below.
  Table 511: QuickStart Rewards
  D20
  Reward
  1
    Coins: roll Low Coin on p 52.
  2
    Coins: roll Medium Coin on p 53.
  3
    Coins: roll High Coin on p 54.
  4
    Gems: roll Low Gem on p 55.
  5
    Gems: roll Medium Gem on p 56.
  6
    Gems: roll High Gem on p 57.
  7
    Potion: roll Potion on p 58.
  8
    Armor: roll Armor on p 61.
  9
    A beneficial spell from p 63 
  (applies for duration of next encounter)
  10
    Gain 2d4 Balance Points.
  
  401
  Rewards
  D20
  Reward
  11
    Gain a random Rules Adjustment 
  boon 
  (or remove one Rules Adjustment penalty 
  of your choice, not to exceed 2d10 Balance 
  Points in value)
  12
    Gain 1d3 Reward Stars  
  (or 1/5 of the XP toward your next level if not 
  playing with milestone advancement)
  13
    Gain 1d4 Clues  
  (applied as you choose among active Quests)
  14
    Next spell you cast is retained
  15
    Next overland travel is safe
  16
    Attitude increase of NPC  
  (your choice)
  17
  +1 to Ability Score of your choice
  18
    Reroll with Advantage
  19
    Reroll twice (stacks)
  20
    Pick your preference
  Using Reward Tables
  Using Reward Tables
  In cases where a QuickStart table (p 28) applies to the 
  concept, a link and reference is provided.  In these cases, 
  you can use the associated QuickStart FlexTable to generate 
  the random reward, or you can instead use the formal 
  mechanism for doing so provided by your rules system of 
  choice.
  For cases where no link to an applicable QuickStart table 
  is included, you have two options: you can use a similar 
  QuickStart table, and simply reroll any results that don’t fit 
  into the described context; or, you can use the applicable 
  table and/or tools that are in your rules system of choice for 
  the selection.  For example, the Material Object Rewards 
  table references “Adventuring Gear”; that category has its 
  own list in the Pathfinder rulebook.
  Randomizing Rewards
  Randomizing Rewards
  Whenever a specific Reward is not specified, you may roll on 
  the table below to get started in generating your Reward.
  Table 512: Random Reward Categories
  D20
  Reward Category
  1-5
    Material
  6-9
    Social
  10-11
    Mechanical
  12-13
    Magical
  14-16
    Narrative
  17-18
    Exploration
  19
    Reroll with Advantage
  20
    Pick your preference
  Reward Categories
  Reward Categories
  Let’s explore the above categories, and take a look at some 
  examples for each.
  Material Rewards
    Material Rewards involve an item, resource, or other 
  tangible, physical thing.  Most commonly, this is coin or an 
  item, weapon, or armor.
  Social Rewards
  Influence, factional standing, and NPC attitudes are all part 
  of possible 
    Social Rewards.
  Mechanical Rewards
  This category involves rules adjustments and meta bonuses 
  such as skills, ability scores, experience points, and other 
    
  Mechanical Rewards.
  Magical Rewards
  Spells cast as a service, long-lasting buff effects, and more 
  qualify as 
    Magical Rewards.
  
  402
  Rewards
  Narrative Rewards
    Narrative Rewards are benefits associated with Quests 
  and plots: making quests easier to complete, automatically 
  benefiting from active quests, and so on.
  Exploration Rewards
  The game map and the campaign world are at stake with 
    
  Exploration Rewards.  You might discover a new location, 
  gain safe passage to a previously dangerous realm, or 
  otherwise make it a safer and more prosperous environment 
  to travel in.
  
  403
  Rewards
  Material Rewards
  Overview
  Overview
  This category is likely what comes most to mind when you 
  think of a reward for completing a roleplaying quest.
  To begin, roll on the following table.  We’ll explore each 
  result below.
  Table 513: Material Reward Categories
  D20
    Material Reward Category
  1-5
    Wealth
  6-9
    Items
  10-11
    Objects
  12-13
    Property
  14-16
    Resources
  17-18
    Artifacts
  19
    Reroll with Advantage
  20
    Pick your preference
  Material Reward Categories
  Each category of material rewards has a variety of 
  possibilities that fit into its description.  
  Each of these sub-categories is broken down in the following 
  sections.
  Wealth Reward
  Wealth Reward
    »  
  Material wealth: coins, gems, and valuables.  This is the 
  reward most commonly imagined when slaying beasts and 
  uncovering treasure.
  Table 514: Material Wealth Rewards
  D20
    »  
    Wealth Reward
  1-6
    Coins: roll Low Coin on p 52.
  7-11
    Coins: roll Medium Coin on p 53.
  12
    Coins: roll High Coin on p 54.
  13-15
    Gems: roll Low Gem on p 55.
  16-17
    Gems: roll Medium Gem on p 56.
  18
    Gems: roll High Gem on p 57.
  19
    Reroll with Advantage
  20
    Pick your preference
  
  404
  Rewards
  Items Reward
  Items Reward
    »  
  Armor and weapons, plus other associated materials.  You 
  never know just what combination of things you might 
  discover in a sealed crate, a treasure trove, or a goblin’s 
  hoard.
  Table 515: Material Item Rewards
  D20
    »  
    Item Reward
  1-7
    Armor: roll Armor on p 60.
  8-13
    Weapon: roll Weapon on p 61.
  14-15
    Reroll on this table, and add a 
    Wealth reward (ignore this result 
  again)
  16
    Reroll on this table, and add an 
    Object reward (ignore this result 
  again)
  17
    Reroll on this table, and add a 
    Resources reward (ignore this 
  result again)
  18
    Reroll on this table, and add an 
    Artifact reward (ignore this result 
  again)
  19
    Reroll with Advantage
  20
    Pick your preference
  Objects Reward
  Objects Reward
    »  
   
  Typically just mundane gear, this is perhaps the least 
  satisfying and exciting sub-category of rewards... but 
  particularly at low levels, that doesn’t mean that it’s useless!
  Table 516: Material Object Rewards
  D20
    »  
    Object Reward
  1-6
    Mundane Items:  
  roll Mundane Items on p 59.
  7-11
  Adventuring Gear
  12
  Writing Supplies
  13-15
  Clothing
  16-17
  Tools
  18
    Reroll on this table, and add an  
    Item reward (ignore this result 
  again)
  19
    Reroll with Advantage
  20
    Pick your preference
  
  405
  Rewards
  Property Reward
  Property Reward
    »  
   
  Rescue the king’s wayward son from an embarrassing 
  situation, and save the royal family from a terrible incident, 
  and they’re likely to reward you with something a little more 
  than just a pile of coins.
  Property rewards either are, or involve, real estate, 
  buildings, land, or access thereto.
  To start, roll on the Material Property Rewards table 
  below.  We’ll explore each of these options in more detail 
  underneath.
  Table 517: Material Property Rewards
  D20
    »  
    Property Reward
  1-10
  Safe passage (short-term)
  11-12
  Safe passage (persistent)
  13-14 Free use of a safe house
  15-16 Freedom from taxes, tariffs, and 
  fees
  17
  Ownership of a residence
  18
  Ownership of a building
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these in order.  
  Note that as with everything in this book, but particularly in 
  the context of this subcategory of reward, you should sanity 
  check all results.  Clearing out the tavern-keeper’s basement 
  of rats as a Level 1 PC probably shouldn’t merit the gift of an 
  estate, for example!
  • Safe Passage (Short-Term): For a short time, the region 
  is safe to traverse for you and your party and its allies.  
  “Region” should be appropriate to the context of the quest 
  granting the reward, but typically the immediate city or 
  geographic region applies.  The duration of this benefit 
  is either the remainder of this gaming session, or if you 
  do not travel during that time, for the very next time you 
  travel to another location.  Mechanically, this means no 
  wandering monster rolls, and if random encounter rolls 
  are made, ignore or reroll any that pose a threat to the 
  party.
  • Safe Passage (Persistent): As above, but persistent: the 
  duration is permanent.
  • Free Use of a Safe House: The party always has a safe 
  place to stay and rest in the region.  It may not be a 
  private or dedicated location—for example, the local 
  tavern may simply be directed by the mayor to grant the 
  party free room and board, with the bill sent to the city.  
  Mechanically, this means the party may always safely 
  benefit from a long rest.
  • Freedom from Taxes, Tariffs, and Fees: Your party is 
  no longer subject to these monetary incursions, at least 
  within the context of the person providing the reward.  
  Consider at what level of detail this reward is appropriate: 
  city, region, or kingdom, for example.  Would that we 
  could produce this result in real life!
  • Ownership of a Residence: The party is gifted a residence.  
  It may be small, paltry, or run-down, but it is theirs, 
  privately and permanently, to do with as they wish.  
  Mechanically, this means the party may always benefit 
  from a long rest, but it can also serve as a place to safely 
  store those the party is escorting, or to house a forge or 
  crafting station.  There is no guarantee as to whether 
  the residence is prone to thieves, however—so it can also 
  serve as a catalyst for future Quests!
  • Ownership of a Building: As Ownership of a Residence, 
  but the party receives an entire building (or set of 
  apartments, depending on the complexity of the region in 
  which this is occuring), with 
    2d4 separate chambers.  
  Mechanically, this is much the same as a Residence, but 
  more rooms means privacy.
  
  406
  Rewards
  Resources Reward
  Resources Reward
    »  
  Although it may seem as though this category might 
  only appeal to blacksmiths or those performing crafting, 
  Resources Rewards are valuable to all.
  You can always resell resources for which you mechanically 
  have no use.
  Roll once on each of the following tables when receiving a 
  Resources reward: 
  • First, on the Material Resource Rewards table to 
  determine the kind of material.  You may skip this step if 
  you intend to sell the resource you’re receiving.
  • Second, on the Material Resource Reward Value table to 
  determine which QuickStart table to use to calculate the 
  value of the resources received.
  The specific values provided below are meant to be 
  representative of several major gaming systems; in each 
  case, a link to a QuickStart FlexTable is provided for those 
  who simply want to know how much resell value their ore is 
  worth.
  Table 518: Material Resource Rewards
  D20
    »  
    Resource Reward
  1-6
  Darkwood bundles
  7-11
  Cold Iron ore 
  12
  Dragonhide skins
  13-15 Alchemical Silver ore
  16-17 Mithral ore
  18
  Adamantium ore
  19
    Reroll with Advantage
  20
    Pick your preference
  Once you’ve determined the type of resource you’ve received, 
  you may roll on the following table to see which QuickStart 
  table you can use to calculate the value of the resource.
  Alternately, if you intend to craft an item using the received 
  material, you can simply skip the calculation and assume you 
  have received sufficient material to craft a single item (or 
  2d10 pieces of ammunition).
  Table 519: Material Resource Reward Value
  D20
    »  
    Resource Reward
  1-7
  Low: roll Low Coin on p 52.
  8-10
  Medium: roll Medium Coin on p 53.
  11
  High: roll High Coin on p 54.
  12-17
  Low: roll Low Gem on p 55.
  18-19
  Medium: roll Medium Gem on p 56.
  20
  High: roll High Gem on p 57.
  
  407
  Rewards
  Artifacts Reward
  Artifacts Reward
    »  
  Yes, this category does contain the potential for potent 
  magical artifacts.  However, “artifact” need not fit that 
  description to still be useful.
  Mundane, non-magical items often hold a great deal of 
  significance, to those who care.  One man’s trash is another 
  man’s treasure, as the saying goes... and many items hold 
  significance to certain people.
  This sub-category could truly be called “Significant Items 
  Reward” instead.  But that’s not as catchy.
  Note that in every case, the Artifact received should be 
  logged in the Actors tracker that you are using for your 
  campaign, so that it might trigger or be involved with Quests 
  going forward.
  Table 520: Material Artifact Rewards
  D20
    »  
    Artifact Reward
  1-4
  Religious Icon
  5-9
  Factional Icon
  10-13 Social Icon
  14-15 Artistic Icon
  16-17 Arcane Icon
  18
  Wondrous Item
  19
  Minor Artifact
  20
    Reroll with Advantage
  In many cases, these results may not be intuitive, so let’s 
  explore each of them in more detail.
  • Religious Icon: A holy symbol, a particularly well-crafted 
  painting featuring saints, or a long-lost tome containing 
  lore: some divine faction cares deeply about this item.  
  Treat which religion this is as you would any other Quest 
  Role: randomize from amongst those known, create a new 
  one, or simply pick your preference.
  • Factional Icon: An autograph of a famous adventurer, 
  a portrait of a dashing bard, or tools rumored to have 
  been wielded by the head of the Thieves Guild (before 
  she was betrayed and murdered, naturally): this item is 
  immediately recognizable to any in a particular Faction.  
  Treat which Faction this is as you would any other Quest 
  Role: randomize from amongst those known, create a new 
  one, or simply pick your preference.
  • Social Icon: A note from a merchant queen, the haircomb 
  of a lusted-after bachelor, or a discarded cravat still 
  bearing the perfume of a wealthy scion: these are personal 
  effects or items created by NPCs of note in the community.  
  Treat which NPC this is associated with as you would any 
  other Quest Role: randomize from amongst those known, 
  create a new one, or simply pick your preference.
  • Artistic Icon: A rare first-edition of a text, a one-of-a-
  kind carving, or a curio from a lost civilization: While 
  these items may be non-magical and have zero impact 
  from a game-mechanics standpoint, they are nevertheless 
  fascinating objects, and deeply valuable to the right buyer 
  or scholar.  Each NPC you encounter from this point 
  forward has a cumulative 
    5% chance of recognizing 
  the item if you show it to them, or if displayed in a 
  manner that catches their eye; sharing the item with 
  them immediately improves their Attitude toward you one 
  degree, and gifting them the item improves their standing 
  to Ally instantly.
  • Arcane Icon: A magical, mystical book of lore; a long-
  lost staff; a pendant fabled to contain the soul of a 
  necromancer from eons in the past; or a vial said to 
  contain actual stardust.  Whatever the exact physical 
  incarnation, Arcane Icons are deeply sought after by 
  wizards and all those who practice arcane magic.  While 
  not particularly valuable from a monetary standpoint, 
  those in the know would gladly trade favors or their own 
  knowledge: an Arcane Icon may be traded to any NPC who 
  is of a practicing arcane character class (or mechanically 
  who has ranks or proficiency in the Knowledge (Arcane) 
  or similar skill) for knowledge of any spell they know.  It 
  can instead be traded for to gain 
    Advantage on any 
  one negotiation or appraisal roll to discuss the price of a 
  magical item.
  • Wondrous Item: Pathfinder formally recognizes this as 
  a separate category of magical item; if your rules system 
  lacks this designation, simply generate a random magical 
  item.
  • Minor Artifact: As with Wondrous Item, if your rules 
  system has a list of minor or lesser artifacts, pick one 
  randomly as you normally would.  If your system lacks 
  this mechanic, simply generate a random magical item, 
  but its value is 
    1d4 times what it normally would be.
  
  408
  Rewards
  Social Rewards
  Overview
  Overview
  Favor with the right person, entry into a faction, or even an 
  outright ally to fight by your side: social rewards involve, 
  predictably, other people (that is, NPCs in your game world).
  Social rewards are less useful in campaigns that focus more 
  on combat, but even in those circumstances, they can be 
  immensely useful.
  Table 521: Social Reward Categories
  D20
    Social Reward Category
  1-5
    Status
  6-9
    Relationships
  10-11
    Attitudes
  12-13
    Factional
  14-16
    Ally
  17-18
    Religious
  19
    Reroll with Advantage
  20
    Pick your preference
  Social Reward Categories
  Each sub-category of social reward deserves its own 
  description, and associated table to roll on if that’s your 
  desire.
  Social Reward Targeting
  If a Social Reward calls for a particular NPC, Faction, 
  Religion, or other Role to be designated, target that role as 
  you normally would: randomize from amongst the Actors 
  defined in your game world, create a brand-new Actor to fill 
  the Role, or simply pick your preference as most makes sense 
  to the circumstances.
  Status Reward
  Status Reward
    »  
  Your social standing in general improves markedly.  Palms 
  are greased, winks exchanged, and everything is just easier 
  to get done now that you’re known and recognized.  
  To determine what sort of specific Status Reward you 
  receive, roll on the following table.  We’ll explore each of the 
  results underneath.
  Table 522: Social Status Rewards
  D20
    »  
    Status Reward
  1-6
  Notoriety Increase
  7-11
  Attitude Increase
  12
  Rank Increase
  13-15 Membership
  16-17 Access
  18
  Favor
  19
    Reroll with Advantage
  20
    Pick your preference
  Each of these has the potential to be quite complex, so let’s 
  discuss them in more detail.
  • Notoriety Increase: You’ve become better-known in 
  the region that pertains to the Quest that granted you 
  this reward.  Mechanically, any random NPC who would 
  normally have a slightly less-than-neutral Attitude toward 
  you is upgraded to default instead to Neutral.  Better-than-
  neutral Attitudes are unaffected, and hostile NPCs remain 
  hostile toward you.  Note that notoriety is not always a 
  good thing, particularly if you’re playing a slinky thief 
  or your approach to quests tends to be more murderous; 
  having the Town Watch being able to recognize you from a 
  distance and call out your name is not always what you’re 
  looking for!
  • Attitude Increase: You’re generally viewed in a positive 
  manner in the region.  Anyone with an otherwise Neutral 
  or better Attitude toward you upgrades their Attitude 
  toward you until you give them a reason to feel otherwise.  
  Haters gonna hate, however: anyone with an otherwise 
  less-than-neutral Attitude toward you is unaffected.
  • Rank Increase: You are granted a formal recognition of 
  your value to the region.  For regions that use titles (Lord, 
  Sir, Lady, etc.), you may be granted a title.  This is a nice 
  perk that does nothing mechanically on its own, but the 
  very next time you roll on a Social Reward table in this 
  region, you automatically do so with 
    Advantage.
  • Membership: You’re an honorary citizen of the region.  
  
  409
  Rewards
  Relationships Reward
  Relationships Reward
    »  
  Direct, one-to-one, interpersonal relationships are the focus 
  of this sub-category.
  Yes, you can refer to Relationship Rewards as the “bard’s 
  category” if you wish, but note that only one outcome is the 
  Romance you might expect from this subcategory!
  Remember that for any rewards that specifically designate 
  a single PC, if you are playing OPMC and your adventuring 
  party involves more than one PC, you can either randomize 
  which party member to whom the reward applies, or you 
  can simply pick the one who makes the most sense given the 
  circumstances.
  Roll on the table below to determine the precise nature of 
  the relationship reward received.  As elsewhere, sanity-check 
  the results, and apply to a realistic target; the decrepit queen 
  may be the one doling out the thanks, but she’s unlikely to 
  be the love interest that sparks as a result!  Perhaps she has 
  a son or daughter?  Or maybe she has a much-more-virile 
  trophy husband who takes a fancy to the brave saviors of the 
  day?
  Table 523: Social Relationship Rewards
  D20
    »  
    Relationship Reward
  1-6
  Attitude Increase
  7-11
  Comradeship
  12
  Romance
  13-15 Confidante
  16-17 Benefactor
  18
  Savior
  19
    Reroll with Advantage
  20
    Pick your preference
  Each of these can take on many different effects in your 
  game, depending on the circumstances.  Some examples and 
  guidance for each is provided below:
  • Attitude Increase: The simplest result: increase the 
  Attitude of the NPC by one step.  No fuss, no muss.
  • Comradeship: An NPC admires your fighting prowess, 
  or the rumors thereof, or the mere potential thereof, and 
  decides to hitch their wagon to your star from a military 
  standpoint.  This could take the form of a potential 
  mercenary ally, or someone who comes to your defense in 
  a time of combat need.  Mechanically, the NPC in question 
  is more likely to join you when fighting is involved; you 
  make any social encounter checks along these lines with 
    Advantage.  Betraying a Comrade automatically sets 
  their Attitude toward you to the most hostile and lowest 
  possible value.
  • Romance: An NPC is now romantically inclined toward 
  If the region of context isn’t a city or village, you’re 
  treated as a local or indigenous native of that region.  
  Mechanically, any nationalist or NPC with some other 
  form of geographically-protective inclinations who would 
  otherwise treat you as less than neutral in their Attitude 
  because you’re an outsider, will now instead default to a 
  positive Attitude toward you.
  • Access: In many regions, there are places that tourists 
  can’t go: it’s either looked down upon, or it simply isn’t 
  safe.  Such taboos and prohibitions and threats no longer 
  apply to you in this region.  Temples, alleys, and places 
  both dark and bright are available to use and access, as 
  though you were a high-ranking citizen of the region.
  • Favor: The region itself, its people, or its leadership, 
  owe you a debt that cannot or will not be repaid 
  materially.  At your pleasure, you may “call in” this debt.  
  Mechanically, any time you are pursuing a Quest in this 
  region, or involving one or more of its citizens, you may 
  either immediately generate  
    1d4 Clues, or you may 
  make rolls during an entire social encounter with 
    
  Advantage.
  
  410
  Rewards
  Attitudes Reward
  Attitudes Reward
    »  
  This is a more mechanical, and less nuanced, subset of the 
  Relationship Reward category.  Attitude Rewards affect 
  specific NPCs or Factions.
  When receiving an Attitude Reward, roll on the table below 
  to determine your specific reward.  Then, determine the 
  target of the reward.  If the language of a reward makes 
  it vague as to whether it applies to an NPC or a Faction, 
  randomize evenly between them.
  Use your Actors Tracker to determine the target of an 
  Attitudes Reward.  When doing so, consider favoring existing 
  Actors rather than creating new ones, unless you have a very 
  short list of Actors established in your campaign world.
  Table 524: Social Attitudes Rewards
  D20
    »  
    Attitude Reward
  1-5
  Attitude Increase
  6-10
  Set to Friendly
  11-12
  Set to Helpful
  13
  Set to Ally
  14
  En Masse: Roll 1d4 more times on 
  this table, ignoring this result or 
  higher
  15-18
  Factional Devotion: Reroll on this 
  table, but apply to a Faction; ignore 
  this result or higher
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail.  For any 
  outcome that references an NPC giving the party something 
  valuable; roll on the Material Rewards table (p 403).
  • Attitude Increase: Increase the Attitude of the NPC 
  toward the party by one degree.  If they are already of the 
  highest Attitude, they gift the party something valuable.
  • Set to Friendly: Set the NPC’s Attitude to Friendly.  If it’s 
  already at this level or higher, keep it at its current level, 
  but the NPC gifts the party something valuable.
  • Set to Helpful: As Set to Friendly, but set to Helpful 
  instead.
  • Set to Ally: As Set to Helpful, but the NPC willingly offers 
  to join the party as a mercenary for 
    1d4 campaign 
  sessions.
  • En Masse: Roll again one or more times on this table, 
  ignoring this result or higher.  Each result applies to a 
  different NPC target.  
  • Factional Devotion: Roll one or more times on this table, 
  a party member.  How this is displayed, and whether 
  these feelings are reciprocated, is a matter of your 
  interpretation.  Mechanically, that NPC automatically 
  escalates to the highest Attitude level toward the PC in 
  question, any seduction or innuendo-based social check 
  is made with 
    Advantage, and if the burgeoning 
  relationship is consummated, additional benefits could 
  accrue.  Consider selecting the amorous NPC as a target 
  for Roles that involve peril or granting quests.  If this 
  result is rolled again in a context that could apply to the 
  same NPC who is already covetous of your party member, 
  you could consider a marriage offer on the table.
  • Confidante: The NPC trusts your wisdom, your judgment, 
  and your experience in matters of decision-making.  They 
  confide in you, even if it means betraying the secrets of 
  others, or even in matters of state or health where laws 
  might govern the admission of information.  Mechanically, 
  they can be relied upon to reveal the truth about any 
  NPC or Faction with whom they are affiliated; if no such 
  relationships are known to exist for this NPC, generate 
  at least one of each (using your list of known Actors 
  trackers).  In addition, for any active Quest of yours 
  that involves this NPC or any Actors with whom they 
  are acquainted, you may approach the Confidante to 
  reliably generate  
    1d4 Clues.  Betraying a Confidante 
  automatically sets their Attitude toward you to the most 
  hostile and lowest possible value.
  • Benefactor: The NPC in question is inclined to look 
  favorably upon your potential, and to back this inclination 
  materially where needed.  If you are ever in financial 
  hardship, or find yourself in need of money to pursue an 
  objective, the Benefactor is likely to produce the sum.  
  This can be anonymous or explicit, and either behind the 
  scenes or in response to a specific request by the party, 
  as you desire.  Mechanically, Benefactors are typically 
  good for 1,000 gp of value, times the Hit Dice the most 
  advanced PC in the party has at the time they become your 
  Benefactor.
  • Savior: An NPC views you as a savior: the messiah, a 
  reincarnation of a legendary warrior, the fulfillment 
  of a prophecy, or simply (and less dangerously) a very 
  capable and formidable adventurer in whose hands things 
  might be better.  Regardless of the particular manner of 
  the views, this NPC wants or believes you to be the best 
  possible solution to all of this life’s problems, and will 
  act accordingly.  Mechanically, their Attitude escalates to 
  the highest possible value, and will remain there.  If you 
  betray them, they will assume it is their fault—though 
  their Attitude will not change, you may wish to consider 
  them as a villain if this occurs, pressing your party into 
  ever more dangerous circumstances because they believe 
  no evil can befall you.
  
  411
  Rewards
  Factional Reward
  Factional Reward
    »  
  Merchant guilds, adventurer’s groups, religious temples, and 
  more: Factions are important parts of any campaign world, 
  and Factional Rewards can be the entrance to a great deal of 
  utility for any adventuring party.
  Roll on the Social Factional Rewards table below to 
  determine your specific reward.  Each time you roll on the 
  table below, the outcome applies to a different, randomly-
  selected Faction (randomize as you normally would, create a 
  new one, or simply pick).
  Table 525: Social Factional Rewards
  D20
    »  
    Factional Reward
  1-6
  Notoriety Increase
  7-11
  Attitude Increase
  12
  Rank Increase
  13-15 Membership
  16-17 Access
  18
  Favor
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Notoriety Increase: You’re of interest to the Faction, 
  and known by fairly high-ranking members thereof.  
  Mechanically, any random NPC member of the Faction 
  you encounter will know about you already.  Social 
  checks related to gaining membership are made with 
    
  Advantage, and in any circumstance where a member 
  of that Faction would have to make a decision as to 
  whether to back the party or remain neutral, they will 
  support the party.  Note that notoriety is not always 
  preferable: you may have attracted the attention of a 
  Faction that you would prefer to avoid.  Checks to escape 
  the attention of the Faction, to dissuade their interest, or 
  to end conversations or try to dissociate one’s self with a 
  faction with which one has Notoriety are made with  
    
  Disadvantage.  Finally, if you roll Notoriety Increase 
  again with a Faction with which you already enjoy 
  Notoriety, you are automatically offered membership.
  • Attitude Increase: The Attitude of the Faction toward 
  your party increases one step.  If this brings it to Friendly 
  or above, a Faction member will approach the party.  If 
  this brings the relationship to Helpful, the party will 
  automatically be offered membership in the Faction.
  • Rank Increase: The Faction formally grants you a rank of 
  recognition and/or respect within their circle.  If you’re 
  not already a member, they offer you membership; even 
  if you decline this offer, they consider you an honorary 
  member (and will still be disappointed if you act against 
  but apply each result to a Faction.  This result may stack 
  with En Masse if you roll that result and then this one; if 
  that’s the case, then each outcome applies to a different 
  Faction.
  
  412
  Rewards
  Ally Reward
  Ally Reward
    »  
  Although an ally can come from one or more other reward 
  types, the Ally Reward specifically grants you one or more 
  Allies mechanically.  
  In some circumstances, this reward category may be difficult 
  to rationalize, but with some creativity, it’s not that hard.  If 
  you helped cover up an affair, the royal family might offer 
  a few of its palace guards to accompany you on your next 
  dangerous mission.  The Thieves Guild might offer a few of 
  its more underhanded representatives to aid with your next 
  urban escapade.
  Perhaps moreso than many other reward categories, the 
  rationalization you create for the reward you receive 
  should have an impact on the type of Actor you generate to 
  accommodate it.  In the examples above, you would expect 
  to create two very different NPCs to fulfill each of the two 
  different scenarios involved.  Simply put, a palace guard is 
  not a thieves guild member.
  When resolving an Ally Reward, unless the specific reward 
  you receive below says explicitly otherwise, always generate 
  a new Actor to fill the Role of the Ally.  When doing so, 
  consider the context when making decisions about the nature 
  of the NPC you create.
  Table 526: Social Ally Rewards
  D20
    »  
    Ally Reward
  1-6
  1 Ally (next session)
  7-9
  1d2 Allies (next session)
  10-13 1 Ally (2d4 sessions)
  14-15 1d2 Allies (2d4 sessions)
  16-17 1 Devoted Ally (until death)
  18
  Existing NPC: Reroll
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s unpack each of these options in a bit more detail:
  • 1 Ally (next session): A single NPC joins your party until 
  the end of the next gaming session.
  • 1d2 Allies (next session): As 1 Ally, but with the potential 
  for multiple allies.
  • 1 Ally (2d4 sessions): A single NPC joins your party for 
  multiple gaming sessions.  
  • 1d2 Allies (2d4 sessions): As above, but with the potential 
  for multiple allies.
  • 1 Devoted Ally (until death): A single NPC ally joins your 
  party, and will continue to fight alongside you until her/
  his demise.
  • Existing NPC: Select an existing NPC Actor instead of 
  their interests!).  If you’re already a member, you gain a 
  rank within their organization; what this means precisely 
  depends on the Faction in question, but at minimum, it 
  means that you can approach them for 
    1d4 Clues for 
  any active Quest that has anything to do with the Faction 
  or with which any of its members has a connection.
  • Membership: You’re granted membership in the Faction.  
  If you already have membership, you’re given another 
  reward by the faction as a token of their gratitude, and/or 
  their Attitude toward you increases one step (your choice).
  • Access: You’re granted free access to the physical 
  domains of the Faction.  Obviously this varies by faction, 
  but temples are now safe spaces for you to rest if it’s a 
  religious faction, and you have free access to any of the 
  supplies and equipment you’d reasonably expect that 
  Faction to have access to or need of (e.g., parchment, 
  thieves tools, vestments, etc.).
  • Favor: The Faction itself, its members, or its leadership, 
  owe you a debt that cannot or will not be repaid 
  materially.  At your pleasure, you may “call in” this 
  debt.  Mechanically, any time you are pursuing a Quest 
  in a region in which this Faction has a presence, or 
  one involving one or more of its members, you may 
  either immediately generate  
    1d4 Clues, or you may 
  make rolls during an entire social encounter with 
    
  Advantage.  If the Faction is a combat-related one, you 
  may instead choose to call upon 
    1d2 mercenaries of 
  that faction to fight alongside you for one gaming session.
  
  413
  Rewards
  Religious Reward
  Religious Reward
    »  
  Although religions are just specific kinds of Factions, their 
  motivations offer specific and interesting twists on other 
  kinds of Factional rewards. 
  Roll on the table below to determine your specific reward.  
  Then, randomize which religious Faction it applies to as you 
  normally would (randomize, create a new one, or simply 
  pick).
  Table 527: Social Religious Rewards
  D20
    »  
    Religious Reward
  1-6
  Attitude Increase
  7-11
  Comradeship
  12
  Romance
  13-15 Confidante
  16-17 Benefactor
  18
  Savior
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these outcomes:
  • Attitude Increase: Increase the Attitude of the Faction 
  toward you by one step.  If it is already at its highest 
  level, then you receive a valuable artifact from them (see 
  the Religious Icon reward from the Material Artifact 
  Rewards table, p 407).
  • Comradeship: Members of the Faction consider you to be 
  comrades in arms in the holy war or unfortunately acts 
  of bloodshed that are nevertheless required to further the 
  aims of the church and serve their deity.  Mechanically, 
  any NPC member of the Faction in question is more likely 
  to join you when fighting is involved; you make any social 
  encounter checks along these lines with 
    Advantage.  
  • Romance: A prominent NPC member of the religion 
  believes it is the will of their god that you and they 
  connect in a romantic manner.  This could be as simple a 
  sentiment as the notion that some love is “meant to be”, 
  or that their god put the two of you together.  It could also 
  be as severe as the concept that your union is required in 
  order to generate more brethren for the temple, or that 
  your act of consummation must be witnessed on display in 
  a ceremony in order to truly “count”.  The exact enactment 
  of this reward is left to the vagaries of the Faction in 
  question.  Otherwise, treat this as the Romance reward 
  from the Social Relationship Rewards table (p 409).
  • Confidante: A high-ranking member of the church values 
  your outside perspective.  Even if you’re a member of 
  the religious Faction, this new Confidante respects that 
  you haven’t always been such, and wants to run some 
  potentially unorthodox notions by you.  They might want 
  generating a new one; that NPC becomes an Ally.  Roll 
  again on this table to determine the duration of this 
  alliance; ignore the number of allies and instead only 
  focus on whether it’s 1 session or 2d4 sessions.  If you 
  roll Devoted Ally or Existing NPC again on your reroll, the 
  existing NPC is allied to you permanently until their death.
  
  414
  Rewards
  to change the direction of the religion, feel uncomfortable 
  about some of its foundational tenets, be ashamed of some 
  dark and sacrilegious deed, or otherwise have private 
  information to share that likely would be taboo to other 
  church members.  Otherwise, treat this as the Confidante 
  reward from the Social Relationship Rewards table (p 
  409).
  • Benefactor: The Faction views you highly, and wishes 
  to ensure that you succeed, either because you are 
  demonstrably an active member of the church and acting 
  on its behalf; or because your interests and those of the 
  religion seem to coincide, even if merely momentarily.  
  They wish to back your party in a material manner.  This 
  should take the form of an immediate payment of 200 
  gp times the Hit Dice of the highest-level PC in the party, 
  followed immediately by a Cohesion Quest asked of the 
  party by the religion.  If the completion of the Cohesion 
  Quest is successful, then treat this as the Benefactor 
  reward from the Social Relationship Rewards table (p 
  409).  If the Cohesion Quest is failed, then Benefactor 
  reward no longer applies to the party.
  • Savior: As the Savior reward from the Social 
  Relationship table (p 409), but instead of a single NPC 
  believing this, it’s the entire religious Faction.
  
  415
  Rewards
  Mechanical Rewards
  Overview
  Overview
  Mechanical Rewards directly involve game mechanics.  
  Attack rolls, check modifiers, and flat-out granting levels or 
  experience points: it’s all in the gears and innards for this 
  category of reward.
  As with other types of reward, if a reward mentions that it 
  applies to one PC, and you are playing OPMC or with a party 
  that otherwise involves more than one PC, you may select 
  which character that reward applies to.
  To begin, roll on the following table to determine the sub-
  category of Mechanical Reward.  We’ll explain each of these 
  in much more detail afterwards.
  Table 528: Mechanical Reward Categories
  D20
    Mechanical Reward Category
  1-4
    Rules Adjustment
  5
    Ability Score
  6-9
    Skill / Feat
  10-15
    Dice Chain
  16-17
    XP / Milestone
  18
    Multiclass Unlock
  19
    Reroll with Advantage
  20
    Pick your preference
  Mechanical Reward Categories
  It’s worth noting that not all of these topics apply equally 
  to every rules system.  Some of them—Feats, for example—
  simply don’t apply at all to certain rules systems.
  If you randomly determine that you receive a reward or 
  reward sub-category whose mechanics simply do not apply 
  to your rules system, or that apply only minimally to your 
  rules system, you may reroll your reward.
  With that said, let’s dive into each of these sub-categories in 
  more detail.
  Rules Adjustment Reward
  Rules Adjustment Reward
    »  
  With this category, a rules adjustment boon applies to you 
  immediately.  
  Rules Adjustment Rewards and 
  Handicaps
  Rules Adjustment Boons you receive as a result of Rewards 
  do not count toward your Balance Point Handicap (BPH).  
  Even if Reward-given Boons are or become permanent (see 
  below), do not count their Balance Point value against your 
  handicap for any purposes.
  Rules Adjustment Reward Duration
  Most Rules Adjustments indicate their duration in their 
  description; for rules adjustments that contain no such 
  definition, assume that the rules adjustment applies for the 
  duration of the next gaming session.
  Alternately, you can roll on the following table to determine 
  how long your rules adjustment duration applies.
  Table 529: Rules Adjustment Reward Duration
  D20
    Rules Adjustment Reward Duration
  1-3
  Next Encounter
  4-9
  This Session
  10-13 End of Next Session
  14-16 1d4 Sessions
  17-18 25% Expiry
  19
  Permanent
  20
    Reroll with Advantage
  Let’s describe each of these results in case they’re not 
  obvious:
  • Next Encounter: The Rules Adjustment Boon takes effect 
  at the start of the next encounter (social or combat), and 
  lasts only until the end of that encounter.
  • This Session: The Boon takes effect immediately, and will 
  last until the end of the current gaming session.  If the 
  session is already almost over, tough luck!
  • End of Next Session: Takes effect right now, and will last 
  until the end of your next gaming session.  So that’s one 
  full session beyond a “This Session” result.
  • 1d4 Sessions: As End of Next Session, except with the 
  potential to last multiple sessions.  Roll  
    1d4; that is 
  the number of full gaming sessions beyond the current one  
  that the Boon applies to.  To clarify: if you roll a 1, that’s 
  
  416
  Rewards
  effectively the same result as “End of Next Session”.
  • 25% Expiry: The Boon has a chance to last forever, but 
  also a chance to disappear rapidly.  At the end of each 
  gaming session, including this one, roll a 
    d100.  On a 
  26 or greater, the Boon remains in effect; on a 1-25, it is 
  removed immediately.
  • Permanent: The Boon is permanent, and is not 
  automatically removed, even after a million gaming 
  sessions.  Note that it can still be deleted by other 
  effects—a Penalty, for example.
  Rules Adjustment Randomization
  You can use the random tables included in the Rules 
  Adjustments section (p 311) to generate random bonuses, 
  or you can use the Mechanical Rules Adjustment Rewards 
  table below instead.
  Rules Adjustment Value Cap
  If you’re randomizing from amongst all possible rules 
  adjustment boons, you should consider rolling first on the 
  following table to determine the Balance Point value that 
  “caps” your possible selections.
  To use this approach, first roll on the table below, then 
  determine the value cap.  When you then roll on the Rules 
  Adjustment tables to randomize your reward, reroll any 
  results that exceed this Balance Point value.
  Table 530: Rules Adjustment Reward Value Cap
  D20
    Maximum BPH Value
  1-5
  2d4
  6-10
  2d6
  11-13
  2d10
  14-15 2d12
  16-17 2d20
  18
  3d20
  19
  No cap
  20
    Reroll with Advantage
  No Cap: There is no limit on the BPH value of the Rules 
  Adjustment Boon you receive when rolling on the full 
  randomization tables.
  QuickStart Rules Adjustment 
  Randomization
  If you’re looking for a quicker way of determining a random 
  Rules Adjustment Boon, you can simply roll on the table 
  below.
  This approach makes the determination much quicker, but it 
  does by its nature limit the possible outcomes quite severely.
  Table 531: Mechanical Rules Adjustment Rewards
  D20
    »  
    Rules Adjustment Reward
  1
  Combat Caster (p 333)
  2
  Destructive Magicks (p 335)
  3
  Shirak (p 367)
  4
  Be Prepared (p 367)
  5
  Treasure Hunter (p 371)
  6
  Potion Finder (p 374)
  7
  Multi-Use Imbiber (p 379)
  8
  Preternatural Initiative (p 345)
  9
  Forced Fumble (p 347)
  10
  Vicious Blows (p 349)
  11
  Empowered Saves (p 353)
  12
  Trap Prescience (p 363)
  13
  Artifact Interpreter (p 371)
  14
  Condition Immunity (p 361)
  15
  Shake it Off (p 360)
  16
  No Bad Luck (p 353)
  17
  Time Warp (p 346)
  18
  Existing Boon is Permanent
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore one of these in more detail:
  • Existing Boon is Permanent: Select an existing Rules 
  Adjustment Boon that you already have.  This can be 
  a Boon you received as a Reward, or something you 
  purchased using Balance Points.  That Boon becomes 
  permanent.  Its Balance Point value doesn’t change, and 
  whether it counts toward your Handicap doesn’t change.  
  So if that Boon had been a Reward, and this reward 
  result makes it permanent, then it doesn’t count toward 
  your handicap.  When you receive this result, first roll on 
  the Rules Adjustment Reward Value Cap table above to 
  determine the maximum Balance Point value that you can 
  make permanent.
  
  417
  Rewards
  Ability Score Reward
  Ability Score Reward
    »  
  This category contains much-coveted benefits at the core of 
  your character: Ability Score Rewards potentially provide 
  either temporary or permanent boosts to your ability scores.
  Note that you should make adjustments as appropriate to the 
  Ability Scores for your rules system of choice.
  Table 532: Mechanical Ability Score Rewards
  D20
    »  
    Ability Score Reward
  1-7
  Temporary +1 to Random
  8-12
  Temporary +1 to Your Choice
  13-14 Temporary +1d2 to Random
  15-16 Temporary +1d2 to Your Choice
  17
  Permanent +1 to Random
  18
  Permanent +1 to Your Choice
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Temporary +1 to Random: You receive a +1 bonus to 
  one Ability Score, determined at random.  This bonus 
  takes effect immediately, and lasts until the end of the 
  next gaming session: that is, the bonus will last for the 
  remainder of the current gaming session, and then for one 
  full gaming session thereafter.
  • Temporary +1 to Your Choice: As above, but you may 
  apply the +1 bonus to any one Ability Score of your 
  choice.
  • Temporary +1d2 to Random: As Temporary +1 to 
  Random, but with the potential for an additional second 
  point of bonus.
  • Temporary +1d2 to Your Choice: As above, but to your 
  choice of score.
  • Permanent +1 to Random: One Ability Score, determined 
  at random, receives a permanent +1 bonus.  This 
  permanent boost has no impact on your Handicap.  Note 
  that although some rules systems generally impose hard 
  limits on the maximum values for ability scores (e.g., 
  5E is fairly firm on 20 being the threshold for player 
  characters), for solo games and in this context, this type 
  of Reward can cause your values to exceed such ordinary 
  limits.
  • Permanent +1 to Your Choice: As above, but the bonus 
  applies to any one ability score of your choice.
  Skill / Feat Reward
  Skill / Feat Reward
    »  
  The structure of skill points, proficiency bonuses, feats, 
  and associated concepts is significantly different between 
  Pathfinder first edition and other supported game systems.
  Therefore, we’ll break things out explicitly for Skill/Feat 
  Rewards between Pathfinder and all other systems.
  Roll on the table below if you’re using 
    Pathfinder.  Skip 
  to the following table if you’re using a different system.
  Table 533: Mechanical Skill/Feat Rewards (Pathfinder)
  D20
    »  
    Skill/Feat Reward
  1-8
  +1d6 Skill Points
  9-12
  +2d4 Skill Points
  13-14 New Class Skill
  15
  New Class Skill +1d6 Skill Points
  16-17 Temporary New Feat
  18
  Permanent New Feat
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • +1d6 Skill Points: You immediately receive bonus skill 
  points, to be spent as you wish.  Normal restrictions apply 
  (e.g., cross-class skills cost more, you cannot have ranks in 
  a skill that exceed your class level, and so on).
  • +2d4 Skill Points: As above, but the potential for even 
  more skill points.
  • New Class Skill: Select a skill that is not a class skill 
  for any of your classes.  That skill now counts as a class 
  skill.  This change is permanent and does not affect your 
  Handicap.
  • New Class Skill +1d6 Skill Points: As above, but you also 
  receive bonus Skill Points, to be spent as you wish (most 
  likely, in the new class skill, but you don’t have to spend 
  them there).
  • Temporary New Feat: You receive a new Feat 
  immediately.  Your selection lasts until the end of the next 
  gaming session—that is, for the remainder of the current 
  session, plus the entirety of your next gaming session.  
  You must still meet the prerequisites for the newly-
  selected Feat.
  • Permanent New Feat: As Temporary New Feat, but your 
  new Feat is permanent and does not go away at the end of 
  your next session.  This reward still does not impact your 
  Handicap.
  If you are using a rules system other than Pathfinder first 
  
  418
  Rewards
  Dice Chain Reward
  Dice Chain Reward
    »  
  The dice chain (p 394) is a fundamental concept of 
  providing handicaps to the solo player and their enemies.  
  Dice Chain Rewards grant penalties to enemies, and/or 
  benefits to the party. 
  Table 535: Mechanical Dice Chain Rewards
  D20
    »  
    Dice Chain Reward
  1-6
  Step Up Encounter
  7-9
  1d3 Steps Up Encounter
  10
  Step Up Session
  11-14
  1d3 Steps Up Session
  15-17
  Enemy Step Down Encounter
  18
  Enemy Step Down Session
  19
    Reroll with Advantage
  20
    Reroll twice (stacks)
  Let’s explore each of these results in more detail: 
  • Step Up Encounter: For the entire next encounter, your 
  d20 rolls receive a dice chain step up.
  • 1d3 Steps Up Encounter: As above, but with the 
  possibility of additional steps up.
  • Step Up Session: As Step Up Encounter, but applies to 
  your entire next gaming session.
  • 1d3 Steps Up Encounter: As above, but with the potential 
  for additional steps up.
  • Enemy Step Down Encounter: Enemies and social 
  opponents receive a dice chain step down for the duration 
  of your entire next encounter.  You may choose whether 
  this applies to your next social, or combat, encounter.
  • Enemy Step Down Session: As above, but applies to your 
  entire next gaming session.
  edition, you may be better off using the following table:
  Table 534: Mechanical Skill/Feat Rewards (Other Systems)
  D20
    »  
    Skill/Feat Reward
  1-7
  Bonus Temporary Proficiency
  8-9
  1d2 Bonus Temporary 
  Proficiencies
  10-12 Advantage on a Skill Check
  13-16 1d4 Advantages on Skill Checks
  17
  Session Advantage on Skill Checks
  18
  Bonus Permanent Proficiency
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Bonus Temporary Proficiency: Select a skill in which you 
  are not normally proficient.  You gain proficiency in that 
  skill until the end of your next gaming session.  To clarify: 
  you receive the proficiency immediately, and it lasts for 
  the remainder of the current gaming session, as well as 
  the entirety of your following gaming session.
  • 1d3 Bonus Temporary Proficiencies: As above, but with 
  the potential for additional proficiencies as well.
  • Advantage on a Skill Check: You receive the ability to 
  make any one skill check with 
    Advantage (roll twice, 
  and select your preferred result).  This ability never 
  expires, and can be saved until you choose to use it.  
  • 1d4 Advantages on Skill Checks: As above, but with 
  opportunity for additional advantages.
  • Session Advantage on Skill Checks: All of the skill checks 
  you make in your next gaming session are made with 
    
  Advantage.  There is no limit to the number of times in a 
  session that this applies to.  
  • Bonus Permanent Proficiency: As “Bonus Temporary 
  Proficiency”, but the bonus is permanent.  This has no 
  impact on your Handicap.
  
  419
  Rewards
  XP / Milestone Reward
  XP / Milestone Reward
    »  
  One might reasonably think that receiving gold is, well, the 
  gold standard for rewards in fantasy RPGs.  Similarly, most 
  players expect experience points
  Refer to IGS’ Reward Stars description for more information.  
  But to summarize, basically, Reward Stars are milestone 
  rewards that take the place of experience points.  Any PC, 
  of any level, advances to their next level at the same pace, 
  based on a certain number of Reward Stars being required to 
  attain the next level.  
  The intent behind this approach is to form a hybrid between 
  traditional XP advancement, and milestone advancement that 
  may not be applicable to every adventure circumstance.
  The free Reward Star description also contains a mapping of 
  what a Reward Star means in terms of traditional XP.
  If you prefer a more traditional XP approach, simply convert 
  the reward below into the equivalent amount of XP that 
  makes sense for your character.
  Remember that as with other rewards, if you have a party 
  that includes more than one PC, you get to decide where the 
  reward is distributed.  More specifically: the rewards below 
  are all-in; that is, they do not apply to each and every PC in 
  your party separately!  
  To be absolutely clear: if you receive 4 Reward Stars, and 
  your party has 3 PCs, that’s 4 Reward Stars total, not 12 
  Reward Stars.
  Table 536: Mechanical XP / Milestone Reward
  D20
    »  
    XP / Milestone Reward
  1-5
  1 Reward Star
  6-9
  1d2 Reward Stars
  10-14 1d3 Reward Stars
  15-16 1d4 Reward Stars
  17
  2d4 Reward Stars
  18
  Level Up
  19
    Reroll with Advantage
  20
    Reroll twice  
  (ignore this result if rolled again)
  Let’s explore one of these results in more detail: 
  • Level Up: You immediately receive as much XP as you 
  need to advance to your next level.  Note that depending 
  on how close you were already to the next level, this 
  reward may not be as advantageous to you as some of the 
  others!
  Multiclass Unlock Reward
  Multiclass Unlock Reward
    »  
  This category is only useful if you have one or more 
  characters that are multiclassing (i.e., advancing levels in 
  more than one character class).
  Although OPOC play benefits greatly from multiclassed 
  characters, and although this book contains a great deal of 
  guidance on how to construct multiclassed characters, it’s 
  not always
  As this is not always the case that you’ll have, or even want, 
  a multiclassed character.  If none of the PCs in your party is 
  multiclassing, you may take the extra experience points you 
  receive from this category of reward and apply it to different 
  characters.
  For example, if you receive a “Triple Multiclass” reward, 
  you may instead choose to have two of your characters 
  receive doubled experience points.  
  Table 537: Mechanical Multiclass Unlock Rewards
  D20
    »  
    Multiclass Unlock Reward
  1-8
  Double Multiclass XP Encounter
  9-12
  Double Multiclass XP Session
  13-14 Triple Multiclass XP Encounter
  15
  Triple Multiclass XP Session
  16-17 Double Multiclass XP Level
  18
  Triple Multiclass XP Level
  19
  Gain a Multiclass Level
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Double Multiclass XP Encounter: For the duration of your 
  next encounter, you receive double XP: you apply one set 
  of XP to each of two of your multiclass classes.  You decide 
  whether this applies to a combat, or a social, encounter.
  • Double Multiclass XP Session: As above, but lasts for the 
  entirety of the next gaming session.
  • Triple Multiclass XP Encounter: As Double Multiclass 
  XP Encounter, but triples instead.  If you are 
  multiclassing in only two classes, you may still receive 
  triple XP, and apply it to either of your classes or split it 
  between them as desired.
  • Triple Multiclass XP Session: As above, but applies to the 
  entire next gaming session.
  • Double Multiclass XP Level: As Double Multiclass XP 
  Encounter, but applies to every gaming session and 
  encounter between now, and when you level up both of the 
  two classes you apply the benefit to.
  • Triple Multiclass XP Level: As above, but applies to 
  three classes.  If you have only two classes that you’re 
  
  420
  Rewards
  multiclassing in, you may still receive the extra tripled XP, 
  applied as you like between your two classes.
  • Gain a Multiclass Level: Immediately advance in level in 
  your multiclass character class.  For example, if you are a 
  Bard 5 / Paladin 2, you would become Bard 5 / Paladin 3.  
  If two or more classes are tied in the levels they have, you 
  may choose which one this reward applies to.
  
  421
  Rewards
  Magical Rewards
  Overview
  Overview
  Yes, this category does include magical items, but that’s only 
  but one of the six major sub-categories it offers.  
  In a world where magic, true magic, is not only possible 
  but present throughout life, it’s reasonable that rewards for 
  helpful deeds would take a variety of forms.
  To begin, roll on the table below to determine the sub-
  category of Magical Reward you receive.
  As with other reward types, remember that if a Magical 
  Reward doesn’t specifically say that it applies to the entire 
  party, then you get to choose which PC receives the reward.
  Table 538: Magical Reward Categories
  D20
    Magical Reward Category
  1-5
    Buff
  6-9
    Service
  10-11
    Answer
  12-13
    Item
  14-16
    Feat
  17-18
    Scroll
  19
    Reroll with Advantage
  20
    Pick your preference
  Magical Reward Categories
  Each of the above categories has its own section below 
  describing sub-categories and specific rewards beneath that.
  Buff Reward
  Buff Reward
    »  
  “Buffs” are favorable magical enhancements that increase 
  abilities, grant bonuses, deflect attacks, or otherwise benefit 
  the recipient for a duration.
  Buff Rewards typically apply to only a single PC (see below, 
  however).
  Roll on the following table to determine the nature of the 
  magical buff reward you receive.
  Note that bonuses from this reward stack with all other 
  kinds of bonus, including themselves.  If you receive two “+1 
  Armor Class” results that apply during the same duration, 
  your AC would benefit by 2.
  Table 539: Magical Buff Rewards
  D20
    »  
    Buff Reward
  1-3
  +1 Armor Class
  4-6
  +1 Attack Rolls
  7-9
  +1 Saves
  10-11
  1 Roll Advantage in Combat
  12-14 1 Roll Advantage in Social
  15-18
    Reroll and Increase Benefit by 1 
  (stacks)
  19
    Reroll with Advantage
  20
    Reroll and Apply to Entire Party  
  (ignore this result again)
  Let’s explore each of these results in more detail: 
  • +1 Armor Class: Your Armor Class benefits by 1.  Although 
  typically this means your AC increases by 1, some rules 
  systems use descending AC instead.  
  • +1 Attack Rolls: You receive a +1 bonus to Attack Rolls.  
  Note that this includes skill and ability checks in social 
  encounters.
  • +1 Saves: You receive a +1 bonus to all your Saving 
  Throws.
  • 1 Roll Advantage in Combat: Once in an upcoming 
  combat, you may make any one d20 roll with 
    
  Advantage (roll twice, and select your preferred result).  
  This ability never expires, and can be saved until you 
  choose to use it.
  • 1 Roll Advantage in Social: As above, but applies to any 
  one d20 roll in a social encounter.
  • Reroll and Increase Benefit by 1: Reroll on this table, 
  but the result has its benefit increased by an additional 1 
  
  422
  Rewards
  point.  This result stacks with itself and with the “Higher-
  Level Buffs” effects below.
  Buff Reward Duration
  The benefit explained above is not permanent, and each 
  reward has a variable duration.  Roll on the following table 
  to determine how long it lasts:
  Table 540: Magical Buff Reward Duration
  D20
    »  
    Buff Reward Duration
  1-2
  One Attack or Save
  3-8
  Until Failure
  9-18
  Entire Encounter
  19
  End of Next Session
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • One Attack or Save: The bonus lasts only for the first 
  time it applies.  You cannot choose when this happens; for 
  example, if you receive a “+1 Armor Class” buff, then it 
  lasts only until the next time you are attacked.
  • Until Failure: The bonus remains in effect until it “fails”.  
  For AC, this means until you are successfully struck in 
  combat; for Attack Rolls, it lasts until you fail to hit or 
  succeed in a check, and so on.  Theoretically, the bonus 
  could remain in effect forever!
  • Entire Encounter: The buff remains in effect for the 
  entire duration of your next encounter.  You determine 
  whether this means the next combat or social encounter.
  • End of Next Session: The buff is sustained until the end 
  of your next gaming session.  To clarify: the buff applies 
  immediately, and lasts throughout the remainder of this 
  current gaming session; it then extends to apply for the 
  entirety of your next session as well.
  Higher-Level Buffs
  If you’re playing in the  
    Advanced or  
    Elite quads 
  of difficulty (i.e., higher PC levels), a single-point bonus is 
  unlikely to wow you much (or make much of a mechanical 
  difference in the game).
  If you are playing in these difficulty bands, and you receive 
  a Buff Reward, you may roll on the following table to 
  determine what number to substitute for the “+1” in the 
  Magical Buff Rewards table above.
  Note that results on that table that increase the benefit do so 
  starting at the higher-level value.  For example, if you roll on 
  the table below and determine your buff reward should start 
  at +3, and then you receive a “Reroll and Increase Benefit 
  by 1” result, then the total bonus would be +4.
  Table 541: Higher-Level Magical Buff Bonuses
  D20
    »  
    Buff Bonus
  1-2
  +1
  3-6
  +1d2
  7-9
  +1d3
  10-14
  +1d4
  15-17
  +1d6
  18
  +2d4
  19
  +2d6
  20
    Reroll with Advantage
  
  423
  Rewards
  Magical Service Reward
  Magical Service Reward
    »  
  Spellcasting services are typically available in most 
  large fantasy towns for a fee.  This category pertains to 
  more specific and general benefit that could apply to any 
  adventuring party regardless of level or purpose.
  Roll on the table below to determine the specific Service 
  Reward you receive.
  Table 542: Magical Service Rewards
  D20
    »  
    Service Reward
  1-5
  Overland Travel
  6-8
  Protected Travel
  9-12
  Identify
  13-14 Legend Lore
  15-17
  Teleport
  18
  Return Teleport
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Overland Travel: Magical enhancements cause your 
  entire party to travel more swiftly in between points of 
  interest on the world map.  Your pace of overland travel 
  is tripled.  Other than having to roll less often for random 
  encounters, no additional protection is included in this 
  benefit.  This reward lasts only until you reach any one 
  major point of interest on the map (e.g., a cave, a city, a 
  hideout).
  • Protected Travel: Wards buttress you in transit.  When 
  you next travel to another point of interest on the world 
  map, you may choose to avoid random encounter rolls 
  entirely.  The pace at which you travel is unaffected.  This 
  effect lasts until you reach any one major map point 
  destination.
  • Identify: This one’s simple: an identify spell is cast on 
  behalf of the party.  This benefits any one suspected 
  magical item per party member, but you get to choose 
  when it is cast and on which item(s).  If you are playing 
  using the OPOC approach, this effect applies to all items in 
  your inventory when you choose to trigger the effect.
  • Legend Lore: As above, but legend lore is cast instead of 
  identify.  For rules systems lacking the distinction, treat 
  this as revealing every single thing about a magical item.
  • Teleport: The party may be teleported via the spell of 
  the same name.  This is a one-way trip, but you get to 
  choose the destination, and when the spell is cast.  Normal 
  restrictions apply in terms of how much you need to know 
  about the destination in order for the spell to succeed.
  • Return Teleport: The party receives a magical token.  
  When activated, it immediately teleports the entire party 
  back to a safe town or other map point that makes sense 
  given the circumstances in which this reward was given.  
  Fans of certain video games may refer to this as a town 
  portal spell.
  
  424
  Rewards
  Magical Answer Reward
  Magical Answer Reward
    »  
  This is much more, potentially, than the plastic black crystal 
  ball that’s well-known in real life.  The king’s sage offers 
  her wisdom; the apothecary reveals an ancient scroll; the 
  bishop petitions their deity for answers; or some other form 
  of arcane or divine intervention is called upon to grant your 
  party the answers they seek... or at least, a mechanism for 
  doing so.
  Roll on the table below to determine your Answer Reward.
  Table 543: Magical Answer Rewards
  D20
    »  
    Answer Reward
  1-7
  Local Clairaudience
  8-12
  Local Clairvoyance
  13-14 Local Scrying
  15-16 Locate Object
  17
  Locate Person
  18
  Answer
  19
    Reroll, but Regional 
  (ignore this result again)
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Local Clairaudience: Clairaudience is cast on the party’s 
  behalf.  The range is limited to anywhere within the 
  current location of interest on the world map (city, 
  dungeon, etc.).  This lasts 1d10 minutes and is limited to 
  audio only.
  • Local Clairvoyance: As above, but visual, rather than 
  auditory.
  • Local Scrying: As above, but the effects are both visual 
  and auditory.
  • Locate Object: If the PCs know an object or can describe 
  it (“the Queen’s letter-opener”, or “the palace bard’s 
  codpiece”), and if that object is within the current map 
  location, its precise location is revealed.  
  • Locate Person: As above, but applies to NPCs, not objects.
  • Answer: Ask a question, receive an answer, within 
  reasonable limits.  Since you’re playing a solo game, you 
  as a player likely already know all the meaningful answers 
  that have been established, so you can treat this as being 
  able to act on that information in a limited scenario.  
  Alternately, you can simply interpret this as generating 
    
  1d4 Clues, which you can apply as you desire amongst the 
  active Quests you have that require Clues.
  • Reroll, but Regional: Reroll on this table, but consider 
  the result as regional, not limited to the current major 
  map point.  Think the current country, state, or major 
  geographic region or political dominion.  If you then 
  receive this result on your reroll, ignore it and roll again 
  to get a meaningful result.
  
  425
  Rewards
  Magical Unlock Reward
  Magical Unlock Reward
    »  
  This reward category truly only benefits those characters 
  with extant spellcasting capabilities.  If you are playing 
  OPOC, and your PC cannot cast spells—well, first, how 
  on earth are you succeeding?  But anyway, if your entire 
  adventuring party lacks the ability to cast spells, then you 
  may reroll this reward into a different category.
  If at least one party member can cast spells, however, roll 
  on the table below to determine which Unlock Reward you 
  receive.
  Table 544: Magical Unlock Rewards
  D20
    »  
    Unlock Reward
  1-5
  Learn New Spell
  6-13
  Extra Spell Slot / Spell Per Day
  14
  Free Metamagic Feat
  15-16 Spell Advantage Roll (cast)
  17
  Spell Advantage Roll (encounter)
  18
    Reroll and Increase Level by 1 
  (stacks)
  19
    Reroll and Increase Benefit by 1 
  (stacks)
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Learn New Spell: You learn one new spell that you didn’t 
  already know or have access to.  You must still meet any 
  prerequisites to be able to cast that spell, and this effect 
  does not cause you to memorize or prepare that spell 
  immediately. 
  • Extra Spell Slot / Spell Per Day: You gain one additional 
  spell per day, or extra spell slot, at the spell level 
  determined by this reward.  This benefit lasts only until 
  the additional spell is expended.
  • Free Metamagic Feat: Only applies to rules systems with 
  the capability of adding metamagic feats onto spells; reroll 
  if you are using another rules system.  You may prepare 
  or memorize a spell with one free metamagic feat that has 
  an effective increase of up to 1d3 spell levels.  This does 
  not change the level of the spell, and this may extend the 
  effective level of the spell beyond what you are ordinarily 
  capable of casting.  The prepared metamagicked spell 
  still takes up a spell slot at its normal spell level.  You 
  need not have the metamagic feat in question, or meet its 
  prerequisites, in order to apply this reward.  This reward 
  lasts only until the metamagicked spell is expended.  
  • Spell Advantage Roll (cast): Choose one spell you cast, as 
  you cast it.  You may force any d20 rolls associated with 
  that spell to gain 
    Advantage (roll twice, and select 
  your preferred result) and/or to suffer 
    Disadvantage 
  (roll twice, and select the less favorable result).  For 
  example, you may cast lightning bolt, and choose to 
  gain Advantage on your attack roll to hit enemies with 
  it; or you could cast fireball, and choose to impose 
  Disadvantage on enemies trying to make Reflex saves to 
  halve their damage suffered.
  • Spell Advantage (encounter): As above, but applies to all 
  spells you cast for your entire next combat encounter.
  • Reroll and Increase Level by 1: Reroll on this table, but 
  the maximum spell level of spells affected by the resulting 
  reward increases by 1.  This result stacks with itself, so 
  you could effectively produce Level 9 spells if you’re lucky!
  • Reroll and Increase Benefit by 1: Reroll on this table, but 
  add 1 to the number of benefits received.  For example, 
  if you reroll and receive “Learn New Spell”, you instead 
  learn two new spells.  This effect stacks with itself, so if 
  you keep rerolling this result, you could receive even more 
  benefits!
  Magical Unlock Reward Spell Level
  This reward category has the potential to be truly awe-
  inspiringly powerful... which is why we have to limit it, just 
  a bit.
  Roll on the following table to determine the maximum spell 
  level to which the Unlock Reward may be applied.
  Table 545: Magical Unlock Reward Spell Level
  D20
    »  
    Unlock Reward Spell Level
  1-5
  1st
  6-10
  2nd
  11-12
  3rd
  13-14
  4th
  15-16
  5th
  17-18
  6th
  19
  7th
  20
    Reroll with Advantage
  You may notice that the above table tops out at seventh 
  level.    That is by design; higher-level spells are much more 
  powerful and potent, so it’s reasonable that they aren’t 
  necessarily available as randomized rewards.
  Note, however, that it’s still possible to receive spell-related 
  rewards at levels beyond 7th level.  To do so, you simply have 
  to be lucky enough to roll a “Reroll and Increase Level by 1” 
  result on the Magical Unlock Rewards table.
  
  426
  Rewards
  Magical Item Reward
  Magical Item Reward
    »  
  When you think of magical rewards, this is most likely the 
  sub-category that comes to mind: wands, staves, potions, 
  scrolls, that sort of thing.
  Magical Item Rewards are a significant part of the reward 
  economy.  To get started, roll on the table below to determine 
  the type of reward received.
  Note that this section relies heavily upon the random-
  treasure generation tables probided by your rules system of 
  choice.  An upcoming FlexTale Encounter Generator book 
  will focus specifically on treasure to provide even more 
  powerful and versatile options.
  Table 546: Magical Item Rewards
  D20
    »  
    Item Reward
  1-7
  Potion
  8-12
  Scroll
  13-14 Ring
  15-16 Rod or Staff
  17
  Wand
  18
  Wondrous Item / Artifact
  19
    Reroll with Advantage
  20
    Reroll, and Gain Advantage on 
  Rules System Generator Tables
  Let’s explore some of these results in more detail: 
  • Wondrous Item / Artifact: If your rules system does not 
  provide lists of unique or distinctive magical items, then 
  select your choice from amongst the lower-rolled options.
  • Reroll, and Gain Advantage on Rules System Generator 
  Tables: Reroll on this list to determine the type of magical 
  item you receive.  When you then go to your rules system’s 
  treasure-generation tables, you may roll on them with 
    
  Advantage (roll twice, and select your preferred result).
  Magical Item Reward Max Spell Level
  As with Magical Unlock rewards, we must place a limit on 
  the maximum level of the spell(s) involved with a magical 
  item received as a randomized reward.
  Roll on the table below to determine the maximum spell level 
  of magical effects associated with the magical item received.  
  Note that regardless of what is rolled on this table, the 
  maximum spell level of the item received is additionally 
  capped by your total class level divided by 2 (rounded up).  
  For example, if you are level 9, and your roll on the table 
  below indicates “6th”, you may still only receive magical 
  items of spell level equal to or less than 5th level.
  Alternately to the “total class level divided by 2” additional 
  limit, you can instead impose a cap equal to the highest-level 
  spell you are capable of casting, plus one.
  Table 547: Magical Item Reward Maximum Spell Level
  D20
    »  
    Item Reward Max Spell Level
  1-4
  1st
  5-8
  2nd
  9-12
  3rd
  13-16
  4th
  17
  5th
  18
  6th
  19
  7th
  20
    Reroll with Advantage
  
  427
  Rewards
  Magical Feat Reward
  Magical Feat Reward
    »  
  If you are using a rules system other than 
    Pathfinder 
  first edition, you may reroll your reward category if you end 
  up here, as these options really only apply meaningfully to 
  that rules system.  You are also free to adapt this section to 
  your rules system of choice as you see fit.
  Receiving a magical feat reward is a permanent benefit; the 
  Feat received is now part of your character as though s/he 
  had earned it through other traditional means.  
  Magical Feat Rewards do not impact your Handicap.
  Note that this table contains a mixture of arcane and divine 
  magical feats.  If your party contains spellcasters belonging 
  to only one of these approaches to magic, and you roll a feat 
  on this table that applies only to the other, you may reroll on 
  this table until you receive a magical feat that applies to your 
  spellcasting abilities.
  Table 548: Magical Feat Rewards
  D20
    »  
    Feat Reward
  1
  Arcane Blast
  2
  Arcane Shield
  3
  Arcane Strike
  4-8
  Combat Casting
  9
  Divine Interference
  10
  Channel Ray
  11
  Channel Shield Wall
  12
  Selective Channeling
  13
  Improved Channel
  14
  Spell Focus / Greater
  15
  Spell Penetration / Greater
  16
  Magical Craft Feat
  17
  Metamagic Feat of Your Choice
  18
  Magical Feat of Your Choice
  19
    Reroll with Advantage
  20
    Pick your preference  
  (except for “of Your Choice” options)
  Let’s explore some of these results in more detail: 
  • Spell Focus / Greater: You receive Spell Focus in the 
  school of magic of your choice.  If you already have Spell 
  Focus in a certain school, you may instead elect to receive 
  Greater Spell Focus in that school.
  • Spell Penetration / Greater: You receive the Spell 
  Penetration feat.  If you already have this feat, you 
  instead receive Greater Spell Penetration.
  • Magical Craft Feat: You receive a magical crafting feat, 
  selected at random (see Magical Craft Feats table below).  
  • Metamagic Feat of Your Choice: You receive a metamagic 
  feat of your choice.  You must still meet the prerequisites 
  for this feat as normal.
  • Magical Feat of Your Choice: You may select any 
  magically-oriented feat that applies to your character.  You 
  must still meet the prerequisites for this feat as normal.
  • Pick Your Preference: You may select any result on this 
  table, except for results that include the text “of Your 
  Choice”.
  Magical Crafting Feat Rewards
  This section applies only to 
    Pathfinder first edition, 
  with its rich variety of magical-item crafting rules.
  If the table above determines that you receive a magical 
  crafting feat, roll on the following table to randomly 
  determine which feat you receive.  
  If you randomly determine a Feat that the character you wish 
  to receive this reward already has, you may reroll the result.
  Table 549: Magical Craft Feats
  D20
    »  
    Magical Craft Feat Reward
  1-5
  Scribe Scroll
  6-8
  Brew Potion
  9-10
  Forge Ring
  11-12
  Craft Rod
  13-14 Craft Staff
  15-16 Craft Wand
  17
  Craft Wondrous Item
  18
    Reroll with Advantage
  19
    Pick your preference
  20
    Reroll, and Receive Advantage 
  on Checks for First Craft
  One of these results bear some explanation:
  • Reroll, and Receive Advantage on Checks for First Craft: 
  Reroll on this table, ignoring and rerolling this result if 
  it’s received again.  In addition to receiving the magical 
  crafting feat that this approach determines, the first time 
  you use this new feat to craft, forge, brew, or scribe a 
  magical item, you receive  
    Advantage (roll twice, and 
  select your preferred result) on any checks associated 
  with the item creation.
  
  428
  Rewards
  Magical Skill Reward
  Magical Skill Reward
    »  
  If you are using a rules system other than 
    Pathfinder 
  first edition, you may reroll your reward category if you end 
  up here, as these options really only apply meaningfully to 
  that rules system.  You are also free to adapt this section to 
  your rules system of choice as you see fit.
  Magical skills are typically related to knowledge, crafting, or 
  spellcraft.  Magical Skill Rewards grant additional abilities 
  along these lines.
  Remember that like most other rewards, Magical Skill 
  Rewards do not affect your Handicap.
  Roll on the following table to determine the skill to which 
  your Magical Skill Reward applies.  
  Table 550: Magical Skill Rewards
  D20
    »  
    Skill Reward
  1-6
  Spellcraft 
  7-8
  Craft (Jewelry)
  9-10
  Craft (Calligraphy) or  
  Profession (Scribe)
  11-12
  Craft (Sculptures) or  
  Profession (Woodcutter)
  13-14 Knowledge (Arcana)
  15-16 Knowledge (Planes)
  17-18 Craft (Alchemy)
  19
    Reroll with Advantage
  20
    Pick your preference
  To interpret your result, refer to the following:
  • If you rolled a skill that is not already a Class Skill for 
  the target PC: The skill rolled now counts as a Class Skill 
  for that character.  No further effect is gained.
  • If you rolled a result that contains two skills separated 
  by an “or”: You may pick which of the listed skills your 
  reward applies to.  
  Once you’ve used the above table to determine the skill 
  to which your reward applies, roll on the table below to 
  determine the effect of your reward on that skill.
  Table 551: Magical Skill Reward Effect (Pathfinder)
  D20
    »  
    Skill/Feat Reward
  1-7
  +1 Skill Rank
  8-13
  +1d2 Skill Ranks
  D20
    »  
    Skill/Feat Reward
  14-15 +1d3 Skill Ranks
  16
  +1d4 Skill Ranks
  17
  Advantage on 1 Roll
  18
  Advantage on Rolls (Encounter)
  19
  Advantage on Rolls (Session)
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • +X Skill Ranks: You immediately receive additional ranks 
  in this skill, without having to spend any skill points 
  or level up.  These additional bonus ranks ignore the 
  maximum normally associated with skill ranks, and do not 
  affect your ability to assign skill points when you level.
  • Advantage on 1 Roll: For any one skill check using 
  this skill, you may choose to make your check with 
    
  Advantage (roll twice, and select your preferred result).  
  Declare your intent to use this reward before making your 
  check.  This reward never expires until you use it.
  • Advantage on Rolls (Encounter): You receive 
    
  Advantage on all skill checks using this skill in your next 
  encounter.  This reward is automatically triggered in your 
  next encounter in which you use this skill.  Any encounters 
  in which you do not use this skill, you do not expend 
  this reward; it never expires until you use the skill in an 
  encounter.  For skills that are typically only used outside 
  the context of encounters, you may reroll this result.
  • Advantage on Rolls (Session): You receive 
    Advantage 
  on all skill checks using this skill for an entire gaming 
  session.  Use of this reward is automatically triggered the 
  next time you use this skill; for that check and all others 
  for the remainder of that gaming session, you receive 
  Advantage.  This reward never expires until you use it.
  
