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Avalon QuestsThe Solo Party Adventure Generator System: 

A Pathfinder game system for a party of adventurers controlled by a single Player.

For anyone who has ever wanted to play a solo Pathfinder adventure…

For anyone who has ever wanted to learn the rules of the Pathfinder Roleplaying Game by playing a fully-realized

lo version of the game…

For anyone that has wanted to play a solo Pathfinder adventure that takes their characters from acquiring their first

venture at an inn all the way up to defeating their evil nemesis…

For anyone who has ever wanted to play a fully cooperative game without a Gamemaster sitting on the opposite

de…

And for anyone who just has an hour or two and wants to play a game of Pathfinder…

Now there is Avalon Quests, SPAGS!

s all here: the inns, the monsters, the treasures, the secrets, and the story!

he Solo Party Adventure Generator System used by Avalon Quests will generate a fully realized campaign world,

mplete with towns, wilderness travel, set dungeons, randomized combat, special encounters, and a story - everythin

u need for a full campaign of Pathfinder.

very aspect of the Pathfinder Game System will be used during the course of the adventures of SPAGS, including

mbat of course, but also including skill use, character interaction, and the buying and selling of equipment within a

mited kingdom economy.

hile "solo" is in the title of this system, that in no way means that this is an adventure for a single character. Rather,

a system designed for a solo Player. That Player will be taking command of an entire adventuring party, and will be

iding them all through the campaign.

ith Avalon Quests, the SPAGS rules will simulate the place of the Gamemaster, with randomized tables governing t

meplay, providing surprise, and adding variety to the adventure. Since much of the content is randomly generated, a

ayer can even play the same adventure more than once, and the adventure will play out very differently. However,

valon Games [TM] will be providing many SPAGS adventures in order to provide as many different solo experience

you, the Player, as possible.

order to play the Solo Party Adventure Generator System (SPAGS), you will need the Avalon Quests, SPAGS Baseulebook and one of the Avalon Quests adventure books. You will also need the Pathfinder Core Rulebook.

PAGS can't really have is a Gamemaster, since the system is specifically designed to randomly generate the adventu

can, however, benefit from a Referee during group play (though it does not need one). And if someone in the group

ants to perform that aspect of the Gamemaster's role, a referee can add a layer of additional challenge to the game,

nce a referee helps to maintain the core integrity of a group game.

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An Avalon Games Product, All rights reserved, Version 1.0, 2013

All comments, suggestions and contacts can be made at…

Avalon Games Company, [email protected]

Or visit

Avalon Games at…

www.avalon-games.com

Written

by

AJ Kenning

Cover

by

Wayne Peters

Trade Dress

by

Publisher’s Choice Quality Stick Art, Copy Right Rick Hershey / Fat Goblin Games, Jerry Keyes, 2011.

Licensed by Above Average Creations. Used by permission.”

Product design, artwork and layoutby

Robert Hemminger

Some Artwork by Forge Studios and Rick Hershey, Empty Room Studios

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 thePathfinder 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.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

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Preparation

The Solo Party Adventure Generator System begins with

he Player making up to 6 characters using the

Pathfinder Roleplaying Game rules. The Player can

make use of any official book of the Pathfinder system

while doing so, but it is recommended that the Player

avoid the use of all unofficial rulebooks, as the rules

from such books can upset the difficulty of a SPAGS

adventure.

These possible six characters that the Player makes

hould be of a suitable level for the selected SPAGS

adventure. The Player can take a lesser or greater

number of characters along on the adventure, should

aid Player want, using the Pathfinder rules to adjust the

evel of the characters accordingly, so that they remain

of an equivalent Challenge Rating for the adventure. It is

not recommended that a Player adjust the level of the

characters by more than 2 either way, as any more can

greatly upset the balance of the Pathfinder game.

Before making characters, though, the Player will begin

play by reading Chapter I of the selected adventure,

which will introduce the Player to the setting of the

adventure and will likely also begin that adventure'story (though some adventures may hold off until later

o begin their story). The Player will return to the Travel

Book for that setting as soon as the party steps outside

he adventure's starting area and enters the wilderness,

hus beginning the adventurous part of the adventure.

While a game of SPAGS is governed by two books, the

Base Rulebook and the selected adventure, which often

comes in two parts, the travel book and the quest books.

SPAGS is organized in such a way as to greatly

minimize the amount of switching that must be donebetween the these books. The Base Rulebook governs

he overall rules needs to play while the Travel Book

governs the movement needed in the adventure (things

uch as wilderness travel), while an Adventure Book

details the encounters that might be met during the

adventure.

Essentially, when playing a game of SPAGS, the

adventure book governs all of the events having to dowith the adventure's story, any puzzles that may be

 involved, and the determination of the type and numbe

of any antagonists that are met. Thus, despite this being

a randomly generated system, when a Player picks up a

adventure for SPAGS, the adventure will automatically

generate different events, encounters, and story from an

other SPAGS adventure.