  429
  Rewards
  Magical Scroll Reward
  Magical Scroll Reward
    »  
  You receive one or more magical scrolls.  Each scroll received 
  from a Magical Scroll Reward might belong to a different 
  school of magic; roll on the following table to determine the 
  nature of a scroll and how many scrolls you receive.
  Table 552: Magical Scroll Rewards
  D20
    »  
    Scroll Reward
  1
  Map
  2-3
  Abjuration
  4-5
  Conjuration
  6-7
  Divination
  8-9
  Enchantment
  10-11
  Evocation
  12-13 Illusion
  14
  Necromancy
  15-16 Transmutation
  17
    Reroll; Automatically Succeed at 
  Using
  18
    Reroll; Automatically Succeed at 
  Deciphering
  19
    Reroll Twice (stacks)
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Map: This is a magical map that reveals a great deal.  
  Mechanically, it can be used either to reveal a new 
  destination on the overland map, or to generate  
    1d4 
  Clues which may be applied in any way you wish to any 
  number of active Quests.
  • Reroll; Automatically Succeed at Using: Reroll on this 
  table, ignoring and rerolling this result if you encounter it 
  again.  You automatically succeed at any checks required 
  to use or activate any scroll(s) you receive from this 
  reward.  For rules systems that do not have this concept, 
  simply ignore this and reroll.
  • Reroll; Automatically Succeed at Deciphering: Reroll 
  on this table, ignoring and rerolling this result if you 
  encounter it again.  You automatically succeed at any 
  decipher or comprehension checks required to understand 
  the nature of any scroll(s) you receive from this reward.  
  For rules systems that do not have this concept, simply 
  ignore this and reroll.
  • Reroll Twice (stacks): Reroll twice on this table.  This 
  result stacks with itself, so theoretically, you could receive  
  an unlimited amount of scrolls from one reward if your 
  luck holds!
  Magical Scroll Reward Max Spell Level
  Each scroll you receive is capped at a certain maximum spell 
  level.  Use the table below to determine the maximum level 
  of spell the scroll might contain.
  Table 553: Magical Scroll Reward Maximum Spell Level
  D20
    »  
    Scroll Reward Max Spell Level
  1-4
  1st
  5-8
  2nd
  9-12
  3rd
  13-16
  4th
  17
  5th
  18
  6th
  19
  7th
  20
    Reroll with Advantage
  Magical Scroll Reward Spell Type
  Once you’ve determined how many scrolls you receive, and 
  the level of spell that pplies, you may use your rules system’s 
  random-treasure or spell lists to determine the spell the 
  scroll contains.
  Alternately, you can simply use this book’s QuickStart tables.  
  Roll on the Magical Scroll Reward Spell Type table below 
  to quickly determine which QuickStart table to roll on.  (If 
  you use this approach, you are effectively ignoring the magic 
  school result from the table above.)
  Table 554: Magical Scroll Reward Spell Type
  D20
    »  
    Scroll Reward Spell Type
  1-9
  Beneficial (p 63)
  10-19 Damaging (p 64)
  20
    Pick your preference
  Magical Scroll Reward Caster Level
  In most rules systems, the caster level of the magic-user who 
  scribed a magic scroll matters a great deal, for determining 
  damage inflicted, Difficulty Class of saves, and other 
  variables that may apply when the spell is cast.
  Use the table below to determine the Caster Level of each 
  scroll you receive.  
  If your rules system does not utilize this distinction, you may 
  ignore this table entirely.
  
  430
  Rewards
  Table 555: Magical Scroll Reward Caster Level
  D20
    »  
    Scroll Reward Caster Level
  1-3
  1st
  4-6
  3rd
  7-9
  5th
  10-12 7th
  13-14 11th (
    Moderate or above only)
  15-16 13th (
    Advanced or above only)
  17
  15th (
    Advanced or above only)
  18
  17th (
    Elite only)
  19
  19th (
    Elite only)
  20
    Reroll with Advantage
  Any result that indicates that it applies only to certain 
  Quadded Difficulty Bands may be rerolled if you are not 
  playing at one of the mentioned.
  
  431
  Rewards
  Clues Reward
  Clues Reward
    »  
  Clue Rewards are those related to Clues and Quests that 
  require them.
  If you receive a Clue Reward when you have no active 
  Quests that require Clues, then create a brand-new Quest 
  immediately that does involve Clues prior to rolling on the 
  table below.
  Table 556: Narrative Clue Rewards
  D20
    »  
    Clue Reward
  1-8
  +1 Clue for Choice of Quest
  9-12
  +1d4 Clues for Choice of Quest
  13-14 +1 Clue for Each Quest
  15
  +1d4 Clues for Each Quest
  16-17 Spawn Clue Quest & Progress
  18
  Resolve Clue Quest
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • +1 Clue for Choice of Quest: You receive 1 Clue, which 
  may be applied against the active Quest of your choice.
  • +1d4 Clues for Choice of Quest: As above, but with the 
  potential for multiple Clues.  All Clues received via this 
  result must be applied to the same single Quest of your 
  choice.  If this produces more Clues than are required to 
  resolve the Quest in question, the “excess” Clues produce 
  no additional benefit.
  • +1 Clue for Each Quest: Every single one of your active 
  Quests that involves Clues receives +1 Clue against them.
  • +1d4 Clues for Each Quest: As above, but with the 
  potential for multiple Clues.  Roll separately for each 
  active Quest that involves Clues.  If for a given Quest 
  this produces more Clues than are required to resolve 
  the Quest in question, the “excess” Clues produce no 
  additional benefit.
  • Spawn Clue Quest & Progress: Create a brand-new Quest 
  that involves Clues.  Then, make progress against that 
  Quest, by producing  
    1d6 Clues and applying them 
  immediately against the new Quest.  If this is sufficient to 
  resolve the Quest, you immediately receive the beneficial 
  Impacts of that Quest consequence-free.  If this produces 
  Clues in excess of the number required to resolve the new 
  Quest, then the extra Clues produce no additional benefit.
  • Resolve Clue Quest: Select any one active Quest that 
  Narrative Rewards
  Overview
  Overview
  Narrative Rewards are those pertaining explicitly to quests, 
  plots, stories, and events unfolding in your campaign world.
  Although some of them do take a game-mechanics form 
  (e.g., receiving Clues), many of the rewards in this category 
  require some interpretation and storytelling creativity to 
  successfully employ.
  When interpreting the storytelling impact of a Narrative 
  Reward, remember that although the reward should make 
  sense in the context of the Quests you have outstanding, it 
  should also be net benefit to your adventuring party.
  Roll on the following table to determine the sub-category of 
  Narrative Reward you receive.
  Table 557: Narrative Reward Categories
  D20
    Narrative Reward Category
  1-5
    Clues
  6-9
    Targeting
  10-11
    Quest
  12-13
    Chain
  14-16
    Actors
  17-18
    Complete Quest
  19
    Reroll with Advantage
  20
    Pick your preference
  Each of these sub-categories has its own section below.
  Narrative Reward Categories
  Each of the above major categories contains sub-categories, 
  and within each of those, specific rewards, in the following 
  sections.
  
  432
  Rewards
  Targeting Reward
  Targeting Reward
    »  
  This category refers to beneficial abilities to assign Actors 
  to Roles in a Quest.  Targeting Rewards involve preferential 
  approaches to doing this, that can impact active Quests or 
  those yet to be encountered.
  Roll on the Narrative Targeting Rewards table to get 
  started.
  If you receive a Narrative Targeting Reward that references 
  an active Quest, and you do not have any active Quests, or 
  you do not have any active Quests that qualify for what it 
  requires, you may immediately create a new Quest that does 
  meet the described need and use that one.
  Table 558: Narrative Targeting Rewards
  D20
    »  
    Targeting Reward
  1-9
  Advantage on Next Role Assign
  10-13 Retarget One New Role Assign 
  (Random)
  14
  Retarget One New Role Assign 
  (Choice)
  15-16 Retarget Existing Role (Random)
  17
  Retarget Existing Role (Choice)
  18
    Reroll, But Increase Numerics 
  (stacks)
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Advantage on Next Role Assign: The next time a Quest 
  requires a Role to be assigned to an Actor, you may make 
  the rolls to do so with  
    Advantage (roll twice, and 
  select your preferred result).  This applies to the roll to 
  determine the approach (random/new/pick), as well as 
  rolls to select from amongst existing Actors (if applicable).
  • Retarget One New Role Assign (Random): Once, when a 
  Role is targeted, you may choose to force that Role to be 
  reassigned to a different Actor.  Declare your intent to use 
  this reward after the Actor has been selected to fill the 
  Role.  When you use this reward to force a re-assignment, 
  you begin from scratch: roll to determine the approach 
  (random/new/pick), and so on.  You must accept the 
  re-assigned Actor, even if it turns out to be less desirable 
  than the original one.
  • Retarget One New Role Assign (Choice): As above, but 
  you may designate explicitly which Actor you wish to be 
  the target of the Role.  The designated target may be a 
  new Actor, but the generation of a new Actor in fulfillment 
  of this reward is still randomized.
  involves Clues.  That Quest immediately receives sufficient 
  Clues to resolve it, no matter how many that is.
  
  433
  Rewards
  Quest Reward
  Quest Reward
    »  
  Quest Rewards are those associated with beneficial effects 
  that directly impact your active Quests.
  Roll on the following table to determine your specific Quest 
  Reward.  If you roll a result that cannot apply, then you 
  may reroll.  For example, if you receive a reward that must 
  be applied against an active Quest, and you have no active 
  Quests, you may reroll.
  Table 559: Narrative Quest Rewards
  D20
    »  
    Quest Reward
  1-8
  Resolve 1 Current Milestone
  9-13
  Resolve 1d2 Current Milestones
  14-15 Resolve 1d4 Current Milestones
  16
  +100% Impact of Active Milestone
  17
  +100% Impact of Active Quest
  18
  Resolve 1 Active Quest
  19
    Reroll, But Increase Numerics 
  (stacks)
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Resolve 1 Current Milestone: Select any one active 
  Milestone in any of your active Quests.  That milestone is 
  resolved.  From a narrative standpoint, you can creatively 
  explain how this occurs; two basic options are either that 
  someone else accomplished the task, or that it is simply no 
  longer required or relevant to the overall objectives of the 
  Quest.
  • Resolve 1d2 Current Milestones: As above, but with the 
  possibility of resolving multiple milestones.  You may 
  resolve no more than one active milestone in any given 
  active Quest using this reward; any that you cannot assign 
  are lost as a result.  For example, if you have only one 
  active Quest, and your 1d2 roll for this reward is a 2, you 
  have 1 excess reward and it is lost, to no further benefit.
  • Resolve 1d4 Current Milestones: As above, but with even 
  greater potential.
  • +100% Impact of Active Milestone: Any numerical 
  beneficial impact of one active milestone in your choice of 
  active Quest is increased by 100%.  For variable numerics, 
  first resolve the roll, then apply the percentage modifier.  
  For example, if a numeric grants you 2d4 gems, and this 
  reward grants +100% to that, you would first roll 2d4 
  (resolving, say, to 5), and then double (i.e., 10, in this 
  example).  This reward does not cause the milestone to 
  be resolved, or affect it in any other way other than to 
  increase the benefit for eventually resolving it.  If you fail 
  the milestone, you still receive no benefit.  This reward 
  • Retarget Existing Role (Random): Select any one Role 
  in any one active Quest.  You may force that Role to 
  be retargeted to a different Actor.  Begin as normal by 
  determining selection approach (random/new/pick).  
  You must accept the retargeted Actor, even if it is less 
  desirable than the original Actor.  From a storytelling 
  perspective, you may create any justification you desire 
  for the shift.
  • Retarget Exising Role (Choice): As above, but you may 
  designate the replacement Actor specifically.  The Actor 
  you designate may be a new Actor, but the generation of a 
  new Actor in fulfillment of this reward is still randomized.
  • Reroll, But Increase Numerics: Reroll on this table, but 
  any results you receive are incremented by one.  For 
  example, if you roll “Advantage on Next Role Assign” 
  next, then you receive Advantage on the next two role 
  assignments.  This result stacks with itself, so you could 
  theoretically receive an unlimited number of rewards if 
  your luck holds!
  If you receive Narrative Targeting Rewards in excess of the 
  number of Actors to which they can be applied, the “extra” 
  rewards are lost with no further benefit.  For example, if 
  you receive two “Retarget Exsiting Role” reward, and your 
  active Quests contain only one Role, the second reward is 
  lost.
  
  434
  Rewards
  Chain Reward
  Chain Reward
    »  
  Two or more Quests that tie together or lead from one to the 
  other are called a quest chain.  This reward category grants 
  benefit to chained quests.
  If you receive a result below that cannot apply—for example, 
  if it indicates that you may chain a new quest to an existing 
  one, and you have no active Quests—then you may reroll.
  Table 560: Narrative Chain Rewards
  D20
    »  
    Chain Reward
  1-7
  Spawn Chained Quest
  8-11
  Spawn Chained Clue Quest and 
  Advance 1d3 Clues
  12-16 Auto-Resolve First Milestone of 
  Next Chained Quest
  17
  Auto-Resolve First Milestone 
  of All Chained Quests in Next 
  Session
  18
  Resolve 1 Active Quest; Spawn 
  Chained Quest
  19
  Spawn Chained Quest and Auto-
  Resolve
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Spawn Chained Quest: Immediately create a new Quest 
  and chain it to your choice of one active Quest.  If you 
  do not have at least one active Quest, you may reroll this 
  result.
  • Spawn Chained Clue Quest and Advance 1d3 Clues: As 
  above, but the new chained quest must involve Clues.  
  After creating the new Quest, immediately apply  
    1d3 
  Clues to that quest.  If this is sufficient to resolve it, then 
  it immediately resolves, granting you the benefit without 
  having to do anything.
  • Auto-Resolve First Milestone of Next Chained Quest: The 
  next time you generate a chained quest, the first milestone 
  of that quest is automatically resolved.  This reward lasts 
  until you generate a chained quest.
  • Auto-Resolve First Milestone of All Chained Quests in 
  Next Session: As above, but applies any number of times, 
  to all of the chained quests generated in an entire gaming 
  session.  This reward lasts until you generate a chained 
  quest; the session in which this occurs then becomes the 
  session throughout which all chained quests generated 
  receive this benefit.
  • Resolve 1 Active Quest; Spawn Chained Quest: Select any 
  one active Quest; that Quest in its entirety is immediately 
  considered resolved, and you receive any reward 
  lasts until the milestone you select is either failed or 
  passed.
  • +100% Impact of Active Quest: As above, but applied 
  to an entire Quest.  As with the above reward, this one 
  remains until the Quest you select has been failed or 
  resolved.
  • Reroll, But Increase Numerics: Reroll on this table, but 
  any results you receive are incremented by one.  For 
  example, if you roll “Resolve 1 Current Milestone” next, 
  then you may resolve 2 milestones.  This result stacks 
  with itself, so you could theoretically receive an unlimited 
  number of rewards if your luck holds!  Note that for 
  percentage-based rewards, stacking simply increases the 
  percentage; if you roll this result and then a “+100%” 
  result, the total benefit is +200%, and beyond that, 
  +300%, +400%, and so on, for example.  
  
  435
  Rewards
  Actors Reward
  Actors Reward
    »  
  The Actors Reward category grants beneficial options 
  relating to actors in quests.
  Roll on the table below to determine your specific reward.  
  For results that cannot apply to your circumstances—for 
  example, a reward that references a kind of Actor that you 
  do not have defined in your game world—you may reroll that 
  result.
  Table 561: Narrative Actor Rewards
  D20
    »  
   Actor Reward
  1-5
  Add New Actor to Pool
  6-7
  Create 2 New Actors; Add 1-2 to 
  Pool
  8-9
  Delete Actor From Pool
  10-14 Retarget Existing Role
  15-16 Create New Actor; Retarget 
  Existing Role
  17-18 Create New Actor; Assign as 
  Target to Role in New Quest
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Add New Actor to Pool: Create a new Actor in your choice 
  of categories (weapon, settlement, faction, NPC, etc.).  
  Add that Actor to the Actor Pool and log their information 
  in your Actor Tracker.  This reward does nothing relating 
  to the new Actor’s targeting or other options, but the 
  newly-created Actor is now available as an option for 
  future Quest Roles.
  • Create 2 New Actors; Add 1-2 to Pool: As above, but 
  create two new Actors (in the same category of your 
  choice).  Once they’ve both been created, you may elect to 
  add either one, or both, to the pool.
  • Delete Actor From Pool: You may select any one Actor 
  that’s defined in your game world, and remove them from 
  your Tracker altogether.  Any Roles that Actor had been 
  assigned to are immediately reassigned to other eligible 
  Actors, determined as usual (random/new/pick, etc.).  
  • Retarget Existing Role: Select any one Role in any active 
  Quest.  You may retarget that Role to any other existing 
  Actor as you like.  
  • Create New Actor; Retarget Existing Role: Create a new 
  Actor in any category you like.  The category you pick 
  must be a category which has at least one Role defined for 
  that category in at least one active Quest.  For example, if 
  you have one active Quest, and that quest has two Roles, 
  one for a Stolen Weapon and a second for a Thief NPC, 
  associated with doing so.  Then, create a new quest 
  chained to that now-resolved quest.
  • Spawn Chained Quest and Auto-Resolve: Create a new 
  quest chained to your choice of any one active quest.  That 
  new chained quest is immediately resolved in full; you 
  receive any benefit normally associated with doing so.
  
  436
  Rewards
  Complete Quest Reward
  Complete Quest Reward
    »  
  Although similar to the Quest Rewards category, this 
  Complete Quest Reward category not only applies to active 
  Quests, but in most cases results in the completion of them.
  Roll on the table below to determine your specific Complete 
  Quest Reward.  Any results you encounter that cannot apply 
  to your circumstances may be rerolled.
  Table 562: Narrative Complete Quest Rewards
  D20
    »  
    Complete Quest Reward
  1-8
  Advance 1d2 Milestones
  9-10
  Advance 1d2 Milestones for Each
  11-15
  Cancel Active Quest
  16-17 Resolve Active Quest
  18
  Resolve 1d2 Active Quests
  19
  Create New Quest and Resolve
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Advance 1d2 Milestones: Select any one active Quest.  You 
  may immediately cause the next 1d2 milestones within 
  that quest to be resolved successfully.  If that is sufficient 
  to resolve the quest in its entirety, then that quest is 
  resolved successfully.
  • Advance 1d2 Milestones for Each: As above, but applies to 
  each and every active Quest you have.
  • Cancel Active Quest: Select any one active quest.  You 
  may delete that quest immediately, causing no negative 
  consequences.  The quest does not count as resolved, and 
  you receive no further benefit from that quest; it is simply 
  removed without implication.  You may choose to decline 
  this reward.
  • Resolve Active Quest: Select any one active quest; that 
  quest is considered resolved successfully immediately.  
  You receive any benefits from that quest as normal for 
  completing it.
  • Resolve 1d2 Active Quests: As above, but with the 
  potential for an additional resolution as well.  If you roll 
  a 2, and have only one active quest, the extra reward is 
  wasted to no further benefit.
  • Create New Quest and Resolve: Spawn a brand-new 
  quest, and then immediately consider it resolved, accruing 
  the normal benefit for doing so.
  you may choose either the Item or the NPC Actor category.  
  Once you’ve created a new Actor, you may assign that 
  Actor to any active Role for which it qualifies immediately.  
  Narratively, you can create an interesting reason for this 
  phenomenon: perhaps you were mistaken in who the 
  culprit was, or maybe someone handed the stolen artifact 
  off to an accomplice.
  • Create New Actor; Assign as Target to Role in New 
  Quest: Create a new Actor in any category you like, and 
  add them to your Actor Tracker.  Then, create a new 
  Quest, and assign that new Actor to one of the Roels in 
  that Quest.
  
  437
  Rewards
  Reveal Reward
  Reveal Reward
    »  
  Reveal Rewards create new points of interest on the 
  overland map.
  Roll on the table below to determine your specific reveal 
  reward.
  Table 563: Exploration Reveal Rewards
  D20
    »  
    Reveal Reward
  1-8
  Settlement
  9-10
  Dungeon
  11-12
  Monster Lair
  13-16 Villain Hideout
  17
  Religious Structure
  18
  Treasure Cache
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore some of these results in more detail: 
  • Settlement: A village, city, or merely a hamlet.
  • Dungeon: The potential site of an interesting adventure.  
  Use the QuickStart Map Generator (p 29) and its 
  associated tables to generate the dungeon once you arrive 
  there.
  • Monster Lair: One or more dangerous creatures make 
  their home here.  Use the QuickStart Combat Encounter 
  Generator (p 62) to determine the monsters; if you’re 
  able to slay them, you may then treat this location as a 
  Treasure Cache.
  • Villain Hideout: An NPC with evil plans relies on this 
  location as a safe place.  If a suitable known Actor in 
  your tracker exists, you may assign them to this location; 
  otherwise, create a new NPC villain, add them to your 
  Actor Tracker, and assume they are in this location.  You 
  may create a new active Quest and automatically assign 
  this villain to one of its Roles.
  • Religious Structure: Temples, holy sites, reliquaries, 
  roadside shrines, or simply a waypoint in a pilgrimage: 
  religious structures may not be as exciting as others, but 
  they can provide safe refuge for the weary.  Unless your 
  party’s alignment differs diametrically from that of the 
  religious structure, they may take a long rest here free 
  from threat.
  • Treasure Cache: A pile of loot lies here, undisturbed and 
  forgotten.  If you make it here safely, you may plunder; 
  roll on the QuickStart Treasure Generator (p 51) to do 
  Exploration Rewards
  Overview
  Overview
  Exploration Rewards apply beneficial impact on the scale of 
  the world map, or overland map, of your campaign setting.
  These are rewards at the macro scale.  To begin, roll on the 
  following table to determine the subcategory of Exploration 
  Reward you receive:
  Table 564: Exploration Reward Categories
  D20
    Exploration Reward Category
  1-5
    Reveal
  6-9
    Expedite
  10-11
    Revisit
  12-13
    Establish Transit
  14-16
    Safe Passage
  17-18
    Establish Safe Passage
  19
    Reroll with Advantage
  20
    Pick your preference
  As with most other reward categories, if you determine a 
  result that cannot apply to your circumstances—for example, 
  if the reward specifies a type of map location that doesn’t yet 
  exist in your game world—you may reroll that result.
  Exploration Reward Categories
  Each of the above categories contains sub-categories and 
  specific rewards, as described in the following sections.
  
  438
  Rewards
  Expedite Reward
  Expedite Reward
    »  
  Expedite Rewards are all about getting you quickly to your 
  destination.
  Roll on the table below to determine your specific reward.
  Table 565: Exploration Expedite Rewards
  D20
    »  
    Expedite Reward
  1-6
  2x Travel Speed on Next Journey
  7-12
  3x Travel Speed on Next Journey
  13-14 5x Travel Speed on Next Journey
  15-16 2x Travel Speed Next Session
  17
  3x Travel Speed Next Session
  18
  5x Travel Speed Next Session
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore some of these results in more detail: 
  • 2x Travel Speed on Next Journey: You travel twice as 
  quickly the next time you travel between one overland 
  map point and another.  This saves you in-game time, 
  of course, but the real advantage is that it reduces the 
  frequency of nearly all wandering monster encounters 
  or other random threats that might otherwise befall you 
  in your journey.  This reward automatically takes effect 
  the next time you travel on the overland map, and lasts 
  indefinitely until you do.  The travel speed boost applies to 
  one point-to-point journey; it does not apply to the return 
  trip!  You may invent a creative reason for the boost; it 
  could be magical boots that expire after use, or it could be 
  the loan of swift horses, for example.
  • 3x / 5x Travel Speed on Next Journey: As above, but the 
  speed increase is larger.
  • 2x Travel Speed Next Session: As “2x Travel Speed on 
  Next Journey”, but the benefit applies for all overland 
  map travel throughout the gaming session of your choice.  
  This reward lasts indefinitely until triggered by executing 
  overland map travel.
  • 3x / 5x Travel Speed Next Session: As above, but the 
  speed increase is larger.
  so.
  
  439
  Rewards
  Revisit Reward
  Revisit Reward
    »  
  Returning to a known overland map location is the topic of 
  Revisit Rewards.  
  Roll on the table below to determine your specific reward.
  Table 566: Exploration Revisit Rewards
  D20
    »  
    Revisit Reward
  1-3
  3x Travel Speed to Known Point
  4-8
  5x Travel Speed to Known Point
  9-13
  1 Teleport to Known Point
  14-16 1 Teleport to and From Known 
  Point
  17
  Perpetual Teleport to Known Point
  18
  Perpetual Teleport to and From 
  Known Point
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore some of these results in more detail: 
  • 3x Travel Speed to Known Point: Select any known map 
  destination to which you have traveled already.  All travel 
  from all other map points to that known point are now 
  conducted at three times your normal pace.  Perhaps you 
  discover a map revealing the fastest routes; maybe new 
  roads have been constructed.  This reward does not impact 
  the threats that you may encounter along the way, except 
  that you likely would roll for such threats much less often 
  due to your increased speed.
  • 5x Travel Speed to Known Point: As above, but even 
  faster.
  • 1 Teleport to Known Point: Select a map location you 
  have already been to; your party may teleport to that 
  location instantly for free and without threat or failure.  
  This requires a full 10 minutes to execute, so cannot be 
  triggered in combat, for example.  This reward lasts until 
  used.
  • 1 Teleport to and From Known Point: As above, but 
  you may also teleport back from that point to the map 
  point from which you initially triggered it.  The “return” 
  teleport lasts until triggered, or until you leave the known 
  point.  For example, if you teleport from A to B, and then 
  wander away from B toward another map point C, you 
  lose the return teleport capability of this reward.
  • Perpetual Teleport to Known Point: As “1 Teleport to 
  Known Point”, but you may reuse it as many times as you 
  wish.
  • Perpetual Teleport to and From Known Point: As “1 
  Teleport to and From Known Point”, but you may reuse 
  it as many times as you wish.  This essentially creates an 
  insant, wormhole-like connection between two points, at 
  least so long as you don’t wander away from the target 
  once you arrive.
  
  440
  Rewards
  Establish Transit Reward
  Establish Transit Reward
    »  
  With this reward, transit is feasible to locations that were 
  otherwise inaccessible.  Establish Transit Rewards do not 
  affect threats encountered along the way unless otherwise 
  indicated below.
  Roll on the Exploration Establish Transit Rewards table to 
  determine your specific reward in this sub-category.
  Table 567: Exploration Establish Transit Rewards
  D20
    »  
    Establish Transit Reward
  1-10
  Map Point Now Accessible
  11-12
  1d2 Map Points Now Accessible
  13
  1d4 Map Points Now Accessible
  14-15 Reveal New Accessible Map Point
  16-18 Reveal 1d2 New Map Points
  19
  All Inaccessible Map Points Now 
  Accessible
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Map Point Now Accessible: A known map location that 
  was previously difficult or impossible to access is now 
  accessible.  Rivers, lakes, oceans, volcanoes, mountains, 
  and other terrain features no longer impede or prevent 
  access.  Mechanically, select any one known map location, 
  and draw a line from it to the nearest other known 
  map location.  For purposes of transit, every single hex 
  connecting those two map locations now counts as open 
  road for the purposes of determining whether you can 
  travel along that path, and how quickly it takes you to do 
  so.  This reward does not affect whether and what random 
  encounter tables might apply to the terrain affected, and 
  visually, the terrain encountered along this path remains 
  the same.  You simply have a ferry to cross the raging 
  river, know a path among the lava funnels, or can dodge 
  the falling boulders in the treacherous hills enough to get 
  to your destination.
  • 1d2 / 1d4 Map Points Now Accessible: As above, but with 
  the potential for additional map points as well.  For each 
  map point you render accessible via this reward, draw a 
  line to a different other map location.  
  • Reveal New Accessible Map Point: Treat this as an 
  Exploration Reveal Reward (p 437), and then target 
  the new location as a component of the “Map Point Now 
  Accessible” reward above.
  • Reveal 1d2 New Map Points: As above, but with the 
  potential for an additional new map location.
  • All Inaccessible Map Points Now Accessible: As “Map 
  Point Now Accessible”, but applies to all known map 
  points that require traversing mountains and/or rivers or 
  lakes.
  
  441
  Rewards
  Safe Passage Reward
  Safe Passage Reward
    »  
  Most other rewards in this category affect revealing or 
  accelerating transit to map locations.  Safe Passage Rewards 
  are some of the only ways of improving safety while moving 
  from place to place on the overland map.
  Roll on the table below to determine your specific reward in 
  this vein.
  Table 568: Exploration Safe Passage Rewards
  D20
    »  
    Safe Passage Reward
  1-5
  Advantage on Wandering Rolls  
  (1 Trip)
  6-9
  Advantage on Wandering Rolls  
  (1 Session)
  10-11
  Advantage on Wandering Rolls  
  (1 Destination)
  12-15 Avoid Wandering Rolls (1 Trip)
  16-18 Avoid Wandering Rolls (1 Session)
  19
  Avoid Wandering Rolls  
  (1 Destination)
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Advantage on Wandering Rolls (1 Trip): Throughout a 
  single trip, you may make rolls on any random encounter 
  or wandering monster or environmental effects table 
  with 
    Advantage (roll twice, and select your preferred 
  result).  A “trip” is defined as a journey between one map 
  point and another.
  • Advantage on Wandering Rolls (1 Session): As above, 
  but the benefit extends to an entire gaming session.  This 
  effect is triggered automatically the very next time you 
  travel on the overland map.
  • Advantage on Wandering Rolls (1 Destination): Choose 
  a single known map location.  As an enduring, permanent 
  effect, any future trips to that location receive the benefits 
  of “Advantage on Wandering Rolls” as described above.
  • Avoid Wandering Rolls (1 Trip): For the duration of 
  a single journey, you may choose to avoid any random 
  encounter, wandering monster, or environmental effects 
  roll that would normally be required.  A journey is defined 
  as a trip between one map point and another.
  • Avoid Wandering Rolls (1 Session): As above, but the 
  benefit applies to an entire gaming session.  The session to 
  which this benefit applies is automatically determined by 
  the next time you travel overland.
  • Avoid Wandering Rolls (1 Destination): As “Advantage 
  on Wandering Rolls (1 Destination)”, but applies not 
  merely for a single journey, but forever.  Any future trips 
  to the selected map point, from any other map point, 
  receive the benefit.
  
  442
  Rewards
  Establish Safe Passage 
  Establish Safe Passage 
  Reward
  Reward
    »  
  While Safe Passage rewards typically last for a journey or 
  session, Establish Safe Passage rewards are permanent 
  effects on the overland map that affect all future travel.
  Roll on the table below to determine your specific reward.
  Table 569: Exploration Establish Safe Passage Rewards
  D20
    »  
    Establish Safe Passage Reward
  1-7
  Safe Passage (1 Segment)
  8-12
  Safe Passage (1d2 Segments)
  13-15 Safe Passage (1d3 Segments)
  16
  Safe Passage (1d4 Segments)
  17-18 Safe Passage (1 Destination)
  19
  Safe Passage (1d2 Destinations)
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Safe Passage (1 Segment): Select any two known map 
  locations: the connection between the two is called a 
  “segment”.  All travel between those two locations is 
  now “safe”; that is, you may choose to avoid any random 
  encounter, wandering monster, or environmental effects 
  roll that would normally be required.
  • Safe Passage (1d2 / 1d3 / 1d4 Segments): As above, but 
  with the possibility of applying to more than one such 
  segment.
  • Safe Passage (1 Destination): Treat as “Avoid Wandering 
  Rolls (1 Destination)” in the Exploration Safe Passage 
  Rewards section earlier.
  • Safe Passage (1d2 Destinations): As above, but with the 
  potential to apply to a second map point as well.
  
  443
  Penalties
  Penalties
  Penalties
  
  444
  Penalties
  Penalties Overview
  Summary
  Summary
  Just as Rewards are positive things that you want, that often 
  happen when you succeed; Penalties are undesirable things, 
  that usually occur when you fail.
  A penalty may be incurred in a number of different ways, 
  but the foremost is when you fail a quest.  If you abandon 
  a quest, it expires, or if one of its critical-path mandatory 
  milestones is failed, then the quest itself is failed, and you 
  incur a penalty.
  Default Penalties
  Default Penalties
  In some cases, a Quest will specifically indicate a Penalty 
  that applies should it be failed.  There may be other cases 
  where a specific singular Penalty is called out as applying in 
  a particular circumstance.
  There are many cases, however, where you are called upon to 
  (or choose to) determine a penalty randomly.
  You may use the table below to do so.
  Table 570: Default Quest-Failure Penalties
  D20
  Penalty(ies) Incurred
  1
    Reroll with Disadvantage
  2-3
  2d4 random penalties
  4-6
  1d2 random penalties
  7-9
  1d4 random penalties
  10-16 1 random penalty; roll as normal
  17-18 1 random penalty;  
  make roll with 
    Advantage
  19
    Reroll with Advantage
  20
  No penalty
  These results are described in more detail below:
  • Reroll with Disadvantage: Reroll twice on this table, and 
  select the lower value rolled.  Ignore this result if it comes 
  up again in doing so.
  • XdY random penalties: Roll this many times on the 
  Random Penalty Category table to determine the various 
  penalties that apply.
  • 1 Random Penalty, Make Roll with Advantage: Roll twice 
  on the Random Penalty Category table, and select your 
  preference of the results.
  • Reroll with Advantage: Reroll twice on this table, and 
  select the higher value rolled.  Ignore this result if it 
  comes up again in doing so.
  • No Penalty: Despite being called upon to incur a penalty, 
  no actual negative effects are suffered.  You got lucky!
  Random Penalties
  Random Penalties
  In many cases, a Quest will specifically indicate what sort 
  of Penalty may apply if it is failed.  Similarly, in many cases, 
  any other solo-play situation described in this book that calls 
  for a Penalty will also describe what penalty applies.
  You may roll on the Random Penalty Category table below to 
  randomize a penalty.  You may do this if any of the following 
  applies to your situation:
  • If a failed Quest does not include specifics around what 
  Penalty applies.
  • As a default approach to determining a penalty, if no other 
  circumstance applies to a penalty you must take.
  • If you wish to override the more specific description of a 
  penalty that applies, and instead randomize your penalty.
  They can take many forms in a roleplaying game, the moreso 
  with a solo adventure, and even moreso with the approach 
  that this book takes to solo adventuring.
  Whenever a specific Penalty is not specified, you may roll on 
  the table below to get started in generating your Penalty.
  Table 571: Random Penalty Categories
  D20
  Penalty Category
  1-2
    Material
  3-5
    Social
  6-9
    Mechanical
  10-11
    Magical
  12-16
    Narrative
  17-18
    Exploration
  19
    Reroll with Advantage
  20
    Pick your preference
  Penalty Categories
  Let’s explore the above categories, and take a look at some 
  
  445
  Penalties
  examples for each.
  Material Penalties
    Material Penalties involve an item, resource, or other 
  tangible, physical thing.  Most commonly, this involves a fine 
  or theft.
  Social Penalties
  Loss of influence, factional standing, and bad NPC attitudes 
  are all part of possible 
    Social Penalties .
  Mechanical Penalties
  This category involves rules adjustments and meta 
  detriments such as loss of skills, ability scores, experience 
  points, and other 
    Mechanical Penalties.
  Magical Penalties
  Temporary loss of spellcasting abilities, temporary or 
  permanent debuffs, and more qualify as 
    Magical 
  Penalties.
  Narrative Penalties
    Narrative Penalties are detriments associated with 
  Quests and plots: making quests more difficult to complete, 
  automatically failing active quests, being forced to embark 
  upon a quest for no tangible benefit, and so on.
  Exploration Penalties
  The game map and the campaign world are at stake with 
    Exploration Penalties.  You might find previously-safe 
  passage now threatening, suffer increased risk along your 
  journey, or even outright lose sight of a map location.
  
  446
  Penalties
  Material Penalties
  Overview
  Overview
  These penalties involve physical wealth or equipment.  
  Material Penalties generally mean that you lose an item or 
  equipment, it breaks, it gets stolen, etc.
  Table 572: Material Penalty Categories
  D20
    Material Penalty Category
  1-5
    Wealth
  6-9
    Items
  10-11
    Objects
  12-13
    Property
  14-16
    Resources
  17-18
    Artifacts
  19
    Reroll with Advantage
  20
    Pick your preference
  Each of these results has its own section to follow describing  
  the various sub-categories and specific penalties that might 
  apply.
  Material Penalty Nature
  Material Penalty Nature
  Any penalty result that involves the loss of a physical item 
  can have multiple in-game reasons.  
  If you’re looking for a randomized way to determine whether 
  the 40 gp you suffer is stolen or simply pocketed by the town 
  militia, you can roll on the table below, which applies to any 
  material penalty that involves the loss of a physical item.
  Keep in mind that this table can help you creatively construct 
  a narrative around the penalty, and to tie it in to other plots 
  and stories that occur.  However, from a game-mechanics 
  standpoint, it’s mostly irrelevant; at the end of the day, 
  you’re still giving up that +1 dagger, whether it’s eaten by a 
  monster or stolen by a thief.
  The exception to this is the possibility of “steal-backs”; see 
  below.
  Table 573: Material Penalty Nature
  D20
    Material Penalty Nature
  1-3
  Government Fine
  4-5
  Factional Fine
  6-8
  Required Bribe
  9-12
  Lost
  13-14
  Destroyed
  15-18
  Stolen
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s examine each of these in more detail:
  • Government Fine: The official legitimate authority of 
  your immediate locale imposes a fine that you must pay.  
  At your discretion as a solo GM, you may instead refuse to 
  pay the fine, but this damages your reputation in the town 
  or region governed by the authority you are shirking, and 
  instantly sparks an Escape quest that you must succeed at 
  or you are imprisoned.
  • Factional Fine: As Government Fine, but it’s a faction 
  that’s imposing the fine.  If no Faction makes obvious 
  sense in the context of the penalty you are suffering, 
  randomize as normal (random/new/pick).  You 
  automatically lose a degree of Attitude with the Faction 
  simply for having the fine imposed.  If you shirk the 
  responsibility of paying it, you lose additional Attitude, 
  and are likely ejected from the faction altogether if you 
  were a member.  Unless the Faction determined has a 
  military presence, you do not risk jail time if you welch on 
  the fine.
  • Required Bribe: A guard, clerk, or other middle-
  management authority figure is none too subtle about 
  the need for you to hand something over if you don’t 
  want this situation to escalate.  Nobody is the wiser for 
  the exchange, and the bribed person lets you go without 
  further impact.
  • Lost: It’s unclear whether a person, monster, or simple 
  bad luck is behind it, but the wealth or item is lost 
  altogether.  It might not even have anything to do with the 
  quest or other circumstances under which the penalty has 
  been applied; you just outright lost track of the object(s) 
  along the way.
  • Destroyed: Whether it’s a person asking for the item(s) 
  and then burning them up, or a monster eating the 
  item(s), or perhaps you Lost the item but saw it fall into 
  the ocean, the penalized item(s) are irretrievably lost to 
  the fates.
  • Stolen: Perhaps related to a quest, perhaps not, but a thief 
  has stolen the wealth or item(s) you are penalized with.  
  You can embark upon a Quest to recover the stolen items.
  
  447
  Penalties
  Steal-Backs
  Steal-Backs
  At your discretion as a solo player, any result that involves 
  the loss of your item or wealth ending up in the inventory of 
  another NPC or monster can be “stolen back”... with some 
  risk involved of course!
  You may use the skills or talents normally used in your rules 
  system to steal the item or gold back from the person who 
  took it or to whom you gave it.
  What happens next depends on what kind of success or 
  failure is involved.  Note that if your rules system lacks 
  the notion of a critical success or failure, you may simply 
  interpret d20 rolls of a “20’ as a critical success, and rolls of 
  a “1” as a critical failure.
  • If you score a critical success, you recover the item(s) 
  or wealth in its entirety, with no further impact or risk.  
  Congratulations!
  • If you score merely a normal success, roll on the Material 
  Penalty Steal-Back Successes table below to determine 
  the outcome.
  • If you score a normal failure, you fail to recover the item, 
  and you must roll on the Material Penalty Steal-Back 
  Failures table below to determine further outcomes.
  • If you blunder a critical failure, not only do you fail 
  to recover the item, but you automatically suffer 1d3 
  additional 
    Penalties, each determined at random.
  Table 574: Material Penalty Steal-Back Successes
  D20
    Steal-Back Success Result
  1-3
  Recover 25%
  4-7
  Recover Half
  8-12
  Recover
  13-15
  Recover and Pickpocket w/
  Disadvantage
  16-17
  Recover and Pickpocket
  18
  Recover and Pickpocket w/
  Advantage
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s describe these results in more detail:
  • Recover 25%: Recover only a quarter of what was taken 
  from you.  For numeric wealth, simply multiply the 
  quantity by 25%; e.g., if you lost 100 gp, you recover 25 
  gp.  For items, this becomes the chance of recovering; roll 
  separately for each item.
  • Recover Half: As above, but with a 50% chance.
  • Recover: You receive everything back that was taken from 
  you.
  • Recover and Pickpocket w/Disadvantage: As above, but 
  you may also elect to pickpocket the NPC from whom you 
  are stealing your items back.  If you choose to do so, you 
  suffer  
    Disadvantage (roll twice, and use the less 
  favorable result).  
  • Recover and Pickpocket: As above, but you do not suffer 
  Disadvantage.
  • Recover and Pickpocket w/Advantage: As above, but you 
  gain  
    Advantage (roll twice, and select your preferred 
  result) on rolls to attempt the pickpocket.
  Table 575: Material Penalty Steal-Back Failures
  D20
    Steal-Back Failure Result
  1-3
  Combat
  4-5
  1d3 Penalties
  6-8
  1d2 Penalties
  9-13
  Penalty
  14-17
  Additional Bribe
  18
  Recover
  19
    Reroll with Advantage
  20
    Pick your preference  
  (but not Recover)
  Let’s describe these results in more detail:
  • Combat: The NPC from who you are attempting the steal-
  back notices, and fights you immediately.  S/he is joined 
  by other guards or commoners or faction members as 
  appropriate one round later; these reinforcements total 
  your party size plus 
    1d3.  Oh, and perhaps obviously, 
  you don’t succeed at your attempt to steal back the 
  originally-lost item(s).
  • 1d3 Penalties: You don’t get your stuff back.  And you also 
  receive 1d3 new Penalties, each randomly determined.
  • 1d2 Penalties: As above, but not quite as bad.
  • Penalty: As above, but only a single Penalty.
  • Additional Bribe: The NPC notices your attempted theft, 
  and immediately demands an additional bribe (roll on the 
  Material Penalty Categories table to determine).
  • Recover: Against all odds, you succeed at recovering your 
  lost item(s)!
  • Pick Your Preference (but not Recover): You may select 
  any result on this table up to Additional Bribe.
  Material Penalty Categories
  Each of the categories of penalty has their own sub-
  categories and specific penalties in the sections that follow.
  
  448
  Penalties
  Wealth Penalties
  Wealth Penalties
    »  
  Material wealth: coins, gems, and valuables.
  Table 576: Material Wealth Penalties
  D20
    »  
    Wealth Penalty
  1-6
    Coins: roll Low Coin on p 52.
  7-11
    Coins: roll Medium Coin on p 53.
  12
    Coins: roll High Coin on p 54.
  13-15
    Gems: roll Low Gem on p 55.
  16-17
    Gems: roll Medium Gem on p 56.
  18
    Gems: roll High Gem on p 57.
  19
    Reroll with Advantage
  20
    Pick your preference
  Since the tables referenced are written to be beneficial, not 
  penalizations, let’s explore the impact of the above.  
  Roll on the indicated QuickStart table to determine the value 
  in GP that applies to the penalty.  Then, interpret the kind of 
  result as follows:
  • Coins: Any “coins” result means that you lose that much in 
  material wealth.  If you suffer a loss in excess of the total 
  liquidity you possess in your inventory, any extra penalty 
  is waived.
  • Gems: Any “gems” result means that you lose that much 
  in gemstones, jewelry, or art; that is, objects that have no 
  mechanical or magical function, but are valuable, and are 
  not themselves liquid wealth or exchangeable freely as 
  “coin of the realm”.  
  Item Penalties
  Item Penalties
    »  
  Armor and weapons, plus other associated materials.  You 
  never know just what combination of things you might 
  discover in a sealed crate, a treasure trove, or a goblin’s 
  hoard.
  Table 577: Material Item Penalties
  D20
    »  
    Item Penalty
  1-7
    Armor
  8-13
    Weapon
  14-15
    Reroll on this table, and add a 
    Wealth penalty (ignore this result 
  again)
  16
    Reroll on this table, and add an 
    Object penalty (ignore this result 
  again)
  17
    Reroll on this table, and add a 
    Resources penalty (ignore this 
  result again)
  18
    Reroll on this table, and add an 
    Artifact penalty (ignore this result 
  again)
  19
    Reroll with Advantage
  20
    Pick your preference
  You might notice that these results closely mirror the 
  equivalent Material Item Rewards.  That’s by design.
  Armor or Weapons rolled on this table must be given up or 
  lost.  You may select either the most valuable, or the second-
  most-valuable item in the inventory of any one PC in your 
  party.  That is, if “Armor” is your penalty, and you’re wearing 
  +2 studded leather, but you have +1 scale mail in your 
  inventory, you may choose either of those to sacrifice for the 
  penalty.
  
  449
  Penalties
  Objects Penalties
  Objects Penalties
  Even though losing mundane items doesn’t seem that big of 
  a deal, losing access to all of your torches can have a true 
  impact, even for higher-level adventuring parties.  
  Roll on the table below to determine your specific penalty.
  Table 578: Material Object Penalties
  D20
    »  
    Object Penalty
  1-6
    Mundane Items:  
  roll Mundane Items on p 59.
  7-11
  Adventuring Gear
  12
  Writing Supplies
  13-15
  Clothing
  16-17
  Tools
  18
    Reroll on this table, and add an  
    Item reward (ignore this result 
  again)
  19
    Reroll with Advantage
  20
    Pick your preference
  Since these are penalties, not rewards, the result determined 
  above indicates the mundane supply you are completely out 
  of until you intentionally resupply that item.  
  Property Penalties
  Property Penalties
    »  
   
  Property Penalties either are, or involve, real estate, 
  buildings, land, or access thereto.
  To start, roll on the Material Property Penalties table 
  below.  We’ll explore each of these options in more detail 
  underneath.
  Table 579: Material Property Penalties
  D20
    »  
    Property Penalty
  1-10
  Threatened passage (short-term)
  11-12
  Threatened passage (persistent)
  13-14 No safe houses
  15-16 Doubled taxes, tariffs, and fees
  17
  Loss of ownership of a residence
  18
  Loss of ownership of a building
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these in order.  
  • Threatened Passage (Short-Term): For a short time, 
  the region is suddenly much more dangerous to traverse 
  for you and your party and its allies.  “Region” should 
  be appropriate to the context of the quest granting the 
  reward, but typically the immediate city or geographic 
  region applies.  The duration of this penalty is either the 
  remainder of this gaming session, or if you do not travel 
  during that time, for the very next time you travel to 
  another location.  Mechanically, this means your choice 
  of either wandering monster rolls twice as often OR 
  rolling on any such wandering monster rolls with  
    
  Disadvantage (roll twice, and use the less favorable 
  result).  If wandering-monster rolls normally do not 
  apply to this region, such a roll does apply now every 15 
  minutes.  When random encounter rolls are made in the 
  area for the duration of this penalty, ignore or reroll any 
  that do not pose a threat to the party. 
  • Threatened Passage (Persistent): As above, but 
  persistent: the duration is permanent.
  • No Safe Houses: The party never has a safe place to stay 
  and rest in the region.  Mechanically, this means the party 
  may never safely benefit from a long rest—they must press 
  their luck, or pay for room and board, if they wish to rest 
  here.
  • Doubled Taxes, Tariffs, and Fees: Any of these concepts 
  that applies to the party in this region are now doubled.  If 
  mechanically these are not present, then simply roll on the 
  Material Wealth Penalties table each time that the party 
  enters or leaves the region.
  • Loss of Ownership of a Residence: If the party owned a 
  
  450
  Penalties
  Resources Penalties
  Resources Penalties
    »  
  If the party is carrying any crafting supplies, they may lose 
  them.
  Roll on the Material Resource Penalties table to determine 
  what is lost.  If the party is carrying any of the resource that 
  is indicated, they lose all of that resource immediately as the 
  penalty.
  If they do not have any of the supply rolled, or the concept of 
  a particular substance does not apply to your rules system, 
  skip the Material Resource Penalties table altogether, and 
  instead roll on the Material Resource Penalty Value table to 
  determine the magnitude of the wealth lose.
  Table 580: Material Resource Penalties
  D20
    »  
    Resource Penalty
  1-6
  Darkwood bundles
  7-11
  Cold Iron ore 
  12
  Dragonhide skins
  13-15 Alchemical Silver ore
  16-17 Mithral ore
  18
  Adamantium ore
  19
    Reroll with Advantage
  20
    Pick your preference
  Table 581: Material Resource Penalty Value
  D20
    »  
    Resource Penalty Value
  1-7
  Low: roll Low Coin on p 52.
  8-10
  Medium: roll Medium Coin on p 53.
  11
  High: roll High Coin on p 54.
  12-17
  Low: roll Low Gem on p 55.
  18-19
  Medium: roll Medium Gem on p 56.
  20
  High: roll High Gem on p 57.
  residence in this region, they lose it.  If they did not own a 
  residence here, reroll this result.
  • Loss of Ownership of a Building: As above, but for entire 
  buildings.  And as above, reroll if this doesn’t apply.
  
  451
  Penalties
  Artifacts Penalties
  Artifacts Penalties
    »  
  Particularly for higher-level parties, this may be the single 
  least advantageous penalty category, because it potentially 
  threatens some of your most valuable gear.  Remember 
  the “steal-back” rule discussed at the start of the Penalties 
  section as a means of risking the recovery of any truly 
  irreplaceable item.
  Roll on the table below to determine the nature of the loss.
  Table 582: Material Artifact Penalties
  D20
    »  
    Artifact Penalty
  1-4
  Religious Icon
  5-9
  Factional Icon
  10-13 Social Icon
  14-15 Artistic Icon
  16-17 Arcane Icon
  18
  Wondrous Item
  19
  Minor Artifact
  20
    Reroll with Advantage
  In many cases, these results may not be intuitive, so let’s 
  explore each of them in more detail.
  • Religious Icon: A cleric in the party loses their holy 
  symbol.  Until they atone and obtain a new icon from their 
  church’s officiants, any divine spellcasting by that PC that 
  involves a d20 roll suffers 
    Disadvantage (roll twice, 
  and use the less favorable result); saves made against such 
  spells or divine effects are made with 
    Advantage (roll 
  twice, and use the more favorable result for the creature 
  making the save).
  • Factional Icon: A PC in the party with an affiliation to 
  at least one Faction loses an item that was of particular 
  importance to that Faction.  It could be a message, a 
  sealed package, a letter of recommendation, a signet ring, 
  or other such minor trinket that contains no inherent 
  value outside of its significance to the Faction in question.  
  Until the situation is remedied, the PC suffers a loss of 
  one level of Attitude from the Faction.  The PC may go on 
  a Quest to recover the lost item, or go on a Quest for the 
  Faction to recover the lost Attitude.
  • Social Icon: The party has made a grievous faux pas, 
  has angered the recent, or has inadvertently made an 
  inappropriate pass at the widower king.  Whatever the 
  narrative reason, the legitimate authority in this region 
  views the PCs with one level lower Attitude.  The duration 
  of this effect is variable: At the completion of each Quest 
  performed in this region, the party has a cumulative 5% 
  chance of removing the effect as their deeds are viewed 
  favorably enough.
  • Artistic Icon: You inadvertently damage something that 
  is of no monetary value, but which nearly all residents of 
  this region universally adore.  Perhaps you chipped the 
  marble on a famed statue for which the village is known; 
  maybe you washed your face in a fountain renowned 
  for its holy virtue and pristine waters.  Mechanically, 
  each NPC you encounter in this region from this point 
  forward has a 
    5% chance of treating you as Hostile 
  immediately upon sight.
  • Arcane Icon: You irrevocably destroy or besmirch 
  something that is highly valued by arcanists in the 
  community.  It could be the massive tome of arcane 
  wisdom that a certain shopkeeper has on display; it could 
  be that you spilled potion all over the draft copy of the 
  apothecary’s memoirs.  You suffer 
    Disadvantage on 
  any negotiations or appraisals related to arcane items or 
  spells in this region.
  • Wondrous Item: A Wondrous Item that someone in the 
  party carries is lost.  Pathfinder formally recognizes 
  this as a separate category of magical item; if your rules 
  system lacks this designation, simply lose a random 
  magical item from your inventory .
  • Minor Artifact: As with Wondrous Item, if your rules 
  system has a list of minor or lesser artifacts, pick one 
  randomly from your inventory and lose it.  If your system 
  lacks this mechanic, simply lose one of your magical 
  items.
  
  452
  Penalties
  Social Penalties
  Overview
  Overview
  Relationships are degraded, you’re a wanted woman, there’s 
  a bounty on your head, or a faction cuts off ties to you: these 
  are all examples of Social Penalties.
  To begin, roll on the following table to determine the 
  category of Social Penalty that applies.
  Table 583: Social Penalty Categories
  D20
  Social Penalty Category
  1-5
    Status
  6-9
    Relationships
  10-11
    Attitudes
  12-13
    Factional
  14-16
    Adversary
  17-18
    Religious
  19
    Reroll with Advantage
  20
    Pick your preference
  Each of these categories receives their own detailed 
  description below.
  Recovering From Social Penalties
  As written, the following Social Penalties are designed to 
  be permanent unless otherwise described.  They are meant 
  to be in balance with the Social Rewards that are possible 
  through successful completion of Quests.
  That said, some of these penalties are quite severe, 
  particularly in certain campaign settings.  You may at your 
  option invoke a “Recovery” approach.
  For each otherwise-permanent Social Penalty your party 
  suffers from, at the completion of each Quest performed 
  in this region, the party has a cumulative 5% chance of 
  removing the effect as their deeds are viewed favorably 
  enough.  
  There is no limit to the number of social penalties you may 
  wipe clean as the result of a single Quest’s completion using 
  this mechanic.
  Social Penalty Targeting
  If a Social Penalty calls for a particular NPC, Faction, 
  Religion, or other Role to be designated, target that role as 
  you normally would: randomize from amongst the Actors 
  defined in your game world, create a brand-new Actor to fill 
  the Role, or simply pick your preference as most makes sense 
  to the circumstances.
  
  453
  Penalties
  Status Penalties
  Status Penalties
    »  
  Your social standing in general degrades.  It’s tougher to get 
  things done, go places, or disappear when you’re noticed... 
  and hated.
  To determine what sort of specific Status Penalty you 
  receive, roll on the following table.  We’ll explore each of the 
  results underneath.
  Table 584: Social Status Penalties
  D20
    »  
    Status Penalty
  1-6
  Notoriety Increase
  7-11
  Attitude Decrease
  12
  Rank Decrease
  13-15 Membership Revoked
  16-17 Access Denied
  18
  Favor Owed
  19
    Reroll with Advantage
  20
    Pick your preference
  Each of these has the potential to be quite complex, so let’s 
  discuss them in more detail.
  • Notoriety Increase: You know the saying, any publicity is 
  good publicity?  Yeah, that’s not always the case.  You’re 
  becoming well-known in the region... just not for the 
  reasons you’d probably prefer.  Whether or not there is 
  any accuracy to the rumors that have spread is a matter of 
  creative interpretation, but the stories are definitely out 
  there, and you’ve made a name for yourselves, deserved 
  or not.  Mechanically, any random NPC who would 
  normally have a better-than-neutral Attitude toward you 
  is downgraded to Neutral.  Worse-than-neutral Attitudes 
  are unaffected.  
  • Attitude Decrease: You’re generally viewed in a negative 
  manner in the region.  Anyone with an otherwise Neutral 
  or worse Attitude toward you downgrades their Attitude 
  toward you until you give them a reason to feel otherwise.  
  Those who know you, and have a favorable (i.e., better 
  than Neutral) impression of you already, are unaffected by 
  the gossip.
  • Rank Decrease: Even in a caste-less society, there are 
  still unspoken degrees of social acceptance.  You’ve been 
  downgraded along these lines.  If you were celebrated, 
  you aren’t any longer; if you were new in town, you’re 
  treated like pond scum.  The very next time you roll on a 
  Social Reward or Social Penalty table in this region, you 
  automatically do so with 
    Disadvantage.
  • Membership Revoked: You’re exiled, cast out, or 
  otherwise no longer welcome in the region.  If commoners 
  see you, they’ll shake their heads in disgust; any official 
  law enforcement noticing you will make you leave or toss 
  you in jail.
  • Access Denied: You’re not allowed in any but the most 
  common zones of this region.  Open-air markets and 
  public gardens might be acceptable, but shops, private 
  residences, and certainly buildings of official business are 
  off-limits to you from now on.  
  • Favor Owed: You owe the region itself, its people, or its 
  government a favor.  Treat this as a Cohesion Quest, and 
  until you complete it, nobody in the region will speak 
  or conduct any commerce or transactions with you.  
  You’re essentially stagnant at this map location until you 
  complete the Cohesion Quest.
  
  454
  Penalties
  Relationships Penalties
  Relationships Penalties
    »  
  Direct, one-to-one, interpersonal relationships are the focus 
  of this sub-category.
  Remember that for any penalties that specifically designate 
  a single PC, if you are playing OPMC and your adventuring 
  party involves more than one PC, you can either randomize 
  which party member to whom the penalty applies, or you 
  can simply pick the one who makes the most sense given the 
  circumstances.
  Roll on the table below to determine the precise nature of 
  the relationship penalty suffered.  
  Table 585: Social Relationship Penalties
  D20
    »  
    Relationship Penalty
  1-6
  Attitude Decrease
  7-11
  Rivalry
  12
  Unrequited Romance
  13-15 Betrayer
  16-17 Nemesis
  18
  Cursed One
  19
    Reroll with Advantage
  20
    Pick your preference
  Each of these can take on many different effects in your 
  game, depending on the circumstances.  Some examples and 
  guidance for each is provided below:
  • Attitude Decrease: The simplest result: decrease the 
  Attitude of the NPC by one step.  No fuss, no muss.
  • Rivalry: An NPC is jealous or resentful of your capabilities 
  and success.  They try to one-up you at every opportunity, 
  and constantly find their way into your life, if only to 
  demonstrate that they are better than you.  Mechanically, 
  the NPC in question is more likely to fight you when 
  fighting is involved; you make any social encounter checks 
  along these lines with 
    Disadvantage.  Additionally, 
  any time an NPC Role is required in a Quest, roll an 
  additional time: if the second roll indicates the NPC who 
  has a Rivalry with you, the Role is filled by them.
  • Unrequited Romance: Select a party member and an NPC; 
  one of those people believes themselves to be head-over-
  heels in love with the other, and the other, for their part, 
  could not care less.  Randomize who which is the lover 
  and whom is the loved.  Mechanically, this becomes most 
  interesting if you try to tie it in to Quests and narrative: 
  people will stoop very low, or invent crazy stories, if they 
  feel their feelings are not being returned.
  • Mechanically, that NPC automatically reverts to a 
  neutral Attitude level toward the PC in question.  In 
  addition, any social check with that NPC is made with 
    
  Disadvantage.  If this result is rolled again in a context 
  that could apply to the same NPC who is already one-
  sidedly covetous of your party member, you could consider 
  that the NPC either seeks to kill the party member, or kills 
  themselves, and blames the PC in their suicide note.
  • Betrayer: The NPC feels deeply and personally betrayed 
  by your decisions, actions, or the consequences of your 
  deeds.  Or perhaps they simply misinterpreted something 
  you said to them in passing, and were ruined as a result 
  of following what they thought was advice.  Whatever 
  the narrative reason for the situation, the NPC loathes 
  and feels a personal wound from the PC in question.  
  Mechanically, the NPC can be relied upon to influence 
  others to lie about any NPC or Faction with whom they are 
  affiliated; if no such relationships are known to exist for 
  this NPC, generate at least one of each (using your list of 
  known Actors trackers).  In addition, for any active Quest 
  of yours that involves this NPC or any Actors with whom 
  they are acquainted, that Quest requires an additional 
    1d4 Clues beyond what the Quest template normally 
  needs.
  • Nemesis: Like Betrayer, the Nemesis NPC feels a personal 
  angst toward the PC in question, but it goes far beyond 
  hurt or disappointment.  It’s hatred: pure, outright 
  hatred, that begins to override the other elements of the 
  Nemesis’ life and increasingly define the NPC themselves.  
  Mechanically, degrade the Nemesis’ Attitude toward your 
  party to the lowest possible level.  At the start of every 
  gaming session so long as the Nemesis has a less-than-
  neutral Attitude toward you, there is a 
    15% chance 
  that they intervene, and mess with your lives.  If this 
  occurs, instantly trigger a Cohesion Quest, which you 
  must immediately pursue, and must resolve before making 
  progress on any other active Quests this session.
  • Cursed One: This NPC believes, truly believes, that one 
  of the PCs is a fabled anti-messiah figure, or at least a 
  harbinger thereof.  Regardless of the particular manner of 
  the views, this NPC wants or believes you to be the worst 
  and most threatening thing to their entire way of life, and 
  will act accordingly.  Mechanically, their Attitude degrades 
  to the lowest possible value, and will remain there.
  
  455
  Penalties
  Attitudes Penalties
  Attitudes Penalties
    »  
  This is a more mechanical, and less nuanced, subset of the 
  Relationship Penalty category.  Attitude Penalties affect 
  specific NPCs or Factions.
  When receiving an Attitude Penalty, roll on the table below 
  to determine your specific penalty.  Then, determine the 
  target of the penalty.  If the language of a penalty makes 
  it vague as to whether it applies to an NPC or a Faction, 
  randomize evenly between them.
  Use your Actors Tracker to determine the target of an 
  Attitudes Penalty.  When doing so, consider favoring 
  existing Actors rather than creating new ones, unless you 
  have a very short list of Actors established in your campaign 
  world.
  Table 586: Social Attitudes Penalties
  D20
    »  
    Attitude Penalty
  1-5
  Attitude Decrease
  6-10
  Set to Unfriendly
  11-12
  Set to Hostile
  13
  Set to Enemy
  14
  En Masse: Roll 1d4 more times on 
  this table, ignoring this result or 
  higher
  15-18
  Factional Animosity: Reroll on this 
  table, but apply to a Faction; ignore 
  this result or higher
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail.  
  • Attitude Decrease: Decrease the Attitude of the NPC 
  toward the party by one degree.  If they are already of the 
  lowest Attitude, treat this as “Set to Enemy”.
  • Set to Unfriendly: Set the NPC’s Attitude to Unfriendly.  
  If it’s already at this level or lower, keep it at its current 
  level, but the NPC attacks the party.
  • Set to Hostile: As Set to Unfriendly, but set to Hostile 
  instead.
  • Set to Enemy: As Set to Hostile, but the NPC attacks the 
  party with equivalently-statted allies: 
    1d3 for OPOC 
  play, and 
    2d4 for OPMC play.
  • En Masse: Roll again one or more times on this table, 
  ignoring this result or higher.  Each result applies to a 
  different NPC target.  
  • Factional Animosity: Roll one or more times on this table, 
  but apply each result to a Faction.  This result may stack 
  with En Masse if you roll that result and then this one; if 
  that’s the case, then each outcome applies to a different 
  Faction.
  
  456
  Penalties
  Factional Penalties
  Factional Penalties
    »  
  Merchant guilds, adventurer’s groups, religious temples, and 
  more: Factions are important parts of any campaign world, 
  and Factional Penalties can spell doom for any adventuring 
  party once the wrong groups take notice.
  Roll on the Social Factional Penalties table below to 
  determine your specific penalty.  Each time you roll on the 
  table below, the outcome applies to a different, randomly-
  selected Faction (randomize as you normally would, create a 
  new one, or simply pick).
  Table 587: Social Factional Penalties
  D20
    »  
    Factional Penalty
  1-6
  Notoriety Increase
  7-11
  Attitude Decrease
  12
  Rank Decrease
  13-15 Membership Revoked
  16-17 Access Denied
  18
  Favor Owed
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Notoriety Increase: You’re of interest to the Faction, 
  and known by fairly high-ranking members thereof.  
  Mechanically, any random NPC member of the Faction 
  you encounter will know about you already... and not 
  be pleased with the information, more often than not.  
  Social checks related to gaining membership are made 
  with 
    Disadvantage, and in any circumstance where 
  a member of that Faction would have to make a decision 
  as to whether to back the party or remain neutral, they 
  will remain neutral.  Checks to escape the attention of the 
  Faction, to dissuade their interest, or to end conversations 
  or try to dissociate one’s self with a faction with which 
  one has Notoriety are made with  
    Disadvantage.  
  • Attitude Decrease: The Attitude of the Faction toward 
  your party degrades one step.  If this brings the 
  relationship to Hostile, the party will immediately lose 
  membership in the Faction if they had it.
  • Rank Decrease: If you have a rank in the Faction, it is 
  degraded.  If you’re a member of the Faction, you must 
  complete a Cohesion Quest on the Faction’s behalf before 
  the end of the next gaming session (i.e., the session 
  after the one in which this penalty is suffered) or lose 
  your membership.  If you’re not a member, treat this as 
  Attitude Decrease.
  • Membership Revoked: If you have membership in the 
  Faction, it is revoked immediately.  You may complete 
    1d3 Cohesion Quests to recover your good name and 
  standing with the Faction, and receive membership once 
  again.
  • Access Denied: The guild halls, byways, and guarded 
  passageways patrolled and frequented by Faction 
  members are now off-limits to your party.  Faction 
  members will actively bar your passage, and deny you 
  entry, until your standing in the faction increases.
  • Favor: You owe the Faction or some of its notable 
  members a debt.  You may repay this debt by sacrificing 
  1,000 gp of wealth or items of value per Hit Die in the 
  party, or by completing 
    1d4 Cohesion Quests.
  
  457
  Penalties
  Adversary Penalty
  Adversary Penalty
    »  
  Adversaries are formidable NPCs that plot actively against 
  the party.  Their grudges, perceived slights, or lust for 
  revenge and/or justice are strong, and their motivations are 
  not easily pushed aside or denied.
  Adversary Effects
  For each Adversary you have working actively against you, 
  the following effects apply.  Roll separately for each active 
  Adversary.
  • Clues: Each time you receive a 
    Clue, there is a 
    10% chance that it is rendered unusable due to 
  the behind-the-scenes actions of the Adversary.  Roll 
  separately for each Adversary, for each Clue.
  • Rewards: Each time you receive a Quest-related Reward, 
  there is a 
    10% chance that it is countered (i.e., 
  you don’t receive the Reward).  Roll separately for each 
  Reward you receive, for each Adversary.  
  • Direct Approach: Each time you are called upon to 
  designate an existing NPC Actor to fill a Role in a 
  Quest, roll a second time; if that second roll results in 
  an Adversary, that Role is filled by that Adversary.  
  In addition, any Quest (whether it existed before the 
  Adversary was assigned, or was only generated after that) 
  which includes an Adversary in a Role means that you 
  suffer  
    Disadvantage on all of your social checks that 
  are directly related to fulfillment of that Quest.
  • Growth: Each time an Adversary thwarts your plans in the 
  above manner, there is a 
    10% chance that they grow 
  in power, and receive an extra Class Level or Hit Die.  
  Determining Adversaries
  If an Adversary Penalty indicates that you are assigned one 
  or more Adversaries, you may select one from among the 
  NPCs listed in the Actors Tracker as normal (randomize/
  new/pick); however, any Adversary must have at least as 
  many Hit Dice as the maximum HD of PCs in your party.
  In addition, any NPC designated as an Adversary receives an 
  additional bonus 
    Hit Dice or Class Levels immediately, 
  representing the threat that they face to the party.
  To determine the specific nature and duration of your 
  adversary(ies), roll on the following table.
  Table 588: Social Adversary Penalty
  D20
    »  
    Adversary Penalty
  1-6
  1 Adversary (next session)
  7-10
  1 Adversary (1d3 sessions)
  11-13
  1 Adversary (1d6 sessions)
  14-15 1 Adversary (2d4 sessions)
  16-18 1 Sworn Adversary (until death)
  19
    Reroll and Increment
  20
    Reroll with Advantage
  Let’s unpack each of these options in a bit more detail:
  • 1 Adversary (next session): A single NPC thwarts you 
  and plots against you for the entirety of your next gaming 
  session.  
  • 1 Adversary (1d3/1d6/2d4 sessions): As above, but with 
  the potential for multiple gaming sessions’ worth of 
  wrath.
  • 1 Sworn Adversary (until death): An adversary plots 
  against your party, and will continue to fight you until 
  her/his demise.
  • Reroll and Increment: Reroll on this table; add 1 to the 
  number of Adversaries that result.  This result stacks with 
  itself, so theoretically, you could find yourself thwarted by 
  multiple adversaries with a single penalty.
  