Organization

In order to better keep track of the various events, table

and encounters across two separate books, the adventurbooks of SPAGS will use Roman numerals for table

numbers, section numbers, etc, while the Base Ruleboo

will use the Hindu-Arabic numerals. That way, when on

book refers to events or descriptions in another, it is

much more clearly defined which book is being referred

to.

Similarly, the first number in a Table's title will always

reference the section that the table can be found in.

Which means that all tables in section nine will start

with the number "9" in their title. Thus, when referringto Table IX.V.I, it should be readily apparent that the

table in question is in the adventure book, and that it is

chapter nine of that book.

Attributes

When making characters for a SPAGS adventure, it is

best to use the Pathfinder Standard Fantasy rules. A

Player can use any setting that Player likes, but the

adventures of SPAGS are made with the Standard

Fantasy setting in mind. If a Player raises or lowers the

setting but still wants the intended challenge level of thadventure, that Player will need to adjust the difficulty o

every single encounter accordingly.

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Equipment

Most likely, the standard equipage rules for the

athfinder Roleplaying Game apply to the chosenPAGS adventure. However, some SPAGS settings may

estrict equipment for various reasons. As such, it is best

o consult the chosen adventure's Preparation section

refer to Chapter II: Preparation in the selected

dventure book) before purchasing any equipment for

he characters.

or existing characters brought into a SPAGS adventure,

here a few rules about equipment. 1) No artifacts. 2) No

ingle piece of equipment that exceeds the regular

tarting Wealth for a character of that level all by itself.) No specialty equipment that was designed for an

dventure outside of the SPAGS system or that was

iven as a special reward from one of those outside

dventures.

All such equipment, and any benefit they have ever had

pon the character, must be removed from the character

efore beginning play in a SPAGS adventure.

hese restrictions are there to ensure that the intended

hallenge level for the adventure remains intact. Alayer can ignore these rules if the Player wants, but

hould do so knowing that it may lessen their enjoyment

f the game.

The Party

A SPAGS adventure is intended for 6 characters. It is

ighly recommended that this be a diverse party instead

f a highly specialized one. SPAGS has been designed to

all on every aspect of the Pathfinder game system, and

while a highly specialized group can do a great deal of

amage, such a group may find a lot of difficultyucceeding if they lack the requisite abilities that are

eing called on in other aspects of the adventure outside

f their highly specialized abilities.

Of course, the Pathfinder game system is designed

around the idea of having a party of four adventurers,

and SPAGS is having you make 6. However, you do nneed to do anything about the related difference in

Challenge Rating of the encounters, as you would

normally have to do, as the adventurers of SPAGS hav

been designed with that difference in Challenge Rating

already taken into account.

Now, a particular adventure of SPAGS may adjust the

number of characters in the party, so again it is best to

consult the Preparation section of the adventure before

making a party, where such information will always be

detailed.

SPAGS uses a number of terms that may be new to

players of the Pathfinder Roleplaying Game. These

terms will all be defined for you here. If you are alread

aware of these terms, there is no reason to peruse this

section.

Alarm Level: In a SPAGS adventure, some territories

will be controlled by an organized force. Such forces a

capable of raising an Alarm. Effectively, this is a

warning system that causes everyone in the territory tobecome more alert to invasions into their territory.

Alarms can be (but will not always be) caused by the

actions of the party. The more actions the party takes

against the forces of an organized territory, naturally th

more alarmed they will become. Alarm Level is a ratin

of 1 to 3, and adds into several of the Encounter rolls.

Danger Level: The hex map for every adventure of

SPAGS is divided up into territories. A territory is,

effectively, an area of terrain that is controlled by a

group of people. In other words, a kingdom is a territor

as is the tribal lands of the orcs. Even a no-man's land

a territory, though in such a case it is controlled by the

beasts of the wild.

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Every such territory will have a Danger Level associated

with it (though it might be zero). The Danger Level isust as it is described - an illustration of the amount of

hreat that an area holds for an adventuring party who

nters it. Danger Level is a number, 0 through 10, and is

depicted by an equal number of skull-and-crossbones

ound next to the name of the territory. If there are no

uch skull-and-crossbones, then the Danger Level of that

rea is 0, which does not mean that there is no threat at

ll in that territory, merely that the threat of monsters is

minimal at best.

Encounter: In the adventures of SPAGS, the termEncounter" refers solely to Events that involve another

ntity that could potentially be fought in combat. That

other entity may be a simple peddler allied to the

dventurers that the Player has no intention of having

he party attack, but it is still considered an Encounter,

because combat could potentially occur between them,

however unlikely it may be.

You will find that the Encounters section of SPAGS are

much more detailed than the other Events. This is

because the range of possibilities from such Events tendso be far more wide-ranging than the other kinds, and the

number of Tables governing those possibilities increases

ccordingly.

Event: Many times, the term "Encounter" is used for

ny occurrence during a gaming session. SPAGS, with

ts many randomization tables and multiple books, needs

o be more precise in its definitions of these occurrences.

As that is the case, the term "Event" is used to indicate

ny kind of occurrence during a SPAGS adventure,

while "Encounter" refers only to those Events whichmay involve combat.

Glory: Glory is a measure of the number of great deeds

hat the party has accomplished. It is, in many ways, a

mirror of Notoriety, which is a measure of the number of

rimes the party has committed. Amassed Glory will

influence how certain Encounters play out. More

specifically, the more glorious deeds the party have

accomplished, the greater the chance the party will be

recognized by those it meets. And that can be a bit of

problem when the party meets forces of the enemy it h

been committing those great deeds against.

Since Glory is a measure of the number of great deeds

that the adventurers have done, and those great deeds

tend to be deeds against the forces of the enemy, the

enemy forces tend to take more and more notice of the

party the larger the number of great deeds they have

done. Thus, the greater the Glory, the more guards the

enemy will place over the entrance to their base, the

more patrols they will run, and the more alert they willbe to incursions into their territory. Additionally, the

more Glory the party have accumulated, the greater the

chance that those enemy forces will immediately attac

when spotting the party.

Conversely, though, Glory tends to also be a measure o

the amount of respect that the party receives back hom

The more Glory that the party has accumulated, the mo

they will be honored, and thus the more important the

missions they will be entrusted with are likely to be.

Glory starts at zero.

Notoriety: A measure of the amount of criminal

mischief that the party of adventurers have gotten up t

Notoriety starts at zero. Certain actions, when taken, w

raise the party's Notoriety. While the level of the party

Notoriety has no affect upon the percentage chance of

having an Event occur, it can change the nature of thos

Events, particularly when said Event is a meeting with

an agent of the civil authorities (such as a policeman).

Period: For the purposes of the game, travel has been

organized into 4-hour Periods. A single period is the

length of time it takes to cross a single hex of difficult

terrain on a SPAGS adventure map. This setup allows

the easy management of time and travel while playing

the adventures of SPAGS. For more details on travel, s

the Travel section below.

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Travel Book

The Travel Book covers the details of the journeying

nywhere outside of one of an adventure's settlements or

ungeons and is geared towards a particular setting.Different settings will thus have different Travel Books.

Quest Book

The Quest Book is a set adventure or collection of

dventures that the player group can explore. This book

enerally offers all the information on quests,

ettlements and the details of adventures the group may

ncounter.

Hex Map

Every SPAGS adventure comes with a hex-basedwilderness map, hereafter termed the World Map. The

World Map is not a map of the entire world, by any

means. It is, instead, an overland map of a part of the

world - as opposed to a more specific map, such as a

ungeon or village map. The World Map is the

enterpiece of a SPAGS adventure. All of the adventure's

Events, locations, and enemies are located somewhere

n this map. Some of those locations may be hidden

when the Player first begins the adventure, may even be

n a random location on the map, but they are all there,

omewhere.

Unless the adventure specifically states otherwise during

n Event, whenever attempting to travel anywhere

uring the adventure, the Player breaks out the selected

dventure's World Map and moves from hex to hex.

Hex Numbers

The hexes of every SPAGS hex map are numbered. The

umbers are located at the top of the hex. If you look at

he map, you will see that the numbers look something

ike this: 15, 9. These are two separate numbers, andhey translate to the X and Y coordinates on the hex grid.

To state that a different way, the first number (the 15 in

he above case) is the column number, the second

umber (the 9 in the above case) is the row number. So

ex 15, 9 is the hex at the intersection of column 15 and

ow 9. If a SPAGS quest lists hex coordinates and asks

ou to find that hex, that is how you do it.

Many of the adventures of SPAGS include randomly

generated adventure locations. When determining theslocations, you will be asked to make two separate dice

rolls. The first roll will determine the quest location's

column, and the second roll will determine the row. Yo

will then place a quest marker on the resulting hex.

Travel Distance

There are highly detailed travel rules available for

Pathfinder, but SPAGS doesn't use those. SPAGS uses

own limited travel system, designed to get the party to

their destination with a minimum of fuss. The hexes of

SPAGS are large, allowing a great deal of detail to becrammed into one hex, but also allowing for a certain

type of travel system.

For SPAGS, the game day is broken down into 6

four-hour periods. The length of time it takes any

character to cross one hex of difficult terrain is equal to

one such period. During that same period, a character

can cross two hexes of regular terrain (such as

grasslands), and can cross three hexes of easy terrain

(such as roads). Those with Wilderness Stride or simila

can add 50% to their hex movement rate for difficult anregular terrain, or a movement rate of 2 and 3 hexes

respectively.

There are a few special rules added to this simple trave

system. While all regular terrains will be of one of thos

three terrain types, certain terrain features can alter the

hex movement rate. Primarily, these features are rivers

and mountains. Any river can be crossed anywhere alo

its path, but if there is no ford or bridge indicated in tha

hex, then the party's movement ends at the river. Durin

the next period they portage the river, and move to theother side of the river hex, but their movement ends

there. The period after that, they can resume normal

movement, now on the opposite side of the river. If a

bridge or ford is in the hex, then the river can be crosse

at that point freely, with no effect upon movement.