  458
  Penalties
  Religious Penalties
  Religious Penalties
    »  
  Although religions are just specific kinds of Factions, their 
  motivations offer specific and interesting twists on other 
  kinds of Factional Penalties.
  Religious Penalties are at once Factional and personal: 
  enmity sparks between one or more members of your party 
  and a noteworthy member of the religious Faction.
  Roll on the table below to determine your specific penalty.  
  Then, randomize which religious Faction it applies to as you 
  normally would (randomize, create a new one, or simply 
  pick).
  Table 589: Social Religious Penalties
  D20
    »  
    Religious Penalty
  1-6
  Attitude Decrease
  7-11
  Rivalry
  12
  Unrequited Romance
  13-15 Betrayer
  16-17 Nemesis
  18
  Anti-Savior
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these outcomes:
  • Attitude Decrease: The simplest result: decrease the 
  Attitude of the NPC by one step in relation to the entire 
  Faction.  No fuss, no muss.
  • Rivalry: Members of the religion view your party as an 
  obstacle to their own progress.  They interpret your every 
  action as being counter to their interests.  Mechanically, 
  NPCs who are members of the religious Faction are more 
  likely to fight you when fighting is involved; you make 
  any social encounter checks along these lines with 
    
  Disadvantage.  Additionally, any time an NPC Role is 
  required in a Quest, roll an additional time: if the second 
  roll indicates any NPC who is a member of the Faction 
  who has a Rivalry with you, the Role is filled by them.
  • Unrequited Romance: Select a party member and an NPC 
  who is a member of the religious Faction; one of those 
  people believes themselves to be head-over-heels in love 
  with the other, and the other, for their part, could not 
  care less.  Randomize who which is the lover and whom is 
  the loved.  Mechanically, that NPC automatically reverts 
  to a neutral Attitude level toward the PC in question.  In 
  addition, any social check with that NPC is made with 
    
  Disadvantage.  If this result is rolled again in a context 
  that could apply to the same NPC who is already one-
  sidedly covetous of your party member, you could consider 
  that the NPC either seeks to kill the party member, or kills 
  themselves, and blames the PC in their suicide note.  Any 
  action taken or belief held by the object of the Unrequited 
  Romance is shared automatically by the rest of the 
  religious Faction, as they support and believe him/her.
  • Betrayer: A high-ranking member of the religious Faction 
  feels deeply and personally betrayed by your decisions, 
  actions, or the consequences of your deeds.  Or perhaps 
  they simply misinterpreted something you said to them 
  in passing, and were ruined as a result of following what 
  they thought was advice.  Whatever the narrative reason 
  for the situation, the NPC loathes and feels a personal 
  wound from the PC in question, and their congregation 
  shares their disdain.  Mechanically, you suffer 
    
  Disadvantage on social checks when dealing with any 
  member of this Faction when you’re discussing Clues.  
  Additionally, for any active Quest of yours that involves 
  any members of this religious Faction, that Quest requires 
  an additional 
    1d4 Clues beyond what the Quest 
  template normally needs.
  • Nemesis: Like Betrayer, the Nemesis NPC feels a personal 
  angst toward the PC in question, but it goes far beyond 
  hurt or disappointment.  It’s hatred: pure, outright 
  hatred, that begins to override the other elements of the 
  Nemesis’ life and increasingly define the NPC themselves.  
  Mechanically, degrade the Nemesis’ Attitude toward your 
  party to the lowest possible level.  At the start of every 
  gaming session so long as the Nemesis has a less-than-
  neutral Attitude toward you, there is a 
    15% chance 
  that they intervene, and mess with your lives.  If this 
  occurs, instantly trigger a Cohesion Quest, which you 
  must immediately pursue, and must resolve before making 
  progress on any other active Quests this session.
  • Anti-Savior: The entire religious Faction believes, truly 
  believes, that one of the PCs is a fabled anti-messiah 
  figure, or at least a harbinger thereof.  Regardless of 
  the particular manner of the views, this Faction wants 
  or believes you to be the worst and most threatening 
  thing to their entire way of life, and will act accordingly.  
  Mechanically, their Attitude degrades to the lowest 
  possible value, and will remain there.  In addition, any 
  time you encounter a group of NPCs comprised exclusively 
  of members of the religious Faction, you must succeed in a 
  social challenge or they will attack you.
  
  459
  Penalties
  Rules Adjustment Penalty
  Rules Adjustment Penalty
    »  
  With this category, a 
    rules adjustment penalty applies 
  to you immediately.  
  Rules Adjustment Penalties and 
  Handicaps
  Rules Adjustment Penalties you receive as a result of 
  Rewards do not count toward your Balance Point Handicap 
  (BPH).  
  Even if Penalty-given Boons are or become permanent (see 
  below), do not count their Balance Point value against your 
  handicap for any purposes.
  Rules Adjustment Penalty Duration
  Most Rules Adjustments indicate their duration in their 
  description; for rules adjustments that contain no such 
  definition, assume that the rules adjustment applies for the 
  duration of the next gaming session.
  Alternately, you can roll on the following table to determine 
  how long your rules adjustment duration applies.
  Table 590: Rules Adjustment Penalty Duration
  D20
    Rules Adjustment Penalty Duration
  1-3
  Next Encounter
  4-9
  This Session
  10-13 End of Next Session
  14-16 1d4 Sessions
  17-18 25% Expiry
  19
  Permanent
  20
    Reroll with Advantage
  Let’s describe each of these results in case they’re not 
  obvious:
  • Next Encounter: The Rules Adjustment Penalty takes 
  effect at the start of the next encounter (social or combat), 
  and lasts only until the end of that encounter.
  • This Session: The Penalty takes effect immediately, and 
  will last until the end of the current gaming session.  If 
  the session is already almost over, tough luck!
  • End of Next Session: Takes effect right now, and will last 
  until the end of your next gaming session.  So that’s one 
  full session beyond a “This Session” result.
  Mechanical Penalties
  Overview
  Overview
  Negative effects that affect the numeric core of your 
  capabilities are the focus of Mechanical Penalties.
  To begin, roll on the table below to determine the sub-
  category of penalty.
  Table 593: Mechanical Penalty Categories
  D20
  Mechanical Penalty Category
  1-5
    Rules Adjustment
  6-9
    Ability Score
  10-11
    Skill
  12-13
    Feat
  14-16
    XP / Milestone
  17-18
    Level Loss
  19
    Reroll with Advantage
  20
    Pick your preference
  Mechanical Penalty Categories
  As with Mechanical Rewards (p 415), it’s worth noting 
  that not all of these topics apply equally to every rules 
  system.  Some of them—Feats, for example—simply don’t 
  apply at all to certain rules systems.
  If you randomly determine that you receive a penalty sub-
  category whose mechanics simply do not apply to your rules 
  system, or that apply only minimally to your rules system, 
  you may reroll your penalty.
  With that said, let’s dive into each of these sub-categories in 
  more detail.
  
  460
  Penalties
  • 1d4 Sessions: As End of Next Session, except with the 
  potential to last multiple sessions.  Roll  
    1d4; that is 
  the number of full gaming sessions beyond the current one  
  that the Penalty applies to.  To clarify: if you roll a 1, that’s 
  effectively the same result as “End of Next Session”.
  • 25% Expiry: The Penalty has a chance to last forever, 
  but also a chance to disappear rapidly.  At the end of each 
  gaming session, including this one, roll a 
    d100.  On a 
  26 or greater, the Penalty remains in effect; on a 1-25, it is 
  removed immediately.
  • Permanent: The Penalty is permanent, and is not 
  automatically removed, even after a million gaming 
  sessions.  Note that it can still be deleted by other 
  effects—a Boon, for example.
  Rules Adjustment Randomization
  You can use the random tables included in the Rules 
  Adjustments section (p 311) to generate random penalties, 
  or you can use the Mechanical Rules Adjustment Penalties 
  table below instead.
  Rules Adjustment Value Cap
  If you’re randomizing from amongst all possible rules 
  adjustment penalties, you should consider rolling first on 
  the following table to determine the Balance Point value that 
  “caps” your possible selections.
  To use this approach, first roll on the table below, then 
  determine the value cap.  When you then roll on the Rules 
  Adjustment tables to randomize your penalty, reroll any 
  results that exceed this Balance Point value.
  Table 591: Rules Adjustment Penalty Value Cap
  D20
    Maximum BPH Value
  1-5
  2d4
  6-10
  2d6
  11-13
  2d10
  14-15 2d12
  16-17 2d20
  18
  3d20
  19
  No cap
  20
    Reroll with Advantage
  • No Cap: There is no limit on the BPH value of the Rules 
  Adjustment Penalty you receive when rolling on the full 
  randomization tables.
  QuickStart Rules Adjustment 
  Randomization
  If you’re looking for a quicker way of determining a random 
  Rules Adjustment Penalty, you can simply roll on the table 
  below.
  This approach makes the determination much quicker, but it 
  does by its nature limit the possible outcomes quite severely.
  Table 592: Mechanical Rules Adjustment Penalties
  D20
    »  
    Rules Adjustment Penalty
  1
  Fumblefingers (p 327)
  2
  Underpowered Casting (p 334)
  3
  Mystic Weakness (p 337)
  4
  Lazy Memorization (p 338)
  5
  Inept Treasure Scavenger (p 371)
  6
  Unlucky Scavenger (p 372)
  7
  Trove Mangler (p 375)
  8
  Weak Potions (p 379)
  9
  Last Place (p 345)
  10
  Terribly Unlucky (p 345)
  11
  Fumbling Strikes (p 347)
  12
  Weak Reactions (p 351)
  13
  Inept Saves (p 353)
  14
  Condition Susceptibility (p 362)
  15
  Loud Walker (p 364)
  16
  Navigation Buffoon (p 365)
  17
  Trap Overlooker (p 364)
  18
  Existing Penalty is Permanent
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore one of these in more detail:
  • Existing Penalty is Permanent: Select an existing Rules 
  Adjustment Penalty that you already suffer.  This can be a 
  Penalty you received as a Penalty, or something you opted 
  to endure using Balance Points.  That Penalty you select 
  becomes permanent.  Its Balance Point value doesn’t 
  change, and whether it counts toward your Handicap 
  doesn’t change.  So if that Penalty had been a quest 
  Penalty, and this penalty result makes it permanent, then 
  it doesn’t count toward your handicap.  When you receive 
  this result, first roll on the Rules Adjustment Penalty 
  Value Cap table above to determine the maximum Balance 
  Point value that you can make permanent.
  
  461
  Penalties
  Ability Score Penalty
  Ability Score Penalty
    »  
  Ability Score Penalties are some of the most awful, dreaded, 
  and punishing penalties, because they sap away at the very 
  numeric core of your characters.
  Note that you should make adjustments as appropriate to the 
  Ability Scores for your rules system of choice.
  Table 594: Mechanical Ability Score Penalties
  D20
    »  
    Ability Score Penalty
  1-7
  Temporary -1 to Random
  8-12
  Temporary -1 to Your Choice
  13-14 Temporary -1d2 to Random
  15-16 Temporary -1d2 to Your Choice
  17
  Permanent -1 to Random
  18
  Permanent -1 to Your Choice
  19
    Reroll and Increment
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Temporary -1 to Random: You receive a -1 penalty to 
  one Ability Score, determined at random.  This penalty 
  takes effect immediately, and lasts until the end of the 
  next gaming session: that is, the penalty will last for the 
  remainder of the current gaming session, and then for one 
  full gaming session thereafter.
  • Temporary -1 to Your Choice: As above, but you may 
  apply the -1 penalty to any one Ability Score of your 
  choice.
  • Temporary -1d2 to Random: As Temporary -1 to 
  Random, but with the potential for an additional second 
  point of penalty.
  • Temporary -1d2 to Your Choice: As above, but to your 
  choice of score.
  • Permanent -1 to Random: One Ability Score, determined 
  at random, receives a permanent +1 penalty.  This 
  permanent boost has no impact on your Handicap.  
  • Permanent -1 to Your Choice: As above, but the penalty 
  applies to any one ability score of your choice.
  • Reroll and Increment: Reroll, and increase the penalty 
  applied by 1.  That is, if you roll this result, and then 
  “Temporary -1 to Your Choice”, one of your Ability Scores 
  would suffer a -2 penalty in total.  This result stacks with 
  itself, so theoretically, you could suffer a very significant 
  decrease if your luck fails!
  Skill / Feat Penalty
  Skill / Feat Penalty
    »  
  The structure of skill points, proficiency bonuses, feats, 
  and associated concepts is significantly different between 
  Pathfinder first edition and other supported game systems.
  Therefore, we’ll break things out explicitly for Skill/Feat 
  Rewards between Pathfinder and all other systems.
  Roll on the table below if you’re using 
    Pathfinder.  Skip 
  to the following table if you’re using a different system.
  Table 595: Mechanical Skill/Feat Penalties (Pathfinder)
  D20
    »  
    Skill/Feat Penalty
  1-8
  -1d6 Skill Points
  9-12
  -2d4 Skill Points
  13-14 Lose Class Skill
  15
  Lose Class Skill -1d6 Skill Points
  16-17 Temporary Loss of Feat
  18
  Permanent Loss of Feat
  19
    Reroll and Increment
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • -1d6 Skill Points: You immediately lose spent skill points, 
  to be removed from skill ranks as you wish.  
  • -2d4 Skill Points: As above, but the potential for even 
  more skill points lost.
  • Lose Class Skill: Select a skill that is currently a class skill 
  for any of your classes.  That skill no longer counts as a 
  class skill.  This change is permanent and does not affect 
  your Handicap.
  • Lose Class Skill -1d6 Skill Points: As above, but you also 
  must remove spent Skill Points, to be deleted as you wish 
  from skill ranks (most likely, in the lost class skill, but you 
  don’t have to remove them from there).
  • Temporary Loss of Feat: Choose one of your Feats; you 
  lose that Feat temporarily.  Your selection lasts until the 
  end of the next gaming session—that is, for the remainder 
  of the current session, plus the entirety of your next 
  gaming session.  You cannot select a Feat whose loss 
  would render you unqualified for Feat(s) that you retain; 
  i.e., you cannot lose a Feat that is a prerequisite for 
  another Feat that you have and will keep.
  • Permanent Loss of Feat: As Temporary Loss of Feat, but 
  your loss of Feat is permanent is not regained at the end 
  of your next session.  This reward still does not impact 
  your Handicap.
  • Reroll and Increment: Reroll, and increase the penalty 
  applied by 1.  That is, if you roll this result, and then 
  
  462
  Penalties
  Dice Chain Penalty
  Dice Chain Penalty
    »  
  The dice chain (p 394) is a fundamental concept of 
  providing handicaps to the solo player and their enemies.  
  Dice Chain Penalties grant bonuses to enemies, and/or 
  penalties to the party. 
  Table 597: Mechanical Dice Chain Penalties
  D20
    »  
    Dice Chain Penalties
  1-6
  Step Down Encounter
  7-9
  1d3 Steps Down Encounter
  10
  Step Down Session
  11-14
  1d3 Steps Down Session
  15-17
  Enemy Step Up Encounter
  18
  Enemy Step Up Session
  19
    Reroll and Increment
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Step Down Encounter: For the entire next encounter, your 
  d20 rolls receive a dice chain step down.
  • 1d3 Steps Down Encounter: As above, but with the 
  possibility of additional steps down.
  • Step Down Session: As Step Down Encounter, but applies 
  to your entire next gaming session.
  • 1d3 Steps Down Encounter: As above, but with the 
  potential for additional steps down.
  • Enemy Step Up Encounter: Enemies and social opponents 
  receive a dice chain step up for the duration of your entire 
  next encounter.  You may choose whether this applies to 
  your next social, or combat, encounter.
  • Enemy Step Up Session: As above, but applies to your 
  entire next gaming session.
  • Reroll and Increment: Reroll, and increase the penalty 
  applied by 1.  That is, if you roll this result, and then “Step 
  Down Session”, you suffer two steps down the dice chain 
  next session, not just one.  This result stacks with itself, so 
  theoretically, you could suffer a very significant penalty if 
  your luck fails!
  “Temporary Loss of Feat”, you lose two Feats, not just 
  one.  This result stacks with itself, so theoretically, you 
  could suffer a very significant penalty if your luck fails!
  If you are using a rules system other than Pathfinder first 
  edition, you may be better off using the following table:
  Table 596: Mechanical Skill/Feat Penalties (Other Systems)
  D20
    »  
    Skill/Feat Penalty
  1-7
  Temporary Loss of Proficiency
  8-9
  1d2 Temporary Lost Proficiencies
  10-12 Disadvantage on a Skill Check
  13-16 1d4 Disadvantages on Skill Checks
  17
  Session Disadvantage on Skill 
  Checks
  18
  Permanent Proficiency Loss
  19
    Reroll and Increment
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Temporary Loss of Proficiency: Select a skill in which 
  you are normally proficient.  You lose proficiency in that 
  skill until the end of your next gaming session.  To clarify: 
  you suffer the loss of proficiency immediately, and it lasts 
  for the remainder of the current gaming session, as well 
  as the entirety of your following gaming session.
  • 1d2 Temporary Lost Proficiencies: As above, but with the 
  potential for additional proficiencies lost as well.
  • Disadvantage on a Skill Check: Your next skill check 
  is made suffering from 
    Disadvantage (roll twice, 
  and select the less favorable result).  This penalty never 
  expires, and remains until used.  
  • 1d4 Disadvantages on Skill Checks: As above, but with 
  opportunity for additional disadvantages.
  • Session Disadvantage on Skill Checks: All of the skill 
  checks you make in your next gaming session are made 
  with 
    Disadvantage.  There is no limit to the number 
  of times in a session that this applies to.  
  • Permanent Proficiency Loss: As “Temporary Loss of 
  Proficiency”, but the loss is permanent.  This has no 
  impact on your Handicap.
  • Reroll and Increment: Reroll, and increase the 
  penalty applied by 1.  That is, if you roll this result, 
  and then “Permanent Proficiency Loss”, you lose two 
  Proficiencies, not just one.  This result stacks with itself, 
  so theoretically, you could suffer a very significant penalty 
  if your luck fails!
  
  463
  Penalties
  XP / Milestone Penalty
  XP / Milestone Penalty
    »  
  This may be the most catastrophic and horrifying penalty 
  category that you can be assigned.
  Just as with old-school systems where particularly 
  formidable undead creatures could drain the life out of your 
  PC and cause them to lose hard-earned experience levels, 
  XP/Milestone Penalties have the potential to undo hours, if 
  not weeks, of adventuring and hard-won rewards.
  If you prefer a more traditional XP approach, simply 
  convert penalties below that refer to Reward Stars into the 
  equivalent amount of XP that makes sense for your character.
  Remember that as with other rewards, if you have a party 
  that includes more than one PC, you get to decide where the 
  penalty is distributed.  More specifically: the penalties below 
  are all-in; that is, they do not apply to each and every PC in 
  your party separately!  
  To be absolutely clear: if you suffer the loss of 4 Reward 
  Stars, and your party has 3 PCs, that’s 4 Reward Stars total, 
  not 12 Reward Stars lost.
  Negative Reward Stars
  If you lose Reward Stars sufficient to push you into negative 
  territory, you suffer 
    Disadvantage on all attack rolls, 
  saves, and skill and ability checks until you are back to at 
  least zero Reward Stars.
  For 
    Pathfinder first edition games, you instead simply 
  suffer one negative level under these circumstances.
  Table 598: Mechanical XP / Milestone Penalty
  D20
    »  
    XP / Milestone Penalty
  1-5
  -1 Reward Star
  6-9
  -1d2 Reward Stars
  10-14 -1d3 Reward Stars
  15-16 -1d4 Reward Stars
  17
  -2d4 Reward Stars
  18
  Level Loss
  19
    Reroll with Advantage
  20
    Reroll twice  
  (ignore this result if rolled again)
  Let’s explore one of these results in more detail: 
  • Level Loss: You immediately lose an entire level of 
  experience.  If you were Level 8, you are now Level 7; you 
  also lose all associated class abilities that were associated 
  with the lost level.  Any spell slots or spells per day that 
  were unlocked as a result of the lost level are lost, and are 
  not recovered until you both gain a level and take a full 
  rest or whatever method is normally used to prepare or 
  memorize spells.  If you are using Reward Stars as your 
  leveling approach, you retain the number of Reward Stars 
  that you had before this penalty.  If you are using a strict 
  Experience Points approach, you lose Experience Points 
  sufficient to drop you to halfway progress through your 
  new level.
  Level Loss Penalty
    »  
  A dreaded category indeed, even moreso than the XP / 
  Milestone Penalty... for Level Loss Penalties degrade the 
  rate at which you gain experience, and may even invoke the 
  loss of one or more entire levels of experience.
  Roll on the table below to determine your specific penalty.
  Table 599: Mechanical Level Loss Penalties
  D20
    »  
    Level Loss Penalty
  1-8
  50% XP Gain (session)
  9-12
  50% XP Gain (1d4 sessions)
  13-15 25% XP Gain (session)
  16
  25% XP Gain (1d4 sessions)
  17
  Zero XP Gain (session)
  18
  Lose One Level
  19
  Lose 1d2 Levels
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • 50% XP Gain (session): For the remainder of this gaming 
  session, and for the entirety of your next gaming session, 
  you receive Experience Point and/or Reward Star gains 
  at half the normal rate, rounded down.  This penalty is 
  applied at each instance you receive these benefits.  That 
  is, if you receive 50 XP normally, you instead receive 
  only 25 XP.  If you are granted 3 Reward Stars at the 
  conclusion of a Quest, you instead only receive 1 Reward 
  Star.
  • 50% XP Gain (1d4 sessions): As above, but with the 
  potential for the penalty to last even more sessions.
  • 25% XP Gain (session): As 50% XP Gain (session), but 
  an even worse penalty, as gains are cut by three-quarters.  
  This means that you must receive at least 4 Reward Stars 
  at a time in order to actually gain Reward Stars.
  • 25% XP Gain (1d4 sessions): As above, but with the 
  potential for the suffering to endure for more than one 
  session.
  • Lose One Level: You immediately lose an entire level of 
  experience.  If you were Level 8, you are now Level 7; you 
  also lose all associated class abilities that were associated 
  with the lost level.  Any spell slots or spells per day that 
  
  464
  Penalties
  were unlocked as a result of the lost level are lost, and are 
  not recovered until you both gain a level and take a full 
  rest or whatever method is normally used to prepare or 
  memorize spells.  If you are using Reward Stars as your 
  leveling approach, you retain the number of Reward Stars 
  that you had before this penalty.  If you are using a strict 
  Experience Points approach, you lose Experience Points 
  sufficient to drop you to halfway progress through your 
  new level.
  • Lose 1d2 Levels: As above, but with the heartbreaking 
  potential to lose a second level as well.
  
  465
  Penalties
  Debuff Penalty
  Debuff Penalty
    »  
  “Buffs” are favorable magical enhancements that increase 
  abilities, grant bonuses, deflect attacks, or otherwise benefit 
  the recipient for a duration.  “Debuffs”, then, are the same, 
  except they are unfavorable, and apply penalties to or lower 
  abilities.
  Debuff Penalties typically apply to only a single PC (see 
  below, however).
  Roll on the following table to determine the nature of the 
  magical debuff penalty you receive.
  Note that penalties from this reward stack with all other 
  kinds of penalty and bonus, including themselves.  If you 
  receive two “-1 Armor Class” results that apply during the 
  same duration, for example, your AC would worsen by 2 
  points.
  Table 600: Magical Debuff Penalties
  D20
    »  
    Debuff Penalty
  1-3
  -1 Armor Class
  4-6
  -1 Attack Rolls
  7-9
  -1 Saves
  9-11
  1 Roll Disadvantage in Combat
  12-14 1 Roll Disadvantage in Social
  15-18
    Reroll and Increase Penalty by 1 
  (stacks)
  19
    Reroll with Advantage
  20
    Reroll and Apply to Entire Party  
  (ignore this result again)
  Let’s explore each of these results in more detail: 
  • -1 Armor Class: Your Armor Class worsens by 1.  Although 
  typically this means your AC decreases by 1, some rules 
  systems use descending AC instead.  
  • -1 Attack Rolls: You receive a -1 penalty on all your Attack 
  Rolls.  Note that this includes skill and ability checks in 
  social encounters.
  • -1 Saves: You receive a -1 penalty to all your Saving 
  Throws.
  • 1 Roll Disadvantage in Combat: Your first d20 roll in the 
  next combat encounter, you must make that roll suffering 
    Disadvantage (roll twice, and select the less favorable 
  result).  This ability never expires, will remain in effect 
  until your next combat encounter, no matter how many 
  sessions in the future that might be.
  Magical Penalties
  Overview
  Overview
  A negative spell effect, the malfunction of spells, inability to 
  recover or prepare spells, and more: these are all Magical 
  Penalties.
  To begin, roll on the following table to determint the sub-
  category of penalty that applies.
  Remember that results that cannot apply to any member of 
  your adventuring party must be rerolled.
  Table 603: Magical Penalty Categories
  D20
  Magical Penalty Category
  1-5
    Debuff
  6-9
    Denial of Service
  10-11
    Curse
  12-13
    Item Denature
  14-16
    Magic Loss
  17-18
    Knowledge Decay
  19
    Reroll with Advantage
  20
    Pick your preference
  Accepting Magical Penalties
  Note that although many rules systems allow a save to resist 
  the effects of unwanted magical effects, this option does not 
  apply to undesirable impacts that come about as a result of 
  Penalties.  Spell or other resistances, immunities, or other 
  class or racial abilities or other magical protections granted 
  by Rewards or by magical items or spells are of no avail 
  when faced with a Magical Penalty.
  Simply put: you must accept a Magical Penalty.  You cannot 
  assign it to the PC in your party who has the best ability to 
  resist it, because resisting it is not an option.
  Magical Penalty Categories
  Each of these categories has its own section that follows, 
  describing the various specific penalty results that might 
  apply.
  
  466
  Penalties
  • 1 Roll Disadvantage in Social: As above, but applies to 
  your next d20 roll in a social encounter.
  • Reroll and Increase Penalty by 1: Reroll on this table, 
  but the result has its penalty increased by an additional 1 
  point.  This result stacks with itself and with the “Higher-
  Level Debuffs” effects below.
  • Reroll and Apply to Entire Party: Reroll, and apply any 
  result to the entire party; if you roll this result again, 
  ignore and reroll it.  This is one time that you don’t want 
  to roll a 20 on a table!
  Debuff Penalty Duration
  The benefit explained above is not permanent, and each 
  reward has a variable duration.  Roll on the following table 
  to determine how long it lasts:
  Table 601: Magical Debuff Penalty Duration
  D20
    »  
    Debuff Penalty Duration
  1-2
  One Attack or Save
  3-8
  Until Success
  9-18
  Entire Encounter
  19
  End of Next Session
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • One Attack or Save: The penalty lasts only for the first 
  time it applies.  You cannot choose when this happens; for 
  example, if you receive a “-1 Armor Class” debuff, then it 
  lasts only until the next time you are attacked.
  • Until Success: The penalty remains in effect until it 
  “succeeds”.  For AC, this means until a combat attack 
  roll fails to hit you; for Attack Rolls, it lasts until 
  you successfully hit or succeed in a check, and so on.  
  Theoretically, the penalty could remain in effect forever!
  • Entire Encounter: The debuff remains in effect for the 
  entire duration of your next encounter.  The nature of the 
  debuff determines whether this means the next combat or 
  social encounter; e.g., Armor Class penalties apply only to 
  combat encounters.
  • End of Next Session: The debuff is sustained until the end 
  of your next gaming session.  To clarify: the debuff applies 
  immediately, and lasts throughout the remainder of this 
  current gaming session; it then extends to apply for the 
  entirety of your next session as well.
  Higher-Level Debuffs
  If you’re playing in the  
    Advanced or  
    Elite quads 
  of difficulty (i.e., higher PC levels), a single-point penalty 
  is unlikely to make you shudder much (or make much of a 
  mechanical difference in the game).
  If you are playing in these difficulty bands, and you receive 
  a Debuff Penalty, you must roll on the following table to 
  determine what number to substitute for the “-1” in the 
  Magical Debuff Penalties table above.
  Note that results on that table that increase the penalty do 
  so starting at the higher-level value.  For example, if you roll 
  on the table below and determine your debuff penalty should 
  start at -3, and then you receive a “Reroll and Increase 
  Penalty by 1” result, then the total penalty would be -4.
  Table 602: Higher-Level Magical Debuff Penalties
  D20
    »  
    Debuff Penalty
  1-2
  -1
  3-6
  -1d2
  7-9
  -1d3
  10-14
  -1d4
  15-17
  -1d6
  18
  -2d4
  19
  -2d6
  20
    Reroll with Advantage
  
  467
  Penalties
  Denial of Service 
  Denial of Service 
  Penalties
  Penalties
    »  
  Spellcasting services are typically available in most large 
  fantasy towns for a fee.  Denial of Service Penalties involve 
  either the prevention of access to such services, or that a 
  party hostile to the PCs is making use of such services.
  Roll on the table below to determine the specific Denial of 
  Service Penalty you receive.
  Table 604: Magical Denial of Service Penalties
  D20
    »  
    Service Reward
  1-5
  Mired Overland Travel
  6-8
  Threatened Travel
  9-12
  Obfuscate
  13-14 Confusion
  15-17
  Random Teleport
  18
  Teleport Interdiction
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Mired Overland Travel: Muck seems thicker, roads are 
  shoddier, and grasslands are more verdant and intrusive: 
  whatever the exact phenomenon, your next overland 
  transit takes twice as long as it usually does.  
  • Threatened Travel: Your every step on the open road 
  calls out to danger.  Either monsters or ruffians have 
  been alerted to your plans, or a magic is invisible to you 
  but makes you more easily seen to enemies.  During 
  your next overland travel between map points, you 
  must roll twice as often as normal on random encounter 
  tables.  Additionally, each time you roll on a random 
  encounter table during your next transit, you do so with 
    Disadvantage (roll twice, and select the less favorable 
  result).
  • Obfuscate: Magical items retain their mystery for a full 
  gaming session beyond the current one.  Identify, legend 
  lore, and similar magicks do not function as normal 
  for the party.  Class abilities and skill checks made to 
  penetrate the mechanics of magical items still function 
  as normal, but suffer 
    Disadvantage (roll twice, and 
  select the less favorable result).
  • Confusion: Your sextant and compass are wobbly and 
  function as though hexed; your senses and ability to read 
  starlight is hampered.  During your next travel between 
  map points, you have a 
    50% chance of arriving at the 
  wrong destination.  Declare your intent to visit a target 
  map point, then roll a d6; on a 1-3, you arrive as planned.  
  On a 4-6, however, you arrive instead at a different 
  location, and automatically force a roll on an applicable 
  wandering encounter table.
  • Random Teleport: The party is teleported via the spell of 
  the same name to a random map location.  This is a one-
  way trip, and no spell resistance or protections apply; the 
  spell simply functions as intended, and you vanish, only 
  to reappear somewhere unwanted.  Roll as you normally 
  would on the Actors Tracker for overland locations to 
  randomize your accidental destination.
  • Teleport Interdiction: For 
    1d4 gaming sessions, 
  desirable teleportation effects do not function on any 
  member of the adventuring party.  This applies even to 
  short-range such effects: for example, dimension door 
  fails.
  
  468
  Penalties
  Curse Penalty
  Curse Penalty
    »  
  The party or one or more of its PCs becomes cursed.  Curse 
  Penalties can have any number of effects.
  Roll on the table below to determine your Curse Penalty.
  Table 605: Magical Curse Penalties
  D20
    »  
    Curse Penalty
  1-6
  -6 to Random Ability Score
  7-11
  Disadvantage on Rolls
  12-16 Confusion
  17
  Paranoid Confusion
  18-19 Fear
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • -6 to Random Ability Score:  One of your Ability Scores, 
  chosen at random, suffers a -6 penalty.  If this reduces 
  that score to 0 or less, you die.
  • Disadvantage on Rolls: You suffer 
    Disadvantage (roll 
  twice, and select the less favorable result) on all d20 rolls 
  you make until the curse is lifted.
  • Confusion: Each round of an encounter, you have a 
    
  50% chance to take no action and do nothing; otherwise, 
  you may act normally.
  • Paranoid Confusion: Each round of a combat encounter, 
  you have a 
    25% chance to do nothing and take no 
  action, a 
    50% chance to act normally, and a 
    25% 
  chance to attack a random ally as though it were an enemy 
  that round.  If you have no living allies, treat this result as 
  “take no action” instead.
  • Fear: Each round of combat, you must make a saving 
  throw against fear; if you succeed, you may act normally, 
  but if you fail, you must run away from the nearest enemy 
  at your full normal movement rate.  You must make a 
  fresh fear save each round of combat.  Use whatever 
  saving throw your rules system typically uses for fear 
  effects (e.g., Will, Wisdom, or Death).  If your rules 
  system uses Difficulty Class, determine a random DC each 
  round using “FlexTable 6: QuickStart Difficulty Class” 
  on page 37.  If your rules system does not use DCs for 
  saves, you make your fear save with  
    Disadvantage.
  Curse Duration
  Curses imposed by Curse Penalties have a variable duration.
  Each time you suffer a Curse Penalty, roll on the table below 
  to determine the duration of its effect.  
  A creature may suffer from multiple curses with different 
  durations, so long as the effects are different.  
  Curses with the same effects do not stack: If a second curse 
  suffered with the same effect as one already suffered has no 
  further effect, but may extend the duration.  Note that for 
  this to apply, the two curses must have the exact same effect; 
  if Curse A penalizes Strength by 6 points, and Curse B would 
  penalize Dexterity by 6 points, both curses do apply.
  Table 606: Magical Curse Penalty Duration
  D20
    »  
    Curse Penalty Duration
  1-5
  1 Encounter
  6-9
  This Session
  10-15 Through Next Session
  16-17 1d4 Sessions
  18-19 Until Cured
  20
    Reroll with Advantage
  Let’s describe each of these:
  • 1 Encounter: The curse applies immediately, and lasts 
  through the very next encounter (social or combat).
  • This Session: The curse applies immediately, and lasts for 
  the remainder of this entire gaming session.
  • Through Next Session: The curse applies immediately, 
  lasts for the remainder of the current gaming session, and 
  for the entirety of the next session as well.
  • 1d4 Sessions: The curse applies instantly, lasts for the 
  remainder of the current gaming session, and also persists 
  for the next 1d4 gaming sessions beyond that.
  • Until Cured: The curse is permanent until cured with a 
  remove curse, heal, or sufficiently powerful healing magic.  
  Whatever restoratives typically cure curses or magical 
  diseases in your gaming system, that’s what is required to 
  absolve you of this malady.
  
  469
  Penalties
  Item Denature Penalty
  Item Denature Penalty
    »  
  Magical items are the saviors of lower-level parties, and 
  the mainstay of higher-level PCs.  Losing the abilities of any 
  magical item, even one carried merely against the intent 
  to sell and make a profit, can be a serious detriment to any 
  adventuring group.  Item Denature Penalties, unfortunately, 
  do exactly that: render magical items mundane, to 
  everlasting effect.
  If your low-level party carries absolutely zero magical items, 
  reroll the roll that took you here.  
  Otherwise, roll on the table below to determine which Item 
  Denature Penalty you suffer.
  Table 607: Magical Item Denature Penalties
  D20
    »  
    Item Denature Penalty
  1-6
  Potion
  7-12
  Scroll
  13-14 Wand or Rod
  15-16 Staff
  17
  Weapon
  18
  Armor
  19
  Wondrous Item or Artifact
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Potion: One random potion is rendered simply an odd-
  tasting, viscous sludge.  
  • Scroll: A scroll in the party’s inventory becomes nothing 
  but unusuable gibberish written in a madman’s hand.
  • Wand or Rod: The once-magical wand or rod selected at 
  random becomes literally a mere stick.
  • Staff: A tree branch might have greater use or value than 
  the mundane staff created by this penalty.
  • Weapon: A magical weapon becomes an ordinary, 
  perfectly usable, version of itself.  
  • Armor: One suit of armor or shield in the party’s 
  inventory becomes a mundane version of its former self.
  • Wondrous Item or Artifact: If you have neither of these 
  major magical items, count yourself lucky: this penalty 
  has no further effect.  However, if you do have at least 
  one of the items of this caliber, they denature into less-
  powerful (and considerably less valuable) versions of 
  themselves.  Determine the artifact randomly; it then 
  becomes a random magical item of the same general 
  type (e.g., an artifact sword becomes a random magical 
  sword).  Use your rules system’s random treasure tables 
  to generate the new item.  If the new item determined 
  has a value greater than half of the original, reroll the 
  determination until it’s worth less than half of its former 
  self.
  Denatured Item Value
  Artifacts that become denatured as a result of this penalty 
  become magical items of diminished potency (see above), 
  and are still worth something.
  Denatured armor and weapons are still worth whatever their 
  mundane value is (see above).
  All other magical items affected by this penalty are rendered 
  useless; they are now worth 0 gp.
  Denatured Item Selection
  Most penalties and rewards allow you to designate the PC 
  affected.  Not so here.
  The penalties described above apply to an item in your 
  party’s inventory.  Randomize from among all of the magical 
  items of the indicated, across all of the qualifying items 
  carried by characters you control in your party.
  This includes mercenaries and allies; even though you may 
  not have direct control over their inventory as you would 
  a PC’s, they may have magical gear and can therefore be 
  affected by the penalty.
  
  470
  Penalties
  Magic Loss Penalties
  Magic Loss Penalties
  Prepared spells lost, cast spells fizzling, and rests no longer 
  having the desired impact: these are all examples of Magic 
  Loss Penalties.
  Roll on the following table to determine your specific 
  penalty.  
  As a reminder, if you are called upon to roll on this table, 
  and the only PCs in your party to which the penalty could be 
  applied lack spellcasting abilities altogether, you must reroll 
  the penalty.
  If you are playing a rules system other than Pathfinder, or 
  that does not use Feats as extensively as that system, you 
  must reroll any Feat-related result below.
  The effects described remain in place for the duration of the 
  penalty (see Magic Loss Duration, below).
  Table 608: Magical Magic Loss Penalties
  D20
    »  
    Magic Loss Penalty
  1-5
  Lose a Spell of a Level
  6-10
  Disadvantage on Spells of a Level
  9
  Lose All Spells of a Level
  10
  Disadvantage on All Spells
  11-15
  Short Rest Impact
  16
  Long Rest Impact
  17
  Lose Metamagic Feat
  18
  Lose Magical Feat
  19
  School Nullification
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Lose a Spell of a Level: If you memorize or prepare spells, 
  you lose one spell selected at random of a certain level.  If 
  your spellcasting instead uses a Spells Per Day approach, 
  subtract one from the maximum Spells Per Day for spells 
  of a certain level.  In either case, use the table below to 
  determine which level of spell is affected.  
  • Disadvantage on Spells of a Level: Select a spell level 
  using the table below.  All of your rolls for all spells you 
  cast of that level suffer  
    Disadvantage (roll twice, 
  and select the less favorable result) , and all enemies 
  make saves against your spells cast of that level with  
    Advantage (roll twice, and select the result that’s 
  more favorable for the enemy).  This also applies to 
    
  Spellcraft or 
    Concentration checks related to casting 
  spells of that level.
  • Lose All Spells of a Level: As “Lose a Spell of a Level”, 
  except that you immediately lose all spells or spells 
  per day of the level determined.  You cannot memorize, 
  prepare, or cast spells of this level until the penalty goes 
  away.
  • Disadvantage on All Spells: As “Disadvantage on Spells 
  of a Level”, but applies to every spell you cast, and all  
    Spellcraft or 
    Concentration checks (even those 
  unrelated to casting a specific spell!).
  • Short Rest Impact: You do not receive any spellcasting 
  benefit, or benefits related to magical class abilities 
  (such as a Paladin’s recovering uses of Lay on Hands), 
  during a short rest as you normally would.  For example, 
  in Pathfinder, this means any ability with a uses per 
  day restriction that has an “(SP)” designation cannot be 
  recovered during a short rest.
  • Long Rest Impact: As above, but applies to long rests.  
  This is a very severe penalty that effectively removes a 
  character’s spellcasting abilities entirely for the duration 
  of the penalty.  As a result, if you are playing OPOC, and 
  your character has spellcasting abilities, and you receive 
  this “Long Rest Impact” result, there is a cap as to how 
  long this penalty can last: on the “Magical Magic Loss 
  Penalty Duration” table below, you may reroll any result 
  of “1d4 Sessions” or higher.
  • Lose Metamagic Feat: Select a metamagic feat at random 
  from those you possess.  You lose this feat altogether for 
  the duration of the penalty.  Note that if you do not have 
  any metamagic feats, you must reroll this result.
  • Lose Magical Feat: Select a magical feat at random from 
  those you possess.  “Magical feat” in this context means 
  any Feat related to spellcasting abilities.  Metamagic feats 
  do count in this description; channeling feats and those 
  related to class, racial, or other abilities that are magic-
  like or Spell-Like in nature do not.
  • School Nullification: Select a school of magic at random; 
  you are prohibited from casting spells of that school 
  altogether for the duration of the penalty.  Roll on the 
  “Magical Magic Loss Penalty Spell School” table below 
  to determine the school(s) affected.
  
  471
  Penalties
  Magic Loss Spell Level
  Some Magic Loss Penalties refer to one or more spells “of 
  a certain level”.  Use the table below to determine the spell 
  level in question.
  If you are called upon to roll on this table, and your result 
  refers to a spell level that you cannot cast, reroll on this table 
  until you receive a result that you are able to cast.
  Table 609: Magical Magic Loss Penalty Spell Level
  D20
    »  
    Magic Loss Penalty Spell Level
  1-3
  1st
  4-6
  2nd
  7-8
  3rd
  9-11
  4th
  12-13
  5th
  14-15
  6th
  16-17
  7th
  18
  8th
  19
  9th
  20
    Reroll with Advantage
  Magic Loss Spell School
  If a Magic Loss Penalty references a random school of magic, 
  use the table below to determine which school it refers to.
  If you receive a result below that designates a school in 
  which you either have no spellcasting abilities, or that is a 
  weakened school for you (e.g., an Opposition School if your 
  rules system, character class, and options designate that 
  concept), then you must reroll your result.
  Table 610: Magical Magic Loss Penalty Spell School
  D20
    »  
    Magic Loss Penalty School
  1-3
  Abjuration
  4-6
  Conjuration
  7
  Divination
  8-10
  Enchantment
  11-14
  Evocation
  15-16 Illusion
  17
  Necromancy
  18
  Transmutation
  19
    Reroll Twice (stacks)
  20
    Reroll with Advantage
  One of these results bears additional explanation:
  • Reroll Twice (stacks): Reroll on this table twice; both 
  schools that result receive the restriction of the penalty.  
  Ignore any results that duplicate; for example, if you roll 
  “Evocation” twice, ignore the second result.  This result 
  stacks with itself, so it’s possible to have all schools of 
  magic affected if your luck is poor!
  Magic Loss Duration
  Fortunately, the negative impact of a Magic Loss Penalty 
  doesn’t necessarily last forever.  
  Roll on the table below to determine how long the effect 
  lasts.
  Table 611: Magical Magic Loss Penalty Duration
  D20
    »  
    Magic Loss Penalty Duration
  1-5
  1 Encounter
  6-9
  This Session
  10-15 Through Next Session
  16-17 1d4 Sessions
  18-19 Until Cured
  20
    Reroll with Advantage
  Let’s describe each of these:
  • 1 Encounter: The magic loss applies immediately, and 
  lasts through the very next encounter (social or combat).
  • This Session: The magic loss applies immediately, and 
  lasts for the remainder of this entire gaming session.
  • Through Next Session: The magic loss applies 
  immediately, lasts for the remainder of the current gaming 
  session, and for the entirety of the next session as well.
  • 1d4 Sessions: The magic loss applies instantly, lasts for 
  the remainder of the current gaming session, and also 
  persists for the next 1d4 gaming sessions beyond that.
  • Until Cured: The magic loss is permanent until cured 
  with a remove disease, remove curse, heal, or sufficiently 
  powerful healing magic.  Whatever restoratives typically 
  cure curses or magical diseases in your gaming system, 
  that’s what is required to absolve you of this malady.
  
  472
  Penalties
  Knowledge Decay 
  Knowledge Decay 
  Penalties
  Penalties
    »  
  Knowledge Decay Penalties are vile: they cause you to 
  forget, lose, or otherwise render unavailable magical 
  abilities that you normally have.
  As with other magically-oriented penalties, if you receive 
  this result, and there are no characters in your party who 
  have spellcasting capabilities or to whom this penalty 
  category could otherwise be reasonably applied, you must 
  reroll this penalty.
  Roll on the table below to determine the specific Knowledge 
  Decay Penalty that applies.
  Table 612: Magical Knowledge Decay Penalties
  D20
    »  
    Knowledge Decay Penalty
  1-6
  Lose Spell Known
  7-8
  Lose 1d2 Spells Known
  14-15 Lose 1d3 Spells Known
  16
  Lose 1d4 Spells Known
  17
  Reroll Above Twice
  18
  Lose Spellcasting at Level
  19
  Lose Spellcasting of School
  20
    Reroll with Advantage
  Some of these requie additional explanation:
  • Lose Spell Known: You lose one spell that you know.  This 
  applies to arcane and divine spellcasting classes, and 
  those that prepare or memorize spells.  It also applies to 
  classes who are limited by spells known and/or spells per 
  day.  Thus the impact of this penalty varies from class to 
  class.  Randomize the level of the spell using the “Magical 
  Magic Loss Penalty Spell Level” table below.  Once you’ve 
  determined the spell level, randomize the spell you lose 
  access to.  If you are playing using “Paragon of Mystic 
  Lore” rules adjustment (p 332,) or another house rule 
  or effect that allows you access to all spells known, this 
  penalty still applies; you have no access to the lost spell 
  until you receive the ability to cast it again via the usual 
  means (e.g., copying from a spellbook, learning from a 
  scroll, etc.).
  • Lose 1dx Spells Known: As above, but with the potential 
  to lose even more spells.  Roll separately to determine the 
  spell level of each spell lost.
  • Reroll 1d12 Above Twice: Reroll twice on this table, 
  ignoring rolls above this one.  This means you will lose 
  multiple spells for sure.  This result stacks with itself, so if 
  your luck is poor, you may lose a huge number of spells!
  • Lose Spellcasting at Level: A dramatically horrific 
  penalty, this result causes you to lose spellcasting 
  ability altogether at a randomly-determined spell level 
  for the duration of the penalty.  This loss applies to all 
  spellcasting across all your spellcasting classes, class 
  levels, abilities, and other effects.  It does not, however, 
  suppress spell-like abilities or spells cast from magical 
  items or artifacts.
  • Lose Spellcasting of School: The most punitive result 
  possible, you lose all spellcasting abilities belonging to a 
  particular school of magic.  Roll on the “Magical Magic 
  Loss Penalty Spell School” table below to determine 
  the school; treat this result as Lose Spellcasting at Level, 
  except that it’s the school that dictates the loss, not the 
  level.
  Knowledge Decay Spell Level
  Some Knowledge Decay Penalties refer to one or more 
  spells “of a certain level”.  Use the table below to determine 
  the spell level in question.
  If you are called upon to roll on this table, and your result 
  refers to a spell level that you cannot cast, reroll on this table 
  until you receive a result that you are able to cast.
  Table 613: Magical Knowledge Decay Penalty Spell Level
  D20
    »  
    Knowledge Decay Penalty Spell 
  Level
  1
  1st
  2
  2nd
  3-4
  3rd
  5-6
  4th
  7-9
  5th
  10-12
  6th
  13-15
  7th
  16-17
  8th
  18-19
  9th
  20
    Reroll with Advantage
  Knowledge Decay Spell School
  If a Knowledge Decay Penalty references a random school 
  of magic, use the table below to determine which school it 
  refers to.
  If you receive a result below that designates a school in 
  which you either have no spellcasting abilities, or that is a 
  weakened school for you (e.g., an Opposition School if your 
  rules system, character class, and options designate that 
  concept), then you must reroll your result.
  
  473
  Penalties
  Table 614: Magical Knowledge Decay Penalty Spell School
  D20
    »  
    Knowledge Decay Penalty 
  School
  1-3
  Abjuration
  4-6
  Conjuration
  7
  Divination
  8-10
  Enchantment
  11-14
  Evocation
  15-16 Illusion
  17
  Necromancy
  18
  Transmutation
  19
    Reroll Twice (stacks)
  20
    Reroll with Advantage
  One of these results bears additional explanation:
  • Reroll Twice (stacks): Reroll on this table twice; both 
  schools that result receive the restriction of the penalty.  
  Ignore any results that duplicate; for example, if you roll 
  “Evocation” twice, ignore the second result.  This result 
  stacks with itself, so it’s possible to have all schools of 
  magic affected if your luck is poor!
  Knowledge Decay Duration
  Fortunately, the negative impact of a Knowledge Decay 
  Penalty doesn’t necessarily last forever.  
  Roll on the table below to determine how long the effect 
  lasts.
  Table 615: Magical Knowledge Decay Penalty Duration
  D20
    »  
    Knowledge Decay Penalty 
  Duration
  1-2
  1 Encounter
  3-6
  This Session
  7-9
  Through Next Session
  10-16 1d4 Sessions
  17-19 Until Cured
  20
    Reroll with Advantage
  Let’s describe each of these:
  • 1 Encounter: The knowledge loss applies immediately, and 
  lasts through the very next encounter (social or combat).
  • This Session: The knowledge loss applies immediately, 
  and lasts for the remainder of this entire gaming session.
  • Through Next Session: The knowledge loss applies 
  immediately, lasts for the remainder of the current gaming 
  session, and for the entirety of the next session as well.
  • 1d4 Sessions: The knowledge loss applies instantly, lasts 
  for the remainder of the current gaming session, and also 
  persists for the next 1d4 gaming sessions beyond that.
  • Until Cured: The knowledge loss is permanent until cured 
  with a remove disease, remove curse, heal, or sufficiently 
  powerful healing magic.  If your knowledge decay penalty 
  merely involved the loss of spells known, you may 
  relearn those lost spells as you normally would.  Loss of 
  spellcasting altogether by school or level requires a potent 
  magical healing effect to restore: whatever restoratives 
  typically cure curses or magical diseases in your gaming 
  system, that’s what is required to absolve you of this 
  malady.
  
  474
  Penalties
  Clue Loss Penalty
  Clue Loss Penalty
    »  
  This is a straightforward, but punishing, category: you lose 
  clues from active quests.
  Clue Loss Penalties can, of course, only apply if you have 
  one or more active quests that require clues.  If you do not 
  have any active quests that involve clues, you must reroll this 
  penalty.
  If you lose one or more Clues on an active quest that involves 
  clues, against which you have already made no progress, 
  than the number of Clues that quest requires increases by 
  1.  For example, if you have an active quest that requires 4 
  Clues to resolve, and you’ve discovered 0 of those, suffering 
  a Clue Loss Penalty that loses 1 clue on that quest means that 
  the quest now requires 5 Clues to resolve.
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 616: Narrative Clue Loss Penalties
  D20
    »  
    Clue Loss Penalty
  1-5
  Lose 1 Clue
  6-10
  Lose 1d2 Clues
  11-14
  Lose 1d3 Clues
  15-16 Lose 1d4 Clues
  17-18 Lose 1 Clue Each
  19
  Lose 1d3 Clues Each
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Lose 1 Clue: Randomly select one active quest that 
  involves Clues.  You lose one 
    Clue from that quest.  
  • Lose 1dX Clues: As above, but with the possibility of 
  losing more than one Clue.  Randomly select the active 
  quest to which each lost Clue applies.
  • Lose 1 Clue Each: You lose 1 
    Clue from each and every 
  active quest that involves Clues.
  • Lose 1d3 Clues Each: As above, but with the possibility of 
  losing more than one Clue.
  Narrative Penalties
  Overview
  Overview
  Narrative Penalties involve unwanted, or unfavorable, 
  quest-related impacts.
  Despite the initial inclination to see them as narratively 
  challenging, it’s actually pretty easy to integrate these into 
  the course of a story.  Leverage the catalyzing event that 
  caused the penalty to be applied, and interpret the narrative 
  penalty as following naturally from that: if you failed a 
  quest, then perhaps whomever was most interested in that 
  quest having been completed now imposes a new quest on 
  you as punishment, or to recover their good graces.
  Most narrative penalties involve failing an active quest, 
  making an active quest more difficult to achieve, or imposing 
  an additional, new quest onto your roster of active quests.
  Table 617: Narrative Penalty Categories
  D20
  Narrative Penalty Category
  1-5
    Clue Loss
  6-9
    Clue Complexity
  10-11
    Cohesion Quest
  12-13
    Chain to Cohesion
  14-16
    Actor Attitude 
  Degrades
  17-18
    Fail Quest
  19
    Reroll with Advantage
  20
    Pick your preference
  Narrative Penalty Categories
  Each of these categories has its own section that follows 
  which describes the specific penalties possible.
  
  475
  Penalties
  Clue Complexity Penalty
  Clue Complexity Penalty
    »  
  Clue Loss Penalties cause you to lose existing clues; Clue 
  Complexity Penalties make it more challenging to obtain 
  clues going forward.
  This category requires that you have at least one active quest 
  that involves Clues.  If you do not, reroll this penalty.
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 618: Narrative Clue Complexity Penalties
  D20
    »  
    Clue Complexity Penalty
  1-2
  +1 Clue Required
  3-8
  +1d3 Clues Required
  9-12
  +1 Clue Required for Each
  13-15 +1d3 Clues Required for Each
  16-18 Disadvantage on Clue Rolls, One
  19
  Disadvantage on Clue Rolls, All
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • +1 Clue Required: Randomly select one active quest that 
  involves Clues.  That quest now requires one more Clue to 
  resolve.
  • +1d3 Clues Required: As above, but with the possibility of 
  more than one Clue increase.
  • +1 Clue Required for Each: Each of your active Quests 
  that requires Clues has their requirement increased by 1.
  • +1d3 Clues Required for Each: As above, but with the 
  possibility of more than one Clue increase.
  • Disadvantage on Clue Rolls, One: Randomly select one 
  active quest that involves Clues.  All your rolls related to 
  gathering Clues for that quest suffer 
    Disadvantage 
  (roll twice, and select the less favorable result).  This 
  penalty applies to the selected quest until its completion.
  • Disadvantage on Clue Rolls, All: As above, but the penalty 
  applies to each and every one of your active quests that 
  involves clues.  Newly-received quests beyond this point 
  that involve clues do not suffer from this penalty.
  Cohesion Quest Penalty
  Cohesion Quest Penalty
    »  
  A Cohesion Quest Penalty involves receiving an unwanted 
  quest that you must complete successfully.
  Cohesion Quests
  Generally, cohesion quests involve no rewards, but 
  significant penalties if they are not completed.
  They are mandatory to complete to avoid steep further 
  penalties, but the timeline in which they must be completed 
  varies (see below).
  The most frustrating of cohesion quests are those which 
  must be completed immediately, to the suspension of all 
  others—they completely derail and dominate your gaming 
  activities until they are resolved!
  Specific Cohesion Quest Penalties
  Roll on the table below to determine the specific penalty 
  suffered.
  Any existing, or new, cohesion quests that result from the 
  penalties below must roll on the “Cohesion Quest Urgency” 
  table (p 476) to determine the immediacy of that quest.  If 
  this penalty imposes more than one cohesion quest upon you, 
  roll on that table separately for each one.
  Table 619: Narrative Cohesion Quest Penalties
  D20
    »  
    Cohesion Quest Penalty
  1-4
  Random Active Becomes Cohesion
  5-8
  1d2 Random Actives Become 
  Cohesion
  9-14
  New Cohesion Quest
  15-17
  1d3 New Cohesion Quests
  18
  No New Quests 1d2 Sessions
  19
  All Actives Become Cohesion
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Random Active Becomes Cohesion: Select one of your 
  active quests at random.  That quest becomes a cohesion 
  quest: you gain none of the rewards or positive impacts 
  associated with it, and you must complete it or suffer 
  additional penalties (see “Penalties of Failing Cohesion 
  Quests”, below).  
  • 1d2 Random Actives Become Cohesion: As above, but 
  with the possibility of additional active quests suffering 
  the same treatment.
  • New Cohesion Quest: Create a new quest and mark it 
  active immediately; it is now a cohesion quest.
  
  476
  Penalties
  • 1d3 New Cohesion Quests: As above, but with the 
  potential for more than one new quest.
  • No New Quests 1d2 Sessions: No existing quests are 
  affected by this penalty, and you don’t receive additional 
  new cohesion quests.  However, you suffer distraction, or 
  are called upon to focus more on your outstanding tasks: 
  whatever the narrative reason, you are unable to accept 
  new Quests for the remainder of the current gaming 
  session, plus 1d2 additional sessions.  The exception 
  to this is cohesion quests: you may receive additional 
  cohesion quests as the result of penalties during this 
  timeframe.
  • All Actives Become Cohesion: Every single one of your 
  active quests becomes a cohesion quest.  Roll on the 
  Cohesion Quest Urgency table below for each one to 
  determine the immediacy.
  Cohesion Quest Urgency
  Each cohesion quest has its own sense of immediacy.  
  Narratively, the sense of urgency and timeline in which a 
  cohesion quest must be completed could be the function of a 
  ticking clock, a competition between interested parties vying 
  for the opportunity, or simply a forced directive (“you have 
  48 hours”).
  Whatever the story-related reasons, a cohesion quest not 
  only must be completed, but it must be completed within 
  the timeframe indicated on the table below.  If you fail to 
  complete a cohesion quest prior to its urgency timeline, treat 
  it as failed entirely, and you suffer the consequences (see 
  “Penalties of Failing Cohesion Quests”, below).
  Each time you receive a new cohesion quest, or suffer that 
  an existing quest transform into a cohesion quest, roll on the 
  table below to determine its urgency.
  Table 620: Cohesion Quest Urgency
  D20
    »  
    Cohesion Quest Urgency
  1-6
  Before Random Active
  7-10
  Before All Actives
  11-15
  1d3 Sessions
  16-17 Next Session
  18
  Current Session
  19
    Reroll, But Mark Pre-Emptive
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Before Random Active: Select one of your active quests 
  at random.  The cohesion quest must be completed prior 
  to any further action toward that active quest.  If you 
  complete the randomly-selected active quest before you 
  complete the cohesion quest, treat the cohesion quest as 
  having been failed.
  • Before All Actives: Though there is no temporal urgency 
  to complete the cohesion quest, it is imperative that it take 
  priority over all of your other work.  If you complete any 
  other quest before completing this cohesion quest, treat 
  the cohesion quest as having been failed.
  • 1d3 Sessions: You must complete the cohesion quest 
  before the end of 1d3 additional sessions.  That is, you 
  have the remainder of the current session, plus between 
  1-3 additional sessions, to complete the coehsion quest.  
  • Next Session: You have the remainder of the current 
  gaming session, and the rest of the next gaming session, to 
  complete the cohesion quest.
  • Current Session: The most urgent timeline of all: you 
  have only until the end of the current gaming session to 
  complete the cohesion quest or it is failed.
  • Reroll, But Mark Pre-Emptive: Roll again on this table, 
  ignoring and rerolling this result if it’s encountered again.  
  Whatever result occurs in the reroll is your guideline, but 
  you must focus exclusively on the cohesion quest.  Until 
  it is completed, you may not make progress on any other 
  active quest, or receive additional quests.
  Rewards with Cohesion Quests
  Cohesion quests are about the obligation to perform a task, 
  rather than the rewards for doing so.  It’s a box to tick, a 
  thing to do, a chore.  Rewards aren’t usually part of the 
  equation.
  When you would normally receive a positive impact or 
  reward in the course of completing a cohesion quest, you 
  may roll on the following table for each reward you would 
  normally receive to determine if you actually get anything.
  You may instead opt to not even take the chance at all, and 
  decline any possibility of reward so as to avoid the risk of 
  further penalty!
  Table 621: Cohesion Quest Rewards
  D20
    »  
    Cohesion Quest Reward
  1-3
  No Reward; Penalty
  4-16
  No Reward
  17-18 Reward, with Disadvantage
  19
  Reward as Normal
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • No Reward; Penalty: Not only do you not receive the 
  reward, but you do receive an additional new penalty.  
  Randomize as you normally would.  From a narrative 
  standpoint, perhaps the patriarch is displeased with 
  your pace of progress, or the scorned scion has received 
  additional death threats which has made him even more 
  enraged at your former blunder.
  • No Reward: The most likely outcome: you simply don’t 
  receive a reward at all.  
  • Reward, with Disadvantage: You do indeed receive a 
  reward as normal, but any rolls made to randomize or 
  
  477
  Penalties
  Chain to Cohesion Penalty
  Chain to Cohesion Penalty
    »  
  Whereas Cohesion Quest Penalties inflict cohesion quests 
  on you immediately, Chain to Cohesion Penalties set them up 
  for later.
  When you receive a cohesion quest that’s chained to an 
  existing active quest, don’t roll to determine the cohesion 
  quest’s urgency right away.  Do so once the active quest to 
  which it’s chained has been resolved.
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 623: Narrative Chain to Cohesion Penalties
  D20
    »  
    Chain to Cohesion Penalty
  1-5
  Active Chains to Cohesion
  6-9
  1d2 Actives Chain to Cohesion
  10-13 1d3 Actives Chain to Cohesion
  14-16 1d4 Actives Chain to Cohesion
  17-18 All Actives Chain to Cohesion
  19
  Reroll; Determine Urgency Now
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Active Chains to Cohesion: Select one active quest at 
  random.  That quest now chains to a cohesion quest.  
  Create the new cohesion quest immediately, and chain the 
  existing quest to it.  
  • 1dX Actives Chain to Cohesion: As above, but with 
  the potential for multiple active quests to receive the 
  treatment.
  • All Actives Chain to Cohesion: As above, but each and 
  every current active quest receives a chained cohesion 
  quest.
  • Reroll; Determine Urgency Now: Reroll, ignoring and 
  rerolling this result if encountered again; the result you 
  determine must have its urgency rolled for immediately.  
  This means that the chained quest may have a timeline 
  that forces action right now.  When determining urgency 
  of the newly-chained cohesion quest, any result that 
  prevents action toward other quests does not apply to the 
  active quest to which it’s chained.
  make determinations about that reward are made with 
    Disadvantage (roll twice, and select the less favorable 
  result).
  • Reward as Normal: Though you are undertaking 
  the cohesion quest endeavor as a mandate, you have 
  nevertheless pleased whomever is responsible for your 
  predicament enough to receive the reward that you 
  normally would.
  Penalties of Failing Cohesion 
  Quests
  If you complete a cohesion quest, you most likely won’t 
  receive any rewards (as described above), but at least you 
  probably won’t get punished for your success.
  If, instead, you fail to complete a cohesion quest, or fail to do 
  so within the boundaries established by its urgency, you will 
  suffer additional penalties.
  Whenever you fail a cohesion quest, roll on the following 
  table to determine the magnitude of the penalty involved.
  Table 622: Cohesion Quest Penalties
  D20
    »  
    Cohesion Quest Penalties
  1-8
  1 Random Penalty
  9-12
  1d2 Random Penalties
  13
  1d3 Random Penalties
  14-17 Urgent Cohesion Quest
  18
  1d2 Cohesion Quests
  19
    Reroll Twice (stacks)
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • 1 Random Penalty: You suffer a penalty, determined as 
  usual.  The best possible outcome, unfortunately.
  • 1dX Random Penalties: As above, but with the possibility 
  of suffering additional penalties as well.
  • Urgent Cohesion Quest: Insult to injury: you receive 
  another cohesion quest.  When determining its Urgency, 
  you suffer 
    Disadvantage (roll twice, and select the 
  less favorable result) on the roll.
  • 1d2 Cohesion Quests: As above, but with the potential to 
  receive a second quest as well.  
  • Reroll Twice (stacks): Reroll on this table twice, suffering 
  the effects of all results rolled.  This result stacks with 
  itself, so it’s possible you will suffer an enormity of 
  penalties if your luck is poor!
  
  478
  Penalties
  Actor Attitude Degrades 
  Actor Attitude Degrades 
  Penalty
  Penalty
    »  
  This penalty category involves degrading the Attitude of one 
  or more NPCs toward the party.
  Actor Attitude Degrades Penalties apply primarily to 
  existing NPCs.  If you have no NPCs that qualify to receive 
  the focus of this penalty, you must reroll this penalty.
  Narratively, this penalty can be explained by having the 
  affected actor(s) disapprove of recent events and/or the 
  parts the PCs played in them.  In addition, rumors or 
  suspicion can turn the mental tide against the party, whether 
  they did anything wrong or are simply the victims of 
  circumstance.
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 624: Narrative Actor Attitude Degrades Penalties
  D20
    »  
    Actor Attitude Degrades 
  Penalty
  1-3
  One Actor Degrades
  4-7
  One Actor Unfriendly
  8-11
  1d4 Actors Degrade
  12-15 1d4 Actors Unfriendly
  16-18 One Actor Hostile
  19
  1d4 Actors Hostile
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • One Actor Degrades: Select one Actor at random; that 
  Actor’s Attitude toward the party degrades by one step.
  • One Actor Unfriendly: Select one Actor at random whose 
  Attitude is at least neutral; that Actor’s Attitude now 
  becomes Unfriendly.  Note that this may have the same 
  impact as “One Actor Degrades”, but might instead make 
  an ally a borderline-enemy.
  • 1d4 Actors Degrade: As “One Actor Degrades”, but with 
  the possibility of multiple Actors affected.
  • 1d4 Actors Unfriendly: As “One Actor Unfriendly”, but 
  with the possibility of multiple Actors affected.
  • One Actor Hostile: Select one Actor at random whose 
  Attitude is not already Hostile; that Actor’s Attitude now 
  becomes Hostile.  
  • 1d4 Actors Hostile: As above, but with the possibility of 
  affecting multiple Actors.
  Fail Quest Penalty
  Fail Quest Penalty
    »  
  Straightforward, but brutal: this penalty can cause you to 
  fail active quests outright and immediately.
  Most Fail Quest Penalties only apply if you have at least one 
  active quest; if you do not have active quests sufficient to 
  meet the number affected by determining below, you must 
  reroll this penalty.
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 625: Narrative Fail Quest Penalties
  D20
    »  
    Fail Quest Penalty
  1-3
  Disadvantage One Quest
  4-6
  Disadvantage 1d4 Quests
  7-13
  Fail One Quest
  14-16 Fail 1d2 Quests
  17-18 Fail 1d3 Quests
  19
  Fail 1d4 Quests
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Disadvantage One Quest: Select one active quest at 
  random.  For the remainder of that quest, all your rolls 
  related to progressing that quest suffer 
    Disadvantage 
  (roll twice, and select the less favorable result).  This 
  includes any rewards or positive impacts associated with 
  the quest’s milestones or completion.
  • Disadvantage 1d4 Quests: As above, but with the 
  potential to affect multiple quests.
  • Fail One Quest: Select an active quest at random.  That 
  quest is immediately failed.  You abandon any progress 
  made, lose any Clues gained against it, cannot achieve any 
  rewards associated with it or its milestones, and suffer 
  the penalties for failing that quest.  If that quest had no 
  penalties associated with failing it, you suffer one 
    
  penalty determined at random.
  • Fail 1dX Quests: As above, but with the possibility of 
  failing more than one quest.
  
  479
  Penalties
  Exploration Penalties
  Overview
  Overview
  Exploration Penalties are unfavorable phenomena that 
  affect the world map, one or more point of interest locations 
  on that map, or travel between two or more of those 
  locations.
  To begin, roll on the table below to determine the sub-
  category of exploration penalty involved.
  Table 626: Exploration Penalty Categories
  D20
  Exploration Penalty Category
  1-5
    Obscure
  6-9
    Sluggish Transit
  10-11
    Compulsory Visit
  12-13
    Block Transit
  14-16
    Treacherous 
  Passage
  17-18
    Infested Passage
  19
    Reroll with Advantage
  20
    Pick your preference
  Exploration Penalty Categories
  Each of the above categories contains its own specific 
  penalties as described in the following sections.
  Obscure Penalty
  Obscure Penalty
    »  
  Obscure Penalties take an existing, known location on the 
  map and obscure it.
  You may still harbor a suspicion that the previously-known 
  location is still there, in the general region, but don’t know 
  how best to get there safely.
  From a narrative standpoint, it could simply be that the fog 
  of war has imposed itself.  Political conditions could make 
  the way uncertain.  Shifting geographical features may mean 
  that the best path to the destination is as much a function of 
  weather as it is road conditions.  Or perhaps the best path is 
  blocked, and you’re not certain of a backup plan.
  Obscured Locations
  If a location is lost via this penalty, you may reveal it with an 
  equivalent reward; that is, Reveal Rewards (p 437) nullify 
  Obscure Penalties.  
  At your discretion as a solo D/GM, you can embark upon a 
  quest to restore your knowledge or clear the way.
  Until one of these means is used to restore knowledge of the 
  map location, that destination is lost to you.
  Obscure Penalties
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 627: Exploration Obscure Penalties
  D20
    »  
    Obscure Penalty
  1-3
  25% Next Trip Obscured
  4-7
  50% Next Trip Obscured
  8-14
  One Map Point Obscured
  15-16 1d2 Map Points Obscured
  17-18 Next Session Obscured
  19
  1d2 Next Sessions Obscured
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • 25% Next Trip Obscured: The next time you declare your 
  intent to make a trip on the scale of the overland map, 
  you must roll a 1d4: on a 1, your intended destination is 
  obscured.  On any other roll, you may make your trip as 
  intended and as normal.  No matter how the roll ends up, 
  this penalty has no further affect (other than the map 
  point potentially being obscured).  This penalty lasts 
  indefinitely until you make an overland trip.  
  
  480
  Penalties
  Sluggish Transit Penalty
  Sluggish Transit Penalty
    »  
  Sluggish Transit Penalties make it take longer to reach your 
  destination.  
  In addition to the affect on in-game time required to travel, 
  it also potentially subjects you to increased risks on the road, 
  as most random encounter tables function on a timer.
  Sluggish Transit
  A “transit” is any travel between two known major map 
  points on the overland map.
  A transit rendered “sluggish” takes twice as long to execute 
  as normal.
  Sluggish effects stack as multiples: if you suffer two “Next 
  Transit Sluggish” penalties at the same time, for example, 
  that journey takes you four times as long as normal.
  Sluggish Transit Penalties
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 628: Exploration Sluggish Transit Penalties
  D20
    »  
    Sluggish Transit Penalty
  1-2
  Next Transit Sluggish
  3-8
  Next 1d2 Transits Sluggish
  9-12
  Map Location Sluggish
  13-15 1d2 Map Locations Sluggish
  16-17 Next Session Sluggish
  18
  1d2 Next Sessions Sluggish
  19
    Reroll with Advantage
  20
    Pick your preference
  Let’s explore each of these results in more detail: 
  • Next Transit Sluggish: The next time you take an 
  overland map journey, that transit is sluggish.  This 
  penalty remains in effect indefinitely until the next time 
  you travel on the overland map.
  • Next 1d2 Transits Sluggish: As above, but with the 
  potential for a second transit to be affected.
  • Map Location Sluggish: Select a map location at random 
  (including your present location, if you are at one).  All 
  travel to and from that location is now sluggish.
  • 1d2 Map Locations Sluggish: As above, but potentially 
  affecting a second map location as well.
  • Next Session Sluggish: For the remainder of the current 
  gaming session, as well as the entirety of your next 
  session, all overland map travel is sluggish, regardless of 
  • 50% Next Trip Obscured: As above, but the destination is 
  obscured on a d4 roll of 1 or 2.
  • One Map Point Obscured: Select one map point at 
  random.  If you are currently at a map location, omit it 
  from selection.  That map point becomes obscured.
  • 1d2 Map Points Obscured: As above, but with the 
  potential for a second map point to be affected as well.
  • Next Session Obscured: For the remainder of this gaming 
  session, as well as the entirety of your next session, all 
  map points are obscured.  If you are in between known 
  major locations on the overland map, you must stay in the 
  wilderness, suffering wandering encounters during this 
  time.  If you are already at a map location when suffering 
  this penalty, you must remain at that location for the 
  duration described.
  • 1d2 Next Sessions Obscured: As above, but on a 1d2 roll 
  of a “2”, the penalty lasts for a second full gaming session 
  beyond the current one.
  
  481
  Penalties
  Compulsory Visit Penalty
  Compulsory Visit Penalty
    »  
  A Compulsory Visit Penalty creates a narrative obligation to 
  travel to one or more destinations on the overland map.
  Compulsory Visit Cohesion Quests
  Treat any “compulsory visit” identified in the results below 
  as a kind of mini-cohesion quest (p 475), with only one 
  milestone: travel to a destination on the overland map.
  The urgency (p 476) of such a compulsory visit is 
  immediate: you must perform this travel within the hour.
  Failure to complete compulsory travel involves the usual 
  penalties associated with failing to complete a cohesion 
  quest.
  On the plus side, if at any point you have more than one 
  compulsory visit cohesion quest, you may decide the order in 
  which you wish to visit them.
  Compulsory Visit Penalties
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 629: Exploration Compulsory Visit Penalties
  D20
    »  
    Compulsory Visit Penalty
  1-2
  Compulsory Visit
  3-8
  Distant Compulsory Visit
  9-12
  1d2 Compulsory Visits
  13-15 1d2 Distant Compulsory Visits
  16-18 There and Back Again
  19
  Compulsory Session
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Compulsory Visit: Select a map location at random (other 
  than the closest map point, or your current map point if 
  you are inside a map location).  You must travel to that 
  selected map location as a compulsory visit.
  • Distant Compulsory Visit: As above, but instead of 
  randomly picking, select the map location that is farthest 
  away from your current location.
  • 1d2 Compulsory Visits: As “Compulsory Visit”, but with 
  the potential to have to visit a second location.  
  • 1d2 Distant Compulsory Visits: As “Distant Compulsory 
  Visit”, but with the possibility of a second location.  If 
  you receive 2 distant compulsory visits, select the two 
  furthest-away locations from your present position.
  • There and Back Again: Your quest is to visit the Misty 
  Mountains, and... whoops, sorry; that’s not right.  This 
  destination.
  • 1d2 Next Sessions Sluggish: As above, but if a 2 on 1d2 is 
  rolled, all travel for two full sessions following the current 
  one are considered sluggish.
  