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Mountains work the same way, except mountainous

terrain can only be crossed at a pass, and the pass slows

movement in the same way that a river lacking a bridge

or ford does. Thus the party's movement ends at the

beginning of the mountain pass, and on the following

period they move to the other side of the hex, and then

can move freely from there.

However, mountain passes sometimes may cross

multiple hexes of mountain. When that is the case, this

slowed movement only occurs at the entry and exit of

the pass. Within the pass, the party's movement is as

difficult terrain, or one hex per period. Then at the end

of the pass, all movement stops, and it takes the party an

additional period to descend from the pass back onto

normal terrain below, at which point they can once again

move normally.

On the map, any land-based crossing of a mountain is a

mountain pass. The crossing might be a path, a trail, or a

road, but while it is crossing the mountain, the passage is

always treated as a mountain pass, no matter what type

the passage is. A mountain pass can only be followed in

two directions: forwards and backwards along the

passage. The party cannot “step of the trail” while in amountain pass, and must exit the mountain hex via one

of the pass's entrances.

Another movement issue occurs when crossing from

ighter terrain to more difficult terrain. If the party has

already moved a hex during a period, their movement

for that turn immediately comes to a halt after they enter

the more difficult terrain. Thus if the party has moved

one hex along a road (easy terrain) and then enters

grasslands (normal terrain), their movement for that

period ends as soon as they enter the grasslands.

Navigation

As long as the party sticks to the roads and trails when

trekking across the World Map, they will never run into

the need to utilize their navigation skills (barring

mishap). The moment the party steps off the trail,

though, that's when the need for navigation arises.

At the beginning of any day of travel that the party doe

not begin the day's journey on a hex with a road, trail,

settlement, the party must make a navigation roll. This

roll is normally Survival (15), though certain situation

such as Cloudy Weather can affect this roll. A success

the roll allows the party to make a full day's journey

across the map without any need for further navigation

rolls. Failure indicates that the party has become lost a

per the Lost Mishap result (see Section 6: Mishaps).

Time of Day

For game purposes, the structure of daylight is somew

simplified into the same period structure as SPAGS

Travel uses. The number of periods of daylight availab

on a given day depends on the season. During Summer

there are four 4-hour periods of daylight and 2 periods

night. Winter is the opposite, with four 4-hour periods

darkness and 2 periods of day. Fall and Spring are settl

into the middle of those with three periods of both day

and night.

Travel can, of course, be greatly influenced by the

amount of daylight available. The seasons have other

effects upon travel, as well. The season can greatly

influence the type of weather the party will encounter,which can influence the hazards that may result.

Supplies

In order to provide the Player with an efficient means o

tracking supplies, and because Pathfinder doesn't go

deeply into the details of the Survival skill, SPAGS wi

be using its own system for acquiring and maintaining

the necessary supplies.

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Whenever the party sets off from a settlement of

ufficient size, they are considered to have reacquired

ull supply. Any village marked on the map will

ormally be large enough to supply the party, and towns

nd cities can always supply the party as long as they

ren't suffering some kind of supply issues. Effectively,

ny settlement on the map can supply the party unless

e adventure specifically states otherwise. Such details

an be found in Chapter III: Settlements of the selected

dventure book.

n oasis acts just like a settlement, in many ways.

owever, oases rarely offer full supply. The amount ofupply that they offer will be listed in the oasis's detail in

e selected adventure book.

s stated, the party is considered to be in full supply

henever they leave a settlement where they can acquire

upplies. When in full supply, the party can travel a

umber of days equal to the total of their total Survival

kills.

dd up every party member's Survival skill. Divide that

y the numbers of party members, rounding down. Thatthe number of days the party can travel when starting

om full supply.

he party can also hunt and forage for additional food

nd water using the Survival skill. At any time, members

f the Party can spend a period hunting and foraging. If

ey do, each character sent hunting & foraging gets a

ngle Survival roll. If a character is successful in that

oll, the character is fully supplied for that day without

lying on the party's stores. For every 2 points the

haracter makes that roll by, an additional character isupplied for that day by the hunter/forager. Thus, if a

unter/forager succeeds in a Survival roll by 10+ points,

n entire party of six individuals will have full supplies

at day, and thus will not need to reduce the party's

upply stores for that day.

If multiple characters are sent hunting/foraging during

period, each character can gather supplies, and in so

doing may even gather more supplies than the party

needs for that day, in which case any excess is added to

the party stores, granting additional days of travel befo

they will run out of supplies.

While traversing the wilderness, a skilled survivalist ca

thus supply the entire party with only a little time

devoted occasionally to gathering needed supplies.

However, the Player should keep in mind that harsh

terrain will make gathering the necessary supplies mor

difficult. The difficulty for the Survival roll depends on

the type of wilderness terrain that the character hunting

foraging is currently on.