  482
  Penalties
  Block Transit Penalty
  Block Transit Penalty
    »  
  With Block Transit Penalties, you find your passage blocked.  
  This is similar to Obscure Penalties (p 479), but more 
  tantalizing: you know where the map location is, but you 
  find your passage obstructed.
  Blocked Transit Obstacles
  Whenever you find the way to a map location blocked via 
  this penalty or other effects in this book, you have some 
  options.
  You may reveal a fresh, new way to reach the destination.  
  Reveal Rewards (p 437) nullify Block Transit Penalties.  
  You may undertake a quest to clear the blockage.
  Finally, you may use a brute-force approach: you may suffer 
  2d4 random encounter rolls for the most dangerous region 
  between your present location and the map location to which 
  transit has been blocked.  At the successful conclusion of any 
  encounters which arise from those rolls, the block transit 
  penalty for that destination is removed altogether.
  Block Transit Penalties
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 630: Exploration Block Transit Penalties
  D20
    »  
    Block Transit Penalty
  1-6
  Block Transit to 1 Location
  7-12
  Block Transit to 1d2 Locations
  13-15 Block Transit to 1d3 Locations
  16-17 Block Transit to 1d4 Locations
  18
  Block Transit to Present Location
  19
  All Transit Blocked 1d2 Sessions
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • Block Transit to 1 Location: Select a map location at 
  random, excluding your present location if you are at one.  
  Transit to that map location is blocked.
  • Block Transit to 1dX Locations: As above, but with the 
  potential for additional map sites to become blocked.
  • Block Transit to Present Location: If you are at a map 
  location, transit to that location becomes blocked.  You 
  may make one transit from that location elsewhere, but 
  cannot return until the block is removed.
  • All Transit Blocked 1d2 Sessions: For the remainder 
  of the current gaming session, plus 1d2 additional full 
  sessions, all transit between map location is blocked.  
  penalty requires you to visit a map location selected at 
  random, and then return to the place where you received 
  this penalty.
  • Compulsory Session: Your very next gaming session—not 
  the current one—must be spent traveling on the overland 
  map.  You may pick the destinations, but you may not 
  linger more than an hour at any map location you visit.
  
  483
  Penalties
  Treacherous Passage 
  Treacherous Passage 
  Penalty
  Penalty
    »  
  Other exploration penalty categories make travel take longer, 
  or prevent it outright.  Treacherous Passage Penalties don’t 
  do either of those things; instead, they simply make it more 
  dangerous to travel.
  Treacherous Passage
  A transit marked as treacherous means that it is twice as 
  dangerous to travel as it normally would be.
  “Twice as dangerous” simply means that you take the timing 
  guideline for any wandering encounter tables and halve 
  them.  If you’re normally supposed to roll every hour, you 
  now roll every 30 minutes, for example.
  Treacherous passage results stack by multiplication for the 
  same journey or destination: if two apply, then the timing 
  shrinks to 1/4 its normal clock, for example.
  Once you have survived 5 wandering encounters in or 
  moving toward a treacherous destination, you have 
  sufficiently cleared out the native threats to consider it no 
  longer treacherous.
  Treacherous Passage Penalties
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 631: Exploration Treacherous Passage Penalties
  D20
    »  
    Treacherous Passage Penalty
  1-5
  One Location Treacherous
  6-9
  1d3 Locations Treacherous
  10-14 Next Transit Treacherous
  15-16 Next 1d2 Transits Treacherous
  17
  Current Location Treacherous
  18
  Next Session Treacherous
  19
  Next Discovery Treacherous
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • One Location Treacherous: Select a map location at 
  random, other than the one you’re in if you’re at a 
  map point.  All travel to and from that location is now 
  treacherous.  Perhaps the native flora and fauna of the 
  region have grown bolder or are in their mating season.
  • 1d3 Locations Treacherous: As above, but with the 
  potential for multiple locations to receive the penalty.
  During one of those sessions, you may still use quests, 
  rewards, or brute-force random encounter rolls to remove 
  blocks, but each such attempt applies only to one map 
  location.
  
  484
  Penalties
  Infested Passage Penalty
  Infested Passage Penalty
    »  
  While treacherous passages increase the risk of a wandering 
  monster encounter, Infested Passage Penalties guarantee 
  that something will be waiting for you on the road or in the 
  woods.
  Infestations are more immediately dangerous than 
  treacherous passages, but are much easier to clear out and 
  remove.
  Infested Passage
  A transit or location marked as infested means that it 
  guarantees that a wandering monster will happen upon you 
  during the journey.
  Halfway to your destination along an infested passage, roll 
  on the wandering encounter table that applies to that region.  
  Reroll on that table until you get a combat or wandering 
  monster encounter result.
  Once you resolve the infestation, you may complete your 
  journey, making additional wandering encounter rolls as you 
  normally would, but with the usual timer on the effect.
  Once you have survived a combat encounter in or moving 
  toward an infested destination, you have sufficiently cleared 
  out the native threats to consider it no longer infested.
  Treacherous Passage Penalties
  Roll on the table below to determine the specific penalty 
  suffered.
  Table 632: Exploration Infested Passage Penalties
  D20
    »  
    Infested Passage Penalty
  1-2
  One Location Infested
  3-8
  1d3 Locations Infested
  9-12
  Next Transit Infested
  13-15 Next 1d2 Transits Infested
  16-17 Current Location Infested
  18
  Next Session Infested
  19
  Next Discovery Infested
  20
    Reroll with Advantage
  Let’s explore each of these results in more detail: 
  • One Location Infested: Select a map location at random, 
  other than the one you’re in if you’re at a map point.  All 
  travel to and from that location is now infested.  Perhaps 
  the native flora and fauna of the region have grown bolder 
  or are in their mating season.
  • 1d3 Locations Infested: As above, but with the potential 
  for multiple locations to receive the penalty.
  • Next Transit Treacherous: Your next travel on the 
  overland map is considered treacherous, no matter what 
  your destination.  Perhaps something is hunting you, or 
  ruffians are waiting outside the village walls for your 
  departure.
  • Current Location Treacherous: Your current location, or 
  the one nearest you if you’re in the wilderness when this 
  penalty is suffered, becomes treacherous.  Any travel to 
  or from this location is treacherous.  Perhaps pheromones 
  from a rare herb you gathered have inadvertently drawn 
  hordes of wildlife to the area.
  • Next Session Treacherous: For the remainder of the 
  current gaming session, as well as the entire session 
  following, all travel on the overland map is considered 
  treacherous.  Maybe the planet’s two moons have aligned 
  and the subtle increase in gravitational forces are driving 
  all manner of monsters crazy for a few nights.
  • Next Discovery Treacherous: The next map location you 
  discover will involve treacherous travel to and from it.  
  This applies to however you reveal the next map location 
  on the overland map.  This penalty remains in effect 
  indefinitely until you make an overland map discovery.
  
  485
  Penalties
  • Next Transit Infested: Your next travel on the overland 
  map is considered infested, no matter what your 
  destination.  Perhaps something is hunting you, or ruffians 
  are waiting outside the village walls for your departure.
  • Current Location Infested: Your current location, or 
  the one nearest you if you’re in the wilderness when 
  this penalty is suffered, becomes infested.  Any travel 
  to or from this location is treated as infested.  Perhaps 
  pheromones from a rare herb you gathered have 
  inadvertently drawn hordes of wildlife to the area.
  • Next Session Infested: For the remainder of the current 
  gaming session, as well as the entire session following, 
  all travel on the overland map is considered infested.  
  Maybe the planet’s two moons have aligned and the subtle 
  increase in gravitational forces are driving all manner of 
  monsters crazy for a few nights.
  • Next Discovery Infested: The next map location you 
  discover will involve infested travel to and from it.  This 
  applies to however you reveal the next map location 
  on the overland map.  This penalty remains in effect 
  indefinitely until you make an overland map discovery.
  
  486
  Penalties
  Quests & Plots
  Overview
  Overview
  If you’re using a published adventure, then the quests 
  involved in that story are already defined for you.  
  With that approach, or with dynamic adventuring, there 
  is one concept that bears mentioning relative to solo 
  adventuring specifically.
  Early Determination vs. Late 
  Determination
  The difference between these two concepts is when you 
  know about the elements of a quest.  
  Who committed the murder you’re investigating, who stole 
  the brazier you’re trying to recover for duke, those sorts of 
  elements: either you know about them in advance, or you 
  don’t.
  We’ll get into roles and actors and such later, but for now, 
  let’s just call this targeting.  Deciding who murdered the 
  temple priest is determining the target of that gameplay 
  element.
  Early Determination 
  This just means that you determine the target of quest 
  elements in advance.  Either as part of generating a quest, 
  or before you receive it formally in the game, you assign 
  targets to the elements of a quest.  The butler committed the 
  murder; the necklace was the source of the topical poison 
  that slew the duchess; and so on.
  Published adventures almost universally use Early 
  Determination, because writing down whodunnit or what 
  you need to find or where it is is the very definition of this 
  concept.
  Early determination tends to lead to a more logical, 
  comprehensive story, because it’s being determined by a 
  thoughtful storyteller with advance intent—you, as the DM, 
  or a professional RPG adventure author if it’s published.
  The drawback to early determination, particularly in a solo 
  adventuring context, is that there’s no room for surprise.  If 
  it’s determined in advance, then it’s known in advance, so 
  even though your character might not know who committed 
  the murder, you as the player already do if you’re using this 
  approach.
  Late Determination 
  With Late Determination, you establish the elements of the 
  quest or plot when you receive them, but the targets of these 
  elements are left undetermined.
  You then later establish the targets of those plot elements as 
  you pursue the quest.
  This approach is a novel and innovative way of still being 
  able to invoke surprise and suspense in a solo-storytelling 
  context.  But it might lead to nonsensical linkages.  The 
  village priest committed the murder?  It was actually the 
  bridal robes that poisoned the countess?  These things 
  might not make sense in the context of the story you’re 
  establishing, but dice rolls and randomization might dictate 
  those targets.
  Ultimately, sanity checks are absolutely required if you’re 
  going to be using Late Determination.  Roll, and use the 
  tables and tools in this book, but then see if it makes sense.
  The golden rule with solo questing, dynamic adventuring, 
  and especially late determination is: if a dice roll results in 
  something that doesn’t make sense or feel right, reroll that 
  result.
  Eyes-Open Questing
  This simply means that you will are choosing to pursue 
  your solo adventures with full and complete foreknowledge 
  of everything that will, or might, occur.  You’ve read the 
  published adventure cover-to-cover, you’re using the DM 
  maps to drive your exploration, and you know about every 
  secret, every target, and every plot twist.
  This doesn’t mean that you still can’t enjoy the story, or 
  playing through it.  There’s value in making the intentional 
  decision to just know everything; you know you won’t be 
  surprised by the story, so you don’t have to worry about 
  what your character is supposed to know or not know at any 
  given moment.  
  It’s worth remembering that just because you know the 
  entire plot of a story or a quest, doesn’t mean you can’t 
  still be surprised by it.  The dice gods are fickle, and an 
  unexpected success or failure in the midst of pursuing 
  a quest you already know the details of can still yield 
  enormous entertainment.
  Just have fun and enjoy!
  
  487
  Generators
  Generators & Tools
  Generators & Tools
  
  488
  Generators
  Summary
  Use to randomize a result whenever you have a yes/no 
  decision to make, or to simulate behavior when an NPC or 
  monster has one to make.
  Table 633: Decision Table
  D20
  Outcome
  1-9
    Yes
  10-18
    No
  19
    Reroll with Advantage
  20
    Pick your preference
  Yes/No Decision
  Yes/No Decision
  Summary
  Use to randomize a result whenever you have a decision to 
  make that involves potentially more nuance than a simple 
  yes/no choice, or to simulate behavior when an NPC or 
  monster has such a decision to make.
  The result values are meant to be intentionally vague as 
  written, making them able to fit into a wide variety of 
  circumstances.
  For those preferring a more mechanical interpretation, you 
  can use the following percentages which map to the results:
  • Definitely Not: No chance whatsoever.
  • Almost Certainly Not: Only a 5% (1 on a d20) chance.
  • Probably Not: Only a 15% (1-3 on a d20) chance.
  • Maybe Not: Better odds: a 30% (1-6 on a d20) chance.
  • Undecided: An even 50% (1-10 on a d20) chance.
  • Maybe Yes: A 70% (1-14 on a d20) chance.
  • Probably Yes: Even better odds: an 85% (1-17 on a d20) 
  chance.
  • Almost Certainly Yes: A whopping 95% (1-19 on a d20) 
  chance.
  • Definitely Yes: Complete certainty.
  Table 634: Likelihood Table
  D20
  Outcome
  1
  Definitely Not
  2
  Almost Certainly Not
  3-4
  Probably Not
  5-7
  Maybe Not
  8-11
  Undecided
  12-14 Maybe Yes
  15-17 Probably Yes
  18-19 Almost Certainly Yes
  20
  Definitely Yes
  Likelihood
  Likelihood
  
  489
  Generators
  Summary
  If you are interviewing someone, trying to extract 
  information, convince them of something, or otherwise 
  engaging in a social interaction with an objective or expected 
  response that is more complicated than a simple yes or no, 
  you may find this table useful.
  The result values are meant to be intentionally vague as 
  written, making them able to fit into a wide variety of 
  circumstances.
  Consider using this table in conjunction with the more 
  nuanced complexity provided when using the FlexAI Social 
  Interaction rules found summarized in this book (p 589), 
  and laid out in full complexity in the FlexAI Guidebook.
  For those preferring a more mechanical interpretation, you 
  can use the following percentages which map to the results:
  • Yes, But: A qualified, and perhaps unsatisfying “Yes”.  
  The answer to the general question being asked is 
  yes, but there are extenuating circumstances, or other 
  considerations that might dissuade you from interpreting 
  the situation as an unequivocal “Yes”.  Use these 
  guidelines for other “, But” results.
  • Yes, And: A definite “Yes”, with additional information.  
  Not only did you get a Yes to your general line of inquiry, 
  but the person with whom you’re interacting is willing 
  to divulge additional information that is tangential to 
  the immediate topic, but related.  Use these guidelines to 
  inform other “, And” results.
  • Yes: The general response is a “Yes”, with no further 
  strings attached or additional information.
  • Refuses to Talk: You get nothing out of the person you’re 
  speaking with.
  Complex Question
  Complex Question
  Table 635: Complex Question Table
  D20
  Outcome
  1-2
  Yes, But
  3-4
  Yes, And
  5-6
  Yes
  7-8
  Maybe, But
  9-10
  Maybe, And
  11-12
  Maybe
  13-14 No, But
  15-16 No, And
  17-18 No
  19
  Refuses to Talk
  20
    Reroll with Advantage
  
  490
  Generators
  Summary
  Use to randomize two-dimensional direction: the location 
  of a map point, or the direction from which you hear water 
  flowing.
  Table 636: Compass Direction Table
  D20
  Outcome
  1-3
    North
  4-5
    Northeast
  6-7
    East
  8-9
    Southeast
  10-11
    South
  12-13
    Southwest
  14-15
    West
  16-17
    Northwest
  18
    Reroll with Advantage
  19-20
    Pick your preference
  Compass Direction
  Compass Direction
  Summary
  Use to randomize the direction of wind.  This is distinct from 
  a simple compass direction, since wind is typically east-west.
  Table 637: Wind Direction Table
  D20
  Outcome
  1
    North
  2-3
    Northeast
  4-8
    East
  9-10
    Southeast
  11
    South
  12-13
    Southwest
  14-18
    West
  19-20
    Northwest
  Wind Direction
  Wind Direction
  
  491
  Generators
  Summary
  Use to determine the general distance to something.  Can be 
  used on a small-scale regional or dungeon map, or on the 
  overland map; rough examples are provided in parentheses 
  as (local / regional).
  Table 638: Rough Distance Table
  D20
  Outcome
  1-2
  Immediate  
  (this room / this map point)
  3-6
  Very Close  
  (the next room /  
  just outside this map point)
  7-9
  Close 
  (within 4 rooms /  
  before the next map point)
  10-13 Not Far 
  (5-6 rooms away / a day’s 
  journey)
  14-15 Distant 
  (next dungeon level /  
  1-4 days journey)
  16-17 Very Far 
  (at least 2 dungeon levels /  
  next country over)
  18
  Very Distant  
  (next dungeon altogether /  
  another continent)
  19
    Reroll with Advantage
  20
    Pick your preference
  Rough Distance
  Rough Distance
  Summary
  Use to randomly determine the size of a settlement (city).
  Table 639: Settlement Size Table
  D20
  Outcome
  1-2
  Thorp
  3-5
  Hamlet
  6-10
  Village
  11-13
  Small Town
  14-15
  Large Town
  16-17
  Small City
  18
  Large City
  19
  Metropolis
  20
    Reroll with 
  Advantage
  Settlement Size
  Settlement Size
  
  492
  Generators
  FlexTable 32: Faction Type FlexTable
   A
   B
   C
   D
  Outcome
  1-2
  1-3
  1
  1-7
  Security
  3-4
  4-7
  2
  8-11
  Military
  5-6
  8-11
  3-4
  12-15 Underworld
  7-8
  12
  5-7
  16
  Merchant
  9
  13
  8-10
  17
  Manufacturing
  10
  -
  11-12
  18
  Class-Based
  11
  -
  13
  -
  Knowledge-Based
  12
  -
  14
  -
  Profession-Based
  13
  -
  15
  -
  Performance-Based
  14
  -
  16
  -
  General Knowledge
  15
  -
  17
  -
  General Performance
  16-17 14-16
  18
  -
  Arcane
  18-19 17-19
  19
  -
  Divine
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous circumstances; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  Faction Type
  Faction Type
  For relatively safe, and/or known environs; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  493
  Generators
  FlexTable 33: Environment / Terrain FlexTable
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-2
    Roll Again with Infestation:
  Roll again, ignoring and rerolling this result if encountered.  
  This terrain is treated as Infested (the first time you travel 
  through this region, you automatically trigger a hostile 
  random encounter; p 484).
  2-3
  3
  1-2
  3
    Aquatic (river if attached in a line; lake 
  otherwise)
  4
  4
  3
  4
    Coastline (put Aquatic next to this 
  automatically)
  5-6
  5-6
  4
  5
    Desert 
  7-9
  7
  5-8
  6
    Forest
  10-11
  8
  9-12
  7
    Hills
  12
  9-11
  13
  8-10
    Jungle
  13-14 12-14
  14
  11-13
    Mountains
  15-16
  15
  15-17
  14
    Plains
  17
  16-17
  18
  15-17
    Swamp
  18
  18-19
  -
  18-20
    Roll Again as Treacherous:
  Roll again, ignoring and rerolling this result if encountered.  
  This terrain is treated as Treacherous (roll for random 
  encounters twice as often as normal, p 483).
  19
  20
  19
  -
    Reroll with Advantage
  20
  -
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  Environment / Terrain
  Environment / Terrain
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  494
  Generators
  FlexTable 34: Overland Point of Interest FlexTable
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-2
    Roaming Monsters (automatic random 
  combat encounter with a random creature)
  2-3
  3
  1-2
  3
    Small Settlement (village)
  4-6
  4
  3-5
  4
    Large Settlement (city)
  7
  5-8
  -
  5-7
    Monster Lair (roll to determine creature; an 
  encounter with that creature is always present at this location)
  8-12
  9
  6-11
  8
    Nothing of Interest
  13-14 10-12
  12
  9-10
    Bandits (2d6 NPCs attack)
  15
  13-14
  -
  11-16
    Harmful Natural Phenomenon 
  (Each PC suffers 1d4 points of damage per hit die; Dexterity / 
  Reflex / Spell save at random DC halves)
  16
  15-16
  13
  17
    Navigable Obstacle  
  (Roll twice on wandering monster table; STR / Fortitude / Wand 
  save at random DC prevents)
  17
  17-18
  14
  18-19
    Natural Obstacle  
  (cannot move through this hex)
  18-19
  19
  15-18
  20
    NPC Quest-Giver  
  (generate a new Quest at random)
  20
  20
  19-20
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  Overland Points of Interest
  Overland Points of Interest
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  495
  Generators
  FlexTable 35: Climate FlexTable
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Roll Again with Infestation:
  Roll again, ignoring and rerolling this result if encountered.  
  This terrain is treated as Infested (the first time you travel 
  through this region, you automatically trigger a hostile 
  random encounter; p 484).
  2-4
  3-6
  1-2
  5-9
    Cold
  5-14
  7-15
  3-16
  10-11
    Temperate
  15-17 16-19 17-18 12-16
    Hot
  18
  20
  -
  17-20
    Roll Again as Treacherous:
  Roll again, ignoring and rerolling this result if encountered.  
  This terrain is treated as Treacherous (roll for random 
  encounters twice as often as normal, p 483).
  19
  -
  19
  -
    Reroll with Advantage
  20
  -
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  Climate
  Climate
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  496
  Generators
  FlexTable 36: Temperature FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  -
  1-2
    Inhospitably Cold
  2
  2-3
  -
  3-5
    Dangerously Cold
  3-4
  4-6
  1-2
  6-8
    Uncomfortably Cold
  5-7
  7-9
  3-6
  9-10
    Cold
  8-12 10-11
  7-13
  -
    Temperate
  13-15 12-14 14-17
  11-12
    Hot
  16-17 15-17 18-19 13-15
    Uncomfortably Hot
  18
  18-19
  -
  16-18
    Dangerously Hot
  19
  20
  -
  19-20
    Inhospitably Hot
  20
  -
  20
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  Some of these outcomes bear additional explanation, as 
  follows.  Feel free to replace with more specific rules your 
  system of choice may implement already.
  Ability score reductions suffered from this effect are 
  recovered as normal for ability damage, or if your rules 
  system lacks that mechanic, at the rate of 1 point per ability 
  score per long rest, or immediately as the result of any 
  powerful healing or restorative magic.
  If and when these effects reduce a creature’s Ability Score to 
  0 or less, they die from exposure and conditions.  
  Temperature
  Temperature
  • Inhospitable: Normal sentient life is not meant to 
  exist under these conditions.  Brutal storms, thin 
  air, and punishing conditions can destroy even the 
  hardiest creatures here.  Creatures suffer 1d4 points of 
  Constitution / Stamina damage per hour or fraction 
  thereof spent under these conditions.  
  • Dangerous: Most creatures are not meant to thrive in 
  these environs.  Storms, lack of resources, and general 
  atmospheric effects inflict brutal damage on those 
  unprepared.  Creatures suffer 1 point of Constitution / 
  Stamina damage per hour spend under these conditions.
  • Uncomfortable: Though rarely lethal, these conditions 
  nevertheless make it awkward to move and thrive, 
  and represent a constant distraction to those creatures 
  unsuited for these specific environs.  Creatures are 
  Fatigued (-2 penalty to Strength and Dexterity/Agility, 
  cannot run or charge; any activity that would normally 
  impose Fatigue now imposes Exhaustion instead) so long 
  as they are in these conditions.
  • Cold/Hot: These conditions are notably warmer or cooler 
  than ideal, but do not impose any mechanical penalties or 
  effects.
  
  497
  Generators
  FlexTable 37: Creature Type FlexTable
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-3
    Aberration
  2-3
  3
  1-3
  -
    Animal
  4
  4
  -
  4
    Construct
  5
  5-6
  -
  5-6
    Dragon
  6
  7
  4
  7
    Fey
  7-9
  8-9
  5-12
  8
    Humanoid
  10-11
  10
  13-14
  9-10
    Magical Beast
  12-13 11-13
  15
  11-13
    Monstrous Humanoid
  14
  14-15
  -
  14-15
    Ooze
  15
  16-17
  16
  16-18
    Outsider
  16
  18
  17
  -
    Plant
  17
  19
  -
  19-20
    Undead
  18
  -
  18
  -
    Vermin
  19
  20
  19
  -
    Reroll with Advantage
  20
  -
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  Creature Type
  Creature Type
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  498
  Generators
  FlexTable 38: Humanoid Race FlexTable
   A
   B
   C
   D
  Outcome
  1-6
  1-2
  1-12
  1
  Human
  7-8
  3-4
  13
  2-4
  Dwarf
  9-10
  5-6
  14
  5-7
  Elf
  11-12
  7
  15
  8-9
  Gnome
  13-14
  8
  16
  10
  Half-Elf
  15-16
  9
  17
  11
  Half-Orc
  17-18
  10
  18
  12
  Halfling
  -
  11
  -
  13
  Aasimar
  -
  12
  -
  14
  Catfolk
  -
  13
  -
  15
  Dhampir
  -
  14
  -
  16
  Drow
  -
  15
  -
  17
  Duergar
  -
  16
  -
  18
  Lizardfolk
  -
  17
  -
  19
  Ratfolk
  -
  18
  -
  20
  Tiefling
  19
  19
  19
  -
    Reroll with Advantage
  20
  20
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  
  This leans toward human, and the more common fantasy 
  races such as dwarf and elf.
  • 
    Use Context B: 
  For evenly-diverse contexts where all major fantasy races 
  Humanoid Race
  Humanoid Race
  are somewhat equally represented.
  • 
    Use Context C: 
  For a context in which humans are the vast majority 
  represented.
  • 
    Use Context D: 
  For a realm in which there are very few, if any, humans, 
  and where all humanoid races encountered are from the 
  more diverse end of the spectrum.
  
  499
  Generators
  FlexTable 39: Class FlexTable
   A
   B
   C
   D
  Outcome
  1-2
  1
  1
  -
  Barbarian
  3
  2
  2
  -
  Bard
  4-5
  3
  3
  -
  Cleric
  6
  4
  4
  -
  Druid
  7-8
  5
  5
  -
  Fighter
  9
  6
  6
  -
  Monk
  10-11
  7
  7
  -
  Paladin
  12
  8
  8
  -
  Ranger
  13-14
  9
  9
  -
  Rogue
  15-16
  10
  10
  -
  Sorcerer
  17-19
  11
  11
  -
  Wizard
  20
  12
  -
  1-3
  Warlock / Arcanist
  -
  13
  10
  4-6
  Artificer / Alchemist
  -
  14
  11-12
  7-8
  Bloodrager
  -
  15
  13
  9-10
  Cavalier
  -
  16
  14
  11-12 Hunter
  -
  17
  15
  13-14 Inquisitor
  -
  18
  16-17 15-16 Magus
  -
  19
  18
  17-18 Slayer
  -
  20
  19-20 19-20 Warpriest
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  The 
  standard-issue, old-school mixture of the most common 
  classes.
  • 
    Use Context B: 
  For an even distribution across all classes.
  Class
  Class
  • 
    Use Context C: 
  For an emphasis on more exotic classes.
  • 
    Use Context D: 
  For selecting exclusively rare or unusual classes; this 
  context is ideal for selecting an NPC’s multiclass, for 
  example.
  
  500
  Generators
  FlexTable 40: Profession FlexTable
   A
   B
   C
   D
  Outcome
  1-2
  1
  1
  -
  Butcher
  3
  2
  2
  -
  Cook
  4-5
  3
  3
  -
  Farmer
  6
  4
  4
  -
  Fisherman
  7-8
  5
  5
  -
  Merchant
  9
  6
  6
  -
  Sailor
  10-11
  7
  7
  -
  Soldier
  12
  8
  8
  -
  Woodcutter
  13-14
  9
  9
  -
  Architect
  15-16
  10
  10
  -
  Brewer
  17-19
  11
  11
  -
  Courtesan
  20
  12
  -
  1-3
  Fortune-Teller
  -
  13
  10
  4-6
  Gambler
  -
  14
  11-12
  7-8
  Herbalist
  -
  15
  13
  9-10
  Librarian
  -
  16
  14
  11-12 Miner
  -
  17
  15
  13-14 Porter
  -
  18
  16-17 15-16 Scribe
  -
  19
  18
  17-18 Tanner
  -
  20
  19-20 19-20 Trapper
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  The 
  standard-issue, old-school mixture of the most common 
  fantasy professions.
  • 
    Use Context B: 
  For an even distribution across all professions.
  Profession
  Profession
  • 
    Use Context C: 
  For an emphasis on more exotic professions.
  • 
    Use Context D: 
  For selecting exclusively rare or unusual professions.
  
  501
  Generators
  FlexTable 41: Knowledge FlexTable
   A
   B
   C
   D
  Outcome
  1-5
  1-2
  1
  -
  Arcana
  6-10
  3-4
  2
  -
  Dungeoneering
  -
  5-6
  3-5
  1-3
  Engineering
  -
  7-8
  6-8
  4-6
  Geography
  -
  9-10
  9-11
  7-9
  History
  -
  11-12
  12-15 10-12 Local
  11-15
  13-14
  16
  -
  Nature
  -
  15-16
  17-18 13-16 Nobility
  16-20 17-18
  19
  -
  Planes
  -
  19-20
  20
  17-20 Religion
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  The 
  standard-issue, old-school mixture of the most common 
  fantasy knowledge skills.
  • 
    Use Context B: 
  For an even distribution across all types of knowledge.
  Knowledge
  Knowledge
  • 
    Use Context C: 
  For an emphasis on more exotic categories of knowledge.
  • 
    Use Context D: 
  For selecting exclusively rare or unusual knowledge.
  
  502
  Generators
  FlexTable 42: Perform FlexTable
   A
   B
   C
   D
  Outcome
  1
  1-2
  1-4
  1-5
  Act
  2
  3-4
  5-8
  6-10
  Comedy
  3-5
  5-6
  9
  -
  Dance
  6-8
  7-8
  10
  -
  Keyboard
  9
  9-10
  11-14
  11-15 Oratory
  10-12
  11-12
  15
  -
  Percussion
  13-15
  13-14
  16
  -
  String
  16-18 15-16
  17
  -
  Wind
  19-20 17-18 18-20 16-20 Sing
  -
  19-20
  -
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more exotic values.
  Perform
  Perform
  • 
    Use Context D: 
  For selecting exclusively rare or unusual values.
  
  503
  Generators
  FlexTable 43: Craft FlexTable
   A
   B
   C
   D
  Outcome
  1-2
  1
  -
  -
  Alchemy
  3-4
  2
  1
  -
  Armor
  5-6
  3
  2
  -
  Blacksmithing
  -
  4
  3-4
  -
  Books
  -
  5
  5-6
  -
  Calligraphy
  7-8
  6
  -
  -
  Carpentry
  -
  7
  7
  -
  Clockwork
  9
  8
  -
  -
  Cloth
  10-11
  9
  8
  -
  Gemcutting
  -
  10
  9
  -
  Glass
  -
  11
  10-11
  -
  Jewelry
  -
  12
  12-13
  1-3
  Leather
  12
  13
  -
  4-6
  Locks
  -
  14
  14
  7-8
  Paintings
  -
  15
  15-16
  9-10
  Pottery
  -
  16
  17
  11-12 Ships
  13-14
  17
  18
  13-14 Stonemasonry
  15-16
  18
  -
  15-16 Traps
  17-18
  19
  19-20 17-18 Weapons
  19-20
  20
  -
  19-20 Wood
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  The 
  standard-issue, old-school mixture of the most common 
  fantasy professions.
  • 
    Use Context B: 
  For an even distribution across all crafts.
  Craft
  Craft
  • 
    Use Context C: 
  For an emphasis on more exotic crafting abilities.
  • 
    Use Context D: 
  For selecting exclusively rare or unusual crafters.
  
  504
  Generators
  FlexTable 44: Skills FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1-2
  1-2
  Acrobatics
  2
  2
  -
  -
  Appraise
  3
  3
  3-4
  3
  Bluff
  4
  4
  5-6
  4-6
  Climb
  5
  5
  -
  -
  Diplomacy
  6
  6
  -
  -
  Disable Device
  7
  7
  7-8
  7-9
  Disguise
  8
  8
  9-10
  10-12 Escape Artist
  9
  9
  -
  -
  Handle Animal
  10
  10
  11-12
  13
  Heal
  11
  11
  -
  -
  Intimidate
  12
  12
  13
  -
  Perception
  13
  13
  14-15 14-16 Ride
  14
  14
  -
  -
  Sense Motive
  15
  15
  16
  17-19 Sleight of Hand
  16
  16
  -
  -
  Spellcraft
  17
  17
  -
  -
  Stealth
  18
  18
  17-18
  -
  Survival
  19
  19
  19-20
  20
  Swim
  -
  20
  -
  -
  Use Magic Device
  20
  -
  -
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  The 
  standard-issue, old-school mixture of the most common 
  fantasy skills.
  • 
    Use Context B: 
  For an even distribution across all skills.
  Skills
  Skills
  • 
    Use Context C: 
  For an emphasis on more exotic values.
  • 
    Use Context D: 
  For selecting exclusively rare or unusual values.
  
  505
  Generators
  Summary
  Use when creating an NPC, or to determine aspects of a new 
  player-character for yourself.
  Note that this table takes a very small step toward 
  recognizing the innumerable differences and gradients that 
  this topic manifests as in various individuals.  
  The intent here is not to impose any concept on your game or 
  campaign world with which you are not comfortable.
  Similarly, the intent here is also not to claim that the table 
  below is comprehensive, complete, or otherwise represents 
  the diversity of values for this topic that appear in the real 
  present-day world.
  As with every other one of the hundreds of tables and tools 
  in this book: if you get a result that you don’t want, reroll it!  
  Simple as that.  
  Table 640: Gender Table
  D20
  Outcome
  1-9
    Male
  10-18
    Female
  19-20
    Reroll; presents as 
  the other option
  Gender
  Gender
  Summary
  Use to determine the general amount of wealth and income a 
  given NPC has, or in special circumstances, to determine the 
  background of a PC.
  Note that these categories are intentionally vague in their 
  wording, so they might support application to a wide range 
  of nationalities, currencies, and campaign systems.
  For those who are using this to determine starting wealth, 
  or as an input as to what sort of currency a character might 
  have on their person or in their desk, you may use the 
  following more specific decoding:
  • Destitute: Zero coins, gems, or wealth.
  • Poor: Roll on 
    Coins, Low to determine wealth.
  • Unfortunate: Roll on 
    Coins, Moderate to determine 
  wealth.
  • Average: Roll on 
    Coins, High to determine wealth.
  • Well-to-Do: Roll on 
    Gems, Low to determine wealth.
  • Prosperous: Roll on 
    Gems, Moderate to determine 
  wealth.
  • Wealthy: Roll on 
    Gems, High to determine wealth.
  Table 641: Affluency Table
  D20
  Outcome
  1
  Destitute
  2-3
    Poor
  4-6
    Unfortunate
  7-12
    Average
  13-15
    Well-to-Do
  16-17
    Prosperous
  18
    Wealthy
  19
    Reroll with Advantage
  20
    Pick your preference
  Affluency
  Affluency
  
  506
  Generators
  Summary
  Use to determine a random pace of overland travel, for 
  example for a caravan.
  Table 642: Travel Pace Table
  D20
  Outcome
  1
  Slog
  2-3
  Hampered
  4-6
  Difficult
  7-12
  Walk
  13-15 Hustle
  16-17 Run
  18
  Forced March
  19
    Reroll with Advantage
  20
    Pick your preference
  As with many other tables in this section, the outcome 
  descriptors are made intentionally vague so as to provide 
  flexibility when adapting to various rules systems.
  For those requiring a strict translation into numbers, use 
  the following decode.  The following values assume basic 
  overland travel.
  • Slog: Progress is barely made, if at all.  Wounded 
  creatures or those picking their way carefully through 
  incredibly dangerous environments will move at this pace.  
  One square or hex per day.  10% of Walk speed.
  • Hampered: Encumbered creatures, those burdening 
  under heavy loads, or those focused on avoiding danger 
  or making little to no noise fall into this category.  25% of 
  Walk speed.
  • Difficult: This is also the value to use when traveling 
  through difficult terrain.  50% of Walk speed.
  • Walk: The default pace of transportation.  All other values 
  in this list are presented in terms of a multiple or fraction 
  of this starting assumption.  “Walk” is a handy misnomer 
  in many circumstances: rowing a boat, riding a horse, or 
  traveling in a wagon are all feasible for use in the Travel 
  Pace table, so long as the ordinary amount of progress is 
  considered a “Walk”.
  • Hustle: A brisk pace, not quite a run, but a nice, 
  sustainable jog.  150% of Walk speed, but it forces a 
  Constitution/Stamina check or Fortitude save or those 
  moving at this pace suffer Fatigue (-2 to Strength and 
  Travel Pace
  Travel Pace
  Summary
  Use to determine the rough age category of an NPC, or a PC.
  Note that these categories are intentionally vague in their 
  wording, so they might support application to a wide range 
  of creature types, backgrounds, races, magical effects, and so 
  on.
  The categories below should be interpreted to map 
  differently to races and backgrounds of different nature.  
  An elf, for example, in the traditional fantasy mythology, is 
  much longer-lived than a human.
  Table 643: Age Table
  D20
  Outcome
  1
  Child
  2-3
  Adolescent
  4-12
  Adult
  13-15 Middle-Aged
  16-17 Old
  18
  Venerable
  19
    Reroll with Advantage
  20
    Pick your preference
  Age
  Age
  Dexterity, cannot run or charge).
  • Run: A full-on run, in the manner of a long-distance 
  runner.  Those in heavy armor or barding cannot move 
  at this speed.  200% of Walk speed, but it forces a 
  Constitution/Stamina check or Fortitude save or those 
  moving at this pace suffer Fatigue (-2 to Strength and 
  Dexterity, cannot run or charge).
  • Forced March: A full-tilt, exhaustion-producing move of 
  desperation or necessity, this mode of transportation will 
  move you along at 300% of Walk speed, but it forces a 
  Constitution/Stamina check or Fortitude save or those 
  moving at this pace suffer Exhaustion (-6 to Strength 
  and Dexterity, cannot run or charge, only one action per 
  round).
  
  507
  Generators
  FlexTable 45: Attitude FlexTable
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Enemy
  2-3
  3-5
  1
  5-8
    Hostile
  4-6
  6-9
  2-3
  9-13
    Unfriendly
  7-13
  10-14
  4-8
  14-17
    Indifferent / Neutral
  14-16 15-16
  9-12
  18-19
    Friendly
  17-18 17-18 13-18
  20
    Helpful
  19
  19
  19
  -
    Ally
  20
  20
  20
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  Attitude
  Attitude
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  508
  Generators
  FlexTable 46: Alignment (General) FlexTable
   A
   B
   C
   D
  Outcome
  1-3
  1-2
  1-5
  -
    Lawful Good (LG)
  4-6
  3-4
  6-9
  1
    Lawful Neutral (LN)
  7
  5-6
  10
  2-4
    Lawful Evil (LE)
  8-10
  7-8
  11-14
  5
    Neutral Good (NG)
  11-13
  9-10
  15-17
  6-7
    True Neutral (TN)
  14
  11-12
  -
  8-10
    Neutral Evil (NE)
  15-16 13-14
  18
  11-12
    Chaotic Good (CG)
  17-18 15-16
  19
  13-14
    Chaotic Neutral (CN)
  19
  17-18
  -
  15-20
    Chaotic Evil (CE)
  20
  19-20
  20
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  .
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on virtuous, or good, NPCs.
  Alignment (General)
  Alignment (General)
  • 
    Use Context D: 
  For selecting nearly exclusively villainous characters.
  
  509
  Generators
  Summary
  Use to determine the alignment of the Big, Bad, Evil Grunt 
  (BBEG), or major villain, in your campaign setting or story.
  Table 644: Alignment (BBEG) Table
  D20
  Outcome
  -
    Lawful Good (LG)
  1
    Lawful Neutral (LN)
  2-5
    Lawful Evil (LE)
  -
    Neutral Good (NG)
  6
    True Neutral (TN)
  7-9
    Neutral Evil (NE)
  10
    Chaotic Good (CG)
  11
    Chaotic Neutral 
  (CN)
  12-19
    Chaotic Evil (CE)
  20
    Reroll with Advantage
  Alignment (BBEG)
  Alignment (BBEG)
  Summary
  Use to determine the alignment of a generic commoner, 
  townsfolk, or other stranger NPC.
  Table 645: Alignment (Commoner) Table
  D20
  Outcome
  1-2
    Lawful Good (LG)
  3-4
    Lawful Neutral (LN)
  5-6
    Lawful Evil (LE)
  7-8
    Neutral Good (NG)
  9-10
    True Neutral (TN)
  11-12
    Neutral Evil (NE)
  13-14
    Chaotic Good (CG)
  15-16
    Chaotic Neutral 
  (CN)
  17-18
    Chaotic Evil (CE)
  19-20
    Reroll with Advantage
  Alignment (Commoner)
  Alignment (Commoner)
  
  510
  Generators
  Summary
  Use to determine the alignment of a noteworthy or 
  significant NPC.  For the purposes of this distinction, any 
  NPC that is associated with one or more Quests should 
  qualify as “noteworthy”.
  Table 646: Alignment (Notable NPC) Table
  D20
  Outcome
  1-4
    Lawful Good (LG)
  5-7
    Lawful Neutral (LN)
  8
    Lawful Evil (LE)
  9-11
    Neutral Good (NG)
  12-13
    True Neutral (TN)
  14
    Neutral Evil (NE)
  15-17
    Chaotic Good (CG)
  18-19
    Chaotic Neutral 
  (CN)
  20
    Chaotic Evil (CE)
  -
    Reroll with Advantage
  Alignment (Notable)
  Alignment (Notable)
  Summary
  Use to determine the alignment of a monster or monstrous 
  enemy.
  Table 647: Alignment (Monster) Table
  D20
  Outcome
  -
    Lawful Good (LG)
  1
    Lawful Neutral (LN)
  2
    Lawful Evil (LE)
  3-5
    Neutral Good (NG)
  6-13
    True Neutral (TN)
  14
    Neutral Evil (NE)
  15
    Chaotic Good (CG)
  16-17
    Chaotic Neutral 
  (CN)
  18-20
    Chaotic Evil (CE)
  -
    Reroll with Advantage
  Alignment (Monster)
  Alignment (Monster)
  
  511
  Generators
  FlexTable 47: FlexAI Combat Role FlexTable
   A
   B
   C
   D
  Outcome
  1-4
  1-6
  1-3
  1-5
    Brute
  5-10
  7-9
  4-12
  6-7
    Soldier
  11-12 8-10
  13
  8-9
    Artillery
  13-14 11-12 14-15
  10-11
    Skirmisher
  15-16 13-14 16-17
  12-13
    Lurker
  17
  15-17
  18
  14-17
    Controller
  18
  18-19
  -
  18-20
    Leader
  19
  20
  19
  -
    Reroll with Advantage
  20
  -
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  FlexAI Combat Role
  FlexAI Combat Role
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  512
  Generators
  FlexTable 48: FlexAI Combat Role Variant FlexTable
   A
   B
   C
   D
  Outcome
  1-10
  1-8
  1-7
  1-7
    Normal
  11-15
  9-11
  8-17
  8-9
    Minion
  16-17 12-17
  18
  10-18
    Elite
  18
  18-19
  -
  19-20
    Solo
  19
  20
  19
  -
    Reroll with Advantage
  20
  -
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  FlexAI Combat Role Variant
  FlexAI Combat Role Variant
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  513
  Generators
  FlexTable 49: FlexAI Combat Stance FlexTable
   A
   B
   C
   D
  Outcome
  1-3
  1-6
  -
  1-8
    Ambushing
  4-8
  7-8
  1-6
  -
    Unprepared
  9-13
  9-13
  7-10
  9-15
    Fresh
  14
  14
  11-13
  -
    Bloodied
  15
  15
  14-16
  -
    Cornered
  16
  16
  17-18
  -
    Overwhelmed
  17
  17-18
  -
  16-19
    Relentless
  18
  19
  -
  20
    Mindless
  19
  20
  19
  -
    Reroll with Advantage
  20
  -
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  FlexAI Combat Stance
  FlexAI Combat Stance
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  514
  Generators
  FlexTable 50: FlexAI Social Roles FlexTable
   A
   B
   C
   D
  Outcome
  1-2
  1
  1-6
  -
    Ally
  3-4
  2-3
  7-10
  1
    Asset
  5-10
  4-9
  11-13
  2-4
    Acquaintance
  11-12 10-15
  14
  5-16
    Opponent
  13-18 16-19 15-18 17-20
    Bystander
  19
  20
  19
  -
    Reroll with Advantage
  20
  -
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  FlexAI Social Roles
  FlexAI Social Roles
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  515
  Generators
  FlexTable 51: FlexAI Social Contexts FlexTable
   A
   B
   C
   D
  Outcome
  1-2
  1-4
  -
  1-8
    Combat
  3-4
  5-6
  1-3
  9
    Lull in Fighting
  5-7
  7-8
  4-7
  10-11
    Long Rest
  8-9
  9-11
  8-10
  12-13
    Short Rest
  10-11
  12
  11-13
  -
    Formal Gathering
  12-14 13-14 14-17 14-16
    Informal Gathering
  15-18 15-19
  18
  17-20
    Passing By
  19
  20
  19
  -
    Reroll with Advantage
  20
  -
  20
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  FlexAI Social Contexts
  FlexAI Social Contexts
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  516
  Generators
  FlexTable 52: FlexAI Social Encounter Results FlexTable
   A
   B
   C
   D
  Outcome
  1-2
  1
  -
  1-6
    Turns Hostile
  3-4
  2
  1
  7-10
    Leaves
  5-6
  3
  2
  11-13
    Ignores You
  -
  4
  3-4
  -
    Helps
  -
  5
  5-6
  14
    Answers Grudgingly
  7-8
  6
  -
  -
    Answers
  -
  7
  7
  -
    Answers Willingly
  9
  8
  -
  -
    Volunteers Info
  10-11
  9
  8
  -
    Can Grant Clue
  -
  10
  9
  15-16
    Challenges You
  -
  11
  10-11
  17
    Questions Motives
  -
  12
  12-13
  -
    Reveals Clue
  12-15
  13
  -
  18
    Red Herring
  -
  14
  14
  19
    Lies
  16-18 15-19 15-20
  20
    Reroll with Advantage
  19-20
  20
  -
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  FlexAI Social Encounter Results
  FlexAI Social Encounter Results
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  517
  Generators
  FlexTable 53: Time of Day FlexTable
   A
   B
   C
   D
  Outcome
  -
  1
  1-2
  1-3
  12-2 am
  -
  2
  3-4
  4-6
  2-4 am
  -
  3
  5-6
  7
  4-6 am
  -
  4
  7
  -
  7-8 am
  1
  5
  8
  -
  8-9 am
  2
  6
  -
  -
  9-10 am
  3-4
  7
  -
  -
  10-11 am
  5-6
  8
  -
  -
  11 am-12 pm
  7-8
  9
  -
  -
  12-1 pm
  9-10
  10
  -
  -
  1-2 pm
  11-12
  11
  -
  -
  2-3 pm
  13-14
  12
  9
  -
  3-4 pm
  15
  13
  10
  -
  4-5 pm
  16
  14
  11
  8
  5-7 pm
  17
  15
  12-13
  9-10
  7-9 pm
  -
  16
  14-15
  11-14 9-11 pm
  -
  17
  16-17 15-18 11-12 pm
  -
  18
  18
  19-20 Midnight
  18-19
  19
  19
  -
  Dusk
  20
  20
  20
  -
  Dawn
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  A 
  general guide to the time of day during which common 
  activities occur.
  • 
    Use Context B: 
  For an even distribution across all times.
  Time of Day
  Time of Day
  • 
    Use Context C: 
  For an emphasis on more unusual times of day.
  • 
    Use Context D: 
  For selecting exclusively evening or overnight times.
  
  518
  Generators
  FlexTable 54: Body Slot FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1-2
  1-3
    Head
  2
  2
  3-4
  4-6
    Headband
  3
  3
  5-6
  7-9
    Eyes
  4-5
  4
  7
  -
    Shoulders
  6-7
  5
  8
  -
    Neck
  8
  6
  9-10
  10-12
    Chest
  9-10
  7
  11
  -
    Body
  11
  8
  12-13
  13-15
    Belt
  12
  9
  14-15 16-18
    Wrists
  13-14
  10
  16
  -
    Hands
  15-16
  11
  17
  -
    Fingers (Rings)
  17-18
  12
  18
  -
    Feet
  19
  13-16
  19
  19
    Reroll with Advantage
  20
  17-20
  20
  20
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  .
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more exotic values.
  Body Slot
  Body Slot
  • 
    Use Context D: 
  For selecting exclusively rare or unusual values.
  
  519
  Generators
  FlexTable 55: Hit Location FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1-2
  1-2
    Head
  2
  2
  3-4
  3-4
    Neck
  3-6
  3
  5
  -
    Torso
  7
  4
  6-7
  5-6
    Right Arm
  8
  5
  8-9
  7-8
    Left Arm
  9
  6
  10-11
  9-10
    Right Hand
  10
  7
  12-13
  11-12
    Left Hand
  11-14
  8
  14
  -
    Stomach / Center
  15
  9
  15-16 13-14
    Right Leg
  16
  10
  17-18 15-16
    Left Leg
  17
  11
  19
  17-18
    Right Foot
  18
  12
  20
  19-20
    Left Foot
  19
  13-16
  -
  -
    Reroll with Advantage
  20
  17-20
  -
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  .
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more exotic values.
  Hit Location
  Hit Location
  • 
    Use Context D: 
  For selecting exclusively rare or unusual values.
  
  520
  Generators
  FlexTable 56: Damage Type FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1-2
  1-2
    Acid
  2-4
  2
  3
  -
    Bludgeoning
  5
  3
  4-5
  3-4
    Cold
  6
  4
  6-7
  5-6
    Fire
  7
  5
  8-9
  7-8
    Force
  8
  6
  10-11
  9-10
    Lightning
  9
  7
  12
  11-12
    Necrotic / Negative Energy
  10-12
  8
  13
  -
    Piercing
  13
  9
  14-15 13-14
    Poison
  14
  10
  16-17 15-16
    Psychic / Psionic / Mental
  15
  11
  18
  17-18
    Radiant / Positive Energy
  16-18
  12
  19
  -
    Slashing
  19
  13-16
  20
  19-20
    Thunder / Sonic
  20
  17-20
  -
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  .
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more exotic values.
  Damage Type
  Damage Type
  • 
    Use Context D: 
  For selecting exclusively rare or unusual values.
  
  521
  Generators
  FlexTable 57: Energy Type FlexTable
   A
   B
   C
   D
  Outcome
  1-3
  1-2
  1
  -
    Acid
  4-6
  3-4
  2
  -
    Cold
  7-9
  5-6
  3
  -
    Fire
  10
  7-8
  4-6
  1-4
    Force
  11-13
  9-10
  7
  -
    Lightning
  14
  11-12
  8-10
  5-8
    Necrotic / Negative Energy
  15-16 13-14
  11-12
  -
    Poison
  17
  15-16 13-15
  9-12
    Psychic / Psionic / Mental
  18
  17-18 16-18 13-16
    Radiant / Positive Energy
  19
  19
  19-20 17-20
    Thunder / Sonic
  20
  20
  -
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  .
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more exotic values.
  Energy Type
  Energy Type
  • 
    Use Context D: 
  For selecting exclusively rare or unusual values.
  
  522
  Generators
  FlexTable 58: Element Type FlexTable
   A
   B
   C
   D
  Outcome
  1-4
  1-2
  1
  -
    Air
  5-8
  3-4
  2
  -
    Earth
  9-12
  5-6
  3
  -
    Fire
  13-16
  7-8
  4
  -
    Water
  17
  9-10
  5-8
  1-5
    Ice
  18
  11-12
  9-12
  6-10
    Lightning
  19
  13-14 13-16
  11-15
    Magma
  20
  15-16 17-20 16-20
    Mud
  -
  17-18
  -
  -
    Reroll with Advantage
  -
  19-20
  -
  -
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  .
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more exotic values.
  Element Type
  Element Type
  • 
    Use Context D: 
  For selecting exclusively rare or unusual values.
  
  523
  Generators
  Summary
  Use to randomly determine a format or application of poison.
  One of these values bears further explanation:
  • Reroll Twice (stacks): Reroll twice on this table.  The 
  poison in question can be suffered via either of the two 
  values that result.  Reroll duplicate values when rerolling 
  twice.  If you encounter this result a third time, the poison 
  is a universal poison: it may be injected, ingested, or 
  suffered on contact.
  Table 648: Poison Type Table
  D20
  Outcome
  1-6
    Injected
  7-12
    Ingested
  13-18
    Contact
  19-20
    Reroll Twice (stacks)
  Poison Type
  Poison Type
  Summary
  Use to randomly determine a color.  Useful for describing 
  items, gems, or banners / heraldry.
  Table 649: Color Table
  D20
  Outcome
  1
  Aqua
  2
  Black
  3
  Blue
  4
  Brown
  5
  Cyan
  6
  Gold
  7
  Gray
  8
  Green
  9
  Lime
  10
  Magenta
  11
  Maroon
  12
  Navy
  13
  Orange
  14
  Purple
  15
  Red
  16
  Silver
  17
  Teal
  19
  White
  20
  Yellow
  Color
  Color
  
  524
  Generators
  Summary
  Use to randomly determine a major season of the year.
  Table 650: Season Table
  D20
  Outcome
  1-5
    Summer
  6-10
    Fall
  11-15
    Winter
  16-20
    Spring
  Season
  Season
  Summary
  Use to randomly determine a month of the year.
  Table 651: Month Table
  D12
  Outcome
  1
    January
  2
    February
  3
    March
  4
    April
  5
    May
  6
    June
  7
    July
  8
    August
  9
    September
  10
    October
  11
    November
  12
    December
  Month
  Month
  
  525
  Generators
  FlexTable 59: Day of the Week FlexTable
   A
   B
   C
   D
  Outcome
  1-3
  1-2
  1-2
  1
  Monday
  4-6
  3-4
  3-4
  2
  Tuesday
  7-9
  5-6
  5-6
  3
  Wednesday
  10-12
  7-8
  7-8
  4
  Thursday
  13-15
  9-10
  9-10
  5
  Friday
  16
  11-12
  11-15
  6-12
  Saturday
  17
  13-14 16-20 13-20 Sunday
  18-20 15-20
  -
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for weekday activities, or if no other Context 
  described applies to the circumstances.  .
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on weekends.
  Day of the Week
  Day of the Week
  • 
    Use Context D: 
  For selecting nearly exclusively weekends.
  
  526
  Generators
  FlexTable 60: Floor Relative to Here FlexTable
   A
   B
   C
   D
  Outcome
  1
  1-3
  1-4
  1-6
    Up 3+
  2-3
  4-6
  5-7
  7-9
    Up 2
  4-7
  7-9
  8-9
  10
    Up 1
  8-12
  10-11
  10
  -
    This Floor
  13-16 12-14
  11-12
  11
    Down 1
  17-18 15-17
  13-15 12-14
    Down 2
  19
  18-20 16-19 15-20
    Down 3+
  20
  -
  20
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  .
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more exotic values.
  Floor Relative to Here
  Floor Relative to Here
  • 
    Use Context D: 
  For selecting exclusively rare or unusual values.
  
  527
  Generators
  FlexTable 61: Quest Type FlexTable
   A
   B
   C
   D
  Outcome
  1-3
  1-2
  1
  -
    Chase (p 147)
  4-6
  3-4
  2
  -
    Slay (p 296)
  7-8
  5-6
  3
  -
    Deliver (p 297)
  9-11
  7-8
  4
  -
    Obtain (p 298)
  12
  9-10
  5
  -
    Stop (p 299)
  13
  11-12
  6-9
  1-7
    Abstract Mystery (p 300)
  14-15 13-14 10-12
  8-9
    Explore (p 301)
  16
  15-16 13-15 10-13
    Interaction (p 302)
  17
  17
  16-17
  14-17
    Complex (p 289)
  18
  18
  18
  18
    Reroll as Cohesion Quest
  19
  19
  19
  19
    Reroll with Advantage
  20
  20
  20
  20
    Pick your preference
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  For wild and dangerous wilderness; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  Quest Type
  Quest Type
  For relatively safe, and/or known transit; i.e., for less 
  challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  
  528
  Generators
  FlexTable 62: Mount FlexTable
   A
   B
   C
   D
  Outcome
  -
  1
  -
  -
  Antelope
  1-2
  2
  -
  -
  Ape
  -
  3
  1-2
  -
  Baboon
  3
  4
  3-4
  -
  Bear
  4-6
  5
  -
  -
  Boar
  7-9
  6
  5
  -
  Camel
  -
  7
  6-7
  1-3
  Crocodile
  10
  8
  8
  -
  Elk
  -
  9
  9-10
  4-6
  Giant Bat
  -
  10
  11-12
  7-9
  Giant Seahorse
  -
  11
  13-14 10-12 Giant Weasel
  -
  12
  15
  13-15 Giraffe
  11-18
  13
  -
  -
  Horse
  -
  14
  16
  16
  Moose
  -
  15
  17
  -
  Reindeer
  19
  16
  -
  -
  Stag
  -
  17
  18
  17-19 Wolfdog
  -
  18
  19
  20
  Yak
  -
  19
  20
  -
  Zebra
  20
  20
  -
  -
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more unusual values.
  Mount
  Mount
  • 
    Use Context D: 
  For selecting exclusively exotic values.
  
  529
  Generators
  FlexTable 63: Familiar FlexTable
   A
   B
   C
   D
  Outcome
  1-3
  1
  1
  -
  Bat
  4-6
  2
  -
  -
  Cat
  -
  3
  2
  1
  Fox
  -
  4
  3-4
  2-3
  Goat
  -
  5
  5
  4-5
  Hare
  7-8
  6
  6
  -
  Hawk
  -
  7
  7-8
  6-7
  Hedgehog
  -
  8
  9
  8-9
  Koala
  -
  9
  10
  10-11 Lizard
  9-11
  10
  -
  -
  Owl
  -
  11
  11-12
  12-13 Monkey
  -
  12
  13-14 14-15 Pig
  -
  13
  15
  -
  Raccoon
  12-13
  14
  -
  -
  Rat
  14-16
  15
  16
  -
  Raven
  17-18
  16
  17
  -
  Parrot
  -
  17
  18
  -
  Squirrel
  19
  18
  -
  16-17 Toad
  -
  19
  19-20 18-19 Turtle
  20
  20
  -
  20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.  
  • 
    Use Context B: 
  For an even distribution across all values.
  • 
    Use Context C: 
  For an emphasis on more unusual values.
  Familiar
  Familiar
  • 
    Use Context D: 
  For selecting exclusively exotic values.
  
  530
  Generators
  FlexTable 64: Spell Level FlexTable
   A
   B
   C
   D
  Outcome
  1-3
  1-2
  1
  -
  0th (cantrip / osirion)
  4-7
  3-5
  2
  -
  1st
  8-11
  6-8
  3
  1
  2nd
  12-14
  9-12
  4-7
  2
  3rd
  15-17 13-16
  8-10
  3-4
  4th
  18-19 17-18
  11-13
  5-6
  5th
  -
  19
  14-15
  7-9
  6th
  -
  -
  16-17 10-13 7th
  -
  -
  18
  14-16 8th
  -
  -
  19
  17-19 9th
  20
  20
  20
  20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, for 
    Low levels of difficulty, or if no other 
  Context described applies to the circumstances.  .
  • 
    Use Context B: 
  For a 
    Moderate level of difficulty.
  • 
    Use Context C: 
  Spell Level
  Spell Level
  For a 
    Advanced level of difficulty.
  • 
    Use Context D: 
  For a 
    Elite levels of difficulty.
  
  531
  Generators
  FlexTable 65: Spell School FlexTable
   A
   B
   C
   D
  Outcome
  1-2
  1-2
  1-2
  1-3
  Abjuration
  3-4
  3
  3-4
  4-6
  Conjuration
  5-6
  -
  5-8
  7-9
  Divination
  7-8
  4-5
  9-14
  10
  Enchantment
  9-10
  6-13
  15
  -
  Evocation
  11-12
  14-15 16-18
  11-13
  Illusion
  13-14 16-17
  -
  14-16 Necromancy
  15-16 18-19
  19
  17-18 Transmutation
  17-20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances.  .
  • 
    Use Context B: 
  For Combat encounters.
  • 
    Use Context C: 
  For Social encounters.
  Spell School
  Spell School
  • 
    Use Context D: 
  For non-combat, non-social encounters.
  
  532
  Appendices
  Appendix:  
  Appendix:  
  Environment Encounter Tables
  Environment Encounter Tables
  
  533
  Appendices
  Overview
  Overview
  Random encounter tables as a general concept tend to be 
  a love/hate thing: some players and DMs use them as an 
  essential tool to help build story and dictate a dynamic and 
  ever-changing plot; others submit occasionally to the notion 
  as a means of inserting a threat and breaking up the pace of 
  overland, macro-scale travel.
  Whatever your current feeling toward the concept, this 
  section aims to create a dynamic and interesting approach to 
  random encounter tables.
  Environment Encounters
  At its core, this section is about dedicating a separate 
  random encounter table to each type of landscape one might 
  travel through when moving about the game world in a 
  macro (that is, days of travel as opposed to minutes or hours 
  of movement) context. 
  There’s an element of novel innovation there, already, in 
  that description: although having dedicated “Mountain 
  Encounters” is hardly a new invention, recognizing the 
  full suite of more than 20 different environments goes far 
  beyond what most TTRPGs enumerate.
  Further than that, though, each table in this section presents 
  other kinds of interesting and fun encounters that go beyond 
  a simple “roll for initiative” interaction that serve mainly to 
  drain a bit of your hit points and spells en route.
  Types of Environment 
  Types of Environment 
  Encounter
  Encounter
  There are three general types of encounter described in this 
  section: Combat, Event, and Quirk.  There’s also a set of 
  results where no encounter actually occurs, called No-Result 
  Encounters. 
  Let’s discuss each of these in a bit more detail.
  Combat Encounters
    These are what you most likely came here expecting: 
  fight 1-4 kobolds, flee from 1d2 wyverns, that sort of thing.  
  Despite this book’s attempts at innovation and livening 
  things up in creative and new ways, Combat Encounters still 
  have a venerable and useful place in this section.
  Monsters that can be reliably expected to be native to, or are 
  iconic of, a certain type of landscape might be encountered 
  in your travels.  That’s just the way of the dangerous fantasy 
  world.
  Even here, though, there is room for innovation: using the 
  quadded statblocks that are presented in Aquilae: Bestiary 
  of the Realm, you can take monsters from a wide variety of 
  typical Challenge Rating, and present them to PCs of nearly 
  any level. 
  Event Encounters
    Special Event Encounters are meant to feel special or 
  interesting.  Although they’re not necessarily “set pieces”, 
  they have a feel of being more than just a random encounter 
  result.
  In a traditional gaming environment, Event Encounters 
  should be indistinguishable from hooks into more substantial 
  adventures or modules, keeping the players on their toes and 
  forcing them to treat even a random-table roll as something 
  to be reckoned with.
  Quirk Encounters
    Less dangerous than a Combat Encounter, and less 
  meaningful and significant than an Event Encounter, Quirk 
  Encounters are interesting and flavorful dressing that liven 
  things up on the road in a manner suiting the environment 
  you’re traveling through.
  Quirk Encounters can be atmospheric, thematic, or even 
  meteorological in nature, but all serve a similar purpose: 
  make things interesting and instill a sense of foreboding and 
  tension into what might otherwise be a humdrum point-to-
  point transit.
  No-Result Encounters
    In some cases, it is possible that when you’re called 
  upon to make a roll on a random encounter table, there is no 
  encounter to be found.  These options are called No-Result 
  Encounters.
  Types of Environment
  Types of Environment
  Some rules systems recognize a small handful of types of 
  terrain; others differentiate between a dozen or more.
  The lists in this book were created to align with the overland 
  mapping style and approach used by Infinium Game Studio.  
  More specifically, the terrain types described in this section 
  reflect those used to illustrate the landmasses in the Western 
  Realm Gazetteer (in development as of this writing).
  There are 23 distinct environments to be described.  Your 
  rules system and/or other tools may recognize a smaller set 
  of terrains; feel free to ignore those that are duplicative or 
  unnecessary in your view or in the language of your rules 
  system.
  Please refer to the Types of Environment table starting on 
  the next page for a quick overview and a sample image of 
  each terrain.
  Note that there are 23 different types of terrain used in 
  Aquilae Gazetteers and Realmbooks.  The five most 
  ubiquitous and useful such terrain types have been presented 
  in this book.  A separate book, Environmental Encounters, 
  covers the remaining terrain types in more detail.
  Environment Encounters
  
  534
  Appendices
  Table 652: Types of Environment
  Example
  Name
  Description
  Badlands
  Desolate and barren landscape, often destroyed by war, 
  pestilence, famine, or natural disaster.  Still harbors life, 
  however.
  Desert
  Nearly devoid of water, desert landscapes typically consist 
  of sand, dunes, and flat terrain that stretches inhospitably 
  into the horizon.
  Farmland
  Warm and welcoming, farmland tends to be grasslands 
  or other terrains that have been found to have rich and 
  fertile soil.
  Forest 
  (included)
  Deciduous trees gather thickly here.  Though typically 
  adjacent to farmland and grasslands, and often harboring 
  settlements, dense forests can still be dangerous.
  Forest, Pine
  Higher terrain breeds hardier, taller, and more robust 
  trees to withstand the elements and cold.  Darker and 
  more dangerous, pine forests are often found near rising 
  heights and descending temperatures.
  Grassland 
  (included)
  Gentle and rich lands teeming with mostly nonthreatening 
  life.
  Hills, Brown
  Foreboding and tall hills, tending toward rocky 
  mountainous terrain, often hiding dangerous threats.
  Hills, Green
  Gentle, rolling hills, often simply a more vertically-
  interesting form of grassland or forest.  
  Icefield
  Frigid temperatures and persistent winds make long-
  term settlements difficult, yet not impossible.  Frozen 
  wasteland with little natural precipitation.
  Jungle 
  (included)
  Hot, dense jungle teeming with threats of all manner, such 
  environs can nevertheless sustain bountiful settlements 
  for those used to the conditions.
  Lava
  Molten rivulets of melted rock and earth permeate the 
  otherwise solid surface of this volatile terrain.
  Types of Environment
  
  535
  Appendices
  Example
  Name
  Description
  Marsh
  Swampland containing myriad rivers, lakes, and natural 
  wetlands.  Dangerous to pass through; nearly impossible 
  to live in long-term without substantial adaptation and 
  defense.
  Mountain 
  (included)
  High hills leading to rocky heights and snow-covered 
  peaks.
  Plains
  Flat expanses of cold grasslands.  Though often 
  fertile, plains are rarely converted to farmland due to 
  temperature and/or natural threats.
  Rocky Waste
  Flat expanses of rock and splintered earth found amongst 
  mountains; typically found in craters and immense 
  plateaus surrounded by massive mountain ranges.
  Savannah
  A mixture of desert and forest, containing sufficient water 
  and precipitation to support a vast ecosystem, both within 
  its demarcations as well as beyond.
  Scrub
  A more arid savannah, leading more toward the desert 
  component of the mixture of terrains.
  Snow
  Like icefields, but can be found in low-land zones as well.  
  Natural precipitation can be plentiful, but is always snow 
  and sleet and wintry mixtures at best.
  Tundra
  Perpetually frozen earth in a mixture of terrain types.  
  Though often found near pine forests, tundra itself is 
  generally treeless and harbors only brush and a mixture of 
  rocky soils.
  Volcanic
  Like lava, but dormant, or sufficiently thick in crust so 
  that molten earth is not a constant threat.  Desolate lack of 
  natural precipitation and the presence of volatile threats, 
  however, are omnipresent.
  Wasteland
  Similar to Badlands, but nearly inhospitable to life as 
  we typically would think of it.  Flora and fauna in these 
  regions are twisted, dark, and scary.
  Coastal
  Where land and sea meet, a unique ecosystem forms, 
  much desired for settlements but much contested by 
  volatile oceanic fauna.
  Lake / River 
  (included)
  Passable or not, fresh or salinated, lakes and rivers form 
  natural boundaries and come with their own threats.
  
  536
  Appendices
  Overview
  Overview
  Traditional random-encounter tables rarely differentiate 
  between types of “No-Result Encounters”, often simply 
  stating “No Encounter”.
  This book recognizes that there are different kinds of safety.
  Specific No-Result 
  Specific No-Result 
  Encounters
  Encounters
  The following specific results appear on the environment 
  encounter tables.  
  Unless otherwise indicated in the specific environment table 
  entry, the description below applies to all situations in which 
  these specific results appear.  For example, a “Rest Safely” 
  result means the same thing whether you receive it in the 
  Wastelands, or in the Grasslands.
  No Encounter; Rest Safely
    The rarest of all random-encounter results: not only 
  do you not suffer a threatening scenario, but you actually 
  benefit from the situation.  
  You may pass unmolested through the current terrain, until 
  you are called upon to make another random encounter roll.
  In addition, you may rest safely one time for up to a full 
  rest in the current environment.
  As a solo D/GM, you will be aware of this result and the 
  benefit it grants; if you are using this book in the context 
  of a traditional TTRPG group, you may choose to reveal this 
  benefit, or not, to the PCs.
  No Encounter; Pass Safely
    The default “no result” situation that you’re likely 
  used to seeing in most wandering-monster tables: nothing 
  interesting, or threatening, occurs right now.  
  You may pass through the current terrain safely, but unless 
  otherwise indicated in the description of the terrain you’re 
  traversing, you may not safely rest here and incur an 
  additional roll on the environment encounter table if you 
  attempt it.
  No Encounter; Rising Tension
    As Pass Safely above, but there’s something in the air; 
  it’s a little too quiet; you have a bad feeling about this.  
  You may pass safely for now, but the next time you are called 
  upon to make a random encounter roll, you do so with 
    
  Disadvantage (roll twice, select the less preferable result).
  No-Result Encounters
  
  537
  Appendices
  Overview
  Overview
  Combat encounters consist of threatening monsters that 
  attack your party.
  Simplified Combat Encounters
  You’ll note that of the 20 results available to each 
  environment table, actual monster results constitute a very 
  small minority of the possibilities.
  That’s by design.  Monster encounter tables are a dime a 
  dozen; you can find or craft ones to your liking fairly easily.
  The focus of this book, as you may have noticed by now, 
  is to present new, innovative, interesting, and narratively 
  complex options for solo play.  Knowing that, okay, now you 
  fight 1d2 giant scorpions is useful, but it’s hardly innovative.
  Note, too, that other IGS books address this need in far more 
  exhaustive and creative detail.  
  Specifically:
  • The Bestiary Master Index contains tables and references 
  to pages in Aquilae: Bestiary of the Realm volumes.
  • The FlexTale Monsters book contains hundreds of tables 
  exhaustively describing combinations of creatures by 
  combat context.
  Both of these tomes are in development as of this writing.
  Substituting More Complex Monster 
  Results
  If you prefer a more detailed monster list, or if you would 
  like to use the definitive IGS options mentioned above, you 
  can take the following approach:
  • Treat all specific monster results on the environment 
  encounter tables in this section the same.  That is, there 
  is no difference between a result of “1d2 Giant Scorpions” 
  and “2d6 Kobolds”; they both mean the same thing: a 
  monster combat encounter.
  • Whenever you receive a monster combat encounter result 
  on an environment encounter table in this section, roll on 
  the wandering-monster or creature list of your choice to 
  determine the specific creatures involved.
  • Note that other combat encounter results that modify the 
  encounter (see below) still apply.
  Initiative and Surprise
  If your rules system allows for surprise and initiative, your 
  party could be ambushed by the encounter.  Some rules 
  systems and house rules address this possibility specifically; 
  you are instead welcome to use the alternative approach 
  described below.
  Simplified Ambush Rules
    Roll initiative as you normally would for the encounter.    
  • If your rules system lacks the concept of Initiative 
  altogether, make one roll for the monsters and one for 
  the PCs: each “side” rolls 1d20, and adds the Dexterity 
  or Agility modifier of the member of their side with the 
  highest value for that ability score.
  • If the monsters roll higher than all of the PCs, then they 
  ambush the party; the monsters receive a free round of 
  actions before combat continues normally.
  • If all of the PCs roll higher than the monsters, then the 
  party takes the creatures by surprise: they receive a free 
  round of actions before combat continues normally.
  Specific Combat 
  Specific Combat 
  Encounters
  Encounters
  The following specific results appear on the environment 
  encounter tables.  
  Unless otherwise indicated in the specific environment table 
  entry, the description below applies to all situations in which 
  these specific results appear.  For example, a “Rest Safely” 
  result means the same thing whether you receive it in the 
  Wastelands, or in the Grasslands.
  Add X Hit Dice
    Roll again on the same table, ignoring and rerolling until 
  you receive a specific monster or set of monsters as a result.  
  Each monster that you then encounter receives a benefit of 
  additional X Hit Dice.  
  If you receive additional “Add X Hit Dice” results in your 
  rerolls, add those additional amounts to the benefit.  For 
  example, if your initial result is “Add 1 Hit Die”, and then 
  your reroll is “Add 2 Hit Dice”, and then roll a specific 
  monster, the resulting monsters you encounter will receive 
  an additional 3 Hit Dice each.
  Monsters receive all impacts corresponding to that benefit, 
  e.g., additional hit points, attack bonuses, and so on, as 
  dictated by the rules system you are using.
  For those using Aquilae: Bestiary of the Realm, if the total 
  of X is at least 4, you may simply use the stat block that is 
  one quadded difficulty band higher than what you would 
  normally use.
  If you are successful in defeating the resulting beefed-up 
  monsters, you may choose any one Reward roll associated 
  with the victory with 
    Advantage (roll twice, select your 
  preferred result).
  Subtract X Hit Dice
    As Add X Hit Dice above, but the X is subtracted from 
  each monster’s Hit Dice, not added.  
  If this brings all of the monsters’ Hit Dice below 1, then no 
  Combat Encounters
  
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  combat encounter takes place.
  For those using Aquilae: Bestiary of the Realm, if the total 
  of X is at least 4, you may simply use the stat block that is 
  one quadded difficulty band lower than what you would 
  normally use.
  If a combat encounter does take place even after applying 
  this penalty, and you are successful in defeating the resulting 
  beefed-up monsters, you must make any Reward rolls 
  associated with the victory with 
    Disadvantage (roll 
  twice, select the less preferred result).
  Difficult Terrain
    Roll again on the same table, ignoring and rerolling non-
  combat results until you receive a specific monster or set of 
  monsters as a result.  
  Any other combat encounter results that you receive during 
  these rerolls stack.  For example, if your initial result is 
  “Difficult Terrain”, and your first reroll is “Add 1 Hit Die”, 
  and then you roll a specific monster, that monster receives 
  an additional Hit Die, and the party suffers from difficult 
  terrain in that combat.
  The PCs treat the combat landscape as Difficult Terrain for 
  the duration of the fight.  If your rules system does not have 
  formal mechanics to support this concept, you are welcome 
  to ignore this effect, or use the simplified rules below.
  Note that as the party is fighting any monsters encountered 
  in their home terrain, the enemy creatures do not suffer the 
  effects of Difficult Terrain for the combat.
  Simplified Difficult Terrain Rules
  For those suffering combat in what they treat as Difficult 
  Terrain, the following effects apply.
  • All movement speeds are halved.
  • Combat maneuvers, special melee attacks, or anything 
  that involves moving about and making a check or a roll 
  are all performed with 
    Disadvantage (roll twice, 
  select the less preferred result).
  
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  Overview
  Overview
  Event Encounters are designed to be significant and 
  interesting things that might happen in the course of 
  overland travel.  
  They’re differentiated from Quirk Encounters in that Events 
  are more meaningful, potentially more dangerous, and have 
  more notable consequences than Quirks.
  This section describes the dozens of Event Encounters, each 
  of which applies to one or more terrain types as listed in 
  subsequent sections.
  Result Variability
  Result Variability
  The cause, context, or “flavor” of a given Event Encounter 
  may differ based on where it’s discovered.  “Stranded 
  Adventurer”, for example, could be wildly different 
  depending on where it’s found: in the Savannah, it could 
  simply be someone who has lost their way and is in need 
  of directions; in the Mountains, it could be someone who is 
  desperate for supplies or they will perish.
  In some cases, the encounter description contains additional 
  options and randomization that adds additional interest and 
  context to the result.
  Choices & Implications
  Choices & Implications
  Some Events have additional implications, impacts, rewards, 
  or penalties that apply based on how the PCs react to the 
  circumstances of the Event.
  These will be listed as follows:
    
    Ignore the Victim
  The implications of the decision involved follows.  Some 
  common implications are that the party may receive a 
  Reward, or suffer a Penalty.
  In many cases as well, there may be a description of what 
  actions qualify for this choice.  For example, “aiding” 
  someone may involve magical healing, but it could instead be 
  a simple skill check.
  Specific Event 
  Specific Event 
  Encounters
  Encounters
  The following specific results appear on the environment 
  encounter tables.  
  Unless otherwise indicated in the specific environment table 
  entry, the description below applies to all situations in which 
  these specific results appear.  For example, a “Rest Safely” 
  result means the same thing whether you receive it in the 
  Wastelands, or in the Grasslands.
  Dragon Fly-By
    These environs are not infrequently traversed by 
  dragons, either en route to their lairs or conquests, or simply 
  because this area itself is their habitat.
  You may roll on the table below to determine the behavior of 
  the dragon as it approaches.
  Table 653: Dragon Fly-By Event Behavior
  D20
  Behavior
  1-5
  Ignores You Entirely
  6-9
  Casual Breath Weapon
  10-11
  Lands and Questions
  12-15 Lands and Fights
  16-18 Attacks from Air
  19
  Aids You
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Ignores You Entirely: If you don’t draw attention to 
  yourself or attack, the dragon will continue on its path 
  without further incident.  It’s as though it was a modern-
  day plane in the sky.
  • Casual Breath Weapon: The dragon sees you, but isn’t 
  interested enough to do anything serious about it.  Out of 
  boredom or the merest whiff of curiosity, it tosses a breath 
  weapon your way.  Use the table below to determine the 
  dragon color and type, which will in turn dictate the 
  nature of the breath weapon used.
  • Lands and Questions: As above, but the curiosity is 
  greater: the dragon lands and asks you why you’re here, 
  what you’re about, and so on.  If your answers displease it 
  (i.e., fail social checks), treat this as Lands and Fights; if 
  it is not annoyed by your presence (i.e., succeed on social 
  checks), treat this as Ignores You Entirely.
  • Lands and Fights: Either you’ve annoyed the dragon 
  by your reactions, or it’s just in a terrible mood; either 
  way, it lands and attacks you.  If your party’s alignment 
  generally doesn’t clash with that of the dragon’s (i.e., for 
  most parties, if it’s a chromatic dragon), you can attempt 
  a social skill check to calm the monster down, in which 
  case, your first successful skill check lets you “downgrade” 
  this result to Lands and Questions.
  • Attacks from Air: As Lands and Fights, except it flies 
  about, using breath weapons, magic, and fly-by attacks.  
  Unless you can fly, too, or have telepathy or other means 
  of forcing communication, you do not have the option to 
  downgrade this as with Lands and Fights.
  • Aids You: Whether out of boredom, curiosity, or genuine 
  interest, the dragon decides to help you.  If it has buff or 
  Event Encounters
  
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  healing spells that would aid you, it uses those on your 
  party; if it does not, or if you are in no need of such magic, 
  it accompanies you and will scare away the next random 
  encounter that’s in the least way negative.  Dragons are 
  fickle folk, so this effect ends without tangible benefit if 
  the dragon has still not scared away an encounter by the 
  time you reach the next settlement or point of interest.
  Dragon Fly-By Color / Type
  If you successfully complete one of the above actions, roll
  You should also roll on the following table to determine the 
  color and nature of the dragon that’s performing the fly-by.  
  Depending on the environment that produced this Event, 
  the results on the table below may result in a seemingly odd 
  combination—a dragon species selected below might not 
  typically inhabit the climate that you are encountering them 
  in, for example.  
  Narratively, you can assume in such circumstances that the 
  dragon in question is either lost, en route from far away, or 
  is approaching out specifically because of where you are, and 
  has diverged from its normal location as a result.
  Table 654: Dragon Fly-By Event Dragon Color
  D20
  Dragon Color
  1-5
  White
  6-9
  Gold
  10-11
  Black
  12-15 Silver
  16-18 Green
  19
  Red
  20
    Reroll with Advantage
  Giant Patrol
    A group of giants walks about regularly in this area, and 
  comes near you.  
  This is similar to the Dragon Fly-By event, except of course 
  that it involves giants instead of dragons.
  If the environment you produced this result in has listed a 
  Giant as one of the potential combat encounters you hazard 
  while traveling here, the Giant Patrol consists of that number 
  and kind of Giant (randomize if more than one kind of Giant 
  combat encounter is possible here).  
  If there are no Giants listed as a possible combat encounter 
  here, the Patrol consists of 
    2d4 Hill Giants.
  You may roll on the table below to determine the more 
  specific nature of the encounter.
  Table 655: Giant Patrol Event Behavior
  D20
  Behavior
  1-5
  Ignores You Entirely
  6-9
  Casual Rock Toss
  10-11
  Questions
  12-15 Fights
  16-18 Attacks from Distance
  19
  Aids You
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Ignores You Entirely: If you don’t draw attention to 
  yourself or attack, the giants will continue on their travels 
  without further incident.  
  • Casual Rock Toss: The giants see you, but aren’t 
  interested enough to do anything serious about it.  Out of 
  boredom or the merest whiff of curiosity, they will each 
  toss a rock your way.  Use normal rock-throwing rules for 
  the type of giant encountered; they will leave you alone 
  and walk away after their dread humor is satisfied.
  • Questions: As above, but the curiosity is greater: the 
  giants approach you, and ask you why you’re here, what 
  you’re about, and so on.  If your answers displease them 
  (i.e., fail social checks), treat this as Fights; if they is not 
  annoyed by your presence (i.e., succeed on social checks), 
  treat this as Ignores You Entirely.
  • Fights: Either you’ve annoyed the giants by your 
  reactions, or they’re just in a terrible mood; either way, 
  they approach and attack you.  You can attempt a social 
  skill check to calm the creatures down, in which case, 
  your first successful skill check lets you “downgrade” this 
  result to Questions.
  • Attacks from Distance: A combination of Causal Rock 
  Toss and Fights, this result means that the giants fight 
  you in full, but try to do so at a distance, constantly 
  throwing rocks until they are reduced to half their starting 
  HP.  If you close to melee range with them, they will 
  continue to fight hand-to-hand.
  • Aids You: Whether out of boredom, curiosity, or genuine 
  interest, the giants decide to help you.  They will 
  accompany you and will scare away the next random 
  encounter that’s in the least way negative.  At the best of 
  times, such an alliance is temporary at best; this effect 
  ends without tangible benefit if the giants have still not 
  scared away an encounter by the time you reach the next 
  settlement or point of interest.
  Avalanche
    A rolling collapse of untold tons of snow and ice falls 
  down and threatens to crush you.
  Everyone in the party suffers 
    1d4 points of bludgeoning 
  damage per Hit Die they possess.  This represents not only 
  
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  the initial onslaught of the snow and ice, but also the cold 
  damage they suffer as they dig their way out of the resulting 
  debris.
  Any individual party member may make a 
    Dexterity or 
  Reflex (with randomized DC), or a Spell save to halve this 
  damage.
  The party as a whole may make a 
    Survival check, a 
    Perception check, or 
    Knowledge (Nature) check 
  (or any equivalents to any of those skills or abilities), with 
  randomized DC.  Success means that you noticed the event 
  about to occur, before it happened, and were able to move 
  quickly to a less dangerous area; the entire party may halve 
  the damage suffered as a result.
  If the party succeeds in the above check to notice the 
  avalanche before it happens, any individual party member 
  who also then succeeds on their Dexterity (or equivalent) 
  save is able to move fully out of the dangerous zone, and 
  suffers no damage at all.
  Missing Townsfolk
    One or more people have gone missing.  Although they 
  may simply be out for a stroll and gotten lost, their loved 
  ones fear the worst, and are very eager for any assistance to 
  be had in finding them.
  There are 
    1d4-1 missing townsfolk.  Treat a 0 result as a 
  1.
  You may choose to search for the missing townsfolk, or 
  ignore the opportunity.
  You may roll on the table below to determine what actually 
  happened to the missing people.
  Table 656: Missing Townsfolk Event Circumstances
  D20
  Circumstances
  1-5
  Tryst
  6-9
  Got Lost
  10-11
  Ran Away
  12-15 Hiding From Threat
  16-18 Wounded by Threat
  19
  Slain
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Tryst: The missing person snuck out to engage in a 
  romantic liaison, probably with someone they shouldn’t be 
  doing this with.  If the Missing Townsfolk is a singleton, 
  then they were engaged in the affair with a completely 
  unrelated party; if two or more people are Missing, then 
  they were all participating together in the dalliance.  Once 
  discovered, the Missing Townsfolk will disengage and 
  return home.  If you want to help keep their secret, it is a 
  double-or-nothing proposition: You will have to succeed in 
  a Diplomacy (or equivalent social-subterfuge check) once 
  you return.  If you succeed on this lie, the thankful lover 
  will give you an additional 
    Reward (p 399) on top of 
  that given by their grateful loved ones... but if you fail the 
  check, neither the lover, nor the lied-to loved ones, will 
  grant you any reward.
  • Got Lost: The missing people are innocently lost, and 
  merely need someone to point the way home.  Perhaps 
  they had a picnic and got drunk or high on nearby 
  mushrooms.  
  • Ran Away: The missing people intended to run away 
  from home.  Maybe they had a fight with their loved ones, 
  or perhaps this was the culmination of years’ worth of 
  disagreements.  Upon encountering someone actively 
  looking for them, they will reconsider briefly: it’s a 
  simple matter of a social check (Diplomacy, Intimidate, 
  or equivalent) to convince them to return home; failure 
  means they will run away from you, and you’ll have to 
  physically apprehend and carry them back to succeed.
  • Hiding From Threat: A monster, serial killer, stalker, or 
  other threat of violence is nearby, and they are missing 
  because they are hiding from it.  You may attempt to use 
  Stealth to sneak them home; failure means you must roll 
  on the random environment encounters table until you 
  produce a combat encounter, then defeat those monsters.
  • Wounded by Threat: The missing townsfolk was able to 
  fend off a violent threat, but not before suffering a wound 
  that makes it impossible to limp home.  Medical skill, or 
  magical healing, is required to help them home.
    
    Ignore the Missing Townsfolk
  If you choose to ignore the missing townsfolk, the 
  implications are the same as those described in “Table 653: 
  Desperate Victim Event Ignore” on page 539.
    
    Search for the Missing Townsfolk
  You may instead decide to help find the townsfolk.  
  This involves searching the countryside nearby until you 
  locate the missing people.
  Mechanically, travel around nearby hexes adjacent to where 
  you encountered the Missing Townsfolk event.  Each hex 
  you travel in this manner, there is a cumulative chance of 
  locating the missing people.  If you succeed in a Perception 
  (or Investigation, or equivalent skill or class ability check if 
  such applies in your rules system) check (with randomized 
  DC), this chance is 10%; if you do not attempt this check or 
  fail it, the chance is 5%.
  That is, the first time you search, you have either a 5% or 
  a 10% chance; the next time you search, you add either 5% 
  or 10% to that chance.  So your second search could be 5%, 
  10%, 15%, or 20%, based on the success or failure of the two 
  checks involved in the first two searches.
  During this time, you roll for additional random 
  environmental encounters as normal based on how much 
  time you spend searching.
  Once you locate the missing townsfolk, use the Missing 
  Townsfolk Event Circumstances table above to determine 
  what, if any, action or options apply.
  
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  Search Success
  If you successfully locate the townsfolk, and enact the 
  resolution required by the particular Circumstances, a 
  reward may await you upon escorting them back home.
  Unless contradicted by something more specific in the 
  Circumstances above, once you escort the townsfolk back 
  to the hex in which you encountered the Missing Townsfolk 
  event, roll on the table below to determine the implications.
  Table 657: Missing Townsfolk Event Success Implications
  D20
  Implications
  1-5
  Thanks Only
  6-12
  Reward
  13-15 Follower
  16-19 Word Gets Around
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • Thanks Only: Aside from the altruistic inner glow that 
  satisfies when the day is through, there is no further 
  mechanical or narrative benefit to be derived from your 
  actions.  Perhaps the folk you have aided are simple and 
  have little to offer in return, or perhaps they suspected 
  you were lying to them, or maybe they were so angry 
  at their missing loved ones that they have no emotion 
  left over to feel gratitude toward those responsible for 
  returning them.
  • Reward: The party receives one 
    Reward (p 399) at 
  random, given by the missing townsfolk’s loved ones.
  • Follower: One of the NPCs you have just aided follows you 
  around devotedly as a combination of thanks and hero-
  worship, or perhaps simply because you have made them 
  safe and they see no other safety elsewhere in their lives.  
  Though the NPC is a oth-level commoner, they are still in 
  your care and protection.
  • Word Gets Around: Word spreads of your generosity, 
  and you benefit from this word-of-mouth.  Roll a 
    d6: 
  on a 1-3, this is a Settlement; on a 4-6, this is Faction.  
  Randomize the settlement or faction with which you 
  gain a degree of positive Attitude; for either, this applies 
  to the default Attitude of any NPC you encounter with 
  membership in that thing.
  Nomadic Quest
    A wandering hermit, effectively native to this terrain, 
  wishes to learn more about the far-flung regions of the 
  environment.
  Mechanically, treat this receiving a randomly-generated 
  Exploration Quest (p 265).  Once you have completed 
  the quest, you may return to the location in which you 
  encountered the Nomadic Quest environment event to 
  receive any rewards associated with its completion.
  Opportunistic Bandits
    A group of Neutral Evil bandits (Fighters equal in level 
  to your average party level) accosts you.  They will fight until 
  half their number are slain, and will then attempt to flee.  
  This Event always includes a randomized quantity of bandits; 
  make this determination once you encounter this result.
  The bandits themselves have mundane gear: each possesses 
  leather armor, a short sword, 2 daggers, a shortbow, and 10 
  arrows.  They carry no other treasure of note.
  When this event takes place normally, the bandits will greet 
  you and demand payment.  
    Pay Off the Bandits
  If you give them at least 10% of the total value of your 
  possessions, the bandits will leave you alone and allow to to 
  pass unmolested.  This has no further impact to you or the 
  bandits.
   
    Flee from the Bandits
  If you successfully flee from the bandits, they may pursue 
  you.
  The next time you receive an “Opportunistic Bandits” 
  environmental encounter result, the bandits will ambush you 
  and will receive a free round of actions before combat starts 
  as normal.  
  In addition, add +1 bandit per die rolled.  So an Event 
  description that normally lists “2d4 Opportunistic Bandits” 
  would actually involve 2d4+2 bandits who surprise you.
   
    Defeat the Bandits
  If you defeat the bandits, you can of course loot the corpses 
  of those you have slain.
  If you defeat the bandits by causing some of them to flee,  
  multiply the number of bandits by 5; the result is the 
  percentage change that a reward has been posted for these 
  bandits and they are wanted men and women.  If you slew 
  them all, this multiplier is instead 10.
  One way or another, unless you fled the bandits, you may 
  receive a reward: The next time you visit a settlement, roll 
    d100 and compare to this chance: success means you 
  are given a 
    Reward (p 399) at random by the security 
  forces there.
  Poison Haze
    The air hangs thicky in a dense fog here.  Sometimes 
  showing hints of yellow, other times tints of green, the 
  particulates are clearly not ideal for most life.
  The malaise has a chance of affecting each party member.  
  For every hex of this terrain type traveled through, starting 
  immediately upon encountering this event, each party 
  member must make a 
    Fortitude / Constitution / Death 
  save (with randomized DCs for those systems to which the 
  concept applies).  
  Success means they have fended off the effects of the Poison 
  Haze for the time being.
  
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  Failure may produce a variety of results, as the poison 
  affects creatures differently.  Roll on the table below for each 
  PC who fails their save amidst the Poison Haze.
  Once suffering, an afflicted creature does not have to make 
  further saves while traveling through this terrain, but their 
  condition remains until they leave the region.  
  Once they leave this terrain type, each afflicted creature may 
  make another save, with the same DC if applicable.  Success 
  means all effects are removed immediately; failure means 
  the effects remain, but can be remedied if the creature 
  receives even 1 point of magical healing.
  Table 658: Poison Haze Event Effects
  D20
  Effects
  1-5
  -1 on Attacks
  6-9
  -1 on Checks
  10-11
  -2 on Saves
  12-15 Disadvantage on Checks
  16-18 Disadvantage on Attack Rolls
  19
  Disadvantage on Saves
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • -1 on Attacks: All attack rolls made by the affected 
  creature suffer a -1 penalty. 
  • -1 on Checks: As above, but applies only to skill and ability 
  checks.
  • -2 on Saves: As above, but applies to all saving throws 
  made by the creature.
  • Disadvantage on Checks: All skill and ability checks made 
  by the victim suffer 
    Disadvantage (roll twice, select 
  the less favorable result).
  • Disadvantage on Attack Rolls: As above, but applies only 
  to attack rolls.
  • Disadvantage on Saves: As above, but applies to saving 
  throws.
  Private Property
    Townsfolk who claim to be the rightful owners of this 
  territory approach you, and demand that you leave the area 
  immediately.  
  Mechanically, this means 
    2d6 0th-level commoners.  
  They are unarmored, and are improvisationally but 
  effectively armed with daggers, pitchforks, and the like (1d6 
  slashing damage equivalent in melee).  They each possess 
  2d12 cp.
  Whether these folk are truly the lawful owners, if the land 
  even belongs to anyone, or if they are merely a slightly more 
  conversationally-creative form of Opportunistic Bandits 
  above... none of that really matters when pitchforks are 
  brandished your way.
  Though the narrative options are nuanced and many, 
  structurally, you may either comply, or try to talk your way 
  out of the situation.
    Leave Immediately
  If you agree to leave immediately, make a 
    Diplomacy (or 
  equivalent) check.  
  Success means the “owners” let you leave without further 
  ado, perhaps guffawing to themselves that meagrely-
  armed commoners were able to stare down heavily-armed 
  adventurers.
  Failure means they ask for an additional bribe as a “cost” of 
  “trespassing” on their lands.  This takes the form of 1/20th 
  of your monetary wealth, rounded down, in whatever form 
  or combination of forms you wish (e.g., coin, coin and gems, 
  gems only, etc.).  You may give them weapons, armor, or 
  other items of value, but the calculation of your monetary 
  wealth should only include coins and gems.
  If you give them the bribe, treat this as a success on the 
  Diplomacy check above; they let you go.
  If you don’t want to; you can attempt a 
    Intimidate (or 
  equivalent) check; success means they let you go without 
  the bribe; failure means you must either give them the bribe 
  or fight them.  At this point, treat as Intimidate and Stay 
  below, with a failed check.
    Intimidate and Stay
  You can try and talk these folk down.
  Mechanically, you can attempt a 
    Diplomacy or 
  Intimidate (or equivalents) check.  
  Success means they either admit they don’t own the land, 
  or make a big show of grudgingly allowing you to stay; they 
  trouble you no further.
  Failure means that they take offense at the mere notion that 
  their authority isn’t obeyed.  They fight you, but will flee 
  once half their number are slain.
  Shake-Down
    A group of armed and armored people approach you, 
  and demand money for their protection.  It’s dangerous in 
  these parts, you see, and they are the only source of security 
  and peace the region.  And they don’t work for free, no sir, 
  and they have expenses, you see.
  The gang consists of 
    2d4 Fighters, each of level equal to 
  the average party level minus 2 (minimum 1).  Each is armed 
  with a longsword, dagger, and shortbow, carries 10 arrows, 
  and wears leather armor.
  Between them, they carry sufficient material wealth to merit 
  a single roll on “QuickStart Treasure, Low Coin Generator” 
  on page 52.
  You may choose to pay them, negotiate with them, flee, or 
  attack.
  If at any point in the below decision-making, you owe the 
  gang money (i.e., have not Negotiated your way out of paying 
  
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  altogether), and do not run away, but refuse to pay, they 
  will attack you; treat the circumstances at that point as the 
  Attack choice below.
    Pay
  The Shake-Down is immediately satisfied if you give the 
  ruffians a bribe equal to 1/20th of your monetary wealth, 
  rounded down, in coins of whatever combination of 
  denominations you wish.  The gang leaves you be from that 
  point onward; you may ignore future environment encounter 
  results of “Shake-Down” so long as you continue to travel in 
  this terrain type.  That is, your chance to encounter another 
  Shake-Down is reset as soon as you move onto a hex of a 
  different terrain type than the current one.
    Negotiate
  You may attempt to haggle over the price of their “security” 
  offering.  Make a 
    Diplomacy (or equivalent) check, with 
  DC randomized.  Success means that you get them to halve 
  the amount of the bribe required to satisfy their interest.
  You may continue to attempt Negotiations in this manner.  
  Each success again halves the amount.  
  At any time in your negotiations so long as they are 
  succeeding, you may choose to stop further checks and 
  simply pay the amount currently negotiated.
  Four successive successful Negotiations checks will cause 
  them to lose interest, and go about their business without 
  further hassle and with zero cost to you.
  Beware, however, for this is a “push your luck” situation: 
  if you fail even once, the gang will reset their intentions to 
  their original stance: 1/20th, or fight.
    Flee
  You can run away.  The gang will be so shocked at this 
  outcome that they won’t immediately chase you.  
  Move one hex in a random direction.
  Once you have fled a Shake-Down event, the gang will 
  recognize you next time, and not allow for as favorable 
  outcomes: the next time you roll a Shake-Down event (in this 
  terrain type or any other), you will encounter the same gang.  
  Negotiations checks you attempt suffer 
    Disadvantage 
  (roll twice, select the less favorable result).
    Attack
  You can choose to fight the gang (or be forced to do so based 
  on other decisions, above).  
  When the first one of their number falls, the remaining 
  warriors will ask you to relent; they will recognize that you 
  clearly don’t need their help surviving in this environment, 
  and therefore you may proceed without paying the protection 
  money.  
  If you continue to attack them beyond that point, they will 
  fight back, but will flee once half their original number are 
  defeated.
  Shepherd Quest
    A shepherd who works this terrain has lost something.  
  It could be a sheep, it could be a crook or quarterstaff.
  Treat this receiving a randomly-generated Rescue Quest (p 
  186).  Role-wise, the location to which you must return 
  the rescued cargo is the hex in which you encountered the 
  Shepherd Quest event.
  Shifting Terrain
    Whether it’s a trick of the light, your vision failing to 
  adjust, you can’t quite read the terrain.  If you didn’t know 
  any better, you could swear that it’s shifting, changing, even 
  as you try to get a read on things.
  In some environments, the terrain can and does actually 
  shift: snowfall, wind, and storms can physically alter the 
  landscape, making navigation challenging and even simple 
  traversal perilous.
  Roll on the table below to determine the effect of a particular 
  Shifting Terrain effect.  
  For each hex you traverse that is the same terrain type as 
  that where you first encountered this event, make another 
  roll on this table, as the Shifting Terrain alters.  Each time 
  you make a roll on this table, previous effects rolled on this 
  table no longer apply—that is, only one effect from the table 
  below applies in any given hex of terrain.
  Table 659: Shifting Terrain Event Effect
  D20
  Effect
  1-5
  Difficult Terrain
  6-9
  Too Quiet
  10-11
  Navigational Error
  12-15 Way is Cleared
  16-18 Sudden Pit
  19
  Treasure Revealed
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Difficult Terrain: The entire landscape counts as Difficult 
  Terrain for your party.  Creatures native to this region 
  (i.e., those encountered in other Events and Quirks) are 
  unaffected, as they are used to the shifts and changes 
  in the environment.  For rules systems that lack a 
  formal mechanic for Difficult Terrain, your movement 
  speed is halved, and you suffer 
    Disadvantage (roll 
  twice, select the less favorable result) for any complex 
  maneuvers or movements you attempt that involve a roll 
  or a check.  
  • Too Quiet: Sands collapse, snow shifts, or brush tumbles 
  away, leaving the party exposed.  Make another roll on 
  the appropriate environment encounters table; ignore any 
  result that is not a combat encounter.  Any further rolls 
  on an encounter table are made with 
    Disadvantage 
  (roll twice, select the less favorable result) so long as this 
  effect is in place; “less favorable” in this case means the 
  
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  most combat-oriented result.
  • Navigational Error: You’re not sure which way is which 
  any more.  Move one hex in a random direction, and make 
  an environmental encounter table roll once you land in 
  the new location.  Before your forced movement, you may 
  use an appropriate navigational skill or tool check (with 
  randomized DC, for systems that require one) to overcome 
  this error; success means you may ignore this effect for 
  this hex.
  • Way is Cleared: Though most of the time, Shifting Terrain 
  causes frustration or danger, sometimes it can be a 
  blessing.  The sands, snow, or other landscape has cleared, 
  making your way forward much more straightforward.  
  You may ignore any normal requirements to make further 
  environmental encounter checks so long as you travel in 
  this terrain type.  In addition, while moving through this 
  type of terrain, you move at half-again speed (i.e., 150% 
  of your normal pace).
  • Sudden Pit: Treat this as the Quirk of the same name.
  • Treasure Revealed: The sands, snow, or debris reveals 
  a hidden cache, or dropped belongings.  Make a roll on  
  “QuickStart Treasure, Low Coin Generator” on page 
  52.
  Strangling Flora
    The surrounding plant life suddenly reveals itself to be 
  hostile, as roping vines and poisonous tendrils reach for you.
    2d4 such tendrils attack your party.  Randomize which 
  PC each tendril attacks.  For each attack, the targeted PC 
  may attempt a 
    Dexterity / Reflex / Spell save (with 
  randomized DCs for those systems to which the concept 
  applies).
  Success on a given save means that that PC has avoided that 
  particular attack.  Succeeding on a save does not provide 
  immunity from other attacks; each one must be saved for 
  separately.
  Roll on the table below to determine the effect if you do not 
  avoid the Strangling Flora.  As various types of plant life are 
  involved, make a separate roll for each attack.
  Table 660: Strangling Flora Event Effect
  D20
  Effect
  1-5
  Crushing Vine
  6-9
  Thorny Vine
  10-11
  Virulent Tendril
  12-17
  Poisonous Tendril
  18
  Tripping Vine
  19
    Reroll Twice
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Crushing Vine: The victim suffers 
    1d4 points of 
  bludgeoning damage for every 3 Hit Dice or fraction 
  thereof they have.  For example, a 5th-level Wizard would 
  suffer 2d4 damage.
  • Thorny Vine: As above, but the damage is 
    1d4 points 
  of piercing damage per 2 Hit Dice.
  • Virulent Tendril: The victim suffers 
    1d4 points of 
  poison damage for every Hit Die they possess.
  • Poisonous Tendril: As Virulent Tendril, but the damage 
  is 
    1d4 for every 2 Hit Dice or fraction thereof.
  • Tripping Vine: The victim is tripped to the ground.  While 
  this inflicts no damage in and of itself, it makes them an 
  easy target: any other attacks this event from Strangling 
  Flora will automatically target this victim, and they suffer  
    Disadvantage (roll twice, select the less favorable 
  result) on their saves to avoid the attacks.
  • Reroll Twice: Roll twice more on this table and apply 
  both effects.  Ignore this result if rolled again.  Duplicate 
  results on this table do not stack; for example, if you 
  reroll two Crushing Vine results, you still only suffer 1d4 
  points of damage per 3 HD.
  Completely Lost
    You have absolutely no idea where you are, any more. 
  Until you recover your bearings, you must move one hex in a 
  random direction.  This effect persists even if you move into 
  terrain of a different type.
  Each hex you move through, you may select one PC in your 
  party to try and navigate your way out of the situation.  
  Make a navigational skill check (e.g., 
    Knowledge 
  (Geography)).  Using a navigational tool (compass, sextant, 
  map specific to this area, guide / sherpa / hireling native 
  to this region) grants 
    Advantage (roll twice, select the 
  more favorable result) on this roll.
  Failure means you continue to move randomly.  
  Your first success means you may move intentionally in 
  the direction of your choice.  You must continue to make 
  navigational checks each hex of movement, however, until 
  you score two successes in a row.
  While you are Completely Lost, you must still make other 
  environmental encounter checks as you normally would; any 
  encounters that result do not remove this effect.
  Splintertrees
    The trees in this area might be sentient, or might simply 
  be reacting to movement.  You don’t have enough time to 
  consider the underlying reasons, though, because you’re too 
  busy trying to dodge the needle-like darts of pine and thorn 
  that they are flinging your way!
  When you encounter this Event, the Splintertrees fling 
    
  1d6 darts at your party.  
  For each dart, randomize which party member is targeted.  
  
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  Each PC, for each dart attack they suffer, may attempt a 
    
  Dexterity or Reflex (with randomized DC), or a Spell save to 
  avoid the dart completely.
  For each dart that is not dodged in this manner (i.e., if the 
  save is failed), the victim suffers 
    1d4 points of piercing 
  damage.
  After the initial wave of darts, roll a 
    1d6; if you roll 
  equal to or less than the number of dart waves you’ve 
  suffered already, the Splintertrees relent.  If you roll over the 
  number of waves, then they launch another wave of darts—
  repeat the above process for another wave of 1d6 darts.
  This means that the Splintertrees might end up tossing a 
  maximum total of 36 darts your way!
  If this process results in more than 3 waves of darts, the 
  party receives 
    Advantage (roll twice, select the more 
  favorable result) on their saves for any waves beyond the 
  third, as they would likely have taken cover or moved far 
  enough away from the Splintertrees that it would be more 
  difficult for them to hit.
  Washed Ashore
    Something has been beached on the coastline here.  You 
  don’t need a check to notice it; it’s pretty unavoidable and 
  stands out on the sand or rock.
  Roll on the table below to determine what has been Washed 
  Ashore.
  Table 661: Washed Ashore Event Effect
  D20
  Effect
  1-5
  Corpse
  6-9
  Well-Equipped Corpse
  10-11
  Stunned Monster
  12-15 Ruined Treasure
  16-18 Sealed Treasure
  19
    Reroll Twice
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Corpse: A dead body.  Nothing else to see, here; move 
  along.
  • Well-Equipped Corpse: Ah, now this is a bit more 
  interesting.  The dead body is dressed in leather armor 
  and bears a shortsword and dagger; they also have a 
  shortbow that has been rendered useless by the elements, 
  and an empty quiver.
  • Stunned Monster: It’s a creature on the shoreline, 
  stunned by its journey here.  Roll on the appropriate 
  environment encounter table until you get a combat 
  encounter result; a single instance of that creature is what 
  has washed ashore.  Use 
    Stealth or its equivalent 
  in your rules system (with DC randomly determined for 
  systems requiring that value) to avoid detection; if it 
  notices you, it will attack to the death.  If you encounter 
  this result more than once, each successive result adds one 
  to the monster type already determined; you don’t need to 
  re-randomize which creature is there more than once.
  • Ruined Treasure: It’s tempting and exciting to see 
  a treasure chest, map tube, crate, or sack.  If you 
  investigate, there is a 
    15% chance that it is trapped; 
  generate a random trap using the “QuickStart Trap 
  Generator” on page 33.  In all likelihood, the treasure 
  is ruined by the sea and there is nothing useful inside: 
  there is only a 15% chance (25% if you successfully 
  noticed and disarmed the trap) that you may treat this as 
  Sealed Treasure below.
  • Sealed Treasure: A watertight chest, casket, bag, or other 
  secure container has found its way to the shore.  It is 
  untrapped, and may be unlocked easily (requiring no skill 
  or check).  The party receives a random Material Reward 
  (p 403) within.
  • Reroll Twice: Roll twice again on this table and apply both 
  results.  Results do stack.  The Reroll Twice result itself 
  stacks as well, up to 4 times total.
  Drowning Victim
    A helpless person is drowning.  You may choose to 
  ignore them, or help them.
    
    Ignore the Victim
  If you choose to ignore the victim, roll on the table below to 
  determine the implications of your decision.
  Table 662: Drowning Victim Event Ignore
  D20
  Implications
  1-12
  No Effect
  13-14 Survive Anyway & Vengeful
  15-17
  Word Gets Around
  18-19 Comes Back to Bite You
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: There are neither positive, nor negative, 
  implications from your decision.
  • Survive Anyway & Vengeful: Though you ignore the 
  victim and don’t help them, a twist of fate (a helpful wave, 
  a log floating by at just the right time) means they survive 
  anyway without your help.  They noticed you, however, 
  and that you explicitly chose to do nothing.  The next time 
  you roll a Drowning Victim event, it will be the almost-
  drowned NPC who shows up, with a gang of allies, to 
  enact revenge upon your party.  Treat the recovered victim 
  as a Fighter of level equal to your average party level, 
  with one ally Fighter for every 2 PCs or fraction thereof 
  in your party.  The ally Fighters are each of level equal to 
  
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  the drowning victim, minus 1d2; roll separately for each 
  ally.  Each of the gang is armed with a longsword, dagger, 
  shortbow, 10 arrows, and leather armor.
  • Word Gets Around: The next settlement you come to 
  has heard of your choice.  Failure at the next social 
  interaction of a member of that village means the Attitude 
  of the settlement itself toward the party, and the default 
  Attitude of every villager therein, degrades.
  • Comes Back to Bite You: At the conclusion of the current 
  gaming session, the party suffers one 
    Penalty (p 
  443) at random as a culmination of their choice.
    
    Aid the Victim
  You may instead decide to aid the adventurer.  
  This requires a series of 
    Swim checks (or Athletics, or 
  your system’s equivalent, each with a separately-randomized 
  DC for systems that require it) to swim out to the victim, 
  grab them, and then swim back.
  Roll 
    1d6; this is the number of successful Swim checks 
  you need to roll in order to complete the rescue.
  Each time you fail a roll, roll a 
    1d20; if the result is equal 
  to or less than the number of times you have failed a Swim 
  check in this challenge, the victim drowns and you receive no 
  benefit for your actions.
  Aid the Victim Success
  If you successfully complete one of the above actions, roll 
  on the table below to determine the implications of your 
  decision.
  Table 663: Drowning Victim Event Aid Implications
  D20
  Implications
  1
  No Effect
  2-10
  Reward
  11-12
  Follower
  13-19 Word Gets Around
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: Aside from the altruistic inner glow that 
  satisfies when the day is through, there is no further 
  mechanical or narrative benefit to be derived from your 
  actions.
  • Reward: The party receives one 
    Reward (p 399) at 
  random.  This might be given directly by the aided person 
  (“I’ve not much to give you in thanks, but here...”), or 
  awarded to the party by a loved one or other interested 
  party.
  • Follower: The NPC you have just aided follows you around 
  devotedly as a combination of thanks and hero-worship, or 
  perhaps simply because you have made them safe and they 
  see no other safety elsewhere in their lives.  Though the 
  NPC is a oth-level commoner, they are still in your care 
  and protection.
  • Word Gets Around: Word spreads of your generosity, 
  and you benefit from this word-of-mouth.  Roll a 
    d6: 
  on a 1-3, this is a Settlement; on a 4-6, this is Faction.  
  Randomize the settlement or faction with which you 
  gain a degree of positive Attitude; for either, this applies 
  to the default Attitude of any NPC you encounter with 
  membership in that thing.
  Stranded Adventurer
    An adventurer wanders about, separated from the rest 
  of his party, terrified, and aimless.  There but for the grace 
  of the gods, go you.
  The Stranded Adventurer is a Fighter equal in level to your 
  average party level, minus 1 (minimum 1).  They are dressed 
  in chainmail, and are equipped with a longsword, shield, 
  dagger, longbow, and 20 arrows.
  You may ignore the Stranded Adventurer, help them 
  reconnect with their group, or kill them and take their loot.
   
    Kill the Adventurer
  If outnumbered, the Stranded Adventurer will try to flee, 
  already being in a state of near-panic at being alone to begin 
  with.  
  If you successfully slay the adventurer, you can loot her 
  body; in addition to the equipment described, she’s in 
  possession of coinage equal to a single roll on “QuickStart 
  Treasure, Low Coin Generator” on page 52.
  Whether you successfully slay her, or if she escapes your 
  murderous attempt, there is a chance of her comrades 
  discovering the situation and connecting it to you: Roll on 
  the Stranded Adventurer Event Ignore table below, but treat 
  all results other than “No Effect” as “Comes Back to Bite 
  You”.
    
    Ignore the Adventurer
  If you choose to ignore the Stranded Adventurer, roll on the 
  table below to determine the implications of your decision.
  Table 664: Stranded Adventurer Event Ignore
  D20
  Implications
  1-8
  No Effect
  9
  Displease Faction
  10-12 Word Gets Around
  13-19 Comes Back to Bite You
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: There are neither positive, nor negative, 
  implications from your decision.
  • Displease Faction: A faction with which one or more of 
  the PCs is associated learns of the act, and is displeased.  
  
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  Perhaps the ignored adventurer collapsed upon the 
  entrance of the faction, and told the tale of the party’s 
  bad-Samaritan actions.  If the party is associated with one 
  or more religious factions, randomly select one; if they 
  are not, randomly select a faction of a secular nature.  
  The next time one or more PCs interact with one or more 
  members of the displeased faction, they must make a 
    
  Diplomacy (or equivalent) check; failure means the party 
  degrades one level of Attitude in the eyes of the faction.
  • Word Gets Around: As Displease Faction, but applies 
  to the next settlement that the party encounters; failure 
  at the next social interaction of a member of that village 
  means the Attitude of the settlement itself toward the 
  party, and the default Attitude of every villager therein, 
  degrades.
  • Comes Back to Bite You: The Stranded Adventurer 
  eventually does reconnect with her comrades on her 
  own, and they universally are upset with your decision 
  to ignore their friend.  The next time you roll a Stranded 
  Adventurer event, it instead becomes an ambush, where 
  the Stranded Adventurer and 
    2d4 of her party 
  (equipped similarly to the Adventurer herself) attack you, 
  seeking revenge.  They will flee once half of their number 
  are slain.
    
    Aid the Adventurer
  You may instead decide to aid the adventurer.  
  This involves escorting her until you reconnect her with the 
  rest of her party.  It’s uncertain where they are, however.
  Each time you move through an overland terrain hex while 
  escorting her, roll on the table below.  Each time you move 
  into a new settlement, you may make a roll on the table 
  below with 
    Advantage (roll twice, select the more 
  favorable result).
  Table 665: Stranded Adventurer Event Aid Results
  D20
  Aiding Results
  1
  Party Dead
  2-5
  Attracts the Wrong Attention
  6-13
  Found Clue
  14-16 Found Party; Acclaim
  17-20 Found Party; Reward
  Let’s explore some of these results in more detail: 
  • Party Dead: You discover that the Stranded Adventurer’s 
  party is dead.  Maybe you come across the bodies, or 
  perhaps you simply confirm the status with a faction 
  leader, or a cleric who interred their bodies.  Whatever 
  the case, the search is at an end.  The Stranded Adventurer 
  either comes into possession of the loot her party had had, 
  or receives some other form of death benefit: as a result, 
  the party receives one 
    Reward (p 399) at random. 
  • Attracts the Wrong Attention: All this asking-about 
  and searching has attracted the attention of thieves and 
  ruffians.  
    2d4 Rogues/Thieves, each of level equal to 
  your average party level minus 2 (minimum 1) attack you.  
  They will flee once half their number are slain.
  • Found Clue: Although you haven’t discovered the missing 
  party yet, you do find information that leads you to 
  suspect their whereabouts.  Your next roll on the above 
  table receives the benefit of 
    Advantage (roll twice, 
  select the more favorable result).
  • Found Party; Acclaim: You found them!  Huzzah!  That’s 
  where the good news ends, though, I’m afraid: bereft of 
  funds and having had to sell much of their accumulated 
  treasure, the missing party is little better off than their 
  missing Stranded Adventurer ally.  Though they have 
  nothing material to offer you in thanks, they do offer to 
  tout your achievements to all who will listen.  You may 
  pick any one Faction or Settlement; the Attitude of that 
  entity toward your party increases in rank by one as a 
  result of the acclaim they foster.
  • Found Party; Reward: Not only have you finally found 
  the Stranded Adventurer’s missing allies, it turns out 
  they’ve hardly been idle while conducting their own 
  search to reunite.  They’re well-off and are only too happy 
  to gleefully share it.  The party receives 
    1d4+1 
    
  Rewards (p 399), each determined at random. 
  
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  Overview
  Overview
  Quirk Encounters are designed to be minor distractions 
  from the plodding boredom of overland travel.  
  They are unlikely to result in PC death, and in most cases 
  don’t represent a serious threat.  
  This section describes the dozens of Quirk Encounters, each 
  of which applies to one or more terrain types as listed in 
  subsequent sections.
  Result Variability
  Result Variability
  The cause, context, or “flavor” of a given Quirk Encounter 
  may differ based on where it’s discovered.  “Cave-In”, for 
  example, could be wildly different depending on where it’s 
  found: in the Hills, it could be a region of loose rocks; in an 
  Icefield, it could be a pit of snow and cold.
  In some cases, the encounter description contains additional 
  options and randomization that adds additional interest and 
  context to the result.
  Choices & Implications
  Choices & Implications
  Some Quirks have additional implications, impacts, rewards, 
  or penalties that apply based on how the PCs react to the 
  circumstances of the Quirk.
  These will be listed as follows:
    
    Ignore the Caravan
  The implications of the decision involved follows.  Some 
  common implications are that the party may receive a 
  Reward, or suffer a Penalty.
  In many cases as well, there may be a description of what 
  actions qualify for this choice.  For example, “aiding” 
  someone may involve magical healing, but it could instead be 
  a simple skill check.
  Specific Quirk 
  Specific Quirk 
  Encounters
  Encounters
  The following specific results appear on the environment 
  encounter tables.  
  Unless otherwise indicated in the specific environment table 
  entry, the description below applies to all situations in which 
  these specific results appear.  For example, a “Rest Safely” 
  result means the same thing whether you receive it in the 
  Wastelands, or in the Grasslands.
  Boulder Throw
    Someone—a bored giant, most likely—tosses a rock or 
  two your way.  It could even be that the boulder simply falls 
  from regions higher up; you can’t see sufficiently to tell for 
  sure.  There’s no follow-up in terms of attacks, so it truly 
  seems as though they are bored or no longer see you.
  In all, 
    2d4 boulders are thrown at the party.  For each 
  boulder, randomly select a PC in the party that needs to 
  avoid the throw or suffer damage.
  Any individual party member may make a 
    Dexterity 
  or Reflex (with randomized DC), or a Spell save, for each 
  boulder that targets them.  
  Success means that rock is dodged and no damage is 
  incurred.
  Failure means that person is struck by that rock.  For each 
  such incident, roll on the table below to determine damage 
  and/or effects.
  Table 666: Boulder Throw Quirk Effects
  D20
  Effect
  1-2
  Scrapes and Bruises
  3-5
  Unsure Footing
  6-10
    2d6 bludgeoning
  11-16
    2d8 bludgeoning
  17-18
    3d8 bludgeoning
  19
    3d12 bludgeoning
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Scrapes and Bruises: The “boulder” is really more of a 
  pellet, and/or you are able to dodge enough out of the way 
  so that it’s merely an annoyance that doesn’t even register 
  in terms of hit point damage.
  • Unsure Footing: Though you manage to escape the 
  path of the boulder itself, the maneuver has left you in 
  an unstable situation, and you fear for your mobility 
  should another rock come at you.  If you are the target of 
  any subsequent rocks in this Boulder Throw quirk, you 
  make your saves and rolls on the above table with 
    
  Disadvantage (roll twice, select the less favorable result).
  • XdY Bludgeoning Damage: You suffer the listed amount 
  of damage from the rock.
  Caravan
    A series of vehicles and/or animals strolls slowly past, 
  guided by traders.
  You may choose to ignore the Caravan, trade with the 
  Caravan, or attack the Caravan.
  Quirk Encounters
  
  550
  Appendices
    
    Ignore the Caravan
  Although most Caravans love to trade en route, their 
  main purpose almost by definition is to make it to their 
  destination.  That you have a similar focus doesn’t upset 
  them in the least.  (They leave you alone, too.)
    
    Trade With the Caravan
  You can approach the Caravan and attempt to trade.  
    
  60% of the time, they will immediately open up shop and 
  you can trade with them (see below).  
  If this roll to engage is failed, you can make one 
    
  Diplomacy (or equivalent) check (with randomized DC for 
  systems that require one) to recapture their interest.  Failure 
  means they want to be left alone; perhaps they’re behind 
  schedule, or maybe they view your party as being more likely 
  to be a threat than a profit.  Success at this check means they 
  shrug, and open up shop as though this check wasn’t even 
  necessary to begin with.
  Caravan Wares
  If successfully engaged, roll on the following table to 
  determine what they have for sale.
  Table 667: Caravan Quirk Wares
  D20
  Wares
  1-3
  Odds and Ends
  4-8
  Food
  9-14
  Basic Supplies
  15-17
  Arms and Armor
  18
  Potions
  19
    Reroll Twice
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Odds and Ends: Curios, knickknacks, and antiques; there’s 
  little here to interest most adventurers.  Even so, there is 
  a slight chance to find a diamond in the rough: 
    5% of 
  the time, there’s a minor magical item that has somehow 
  gone un-identified mixed in with the rubbish and 
  heirlooms.  If this is the case, roll up a random magical 
  item using your rules system’s normal treasure tables; 
  that item is, amazingly, for sale for 1/20th of its normal 
  sale price.
  • Food: Rations, ingredients, and other staples to keep the 
  hungry fed.  This might be a supply line for the military, 
  hoping to make a profit en route.  You can purchase any 
  non-magical, ordinary food supplies your rules system 
  identifies here.
  • Basic Supplies: Bedrolls, grappling hooks, and ten foot 
  poles: it’s all here.  All mundane equipment (i.e., not in 
  any of the other categories in this table) from your rules 
  system’s tables is available for purchase.
  • Arms and Armor: Shields, armor, and weapons are for 
  sale here.  This could be a military supply train, hoping 
  to scrape up some extra coin for themselves.  All gear 
  is nonmagical, but there is a 
    20% chance that 
  masterwork items are for sale (for rules systems that 
  support that notion).
  • Potions: This could be an alchemist’s wagon: potions of 
  first-level spells are for sale here.  The PCs may name a 
  given spell they desire and the caravan will check their 
  inventory; in each case, there is a 
    15% chance that 
    1d6 bottles of that potion is for sale.  Healing potions 
  (cure light wounds and the like) are always available in 
  this scenario.
  • Reroll Twice: Reroll twice on this table; items from both 
  categories that result are for sale.  Ignore this result if 
  rerolled either time.  If the same result is rolled twice 
  in your reroll, it means the Caravan has so much of that 
  inventory that they’ll perhaps let it go more cheaply; you 
  may make your roll on the Pricing table below with 
    
  Advantage (roll twice, select the more favorable result).
  Caravan Pricing
  Don’t get too cocky or excited just yet: Once you’ve 
  established what they have for sale, roll on the following 
  table to determine their pricing approach.
  Table 668: Caravan Quirk Pricing
  D20
  Pricing
  1-5
  50%
  6-9
  75%
  10-11
  100% (normal pricing)
  12-15 150%
  16-18 200%
  19
  300%
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • x%: The percentage refers to the multiplier applied to 
  “normal” pricing.  So for an item that normally sells for 10 
  gp, a result of 50% means that the Caravan is selling it for 
  5 gp.
  • 100%: This result means that items are for sale at their 
  usual, full retail, price.
  Selling to the Caravan
  Most Caravans mainly want to sell items and get to 
  their destination, but even the most singularly-focused 
  entrepreneur is usually open to a bargain.
  There’s a chance you may sell your items to the Caravan.  
  If you wish to sell only mundane (i.e., nonmagical) items, 
  make a single check: 
    70% of the time, the Caravan will 
  buy from you.  If this roll to engage is failed, you can make 
  one 
    Diplomacy (or equivalent) check (with randomized 
  
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  DC for systems that require one) to convince them.
  For each separate magical item you wish to sell, make a 
  similar check, but the chance is only 
    25%.  You may 
  attempt a 
    Diplomacy (or equivalent) check before rolling 
  this d100; if you succeed, you may make the d100 roll with 
  Advantage (roll twice, select the more favorable result), 
  but if you fail, you don’t even get to roll the d100, and the 
  Caravan will make no more purchases from your party.
    
    Attack the Caravan
  The Caravan consists of 
    2d8 0th-level commoners (sales 
  people, drivers, stablehands, and the like) and 
    2d4 
  Guards.  Each Guard is a Fighter with level equal to your 
  average party level minus 1 (minimum 1), and is equipped 
  with a light crossbow and 10 bolts, dagger, and a battleaxe or 
  longsword (1d8 melee damage), and wears leather armor.
  The Guards know that their careers are over if they fail 
  their mission and allow the Caravan to be slaughtered and/
  or plundered, and so they will all fight to the death.  The 
  commoners will surrender immediately once all Guards are 
  slain.
  Profit from looting a destroyed Caravan is equivalent to 
  “QuickStart Treasure, Medium Coin Generator” on page 
  53.
  Before you start counting those coins, though, consider that 
  word has a way of getting around: there is a 
    20% chance 
  that the nearest settlement’s Attitude toward the party will 
  degrade two steps.  In addition, the next time a Caravan 
  Quirk is encountered, there is a 
    30% chance that the 
  new Caravan will have heard of the party’s killing of the 
  other Caravan, and the new Caravan will have nothing to do 
  with the party and will not trade with them.
  Cave-In
    An expanse of terrain collapses under the sudden 
  presence of your party.
  You may roll on the table below to determine the nature of 
  the Cave-In.
  Table 669: Cave-In Quirk Effects
  D20
  Effect
  1-5
  Whoa!  Careful, There!
  6-9
  Another Step, And...
  10-11
  Irksome Tumble
  12-15 A Slight Fall
  16-18 A Big Fall
  19
  Pointy Down Here
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Whoa!  Careful, There!: The terrain falls apart a few 
  yards from where you were walking.  It’s unsettling, but 
  fortunately, nobody in the party falls victim to it.
  • Another Step, And...: Right in front of you, the terrain 
  falls away, revealing a pit.  There’s nothing in it, and 
  nobody falls in, so there’s no immediate effect.  If the 
  party proceeds to move through another hex of this 
  terrain type, however, it produces another, separate Cave-
  In Quirk; roll on this table again when that happens.
  • Irksome Tumble: An annoyance, but not damaging: 1d3 
  party members (chosen at random) fall into a shallow put 
  of debris.  Getting out is fairly straightforward, but the 
  incident has put native fauna on high alert: make your 
  next environmental encounter check at 
    Disadvantage 
  (roll twice, select the less favorable result) so long as it 
  occurs in this terrain type.
  • A Slight Fall: The terrain falls open in the equivalent of a 
  10’ deep pit.  1d3 party members (chosen at random) fall 
  inside; each suffers 1d6 points of bludgeoning damage.  
  Climbing out is straightforward and doesn’t even require a 
  skill check.
  • A Big Fall: As with A Slight Fall above, but a much deeper 
  chasm: 1d3 party members (chosen at random) fall into 
  a gaping hole of terrain.  Each suffers 3d6 bludgeoning 
  damage, and must get out somehow.  The sides are 
  stereotypical of the terrain you’re amidst when you 
  encountered the Cave-In Quirk.
  • Pointy Down Here: As above, but waiting for you at the 
  bottom of the pit is debris that inflicts additional damage 
  when you land atop it.  Reroll on this table until you 
  receive a result of A Slight Fall or A Big Fall.  You suffer 
  that effect, plus each PC who falls into the put suffers an 
  additional 1d8 points of piercing damage.  For each Pointy 
  Down Here result that you roll while rerolling to attain 
  one of the other listed results, add another 1d8 points of 
  piercing damage.
  Creepy Runes
    You find an area covered in mystical-looking 
  inscriptions.  They’re definitely not naturally-occuring, and 
  merely recognizing that they are there gives you chills.
    
    Avoid the Runes
  If you declare that you immediately look away, you may 
  avoid any further direct effect from the Creepy Runes.  
  If you do, reroll on the environmental encounter table 
  that produced this result, and reroll any results of “No 
  Encounter”—the presence of the Runes means that 
  something will definitely happen here!
    
    Examine the Runes
  If you don’t choose to avoid the Runes immediately, you may 
  examine them.  This may or may not produce an additional 
  effect; roll on the table below to determine.  
  Roll once for each set of Creepy Runes encountered; the 
  effect described applies to the entire party.  
  Note that because some effects have individually-determined 
  ending conditions, the Creepy Runes might persist for some 
  PCs in your party longer than others.
  
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  Table 670: Creepy Runes Quirk Effect
  D20
  Effect
  1-4
  I’ve Got a Bad Feeling About This
  5-9
  Can’t Stop Thinking About It
  10-12 Aura of Suffering
  13-17
  Aura of Malaise
  18
  Aura of Intensity
  19
  Benevolent Charm
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • I’ve Got a Bad Feeling About This: Examining the Runes 
  has left you unsettled and ill at ease.  You’re not happy 
  here, and can’t wait to get out of the immediate area.  
  Your party cannot take any form of Rest until you leave 
  this hex (short or long).
  • Can’t Stop Thinking About It: The language of the Runes, 
  whatever it once was, burns into your subconscious, 
  and although there is no visible immediate effect, you 
  find yourself pondering the symbols from time to time, 
  whether you want to avoid the effect or not.  Every hex of 
  movement hereafter, there is a 
    5% chance that this 
  evaluation of the memory of the Runes produces an effect.  
  If it does, reroll on the above table, rerolling any results 
  of “Can’t Stop Thinking About It”.  This effect ends if you 
  receive any sort of magical healing, or successfully sleep 
  through a long rest.
  • Aura of Suffering: Pain seems amplified to you, and 
  wounds seem to staunch themselves much more slowly.  
  You suffer double damage each time you suffer slashing 
  or piercing damage.  This effect remains until the next 
  time you conclude a combat encounter in which you are 
  successful.
  • Aura of Malaise: You’re acutely aware of the many 
  sources of potential contagion, infection, and virulence in 
  the area.  And make no mistake: there are many, in the life 
  of any adventurer.  You make all checks and saves against 
  poison, disease, acid or psychic damage, or curses with 
    
  Disadvantage (roll twice, select the less favorable result).  
  This effect ends the next time you are cured of poison or 
  disease, or receive a magical healing effect which includes 
  such cures in its effects whether you currently suffer from 
  them or not.
  • Aura of Intensity: Your senses are sharp, you seem keenly 
  aware of everything that’s going on, and your short-term 
  memory is enhanced.  While under this effect, you gain 
  experience at 150% the normal rate.  For example, if you 
  gain 200 XP while under this Aura, you receive instead 
  300 XP.  This effect ends the next time you gain a level, or 
  if you receive negative levels, level drain, or ability drain 
  or damage (for rules systems which support any of those 
  concepts), or fail any Death save (for rules systems which 
  involve that concept.
  • Benevolent Charm: You feel lucky, and as though the wind 
  is at your back... as though the universe wishes you well.  
  All of your saving throws are made with 
    Advantage 
  (roll twice, select the more favorable result).  This effect 
  ends as soon as you fail any saving throw.
  Cartographer Quest
    A wizened but learned individual approaches you, 
  admitting to a strange fancy, and asking your assistance in 
  aiding the endeavor.
  The Cartographer is trying to map the world, one bit 
  at a time.  You can help by taking careful notes of each 
  environment you traverse.
  Each hex of overland terrain you travel through, make a 
  simple Wisdom check (roll d20; if equal to or less than 
  the highest Wisdom of any PC in your party, you succeed).  
  Keep track of your successes; each one means that you have 
  noted something that will be of sufficient interest to the 
  Cartographer.
  The next time you encounter a Cartographer Quest Quirk, it 
  means you once again meet up with the odd Cartographer 
  who had commissioned your help.
  You may “trade in” successes as follows with the 
  Cartographer any time you encounter him, or stockpile them 
  for a greater reward the next time you run into him.
  There is no limit to the number of successes you may trade in 
  at a given meeting, nor to the number of successes you may 
  accumulate in your journeys.  
  Taking notes for the Cartographer in this manner does 
  not suspend or otherwise affect the need to roll for 
  environmental encounters as normal, so although you may 
  keep taking notes forever, it’s not without risk!
  Cartographer Hex Success Exchange Rates:
  • 2 Successes: Low Coin, page 52
  • 6 Successes: Medium Coin, page 53
  • 12 Successes: High Coin, page 54
  • 5 Successes: Low Gems, page 55
  • 13 Successes: Medium Gems, page 56
  • 20 Successes: High Gems, page 57
  • 10 Successes: Potions, page 58
  Deranged Bandits
    A group of odd-looking, weirdly-behaving miscreants 
  approaches you.  They don’t seem to be asking for anything 
  in particular, and you clutch not your jewels, but the hilt of 
  your weapons.
  Mechanically, treat the Deranged Bandits as a group of 
    2d6 Rogues/Thieves, each of class level equal to your 
  average party level, minus 2 (minimum 1).  Each is equipped 
  with shoddy (but effective) leather armor and either a 
  dagger (
    75% chance, 1d4 melee damage), or a short 
  sword (
    25% chance, 1d6 melee damage).
  You cannot run away from the Deranged Bandits, as they 
  
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  will follow you.  If you devise a magical means of either 
  rooting them in one spot, or traveling supernaturally quickly, 
  then they will follow you to the next hex.
  Your party has one round of actions before the Bandits take 
  action.  
  After one round of your party taking actions, and every 
  round thereafter on the Bandits’ turn, roll on the table 
  below to determine their behavior.  Roll only once; the effect 
  described applies to the entire group of Bandits.
  The Deranged Bandits Quirk ends if you slay all of the 
  Bandits, or when they roll a “Run Away!” result below.
  Table 671: Deranged Bandits Quirk Effect
  D20
  Effect
  1-5
  Shifty Movement
  6-9
  Attack!
  10-11
  Attack Poorly
  12-15 Attack Viciously
  16-18 Distracted
  19
  Run Away!
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Shifty Movement: The Bandits move from side to side, 
  brandishing their weapons.  This makes you ill at ease, but 
  does not count as an attack.
  • Attack!: The Bandits attack as in a normal combat 
  encounter.  (E.g., if you’re using FlexAI rules, treat them 
  as Skirmishers and roll for behavior accordingly.)
  • Attack Poorly: As above, but their insanity makes them 
  overzealous and ineffective.  The Bandits suffer 
    
  Disadvantage (roll twice, select the less favorable result) 
  on their attack rolls this round.
  • Attack Viciously: Zeal can distract, but it can also 
  increase focus.  The Bandits inflict double damage this 
  round, and (for systems which support the concept) 
  automatically confirm threatened critical hits.
  • Distracted: The Bandits are listening to things only they 
  can hear, and looking at things only they seem to see.  As 
  a result, they’re easier to attack right now: attacks against 
  the Bandits until their next round gain 
    Advantage 
  (roll twice, select the more favorable result).
  • Run Away!: The Bandits flee immediately, perhaps at an 
  unseen signal that makes sense only to the deranged.
  Fae Curiosity
    Magical creatures from beyond the glade take a fleeting 
  interest in the party during the passage through what they 
  consider to be their lands.
  At the best of times, fae are unpredictable; the moreso in 
  uncertain circumstances such as the middle of the woods.
  Immediately upon receiving this Quirk, and for each hex of 
  travel throug this terrain type hereafter, roll on the table 
  below to determine the more specific effect on the party.
  The Fae Curiosity Quirk ends when you move into a hex of 
  different terrain, or when you roll “No Further Interest” 
  below.
  Unless otherwise noted below, all effects remain until 
  you leave the terrain type where you received this result.  
  This means that you may accumulate all, or contradictory, 
  effects.  Multiple instances of a given effect do not stack with 
  themselves.
  Table 672: Fae Curiosity Quirk Effect
  D20
  Effect
  1-5
  Observation Only
  6-9
  Unlucky
  10-11
  Lucky
  12-15 Gluefeet
  16-18 Sudden Roar
  19
  No Further Interest
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Observation Only: Whatever Fae creatures are watching 
  you, they’re only watching, at least for the time being.  
  No mechanical effect, but your skin prickles; they’re out 
  there, somewhere, hidden and waiting.
  • Unlucky: The hairs on the back of your neck arch up and 
  wither, and your senses dull as from after a few rounds at 
  the taproom.  Your saving throws suffer 
    Disadvantage 
  (roll twice, select the less favorable result), and attacks 
  made against you gain 
    Advantage (roll twice, select 
  the more favorable result).  
  • Lucky: As Unlucky, but the effect is reversed: you gain 
    Advantage (roll twice, select the more favorable 
  result) in your saves, and attacks against you suffer 
    
  Disadvantage (roll twice, select the less favorable result).
  • Gluefeet: Your movement rate is halved.  In addition, 
  make environmental encounter rolls with 
    
  Disadvantage (roll twice, select the less favorable result).
  • Sudden Roar: Roll on the appropriate environmental 
  encounter table and keep rolling until you receive a 
  combat encounter result.  The number of creatures that 
  appears is the maximum allowed.  For example, if the 
  encounter states “1d4” creatures, 4 appear.
  • No Further Interest: You have failed to suitably entertain 
  the fae watchers, and they take their attentions elsewhere.  
  The Fae Curiosity Quirk ends.
  
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  Guard Picket
    You are stopped by a group of guards who claim to be 
  part of the local security forces.
  Mechanically, this consists of 
    2d4 Fighters, each of class 
  level equal to your average part level minus 1 (minimum 1).  
  Each wears chainmail and holds a spear, and is equipped 
  with a dagger and light crossbow with 5 bolts.
  Roll on the table below to determine what the Guard Picket 
  wants from your party, if anything.
  In any scenario in which you are fighting the Guards, they 
  will flee if you slay half their number.  Any Guards that are 
  slain can be looted for the equipment described above.  If you 
  are able to loot at least one Guard, you also find an amount 
  of coin equal to the amount the Picket would have asked of 
  your party as a bribe (see “Safety Ain’t Cheap”, below).
  If this Quirk ends with your having slain at least one Guard, 
  there is a 
    25% chance that the nearest Settlement’s 
  Attitude toward your party degrades by one step.
  Table 673: Guard Picket Quirk Effect
  D20
  Effect
  1-5
  Keep Your Nose Clean, Citizen
  6-9
  Safety Ain’t Cheap
  10-11
  Have You Seen Anything?
  12-15 What Do You Hear?
  16-18 Scout For Me, Would You?
  19
  Hey, Look, Gals: Target Practice
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Keep Your Nose Clean, Citizen: There’s some gruff talk 
  about the importance of law in today’s society, and the 
  vital and unsung role of guards in our civilization... but 
  gruff talk is all it is.  Move along, folks.
  • Safety Ain’t Cheap: The same “guards are vital” speech 
  as above, but it ends with a fairly blatant suggestion that 
  a few silver pieces would be put to good use in aiding 
  their duties.  The bribe is 
    2d20 gold pieces, multiplied 
  by the number of Hit Dice the party possesses across all 
  characters.  Failure or refusal to provide this amount 
  means the PCs must either succeed in a 
    Diplomacy (or 
  equivalent) check (with randomized DC for systems that 
  require one), or fight the guards.  
  • Have You Seen Anything?: Above all, the guards want 
  information, rumor, or gossip: anything that would 
  distract from the boredom or walking uneventful 
  countryside.  If you can tell them of at least one 
  environmental encounter or combat encounter that 
  you’ve had since the last time you were in a settlement, 
  it will suffice; if you cannot or refuse to share your gory 
  vicariously-enticing details, reroll this result.
  • Scout For Me, Would You?: The guards are concerned that 
  enemy or monstrous forces are encroaching their domain, 
  and ask your help in scouting ahead.  You must travel 
    
  1d4 hexes in a randomly-determined direction, and then 
  report back to this hex with your findings (during which 
  time you must still roll for environmental encounters as 
  normal).  If you don’t agree to do this, treat this result as 
  Safety Ain’t Cheap instead.  If you agree to do this, but 
  then ignore the requirements, the next time you encounter 
  a Guard Picket Quirk, it will be the guards that you lied 
  to: immediately treat it as receiving a Safety Ain’t Cheap 
  result, but double the bribe requested to avoid a fight.
  • Hey, Look, Gals: Target Practice: The Guards 
  immediately attack you once you’re close enough.  They 
  don’t really care about a bribe; after all, once they’ve 
  killed you, they can loot your bodies for everything rather 
  than just the bribe.  
  Ingredient Forage
    This area is rife with natural flora that is highly prized 
  by alchemists and magic-users alike.
  You may spend some time here foraging for alchemical 
  ingredients and material spell components.
  For each hour you spend foraging here, roll on the table 
  below.  The rich diversity of rare plants also attracts 
  animals; there is a cumulative 
    5% chance that while 
  you forage, something else happens as well; roll on the 
  appropriate environmental encounters table.  
  For example, the first hour you spend, you make one roll 
  on the table below, then a d100 roll; on a 1-5, make an 
  encounter roll as well.  The second hour, you make another 
  roll on the table below, then another d100 roll, except this 
  time, on a 1-10, an encounter roll occurs.
  When you are forced to make an environmental encounter 
  roll as a result of the above, there is no more opportunity 
  to forage; you have either become distracted, or the natural 
  flora has been depleted.
  Any time you would roll on the table below, you may attempt 
  a 
    Knowledge (Nature), Survival, or equivalent skill 
  check or ability that involves a dice roll and chance of 
  failure; use a randomized DC for rules systems that require 
  one.  If you succeed on this check, you may choose to make 
  another check, and so on, with no limit so long as you 
  continue to succeed.
  If you stop before you fail any of these checks, you may 
  increase the results of a gp result on the table below by 10% 
  for each success you rolled.  So if you succeeded four times, 
  then stopped rolling, your result would be 140% of the 
  amount indicated below.
  If you fail one of these checks, however, your confidence 
  leads you astray: not only is the result of any forage result 
  below halved, but you must stop foraging in this hex 
  afterwards.
  Successes or failures on these checks have no effect for a 
  Poison Barb result rolled below.
  