TABLE 0.1 - HUNTING FORAGING DIFFICULT

TERRAIN TYPE

Jungle

Forest/Woods/Swamp

Other Wilderness

Desert

Tundra

Barren

Blight

BASE

5

10

15

20

25

35

50

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multiple modifiers apply, then they stack. A hunting/foraging character must make a Survival roll equal to or higher

an the difficulty after all modifiers have been applied.

r ease of play, instead of keeping track of the exact amount of supplies that the party has, keep track of just the dailypplies. Then, when a fraction occurs, such as when hunting, split off one day's supply unit, and keep track of that

ction separately, only adding it back into the daily supply when it becomes a full day's supply, or erasing it entirely

should ever be fully consumed.

TABLE 0.1.1 - HUNTING FORAGING MODIFIERS

SITUATION

Fall

Winter

Night

Downpour

DroughtLightning Storm

* Most of the difficulty during the night is the inability to see. Reduce to -10 if there is

light (such as a full moon or lots of torches), and reduce to -5 if the character has

some means of seeing in the dark. Reduce to -0 if the character can see as well in the

dark as if it were day.

DIFFICULTY MODIFIER

+5

+10

+15*

+5

+10+15

Several modifiers can be applied to this difficulty,

depending on such things as the season and the weather.

The season is, of course, determined by the chosen

adventure. The weather, however, barring magic, is a

random event. See the Weather section for more details

about weather.

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ehydration and Starvation

PAGS applies no major alterations to the Pathfinder

ules for starvation and dehydration. However,

ehydration is rolled only once every period instead ofnce every hour, since SPAGS doesn't deal with

our-long travel times.

ince the roll is only made once every four hours, the

amage for a failed roll is averaged to 2d6 non-lethal hit

oints, since it is assumed that the character wouldn't

il every single roll during that four-hour period. The

layer can, of course, simply make four separate checks

ach period and strictly obey the rules of Pathfinder, but

at system is intended for calculated hour-long travel

stances, which SPAGS doesn't use.

quipped and Unequipped

isease is an ever-present risk when traveling out in the

pen, especially in certain types of terrain. Every time

at the party set up a camp, they run the risk of

ontracting a disease. At the end of any encampment,

very character in the party must make a Fortitude check

gainst disease as if a Disease Event occurred (see

ection 7).

ut, it's not actually as bad as it may at first appear. Asng as the party are well-equipped for survival in the

ilderness, they need never actually roll for disease,

arring certain special types of terrain. If the party are

ell-equipped, the Player never even need check the

isease Table, as the Player will already know the party

eed not roll. It is only those who are ill-equipped for

e wilderness who regularly run the risk of disease.

he risk of disease depends on the type of terrain. For

most wilderness terrain, a good blanket and a campfire

re all the protection anyone needs for the night. In more

sease infested terrain, such as jungles and swamps, a

nt and even mosquito netting are advisable. If a

haracter has those four pieces of equipment, they are

ell-insulated from disease on all types of normal

rrain. The only terrain they need worry about is Blight,

nd anyone entering into Blighted Terrain infested with

magical disease should already be well aware

at they are running the risk of disease.

Rest

Resting demands the use of two 4-hour periods in ordeto gain the full 8 hours of rest needed to heal. The party

can journey on after only one period of rest with no ill

effects, but they will neither heal nor regain spells

should they do so.

Secondarily, a roll for an Event is also made during

every period spent resting, unless that rest is taken in a

safe location, such as a town or sizeable village. If the

party don't set up some kind of watch or warning system

they are automatically surprised by an Encounter

resulting from an Event while encamped.

Studying Spells

Studying spells demands the devotion of at least one

period. Thus, in order to regain spells, a character must

study for one period, and then sleep for an additional

two. Effectively, this means that the party must rest for

12 hours if they want their spellcasters to regain their

spells.

The period spent studying is also a good chance for oth

members of the party to hunt or gather supplies.

Hex Features

The hex maps of a SPAGS adventure include most of th

usual terrain types, from mountains to grasslands.

However, there are a few terrain features that are

included with these maps that you may not be so famili

with. These features are detailed here.

The hexes of these maps are made large so as to be abl

to contain a number of features at once. These hexes w

have the usual terrain features, which you may alreadybe familiar with, and those will be detailed farther belo

But they will also contain a number of additional

features specific to SPAGS adventures.

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City: Not every SPAGS adventure will have a city.

Cities are places with over 10,000 people living in them.

Not every location can support so many people clusteredtogether in one place. Not to mention, cities are difficult

places to protect against fire, disease, and looting. But

cities provide everything that a town does, and more. All

cities offer any item from the official Pathfinder books

that is less than 100gp in value, and larger cities and

trade cities can often offer even more than that. In

addition, cities may even contain whole adventures in

their own right. Instead of having to go out into the

wilderness to find adventure, an adventure can be found

right there within the city itself. Any city that is part of a

SPAGS adventure will be described in much more detailin the adventure book.