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  Appendices
  Table 674: Ingredient Forage Quirk Results
  D20
  Result
  1
  Poison Barb
  2-8
  d20 gp
  9-13
  d20 x 10 gp
  14-16 d20 x 20 gp
  17-18 d20 x 50 gp
  19
  d20 x 100 gp
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • d20 x Y gp: Roll the formula listed; the result is the 
  equivalent value in gold pieces of the ingredients you 
  harvest.  You may simply sell these the next time you’re 
  in a settlement to an apothecary or alchemist for the 
  gold coin, or you may count the forage as any equivalent 
  combination of naturally-occurring spell components, 
  alchemical ingredients, or poisons.  Use common sense: 
  you won’t harvest scorpion venom from plants, but 
  belladonna is realistic.
  • Poison Barb: You accidentally prick yourself with 
  something that you should avoid pricking yourself with.  
  Make a 
    Constitution or Fortitude (with randomized 
  DC), or a Paralysis save.  Success means you simply waste 
  that forage dealing with the wound.  Failure means you 
  suffer 
    2d8 poison damage.  
  Misinformation
    You run across a fellow traveler with news to share.  
  Unfortunately, you discover well after the fact that the 
  information shared was in fact inaccurate.
  The information shared, and the result of believing it, is 
  determined at random by rolling on the table below.
  After rolling on the table below, you may attempt a 
    
  Sense Motive (or equivalent) check; success means the 
  effect may be lessened as indicated in each result description 
  below.  
  Table 675: Misinformation Quirk Effect
  D20
  Effect
  1-5
  Navigational Error
  6-9
  Safety Error
  10-11
  Political Error
  12-15 Cultural Faux Pas
  16-18 Meteorological Error
  19
  Fauna Locality Error
  D20
  Effect
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Navigational Error: Did she say “east”?  Seems like 
  she meant “west”.  The next time you move to another 
  overland hex, roll a 
    d6: on a 1-4, you move instead 
  to a hex in a random direction.  This effect ends when 
  you roll a 5-6 on this attempt and are able to successfully 
  move as you had intended.  If you succeeded on your 
  Sense Motive check, you move successfully (and the effect 
  terminates) on a 4-6 instead.
  • Safety Error: That “savannah” that he described coming 
  up ahead sure looks like it’s a swamp, instead.  The next 
  time you make a roll on any environmental encounter 
  table, make that roll with 
    Disadvantage (roll 
  twice, select the less favorable result).  This effect ends 
  the next time you roll any No Encounter result on an 
  environmental encounter table.  If you passed your Sense 
  Motive check, this effect ends after the next roll on an 
  environmental encounter table regardless of the result.
  • Political Error: You could have sworn that traveler said 
  that this village was a theocracy, not an oligarchy!  It 
  makes it really difficult to get anything done around here 
  until you get your bearings.  In the next settlement you 
  encounter, you will suffer 
    Disadvantage (roll twice, 
  select the less favorable result) on social checks with 
  guards and security forces, political officials, and faction 
  leaders.  This effect ends after you make 3 successful 
  social checks in that settlement.  If you made your Sense 
  Motive check, then this effect ends after you make 1 
  successful social check in that settlement.
  • Cultural Faux Pas: Gesturing with your ring finger in 
  the air turns out to be the precise opposite of wishing the 
  target of the gesture a good day and prosperous life as 
  you were led to believe.  Oops!  In the next settlement you 
  encounter, you will suffer 
    Disadvantage (roll twice, 
  select the less favorable result) on social checks with all 
  residents and denizens.  This effect ends after you make 
  2 successful social checks in that settlement.  If you made 
  your Sense Motive check, then this effect ends after you 
  make 1 successful social check in that settlement.
  • Meteorological Error: Red sky in the morning, birds 
  take warning.  Or was it “sailors take warning”?  Or was 
  it “better build an awning”?  Ugh, either you misheard 
  the idiom, or the traveler did.  Either way, you haven’t 
  prepared for the weather.  Your movement speed is 
  halved the next time you traverse an overland hex.  This 
  effect ends the next time you are forced to make an 
  environmental encounter check.  If you passed your 
  Sense Motive check, you may attempt a 
    Knowledge 
  (Nature) check; if successful, you may ignore this effect 
  entirely immediately as your innate senses and own 
  knowledge override the misinformation you were given.
  • Fauna Locality Error: The traveler said “anteaters”, but 
  it sure seems as though there’s an infestation of antlions 
  instead.  The next time you roll on an environmental 
  encounter table, roll three times on that table; any combat 
  encounter results are the event that takes place.  If no 
  
  556
  Appendices
  combat encounter is rolled, you may select from the three 
  rolls as you wish.  If you passed your Sense Motive check, 
  roll twice on the table instead of three times.  This effect 
  ends the next time you suffer a combat encounter as a 
  result of an environmental encounter table roll.
  Poisonous Foliage
    The native plant life here seems poisonous even to brush 
  against.  You’d best watch your step while passing through 
  here.
  You may choose to immediately go back the way you came 
  rather than risk the Poisonous Foliage here.  If you do, 
  you may ignore this Quirk entirely, but you must make an 
  environmental encounter check immediately for the hex to 
  which you retreat.
  Roll on the table below to determine the specific effect.
  Table 676: Poisonous Foliage Quirk Effect
  D20
  Effect
  1-5
  Pass Safely
  6-9
  Dodge or 2d4 poison
  10-11
  Dodge or 3d4 poison
  12-15 Withstand or 3d6 poison
  16-18 Dodge or Withstand or 3d8 poison
  19
  Dodge or Withstand or 4d8 poison
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Pass Safely: Though the tendrils and oily fronds threaten 
  from all sides, you’re able to avoid them sufficiently to 
  suffer no ill effects.
  • Dodge or XdY Poison: Each PC must succeed in a 
    
  Dexterity / Agility / Spell saving throw (with DCs 
  randomly determined for systems which require them) 
  or suffer the listed poison damage.  Success means no 
  damage is suffered.
  • Withstand or XdY Poison: Each PC must succeed in a 
    Constitution or Fortitude (with randomized DC), 
  or a Paralysis save, or suffer the listed poison damage.  
  Success means half damage is suffered.
  • Dodge or Withstand or XdY Poison: You may choose 
  which save to employ, here.  Success at Dodging means no 
  damage; success at Withstanding means half damage.
  Rockslide
    Loose rocks, some pebble-sized and some as large 
  as boulders, slide down the landscape, loosed perhaps by 
  creatures prowling, or perhaps simply because it was their 
  time to fall.  Whatever the case, you’d best be nimble to 
  avoid the slide!
  Each PC must make a 
    Dexterity / Agility / Spell saving 
  throw (with DCs randomly determined for systems which 
  require them) to avoid suffering crushing damage from the 
  Rockslide.
  Failure means that PC suffers 
    1d6 bludgeoning damage 
  for every 3 Hit Dice or fraction thereof that they possess.
  Success on the save means they are able to move out of the 
  way to safety, and suffer no damage.
  Message in a Bottle
    You discover a literal message in a bottle: a rolled-up 
  piece of handwriting inside a stoppered glass container.
  Roll on the table below to determine the specific effect of the 
  Message in a Bottle.
  Table 677: Message in a Bottle Quirk Effects
  D20
  Effect
  1-2
  Waterlogged
  3-5
  Personal Note
  6-10
  Map
  11-15
  Quest Aid
  16-18 Healing Words
  19
  Magic Scroll
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Waterlogged: The stopper has been lost or damaged, and 
  the note, whatever it once was, has been ruined.
  • Personal Note: Maybe it’s a recipe for a favorite type of 
  pie, or a love note that someone never had the guts to 
  deliver directly.  Whatever its nature, it’s not helpful in 
  any tangible manner, and is nothing more than a curiosity 
  to be discarded.
  • Map: It’s a map of a certain location, hand-drawn, but 
  serviceable, and useful.  You may “expend” this map at 
  any time to produce any one of the following effects: A: 
  avoid making an environmental encounter roll; B: double 
  your movement speed while navigating through a certain 
  terrain type; C: gaining 
    Advantage (roll twice, select 
  the more favorable result) to rolls related to tracking or 
  navigating (
    Survival, Knowledge (Geography), etc.).
  • Quest Aid: It’s information that just happens to be related 
  to a Quest.  This need not be a quest that you currently 
  are pursuing; perhaps the information seems useless and 
  irrelevant right now, but later, once you pick up the trail 
  of a narrative, you’ll go back to the Message in a Bottle 
  and it will make a lot more sense.  Mechanically, you may 
  “expend” this Quest Aid at any time to produce any one of 
  the following effects: A: gain 
    Advantage (roll twice, 
  select the more favorable result) on all checks in any 
  
  557
  Appendices
  one social encounter related to a Quest; B: gain 
    2d4 
  Clues related to any single active Quest (if you are using 
  FlexTale Quest rules that involve Clues); C: avoid any 
  one random encounter forced upon you in the course of 
  pursuing resolution of a quest.
  • Healing Words: As you struggle to decipher the script, 
  warm pink magic floats off the page and into your body.  
  The reader regains 
    1d8 hit points for every 2 Hit Dice 
  or fraction thereof they possess.
  • Magic Scroll: Improbably, within the bottle is a magical 
  scroll, of spell level 
    1d6.  Use your rules system’s 
  treasure tables to determine which spell it is.
  Sudden Pit
    The ground opens up suddenly beneath your feet, and a 
  small chasm appears!
  Each PC must attempt a 
    Dexterity / Agility / Spell 
  saving throw (with DCs randomly determined for systems 
  which require them).  
  Success means you are able to jump out of the way before 
  falling into the Sudden Pit.
  Failure means you fall: you suffer 
    1d6 points of 
  bludgeoning damage for every 2 Hit Dice or fraction thereof 
  you possess.
  Climbing out of the naturally-occuring Sudden Pit takes a 
    
  2d10 minutes, but is otherwise unremarkable.
  Toxic Oasis
    A vision, a dream, a respite, appears before you.  
  Rubbing your eyes, you grin as you realize this is no mirage.  
  Despair settles in, though, once you approach: for this is no 
  ordinary breach of hostile terrain, it is a Toxic Oasis.
  Poisonous water, venomous creatures, or acidic reservoirs: 
  there is a variety of Toxic Oases that might be encountered.
  Roll on the table below to determine the specific effect 
  discovered.
  Table 678: Toxic Oasis Quirk Effect
  D20
  Effect
  1-5
  Unpleasant Water
  6-9
  Poisoned Water
  10-11
  Poisonous Foliage
  12-15 Venomous Drinking Hole
  16-18 Ambient Malaise
  19
  Ugly Healing Spring
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Unpleasant Water: It’s brackish and tastes bad, but it’s 
  drinkable.  You may fill your horns with the disgusting-
  tasting but life-sustaining liquid.
  • Poisoned Water: The smell as well as the sight of the 
  water clues even the most ignorant that this water is 
  poisonous to drink.  If for some reason a creature still 
  drinks from the oasis, they must make a 
    Constitution 
  or Fortitude (with randomized DC), or a Paralysis save, 
  or suffer 
    2d10 points of poison damage.  The water’s 
  poisonous nature survives being taken from this spot, so it 
  can be bottled and used, but must be imbibed in order to 
  create the damaging effect.
  • Poisonous Foliage: The water is potable and fresh, but 
  the fronds of foliage nearby are poisonous.  Each PC must 
  make a 
    Constitution or Fortitude (with randomized 
  DC), or a Paralysis save, or suffer 
    2d6 points of 
  poison damage as they brush up against the plants before 
  they notice.
  • Venomous Drinking Hole: This water is home to a 
  unnaturally venomous sort of monster.  Roll on the 
  appropriate environmental encounter table until you 
  produce a monster result; that monster approaches.  If 
  that monster already has a poisonous or venomous ability, 
  saving throws against it suffer 
    Disadvantage (roll 
  twice, select the less favorable result).  If the creatures 
  attacking normally do not have a poisonous feature, their 
  natural weapons inflict a poison attack as well: each 
  creature struck must succeed in a 
    Constitution or 
  Fortitude (with randomized DC), or a Paralysis save or 
  they suffer 2d4 points of poison damage.
  • Ambient Malaise: The Toxic Oasis doesn’t produce an 
  immediate, direct effect, but the PCs suffer from Ambient 
  Malaise; enact the Quirk of that name.
  • Ugly Healing Spring: It’s ugly and smells bad, but the 
  waters from this spring have natural healing properties.  
  Anyone who drinks from it shivers in revulsion, but 
  receives the benefit of healing 
    1d4 points of damage 
  for every 2 Hit Dice or fraction thereof they possess.  This 
  healing effect works only once for each creature.
  Traveler Corpses
    As any traveler will tell you, the paths between points of 
  interest are littered with the bodies of those who could not 
  make it to their destination.  It’s a sad, but very true, aspect 
  of life in this realm, and it’s only a matter of time before you 
  run into a Traveler Corpse while on the road.
  Roll on the table below to determine the nature of the body 
  discovered.
  Unless otherwise indicated below, the corpse possesses a 
  dagger-equivalent melee weapon and an ordinary set of 
  commoner clothing.
  
  558
  Appendices
  Table 679: Traveler Corpse Quirk Nature
  D20
  Nature of Corpse
  1-5
  Traveler
  6-10
  Refugee
  11-14
  Military
  15-16 Merchant
  17-18 Pilgrim
  19
  Adventurer
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Traveler: This person might have made frequent commute 
  from one place to another, or perhaps they were returning 
  from selling their monthly harvest.  They bear a little coin, 
  but nothing else: roll on the Low Coin QuickStart Table, 
  page 52.
  • Refugee: This poor soul was fleeing persecution or 
  terrible conditions, and suffered the ultimate fate en 
  route to what they believed was a better life.  Secreted 
  away in their clothing is their life savings, converted into 
  a gem that is easily transported: roll on the Low Gems 
  QuickStart Table, page 55.
  • Military: This well-equipped soldier was either a 
  deserter, trying to catch up to the rest of her unit, or a 
  scout who never made it back to make a report.  She’s 
  garbed in chainmail, and bears a longbow, 10 arrows, 
  dagger, and a short sword.
  • Merchant: This traveler was carrying a fair amount of 
  coin to trade afar.  Whatever killed him did a poor job 
  of locating this money on his body: you may roll on the 
  Medium Coin QuickStart Table, page 53.
  • Pilgrim: A religious devotee, traveling to visit a site of 
  sacredness to her faith.  She possesses a random Potion 
  (roll on the Potions QuickStart Table, page 58).
  • Adventurer: A fellow quester and glory-seeker, such as 
  yourselves!  As you well know, such folk need to be well-
  prepared.  Loot-wise, treat as a combination of Military, 
  Merchant, and Pilgrim.
  What’s That?
    You could have sworn that you heard something.  Or saw 
  something.  Did you see that?  Did you hear it?
  Roll again on the appropriate environmental encounter table, 
  ignoring further results of “What’s That?”.  
  If you roll a No Encounter result, that’s what is actually 
  happening; you saw a trick of the light, perhaps, in thinking 
  that it was something else initially.
  If you roll an actual encounter, you have advance warning: 
  you may choose to avoid it entirely if you wish.
  
  559
  Appendices
  FlexTable 66: Forest Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-5
    No Encounter; Rest Safely
  2
  1
  2
  6-10
    No Encounter; Pass Safely
  3
  2
  3
  11-13
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d4 Hit Dice
  5
  6-7
  -
  -
    Subtract 1d4 Hit Dice
  6
  8
  -
  -
    Difficult Terrain
  7
  9-10
  -
  -
    1d6 Dire Wolves
  8
  11-12
  -
  -
    2d6 Assassin Vines
  9
  13-14
  -
  -
    1d6 Giant Wasps
  10
  -
  4-8
  14
    Shifting Terrain
  11
  15
  9-10
  -
    Splintertrees
  12
  -
  11-13
  15
    Stranded Adventurer
  13
  16-17 14-16
  -
    2d4 Opportunistic Bandits
  14
  -
  17-18
  -
    Shake-Down
  15
  -
  -
  16
    Ingredient Forage
  16
  18
  -
  -
    Poisonous Foliage
  17
  19
  -
  -
    Sudden Pit
  18
  -
  -
  17
    Traveler Corpses
  19
  -
  19
  18
    Fae Curiosity
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Forest
  Forest
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  560
  Appendices
  FlexTable 67: Grassland Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-5
    No Encounter; Rest Safely
  2
  1
  2-3
  6-10
    No Encounter; Pass Safely
  3
  2
  4
  11-14
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 1d3 Hit Dice
  5
  5
  -
  -
    Subtract 1d3 Hit Dice
  6
  6
  -
  -
    Difficult Terrain
  7
  7-8
  -
  -
    1d2 Ghosts
  8
  9-12
  5
  -
    2d4 Giant Rats
  9
  13-16
  6
  -
    2d6 Giant Wasps
  10
  17
  7-10
  -
    Shifting Terrain
  11
  -
  11-13
  15
    Nomadic Quest
  12
  -
  14-15
  16
    Stranded Adventurer
  13
  18
  16
  -
    2d4 Opportunistic Bandits
  14
  19
  17
  -
    Shake-Down
  15
  -
  -
  -
    Guard Picket
  16
  -
  -
  -
    Misinformation
  17
  -
  18
  -
    What’s That?
  18
  -
  -
  17
    Traveler Corpses
  19
  -
  19
  18
    Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Grassland
  Grassland
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  561
  Appendices
  FlexTable 68: Jungle Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  -
  1-3
    No Encounter; Rest Safely
  2
  1
  1-2
  4-8
    No Encounter; Pass Safely
  3
  2
  3-4
  9-11
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 1d4 Hit Dice
  5
  5-6
  -
  -
    Subtract 1d2 Hit Dice
  6
  7-10
  -
  -
    Difficult Terrain
  7
  11-12
  5
  -
    2d4 Assassin Vines
  8
  13-14
  6
  -
    2d6 Giant Botflies
  9
  15-16
  7
  -
    1d4 Dire Tigers
  10
  17
  8-9
  -
    2d4 Opportunistic Bandits
  11
  -
  10-11
  -
    Poison Haze
  12
  -
  12-13
  12-13
    Shifting Terrain
  13
  18
  14-15
  -
    Strangling Flora
  14
  -
  16-17
  14
    Completely Lost
  15
  -
  -
  15
    Creepy Runes
  16
  19
  -
  -
    Deranged Bandits
  17
  -
  18
  -
    Poisonous Foliage
  18
  -
  -
  -
    Toxic Oasis
  19
  -
  19
  16-18
    Traveler Corpses
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Jungle
  Jungle
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  562
  Appendices
  FlexTable 69: Mountain Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-3
    No Encounter; Rest Safely
  2
  1
  2-3
  4-7
    No Encounter; Pass Safely
  3
  2
  4
  8-10
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 1d6 Hit Dice
  5
  5
  -
  -
    Subtract 1d4 Hit Dice
  6
  6-9
  -
  -
    Difficult Terrain
  7
  10-11
  5
  -
    1d2 Cloud Giants
  8
  12-13
  6
  -
    1d4 Fire Giants
  9
  14-15
  7
  -
    1d2 Frost Giants
  10
  16
  8-9
  -
    Dragon Fly-By
  11
  17
  10-11
  -
    Giant Patrol
  12
  18
  12-13
  -
    Avalanche
  13
  -
  14-15
  -
    Splintertrees
  14
  -
  16-17
  11-13
    Stranded Adventurer
  15
  19
  -
  -
    Boulder Throw
  16
  -
  -
  -
    Cave-In
  17
  -
  18
  14-16
    Cartographer Quest
  18
  -
  19
  -
    Rockslide
  19
  -
  -
  17-18
    Traveler Corpses
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Mountain
  Mountain
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  563
  Appendices
  FlexTable 70: Lake/River Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1
  1-8
    No Encounter; Rest Safely
  2
  2
  2-3
  9-12
    No Encounter; Pass Safely
  3
  3
  4
  13
    No Encounter; Rising Tension
  4
  4-5
  -
  -
    Add 1d4 Hit Dice
  5
  6
  -
  -
    Subtract 1d2 Hit Dice
  6
  7
  -
  -
    Difficult Terrain
  7
  8-10
  5
  -
    2d6 Giant Leeches
  8
  11-13
  6
  -
    2d4 Dire Sharks
  9
  14-16
  7
  -
    2d6 Giant Crabs
  10
  17
  8-9
  -
    Missing Townsfolk
  11
  18
  10-11
  -
    Private Property
  12
  -
  12-13
  -
    Shepherd Quest
  13
  -
  14-15
  14
    Washed Ashore
  14
  -
  16-17
  15
    Drowning Victim
  15
  -
  -
  -
    Fae Curiosity
  16
  -
  18
  16
    Ingredient Forage
  17
  -
  19
  17
    Message in a Bottle
  18
  -
  -
  -
    What’s That?
  19
  19
  -
  18
    Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Lake/River
  Lake/River
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  564
  Appendices
  Appendix:  
  Appendix:  
  QuickStart Map Templates
  QuickStart Map Templates
  
  565
  Appendices
  Solo QuickStart Dungeon Map Templates
  Solo QuickStart Dungeon Map Templates
  
  566
  Appendices
  
  567
  Appendices
  Appendix: FlexAI
  Appendix: FlexAI
  
  568
  Appendices
  FlexAI Free Sample
  What is FlexAI?
  What is FlexAI?
  FlexAI is an attempt to model and simulate monster and NPC 
  behavior in a combat encounter.  It scales in complexity from 
  very simple to as complex as you as a GM would like it to be.  
  It can be used in any tabletop roleplaying game with zero 
  preparation time. 
  The system takes only a few minutes to learn, is easy and 
  quick to use, and can enhance any tabletop roleplaying 
  combat experience.
  Free Sample vs. Full Version
  The full FlexAI guidbook contains nearly 300 FlexTables 
  which guide contextual monster behavior for hundreds of 
  different combinations and scenarios.
  This Free Sample version contains some basic elements of 
  the concepts of FlexAI, and only a single FlexTable.  
  However, despite the simplicity of what is provided, the 
  FlexAI Free Sample is a hugely powerful and useful GM 
  resource for any tabletop roleplaying game.
  How to Use FlexAI
  How to Use FlexAI
  Sanity Checks & Rerolls
  Generally speaking, if something “feels wrong”, reroll it.  
  More specifically, if the Outcome determined by FlexAI do 
  not apply (e.g., creature lacks a ranged attack altogether) or 
  are inappropriate to the circumstances (e.g., maneuver when 
  the creature is surrounded by melee opponents), reroll the 
  result to determine a more appropriate Outcome.
  Three Tiers of Complexity
  Not everyone needs, or is interested in, complex AI combat 
  mechanics.  Sometimes, you just want to quickly roll on a 
  single table, and determine an outcome.
  Conversely, some gaming groups like the thrill of the 
  unknown, and like to add even more 
  To support this array of interests, FlexAI provides three 
  levels of complexity: Simple, Full, and Advanced.
    You can pick and choose which of these three approaches 
  you wish to employ.  You can even switch the method 
  used at any time—even round-to-round within the scope 
  of the same combat and monsters!
  Behavior Common Concepts
  All three levels of complexity share two elements: Outcomes, 
  and Targeting.  
  Simply put, these are what you need to determine the 
  behavior of a creature in combat.  
  Targeting dictates who the creature attacks; Outcomes 
  dictate how it goes about it.
  Together, Outcome and Targeting are referred to as a 
  creature’s behavior.
  Combat Outcomes
  All three levels of FlexAI difficulty involve Combat Outcomes 
  as the main output of using the tool.  
  This represents the behavior of a creature in the combat 
  situation.
  Note that not every Combat Outcome necessarily applies to 
  every creature.  For example, not every creature has both a 
  primary and a secondary attack.  The GM is encouraged to 
  sanity check outcomes (see above).
  If the Outcome determined does not require a target, ignore 
  the Targeting aspect of the behavior determined.
  Table 680: Combat Outcomes
  Outcome
  Description
    
  Attack 
  Main
  Creature attacks its target using its 
  standard attack.  For most creatures, 
  this will be melee; for others, it will be 
  ranged.
    
  Attack 
  Secondary
  If the creature’s main attack is Melee, 
  the creature attacks using a Ranged 
  attack, and vice versa.
    
  Maneuver
  Creature moves about, either to get 
  closer to its preferred target (see 
  Targeting), to evade the enemies 
  currently surrounding it, or to take 
  advantage of battlefield characteristics.
    
  Use / 
  Defend
  Creature uses an item, such as a wand 
  or staff or potion.  
  If it does not carry one, creature takes 
  a defensive stance.
    
  Ability
  Creature uses a special ability against 
  its current target.  
  If it lacks any special abilities, or none 
  of its abilities apply, reroll this result.
    
  Flee
  Creature tries to flee the combat 
  encounter entirely.
  This creature flees in a direction most 
  away from its current Target.
  
  569
  Appendices
  Combat Targeting
  In many circumstances, you can simply use the Outcome to 
  dictate the current round’s worth of behavior for a given 
  creature.  During most combat, a creature’s current target 
  does not change round-to-round.
  However, there is value in dynamically changing targeting 
  using FlexAI rules.  
  First, it can make things very interesting and keep PCs off 
  their guard if a monster changes its target from round to 
  round.  Intelligent monsters might do so even if it serves to 
  their temporary disadvantage (e.g., if it triggers attacks of 
  opportunity or a less favorable battlefield positioning).
  Second, creatures who are not typically invovled in melee 
  as their primary combat approach might indeed change 
  their target round-to-round, particularly if their attacks or 
  abilities inflict status changes (e.g., debuffs) or spell effects.
  The table to the left summarizes the Combat Targeting 
  results that FlexAI defines.
  Table 681: Combat Targeting Summary
  Outcome
  Description
    
  Frontline
  The frontmost adversaries.  This can 
  be, but is not always, the same as the 
  Closest enemy.  
  For the purposes of determining 
  “front” and “back”, consider the 
  starting positions of each side in the 
  battle; the frontmost creatures of 
  either side are those who began the 
  combat encounter closest to their 
  enemies.
    
  Rearguard
  As Frontline, but the rear-most 
  enemies.  
  This may be, but is not always, the 
  same as the Farthest enemy.
    
  Closest
  The opponent which is currently 
  physically closest to this creature.
  In most melee circumstances, this 
  represents the creature’s current 
  target.
    
  Farthest
  The opponent which is currently 
  physically farthest away from this 
  creature.
  This result applies irrespective of 
  whether the creature can physically 
  reach the Farthest enemy by moving 
  this round.
    
  Strongest
  The enemy who is currently 
  “strongest”, healthiest, or furthest 
  from death.
  Typically this can be represented by 
  the enemy with the most current hit 
  points.
    
  Weakest
  As Strongest, but the enemy closest to 
  death.
    
  Ranged 
  Enemy
  This targets an enemy who uses a 
  ranged attack as their primary attack.  
  In the event of multiple enemies who 
  employ ranged attacks, select one 
  of them (you can pick the closest, 
  randomize your selection, or roll again 
  on whatever table you just used for 
  Targeting to determine the specific 
  Ranged Enemy within those who 
  qualify).
  Note that this does not imply anything 
  about how this creature goes about 
  attacking its enemy: it may well use 
  a melee attack to attack the Ranged 
  Enemy.
  Outcome
  Description
    
  Melee 
  Enemy
  As Ranged Enemy, but select an 
  enemy who uses a melee attack as 
  their primary mode of attack.
  
  570
  Appendices
  Simple AI Rules
  Simple AI Rules
  Simple AI rules assume the most common circumstances 
  of the creature involved, the combat environment, and the 
  status of the participants.  
  Advantages & When to Use
  Much of the time, the single table that results will provide a 
  rich, dynamic result.  
  The single dice roll, the fact that it’s a d20 as opposed to a 
  d100, and the fact that there is a single table that does not 
  have to be looked up (and indeed, whose contents could even 
  be memorized) all make using the Simple AI approach very 
  easy and quick to integrate.
  Limitations
  It should be noted that the entire purpose of design behind 
  the FlexAI concept is intended to acount for a more nuanced, 
  contextually-appropriate pool of results and related 
  probability.  An elder dragon at full health should simply 
  not behave anything similar to a lurking thief hiding in 
  the shadows; the Simple AI approach cannot take this into 
  account.
  Simple AI Outcome Table
  Use the following table to quickly and easily determine the 
  combat action a creature takes.
  Table 682: Simple AI Outcomes
  D20
  Outcome
  01-12
    Attack Main
  13-14
    Attack Secondary
  15
    Maneuver
  16
    Use / Defend
  17-19
    Ability
  20
    Flee
  Simple AI Targets
  Use the following table to quickly and easily determine the 
  targeting behavior of a creature in combat.
  Table 683: Simple AI Targeting
  D20
  Outcome
  01-05
    Frontline
  06-07
    Rearguard
  08-13
    Closest
  14
    Farthest
  15-16
    Strongest
  18
    Weakest
  19
    Ranged Enemy
  20
    Melee Enemy
  
  571
  Appendices
  Full AI Rules
  Full AI Rules
  This is the heart of FlexAI and its power to provide 
  contextually-appropriate combat actions.
  Instead of traditional tables, you use FlexTables (see the 
  overview of FlexTale earlier in this document).  And instead 
  of using the same table regardless of what is going on, 
  you intelligently select the appropriate FlexTable based 
  on the nature of the creature involved and the battlefield 
  circumstances.
  In short, the concepts of Outcomes and Targeting still apply; 
  it’s just a matter of how they are determined.
  Advantages & When to Use
  Use the Full AI rules when you want to simulate dynamic 
  and contextually-appropriate creature behavior in combat, 
  but want to adhere to RAW (Rules as Written) logic and 
  standards that govern combat mechanics without further 
  interference.
  Limitations
  It does take a simple extra step to select the appropriate 
  FlexTable.  
  However, creatures that are part of the Aquilae: Bestiary 
  of the Realm collection of monsters already have all of the 
  needed information assigned to them and defined.  Using an 
  ABR monster with FlexAI is as simple as looking up the right 
  page to use in the full FlexAI Guidebook.
  For monsters and NPCs that are not part of this collection, 
  however, the GM must assign FlexTables to the creature.
    The Full Edition of FlexAI contains tools and rules 
  for assigning FlexAI guidelines for your own, new, or 
  existing published monsters or NPCs. 
   
  It also contains a wealth of easy-to-use guidelines for 
  quickly picking FlexTables for a given monster. 
   
  In short: It should take less than a minute for a seasoned 
  GM to take a monster or NPC and “enable” them for 
  FlexAI use!
  Additional Factors: Role & Stance
  To determine which FlexTable is most appropriate for the 
  monster and combat circumstances, Full AI rules require two 
  additional elements: Roles and Stances.
  A creature’s Role represents its typical combat behavior and 
  approach to battle.  
  A creature’s Stance indicates its current combat 
  circumstances.
  Together, these two factors help determine the contextual 
  probabilities that should apply to the creature’s behavior in 
  combat.
  Combat Roles
  A tarrasque does not approach combat the same as a giant 
  sanke.  A cockatrice lies in wait; an orc chieftain is much 
  more likely to charge.  Mimics might even be immobile, so 
  are phyiscally incapable of approaching combat in the same 
  manner as other monsters.
  And so on; you get the idea: each monster is likely to 
  approach battle differently, based on its own strengths, 
  weaknesses, and abilities.  Although it would be possible 
  to create a separate set of FlexTables for each creature, 
  customized exactly to that creature’s characteristics, such an 
  endeavor would be exhausting, consume a mammoth amount 
  of pages... and, ultimately, not add a great deal of value on 
  top of the approach that FlexAI takes.
  Instead of having 8 or more customized FlexTables for each 
  monster, FlexAi recognizes that, ultimately, there are only so 
  many ways that a creature might go about fighting.  An orc 
  lord and a hill giant might well be different in any number 
  of important ways, but the two monsters will probably wade 
  into a fight with much the same gusto.
    Those readers familiar with the 4th Edition of the 
  world’s most popular roleplaying game will recognize 
  some of this terminology and these concepts.  Role was 
  a key element of monster descriptions in materials from 
  that rules system. 
   
  Reasonable people can disagree as to whether 4E 
  represents the best or worst elements of the tabletop 
  roleplaying concept, and indeed, endless debate has 
  raged around this controversial rules set.   
   
  One can even debate as to whether the Combat 
  Role concept was a creative, brilliant shorthand for 
  accelerating GM prep time; or a huge, shackling 
  hindrance to gameplay, immersion, or GM flexibility. 
   
  Regardless of these debatable matters, however, FlexAI’s 
  “echo” of the Role gameplay element is intentional.  For 
  all its controversy, 4E provided a great and accessible 
  terminology starting point for defining creature AI in 
  combat. 
   
  No matter your own personal perspective on 4E—or if 
  you are even familiar with it in the first place!—I can 
  assure you that 4E mechanics and concepts have nothing 
  to do with FlexAI’s mechanics.   
   
  The names and set of Roles is the only concept that is 
  borrowed herein.
  Combat Role Summary
  The following table summarizes the Combat Roles that 
  FlexAI uses, and their typical characteristics.
  
  572
  Appendices
  Table 684: Combat Roles
  Role
  Description
    
  Brute
  Inflicts high damage, typically via 
  melee attacks.  Has a great deal of hit 
  points, but possibly low defenses.
    
  Soldier
  Focuses on defense, usually in melee, 
  but can also have high ranged defenses.  
  Average health, and a variety of attack 
  strengths.
    
  Artillery
  Ranged attacks are the main focus of 
  Artillery.  Typically have very low hit 
  points and/or defenses, however.
    
  Skirmisher
  Skirmishers may be average in many 
  categories, but excel in mobility, and 
  use this to their tactical advantage in 
  selecting targets where they can do the 
  most damage.
    
  Lurker
  Most Lurkers prefer to surprise or 
  ambush their opponents, or to remove 
  themselves from the possibility of easy 
  attack once battle is joined.  
    
  Controller
  Controllers typically have sets of 
  abilities that allow them to force 
  enemies into disadvantage, either by 
  moving enemies around, or controlling 
  the battlefield itself.
    
  Leader
  Leaders are special creatures with sets 
  of abilities that make them a force to 
  be reckoned with regardless of the 
  circumstances.  Although “leader” 
  typically indicates that the creature is 
  in charge of others, Leader creatures 
  may be encountered on their own.
  Combat Role Variations
  The core set of seven Roles described above covers the 
  majority of monsters and NPCs.  
  However, there are some types of creature that do not fit 
  evenly into those categories.  Some creatures may therefore 
  have Role Variations.
  These may apply to any of the standard Roles.  So, for 
  example, you could have an Elite Lurker, or a Solo 
  Controller.
  Table 685: Combat Role Variations
  Role Variant
  Description
    
  Normal
  Many monsters and most NPCs fall 
  into this category.  Neither particularly 
  powerful nor weaksauce, Normal 
  creatures as just that: normal.
    
  Minion
  Minions are weaker than Normal 
  creatures, and are rarely found in the 
  absence of a ruling, more powerful, 
  presence.  Typically, Minions are 
  encountered in groups.
    
  Elite
  Elite creatures are powerful, flexible, 
  and formidable enemies.  A single Elite 
  creature might rule over dozens of 
  Minions and several Normal creatures 
  in a complex combat encounter.
    
  Solo
  Solo creatures are often special cases: 
  typically discovered on their own, 
  they usually have sufficient power 
  and ability to represent a significant 
  challenge in and of themselves.
    
  Mindless
  Mindless creatures do not typically 
  think or plan their combat reactions, 
  and simply act from a visceral, second-
  to-second standpoint.  Most of the 
  time, this means fighting to the death, 
  but even Mindless creatures can make 
  combat actions that spice things 
  up a bit from the typical “skeleton 
  keeps attacking the first PC they see” 
  approach to things.
  Combat Stances
  A haughty noble fresh from a good night’s sleep and at 
  maximum hit points will behave very differently than 
  that same noble after prolonged combat, suffering from 
  exhaustion and bloody from multiple wounds.
  A creature’s combat Stance is an assessment of its current 
  fighting circumstances.  This context can and will change 
  throughout the fight, and allows FlexAI to differentiate the 
  changing behavior of a creature in response to the situation 
  at hand.
  Combat Stance Summary
  There are probably dozens, if not hundreds, of different 
  scenarios to take into account to truly represent the 
  diversity of combat that is possible in a fantasy roleplaying 
  environment.
  To simplify the possibilities, however, there are 8 
  fundamental Stances that can be used to represent or 
  approximate the full set of combat circumstances for a 
  creature.
  
  573
  Appendices
  Table 686: Combat Stances
  Role
  Description
    
  Ambushing
  The creature is ambushing its 
  prey: lying in wait, hiding, or 
  using stealth, invisibility, or 
  aspects of the terrain to make 
  their presence unknown until the 
  moment to strike is nigh.  
  This Stance also applies to 
  situations in which the PCs are 
  simply unaware of the creature 
  and are surprised by it.
  A Mimic that has not been 
  detected is in an Ambushing 
  stance.
    
  Unprepared
  The reverse of Ambushing, in a 
  way: the creature is surprised 
  by the PCs, or is aware of them, 
  but not ready to participate in 
  combat.  
  This could be because the creature 
  is not expecting combat to occur, 
  or because it does not have its 
  weapons drawn or at the ready.
  An NPC woken from sleep, or one 
  with whom the PCs have merely 
  been talking up until the moment 
  one draws its sword, typically 
  counts as Unprepared.
    
  Fresh
  In most combats, creatures begin 
  the encounter in this Stance: 
  well-rested, at full hit points, and 
  ready to do battle.
  Creatures in this Stance neither 
  have advantage over their 
  enemies, or are taken by surprise 
  by them; they are at full combat 
  capability.
  If it is unclear which Stance 
  applies to a combat situation, 
  Fresh is typically a good 
  assumption.
  A bear encountered in the wild, 
  which sees the PCs just as they 
  see it, counts as Fresh. 
    
  Bloodied
  Creatures fight differently when 
  they have suffered wounds.  Some 
  fight more aggressively; others 
  become more defensive; many 
  will tend toward fleeing outright 
  if brought low by injury.
  A young dragon reduced to 1/5 
  its maximum hit points counts as 
  Bloodied.
  Role
  Description
    
  Cornered
  Creatures who are Cornered 
  have few options in terms of 
  maneuverability, either as a result 
  of the combat environment, and/
  or the PCs themselves.  
  Cornered creatures cannot easily 
  flee without substantial risk, and 
  for many, this is when the true 
  instinct of “fight or flight” kicks 
  in.  
  Some creatures become truly 
  deadly and imposing when 
  Cornered.
  A street urchin backed into an 
  alley with no escape counts as 
  Cornered.
    
  Overwhelmed
  Overwhelmed creatures are 
  fighting against significant odds, 
  in some combination of capability 
  and/or simple numbers.  
  Many creatures turn desperate or 
  frightened when Overwhelmed; 
  some turn into brutal and vicious 
  combat machines when facing bad 
  odds.
  A single kobold facing six PCs is 
  Overwhelmed.
    
  Relentless
  Relentless creatures fight 
  with little care for odds or the 
  environment in which they do 
  battle.  
  Some Relentless creatures start 
  combat in that Stance, and some 
  may not even change, others 
  can end up in this Stance due to 
  circumstances.
  A raging Barbarian orc chieftain 
  counts as Relentless.
    
  Mindless
  Mindless creatures may still 
  take different kinds of actions in 
  combat round-to-round, but are 
  not driven so much by tactics or 
  intelligence.
  A skeleton warrior counts as 
  Mindless.
  When to Apply Each Stance
  For creatures with a FlexAI profile, the circumstances of 
  when to apply each Stance are described as part of that 
  profile.  For example, some creatures become Bloodied when 
  reduced to half their maximum hit points; others do not 
  suffer this change until reduced to far fewer health.
  
  574
  Appendices
  FlexAI & FlexTable Listing
  The Full Edition of FlexAI contains a separate FlexTable for 
  each distinct combination of Role and Stance.  
  With 35 Roles and 8 Stances, that makes for a grand total of 
  280 FlexTables, each one designed for a unique combination 
  of a type of creature behavior, and its current circumstances.
  Advanced AI Rules
  Advanced AI Rules
  In addition to the wide range of dynamic combat behavior 
  offered by the Full AI Rules, FlexAI offers Advanced AI 
  rules.  These allow for even more versatility in combat 
  behavior, and reflect a more complex and nuanced creature 
  intelligence.
  Advantages & When to Use
  Advanced AI is pretty much the same system as Full AI, with 
  possible additional boosts and penalties to the creature 
  involved.  It’s a useful tool in providing a more unexpected 
  and interesting combat experience for your PCs.
  Limitations
  Of the three FlexAI rules systems, Advanced AI is the only 
  one that departs tangibly from the RAW (Rules as Written) 
  combat mechanics of the roleplaying system you are using.
  Since Advanced AI provides the possibility of additional 
  bonuses and penalties on combat actions, and does so outside 
  the context of spells, spell-like abilities, racial effects, and so 
  on, there is little in the rules mechanics
    It is strongly suggested that you discuss this option with 
  your players before a combat encounter even starts, so 
  your gaming group can come to a consensus as to how 
  you collectively feel about this approach. 
   
  Many may love it, but if even one player has a rules 
  objection to its use, you may wish to consider sticking 
  with the Full AI rules approach.
  Surges & Lulls
  Advanced AI takes the Full AI rules and extends them 
  through the use of Surges and Lulls.  
  This is intended to represent the wide variance of combat 
  abilities and behavior that every creature exhibits.  Rules 
  purists will point out that the roll of a die (typically a d20) to 
  provide randomness already models this range of behavior.  
  In the wild, however, many factors influence the results 
  of a battle: adrenaline and insight can boost performance, 
  whereas sun glare, sweat, hunger, and even a simple root 
  placed unexpectedly in the ground can trip up even the 
  ablest of combatants.
  The FlexTables provided in FlexAI describe not only the 
  Outcomes involved, but also the possibility of Surges and 
  Lulls for each Outcome.
    Surges and Lulls are a great companion to the concept 
  of Quadded Statblocks and Variable Difficulty (https://
  www.drivethrurpg.com/product/190268/Quadded-
  Statblocks-to-Enable-VariableDifficulty-Adventures-in-
  Pathfinder-RPG).   
   
  The Quadded Stats approach enhances and degrades 
  a “regular” monster or NPC’s statblocks in a manner 
  designed to support use of that crunch in a wide variety 
  of PC levels and challenge. 
   
  The whole point of Quadded Statblocks is that every 
  creature should be usable in any gaming group, no 
  matter what the relative levels or difficulty. 
   
  Surges and Lulls, used with the correct Context in the 
  FlexTables they appear in, are a great way of adding to 
  this concept: boosting less-formidable monsters so they 
  still pose a threat to higher-level PCs, and handicapping 
  top-tier creatures so a lower-powered party isn’t 
  instantly wiped out.
  Combat Surges
  A Surge is a boost to a creature’s combat behavior.  If a Surge 
  is indicated in the FlexTable results rolled, it applies for the 
  combat actions of that creature alone, and for the current 
  combat round only.  
  Surges rolled do not apply to any other creature, friend or 
  foe, this round.  Benefits last until the start of the next round 
  of combat for that creature.
  This means that the benefit may still apply during the 
  enemy’s combat turn.  For example, a Surge for a creature 
  using the Use/Defend Outcome might boost its Armor Class; 
  this benefit lasts throughout the enemy’s next round.
    Surges are fun, useful additions to combat, and a 
  great way of ensuring that battles are dynamic and 
  unexpected, even for seasoned players.   
   
  However, if used without restraint or control, it can also 
  make combat very different from how you, or a third-
  party adventure designer who does not support Variable 
  Difficulty, intends.  It could be, for instance, that the 
  PCs are never supposed to be able to defeat Monster X 
  in Hallway Y, and that the mere presence of that type of 
  monster in that hallway effectively “blocks” the PCs from 
  traveling in that direction.   
   
  Surges and Lulls and Advanced AI may handicap that 
  monster to the point where the party can defeat it after 
  all. 
   
  As a GM, you should be familiar enough with the 
  adventure you’re running to know whether this concern 
  applies to your gaming session.  Plan your use of 
  Advanced AI accordingly!
  Types of Surge
  Combat Surges are specific to the context of the Outcome 
  that is rolled.
  
  575
  Appendices
  Attack Surges
  The creature receives the listed bonus ot its attack roll.  If it 
  is capable of multiple attacks, the listed bonus applies to ALL 
  attacks it can make this round.
  Note that as Combat Surges remain in effect until the start 
  of the affected creature’s next round, Attack surge benefits 
  apply to attacks made during the enemy’s turn—for example, 
  opportunity attacks, of those apply.
  Damage
  The creature’s attacks inflict additional damage.  
  The listed value is applied to the damage that is calculated, 
  and stacks with all other values for purposes of calculating 
  damage.  That is, if a “+2 Damage” Combat Surge is applied 
  to a creature normally capable of inflicting 2d6+3 damage, 
  the total damage it inflicts is 2d6+5.
  The bonus damage applies to all attacks the creature makes 
  between the result’s application and the start of its next 
  turn.  Therefore, opportunity attacks and other attacks made 
  during the enemy’s turn receive the benefit as well.
  Init
  The creature’s Initiative gains a bonus.  Note that this may 
  not fully help the creature this turn, as most uses of FlexAI 
  will apply at the start of a creature’s turn; gaining Initiative 
  at that point will not benefit the creature for most purposes 
  as its “place in line” of Initiative order has already been 
  determined.
  For the purposes of determining Initiative order next round, 
  however, the Init bonus will be in place.
  Move
  The creature’s standard Movement receives the listed bonus.  
  This stacks with all other bonuses to Movement that might 
  apply, and remains in effect until the start of the creature’s 
  next turn.
  For creatures capable of multiple methods of movement, this 
  bonus applies to its primary mode of mobility.
  If it is unclear as to which type of movement is its “primary”, 
  assume the one capable of the farthest travel.  In the event of 
  a tie, apply the bonus to both types of movement.
  Impact / Impact Dice
  “Impact” is a shorthand for what a usable item does.  A 
  healing potion restores hitpoints; a wand of magic missiles 
  casts a spell effect.  Almost every usable item that produces a 
  valuable effect has an impact—a measurable outcome that in 
  most cases has some innate variability to it.
  In scenarios that produce a Use/Defend Outcome, if the 
  creature has a usable item that results in a variable effect, 
  that effect is referred to as an Impact.  
  “+1 Impact” means that whatever the result is, add +1 to the 
  result.  So a potion of cure light wounds that restores 2d6 hit 
  points would instead restore 2d6+1 hit points when paired 
  with this Combat Surge result.
  +1 Impact Die means that you add one die when measuring 
  the result.  Following the above example, the potion would 
  heal 3d6 hit points.
    Use common sense when applying Combat Surges of 
  all kinds, but particularly when applying Impact and 
  Impact Dice outcomes.   
   
  Remember that these mechanics are meant to represent 
  a net positive benefit for the creature involved, so if a 
  potion or other usable item has a variable results which 
  is a negative value, then make the Surge values negative 
  as well. 
   
  For example, if the creature’s usable item is a staff which 
  reduces the AC of a target opponent by 1d6 points, and it 
  receives a “+2 Impact” Combat Surge, then the enemy’s 
  AC should be reduced by 1d6+2 points.
  DC
  The creature’s abililties are more formidable and dangerous 
  temporarily.
  Any ability, attack, or other effect produced by the creature 
  that has a DC associated with it receives the additional bonus 
  listed until the start of its next turn.  This applies to combat 
  attacks, defensive abilities, auras, and everything about the 
  creature that might involve a DC (including poison/disease 
  and similar effects).
  Range
  The creature’s abilities grow more far-reaching and can 
  affect a broader area.
  Any abilities the creature has that involve a range already 
  receive the listed bonus to their maximum range.
  A creature’s melee abilities or touch-range abilities are 
  unaffected by this bonus—in other words, this Surge does not 
  transform any close-range abilities into ranged abilities!
  AC
  The creature is more difficult to strike in combat and affect.
  The creature receives the listed bonus to its AC until the start 
  of its next turn.  This bonus applies to all forms of AC—flat-
  footed/surprised, touch attack, melee, ranged, and so on.  
  
  576
  Appendices
  Combat Surge Summary
  Table 687: Combat Surges
  Outcome
  Minor Surge
  Major Surge
    
  Attack 
  Main
    +1 Attack
    +2 Attack
    +3 Attack
    +4 Attack
    +2 Attack
    +4 Attack
    +5 Attack
    +6 Attack
    
  Attack 
  Secondary
    +1 Attack
    +2 Attack
    +3 Attack
    +4 Attack
    +2 Attack
    +4 Attack
    +5 Attack
    +6 Attack
    
  Maneuver
    +1 Init; 
  +5’ Move
    +2 Init; 
  +5’ Move
    +3 Init; 
  +10’ Move
    +4 Init; 
  +5’ Move
    +2 Init; 
  +5’ Move
    +4 Init; 
  +5’ Move
    +5 Init; 
  +10’ Move
    +7 Init; 
  +15’ Move
    
  Use / 
  Defend
    +1 impact / 
  +1 AC
    +2 impact 
  die / +2 AC
    +1 impact 
  die / +3 AC
    +1 impact 
  die / +4 AC
    +1 impact die / 
  +3 AC
    +1 impact die / 
  +4 AC
    +2 impact dice 
  / +5 AC
    +2 impact dice 
  / +6 AC
    
  Ability
    +1 impact / 
  +1 DC / +5’ 
  range
    +2 impact 
  die / +2 DC / 
  +5’ range
    +1 impact 
  die / +3 DC / 
  +10’ range
    +1 impact 
  die / +4 DC/ 
  +10’ range
    +1 impact die 
  / +3 DC / +10’ 
  range
    +1 impact die 
  / +4 DC / +15’ 
  range
    +2 impact dice 
  / +5 DC / +20’ 
  range
    +2 impact dice 
  / +6 DC / +20’ 
  range
    
  Flee
    +1 AC; 
  +5’ Move
    +2 AC; 
  +10’ Move
    +3 AC; 
  +15’ Move
    +4 AC; 
  +20’ Move
    +2 AC; 
  +10’ Move
    +4 AC; 
  +15’ Move
    +5 AC; 
  +20’ Move
    +7 AC; 
  +25’ Move
  Combat Lulls
  Combat Lulls are a temporary handicap, penalty, or other 
  negative impact to a creature’s combat abilities.  Lulls 
  represent the reality that in the shifting chaos of fighting, a 
  creature might get distracted, trip, stumble, miscalculate, or 
  otherwise perform not as well as it might typically, either 
  through its own failure or the circumstances of the battle.
  If a Combar Lull is indicated in the FlexTable results rolled, 
  it applies for the combat actions of that creature alone, and 
  for the current combat round only.  
  Lulls rolled do not apply to any other creature, friend or foe, 
  this round.  Penalties apply until the start of the next round 
  of combat for that creature.
  This means that the negative effect may still apply during 
  the enemy’s combat turn.  For example, a Lull for a creature 
  using the Use/Defend Outcome might degrade its Armor 
  Class; this penalty lasts throughout the enemy’s next round.
  Types of Lull
  Combat Lulls are specific to the context of the Outcome that 
  is rolled.
  
  577
  Appendices
  Combat Lull Summary
  Table 688: Combat Lull Summary
  Outcome
  Minor Lull
  Major Lull
    
  Attack 
  Main
    -1 Attack
    -2 Attack
    -3 Attack
    -4 Attack
    -2 Attack
    -4 Attack
    -5 Attack
    -6 Attack
    
  Attack 
  Secondary
    -1 Attack
    -2 Attack
    -3 Attack
    -4 Attack
    -2 Attack
    -4 Attack
    -5 Attack
    -6 Attack
    
  Maneuver
    -1 Init; 
  -5’ Move
    -2 Init; 
  -5’ Move
    -3 Init; 
  -10’ Move
    -4 Init; 
  -5’ Move
    -2 Init; 
  -5’ Move
    -4 Init; 
  -5’ Move
    -5 Init; 
  -10’ Move
    -7 Init; 
  -15’ Move
    
  Use / 
  Defend
    -1 impact / 
  -1 AC
    -2 impact die 
  / -2 AC
    -1 impact die 
  / -3 AC
    -1 impact die 
  / -4 AC
    -1 impact die / 
  -3 AC
    -1 impact die / 
  -4 AC
    -2 impact dice / 
  -5 AC
    -2 impact dice / 
  -6 AC
    
  Ability
    -1 impact / 
  -1 DC / -5’ 
  range
    -2 impact die 
  / -2 DC / -5’ 
  range
    -1 impact die 
  / -3 DC / -10’ 
  range
    -1 impact die 
  / -4 DC/ -10’ 
  range
    -1 impact die 
  / -3 DC / -10’ 
  range
    -1 impact die 
  / -4 DC / -15’ 
  range
    -2 impact dice 
  / -5 DC / -20’ 
  range
    -2 impact dice 
  / -6 DC / -20’ 
  range
    
  Flee
    -1 AC; 
  -5’ Move
    -2 AC; 
  -10’ Move
    -3 AC; 
  -15’ Move
    -4 AC; 
  -20’ Move
    -2 AC; 
  -10’ Move
    -4 AC; 
  -15’ Move
    -5 AC; 
  -20’ Move
    -7 AC; 
  -25’ Move
  
  578
  Appendices
  Appendix: AI FlexTables
  Appendix: AI FlexTables
  Full Edition vs. FTEG 
  Full Edition vs. FTEG 
  SAT
  SAT
  The following FlexAI tables include one detailed set of 
  FlexTables for each Role, assuming a Fresh Stance.
  The Full Edition of FlexAI contains a separate FlexTable for 
  each distinct combination of Role and Stance.  
  With 35 Roles and 8 Stances, that makes for a grand total of 
  280 FlexTables, each one designed for a unique combination 
  of a type of creature behavior, and its current circumstances.
  In addition, the Full Edition contains several unique or 
  special-circumstance scenarios beyond the mere combination 
  of Role and Stance.
  In total, the 300+ page Full Edition aims to address an 
  enormous range of possible combat scenarios.
    The Full Edition of FlexAI also contains tools and rules 
  for assigning FlexAI guidelines for your own, new, or 
  existing published monsters or NPCs. 
   
  It also contains a wealth of easy-to-use guidelines for 
  quickly picking FlexTables for a given monster. 
   
  In short: It should take less than a minute for a seasoned 
  GM to take a monster or NPC and “enable” them for 
  FlexAI use!
  
  579
  Appendices
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Brute / Fresh
  Brute / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 71: Brute Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  01-26
  01-16
  01-21
  01-09
    Attack Main
  27-31
  17-18
  22-23
  10-14
    Attack Secondary
  32-36
  19-23
  24-28
  15-22
    Maneuver
  37-39
  24-26
  29-33
  23-27
    Use / Defend
  40-54
  27-31
  34-41
  28-32
    Ability
  -
  -
  -
  33-35
    Flee
  55-66
  32-46
  42-46
  36-43
   
   AM/Minor Surge
  67-71
  47-54
  47-48
  44-46
   
    AS/Minor Surge
  72-73
  55-59
  49-50
  47-51
   
    M/Minor Surge
  74-75
  60-61
  51-52
  52-54
   
   UD/Minor Surge
  76-80
  62-69
  53-55
  55-57
   
    AB/Minor Surge
  -
  70-74
  -
  58
   
    FL/Minor Surge
  81-85
  75-79
  56
  59-61
   
    AM/Major Surge
  86
  80-81
  -
  62
   
    AS/Major Surge
  87
  82-84
  57
  63-65
   
    M/Major Surge
  88
  85-89
  58
  66
   
    UD/Major Surge
  89-90
  90-91
  -
  67
   
    AB/Major Surge
  -
  92-96
  -
  68
   
    FL/Major Surge
  91-92
  97
  59-68
  69-73
   
    AM/Minor Lull
  93
  -
  69-73
  74-76
   
    AS/Minor Lull
  94
  -
  74-78
  77-79
   
    M/Minor Lull
  -
  -
  79-80
  80-82
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  95
  -
  81-85
  83-85
   
    AB/Minor Lull
  -
  98-99
  -
  86-87
   
    FL/Minor Lull
  96-97
  -
  86-90
  88-90
   
    AM/Major Lull
  98
  -
  91-93
  91-92
   
    AS/Major Lull
  99
  -
  94-96
  93-95
   
    M/Major Lull
  -
  -
  97
  96-97
   
    UD/Major Lull
  00
  -
  98-00
  98-99
   
    AB/Major Lull
  -
  00
  -
  00
   
    FL/Major Lull
  FlexTable 72: Brute Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  01-23
  01-06
  01-16
  01-06
    Frontline
  24-28
  07-11
  17-26
  07-21
    Rearguard
  29-60
  12-19
  27-41
  22-26
    Closest
  61-65
  20-22
  42-56
  27-76
    Farthest
  66-80
  23-37
  57-71
  77-91
    Strongest
  81-90
  38-72
  72-74
  92-93
    Weakest
  91-95
  73-97
  75-87
  94-95
    Ranged Enemy
  96-00
  98-00
  88-00
  96-00
    Melee Enemy
  
  580
  Appendices
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Soldier / Fresh
  Soldier / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 73: Soldier Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-41
  1-21
  1-31
  1-21
    Attack Main
  42-61
  22-26
  32-46
  22-26
    Attack Secondary
  62-64
  27-34
  47
  27-29
    Maneuver
  65-66
  35-39
  -
  30-31
    Use / Defend
  67-71
  40-41
  48-62
  32-36
    Ability
  -
  42-51
  -
  37
    Flee
  72-79
  52-59
  63-72
  38-40
   
   AM/Minor Surge
  80
  60
  73-77
  41-42
   
    AS/Minor Surge
  81
  61
  -
  43
   
    M/Minor Surge
  82
  62
  -
  44
   
   UD/Minor Surge
  83
  63
  78-80
  45
   
    AB/Minor Surge
  -
  64-68
  -
  46
   
    FL/Minor Surge
  84-86
  69
  81-85
  47
   
    AM/Major Surge
  87
  70
  86-88
  48
   
    AS/Major Surge
  88
  71
  -
  49
   
    M/Major Surge
  89
  72
  -
  50
   
    UD/Major Surge
  90
  73
  89-90
  51
   
    AB/Major Surge
  -
  74-76
  -
  52
   
    FL/Major Surge
  91
  77
  91
  53-57
   
    AM/Minor Lull
  92
  78
  92
  58-62
   
    AS/Minor Lull
  93
  79
  93
  63-67
   
    M/Minor Lull
  -
  -
  -
  68-75
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  94
  80
  94
  76-80
   
    AB/Minor Lull
  95
  81-90
  95
  81-85
   
    FL/Minor Lull
  96
  91
  96
  86-88
   
    AM/Major Lull
  97
  92
  97
  89-90
   
    AS/Major Lull
  98
  93
  98
  91-93
   
    M/Major Lull
  99
  94
  99
  94-96
   
    UD/Major Lull
  100
  95
  100
  97-98
   
    AB/Major Lull
  -
  96-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 74: Soldier Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-41
  1-41
  1-21
  1-40
    Frontline
  -
  -
  -
  -
    Rearguard
  42-76
  42-76
  22-51
  -
    Closest
  -
  -
  -
  -
    Farthest
  77-86
  77-86
  52-86
  41-80
    Strongest
  87-88
  87-88
  87-88
  -
    Weakest
  89-90
  89-90
  89-90
  -
    Ranged Enemy
  91-
  100
  91-
  100
  91-
  100
  81-
  100
    Melee Enemy
  
  581
  Appendices
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Artillery / Fresh
  Artillery / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 75: Artillery Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-16
  1-16
  1-21
  1-16
    Attack Main
  17-31
  17-31
  22-41
  17-31
    Attack Secondary
  32-41
  32-39
  42-44
  32-46
    Maneuver
  42
  40-44
  -
  47-56
    Use / Defend
  43-50
  45-46
  45-54
  57-59
    Ability
  51-55
  47-54
  -
  60-64
    Flee
  56-63
  55-59
  55-69
  65-66
   
   AM/Minor Surge
  64-68
  60-61
  70-77
  67
   
    AS/Minor Surge
  69-71
  62-64
  78
  68-70
   
    M/Minor Surge
  72-73
  65-66
  -
  71-72
   
   UD/Minor Surge
  74-78
  67-71
  79-86
  73-75
   
    AB/Minor Surge
  -
  72-74
  -
  76
   
    FL/Minor Surge
  79-83
  75-79
  87-89
  77-78
   
    AM/Major Surge
  84-87
  80-83
  90-91
  79
   
    AS/Major Surge
  88
  84
  92
  80
   
    M/Major Surge
  89
  85
  -
  81
   
    UD/Major Surge
  90
  86
  93-95
  82
   
    AB/Major Surge
  -
  87-88
  96-98
  83
   
    FL/Major Surge
  91-92
  89
  99
  84-88
   
    AM/Minor Lull
  93
  90
  100
  89
   
    AS/Minor Lull
  94
  91
  -
  90
   
    M/Minor Lull
  -
  -
  -
  91
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  95
  92
  -
  92
   
    AB/Minor Lull
  -
  93-95
  -
  93
   
    FL/Minor Lull
  96-97
  96
  -
  94-95
   
    AM/Major Lull
  98
  97
  -
  96
   
    AS/Major Lull
  99
  98
  -
  97
   
    M/Major Lull
  -
  -
  -
  98
   
    UD/Major Lull
  100
  99
  -
  99
   
    AB/Major Lull
  -
  100
  -
  100
   
    FL/Major Lull
  FlexTable 76: Artillery Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-6
  1-2
  1-6
  1-16
    Frontline
  7-26
  3-22
  7-21
  17-31
    Rearguard
  27-31
  23-24
  22-26
  32-33
    Closest
  32-51
  25-44
  27-36
  34-53
    Farthest
  52-71
  45-54
  37-71
  54-93
    Strongest
  72-83
  55-79
  72-83
  -
    Weakest
  84-98
  80-99
  84-98
  94-98
    Ranged Enemy
  99-
  100
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  582
  Appendices
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Skirmisher / Fresh
  Skirmisher / Fresh
  • 
    Use Context 
  C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 77: Skirmisher Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-6
  1-6
  1-11
  1-9
    Attack Main
  7-16
  7-11
  12-26
  10-16
    Attack Secondary
  17-36
  12-36
  27-36
  17-27
    Maneuver
  37-38
  37-41
  37
  28-29
    Use / Defend
  39-53
  42-56
  38-54
  30-34
    Ability
  54-55
  57-61
  -
  35-39
    Flee
  56-63
  62-65
  55-64
  40-44
   
   AM/Minor Surge
  64-65
  66
  65-69
  45
   
    AS/Minor Surge
  66-70
  67-71
  70-71
  46-48
   
    M/Minor Surge
  71
  72
  72
  49
   
   UD/Minor Surge
  72-76
  73-74
  73-77
  50
   
    AB/Minor Surge
  -
  75-76
  -
  51
   
    FL/Minor Surge
  77-81
  77-78
  78-84
  -
   
    AM/Major Surge
  82
  79
  85-87
  -
   
    AS/Major Surge
  83-85
  80-81
  88
  -
   
    M/Major Surge
  86
  82
  89
  -
   
    UD/Major Surge
  87
  83
  90-94
  -
   
    AB/Major Surge
  88
  84-86
  -
  -
   
    FL/Major Surge
  89-90
  87-88
  95-96
  52-59
   
    AM/Minor Lull
  91
  89
  97
  60-64
   
    AS/Minor Lull
  -
  -
  -
  65-72
   
    M/Minor Lull
  92
  90
  -
  73-75
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  93
  91
  -
  76-78
   
    AB/Minor Lull
  94
  92-94
  -
  79-81
   
    FL/Minor Lull
  95-96
  95-96
  98
  82-86
   
    AM/Major Lull
  97
  97
  99
  87-89
   
    AS/Major Lull
  -
  -
  -
  90-94
   
    M/Major Lull
  98
  -
  -
  95-96
   
    UD/Major Lull
  99
  98
  100
  97-98
   
    AB/Major Lull
  100
  99-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 78: Skirmisher Role; Fresh Stance: 
  Targeting
   A
   B
   C
   D
  Outcome
  1-3
  1-2
  1-3
  1-16
    Frontline
  4-23
  3-24
  4-33
  17-36
    Rearguard
  24-33
  25-32
  34-38
  37-46
    Closest
  34-58
  33-52
  39-43
  47-61
    Farthest
  59-83
  53-67
  44-78
  62-91
    Strongest
  84-98
  68-97
  79-98
  92-93
    Weakest
  99
  98-99
  99
  94-95
    Ranged Enemy
  100
  100
  100
  96-
  100
    Melee Enemy
  
  583
  Appendices
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Lurker / Fresh
  Lurker / Fresh
  • 
    Use Context 
  C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 79: Lurker Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-9
  1-6
  1-11
  1-6
    Attack Main
  10-13
  7-8
  12-16
  7-9
    Attack Secondary
  14-18
  9-13
  17-19
  10-14
    Maneuver
  19-30
  14-33
  20-24
  15-24
    Use / Defend
  31-50
  34-48
  25-49
  25-36
    Ability
  51-52
  49-53
  -
  37-41
    Flee
  53-55
  54-55
  50-56
  42-43
   
   AM/Minor Surge
  56-57
  56
  57-61
  44
   
    AS/Minor Surge
  58-60
  57-58
  62-64
  45-46
   
    M/Minor Surge
  61-65
  59-66
  65-67
  47-51
   
   UD/Minor Surge
  66-73
  67-69
  68-77
  52-54
   
    AB/Minor Surge
  74
  70-72
  -
  55-59
   
    FL/Minor Surge
  75-76
  73
  78-82
  60
   
    AM/Major Surge
  77
  74
  83-84
  61
   
    AS/Major Surge
  78-79
  75
  85-86
  62
   
    M/Major Surge
  80-82
  76-77
  87-88
  63-65
   
    UD/Major Surge
  83-87
  78-79
  89-96
  66-67
   
    AB/Major Surge
  88
  80-82
  -
  68-72
   
    FL/Major Surge
  89-90
  83-84
  97
  73-74
   
    AM/Minor Lull
  91
  85
  98
  75
   
    AS/Minor Lull
  92
  86
  99
  76
   
    M/Minor Lull
  -
  -
  -
  77-81
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  93
  87
  100
  82
   
    AB/Minor Lull
  94
  88-92
  -
  83-87
   
    FL/Minor Lull
  95-96
  93-94
  -
  88-89
   
    AM/Major Lull
  97
  95
  -
  90
   
    AS/Major Lull
  98
  96
  -
  91
   
    M/Major Lull
  -
  -
  -
  92-94
   
    UD/Major Lull
  99
  97
  -
  95
   
    AB/Major Lull
  100
  98-
  100
  -
  96-
  100
   
    FL/Major Lull
  FlexTable 80: Lurker Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-31
  1-31
  1-41
  1-21
    Frontline
  32-40
  32-42
  42-46
  22-23
    Rearguard
  41-90
  43-82
  47-76
  24-73
    Closest
  91-92
  83-84
  77-78
  74-75
    Farthest
  93-94
  85-86
  79-94
  76-94
    Strongest
  95-96
  87-96
  95-96
  95-96
    Weakest
  97-98
  97-98
  97-98
  97-98
    Ranged Enemy
  99-
  100
  99-
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  584
  Appendices
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Controller / Fresh
  Controller / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 81: Controller Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-9
  1-6
  1-11
  1-6
    Attack Main
  10-17
  7-11
  12-21
  7-11
    Attack Secondary
  18-19
  12-14
  22
  12-16
    Maneuver
  20-21
  15-19
  23
  17-21
    Use / Defend
  22-51
  20-49
  24-49
  22-41
    Ability
  -
  50-52
  -
  42-46
    Flee
  52-56
  53-57
  50-57
  47-48
   
   AM/Minor Surge
  57-61
  58-62
  58-65
  49-50
   
    AS/Minor Surge
  62
  63
  66
  51
   
    M/Minor Surge
  63
  64
  67
  52
   
   UD/Minor Surge
  64-68
  65-74
  68-77
  53-54
   
    AB/Minor Surge
  -
  75-76
  -
  55-56
   
    FL/Minor Surge
  69-71
  77
  78-80
  57-59
   
    AM/Major Surge
  72-74
  78
  81-83
  60-62
   
    AS/Major Surge
  75
  79
  84
  63
   
    M/Major Surge
  76
  80
  85
  64
   
    UD/Major Surge
  77-79
  81-83
  86-90
  65
   
    AB/Major Surge
  -
  84
  -
  66
   
    FL/Major Surge
  80-82
  85
  91
  67-71
   
    AM/Minor Lull
  83-85
  86
  92
  72-76
   
    AS/Minor Lull
  86
  87
  -
  77-81
   
    M/Minor Lull
  87
  88
  -
  82-85
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  88-92
  89-91
  93-95
  86-90
   
    AB/Minor Lull
  -
  92-94
  -
  91-93
   
    FL/Minor Lull
  93-94
  95
  96
  94-95
   
    AM/Major Lull
  95-96
  96
  97
  96
   
    AS/Major Lull
  97
  97
  98
  97
   
    M/Major Lull
  98
  98
  99
  98
   
    UD/Major Lull
  99-
  100
  99
  100
  99
   
    AB/Major Lull
  -
  100
  -
  100
   
    FL/Major Lull
  FlexTable 82: Controller Role; Fresh Stance: 
  Targeting
   A
   B
   C
   D
  Outcome
  1-16
  1-11
  1-11
  1-26
    Frontline
  17-31
  12-21
  12-21
  27-36
    Rearguard
  32-46
  22-31
  22-41
  37-46
    Closest
  47-61
  32-41
  42-51
  47-71
    Farthest
  62-76
  42-51
  52-81
  72-96
    Strongest
  77-91
  52-91
  82-91
  97
    Weakest
  92-95
  92-95
  92-95
  98
    Ranged Enemy
  96-
  100
  96-
  100
  96-
  100
  99-
  100
    Melee Enemy
  
  585
  Appendices
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Leader / Fresh
  Leader / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 83: Leader Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-11
  1-9
  1-11
  1-6
    Attack Main
  12-21
  10-17
  12-21
  7-11
    Attack Secondary
  22-26
  18-22
  22-26
  12-16
    Maneuver
  27-31
  23-30
  27-31
  17-21
    Use / Defend
  32-44
  31-40
  32-44
  22-26
    Ability
  -
  41-43
  -
  27-29
    Flee
  45-57
  44-51
  45-59
  30-34
   
   AM/Minor Surge
  58-62
  52-54
  60-65
  35-37
   
    AS/Minor Surge
  63-64
  55-56
  66-67
  38-39
   
    M/Minor Surge
  65-66
  57-58
  68-69
  40-44
   
   UD/Minor Surge
  67-71
  59-61
  70-74
  45-47
   
    AB/Minor Surge
  -
  62-64
  -
  48-55
   
    FL/Minor Surge
  72-79
  65-69
  75-84
  56-60
   
    AM/Major Surge
  80-82
  70-71
  85-92
  61-62
   
    AS/Major Surge
  83
  72
  93-94
  63
   
    M/Major Surge
  84
  73-75
  95
  64-66
   
    UD/Major Surge
  85-87
  76-78
  96-
  100
  67-69
   
    AB/Major Surge
  -
  79-80
  -
  70-74
   
    FL/Major Surge
  88-90
  81-83
  -
  75-77
   
    AM/Minor Lull
  91
  84
  -
  78
   
    AS/Minor Lull
  92
  85
  -
  79
   
    M/Minor Lull
  93
  86-87
  -
  80-84
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  94
  88
  -
  85
   
    AB/Minor Lull
  -
  89-91
  -
  86-90
   
    FL/Minor Lull
  95-96
  92-93
  -
  91-92
   
    AM/Major Lull
  97
  94
  -
  93
   
    AS/Major Lull
  98
  95
  -
  94
   
    M/Major Lull
  99
  96-97
  -
  95-97
   
    UD/Major Lull
  100
  98
  -
  98
   
    AB/Major Lull
  -
  99-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 84: Leader Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-16
  1-6
  1-16
  1-21
    Frontline
  17-26
  7-11
  17-21
  22-24
    Rearguard
  27-41
  12-41
  22-46
  25-39
    Closest
  42-46
  42-46
  47-51
  40-64
    Farthest
  47-76
  47-56
  52-86
  65-94
    Strongest
  77-96
  57-96
  87-96
  95-96
    Weakest
  97-98
  97-98
  97-98
  97-98
    Ranged Enemy
  99-
  100
  99-
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  586
  Appendices
  FlexTale
  FlexTale™ is an attempt to make roleplaying game adventure 
  content dynamic and interesting.  A module created using 
  FlexTale is different each time it is run.  Treasure, monsters, 
  plot activities, NPC backstories and character arcs, and 
  various actions and plot elements can all occur differently.  
  Differences can occur 
  using the roll of dice, 
  or the GM can simply 
  choose the content 
  that s/he prefers or 
  feels would be most engaging to the play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers to 
  anything in an adventure that can be modified.  Whether one 
  NPC is in love with another, or who murdered the vagrant 
  in the alley behind the town pub—FlexTale dynamic content 
  makes it possible to have several explanations or paths 
  through a story.
  Dynamic Content is made possible by something called a 
  FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots and lots 
  of tables, in many cases!  Typically, these tables are two-
  column, or perhaps three-column: you have one column that 
  lists the dice roll result, and you reference that row as the 
  outcome of the randomization.  This is all well and good, 
  but it limits the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen in the 
  game that you might want to impact those outcomes.
  A Traditional RPG Lookup Table
  “: Traditional Lookup Table” is a typical “what’s in the 
  treasure chest” table that requires rolling a 
   d100.  You 
  roll a d100, and then you look up which row your roll falls 
  into, and then you get your single result.  Interesting, to be 
  sure, and it definitely provides for some variability… but the 
  extent of that variability is constant.
  Table 689: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average Reward
  3d12 gp, a gold-hilted dagger 
  worth 10 pp, and two potions 
  of cure light wounds.
  D%
  Result
  Description
  81-
  100
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is that 
  they have multiple columns to represent dice rolls.  Each 
  of the columns represents a different situation or set of 
  conditions under which that column is used to reference the 
  result.  
  This seemingly simple change is used to make all of the 
  following possible:
  • Differences in probabilities for the individual outcomes.
  • “Scalable” monsters and rewards that more appropriately 
  match the level and power of the PCs.
  • Proportional rewards, measured against the strength of a 
  relationship or other conditions.
  • Circumstantial content, restricted to certain conditions 
  or prerequisites.
  “: Sample Treasure Chest Contents” is the same table we 
  saw earlier, modified to be a FlexTable.
  Contexts
  In the above example, there are now four columns used to 
  indicate the range of the dice roll result.  These columns are 
  referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will have to 
  figure out which Context you should refer to.  In the above 
  table, the leftmost column is Context “A” (D%A), the next 
  one is “B”, and so on.  Each Context also indicates the dice 
  to be rolled—in this example, you roll the same dice (d%) in 
  each Context, but in some FlexTables, different dice may be 
  used.
  This straightforward example demonstrates the following 
  differences in converting a standard table into a FlexTable:
  Different Probabilities: Context C is the most favorable, 
  since it provides a much bigger range of rolls under which 
  you would receive the “Major Reward”.  Context B is the next 
  best, since it, too, expands the range that Context A has.
  Circumstantial Results: In Context D, not only are the 
  favorable outcomes less likely, but there is a fifth result row 
  that is only possible under this Context: “Cursed Reward”.  
  Determining Context: When you are called upon to roll on 
  this FlexTable, the adventure will use some description to 
  make it clear which Context to use.  In the above example, 
  perhaps the Context is determined by how favorable the 
  party’s relationship is with a local wizard… but if the party 
  has fought or slain that wizard, then Context D is used to 
  represent the soured atmosphere.
  What is FlexTale?
  What is FlexTale?
  
  587
  Appendices
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The GM is 
  encouraged to use his/her common sense and judgement in 
  overriding this guidance as she/he sees fit based on the party 
  and how the game is going.  For example, a GM could choose 
  to reference a specific Context even though the prerequisites 
  aren’t met.  She could also choose to simply ignore the table 
  entirely, and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to improve 
  gameplay if necessary; unless you have a specific reason for 
  overruling the recommended use of a FlexTable, you should 
  try to use it as it was intended to be used.
  Here’s an example for the above table, assuming the example 
  of the contents of the treasure chest scaling to the nature of 
  the relationship the party has with the local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is Unfriendly or 
  Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, or if 
  the party has ever attacked the wizard (or slain her).
  This is an impressive-sounding title, but the goal is quite 
  simple to describe: Let the story be different.  
  FlexTable 85: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two potions 
  of cure light wounds.
  81-100
  61-100
  51-100
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a scroll of 
  fireball (CL 12).
  n/a
  n/a
  n/a
  51-100
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and whomever 
  opens it is struck with a bestow curse spell (CL 8).
  
  588
  Appendices
  Appendix: FlexAI for Social 
  Appendix: FlexAI for Social 
  Encounters
  Encounters
  
  589
  Appendices
  About Social Encounters
  About Social Encounters
  Combat encounters rely upon confrontation and damage to 
  determine the outcome.  Social encounters use words as the 
  weapons.
  Social Encounters are, generally speaking, any non-combat 
  interaction between the adventuring party and one or more 
  creatures who speak one or more languages that the PCs do.
  Limitations
  By nature, social encounters are more complex than combat 
  encounters.  No matter how detailed and thorough the 
  attempt, AI for social encounters will always require some 
  interpretation as it applies to the specific aspects of the 
  encounter being played.
  How to Use FlexAI for 
  How to Use FlexAI for 
  Social Encounters
  Social Encounters
  Sanity Checks & Rerolls
  Generally speaking, if something “feels wrong”, reroll it.  
  More specifically, if the Outcome determined by FlexAI do 
  not apply (e.g., the NPC in question lacks any specialized 
  knowledge that a Subject Info might be used to uncover) or 
  are inappropriate to the circumstances (e.g., Turn Hostile 
  when the NPC in question is a pacifist), reroll the result to 
  determine a more appropriate outcome.
  Starting Points
  Far more so than with Combat Encounters, the rules for 
  FlexAI Social Encounters should be considered a starting 
  point for a seasoned GM to expand upon intelligently and 
  reasonably.  
  Specifically, the DCs cited in the following FlexTables should 
  be considered the minimum, or a reasonable average, value; 
  obviously, the value used in a particular test should reflect 
  much more context than a static book can possibly predict.
  Behavior Common Concepts
  There are some basic concepts for the FlexAI implementation 
  of social encounter AI that bear some explaining.
  FlexAI for Social Encounters helps you determine the 
  following things:
  • What Choices are possible when interacting with the 
  NPC(s);
  • How Difficult (i.e., the DC) each Choice is, depending on 
  the level of the party;
  • What Result occurs during a Successful interaction check;
  • What Result occurs during a Failed interaction check.
  To help determine the above, you must know three things 
  about the social interaction:
  • The Social Role played by the NPC(s) being interacted 
  with;
  • The Role Size of the NPC(s);
  • The Social Context of the interaction.
  Taken together, the above three elements will allow you to 
  determine which page’s tables to use to simulate the NPC’s 
  behavior.
  Social Roles
  A Social Role is a description of the utility of the NPC 
  relative to the adventuring party.  This is partly a measure 
  of the NPC’s relationship with the party or its members, 
  and partly a representation of the role in the story the GM 
  intends for the character.
  Some adventuring products will come with the Social Role 
  of an NPC already described.  For others, you will have to 
  make an assessment as to what makes the most sense; to 
  help guide that determination, each Role contains several 
  examples.
  Table 690: Social Roles
  Role
  Description
    
  Ally
  Someone who is deeply devoted to 
  one or more PCs, or is committed 
  to the cause of the party as a 
  whole.  Can also be someone 
  whose life or livelihood you have 
  saved or improved.
  Examples 
  Hireling, devotee, squire, relative.
    
  Asset
  A key character who is 
  intentionally part of the plot of 
  the story.  Can be at the session, 
  module, or campaign level of 
  detail; the deciding factor is if this 
  person has information that they 
  can share to help progress the 
  narrative.
  Examples 
  The wizard who hires the party 
  to go on a quest; the courtesan 
  who knows which merchants have 
  sampled the brothel’s offerings.
  FlexAI for Social Encounters
  
  590
  Appendices
  Role
  Description
    
  Acquaintance
  A positive relationship, but one 
  less in strength and more casual 
  than an Ally.
  Examples 
  A fellow faction member, a 
  shopkeeper with whom you have 
  done business, or a tavern owner 
  who knows you.
    
  Opponent
  Someone who is perhaps not 
  actively engaged in combat with 
  you at the moment, but is hostile 
  to your party or at odds with their 
  aims fundamentally.
  Examples 
  An evil NPC, a rival guild leader, 
  or the guard beyond whom lies 
  the princess.
    
  Bystander
  Someone completely neutral to 
  you and either ambivalent about 
  or ignorant of your cause.  Such 
  a person is neither helpful nor 
  hostile initially.
  Examples 
  Any passerby on the street; 
  anyone with whom you have no 
  existing relationship and who has 
  no reason to know who you are.
  Social Role Sizes
  In addition to the Social Role described above, each NPC and 
  creature also has a Role Size.  
  This is identical in nature and purpose to the Role Variant 
  characteristics for monsters in combat AI described earlier.  
  For monsters who might also communicate, simply use the 
  Role Size you determined for them (or which was provided 
  for them).  
  For NPCs, use the following guidance if the Role Size is not 
  provided as part of their profile.
  • 
    Normal:  
  Use as a default, or if no other description below applies.
  • 
    Minion:  
  A minor character, passerby, or a creature with an 
  Intelligence value of 8 or lower.
  • 
    Elite:  
  A key character, prominent faction member, or significant 
  NPC.
  • 
    Solo:  
  A major character in the story, a leader of a faction, or 
  someone who has a very close relationship with the PCs.
  Social Contexts
  While Social Role is the single most important determinant 
  of how an NPC will interact with the PCs, also of huge 
  significance is the Context of the interaction.  
  A conversation taking place amidst a battlefield is markedly 
  different than one occurring in a tavern late at night, and 
  will undoubtedly produce different results, no matter what 
  the relationship between the party and a character!
  Table 691: Social Contexts
  Context
  Description
    
  Combat
  There is fighting taking place.  Note 
  that the fighting need not necessarily 
  involve the PCs fighting the NPC(s), 
  and does not necessarily mean that 
  both the PCs and the NPC(s) are 
  fighting other creatures.  Any combat 
  taking place near the social interaction 
  qualifies.
  In cases where the PCs are actively 
  engaged in combat with the 
  NPC(s) they would want to have 
  a conversation with, use the rules 
  inherent in your game’s system to 
  determine how to start a conversation 
  without suffering additional blows 
  before using FlexAI for Social 
  Encounters.
    
  Lull in 
  Fighting
  Combat has occurred recently, but 
  there is no active combat at the 
  moment.  A battlefield with a brief lull 
  in the fighting, or peace negotiated 
  shakily between two parties, qualifies.
    
  Long Rest
  The parties to the conversation are 
  gathered around a campfire, are laying 
  down in a communal sleeping area in a 
  church, or are otherwise in a situation 
  where all are ready for a long (i.e., 
  overnight, typically) rest.
    
  Short Rest
  The PCs and the NPC(s) are in a 
  tavern, bath house, sauna, spa, or 
  other establishment where a short 
  (i.e., 1-4 hours) rest or relaxation is 
  occurring.
    
  Formal 
  Gathering
  The people involved are attending a 
  church service, wedding, banquet, 
  celebration, or other formal gathering.
    
  Informal 
  Gathering
  The party and it NPC(s) are 
  participating in a shop, a festival, an 
  impromptu party in a tavern, or other 
  informal gathering.
    
  Passing By
  Use this Context if no other category 
  applies, or if the PCs are merely 
  greeting the NPC(s) in passing on the 
  street, on a road, or in town.
  
  591
  Appendices
  Social Interaction Choices
  Interaction Choices refer to the set of possible interactions 
  that can be attempted in a conversation between the PCs and 
  one or more NPCs.  
  Table 692: Social Choices
  Outcome
  Description
    
  Diplomacy
  Peacefully and gracefully 
  introduce a notion and attempt to 
  inspire a favorable response.
  Skill Analogues 
  Persuasion, discussion, 
  investigation, insight
    
  Intimidate
  Aggressively force information 
  or an opinion out of your 
  conversation partner.
  Skill Analogues 
  Intimidation
    
  Sense Motive
  Detect lies, or attempt to 
  understand if there is something 
  meaningful behind a statement.
  Skill Analogues 
  Perception, insight, investigation 
  when attempting to determine 
  veracity of a statement or the 
  underlying motives of someone
    
  Mislead
  Provide a response, or seed 
  information, that you know to be 
  untrue.
  Skill Analogues 
  Deception, bluff
    
  Gather Info
  Obtain information in a general 
  sense about an event, character, 
  faction, establishment, or other 
  local or immediate person, place, 
  thing, or action.
  Skill Analogues 
  Investigation, Knowledge (Local)
    
  Subject Info
  Expand your knowledge about 
  certain subjects beyond what a lay 
  person might be aware of.
  Skill Analogues 
  Any other Knowledge or 
  Profession skill
  Using Social Choice Options
  Each combination of Social Role, Role Size, and Social 
  Context contains a set of Choices.  The FlexTable that 
  describes these Choices serves a dual function: 
  • The d100 roll results on the left side of the FlexTable are 
  used when determining what action the NPC might take 
  when it is their “turn” in the conversational volley.
  • The columns on the right side of the FlexTable represent 
  which actions the PCs can feasibly take to interact with 
  the NPC, and lists the DCs for doing so based on which 
  Quadded Challenge rank the PCs qualify to be in.   
   
  The lower value is used for systems like 5E/Fifth Edition, 
  and the higher value is used for more scalable systems like 
  Pathfinder and Pathfinder Second Edition.
  Note that this information is typically hidden from the PCs, 
  so they are not entirely certain which Choices might be 
  feasible.  When playing a traditional tabletop gaming group, 
  only the GM/DM should determine and be aware of these 
  options.
    As with every other aspect of FlexAI, the values and 
  tools provided are intended merely as a starting point.  
  Use common sense, and mix in your own expectations, 
  needs, and railroading to guide you when setting DCs and 
  options available for Choices in a social encounter.
  Unavailable Choices
  Choices listed as “n/a” for their DC values indicate that it 
  is not feasible to successfully interact with the NPC in that 
  manner, in this context.
  More mechanically, if the PCs attempt a Social Choice that 
  is listed as “n/a” or that does not contain a DC listing, the 
  attempt automatically fails.
  Social Encounter Results
  Whenever the PCs attempt a social interaction with an NPC, 
  you can use FlexAI to determine whether that attempt is 
  successful or fails.  Note that success or failure terminology 
  is used from the perspective of the PCs: specifically, are they 
  able to do what they wanted to do, and get what they wanted 
  to get out of, the interaction?
  The list below, and used herein, is not intended to be, and 
  cannot be, a complete description of every possible social 
  interaction.  Vagaries of story context, communication 
  method, personalities, and senses of humor make it 
  impossible to cover every situation, but in the hands of a 
  good GM, the following list of possible Results will provide a 
  comprehensive framework for storytelling mechanics.
  Leniency / Immediacy
  Each of the “bad” Results below describes a possibility 
  for the GM to underscore the failure by making the 
  consequences immediate, or to show leniency and grant 
  further options to recover from the failure.
  These options should be selected based on how the GM feels 
  about the social encounter, what is intended for the party, 
  and potentially by the degree of failure.
  It is suggested that a critical failure in a social interaction 
  trigger the more immediate consequence described.
  
  592
  Appendices
  Table 693: Social Encounter Results
  Outcome
  Description
    
  Turns Hostile
  The NPC turns openly hostile to 
  you.  
  At the GM’s discretion, this could 
  immediately trigger a combat 
  encounter, or perhaps the PCs 
  have one final chance to defuse 
  the situation.
    
  Leaves
  The NPC is affronted, bored, 
  busy, suspicious, or otherwise not 
  interested in talking with you any 
  longer.  They attempt to leave. 
  At the GM’s discretion, the 
  NPC may leave immediately, or 
  perhaps the PCs can make an 
  attempt at regaining their trust or 
  interest.
    
  Ignores You
  The NPC has other things on 
  their mind, or finds your drivel 
  exhausting.  They ignore, or 
  pretend to ignore, your attempts 
  to interact.
  At the GM’s discretion, the NPC 
  may still be listening, and further 
  successes may change their mind.
    
  Helps
  Whether in combat, in 
  undertaking a task, or in aligning 
  with a cause, the NPC agrees to 
  help in whatever enterprise the 
  party is discussing.  
  Depending on the seriousness 
  of the extant relationship with 
  the party, this “help” could take 
  many forms.  It is rarely intended 
  to represent that the NPC would 
  put their life on the line to assist, 
  however.
    
  Answers 
  Grudgingly
  With resistance, and perhaps by 
  accident, the NPC will answer the 
  question posed, providing minimal 
  information in satisfaction of the 
  request.
    
  Answers
  Neither overly helpful nor overtly 
  belligerent, the NPC will address 
  the matter being discussed.
    
  Answers 
  Willingly
  Gladly and helpfully, and 
  providing a good deal of detail, 
  the NPC will answer the question 
  to the best of their ability.
  Outcome
  Description
    
  Volunteers 
  Info
  Treat as “Answers Willingly”, 
  but the NPC will also provide 
  additional information.  This 
  could be further information 
  about the general topic, or 
  simply more information about 
  something that they recalled.
    
  Can Grant 
  Plot Clue
  Assuming they have such 
  information to provide, the 
  NPC may discuss major clues or 
  significant information related 
  to the overall plot or story that 
  is in process.  The next time a 
  successful result is achieved, 
  the NPC also includes this 
  information.
  This is very similar to “Reveals 
  Plot Clue” below, except that 
  the success is conditional upon 
  further successful interactions.
    
  Challenges 
  You
  This is not a mortal combat level 
  of dueling challenge, but rather 
  a social challenge: to proceed 
  further with this NPC, the party 
  must make a successful social 
  check (use one of the Choices 
  available depending on the tack 
  the party wishes to take).
  Failure means the NPC Leaves 
  immediately.  Critical failure, or 
  at the GM’s discretion, means the 
  NPC may even Turn Hostile.
    
  Questions 
  Motives
  The NPC is suspicious of why 
  the PCs are asking them these 
  questions, or speaking of things 
  in a certain manner.  The PCs 
  must defend their perspective by 
  making an opposed check (use 
  mechanics appropriate for the 
  interaction, e.g., Sense Motive).
  Treat failure as an Ignores You 
  result.  Treat critical failure as a 
  Leaves result. 
  Success means the party can 
  continue with their discussion.  
  Critical success, at the GM’s 
  discretion, may convert this into 
  an Answers or even an Answers 
  Willingly result.
    
  Reveals Plot 
  Clue
  Treat this as “Can Grant Plot 
  Clue”, except that the revelation is 
  automatic.
  
  593
  Appendices
  Outcome
  Description
    
  Red Herring
  From the party’s perspective, 
  this appears to be “Answers 
  Willingly” or even “Volunteers 
  Info”.  
  However, the information 
  provided, while accurate, is 
  completely unrelated to the 
  question, or what the PCs are 
  attempting to ascertain.
    
  Lies
  From the party’s perspective, 
  this appears to be “Answers 
  Grudgingly” or even “Answers”.
  However, the information is 
  knowingly fraudulent, and 
  completely wrong.  If the PCs are 
  suspicious, they can attempt to 
  determine if the information is a 
  lie as normal.
  
  594
  Appendices
  Appendix: FlexAI Social 
  Appendix: FlexAI Social 
  Encounters: Acquaintance
  Encounters: Acquaintance
  
  595
  Appendices
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Acquaintance / Normal / Passing By
  Acquaintance / Normal / Passing By
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.   
  FlexTable 86: Acquaintance Normal; Passing By: Choices (values shown are DCs; % rolls are NPC actions taken)
   A
   B
   C
   D
  Outcome
    Low
    Moderate
    High
    Elite
  01-40
  01-50
  01-30
  01-60
    Diplomacy
  10 / 14
  12 / 15
  15 / 18
  17 / 22
  41-50
  51-55
  31-50
  61-62
    Intimidate
  13 / 15
  15 / 18
  18 / 20
  20 / 24
  51-70
  56-85
  51-70
  63-94
    Sense Motive
  11 / 13
  13 / 15
  16 / 18
  18 / 21
  71-80
  86-90
  71-90
  95-96
    Mislead
  12 / 15
  15 / 18
  17 / 20
  19 / 24
  81-90
  91-95
  91-95
  97-98
    Gather Info
  11 / 14
  13 / 17
  16 / 20
  18 / 22
  91-00
  96-00
  96-00
  99-00
    Subject Info
  12 / 15
  15 / 19
  18 / 21
  20 / 25
  FlexTable 87: Acquaintance Normal; Passing By: Success
   A
   B
   C
   D
  Outcome
  01-05
  01-03
  01-08
  -
    Turns Hostile
  06-20
  04-15
  09-28
  01-05
    Leaves
  21-35
  16-27
  29-48
  06-10
    Ignores You
  36-43
  28-37
  49-51
  11-30
    Helps
  44-51
  38-47
  52-66
  31-32
    Answer Grudge
  52-69
  48-67
  67-74
  33-42
    Answer Ok
  70-81
  68-78
  75-79
  43-67
    Answer Willing
  82-86
  79-86
  80-81
  68-82
    Volunteers Info
  -
  -
  -
  83-89
    Grant Plot Clue?
  87-88
  87-88
  82-86
  -
    Challenges You
  89-93
  89-93
  87-91
  90
    Questions Motives
  -
  -
  -
  91-93
    Reveals Clue
  94-95
  94-95
  92-96
  94-95
    Red Herring
  96-00
  96-00
  97-00
  96-00
    Lies
  FlexTable 88: Acquaintance Normal; Passing By: Failure
   A
   B
   C
   D
  Outcome
  01-14
  01-10
  01-20
  01-03
    Turns Hostile
  15-34
  11-25
  21-25
  04-13
    Leaves
  35-59
  26-60
  26-60
  14-58
    Ignores You
  -
  -
  -
  59-60
    Helps
  60-71
  61-75
  61-70
  61-70
    Answer Grudge
  72-76
  76-83
  71-75
  71-80
    Answer Ok
  77
  84-86
  -
  81-86
    Answer Willing
  -
  -
  -
  -
    Volunteers Info
  -
  -
  -
  -
    Grant Plot Clue?
  78-82
  87-89
  76-80
  87-89
    Challenges You
  83-87
  90-92
  81-85
  90-92
    Questions Motives
  -
  -
  -
  -
    Reveals Clue
  88-92
  93-95
  86-90
  93-95
    Red Herring
  93-00
  96-00
  91-00
  96-00
    Lies
  
  596
  Appendices
  Appendix: Indexes & Misc
  Appendix: Indexes & Misc
  
  597
  Appendices
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers referees, 
  players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice 
  and veteran gaming groups.  As a result, they must contain 
  everything a novice GM might need to react quickly to his/
  her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the setting, 
  context, environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in 
  multiple books.  It’s so exceedingly rare that an adventure 
  contain all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, 
  and extensive Maps are an essential part of any shared-
  storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for 
  the PCs to explore any aspect of the content.  All too often, 
  an otherwise outstanding adventure will fail to provide 
  for a major percentage of its content.  If there are twenty 
  buildings in a town, but maps for only two of them--well, 
  it’s fairly apparent where the Big Bad is going to be holed 
  up!  Not every map will be riddled with secret passages, 
  custom random encounters, and combat, but there should 
  be something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page 
  sourcebook be boring and repetitive.  Striking the right 
  balance between over-padding and under-describing is 
  challenging, but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this flexibility 
  and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  
  598
  Appendices
  Table Index (Alphabetical)
  Table 640: Affluency Table 
  504
  Table 642: Age Table 
  505
  Table 643: Alignment (BBEG) Table 
  508
  Table 644: Alignment (Commoner) Table 
  508
  Table 646: Alignment (Monster) Table 
  509
  Table 645: Alignment (Notable NPC) Table 
  509
  Table 495: Ample Magic Market Buying Pricing 
  378
  Table 494: Ample Magic Market Sales Pricing 
  378
  Table 497: Ample Magic Markets Maximum Magic by Maximum Value 
  378
  Table 496: Ample Magic Markets Maximum Magic by Weapon Bonus 
  377
  Table 480: Ample Markets Buying Pricing 
  367
  Table 479: Ample Markets Sales Pricing 
  367
  Table 489: Armor Finder Treasure Table 
  373
  Table 486: Artifact Interpreter Chances & Effects 
  372
  Table 416: Balance Point Advancement Handicap: Crippling Penalty 
  297
  Table 423: Balance Point Advancement Handicap: Crippling Penalty 
  300
  Table 422: Balance Point Advancement Handicap: Major Boost 
  300
  Table 417: Balance Point Advancement Handicap: Major Penalty 
  297
  Table 421: Balance Point Advancement Handicap: Medium Boost 
  299
  Table 418: Balance Point Advancement Handicap: Medium Penalty 
  298
  Table 420: Balance Point Advancement Handicap: Minor Boost 
  299
  Table 419: Balance Point Advancement Handicap: Minor Penalty 
  298
  Table 443: Balance Point Handicap Adjustments by Game Style 
  313
  Table 415: Balance Point Handicap Categories 
  295
  Table 424: Balance Point Handicap Effect: Crippling Penalty 
  302
  Table 438: Balance Point Handicap Effect: Extra Level Rewards 
  308
  Table 440: Balance Point Handicap Effect: Extra Quest Rewards 
  308
  Table 439: Balance Point Handicap Effect: Extra Session Rewards 
  308
  Table 436: Balance Point Handicap Effect: Fewer Quest Rewards 
  307
  Table 431: Balance Point Handicap Effect: Game-Changing Boost 
  305
  Table 437: Balance Point Handicap Effect: Ignore Penalty Received 
  307
  Table 441: Balance Point Handicap Effect: Level Each Session 
  309
  Table 435: Balance Point Handicap Effect: Level Penalties 
  307
  Table 430: Balance Point Handicap Effect: Major Boost 
  305
  Table 425: Balance Point Handicap Effect: Major Penalty 
  302
  Table 429: Balance Point Handicap Effect: Medium Boost 
  304
  Table 426: Balance Point Handicap Effect: Medium Penalty 
  303
  Table 428: Balance Point Handicap Effect: Minor Boost 
  304
  Table 427: Balance Point Handicap Effect: Minor Penalty 
  303
  Table 432: Balance Point Handicap Effect: No Rewards 
  306
  Table 433: Balance Point Handicap Effect: Quest Penalties 
  306
  Table 434: Balance Point Handicap Effect: Session Penalties 
  306
  Table 25: Clues and Conclusions 
  127
  Table 26: Clues and Consequences 
  127
  Table 622: Cohesion Quest Penalties 
  477
  Table 621: Cohesion Quest Rewards 
  476
  Table 620: Cohesion Quest Urgency 
  476
  Table 648: Color Table 
  522
  Table 659: Combat Lull Summary 
  553
  Table 651: Combat Outcomes 
  544
  Table 655: Combat Roles 
  548
  Table 17: Combat Roles Class Summary 
  109
  Table 656: Combat Role Variations 
  548
  Table 657: Combat Stances 
  549
  Table 658: Combat Surges 
  552
  Table 652: Combat Targeting Summary 
  545
  Table 442: Common Game Style Mixture 
  313
  Table 635: Compass Direction Table 
  489
  Table 403: Complex Quests: Plot Slot Quest Types 
  289
  Table 402: Complex Quests: Plot Slots 
  289
  Table 2: Converting Reward Stars to XP: 5E 
  19
  Table 4: Converting Reward Stars to XP: Dungeon Crawl Classics 
  20
  Table 1: Converting Reward Stars to XP: Pathfinder 
  19
  Table 3: Converting Reward Stars to XP: Pathfinder Second Edition (P2E) 
  20
  Table 633: Decision Table 
  488
  Table 570: Default Quest-Failure Penalties 
  444
  Table 398: Dynamic Skill Challenges: Approaches Allowed 
  286
  Table 399: Dynamic Skill Challenge: Skill Required 
  286
  Table 396: Dynamic Skill Challenges: Number of Stages 
  285
  Table 397: Dynamic Skill Challenges: Stage Difficulty (OSR) 
  285
  Table 400: Dynamic Skill Challenges: Stage Failure Consequences 
  287
  Table 401: Dynamic Skill Challenges: Stage Success Impact 
  288
  Table 630: Exploration Block Transit Penalties 
  482
  Table 629: Exploration Compulsory Visit Penalties 
  481
  Table 569: Exploration Establish Safe Passage Rewards 
  442
  Table 567: Exploration Establish Transit Rewards 
  440
  Table 565: Exploration Expedite Rewards 
  438
  Table 632: Exploration Infested Passage Penalties 
  484
  Table 627: Exploration Obscure Penalties 
  479
  Table 626: Exploration Penalty Categories 
  479
  Table 563: Exploration Reveal Rewards 
  437
  Table 566: Exploration Revisit Rewards 
  439
  Table 564: Exploration Reward Categories 
  437
  Table 568: Exploration Safe Passage Rewards 
  441
  Table 628: Exploration Sluggish Transit Penalties 
  480
  Table 631: Exploration Treacherous Passage Penalties 
  483
  Table 501: Extended Summons 
  385
  Table 27: Failing to Discover a Clue 
  131
  Table 639: Gender Table 
  504
  Table 28: Golden Guide to Dynamic Generation 
  132
  Table 541: Higher-Level Magical Buff Bonuses 
  422
  Table 602: Higher-Level Magical Debuff Penalties 
  466
  Table 481: Inheritance Starting Wealth Multipliers 
  369
  Table 472: Lethal Poisoner Crafted DC Bonuses 
  360
  Table 634: Likelihood Table 
  488
  Table 543: Magical Answer Rewards 
  424
  Table 540: Magical Buff Reward Duration 
  422
  Table 539: Magical Buff Rewards 
  421
  Table 549: Magical Craft Feats 
  427
  Table 605: Magical Curse Penalties 
  468
  Table 606: Magical Curse Penalty Duration 
  468
  Table 600: Magical Debuff Penalties 
  465
  Table 601: Magical Debuff Penalty Duration 
  466
  Table 604: Magical Denial of Service Penalties 
  467
  Table 548: Magical Feat Rewards 
  427
  Table 607: Magical Item Denature Penalties 
  469
  Table 547: Magical Item Reward Maximum Spell Level 
  426
  Table 546: Magical Item Rewards 
  426
  Table 612: Magical Knowledge Decay Penalties 
  472
  Table 615: Magical Knowledge Decay Penalty Duration 
  473
  Table 613: Magical Knowledge Decay Penalty Spell Level 
  472
  Table 614: Magical Knowledge Decay Penalty Spell School 
  473
  Table 608: Magical Magic Loss Penalties 
  470
  Table 611: Magical Magic Loss Penalty Duration 
  471
  Table 609: Magical Magic Loss Penalty Spell Level 
  471
  Table 610: Magical Magic Loss Penalty Spell School 
  471
  Table 603: Magical Penalty Categories 
  465
  Table 538: Magical Reward Categories 
  421
  Table 555: Magical Scroll Reward Caster Level 
  430
  Table 553: Magical Scroll Reward Maximum Spell Level 
  429
  Table 552: Magical Scroll Rewards 
  429
  Table 554: Magical Scroll Reward Spell Type 
  429
  Table 542: Magical Service Rewards 
  423
  Table 551: Magical Skill Reward Effect (Pathfinder) 
  428
  Table 550: Magical Skill Rewards 
  428
  Table 544: Magical Unlock Rewards 
  425
  Table 545: Magical Unlock Reward Spell Level 
  425
  Table 484: Master Gemcutter Value Increase 
  370
  Table 582: Material Artifact Penalties 
  451
  Table 520: Material Artifact Rewards 
  407
  Table 577: Material Item Penalties 
  448
  Table 515: Material Item Rewards 
  404
  Table 578: Material Object Penalties 
  449
  Table 516: Material Object Rewards 
  404
  Table 572: Material Penalty Categories 
  446
  Table 573: Material Penalty Nature 
  446
  Table 575: Material Penalty Steal-Back Failures 
  447
  Table 574: Material Penalty Steal-Back Successes 
  447
  Table 579: Material Property Penalties 
  449
  Table 517: Material Property Rewards 
  405
  Table 580: Material Resource Penalties 
  450
  Table 581: Material Resource Penalty Value 
  450
  Table 518: Material Resource Rewards 
  406
  Table 519: Material Resource Reward Value 
  406
  Table 513: Material Reward Categories 
  403
  Table 576: Material Wealth Penalties 
  448
  Table 514: Material Wealth Rewards 
  403
  Table 594: Mechanical Ability Score Penalties 
  461
  Table 532: Mechanical Ability Score Rewards 
  417
  Table 597: Mechanical Dice Chain Penalties 
  462
  Table 535: Mechanical Dice Chain Rewards 
  418
  Table 599: Mechanical Level Loss Penalties 
  463
  Table 537: Mechanical Multiclass Unlock Rewards 
  419
  Table 593: Mechanical Penalty Categories 
  459
  Table 528: Mechanical Reward Categories 
  415
  Table 592: Mechanical Rules Adjustment Penalties 
  460
  Table 531: Mechanical Rules Adjustment Rewards 
  416
  Table 596: Mechanical Skill/Feat Penalties (Other Systems) 
  462
  Table 595: Mechanical Skill/Feat Penalties (Pathfinder) 
  461
  Table 534: Mechanical Skill/Feat Rewards (Other Systems) 
  418
  Table 533: Mechanical Skill/Feat Rewards (Pathfinder) 
  417
  Table 598: Mechanical XP / Milestone Penalty 
  463
  
  599
  Appendices
  Table 536: Mechanical XP / Milestone Reward 
  419
  Table 66: Milestones: Chase, Gang 
  156
  Table 84: Milestones: Chase, Multilocation 
  162
  Table 58: Milestones: Chase, Simple Thief 
  153
  Table 74: Milestones: Chase, Split Gang 
  159
  Table 179: Milestones: Deliver, Ambushed 
  200
  Table 171: Milestones: Deliver, Multi-Location 
  197
  Table 189: Milestones: Deliver, Pickup and Deliver 
  203
  Table 163: Milestones: Deliver, Simple 
  194
  Table 374: Milestones: Exploration, Multi-Location 
  275
  Table 382: Milestones: Exploration, Multi-Random 
  278
  Table 392: Milestones: Exploration, Random Path 
  281
  Table 366: Milestones: Exploration, Single Location 
   
  272
  Table 344: Milestones: Mystery, Double-Cross 
  263
  Table 326: Milestones: Mystery, Multiple Suspects 
  257
  Table 318: Milestones: Mystery, Single Person of Interest 
  254
  Table 334: Milestones: Mystery, Web of Intrigue 
  260
  Table 239: Milestones: Obtain, Get and Deliver 
  221
  Table 229: Milestones: Obtain, Guarded 
  218
  Table 221: Milestones: Obtain, Multiple 
  215
  Table 213: Milestones: Obtain, Simple 
  212
  Table 122: Milestones: Slay, Distant Target 
  177
  Table 114: Milestones: Slay, Multiple Targets 
  174
  Table 106: Milestones: Slay, One Target 
  171
  Table 132: Milestones: Slay, Protected Target 
  180
  Table 273: Milestones: Stop, Guarded Responsible Party 
  236
  Table 281: Milestones: Stop, Multiple Responsible Parties 
  239
  Table 265: Milestones: Stop, Simple 
  233
  Table 291: Milestones: Stop, Smokescreen 
  242
  Table 650: Month Table 
  523
  Table 624: Narrative Actor Attitude Degrades Penalties 
  478
  Table 561: Narrative Actor Rewards 
  435
  Table 560: Narrative Chain Rewards 
  434
  Table 623: Narrative Chain to Cohesion Penalties 
  477
  Table 618: Narrative Clue Complexity Penalties 
  475
  Table 616: Narrative Clue Loss Penalties 
  474
  Table 556: Narrative Clue Rewards 
  431
  Table 619: Narrative Cohesion Quest Penalties 
  475
  Table 562: Narrative Complete Quest Rewards 
  436
  Table 625: Narrative Fail Quest Penalties 
  478
  Table 617: Narrative Penalty Categories 
  474
  Table 559: Narrative Quest Rewards 
  433
  Table 557: Narrative Reward Categories 
  431
  Table 558: Narrative Targeting Rewards 
  432
  Table 18: Noncombat Roles Class Summary 
  111
  Table 482: Passive Income Period Wealth Generation Period 
  369
  Table 483: Passive Income Wealth Generation Amount 
  369
  Table 647: Poison Type Table 
  522
  Table 461: Preserved Spells Retention Chance 
  339
  Table 137: Purpose Variability: Caravan Freight Physical Description 
  183
  Table 136: Purpose Variability: Courier Item Nature 
  183
  Table 138: Purpose Variability: Courier Item Nature 
  184
  Table 135: Purpose Variability: Courier Item Physical Description 
  183
  Table 143: Purpose Variability: Defend Against 
  187
  Table 139: Purpose Variability: Deliver, Escort Quests 
  184
  Table 134: Purpose Variability: Deliver Quests 
  182
  Table 140: Purpose Variability: Escort Nature 
  186
  Table 347: Purpose Variability: Exploration Quest Type 
  265
  Table 294: Purpose Variability: Mystery Benefactor 
  245
  Table 297: Purpose Variability: Mystery Morphology 
  247
  Table 293: Purpose Variability: Mystery Quest Type 
  244
  Table 298: Purpose Variability: Mystery Suspect Involvement 
  247
  Table 295: Purpose Variability: Mystery Suspicion 
  245
  Table 296: Purpose Variability: Mystery Truth 
  246
  Table 192: Purpose Variability: Obtain Ease of Discovery 
  205
  Table 191: Purpose Variability: Obtain Quests 
  205
  Table 193: Purpose Variability: Obtain Target Item Nature 
  206
  Table 141: Purpose Variability: Rescue Location 
  186
  Table 142: Purpose Variability: Rescue Nature 
  186
  Table 86: Purpose Variability: Slay Quests 
  164
  Table 245: Purpose Variability: Stop Area of Effect 
  226
  Table 244: Purpose Variability: Stop Goal 
  225
  Table 241: Purpose Variability: Stop Quest Event Type 
  223
  Table 242: Purpose Variability: Stop Responsible Party 
  224
  Table 243: Purpose Variability: Stop Responsible Party Size 
  224
  Table 19: Quadded Statblocks Level Ranges 
  116
  Table 38: Quest Resolution Next Steps 
  146
  Table 511: QuickStart Rewards 
  400
  Table 449: Random Ability Score Rules Adjustment Boons 
  317
  Table 450: Random Ability Score Rules Adjustment Penalties 
  317
  Table 448: Random Ability Score Rules Adjustments 
  317
  Table 469: Random Affliction Rules Adjustment Boons 
  358
  Table 470: Random Affliction Rules Adjustment Penalty 
  359
  Table 468: Random Affliction Rules Adjustments 
  358
  Table 451: Random Alignment Rules Adjustments 
  322
  Table 452: Random Class Rules Adjustments 
  323
  Table 32: Random Clue Relevance 
  136
  Table 42: Random Clue Requirements: Chase Quests 
  147
  Table 410: Random Clue Requirements: Complex Quests 
  291
  Table 173: Random Clue Requirements: Deliver, Ambushed Quests 
  199
  Table 165: Random Clue Requirements: Deliver, Multi-Location Quest 
  196
  Table 181: Random Clue Requirements: Deliver, Pickup and Deliver Quests 202
  Table 147: Random Clue Requirements: Deliver Quests 
  188
  Table 157: Random Clue Requirements: Deliver, Simple 
  193
  Table 116: Random Clue Requirements: Distant Target Quests 
  176
  Table 368: Random Clue Requirements: Exploration, Multi-Location Quest 274
  Table 376: Random Clue Requirements: Exploration, Multi-Random Quests 277
  Table 350: Random Clue Requirements: Exploration Quests 
  266
  Table 384: Random Clue Requirements: Exploration, Random Path Quests 280
  Table 360: Random Clue Requirements: Exploration, Single Location 
  271
  Table 60: Random Clue Requirements: Gang Quest 
  155
  Table 76: Random Clue Requirements: Multilocation Quests 
  161
  Table 336: Random Clue Requirements: Mystery, Double-Cross Quests 
  262
  Table 320: Random Clue Requirements: Mystery, Multiple Suspects Quest 256
  Table 302: Random Clue Requirements: Mystery Quests 
  248
  Table 312: Random Clue Requirements: Mystery, Single Person of Interest 253
  Table 328: Random Clue Requirements: Mystery, Web of Intrigue Quests 
  259
  Table 231: Random Clue Requirements: Obtain, Get and Deliver Quests 
  220
  Table 223: Random Clue Requirements: Obtain, Guarded Quests 
  217
  Table 215: Random Clue Requirements: Obtain, Multiple Quest 
  214
  Table 197: Random Clue Requirements: Obtain Quests 
  207
  Table 207: Random Clue Requirements: Obtain, Simple 
  211
  Table 52: Random Clue Requirements: Simple Thief 
  152
  Table 108: Random Clue Requirements: Slay, Multiple Targets Quest 
  173
  Table 100: Random Clue Requirements: Slay, One Target 
  170
  Table 124: Random Clue Requirements: Slay, Protected Target Quests 
  179
  Table 90: Random Clue Requirements: Slay Quests 
  165
  Table 68: Random Clue Requirements: Split Gang Quests 
  158
  Table 267: Random Clue Requirements: Stop, Guarded Responsible Party Quest
   
  235
  Table 275: Random Clue Requirements: Stop, Multiple Responsible Parties 
  Quests 
  238
  Table 249: Random Clue Requirements: Stop Quests 
  227
  Table 259: Random Clue Requirements: Stop, Simple 
  232
  Table 283: Random Clue Requirements: Stop, Smokescreen Quests 
  241
  Table 467: Random Combat Rules Adjustment Boons 
  344
  Table 466: Random Combat Rules Adjustment Penalties 
  343
  Table 465: Random Combat Rules Adjustment Type 
  343
  Table 499: Random Companion Rules Adjustment Boons 
  383
  Table 500: Random Companion Rules Adjustment Penalty 
  383
  Table 498: Random Companion Rules Adjustments 
  383
  Table 31: Random Determination Approach 
  135
  Table 40: Random Determination Approach: Chase Quests 
  147
  Table 88: Random Determination Approach: Chase Quests 
  165
  Table 408: Random Determination Approach: Complex Quests 
  291
  Table 145: Random Determination Approach: Deliver Quests 
  188
  Table 348: Random Determination Approach: Exploration Quests 
  266
  Table 300: Random Determination Approach: Mystery Quests 
  248
  Table 195: Random Determination Approach: Obtain Quests 
  206
  Table 247: Random Determination Approach: Stop Quests 
  226
  Table 508: Random Dice Chain Rules Adjustment Boons 
  395
  Table 509: Random Dice Chain Rules Adjustment Penalty 
  395
  Table 507: Random Dice Chain Rules Adjustments 
  395
  Table 504: Random EMRA Rules Adjustment Boons 
  389
  Table 503: Random EMRA Rules Adjustment Penalties 
  389
  Table 502: Random EMRA Rules Adjustment Type 
  388
  Table 478: Random Equipment Rules Adjustment Boons 
  366
  Table 477: Random Equipment Rules Adjustment Penalties 
  366
  Table 476: Random Equipment Rules Adjustment Type 
  366
  Table 456: Random Feat Rules Adjustments 
  328
  Table 493: Random Magic Item Rules Adjustment Boons 
  376
  Table 492: Random Magic Item Rules Adjustment Penalties 
  376
  Table 491: Random Magic Item Rules Adjustment Type 
  376
  Table 460: Random Magic Rules Adjustment Boons 
  332
  Table 459: Random Magic Rules Adjustment Penalties 
  331
  Table 458: Random Magic Rules Adjustment Type 
  331
  Table 474: Random Obstacle Rules Adjustment Boons 
  363
  Table 475: Random Obstacle Rules Adjustment Penalty 
  363
  Table 473: Random Obstacle Rules Adjustments 
  363
  Table 46: Random Penalties: Chase Quests 
  149
  Table 406: Random Penalties: Complex Quests 
  291
  Table 151: Random Penalties: Deliver Quests 
  189
  Table 354: Random Penalties: Exploration Quests 
  268
  Table 306: Random Penalties: Mystery Quests 
  250
  Table 201: Random Penalties: Obtain Quests 
  208
  Table 94: Random Penalties: Slay Quests 
  166
  Table 253: Random Penalties: Stop Quests 
  228
  Table 571: Random Penalty Categories 
  444
  Table 47: Random Penalty Categories: Chase Quests 
  149
  Table 407: Random Penalty Categories: Complex Quests 
  291
  Table 152: Random Penalty Categories: Deliver Quests 
  190
  Table 355: Random Penalty Categories: Exploration Quests 
  268
  
  600
  Appendices
  Table 307: Random Penalty Categories: Mystery Quests 
  250
  Table 202: Random Penalty Categories: Obtain Quests 
  208
  Table 95: Random Penalty Categories: Slay Quests 
  167
  Table 254: Random Penalty Categories: Stop Quests 
  229
  Table 29: Random Plot Structure 
  133
  Table 33: Random Quest Advancement Rewards 
  140
  Table 51: Random Quest Chainability: Chase Quests 
  150
  Table 414: Random Quest Chainability: Complex Quests 
  292
  Table 36: Random Quest Chainability: Default 
  142
  Table 178: Random Quest Chainability: Deliver, Ambushed Quest 
  200
  Table 170: Random Quest Chainability: Deliver, Multi-Location Quest 
  197
  Table 188: Random Quest Chainability: Deliver, Pickup and Deliver Quests 204
  Table 156: Random Quest Chainability: Deliver Quests 
  191
  Table 162: Random Quest Chainability: Deliver, Simple 
  194
  Table 121: Random Quest Chainability: Distant Target Quest 
  177
  Table 373: Random Quest Chainability: Exploration, Multi-Location Quest 275
  Table 381: Random Quest Chainability: Exploration, Multi-Random Quest 278
  Table 359: Random Quest Chainability: Exploration Quests 
  269
  Table 391: Random Quest Chainability: Exploration, Random Path Quest 
  282
  Table 365: Random Quest Chainability: Exploration, Single Location 
  272
  Table 65: Random Quest Chainability: Gang Quest 
  156
  Table 83: Random Quest Chainability: Multilocation Quest 
  163
  Table 343: Random Quest Chainability: Mystery, Double-Cross Quests 
  264
  Table 325: Random Quest Chainability: Mystery, Multiple Suspects Quest 
  257
  Table 311: Random Quest Chainability: Mystery Quests 
  251
  Table 317: Random Quest Chainability: Mystery, Single Person of Interest 254
  Table 333: Random Quest Chainability: Mystery, Web of Intrigue Quest 
  260
  Table 238: Random Quest Chainability: Obtain, Get and Deliver Quests 
  222
  Table 228: Random Quest Chainability: Obtain, Guarded Quest 
  218
  Table 220: Random Quest Chainability: Obtain, Multiple Quest 
  215
  Table 206: Random Quest Chainability: Obtain Quests 
  209
  Table 212: Random Quest Chainability: Obtain, Simple 
  212
  Table 57: Random Quest Chainability: Simple Thief 
  153
  Table 113: Random Quest Chainability: Slay, Multiple Targets Quest 
  174
  Table 105: Random Quest Chainability: Slay, One Target 
  171
  Table 131: Random Quest Chainability: Slay, Protected Target Quests 
  181
  Table 99: Random Quest Chainability: Slay Quests 
  168
  Table 73: Random Quest Chainability: Split Gang Quest 
  159
  Table 272: Random Quest Chainability: Stop, Guarded Responsible Party Quest
   
  236
  Table 280: Random Quest Chainability: Stop, Multiple Responsible Parties 
  Quest 
  239
  Table 258: Random Quest Chainability: Stop Quests 
  230
  Table 264: Random Quest Chainability: Stop, Simple 
  233
  Table 290: Random Quest Chainability: Stop, Smokescreen Quests 
  243
  Table 43: Random Quest Events: Chase Quests 
  148
  Table 174: Random Quest Events: Deliver, Ambushed Quests 
  199
  Table 166: Random Quest Events: Deliver, Multi-Location Quest 
  196
  Table 158: Random Quest Events: Deliver, One Target 
  193
  Table 260: Random Quest Events: Deliver, One Target 
  232
  Table 182: Random Quest Events: Deliver, Pickup and Deliver Quests 
  202
  Table 148: Random Quest Events: Deliver Quests 
  188
  Table 117: Random Quest Events: Distant Target Quests 
  176
  Table 369: Random Quest Events: Exploration, Multi-Location Quest 
  274
  Table 377: Random Quest Events: Exploration, Multi-Random Quests 
  277
  Table 351: Random Quest Events: Exploration Quests 
  267
  Table 385: Random Quest Events: Exploration, Random Path Quests 
  280
  Table 361: Random Quest Events: Exploration, Single Location 
  271
  Table 61: Random Quest Events: Gang Quest 
  155
  Table 77: Random Quest Events: Multilocation Quests 
  161
  Table 337: Random Quest Events: Mystery, Double-Cross Quests 
  262
  Table 321: Random Quest Events: Mystery, Multiple Suspects Quest 
  256
  Table 303: Random Quest Events: Mystery Quests 
  249
  Table 313: Random Quest Events: Mystery, Single Person of Interest 
  253
  Table 329: Random Quest Events: Mystery, Web of Intrigue Quests 
  259
  Table 232: Random Quest Events: Obtain, Get and Deliver Quests 
  220
  Table 224: Random Quest Events: Obtain, Guarded Quests 
  217
  Table 216: Random Quest Events: Obtain, Multiple Quest 
  214
  Table 198: Random Quest Events: Obtain Quests 
  207
  Table 208: Random Quest Events: Obtain, Simple 
  211
  Table 53: Random Quest Events: Simple Thief 
  152
  Table 109: Random Quest Events: Slay, Multiple Targets Quest 
  173
  Table 101: Random Quest Events: Slay, One Target 
  170
  Table 125: Random Quest Events: Slay, Protected Target Quests 
  179
  Table 91: Random Quest Events: Slay Quests 
  165
  Table 69: Random Quest Events: Split Gang Quests 
  158
  Table 268: Random Quest Events: Stop, Guarded Responsible Party Quest 235
  Table 276: Random Quest Events: Stop, Multiple Responsible Parties Quests
   
  238
  Table 250: Random Quest Events: Stop Quests 
  227
  Table 284: Random Quest Events: Stop, Smokescreen Quests 
  241
  Table 50: Random Quest Pace: Chase Quests 
  150
  Table 413: Random Quest Pace: Complex Quests 
  292
  Table 177: Random Quest Pace: Deliver, Ambushed Quest 
  200
  Table 169: Random Quest Pace: Deliver, Multi-Location Quest 
  197
  Table 187: Random Quest Pace: Deliver, Pickup and Deliver Quests 
  204
  Table 155: Random Quest Pace: Deliver Quests 
  190
  Table 161: Random Quest Pace: Deliver, Simple 
  194
  Table 120: Random Quest Pace: Distant Target Quest 
  177
  Table 372: Random Quest Pace: Exploration, Multi-Location Quest 
  275
  Table 380: Random Quest Pace: Exploration, Multi-Random Quest 
  278
  Table 358: Random Quest Pace: Exploration Quests 
  269
  Table 390: Random Quest Pace: Exploration, Random Path Quest 
  282
  Table 364: Random Quest Pace: Exploration, Single Location 
  272
  Table 64: Random Quest Pace: Gang Quest 
  156
  Table 82: Random Quest Pace: Multilocation Quest 
  163
  Table 342: Random Quest Pace: Mystery, Double-Cross Quests 
  264
  Table 324: Random Quest Pace: Mystery, Multiple Suspects Quest 
  257
  Table 310: Random Quest Pace: Mystery Quests 
  251
  Table 316: Random Quest Pace: Mystery, Single Person of Interest 
  254
  Table 332: Random Quest Pace: Mystery, Web of Intrigue Quest 
  260
  Table 237: Random Quest Pace: Obtain, Get and Deliver Quests 
  222
  Table 227: Random Quest Pace: Obtain, Guarded Quest 
  218
  Table 219: Random Quest Pace: Obtain, Multiple Quest 
  215
  Table 205: Random Quest Pace: Obtain Quests 
  209
  Table 211: Random Quest Pace: Obtain, Simple 
  212
  Table 56: Random Quest Pace: Simple Thief 
  153
  Table 112: Random Quest Pace: Slay, Multiple Targets Quest 
  174
  Table 104: Random Quest Pace: Slay, One Target 
  171
  Table 130: Random Quest Pace: Slay, Protected Target Quests 
  180
  Table 98: Random Quest Pace: Slay Quests 
  167
  Table 72: Random Quest Pace: Split Gang Quest 
  159
  Table 271: Random Quest Pace: Stop, Guarded Responsible Party Quest 
  236
  Table 279: Random Quest Pace: Stop, Multiple Responsible Parties Quest 
  239
  Table 257: Random Quest Pace: Stop Quests 
  229
  Table 263: Random Quest Pace: Stop, Simple 
  233
  Table 289: Random Quest Pace: Stop, Smokescreen Quests 
  242
  Table 37: Random Quest Pacing: Default 
  143
  Table 49: Random Quest Stakes: Chase Quests 
  150
  Table 412: Random Quest Stakes: Complex Quests 
  292
  Table 35: Random Quest Stakes: Default 
  142
  Table 176: Random Quest Stakes: Deliver, Ambushed Quest 
  199
  Table 168: Random Quest Stakes: Deliver, Multi-Location Quest 
  196
  Table 186: Random Quest Stakes: Deliver, Pickup and Deliver Quests 
  203
  Table 154: Random Quest Stakes: Deliver Quests 
  190
  Table 160: Random Quest Stakes: Deliver, Simple 
  193
  Table 119: Random Quest Stakes: Distant Target Quest 
  176
  Table 371: Random Quest Stakes: Exploration, Multi-Location Quest 
  275
  Table 379: Random Quest Stakes: Exploration, Multi-Random Quest 
  278
  Table 357: Random Quest Stakes: Exploration Quests 
  269
  Table 389: Random Quest Stakes: Exploration, Random Path Quest 
  281
  Table 363: Random Quest Stakes: Exploration, Single Location 
  271
  Table 63: Random Quest Stakes: Gang Quest 
  155
  Table 81: Random Quest Stakes: Multilocation Quest 
  162
  Table 341: Random Quest Stakes: Mystery, Double-Cross Quests 
  263
  Table 323: Random Quest Stakes: Mystery, Multiple Suspects Quest 
  257
  Table 309: Random Quest Stakes: Mystery Quests 
  251
  Table 315: Random Quest Stakes: Mystery, Single Person of Interest 
  254
  Table 331: Random Quest Stakes: Mystery, Web of Intrigue Quest 
  260
  Table 236: Random Quest Stakes: Obtain, Get and Deliver Quests 
  221
  Table 226: Random Quest Stakes: Obtain, Guarded Quest 
  217
  Table 218: Random Quest Stakes: Obtain, Multiple Quest 
  214
  Table 204: Random Quest Stakes: Obtain Quests 
  209
  Table 210: Random Quest Stakes: Obtain, Simple 
  211
  Table 55: Random Quest Stakes: Simple Thief 
  152
  Table 111: Random Quest Stakes: Slay, Multiple Targets Quest 
  173
  Table 103: Random Quest Stakes: Slay, One Target 
  170
  Table 129: Random Quest Stakes: Slay, Protected Target Quests 
  180
  Table 97: Random Quest Stakes: Slay Quests 
  167
  Table 71: Random Quest Stakes: Split Gang Quest 
  158
  Table 270: Random Quest Stakes: Stop, Guarded Responsible Party Quest 
  236
  Table 278: Random Quest Stakes: Stop, Multiple Responsible Parties Quest 239
  Table 256: Random Quest Stakes: Stop Quests 
  229
  Table 262: Random Quest Stakes: Stop, Simple 
  232
  Table 288: Random Quest Stakes: Stop, Smokescreen Quests 
  242
  Table 39: Random Quest Templates: Chase Quests 
  147
  Table 144: Random Quest Templates: Deliver Quests 
  187
  Table 346: Random Quest Templates: Exploration Quests 
  265
  Table 299: Random Quest Templates: Mystery Quests 
  248
  Table 194: Random Quest Templates: Obtain Quests 
  206
  Table 87: Random Quest Templates: Slay Quests 
  164
  Table 246: Random Quest Templates: Stop Quests 
  226
  Table 48: Random Quest Urgency: Chase Quests 
  150
  Table 411: Random Quest Urgency: Complex Quests 
  292
  Table 34: Random Quest Urgency: Default 
  141
  Table 175: Random Quest Urgency: Deliver, Ambushed Quest 
  199
  Table 167: Random Quest Urgency: Deliver, Multi-Location Quest 
  196
  Table 185: Random Quest Urgency: Deliver, Pickup and Deliver Quests 
  203
  Table 153: Random Quest Urgency: Deliver Quests 
  190
  Table 159: Random Quest Urgency: Deliver, Simple 
  193
  Table 118: Random Quest Urgency: Distant Target Quest 
  176
  Table 370: Random Quest Urgency: Exploration, Multi-Location Quest 
  274
  
  601
  Appendices
  Table 378: Random Quest Urgency: Exploration, Multi-Random Quest 
  277
  Table 356: Random Quest Urgency: Exploration Quests 
  268
  Table 388: Random Quest Urgency: Exploration, Random Path Quest 
  281
  Table 362: Random Quest Urgency: Exploration, Single Location 
  271
  Table 62: Random Quest Urgency: Gang Quest 
  155
  Table 80: Random Quest Urgency: Multilocation Quest 
  162
  Table 340: Random Quest Urgency: Mystery, Double-Cross Quests 
  263
  Table 322: Random Quest Urgency: Mystery, Multiple Suspects Quest 
  256
  Table 308: Random Quest Urgency: Mystery Quests 
  250
  Table 314: Random Quest Urgency: Mystery, Single Person of Interest 
  253
  Table 330: Random Quest Urgency: Mystery, Web of Intrigue Quest 
  259
  Table 235: Random Quest Urgency: Obtain, Get and Deliver Quests 
  221
  Table 225: Random Quest Urgency: Obtain, Guarded Quest 
  217
  Table 217: Random Quest Urgency: Obtain, Multiple Quest 
  214
  Table 203: Random Quest Urgency: Obtain Quests 
  209
  Table 209: Random Quest Urgency: Obtain, Simple 
  211
  Table 54: Random Quest Urgency: Simple Thief 
  152
  Table 110: Random Quest Urgency: Slay, Multiple Targets Quest 
  173
  Table 102: Random Quest Urgency: Slay, One Target 
  170
  Table 128: Random Quest Urgency: Slay, Protected Target Quests 
  180
  Table 96: Random Quest Urgency: Slay Quests 
  167
  Table 70: Random Quest Urgency: Split Gang Quest 
  158
  Table 269: Random Quest Urgency: Stop, Guarded Responsible Party Quest 235
  Table 277: Random Quest Urgency: Stop, Multiple Responsible Parties Quest
   
  238
  Table 255: Random Quest Urgency: Stop Quests 
  229
  Table 261: Random Quest Urgency: Stop, Simple 
  232
  Table 287: Random Quest Urgency: Stop, Smokescreen Quests 
  242
  Table 512: Random Reward Categories 
  401
  Table 45: Random Reward Categories: Chase Quests 
  149
  Table 405: Random Reward Categories: Complex Quests 
  290
  Table 184: Random Reward Categories: Deliver, Pickup and Deliver Quests 202
  Table 150: Random Reward Categories: Deliver Quests 
  189
  Table 353: Random Reward Categories: Exploration Quests 
  268
  Table 387: Random Reward Categories: Exploration, Random Path Quest 
  281
  Table 79: Random Reward Categories: Multilocation Quest 
  161
  Table 339: Random Reward Categories: Mystery, Double-Cross Quests 
  263
  Table 305: Random Reward Categories: Mystery Quests 
  250
  Table 234: Random Reward Categories: Obtain, Get and Deliver Quests 
  220
  Table 200: Random Reward Categories: Obtain Quests 
  208
  Table 127: Random Reward Categories: Slay, Protected Target Quests 
  179
  Table 93: Random Reward Categories: Slay Quests 
  166
  Table 252: Random Reward Categories: Stop Quests 
  228
  Table 286: Random Reward Categories: Stop, Smokescreen Quests 
  241
  Table 44: Random Rewards: Chase Quests 
  148
  Table 404: Random Rewards: Complex Quests 
  290
  Table 183: Random Rewards: Deliver, Pickup and Deliver Quests 
  202
  Table 149: Random Rewards: Deliver Quests 
  189
  Table 352: Random Rewards: Exploration Quests 
  267
  Table 386: Random Rewards: Exploration, Random Path Quests 
  280
  Table 78: Random Rewards: Multilocation Quests 
  161
  Table 338: Random Rewards: Mystery, Double-Cross Quests 
  262
  Table 304: Random Rewards: Mystery Quests 
  249
  Table 233: Random Rewards: Obtain, Get and Deliver Quests 
  220
  Table 199: Random Rewards: Obtain Quests 
  208
  Table 126: Random Rewards: Slay, Protected Target Quests 
  179
  Table 92: Random Rewards: Slay Quests 
  166
  Table 251: Random Rewards: Stop Quests 
  228
  Table 285: Random Rewards: Stop, Smokescreen Quests 
  241
  Table 30: Random Role Target Approach 
  134
  Table 41: Random Role Target Approach: Chase Quests 
  147
  Table 409: Random Role Target Approach: Complex Quests 
  291
  Table 146: Random Role Target Approach: Deliver Quests 
  188
  Table 349: Random Role Target Approach: Exploration Quests 
  266
  Table 301: Random Role Target Approach: Mystery Quests 
  248
  Table 196: Random Role Target Approach: Obtain Quests 
  207
  Table 89: Random Role Target Approach: Slay Quests 
  165
  Table 248: Random Role Target Approach: Stop Quests 
  227
  Table 446: Random Rules Adjustment Boon 
  316
  Table 445: Random Rules Adjustment Categories 
  315
  Table 447: Random Rules Adjustment Penalty 
  316
  Table 444: Random Rules Adjustment Types 
  315
  Table 454: Random Skill Rules Adjustment Boons 
  325
  Table 455: Random Skill Rules Adjustment Penalty 
  325
  Table 453: Random Skill Rules Adjustments 
  325
  Table 395: Random Social Encounters 
  284
  Table 457: Random Trait Rules Adjustments 
  330
  Table 9: Rewards Adjustment for Published Adventures by Average Party Level 
  (APL) 
  90
  Table 8: Rewards Adjustment for Published Adventures by Party Size 
  90
  Table 67: Roles: Chase, Gang 
  156
  Table 85: Roles: Chase, Multilocation 
  162
  Table 59: Roles: Chase, Simple Thief 
  153
  Table 75: Roles: Chase, Split Gang 
  159
  Table 180: Roles: Deliver, Ambushed 
  200
  Table 172: Roles: Deliver, Multi-Location 
  197
  Table 190: Roles: Deliver, Pickup and Deliver 
  203
  Table 164: Roles: Deliver, Simple 
  194
  Table 375: Roles: Exploration, Multi-Location 
  275
  Table 383: Roles: Exploration, Multi-Random 
  278
  Table 393: Roles: Exploration, Random Path 
  281
  Table 367: Roles: Exploration, Single Location 
  272
  Table 345: Roles: Mystery, Double-Cross 
  263
  Table 327: Roles: Mystery, Multiple Suspects 
  257
  Table 319: Roles: Mystery, Single Person of Interest 
  254
  Table 335: Roles: Mystery, Web of Intrigue 
  260
  Table 240: Roles: Obtain, Get and Deliver 
  221
  Table 230: Roles: Obtain, Guarded 
  218
  Table 222: Roles: Obtain, Multiple 
  215
  Table 214: Roles: Obtain, Simple 
  212
  Table 123: Roles: Slay, Distant Target 
  177
  Table 115: Roles: Slay, Multiple Targets 
  174
  Table 107: Roles: Slay, One Target 
  171
  Table 133: Roles: Slay, Protected Target 
  180
  Table 274: Roles: Stop, Guarded Responsible Party 
  236
  Table 282: Roles: Stop, Multiple Responsible Parties 
  239
  Table 266: Roles: Stop, Simple 
  233
  Table 292: Roles: Stop, Smokescreen 
  242
  Table 637: Rough Distance Table 
  490
  Table 590: Rules Adjustment Penalty Duration 
  459
  Table 591: Rules Adjustment Penalty Value Cap 
  460
  Table 529: Rules Adjustment Reward Duration 
  415
  Table 530: Rules Adjustment Reward Value Cap 
  416
  Table 16: Rules System Skill Mapping 
  109
  Table 7: Scaling Quadded Statblocks for Solo Play 
  27
  Table 21: Scaling Quadded Statblocks for Solo Play 
  120
  Table 22: Scaling Quadded Statblocks for Solo Play 
  121
  Table 649: Season Table 
  523
  Table 487: Selective Scavenger Treasure Types 
  372
  Table 638: Settlement Size Table 
  490
  Table 5: Simple AI Outcomes 
  27
  Table 653: Simple AI Outcomes 
  546
  Table 6: Simple AI Targeting 
  27
  Table 654: Simple AI Targeting 
  546
  Table 20: Simple PC-Caliber Hireling Rates 
  117
  Table 462: Slippery Retrieval Casting Chance 
  339
  Table 588: Social Adversary Penalty 
  457
  Table 526: Social Ally Rewards 
  412
  Table 586: Social Attitudes Penalties 
  455
  Table 524: Social Attitudes Rewards 
  410
  Table 663: Social Choices 
  567
  Table 662: Social Contexts 
  566
  Table 14: Social Encounter Consequences 
  97
  Table 11: Social Encounter Degrees of Success and Failure 
  96
  Table 12: Social Encounter Impacts 
  97
  Table 13: Social Encounter NPC Attitude 
  97
  Table 664: Social Encounter Results 
  568
  Table 587: Social Factional Penalties 
  456
  Table 525: Social Factional Rewards 
  411
  Table 10: Social Interaction Summary 
  96
  Table 583: Social Penalty Categories 
  452
  Table 585: Social Relationship Penalties 
  454
  Table 523: Social Relationship Rewards 
  409
  Table 589: Social Religious Penalties 
  458
  Table 527: Social Religious Rewards 
  413
  Table 521: Social Reward Categories 
  408
  Table 394: Social Riff Stereotypes 
  283
  Table 661: Social Roles 
  565
  Table 584: Social Status Penalties 
  453
  Table 522: Social Status Rewards 
  408
  Table 463: Spellshaper Size Impact 
  341
  Table 471: Superior Poison Use DC Bonuses 
  359
  Table 510: The Dice Chain 
  394
  Table 660: Traditional Lookup Table 
  562
  Table 641: Travel Pace Table 
  505
  Table 485: Treasure Hunter Encounter CR Increase 
  371
  Table 464: Unintentionally Amorphous Magic Shape 
  341
  Table 24: Unlinked Clues Applicable 
  126
  Table 23: Unlinked Clue Utility 
  126
  Table 488: Unlucky Scavenger Treasure Types 
  373
  Table 505: Use Higher Quad Rules Adjustment 
  393
  Table 506: Use Lower Quad Rules Adjustment 
  393
  Table 15: Vital Three PC Roles Class Summary 
  107
  Table 490: Weapon Finder Treasure Table 
  373
  Table 636: Wind Direction Table 
  489
  
  602
  Appendices
  Table Index (As Presented)
  Table 1: Converting Reward Stars to XP: Pathfinder 
  19
  Table 2: Converting Reward Stars to XP: 5E 
  19
  Table 3: Converting Reward Stars to XP: Pathfinder Second Edition (P2E) 
  20
  Table 4: Converting Reward Stars to XP: Dungeon Crawl Classics 
  20
  Table 5: Simple AI Outcomes 
  27
  Table 6: Simple AI Targeting 
  27
  Table 7: Scaling Quadded Statblocks for Solo Play 
  27
  Table 8: Rewards Adjustment for Published Adventures by Party Size 
  90
  Table 9: Rewards Adjustment for Published Adventures by Average Party Level 
  (APL) 
  90
  Table 10: Social Interaction Summary 
  96
  Table 11: Social Encounter Degrees of Success and Failure 
  96
  Table 12: Social Encounter Impacts 
  97
  Table 13: Social Encounter NPC Attitude 
  97
  Table 14: Social Encounter Consequences 
  97
  Table 15: Vital Three PC Roles Class Summary 
  107
  Table 16: Rules System Skill Mapping 
  109
  Table 17: Combat Roles Class Summary 
  109
  Table 18: Noncombat Roles Class Summary 
  111
  Table 19: Quadded Statblocks Level Ranges 
  116
  Table 20: Simple PC-Caliber Hireling Rates 
  117
  Table 21: Scaling Quadded Statblocks for Solo Play 
  120
  Table 22: Scaling Quadded Statblocks for Solo Play 
  121
  Table 23: Unlinked Clue Utility 
  126
  Table 24: Unlinked Clues Applicable 
  126
  Table 25: Clues and Conclusions 
  127
  Table 26: Clues and Consequences 
  127
  Table 27: Failing to Discover a Clue 
  131
  Table 28: Golden Guide to Dynamic Generation 
  132
  Table 29: Random Plot Structure 
  133
  Table 30: Random Role Target Approach 
  134
  Table 31: Random Determination Approach 
  135
  Table 32: Random Clue Relevance 
  136
  Table 33: Random Quest Advancement Rewards 
  140
  Table 34: Random Quest Urgency: Default 
  141
  Table 35: Random Quest Stakes: Default 
  142
  Table 36: Random Quest Chainability: Default 
  142
  Table 37: Random Quest Pacing: Default 
  143
  Table 38: Quest Resolution Next Steps 
  146
  Table 39: Random Quest Templates: Chase Quests 
  147
  Table 40: Random Determination Approach: Chase Quests 
  147
  Table 41: Random Role Target Approach: Chase Quests 
  147
  Table 42: Random Clue Requirements: Chase Quests 
  147
  Table 43: Random Quest Events: Chase Quests 
  148
  Table 44: Random Rewards: Chase Quests 
  148
  Table 45: Random Reward Categories: Chase Quests 
  149
  Table 46: Random Penalties: Chase Quests 
  149
  Table 47: Random Penalty Categories: Chase Quests 
  149
  Table 48: Random Quest Urgency: Chase Quests 
  150
  Table 49: Random Quest Stakes: Chase Quests 
  150
  Table 50: Random Quest Pace: Chase Quests 
  150
  Table 51: Random Quest Chainability: Chase Quests 
  150
  Table 52: Random Clue Requirements: Simple Thief 
  152
  Table 53: Random Quest Events: Simple Thief 
  152
  Table 54: Random Quest Urgency: Simple Thief 
  152
  Table 55: Random Quest Stakes: Simple Thief 
  152
  Table 56: Random Quest Pace: Simple Thief 
  153
  Table 57: Random Quest Chainability: Simple Thief 
  153
  Table 59: Roles: Chase, Simple Thief 
  153
  Table 58: Milestones: Chase, Simple Thief 
  153
  Table 60: Random Clue Requirements: Gang Quest 
  155
  Table 61: Random Quest Events: Gang Quest 
  155
  Table 62: Random Quest Urgency: Gang Quest 
  155
  Table 63: Random Quest Stakes: Gang Quest 
  155
  Table 67: Roles: Chase, Gang 
  156
  Table 66: Milestones: Chase, Gang 
  156
  Table 64: Random Quest Pace: Gang Quest 
  156
  Table 65: Random Quest Chainability: Gang Quest 
  156
  Table 68: Random Clue Requirements: Split Gang Quests 
  158
  Table 69: Random Quest Events: Split Gang Quests 
  158
  Table 70: Random Quest Urgency: Split Gang Quest 
  158
  Table 71: Random Quest Stakes: Split Gang Quest 
  158
  Table 72: Random Quest Pace: Split Gang Quest 
  159
  Table 73: Random Quest Chainability: Split Gang Quest 
  159
  Table 75: Roles: Chase, Split Gang 
  159
  Table 74: Milestones: Chase, Split Gang 
  159
  Table 76: Random Clue Requirements: Multilocation Quests 
  161
  Table 77: Random Quest Events: Multilocation Quests 
  161
  Table 78: Random Rewards: Multilocation Quests 
  161
  Table 79: Random Reward Categories: Multilocation Quest 
  161
  Table 85: Roles: Chase, Multilocation 
  162
  Table 84: Milestones: Chase, Multilocation 
  162
  Table 80: Random Quest Urgency: Multilocation Quest 
  162
  Table 81: Random Quest Stakes: Multilocation Quest 
  162
  Table 82: Random Quest Pace: Multilocation Quest 
  163
  Table 83: Random Quest Chainability: Multilocation Quest 
  163
  Table 86: Purpose Variability: Slay Quests 
  164
  Table 87: Random Quest Templates: Slay Quests 
  164
  Table 88: Random Determination Approach: Chase Quests 
  165
  Table 89: Random Role Target Approach: Slay Quests 
  165
  Table 90: Random Clue Requirements: Slay Quests 
  165
  Table 91: Random Quest Events: Slay Quests 
  165
  Table 92: Random Rewards: Slay Quests 
  166
  Table 93: Random Reward Categories: Slay Quests 
  166
  Table 94: Random Penalties: Slay Quests 
  166
  Table 95: Random Penalty Categories: Slay Quests 
  167
  Table 96: Random Quest Urgency: Slay Quests 
  167
  Table 97: Random Quest Stakes: Slay Quests 
  167
  Table 98: Random Quest Pace: Slay Quests 
  167
  Table 99: Random Quest Chainability: Slay Quests 
  168
  Table 100: Random Clue Requirements: Slay, One Target 
  170
  Table 101: Random Quest Events: Slay, One Target 
  170
  Table 102: Random Quest Urgency: Slay, One Target 
  170
  Table 103: Random Quest Stakes: Slay, One Target 
  170
  Table 104: Random Quest Pace: Slay, One Target 
  171
  Table 105: Random Quest Chainability: Slay, One Target 
  171
  Table 107: Roles: Slay, One Target 
  171
  Table 106: Milestones: Slay, One Target 
  171
  Table 108: Random Clue Requirements: Slay, Multiple Targets Quest 
  173
  Table 109: Random Quest Events: Slay, Multiple Targets Quest 
  173
  Table 110: Random Quest Urgency: Slay, Multiple Targets Quest 
  173
  Table 111: Random Quest Stakes: Slay, Multiple Targets Quest 
  173
  Table 115: Roles: Slay, Multiple Targets 
  174
  Table 114: Milestones: Slay, Multiple Targets 
  174
  Table 112: Random Quest Pace: Slay, Multiple Targets Quest 
  174
  Table 113: Random Quest Chainability: Slay, Multiple Targets Quest 
  174
  Table 116: Random Clue Requirements: Distant Target Quests 
  176
  Table 117: Random Quest Events: Distant Target Quests 
  176
  Table 118: Random Quest Urgency: Distant Target Quest 
  176
  Table 119: Random Quest Stakes: Distant Target Quest 
  176
  Table 120: Random Quest Pace: Distant Target Quest 
  177
  Table 121: Random Quest Chainability: Distant Target Quest 
  177
  Table 123: Roles: Slay, Distant Target 
  177
  Table 122: Milestones: Slay, Distant Target 
  177
  Table 124: Random Clue Requirements: Slay, Protected Target Quests 
  179
  Table 125: Random Quest Events: Slay, Protected Target Quests 
  179
  Table 126: Random Rewards: Slay, Protected Target Quests 
  179
  Table 127: Random Reward Categories: Slay, Protected Target Quests 
  179
  Table 133: Roles: Slay, Protected Target 
  180
  Table 132: Milestones: Slay, Protected Target 
  180
  Table 128: Random Quest Urgency: Slay, Protected Target Quests 
  180
  Table 129: Random Quest Stakes: Slay, Protected Target Quests 
  180
  Table 130: Random Quest Pace: Slay, Protected Target Quests 
  180
  Table 131: Random Quest Chainability: Slay, Protected Target Quests 
  181
  Table 134: Purpose Variability: Deliver Quests 
  182
  Table 135: Purpose Variability: Courier Item Physical Description 
  183
  Table 136: Purpose Variability: Courier Item Nature 
  183
  Table 137: Purpose Variability: Caravan Freight Physical Description 
  183
  Table 138: Purpose Variability: Courier Item Nature 
  184
  Table 139: Purpose Variability: Deliver, Escort Quests 
  184
  Table 140: Purpose Variability: Escort Nature 
  186
  Table 141: Purpose Variability: Rescue Location 
  186
  Table 142: Purpose Variability: Rescue Nature 
  186
  Table 143: Purpose Variability: Defend Against 
  187
  Table 144: Random Quest Templates: Deliver Quests 
  187
  Table 145: Random Determination Approach: Deliver Quests 
  188
  Table 146: Random Role Target Approach: Deliver Quests 
  188
  Table 147: Random Clue Requirements: Deliver Quests 
  188
  Table 148: Random Quest Events: Deliver Quests 
  188
  Table 149: Random Rewards: Deliver Quests 
  189
  Table 150: Random Reward Categories: Deliver Quests 
  189
  Table 151: Random Penalties: Deliver Quests 
  189
  Table 152: Random Penalty Categories: Deliver Quests 
  190
  Table 153: Random Quest Urgency: Deliver Quests 
  190
  Table 154: Random Quest Stakes: Deliver Quests 
  190
  Table 155: Random Quest Pace: Deliver Quests 
  190
  Table 156: Random Quest Chainability: Deliver Quests 
  191
  Table 157: Random Clue Requirements: Deliver, Simple 
  193
  Table 158: Random Quest Events: Deliver, One Target 
  193
  Table 159: Random Quest Urgency: Deliver, Simple 
  193
  Table 160: Random Quest Stakes: Deliver, Simple 
  193
  Table 164: Roles: Deliver, Simple 
  194
  