[Skull & Crossbones] Danger Level: This icon is not

on the map hex per se, but it is a part of the map. Every

map of SPAGS contains a number of territories, and

each such territory might be dangerous. The number of

[Skull & Crossbones] listed beside the territory name is

an indication of how dangerous that territory is. The

Danger Level of an area is included in several rolls,

including the determination of what type of Event occurs

when an Event is indicated while traveling through aparticular territory.

Town: A town is one of the main adventure hubs of a

SPAGS adventure. In a town, the party can rest and heal

without worry, purchase (limited) supplies, craft,

research information, and accept new quests. In a town,

any item from the Pathfinder official books can be

purchased as long as its cost is less than 10 gp. Any

towns that are a part of a SPAGS adventure will be

described in more detail in the adventure book.

Unknown: An area marked as Unknown has not been

explored by anyone who has spread word of what was

discovered there. Such places are rare, but in this time

there are places that have gone wholly unseen by one or

more of the races, and such places go unmarked on any

map fashioned by those races.

Village: If a village is large enough to be marked on th

map, then it contains enough structure to provide the

party with a safe place to rest. While resting at such a

location, the Player need not check for Events of any

kind. Villages are not large enough to provide any othe

types of services, however.

The map symbols have been organized by the difficult

of the terrain. A Player can use this information as a

quick reference to determine the movement cost

associated with that particular terrain. See the Travel

section for more details, but basically a party can trave

across 3 hexes of Easy terrain, 2 hexes of regular terrai

or 1 hex of difficult terrain during any given period.

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  Map Symbols

The map symbols have been organized by the difficulty of the terrain. A Player can use this

information as a quick reference to determine the movement cost associated with that particularterrain. See the Travel section for more details, but basically a party can travel across 3 hexes of Easy

terrain, 2 hexes of regular terrain, or 1 hex of difficult terrain during any given period. Map Features

have no effect upon movement.

EASY TERRAIN

  City

  Fields

  Road

  Trail

REGULAR TERRAIN

  Dead Woods

  Grasslands

  Path

  Low Hills

  Woods

DIFFICULT TERRAIN

  Broken Lands

  Dead Wooded Broken Lands

  Forest

  Hills

  Swamp

  Wooded Hills

 

SPECIAL TERRAIN

  Bridge

  Ford

  River 

IMPASSABLE TERRAIN

  Mountain (that lacks a pass)

  Ocean (without hiring a ship)

FEATURES

  Border 

  Danger Symbol

  Town

  Village

 

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nce the characters are made, what do you, the Player,

o? To begin with, the adventures of SPAGS are built

round the concept of quests. The party acquires various

uests from the denizens of the various settlements in

e adventure. When they complete quests, it earns them

nown, which in turn allows them access to more

ensitive or riskier quests.

ventually, then, if they continue to survive and

omplete quests, they will take and complete the final

uest in the adventure, and thus complete the adventure,

winning" the game.

World Map: This is the main means through which the

layer will interact with the game. When the party

cquires a quest in one of the settlements, a make a note

f it ion the Adventure Record Sheet, thus showing the

lative location where the quest can be completed. That

ay the Player can easily keep track of which quests are

here when multiple quests are active.

uests

quest is, at heart, a task. A one-time job that the party

kes up, whether they are hired to do it, ordered to do it,

r simply take it up on their own. Completing that taskquires resolving whatever objectives make up that

sk. If the task is completed successfully, the party then

ceives a reward for its completion.

ifferent quests will offer different rewards, but they

ill all, generally speaking, also offer the party 1 Glory

r 1 Notoriety, depending on which side of the law the

arty is currently playing on.

ach settlement will have its own lists of quests

vailable within its environs. The party will have tourney to each settlement if they want to acquire each

ettlement's quests. The most basic of quests are

enerally available at the main gathering place of the

ettlement in question, usually a tavern of some sort.

he tougher and more advanced (and thus more

rofitable) quests are usually more hidden, and the party

ill have to hunt those quests out as they can.

Quests are divided into three basic categories: General

Quests, Reward Quests, and Story Quests. General

Quests are the common ills that might plaque any townbandits, monsters, tax collectors, and everything else o

similar kind. These quests are normally much more

generic and random in nature.

Reward Quests aren't really quests per se. If the party

perform well when completing General and Story ques

the quest giver may give them a reward that involves

traveling to another location. There is no adventure

connected with such a quest. Once the party arrives at

the destination, they receive the stated reward. That is

all.

Story Quests are the centerpiece of the adventure. They

are the quests that must be completed in order to "win"

the game. Typically, there will be far less random

content in the Story Quests than the General Quests, in

order to allow the Story Quests to properly convey the

adventure's story. At the same time, General Quests wi

also tend to be simpler and easier to complete.

Several quests will have prerequisites. The party canno

accept these quests (or even usually hear about them)until they have completed the stated prerequisites for

those quests. Once they have completed all prerequisite

for a particular quest, they are free to go to the quest

giver and take up the quest.

Settlements

There are several settlements on the World Map. The

party is normally free to journey to any of these at any

time. There are not normally any restrictions placed

upon the party's movements, other than the one that

states leaving off the edge of the World Map (foranything other than story-related reasons) will instantly

lose the party the adventure, since they will not make it

back in time to complete the adventure before their

opponents have completed their nefarious plans.

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ach settlement within the adventure that is at least of

wn size will list its income level for trade, any private

ollectors that might be living there and how to gain

ccess to them, a list of quests available at that

ettlement and how to gain access to them, and any

gencies at work in the area and how to gain access to

em. There may also be a list of additional services

vailable, such as gambling, which the party can partake

if they have the funds.

ities are exactly like towns, except bigger and often

ffering more wealth, more opportunity, and more

ariety. Villages, on the other hand, are too small to

upport many services. While there may be many

llages shown on the World Map, villages are not

ormally listed in the list of settlements, unless they are

art of a Story Quest. Most villages will not even be

amed. This is because they are too small to offer any

ervices other than a place to stay for the night and

upplies for the expedition. Unless a village is in the

ettlements list, these are the only services available at a

llage.

Many other villages may be scattered across the

ountryside than are shown on the map, but these otherllages and hamlets are too small to offer any protection

r supplies to the party, and so are not generally a part of

e adventure, unless they are part of a Story Quest.

ungeons

Many a quest ends in a dungeon. In a SPAGS adventure,

ungeons have to be treated a little differently. Because

ere is no Gamemaster, a dungeon needs to have

ndom generation if it is to retain surprise. On the other

and, random dungeon generation isn't really feasible

or anything except making mega-dungeons. Forstance, when a random dungeon includes the

ossibility of generating a crossroads length of hall,

ere is the potentiality of rolling 25 crossroads in a row,

ach split offering the potential of a whole new area of

ungeon.

The adventures of SPAGS are thus instead going to use

modular dungeons with random layouts of monsters an

treasure. The Player will be able to see much of the

dungeon's layout ahead of time, but the dungeons will bsmall, so it will make sense that they know the general

layout, in the same way that a person can assume the

general layout of a house simply by looking at the layo

of the outside walls. The monsters within, where they

are, and what they are doing, though, will all be

randomly generated.

Agencies

Agencies are powerful individuals or organizations in

the adventure. Such agencies tend to have their own

agendas, along with a number of private quests availabto members in aid of achieving those agendas.

Some of these Agencies may even allow the party to

 join, though usually not for free. Belonging to an Agen

normally offers some general, tangible reward, such as

being part of a police agency offering the benefit of

Authority. Agencies can also be a friend in times of nee

(but only if the Agency offers loyalty to its members -

not all do). The thing about Agencies, though, is that on

of the prerequisites of joining tends to be not being a

follower of any other Agency, often even requires notbeing even a former follower of any other Agency.

Former members of other Agencies are often considere

all too likely to be spies of the other Agency who are

only pretending to be former members, or at best are

considered to be people who are simply too disloyal to

be of any real worth.

The party can freely choose to join any such Agency

they want, though they should be fully aware that joini

an Agency means that that Agency's enemies tend to al

become their enemies.

In most SPAGS adventures, the Story Quest can be

completed without ever joining an Agency. When that i

not the case, that fact will be made very clear during th

course of the adventure.

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he main objective of the party is completing the final Story Quest. Not all quests are available to the party at the star

e adventure, and that most definitely includes the final Story Quest. The party will have to first seek out the final Sto

uest, accept it, and complete it in order to complete the adventure and "win" the game. Once the final Story Quest is

omplete, the adventure is over. Though the Player can, if wanted, finish off the rest of the quests from the adventure

ourse.

o sum up, then, the party goes to settlements, talks to the quest givers there, accepts the quests that they want to take

ets off into the wilderness to complete those quests, then returns for the reward for successfully completing the ques

hould they manage to complete one successfully). And then, once they complete the final Story Quest of the advent

e party "wins" the game.

he descriptions of the settlements in a SPAGS adventure are broken down into several categories, in order to aid the

layer in quickly gathering the information needed as the party travel from place to place across the World Map. The

layer will not always need to read every detail of a location, such as when returning to a settlement, and will only ne

skim through to the relevant parts the party intends to engage with on their return visit.