  603
  Appendices
  Table 163: Milestones: Deliver, Simple 
  194
  Table 161: Random Quest Pace: Deliver, Simple 
  194
  Table 162: Random Quest Chainability: Deliver, Simple 
  194
  Table 165: Random Clue Requirements: Deliver, Multi-Location Quest 
  196
  Table 166: Random Quest Events: Deliver, Multi-Location Quest 
  196
  Table 167: Random Quest Urgency: Deliver, Multi-Location Quest 
  196
  Table 168: Random Quest Stakes: Deliver, Multi-Location Quest 
  196
  Table 169: Random Quest Pace: Deliver, Multi-Location Quest 
  197
  Table 170: Random Quest Chainability: Deliver, Multi-Location Quest 
  197
  Table 172: Roles: Deliver, Multi-Location 
  197
  Table 171: Milestones: Deliver, Multi-Location 
  197
  Table 173: Random Clue Requirements: Deliver, Ambushed Quests 
  199
  Table 174: Random Quest Events: Deliver, Ambushed Quests 
  199
  Table 175: Random Quest Urgency: Deliver, Ambushed Quest 
  199
  Table 176: Random Quest Stakes: Deliver, Ambushed Quest 
  199
  Table 180: Roles: Deliver, Ambushed 
  200
  Table 179: Milestones: Deliver, Ambushed 
  200
  Table 177: Random Quest Pace: Deliver, Ambushed Quest 
  200
  Table 178: Random Quest Chainability: Deliver, Ambushed Quest 
  200
  Table 181: Random Clue Requirements: Deliver, Pickup and Deliver Quests 202
  Table 182: Random Quest Events: Deliver, Pickup and Deliver Quests 
  202
  Table 183: Random Rewards: Deliver, Pickup and Deliver Quests 
  202
  Table 184: Random Reward Categories: Deliver, Pickup and Deliver Quests 202
  Table 185: Random Quest Urgency: Deliver, Pickup and Deliver Quests 
  203
  Table 186: Random Quest Stakes: Deliver, Pickup and Deliver Quests 
  203
  Table 190: Roles: Deliver, Pickup and Deliver 
  203
  Table 189: Milestones: Deliver, Pickup and Deliver 
  203
  Table 187: Random Quest Pace: Deliver, Pickup and Deliver Quests 
  204
  Table 188: Random Quest Chainability: Deliver, Pickup and Deliver Quests 204
  Table 191: Purpose Variability: Obtain Quests 
  205
  Table 192: Purpose Variability: Obtain Ease of Discovery 
  205
  Table 193: Purpose Variability: Obtain Target Item Nature 
  206
  Table 194: Random Quest Templates: Obtain Quests 
  206
  Table 195: Random Determination Approach: Obtain Quests 
  206
  Table 196: Random Role Target Approach: Obtain Quests 
  207
  Table 197: Random Clue Requirements: Obtain Quests 
  207
  Table 198: Random Quest Events: Obtain Quests 
  207
  Table 199: Random Rewards: Obtain Quests 
  208
  Table 200: Random Reward Categories: Obtain Quests 
  208
  Table 201: Random Penalties: Obtain Quests 
  208
  Table 202: Random Penalty Categories: Obtain Quests 
  208
  Table 203: Random Quest Urgency: Obtain Quests 
  209
  Table 204: Random Quest Stakes: Obtain Quests 
  209
  Table 205: Random Quest Pace: Obtain Quests 
  209
  Table 206: Random Quest Chainability: Obtain Quests 
  209
  Table 207: Random Clue Requirements: Obtain, Simple 
  211
  Table 208: Random Quest Events: Obtain, Simple 
  211
  Table 209: Random Quest Urgency: Obtain, Simple 
  211
  Table 210: Random Quest Stakes: Obtain, Simple 
  211
  Table 214: Roles: Obtain, Simple 
  212
  Table 213: Milestones: Obtain, Simple 
  212
  Table 211: Random Quest Pace: Obtain, Simple 
  212
  Table 212: Random Quest Chainability: Obtain, Simple 
  212
  Table 215: Random Clue Requirements: Obtain, Multiple Quest 
  214
  Table 216: Random Quest Events: Obtain, Multiple Quest 
  214
  Table 217: Random Quest Urgency: Obtain, Multiple Quest 
  214
  Table 218: Random Quest Stakes: Obtain, Multiple Quest 
  214
  Table 219: Random Quest Pace: Obtain, Multiple Quest 
  215
  Table 220: Random Quest Chainability: Obtain, Multiple Quest 
  215
  Table 222: Roles: Obtain, Multiple 
  215
  Table 221: Milestones: Obtain, Multiple 
  215
  Table 223: Random Clue Requirements: Obtain, Guarded Quests 
  217
  Table 224: Random Quest Events: Obtain, Guarded Quests 
  217
  Table 225: Random Quest Urgency: Obtain, Guarded Quest 
  217
  Table 226: Random Quest Stakes: Obtain, Guarded Quest 
  217
  Table 230: Roles: Obtain, Guarded 
  218
  Table 229: Milestones: Obtain, Guarded 
  218
  Table 227: Random Quest Pace: Obtain, Guarded Quest 
  218
  Table 228: Random Quest Chainability: Obtain, Guarded Quest 
  218
  Table 231: Random Clue Requirements: Obtain, Get and Deliver Quests 
  220
  Table 232: Random Quest Events: Obtain, Get and Deliver Quests 
  220
  Table 233: Random Rewards: Obtain, Get and Deliver Quests 
  220
  Table 234: Random Reward Categories: Obtain, Get and Deliver Quests 
  220
  Table 235: Random Quest Urgency: Obtain, Get and Deliver Quests 
  221
  Table 236: Random Quest Stakes: Obtain, Get and Deliver Quests 
  221
  Table 240: Roles: Obtain, Get and Deliver 
  221
  Table 239: Milestones: Obtain, Get and Deliver 
  221
  Table 237: Random Quest Pace: Obtain, Get and Deliver Quests 
  222
  Table 238: Random Quest Chainability: Obtain, Get and Deliver Quests 
  222
  Table 241: Purpose Variability: Stop Quest Event Type 
  223
  Table 242: Purpose Variability: Stop Responsible Party 
  224
  Table 243: Purpose Variability: Stop Responsible Party Size 
  224
  Table 244: Purpose Variability: Stop Goal 
  225
  Table 245: Purpose Variability: Stop Area of Effect 
  226
  Table 246: Random Quest Templates: Stop Quests 
  226
  Table 247: Random Determination Approach: Stop Quests 
  226
  Table 248: Random Role Target Approach: Stop Quests 
  227
  Table 249: Random Clue Requirements: Stop Quests 
  227
  Table 250: Random Quest Events: Stop Quests 
  227
  Table 251: Random Rewards: Stop Quests 
  228
  Table 252: Random Reward Categories: Stop Quests 
  228
  Table 253: Random Penalties: Stop Quests 
  228
  Table 254: Random Penalty Categories: Stop Quests 
  229
  Table 255: Random Quest Urgency: Stop Quests 
  229
  Table 256: Random Quest Stakes: Stop Quests 
  229
  Table 257: Random Quest Pace: Stop Quests 
  229
  Table 258: Random Quest Chainability: Stop Quests 
  230
  Table 259: Random Clue Requirements: Stop, Simple 
  232
  Table 260: Random Quest Events: Deliver, One Target 
  232
  Table 261: Random Quest Urgency: Stop, Simple 
  232
  Table 262: Random Quest Stakes: Stop, Simple 
  232
  Table 263: Random Quest Pace: Stop, Simple 
  233
  Table 264: Random Quest Chainability: Stop, Simple 
  233
  Table 266: Roles: Stop, Simple 
  233
  Table 265: Milestones: Stop, Simple 
  233
  Table 267: Random Clue Requirements: Stop, Guarded Responsible Party Quest
   
  235
  Table 268: Random Quest Events: Stop, Guarded Responsible Party Quest 235
  Table 269: Random Quest Urgency: Stop, Guarded Responsible Party Quest 235
  Table 274: Roles: Stop, Guarded Responsible Party 
  236
  Table 273: Milestones: Stop, Guarded Responsible Party 
  236
  Table 270: Random Quest Stakes: Stop, Guarded Responsible Party Quest 
  236
  Table 271: Random Quest Pace: Stop, Guarded Responsible Party Quest 
  236
  Table 272: Random Quest Chainability: Stop, Guarded Responsible Party Quest
   
  236
  Table 275: Random Clue Requirements: Stop, Multiple Responsible Parties 
  Quests 
  238
  Table 276: Random Quest Events: Stop, Multiple Responsible Parties Quests
   
  238
  Table 277: Random Quest Urgency: Stop, Multiple Responsible Parties Quest
   
  238
  Table 278: Random Quest Stakes: Stop, Multiple Responsible Parties Quest 239
  Table 279: Random Quest Pace: Stop, Multiple Responsible Parties Quest 
  239
  Table 280: Random Quest Chainability: Stop, Multiple Responsible Parties 
  Quest 
  239
  Table 282: Roles: Stop, Multiple Responsible Parties 
  239
  Table 281: Milestones: Stop, Multiple Responsible Parties 
  239
  Table 283: Random Clue Requirements: Stop, Smokescreen Quests 
  241
  Table 284: Random Quest Events: Stop, Smokescreen Quests 
  241
  Table 285: Random Rewards: Stop, Smokescreen Quests 
  241
  Table 286: Random Reward Categories: Stop, Smokescreen Quests 
  241
  Table 292: Roles: Stop, Smokescreen 
  242
  Table 291: Milestones: Stop, Smokescreen 
  242
  Table 287: Random Quest Urgency: Stop, Smokescreen Quests 
  242
  Table 288: Random Quest Stakes: Stop, Smokescreen Quests 
  242
  Table 289: Random Quest Pace: Stop, Smokescreen Quests 
  242
  Table 290: Random Quest Chainability: Stop, Smokescreen Quests 
  243
  Table 293: Purpose Variability: Mystery Quest Type 
  244
  Table 294: Purpose Variability: Mystery Benefactor 
  245
  Table 295: Purpose Variability: Mystery Suspicion 
  245
  Table 296: Purpose Variability: Mystery Truth 
  246
  Table 297: Purpose Variability: Mystery Morphology 
  247
  Table 298: Purpose Variability: Mystery Suspect Involvement 
  247
  Table 299: Random Quest Templates: Mystery Quests 
  248
  Table 300: Random Determination Approach: Mystery Quests 
  248
  Table 301: Random Role Target Approach: Mystery Quests 
  248
  Table 302: Random Clue Requirements: Mystery Quests 
  248
  Table 303: Random Quest Events: Mystery Quests 
  249
  Table 304: Random Rewards: Mystery Quests 
  249
  Table 305: Random Reward Categories: Mystery Quests 
  250
  Table 306: Random Penalties: Mystery Quests 
  250
  Table 307: Random Penalty Categories: Mystery Quests 
  250
  Table 308: Random Quest Urgency: Mystery Quests 
  250
  Table 309: Random Quest Stakes: Mystery Quests 
  251
  Table 310: Random Quest Pace: Mystery Quests 
  251
  Table 311: Random Quest Chainability: Mystery Quests 
  251
  Table 312: Random Clue Requirements: Mystery, Single Person of Interest 253
  Table 313: Random Quest Events: Mystery, Single Person of Interest 
  253
  Table 314: Random Quest Urgency: Mystery, Single Person of Interest 
  253
  Table 319: Roles: Mystery, Single Person of Interest 
  254
  Table 318: Milestones: Mystery, Single Person of Interest 
  254
  Table 315: Random Quest Stakes: Mystery, Single Person of Interest 
  254
  Table 316: Random Quest Pace: Mystery, Single Person of Interest 
  254
  Table 317: Random Quest Chainability: Mystery, Single Person of Interest 254
  Table 320: Random Clue Requirements: Mystery, Multiple Suspects Quest 256
  Table 321: Random Quest Events: Mystery, Multiple Suspects Quest 
  256
  Table 322: Random Quest Urgency: Mystery, Multiple Suspects Quest 
  256
  Table 323: Random Quest Stakes: Mystery, Multiple Suspects Quest 
  257
  Table 324: Random Quest Pace: Mystery, Multiple Suspects Quest 
  257
  Table 325: Random Quest Chainability: Mystery, Multiple Suspects Quest 
  257
  Table 327: Roles: Mystery, Multiple Suspects 
  257
  Table 326: Milestones: Mystery, Multiple Suspects 
  257
  
  604
  Appendices
  Table 328: Random Clue Requirements: Mystery, Web of Intrigue Quests 
  259
  Table 329: Random Quest Events: Mystery, Web of Intrigue Quests 
  259
  Table 330: Random Quest Urgency: Mystery, Web of Intrigue Quest 
  259
  Table 335: Roles: Mystery, Web of Intrigue 
  260
  Table 334: Milestones: Mystery, Web of Intrigue 
  260
  Table 331: Random Quest Stakes: Mystery, Web of Intrigue Quest 
  260
  Table 332: Random Quest Pace: Mystery, Web of Intrigue Quest 
  260
  Table 333: Random Quest Chainability: Mystery, Web of Intrigue Quest 
  260
  Table 336: Random Clue Requirements: Mystery, Double-Cross Quests 
  262
  Table 337: Random Quest Events: Mystery, Double-Cross Quests 
  262
  Table 338: Random Rewards: Mystery, Double-Cross Quests 
  262
  Table 339: Random Reward Categories: Mystery, Double-Cross Quests 
  263
  Table 340: Random Quest Urgency: Mystery, Double-Cross Quests 
  263
  Table 341: Random Quest Stakes: Mystery, Double-Cross Quests 
  263
  Table 345: Roles: Mystery, Double-Cross 
  263
  Table 344: Milestones: Mystery, Double-Cross 
  263
  Table 342: Random Quest Pace: Mystery, Double-Cross Quests 
  264
  Table 343: Random Quest Chainability: Mystery, Double-Cross Quests 
  264
  Table 346: Random Quest Templates: Exploration Quests 
  265
  Table 347: Purpose Variability: Exploration Quest Type 
  265
  Table 348: Random Determination Approach: Exploration Quests 
  266
  Table 349: Random Role Target Approach: Exploration Quests 
  266
  Table 350: Random Clue Requirements: Exploration Quests 
  266
  Table 351: Random Quest Events: Exploration Quests 
  267
  Table 352: Random Rewards: Exploration Quests 
  267
  Table 353: Random Reward Categories: Exploration Quests 
  268
  Table 354: Random Penalties: Exploration Quests 
  268
  Table 355: Random Penalty Categories: Exploration Quests 
  268
  Table 356: Random Quest Urgency: Exploration Quests 
  268
  Table 357: Random Quest Stakes: Exploration Quests 
  269
  Table 358: Random Quest Pace: Exploration Quests 
  269
  Table 359: Random Quest Chainability: Exploration Quests 
  269
  Table 360: Random Clue Requirements: Exploration, Single Location 
  271
  Table 361: Random Quest Events: Exploration, Single Location 
  271
  Table 362: Random Quest Urgency: Exploration, Single Location 
  271
  Table 363: Random Quest Stakes: Exploration, Single Location 
  271
  Table 367: Roles: Exploration, Single Location 
  272
  Table 366: Milestones: Exploration, Single Location 
   
  272
  Table 364: Random Quest Pace: Exploration, Single Location 
  272
  Table 365: Random Quest Chainability: Exploration, Single Location 
  272
  Table 368: Random Clue Requirements: Exploration, Multi-Location Quest 274
  Table 369: Random Quest Events: Exploration, Multi-Location Quest 
  274
  Table 370: Random Quest Urgency: Exploration, Multi-Location Quest 
  274
  Table 371: Random Quest Stakes: Exploration, Multi-Location Quest 
  275
  Table 372: Random Quest Pace: Exploration, Multi-Location Quest 
  275
  Table 373: Random Quest Chainability: Exploration, Multi-Location Quest 275
  Table 375: Roles: Exploration, Multi-Location 
  275
  Table 374: Milestones: Exploration, Multi-Location 
  275
  Table 376: Random Clue Requirements: Exploration, Multi-Random Quests 277
  Table 377: Random Quest Events: Exploration, Multi-Random Quests 
  277
  Table 378: Random Quest Urgency: Exploration, Multi-Random Quest 
  277
  Table 383: Roles: Exploration, Multi-Random 
  278
  Table 382: Milestones: Exploration, Multi-Random 
  278
  Table 379: Random Quest Stakes: Exploration, Multi-Random Quest 
  278
  Table 380: Random Quest Pace: Exploration, Multi-Random Quest 
  278
  Table 381: Random Quest Chainability: Exploration, Multi-Random Quest 278
  Table 384: Random Clue Requirements: Exploration, Random Path Quests 280
  Table 385: Random Quest Events: Exploration, Random Path Quests 
  280
  Table 386: Random Rewards: Exploration, Random Path Quests 
  280
  Table 387: Random Reward Categories: Exploration, Random Path Quest 
  281
  Table 388: Random Quest Urgency: Exploration, Random Path Quest 
  281
  Table 389: Random Quest Stakes: Exploration, Random Path Quest 
  281
  Table 393: Roles: Exploration, Random Path 
  281
  Table 392: Milestones: Exploration, Random Path 
  281
  Table 390: Random Quest Pace: Exploration, Random Path Quest 
  282
  Table 391: Random Quest Chainability: Exploration, Random Path Quest 
  282
  Table 394: Social Riff Stereotypes 
  283
  Table 395: Random Social Encounters 
  284
  Table 396: Dynamic Skill Challenges: Number of Stages 
  285
  Table 397: Dynamic Skill Challenges: Stage Difficulty (OSR) 
  285
  Table 398: Dynamic Skill Challenges: Approaches Allowed 
  286
  Table 399: Dynamic Skill Challenge: Skill Required 
  286
  Table 400: Dynamic Skill Challenges: Stage Failure Consequences 
  287
  Table 401: Dynamic Skill Challenges: Stage Success Impact 
  288
  Table 402: Complex Quests: Plot Slots 
  289
  Table 403: Complex Quests: Plot Slot Quest Types 
  289
  Table 404: Random Rewards: Complex Quests 
  290
  Table 405: Random Reward Categories: Complex Quests 
  290
  Table 406: Random Penalties: Complex Quests 
  291
  Table 407: Random Penalty Categories: Complex Quests 
  291
  Table 408: Random Determination Approach: Complex Quests 
  291
  Table 409: Random Role Target Approach: Complex Quests 
  291
  Table 410: Random Clue Requirements: Complex Quests 
  291
  Table 411: Random Quest Urgency: Complex Quests 
  292
  Table 412: Random Quest Stakes: Complex Quests 
  292
  Table 413: Random Quest Pace: Complex Quests 
  292
  Table 414: Random Quest Chainability: Complex Quests 
  292
  Table 415: Balance Point Handicap Categories 
  295
  Table 416: Balance Point Advancement Handicap: Crippling Penalty 
  297
  Table 417: Balance Point Advancement Handicap: Major Penalty 
  297
  Table 418: Balance Point Advancement Handicap: Medium Penalty 
  298
  Table 419: Balance Point Advancement Handicap: Minor Penalty 
  298
  Table 420: Balance Point Advancement Handicap: Minor Boost 
  299
  Table 421: Balance Point Advancement Handicap: Medium Boost 
  299
  Table 422: Balance Point Advancement Handicap: Major Boost 
  300
  Table 423: Balance Point Advancement Handicap: Crippling Penalty 
  300
  Table 424: Balance Point Handicap Effect: Crippling Penalty 
  302
  Table 425: Balance Point Handicap Effect: Major Penalty 
  302
  Table 426: Balance Point Handicap Effect: Medium Penalty 
  303
  Table 427: Balance Point Handicap Effect: Minor Penalty 
  303
  Table 428: Balance Point Handicap Effect: Minor Boost 
  304
  Table 429: Balance Point Handicap Effect: Medium Boost 
  304
  Table 430: Balance Point Handicap Effect: Major Boost 
  305
  Table 431: Balance Point Handicap Effect: Game-Changing Boost 
  305
  Table 432: Balance Point Handicap Effect: No Rewards 
  306
  Table 433: Balance Point Handicap Effect: Quest Penalties 
  306
  Table 434: Balance Point Handicap Effect: Session Penalties 
  306
  Table 435: Balance Point Handicap Effect: Level Penalties 
  307
  Table 436: Balance Point Handicap Effect: Fewer Quest Rewards 
  307
  Table 437: Balance Point Handicap Effect: Ignore Penalty Received 
  307
  Table 438: Balance Point Handicap Effect: Extra Level Rewards 
  308
  Table 439: Balance Point Handicap Effect: Extra Session Rewards 
  308
  Table 440: Balance Point Handicap Effect: Extra Quest Rewards 
  308
  Table 441: Balance Point Handicap Effect: Level Each Session 
  309
  Table 442: Common Game Style Mixture 
  313
  Table 443: Balance Point Handicap Adjustments by Game Style 
  313
  Table 444: Random Rules Adjustment Types 
  315
  Table 445: Random Rules Adjustment Categories 
  315
  Table 446: Random Rules Adjustment Boon 
  316
  Table 447: Random Rules Adjustment Penalty 
  316
  Table 448: Random Ability Score Rules Adjustments 
  317
  Table 449: Random Ability Score Rules Adjustment Boons 
  317
  Table 450: Random Ability Score Rules Adjustment Penalties 
  317
  Table 451: Random Alignment Rules Adjustments 
  322
  Table 452: Random Class Rules Adjustments 
  323
  Table 453: Random Skill Rules Adjustments 
  325
  Table 454: Random Skill Rules Adjustment Boons 
  325
  Table 455: Random Skill Rules Adjustment Penalty 
  325
  Table 456: Random Feat Rules Adjustments 
  328
  Table 457: Random Trait Rules Adjustments 
  330
  Table 458: Random Magic Rules Adjustment Type 
  331
  Table 459: Random Magic Rules Adjustment Penalties 
  331
  Table 460: Random Magic Rules Adjustment Boons 
  332
  Table 461: Preserved Spells Retention Chance 
  339
  Table 462: Slippery Retrieval Casting Chance 
  339
  Table 463: Spellshaper Size Impact 
  341
  Table 464: Unintentionally Amorphous Magic Shape 
  341
  Table 465: Random Combat Rules Adjustment Type 
  343
  Table 466: Random Combat Rules Adjustment Penalties 
  343
  Table 467: Random Combat Rules Adjustment Boons 
  344
  Table 468: Random Affliction Rules Adjustments 
  358
  Table 469: Random Affliction Rules Adjustment Boons 
  358
  Table 470: Random Affliction Rules Adjustment Penalty 
  359
  Table 471: Superior Poison Use DC Bonuses 
  359
  Table 472: Lethal Poisoner Crafted DC Bonuses 
  360
  Table 473: Random Obstacle Rules Adjustments 
  363
  Table 474: Random Obstacle Rules Adjustment Boons 
  363
  Table 475: Random Obstacle Rules Adjustment Penalty 
  363
  Table 476: Random Equipment Rules Adjustment Type 
  366
  Table 477: Random Equipment Rules Adjustment Penalties 
  366
  Table 478: Random Equipment Rules Adjustment Boons 
  366
  Table 479: Ample Markets Sales Pricing 
  367
  Table 480: Ample Markets Buying Pricing 
  367
  Table 481: Inheritance Starting Wealth Multipliers 
  369
  Table 482: Passive Income Period Wealth Generation Period 
  369
  Table 483: Passive Income Wealth Generation Amount 
  369
  Table 484: Master Gemcutter Value Increase 
  370
  Table 485: Treasure Hunter Encounter CR Increase 
  371
  Table 486: Artifact Interpreter Chances & Effects 
  372
  Table 487: Selective Scavenger Treasure Types 
  372
  Table 488: Unlucky Scavenger Treasure Types 
  373
  Table 489: Armor Finder Treasure Table 
  373
  Table 490: Weapon Finder Treasure Table 
  373
  Table 491: Random Magic Item Rules Adjustment Type 
  376
  Table 492: Random Magic Item Rules Adjustment Penalties 
  376
  Table 493: Random Magic Item Rules Adjustment Boons 
  376
  Table 496: Ample Magic Markets Maximum Magic by Weapon Bonus 
  377
  Table 494: Ample Magic Market Sales Pricing 
  378
  Table 495: Ample Magic Market Buying Pricing 
  378
  Table 497: Ample Magic Markets Maximum Magic by Maximum Value 
  378
  Table 498: Random Companion Rules Adjustments 
  383
  Table 499: Random Companion Rules Adjustment Boons 
  383
  
  605
  Appendices
  Table 500: Random Companion Rules Adjustment Penalty 
  383
  Table 501: Extended Summons 
  385
  Table 502: Random EMRA Rules Adjustment Type 
  388
  Table 503: Random EMRA Rules Adjustment Penalties 
  389
  Table 504: Random EMRA Rules Adjustment Boons 
  389
  Table 505: Use Higher Quad Rules Adjustment 
  393
  Table 506: Use Lower Quad Rules Adjustment 
  393
  Table 510: The Dice Chain 
  394
  Table 507: Random Dice Chain Rules Adjustments 
  395
  Table 508: Random Dice Chain Rules Adjustment Boons 
  395
  Table 509: Random Dice Chain Rules Adjustment Penalty 
  395
  Table 511: QuickStart Rewards 
  400
  Table 512: Random Reward Categories 
  401
  Table 513: Material Reward Categories 
  403
  Table 514: Material Wealth Rewards 
  403
  Table 515: Material Item Rewards 
  404
  Table 516: Material Object Rewards 
  404
  Table 517: Material Property Rewards 
  405
  Table 518: Material Resource Rewards 
  406
  Table 519: Material Resource Reward Value 
  406
  Table 520: Material Artifact Rewards 
  407
  Table 521: Social Reward Categories 
  408
  Table 522: Social Status Rewards 
  408
  Table 523: Social Relationship Rewards 
  409
  Table 524: Social Attitudes Rewards 
  410
  Table 525: Social Factional Rewards 
  411
  Table 526: Social Ally Rewards 
  412
  Table 527: Social Religious Rewards 
  413
  Table 528: Mechanical Reward Categories 
  415
  Table 529: Rules Adjustment Reward Duration 
  415
  Table 530: Rules Adjustment Reward Value Cap 
  416
  Table 531: Mechanical Rules Adjustment Rewards 
  416
  Table 532: Mechanical Ability Score Rewards 
  417
  Table 533: Mechanical Skill/Feat Rewards (Pathfinder) 
  417
  Table 535: Mechanical Dice Chain Rewards 
  418
  Table 534: Mechanical Skill/Feat Rewards (Other Systems) 
  418
  Table 536: Mechanical XP / Milestone Reward 
  419
  Table 537: Mechanical Multiclass Unlock Rewards 
  419
  Table 538: Magical Reward Categories 
  421
  Table 539: Magical Buff Rewards 
  421
  Table 540: Magical Buff Reward Duration 
  422
  Table 541: Higher-Level Magical Buff Bonuses 
  422
  Table 542: Magical Service Rewards 
  423
  Table 543: Magical Answer Rewards 
  424
  Table 544: Magical Unlock Rewards 
  425
  Table 545: Magical Unlock Reward Spell Level 
  425
  Table 546: Magical Item Rewards 
  426
  Table 547: Magical Item Reward Maximum Spell Level 
  426
  Table 548: Magical Feat Rewards 
  427
  Table 549: Magical Craft Feats 
  427
  Table 550: Magical Skill Rewards 
  428
  Table 551: Magical Skill Reward Effect (Pathfinder) 
  428
  Table 552: Magical Scroll Rewards 
  429
  Table 553: Magical Scroll Reward Maximum Spell Level 
  429
  Table 554: Magical Scroll Reward Spell Type 
  429
  Table 555: Magical Scroll Reward Caster Level 
  430
  Table 557: Narrative Reward Categories 
  431
  Table 556: Narrative Clue Rewards 
  431
  Table 558: Narrative Targeting Rewards 
  432
  Table 559: Narrative Quest Rewards 
  433
  Table 560: Narrative Chain Rewards 
  434
  Table 561: Narrative Actor Rewards 
  435
  Table 562: Narrative Complete Quest Rewards 
  436
  Table 564: Exploration Reward Categories 
  437
  Table 563: Exploration Reveal Rewards 
  437
  Table 565: Exploration Expedite Rewards 
  438
  Table 566: Exploration Revisit Rewards 
  439
  Table 567: Exploration Establish Transit Rewards 
  440
  Table 568: Exploration Safe Passage Rewards 
  441
  Table 569: Exploration Establish Safe Passage Rewards 
  442
  Table 570: Default Quest-Failure Penalties 
  444
  Table 571: Random Penalty Categories 
  444
  Table 572: Material Penalty Categories 
  446
  Table 573: Material Penalty Nature 
  446
  Table 574: Material Penalty Steal-Back Successes 
  447
  Table 575: Material Penalty Steal-Back Failures 
  447
  Table 576: Material Wealth Penalties 
  448
  Table 577: Material Item Penalties 
  448
  Table 578: Material Object Penalties 
  449
  Table 579: Material Property Penalties 
  449
  Table 580: Material Resource Penalties 
  450
  Table 581: Material Resource Penalty Value 
  450
  Table 582: Material Artifact Penalties 
  451
  Table 583: Social Penalty Categories 
  452
  Table 584: Social Status Penalties 
  453
  Table 585: Social Relationship Penalties 
  454
  Table 586: Social Attitudes Penalties 
  455
  Table 587: Social Factional Penalties 
  456
  Table 588: Social Adversary Penalty 
  457
  Table 589: Social Religious Penalties 
  458
  Table 593: Mechanical Penalty Categories 
  459
  Table 590: Rules Adjustment Penalty Duration 
  459
  Table 591: Rules Adjustment Penalty Value Cap 
  460
  Table 592: Mechanical Rules Adjustment Penalties 
  460
  Table 594: Mechanical Ability Score Penalties 
  461
  Table 595: Mechanical Skill/Feat Penalties (Pathfinder) 
  461
  Table 597: Mechanical Dice Chain Penalties 
  462
  Table 596: Mechanical Skill/Feat Penalties (Other Systems) 
  462
  Table 598: Mechanical XP / Milestone Penalty 
  463
  Table 599: Mechanical Level Loss Penalties 
  463
  Table 603: Magical Penalty Categories 
  465
  Table 600: Magical Debuff Penalties 
  465
  Table 601: Magical Debuff Penalty Duration 
  466
  Table 602: Higher-Level Magical Debuff Penalties 
  466
  Table 604: Magical Denial of Service Penalties 
  467
  Table 605: Magical Curse Penalties 
  468
  Table 606: Magical Curse Penalty Duration 
  468
  Table 607: Magical Item Denature Penalties 
  469
  Table 608: Magical Magic Loss Penalties 
  470
  Table 609: Magical Magic Loss Penalty Spell Level 
  471
  Table 610: Magical Magic Loss Penalty Spell School 
  471
  Table 611: Magical Magic Loss Penalty Duration 
  471
  Table 612: Magical Knowledge Decay Penalties 
  472
  Table 613: Magical Knowledge Decay Penalty Spell Level 
  472
  Table 614: Magical Knowledge Decay Penalty Spell School 
  473
  Table 615: Magical Knowledge Decay Penalty Duration 
  473
  Table 617: Narrative Penalty Categories 
  474
  Table 616: Narrative Clue Loss Penalties 
  474
  Table 618: Narrative Clue Complexity Penalties 
  475
  Table 619: Narrative Cohesion Quest Penalties 
  475
  Table 620: Cohesion Quest Urgency 
  476
  Table 621: Cohesion Quest Rewards 
  476
  Table 622: Cohesion Quest Penalties 
  477
  Table 623: Narrative Chain to Cohesion Penalties 
  477
  Table 624: Narrative Actor Attitude Degrades Penalties 
  478
  Table 625: Narrative Fail Quest Penalties 
  478
  Table 626: Exploration Penalty Categories 
  479
  Table 627: Exploration Obscure Penalties 
  479
  Table 628: Exploration Sluggish Transit Penalties 
  480
  Table 629: Exploration Compulsory Visit Penalties 
  481
  Table 630: Exploration Block Transit Penalties 
  482
  Table 631: Exploration Treacherous Passage Penalties 
  483
  Table 632: Exploration Infested Passage Penalties 
  484
  Table 633: Decision Table 
  488
  Table 634: Likelihood Table 
  488
  Table 635: Compass Direction Table 
  489
  Table 636: Wind Direction Table 
  489
  Table 637: Rough Distance Table 
  490
  Table 638: Settlement Size Table 
  490
  Table 639: Gender Table 
  504
  Table 640: Affluency Table 
  504
  Table 641: Travel Pace Table 
  505
  Table 642: Age Table 
  505
  Table 643: Alignment (BBEG) Table 
  508
  Table 644: Alignment (Commoner) Table 
  508
  Table 645: Alignment (Notable NPC) Table 
  509
  Table 646: Alignment (Monster) Table 
  509
  Table 647: Poison Type Table 
  522
  Table 648: Color Table 
  522
  Table 649: Season Table 
  523
  Table 650: Month Table 
  523
  Table 651: Combat Outcomes 
  544
  Table 652: Combat Targeting Summary 
  545
  Table 653: Simple AI Outcomes 
  546
  Table 654: Simple AI Targeting 
  546
  Table 655: Combat Roles 
  548
  Table 656: Combat Role Variations 
  548
  Table 657: Combat Stances 
  549
  Table 658: Combat Surges 
  552
  Table 659: Combat Lull Summary 
  553
  Table 660: Traditional Lookup Table 
  562
  Table 661: Social Roles 
  565
  Table 662: Social Contexts 
  566
  Table 663: Social Choices 
  567
  Table 664: Social Encounter Results 
  568
  
  606
  Appendices
  FlexTable Index (Alphabetical)
  FlexTable 81: Acquaintance Normal; Passing By: Choices (values shown are DCs; % 
  rolls are NPC actions taken) 
  571
  FlexTable 83: Acquaintance Normal; Passing By: Failure 
  571
  FlexTable 82: Acquaintance Normal; Passing By: Success 
  571
  FlexTable 46: Alignment (General) FlexTable 
  507
  FlexTable 70: Artillery Role; Fresh Stance: Action 
  557
  FlexTable 71: Artillery Role; Fresh Stance: Targeting 
  557
  FlexTable 29: Astray Additional Consequences (d100) 
  81
  FlexTable 28: Astray Time Wasted (d20) 
  80
  FlexTable 45: Attitude FlexTable 
  506
  FlexTable 54: Body Slot FlexTable 
  517
  FlexTable 66: Brute Role; Fresh Stance: Action 
  555
  FlexTable 67: Brute Role; Fresh Stance: Targeting 
  555
  FlexTable 39: Class FlexTable 
  498
  FlexTable 31: Class Paragon Core Ability Scores 
  319
  FlexTable 35: Climate FlexTable 
  494
  FlexTable 30: Clue-Finding by Environment (d20) 
  128
  FlexTable 76: Controller Role; Fresh Stance: Action 
  560
  FlexTable 77: Controller Role; Fresh Stance: Targeting 
  560
  FlexTable 43: Craft FlexTable 
  502
  FlexTable 37: Creature Type FlexTable 
  496
  FlexTable 56: Damage Type FlexTable 
  519
  FlexTable 59: Day of the Week FlexTable 
  524
  FlexTable 58: Element Type FlexTable 
  521
  FlexTable 57: Energy Type FlexTable 
  520
  FlexTable 33: Environment / Terrain FlexTable 
  492
  FlexTable 32: Faction Type FlexTable 
  491
  FlexTable 63: Familiar FlexTable 
  528
  FlexTable 47: FlexAI Combat Role FlexTable 
  510
  FlexTable 48: FlexAI Combat Role Variant FlexTable 
  511
  FlexTable 49: FlexAI Combat Stance FlexTable 
  512
  FlexTable 51: FlexAI Social Contexts FlexTable 
  514
  FlexTable 52: FlexAI Social Encounter Results FlexTable 
  515
  FlexTable 50: FlexAI Social Roles FlexTable 
  513
  FlexTable 60: Floor Relative to Here FlexTable 
  525
  FlexTable 55: Hit Location FlexTable 
  518
  FlexTable 38: Humanoid Race FlexTable 
  497
  FlexTable 27: Intentional Astrays (d20) 
  79
  FlexTable 41: Knowledge FlexTable 
  500
  FlexTable 78: Leader Role; Fresh Stance: Action 
  561
  FlexTable 79: Leader Role; Fresh Stance: Targeting 
  561
  FlexTable 74: Lurker Role; Fresh Stance: Action 
  559
  FlexTable 75: Lurker Role; Fresh Stance: Targeting 
  559
  FlexTable 62: Mount FlexTable 
  527
  FlexTable 34: Overland Point of Interest FlexTable 
  493
  FlexTable 42: Perform FlexTable 
  501
  FlexTable 40: Profession FlexTable 
  499
  FlexTable 61: Quest Type FlexTable 
  526
  FlexTable 7: QuickStart Affliction 
  38
  FlexTable 22: QuickStart Armor 
  60
  FlexTable 25: QuickStart Beneficial Spell 
  63
  FlexTable 3: QuickStart Chamber Encounter 
  31
  FlexTable 24: QuickStart Combat Encounter 
  62
  FlexTable 10: QuickStart Curse 
  45
  FlexTable 26: QuickStart Damaging Spell 
  64
  FlexTable 4: QuickStart Dead End Encounter 
  32
  FlexTable 6: QuickStart Difficulty Class 
  37
  FlexTable 9: QuickStart Disease 
  42
  FlexTable 2: QuickStart Hallway Encounter 
  30
  FlexTable 1: QuickStart Map Generator 
  29
  FlexTable 21: QuickStart Mundane Items 
  59
  FlexTable 11: QuickStart Obstacle 
  47
  FlexTable 8: QuickStart Poison 
  39
  FlexTable 20: QuickStart Potion 
  58
  FlexTable 12: QuickStart Secret Door 
  49
  FlexTable 5: QuickStart Trap 
  33
  FlexTable 13: QuickStart Treasure 
  51
  FlexTable 16: QuickStart Treasure, High Coin 
  54
  FlexTable 19: QuickStart Treasure, High Gem 
  57
  FlexTable 14: QuickStart Treasure, Low Coin 
  52
  FlexTable 17: QuickStart Treasure, Low Gem 
  55
  FlexTable 15: QuickStart Treasure, Medium Coin 
  53
  FlexTable 18: QuickStart Treasure, Medium Gem 
  56
  FlexTable 23: QuickStart Weapon  
  61
  FlexTable 80: Sample Treasure Chest Contents 
  563
  FlexTable 44: Skills FlexTable 
  503
  FlexTable 72: Skirmisher Role; Fresh Stance: Action 
  558
  FlexTable 73: Skirmisher Role; Fresh Stance: Targeting 
  558
  FlexTable 68: Soldier Role; Fresh Stance: Action 
  556
  FlexTable 69: Soldier Role; Fresh Stance: Targeting 
  556
  FlexTable 64: Spell Level FlexTable 
  529
  FlexTable 65: Spell School FlexTable 
  530
  FlexTable 36: Temperature FlexTable 
  495
  FlexTable 53: Time of Day FlexTable 
  516
  
  607
  Appendices
  FlexTable Index (As Presented)
  FlexTable 1: QuickStart Map Generator 
  29
  FlexTable 2: QuickStart Hallway Encounter 
  30
  FlexTable 3: QuickStart Chamber Encounter 
  31
  FlexTable 4: QuickStart Dead End Encounter 
  32
  FlexTable 5: QuickStart Trap 
  33
  FlexTable 6: QuickStart Difficulty Class 
  37
  FlexTable 7: QuickStart Affliction 
  38
  FlexTable 8: QuickStart Poison 
  39
  FlexTable 9: QuickStart Disease 
  42
  FlexTable 10: QuickStart Curse 
  45
  FlexTable 11: QuickStart Obstacle 
  47
  FlexTable 12: QuickStart Secret Door 
  49
  FlexTable 13: QuickStart Treasure 
  51
  FlexTable 14: QuickStart Treasure, Low Coin 
  52
  FlexTable 15: QuickStart Treasure, Medium Coin 
  53
  FlexTable 16: QuickStart Treasure, High Coin 
  54
  FlexTable 17: QuickStart Treasure, Low Gem 
  55
  FlexTable 18: QuickStart Treasure, Medium Gem 
  56
  FlexTable 19: QuickStart Treasure, High Gem 
  57
  FlexTable 20: QuickStart Potion 
  58
  FlexTable 21: QuickStart Mundane Items 
  59
  FlexTable 22: QuickStart Armor 
  60
  FlexTable 23: QuickStart Weapon  
  61
  FlexTable 24: QuickStart Combat Encounter 
  62
  FlexTable 25: QuickStart Beneficial Spell 
  63
  FlexTable 26: QuickStart Damaging Spell 
  64
  FlexTable 27: Intentional Astrays (d20) 
  79
  FlexTable 28: Astray Time Wasted (d20) 
  80
  FlexTable 29: Astray Additional Consequences (d100) 
  81
  FlexTable 30: Clue-Finding by Environment (d20) 
  128
  FlexTable 31: Class Paragon Core Ability Scores 
  319
  FlexTable 32: Faction Type FlexTable 
  491
  FlexTable 33: Environment / Terrain FlexTable 
  492
  FlexTable 34: Overland Point of Interest FlexTable 
  493
  FlexTable 35: Climate FlexTable 
  494
  FlexTable 36: Temperature FlexTable 
  495
  FlexTable 37: Creature Type FlexTable 
  496
  FlexTable 38: Humanoid Race FlexTable 
  497
  FlexTable 39: Class FlexTable 
  498
  FlexTable 40: Profession FlexTable 
  499
  FlexTable 41: Knowledge FlexTable 
  500
  FlexTable 42: Perform FlexTable 
  501
  FlexTable 43: Craft FlexTable 
  502
  FlexTable 44: Skills FlexTable 
  503
  FlexTable 45: Attitude FlexTable 
  506
  FlexTable 46: Alignment (General) FlexTable 
  507
  FlexTable 47: FlexAI Combat Role FlexTable 
  510
  FlexTable 48: FlexAI Combat Role Variant FlexTable 
  511
  FlexTable 49: FlexAI Combat Stance FlexTable 
  512
  FlexTable 50: FlexAI Social Roles FlexTable 
  513
  FlexTable 51: FlexAI Social Contexts FlexTable 
  514
  FlexTable 52: FlexAI Social Encounter Results FlexTable 
  515
  FlexTable 53: Time of Day FlexTable 
  516
  FlexTable 54: Body Slot FlexTable 
  517
  FlexTable 55: Hit Location FlexTable 
  518
  FlexTable 56: Damage Type FlexTable 
  519
  FlexTable 57: Energy Type FlexTable 
  520
  FlexTable 58: Element Type FlexTable 
  521
  FlexTable 59: Day of the Week FlexTable 
  524
  FlexTable 60: Floor Relative to Here FlexTable 
  525
  FlexTable 61: Quest Type FlexTable 
  526
  FlexTable 62: Mount FlexTable 
  527
  FlexTable 63: Familiar FlexTable 
  528
  FlexTable 64: Spell Level FlexTable 
  529
  FlexTable 65: Spell School FlexTable 
  530
  FlexTable 66: Brute Role; Fresh Stance: Action 
  555
  FlexTable 67: Brute Role; Fresh Stance: Targeting 
  555
  FlexTable 68: Soldier Role; Fresh Stance: Action 
  556
  FlexTable 69: Soldier Role; Fresh Stance: Targeting 
  556
  FlexTable 70: Artillery Role; Fresh Stance: Action 
  557
  FlexTable 71: Artillery Role; Fresh Stance: Targeting 
  557
  FlexTable 72: Skirmisher Role; Fresh Stance: Action 
  558
  FlexTable 73: Skirmisher Role; Fresh Stance: Targeting 
  558
  FlexTable 74: Lurker Role; Fresh Stance: Action 
  559
  FlexTable 75: Lurker Role; Fresh Stance: Targeting 
  559
  FlexTable 76: Controller Role; Fresh Stance: Action 
  560
  FlexTable 77: Controller Role; Fresh Stance: Targeting 
  560
  FlexTable 78: Leader Role; Fresh Stance: Action 
  561
  FlexTable 79: Leader Role; Fresh Stance: Targeting 
  561
  FlexTable 80: Sample Treasure Chest Contents 
  563
  FlexTable 81: Acquaintance Normal; Passing By: Choices (values shown are DCs; % 
  rolls are NPC actions taken) 
  571
  FlexTable 82: Acquaintance Normal; Passing By: Success 
  571
  FlexTable 83: Acquaintance Normal; Passing By: Failure 
  571
  
  608
  Appendices
  Rules Adjustments (As Presented)
  Generous Generation 
  318
  Ungenerous Generation 
  318
  Failsafe Dump Stats 
  318
  Unified Mind 
  318
  Unified Body 
  319
  Class Paragon 
  320
  Class Overfocus 
  320
  Hardy 
  320
  Hit Die Step Up 
  321
  Hit Die Step Down 
  321
  Oscillating Alignment 
  322
  Entrenched Alignment 
  322
  Effortless Multiclassing 
  323
  Difficult Multiclassing 
  323
  Accelerated Multiclassing 
  323
  Skilled 
  326
  Unskilled 
  326
  Versatile Talents 
  326
  Paragon of Talent 
  326
  Dullard of Focus 
  326
  Paragon of Knowledge 
  326
  Ignoramus 
  327
  Paragon of Work 
  327
  Lazeabout 
  327
  Paragon of Creation 
  327
  Fumblefingers 
  327
  Natural Skill Adept 
  327
  Knackless Poser 
  327
  Abject Failure 
  327
  Feats as a Bonus 
  328
  Beyond Your Years 
  328
  Accelerated Feats 
  328
  Feats in Realtime 
  328
  Versatile Feats 
  328
  Complex Background 
  330
  Boring Upbringing 
  330
  Paragon of Mystic Lore 
  332
  Paragon of Divinity 
  332
  Spell of All Trades 
  333
  Combat Caster 
  333
  Paranoid Caster 
  333
  Utility Cantrips  
  333
  Unskilled Cantrips 
  333
  Cantrip Multitasking 
  333
  Overpowered Casting 
  334
  Underpowered Casting 
  334
  Infinite Reach 
  334
  Short Reach 
  334
  Prolonged Effect 
  334
  Shortened Effect 
  335
  Destructive Magicks 
  335
  Weakened Magic 
  335
  Elemental Mastery 
  335
  Inertly-Typed Magic 
  335
  Second Chance Magic 
  335
  Despair of Failure 
  335
  Rapid Casting 
  336
  Slow Casting 
  336
  Contingent Magic 
  336
  Echo Magic 
  336
  Forgetful Mystic 
  337
  Mystic Potency 
  337
  Mystic Weakness 
  337
  Arcane Maximization 
  337
  By Voice Alone 
  337
  Focused Magic 
  338
  Easily-Resisted Magic 
  338
  Overkill Balance 
  338
  Chained Overkill 
  338
  Quick Recovery 
  338
  Lazy Memorization 
  338
  Preserved Spells 
  339
  Slippery Retrieval 
  339
  Reinforced Revivification 
  339
  Reluctant Revivification 
  340
  Gravelord 
  340
  Nuanced Casting 
  340
  Simple Counterspell 
  340
  Spellshaper 
  340
  Unintentionally Amorphous Magic 
  341
  Low-Level Spell Flexibility 
  341
  Hampered High-Level Spells 
  341
  Potent Penetration 
  341
  Impotent Penetration 
  342
  School Potency 
  342
  School Impotency 
  342
  Mulligan 
  345
  Unlucky 
  345
  Terribly Unlucky 
  345
  Auto-Initiative 
  345
  Last Place 
  345
  Preternatural Initiative 
  345
  Sluggish Surprise 
  345
  Multi-Action 
  346
  Hampered Actions 
  346
  Time Warp 
  346
  Timecurse 
  347
  Timecurse, Greater 
  347
  Forced Fumble 
  347
  Fumbling Strikes 
  347
  Fumbling Strikes, Greater 
  347
  Keen Strike 
  347
  Dull Strikes 
  347
  Vorpal Strikes 
  347
  Auto-Confirmed Criticals 
  348
  Difficult Criticals 
  348
  Preternaturally Aware 
  348
  Completely Off-Guard 
  348
  Implacable Strike 
  348
  Inept Armorer 
  349
  Nimble Defense 
  349
  Sluggish Limbs 
  349
  Vicious Blows 
  349
  Sluggish Blows 
  349
  Mammoth Draw 
  349
  Weak Draw 
  349
  Finessed Shot 
  350
  Extreme Critical 
  350
  Weak Criticals 
  350
  Decapitating Critical 
  350
  Critical Weakness 
  350
  Sixth Sense Defense 
  351
  Opportunistically Vulnerable 
  351
  Uncanny Riposte 
  351
  Weak Reactions 
  351
  Fully-Aware Defense 
  351
  Overwhelmed Defense 
  351
  Lethal Attacks 
  352
  Subdued Attacks 
  352
  Versatile Strikes 
  352
  Stretching Strike 
  352
  Closed Stance 
  352
  Preternaturally Quick 
  352
  Sluggard 
  353
  Empowered Saves 
  353
  Inept Saves 
  353
  Experienced Saves 
  353
  No Bad Luck 
  353
  No Good Luck 
  353
  Quick-Change Combatant 
  353
  Rapid Striker 
  354
  All-Terrain Fighter 
  354
  Solo Endurance 
  354
  Hardcore Mode 
  354
  Life Through Sheer Will 
  355
  Versatile Step 
  355
  Combat Ace 
  355
  Overstyle 
  355
  Fumbled Maneuvers 
  356
  Deft Defense 
  356
  Flexible Limbs 
  356
  Ambidextrous Double-Wielder 
  356
  Infinite Ammunition 
  356
  Potent Magical Ammunition 
  356
  Ever-Ready 
  357
  Abnormally Resistant 
  359
  Abnormally Susceptible 
  359
  Superior Poison Use 
  359
  Tricky Poisoner 
  359
  Lethal Poisoner 
  359
  Lasting Afflictions 
  360
  Potent Poisoner 
  360
  
  609
  Appendices
  Shake it Off 
  360
  Poison Immunity 
  360
  Poison Susceptibility 
  361
  Disease Immunity 
  361
  Disease Susceptibility 
  361
  Curse Immunity 
  361
  Curse Susceptibility 
  361
  Condition Immunity 
  361
  Debuff Immunity 
  362
  Condition Susceptibility 
  362
  Trap Prescience 
  363
  Trap Overlooker 
  364
  Skilled Disabler 
  364
  Fumblepicks 
  364
  Smashy-Smashy 
  364
  Quiet Disabler 
  364
  Quiet Navigator 
  364
  Loud Walker 
  364
  Terrain Navigator 
  365
  Navigation Buffoon 
  365
  One-Pass Disabler 
  365
  Tricky Unlocker 
  365
  Shirak 
  367
  Light as a Feather 
  367
  Ample Markets 
  367
  Be Prepared 
  367
  Armorer 
  368
  Weapon Collector 
  368
  Fine-Tuner 
  368
  Gear Mistreater 
  368
  Master Scavenger 
  368
  Poor Scavenger 
  368
  Inheritance 
  369
  Poverty Background 
  369
  Passive Income 
  369
  Periodic Debt 
  370
  Master Gemcutter 
  370
  Gem Mistreater 
  370
  Master Jewelsmith 
  370
  Jewelry Mistreater 
  371
  Eye of the Beholder 
  371
  Artwork Mistreater 
  371
  Treasure Hunter 
  371
  Inept Treasure Scavenger 
  371
  Artifact Interpreter 
  371
  Selective Scavenger 
  372
  Unlucky Scavenger 
  372
  Armor Finder 
  373
  Weapon Finder 
  373
  Potion Finder 
  374
  Ring Finder 
  374
  Rod Finder 
  374
  Scroll Finder 
  374
  Staff Finder 
  374
  Wand Finder 
  374
  Wondrous Item Finder 
  374
  Trove Hunter 
  375
  Trove Mangler 
  375
  Ample Magic Markets 
  377
  Artifact Hunter 
  379
  Multi-Use Imbiber 
  379
  Potent Potables 
  379
  Weak Potions 
  379
  Magical Item Affinity 
  379
  Magical Item Alienist 
  380
  Powerful Artifact Wielder 
  380
  Weak Artifact Wielder 
  380
  Scroll Memory 
  380
  Scroll Dyslexia 
  380
  Passive Scroll Memorization 
  380
  Versatile Vestments 
  380
  Compound Vestments 
  381
  Additional Attunement 
  381
  Weakened Attunement 
  381
  Auto-Attunement 
  381
  Over-Studed Attunement 
  381
  Invulnerable Gear 
  381
  Vulnerable Gear 
  382
  Bountiful Magic Markets 
  382
  Ioun Attunement 
  382
  Hardy Companions 
  384
  Weak Companions 
  384
  Devoted Companions 
  384
  Uncertain Companions 
  384
  Extended Summons 
  384
  Shortened Summons 
  385
  Formidable Familiar Bonus 
  385
  Autobound Summons 
  385
  Weak Summons 
  385
  Smart Summons 
  385
  Animal-Intelligence Summons 
  386
  Ignore Lock 
  389
  Relock 
  389
  Disarm Trap 
  389
  Retrap 
  389
  Defeat Trapped Lock 
  390
  Retrap Lock 
  390
  Ignore Physical Barrier 
  390
  Recurring Barrier 
  390
  Ignore Environmental Obstacle 
  390
  Recurring Environmental Obstacle 
  390
  Ignore Poison 
  390
  Suffer Poison 
  390
  Ignore Curse 
  390
  Suffer Curse 
  391
  Ignore Disease 
  391
  Suffer Disease 
  391
  Ignore Spell 
  391
  Suffer Spell 
  391
  Ignore Strike 
  391
  Suffer Strike 
  391
  Ignore Special Ability 
  391
  Suffer Special Ability 
  392
  Dismiss Enemy 
  392
  Duplicate Enemy 
  392
  Delete Wall 
  392
  Solve Puzzle 
  392
  Resolve Encounter 
  393
  Immediate Mulligan 
  393
  Use Higher Quad 
  393
  Use Lower Quad 
  393
  Step Up Roll 
  395
  Step Down Roll 
  396
  Advantage Roll 
  396
  Disadvantage Roll 
  396
  Encounter Step Up 
  397
  Encounter Step Down 
  397
  Encounter Advantage 
  397
  Encounter Disadvantage 
  397
  Session Step Up 
  397
  Session Step Down 
  397
  Session Advantage 
  397
  Session Disadvantage 
  398
  Add Action Die 
  398
  Subtract Action Die 
  398
  
  610
  Appendices
  Rules Adjustments (Alphabetical)
  Abject Failure 
  327
  Abnormally Resistant 
  359
  Abnormally Susceptible 
  359
  Accelerated Feats 
  328
  Accelerated Multiclassing 
  323
  Add Action Die 
  398
  Additional Attunement 
  381
  Advantage Roll 
  396
  All-Terrain Fighter 
  354
  Ambidextrous Double-Wielder 
  356
  Ample Magic Markets 
  377
  Ample Markets 
  367
  Animal-Intelligence Summons 
  386
  Arcane Maximization 
  337
  Armorer 
  368
  Armor Finder 
  373
  Artifact Hunter 
  379
  Artifact Interpreter 
  371
  Artwork Mistreater 
  371
  Auto-Attunement 
  381
  Autobound Summons 
  385
  Auto-Confirmed Criticals 
  348
  Auto-Initiative 
  345
  Be Prepared 
  367
  Beyond Your Years 
  328
  Boring Upbringing 
  330
  Bountiful Magic Markets 
  382
  By Voice Alone 
  337
  Cantrip Multitasking 
  333
  Chained Overkill 
  338
  Class Overfocus 
  320
  Class Paragon 
  320
  Closed Stance 
  352
  Combat Ace 
  355
  Combat Caster 
  333
  Completely Off-Guard 
  348
  Complex Background 
  330
  Compound Vestments 
  381
  Condition Immunity 
  361
  Condition Susceptibility 
  362
  Contingent Magic 
  336
  Critical Weakness 
  350
  Curse Immunity 
  361
  Curse Susceptibility 
  361
  Debuff Immunity 
  362
  Decapitating Critical 
  350
  Defeat Trapped Lock 
  390
  Deft Defense 
  356
  Delete Wall 
  392
  Despair of Failure 
  335
  Destructive Magicks 
  335
  Devoted Companions 
  384
  Difficult Criticals 
  348
  Difficult Multiclassing 
  323
  Disadvantage Roll 
  396
  Disarm Trap 
  389
  Disease Immunity 
  361
  Disease Susceptibility 
  361
  Dismiss Enemy 
  392
  Dullard of Focus 
  326
  Dull Strikes 
  347
  Duplicate Enemy 
  392
  Easily-Resisted Magic 
  338
  Echo Magic 
  336
  Effortless Multiclassing 
  323
  Elemental Mastery 
  335
  Empowered Saves 
  353
  Encounter Advantage 
  397
  Encounter Disadvantage 
  397
  Encounter Step Down 
  397
  Encounter Step Up 
  397
  Entrenched Alignment 
  322
  Ever-Ready 
  357
  Experienced Saves 
  353
  Extended Summons 
  384
  Extreme Critical 
  350
  Eye of the Beholder 
  371
  Failsafe Dump Stats 
  318
  Feats as a Bonus 
  328
  Feats in Realtime 
  328
  Finessed Shot 
  350
  Fine-Tuner 
  368
  Flexible Limbs 
  356
  Focused Magic 
  338
  Forced Fumble 
  347
  Forgetful Mystic 
  337
  Formidable Familiar Bonus 
  385
  Fully-Aware Defense 
  351
  Fumbled Maneuvers 
  356
  Fumblefingers 
  327
  Fumblepicks 
  364
  Fumbling Strikes 
  347
  Fumbling Strikes, Greater 
  347
  Gear Mistreater 
  368
  Gem Mistreater 
  370
  Generous Generation 
  318
  Gravelord 
  340
  Hampered Actions 
  346
  Hampered High-Level Spells 
  341
  Hardcore Mode 
  354
  Hardy 
  320
  Hardy Companions 
  384
  Hit Die Step Down 
  321
  Hit Die Step Up 
  321
  Ignoramus 
  327
  Ignore Curse 
  390
  Ignore Disease 
  391
  Ignore Environmental Obstacle 
  390
  Ignore Lock 
  389
  Ignore Physical Barrier 
  390
  Ignore Poison 
  390
  Ignore Special Ability 
  391
  Ignore Spell 
  391
  Ignore Strike 
  391
  Immediate Mulligan 
  393
  Implacable Strike 
  348
  Impotent Penetration 
  342
  Inept Armorer 
  349
  Inept Saves 
  353
  Inept Treasure Scavenger 
  371
  Inertly-Typed Magic 
  335
  Infinite Ammunition 
  356
  Infinite Reach 
  334
  Inheritance 
  369
  Invulnerable Gear 
  381
  Ioun Attunement 
  382
  Jewelry Mistreater 
  371
  Keen Strike 
  347
  Knackless Poser 
  327
  Lasting Afflictions 
  360
  Last Place 
  345
  Lazeabout 
  327
  Lazy Memorization 
  338
  Lethal Attacks 
  352
  Lethal Poisoner 
  359
  Life Through Sheer Will 
  355
  Light as a Feather 
  367
  Loud Walker 
  364
  Low-Level Spell Flexibility 
  341
  Magical Item Affinity 
  379
  Magical Item Alienist 
  380
  Mammoth Draw 
  349
  Master Gemcutter 
  370
  Master Jewelsmith 
  370
  Master Scavenger 
  368
  Mulligan 
  345
  Multi-Action 
  346
  Multi-Use Imbiber 
  379
  Mystic Potency 
  337
  Mystic Weakness 
  337
  Natural Skill Adept 
  327
  Navigation Buffoon 
  365
  Nimble Defense 
  349
  No Bad Luck 
  353
  No Good Luck 
  353
  Nuanced Casting 
  340
  One-Pass Disabler 
  365
  Opportunistically Vulnerable 
  351
  Oscillating Alignment 
  322
  Overkill Balance 
  338
  Overpowered Casting 
  334
  Over-Studed Attunement 
  381
  
  611
  Appendices
  Overstyle 
  355
  Overwhelmed Defense 
  351
  Paragon of Creation 
  327
  Paragon of Divinity 
  332
  Paragon of Knowledge 
  326
  Paragon of Mystic Lore 
  332
  Paragon of Talent 
  326
  Paragon of Work 
  327
  Paranoid Caster 
  333
  Passive Income 
  369
  Passive Scroll Memorization 
  380
  Periodic Debt 
  370
  Poison Immunity 
  360
  Poison Susceptibility 
  361
  Poor Scavenger 
  368
  Potent Magical Ammunition 
  356
  Potent Penetration 
  341
  Potent Poisoner 
  360
  Potent Potables 
  379
  Potion Finder 
  374
  Poverty Background 
  369
  Powerful Artifact Wielder 
  380
  Preserved Spells 
  339
  Preternatural Initiative 
  345
  Preternaturally Aware 
  348
  Preternaturally Quick 
  352
  Prolonged Effect 
  334
  Quick-Change Combatant 
  353
  Quick Recovery 
  338
  Quiet Disabler 
  364
  Quiet Navigator 
  364
  Rapid Casting 
  336
  Rapid Striker 
  354
  Recurring Barrier 
  390
  Recurring Environmental Obstacle 
  390
  Reinforced Revivification 
  339
  Relock 
  389
  Reluctant Revivification 
  340
  Resolve Encounter 
  393
  Retrap 
  389
  Retrap Lock 
  390
  Ring Finder 
  374
  Rod Finder 
  374
  School Impotency 
  342
  School Potency 
  342
  Scroll Dyslexia 
  380
  Scroll Finder 
  374
  Scroll Memory 
  380
  Second Chance Magic 
  335
  Selective Scavenger 
  372
  Session Advantage 
  397
  Session Disadvantage 
  398
  Session Step Down 
  397
  Session Step Up 
  397
  Shake it Off 
  360
  Shirak 
  367
  Shortened Effect 
  335
  Shortened Summons 
  385
  Short Reach 
  334
  Simple Counterspell 
  340
  Sixth Sense Defense 
  351
  Skilled 
  326
  Skilled Disabler 
  364
  Slippery Retrieval 
  339
  Slow Casting 
  336
  Sluggard 
  353
  Sluggish Blows 
  349
  Sluggish Limbs 
  349
  Sluggish Surprise 
  345
  Smart Summons 
  385
  Smashy-Smashy 
  364
  Solo Endurance 
  354
  Solve Puzzle 
  392
  Spell of All Trades 
  333
  Spellshaper 
  340
  Staff Finder 
  374
  Step Down Roll 
  396
  Step Up Roll 
  395
  Stretching Strike 
  352
  Subdued Attacks 
  352
  Subtract Action Die 
  398
  Suffer Curse 
  391
  Suffer Disease 
  391
  Suffer Poison 
  390
  Suffer Special Ability 
  392
  Suffer Spell 
  391
  Suffer Strike 
  391
  Superior Poison Use 
  359
  Terrain Navigator 
  365
  Terribly Unlucky 
  345
  Timecurse 
  347
  Timecurse, Greater 
  347
  Time Warp 
  346
  Trap Overlooker 
  364
  Trap Prescience 
  363
  Treasure Hunter 
  371
  Tricky Poisoner 
  359
  Tricky Unlocker 
  365
  Trove Hunter 
  375
  Trove Mangler 
  375
  Uncanny Riposte 
  351
  Uncertain Companions 
  384
  Underpowered Casting 
  334
  Ungenerous Generation 
  318
  Unified Body 
  319
  Unified Mind 
  318
  Unintentionally Amorphous Magic 
  341
  Unlucky 
  345
  Unlucky Scavenger 
  372
  Unskilled 
  326
  Unskilled Cantrips 
  333
  Use Higher Quad 
  393
  Use Lower Quad 
  393
  Utility Cantrips  
  333
  Versatile Feats 
  328
  Versatile Step 
  355
  Versatile Strikes 
  352
  Versatile Talents 
  326
  Versatile Vestments 
  380
  Vicious Blows 
  349
  Vorpal Strikes 
  347
  Vulnerable Gear 
  382
  Wand Finder 
  374
  Weak Artifact Wielder 
  380
  Weak Companions 
  384
  Weak Criticals 
  350
  Weak Draw 
  349
  Weakened Attunement 
  381
  Weakened Magic 
  335
  Weak Potions 
  379
  Weak Reactions 
  351
  Weak Summons 
  385
  Weapon Collector 
  368
  Weapon Finder 
  373
  Wondrous Item Finder 
  374
  
  612
  Appendices
  Plot Template Index (As Presented)
  Flowchart 1: Plot Template: Chase, Simple Thief 
  151
  Flowchart 2: Plot Template: Chase, Gang 
  154
  Flowchart 3: Plot Template: Chase, Split Gang 
  157
  Flowchart 4: Plot Template: Chase, Multilocation 
  160
  Flowchart 5: Plot Template: Slay, One Target 
  169
  Flowchart 6: Plot Template: Slay, Multiple Targets 
  172
  Flowchart 7: Plot Template: Distant Target 
  175
  Flowchart 8: Plot Template: Slay, Protected Target 
  178
  Flowchart 9: Plot Template: Deliver, Simple 
  192
  Flowchart 10: Plot Template: Deliver, Multi-Location 
  195
  Flowchart 11: Plot Template: Deliver, Ambushed 
  198
  Flowchart 12: Plot Template: Deliver, Pickup and Deliver 
  201
  Flowchart 13: Plot Template: Obtain, Simple 
  210
  Flowchart 14: Plot Template: Obtain, Multiple 
  213
  Flowchart 15: Plot Template: Obtain, Guarded 
  216
  Flowchart 16: Plot Template: Obtain, Get and Deliver 
  219
  Flowchart 17: Plot Template: Stop, Simple 
  231
  Flowchart 18: Plot Template: Stop, Guarded Responsible Party 
  234
  Flowchart 19: Plot Template: Stop, Multiple Responsible Parties 
  237
  Flowchart 20: Plot Template: Stop, Smokescreen 
  240
  Flowchart 21: Plot Template: Mystery, Single Person of Interest 
  252
  Flowchart 22: Plot Template: Mystery, Multiple Suspects 
  255
  Flowchart 23: Plot Template: Mystery, Web of Intrigue 
  258
  Flowchart 24: Plot Template: Mystery, Double-Cross 
  261
  Flowchart 25: Plot Template: Exploration, Single Location 
  270
  Flowchart 26: Plot Template: Exploration, Multi-Location 
  273
  Flowchart 27: Plot Template: Exploration, Multi-Random 
  276
  Flowchart 28: Plot Template: Exploration, Random Path 
  279
  
  613
  Appendices
  Open Gaming License (OGL)
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, 
  locations, characters, artworks, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo Publishing game product are Open Game Content, as defined in 
  the Open Game License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written 
  permission.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
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  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; 
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  other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; 
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  Contributor to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
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  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, 
  Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, 
  Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom 
  Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam 
  Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik 
  Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, 
  Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert 
  Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/FlexTale Solo Adventuring Toolkit.pdf