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ype: This category lists a quick description of the settlement's size category and general description.

opulation: The number of people living at the settlement.

ear Established: Usually, this will be the year that the settlement was founded. Occasionally, it will be the year it w

corporated into whatever power holds sway over it.

escription: The physical description of the settlement and its surroundings.

rrival Skills: Whenever the party first enters a settlement (and only the first time), there will often be skills to roll.

very member of the party who has one of the skills listed here can attempt those skill rolls. When multiple character

oll an Arrival Skill, usually the highest roll is the only one that matters. If it is otherwise, that fact will be stated in th

ection as well. Record the results of the roll, as these are open-ended rolls that are used for various purposes in that

ettlement. For instance, the Knowledge (local) skill could be used to determine whether the party knows the history

e various locations within a settlement. If the party's high roll was a 16, then they would know the history of every

cation whose Local Knowledge difficulty was 16 or less. Once an Arrival Skill has been rolled, it is not rerolled un

nd unless a character raises the skill that was called upon. Then, and only then, the character is permitted a reroll.

treetwise: In many SPAGS adventures, a special "skill" is included amongst the Arrival Skills - the skill of Streetwi

his is a skill that those of a more rogue-ish persuasion might have, and includes such things as thief signs and crimin

rgot. To determine a character's Streetwise skill, add up all levels in rogue-ish classes, with Rogue levels counted in

ull, and levels in all other rogue-ish classes (such as assassin and bard) halved (round down). The result is the

haracter's Streetwise skill. Other than that, Streetwise is used just like any other skill in the Pathfinder Roleplaying

ame.

rade Level: Effectively, this is the amount of money that flows through the settlement. A settlement does not sell an

em that is equal to or greater than its Trade Level. Such items are simply not available at that location. They have

either the wealth available nor the demand to support such items.

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settlement will also not purchase any equipment from the party that is greater than the settlement's Trade Value,

nd for that same reason. In addition, though, no settlement will purchase equipment at its full value, or even at half

rice. The details of a settlement's purchasing rate are stated in this category, but it is often 1/10th the full value.

ree Locations and Closed Locations: Settlements often contain specific locations within them that the party can

sit, such as the local tavern. When such locations contain quest givers, they will be listed in one of these two

ategories. Free Locations are those locations within a settlement that the party can visit freely as soon as they

rrive at the settlement. Closed locations require that the party fulfill some sort of prerequisite before they can visit

em.

ccess: One of the subcategories of Locations is Access, or what prerequisites must be satisfied before the party

ill be able to visit that location. The party must satisfy all prerequisites in order to visit the location. Sometimes,

ough, one of the prerequisites can be satisfied in multiple ways. When this is the case, that prerequisite will be

sted with an "a" or "b" option.

rivate Collectors: If the party are selling equipment, they can often get a much better price if they can find a

rivate collector. Private Collectors are not always easy to find, however, as many of them take their privacy

eriously. Each of the private collectors in a settlement (should there be any) will be listed in this section, as well as

hat they buy and at what price.

ccess: One of the subcategories of Collectors is Access, or what prerequisites must be satisfied before the party

ill be able to meet that individual. The party must satisfy all prerequisites in order to meet that collector.

ometimes, though, one of the prerequisites can be satisfied in multiple ways. When this is the case, that prerequi-

te will be listed with an "a" or "b" option.

gencies: When an Agency is operating within in a settlement, it will be listed in this category, along with what

enefits it provides to its members at that locale. Occasionally, an Agency will also provide benefits to non-

members, but this is rare. Finally, if the party can join the Agency at that location, the means of doing so will be

etailed in this category. Agencies are detailed just as any other location in a SPAGS adventure.

uests: Each settlement of sufficient size will have a number of people who have tasks that they want done. Theseuests will be organized alphabetically by location within the settlement, and then by the person giving the quest.

he party needs to have access to the location that the quest giver is in, and then needs access to the particular quest

ver in order to receive a quest from said quest giver. Not all buildings are open to everyone, and not all people

ill just speak to anyone off the street, much less trust them with an important task.

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Most of the Events that a party may encounter whileraversing the wilderness are pretty straightforward to

deal with. When an Event has occurred, the Player rolls

on the Day or Night Event table, depending on whether

t is day or night, and then turns to the indicated section

nd follows the description for that particular Event.

Those Events where an Encounter have occurred,

hough, can be quite a lot more complex. Encounters, as

tated earlier, are any Event where combat may occur.

SPAGS Encounters are divided into two general types:

Friendly and Unfriendly.

Friendly Encounters: Friendly Encounters do not

lways turn out friendly. Lots of things can go wrong

during a Friendly Encounter. Someone could gaff, a

patrol could misidentify a member of the party as a

riminal, the party might attack for reasons of their own,

or the friendlies could even secretly be enemy spies. The

erm "Friendly Encounter" is used for those Encounters

hat should turn out well. How a friendly Encounter

proceeds is dependent on several factors, many of them

based on the choices and skills of the party.

Unfriendly Encounters: Unfriendly Encounters are

hose Encounters which are likely to turn to combat. Not

very Unfriendly Encounter will necessarily end in

ombat, but most will. These are the Encounters that are

n red on the Events Table.

How an Unfriendly Encounter proceeds is dependent on

everal factors. Unlike Friendly Encounters, the type of

Unfriendly Encounter that occurs often has a lot to do

with what territory the party is currently in. When a

Territory Encounter occurs, the Player checks which

erritory the party is currently in on the World Map, then

goes to the page in the chosen adventure that details

Encounters in that territory - such as the goblin's page

when in goblin territory.

Wilderness Territory is treated the same, except that theWilderness Territory is any hex that is not part of a

controlled territory. In other words, step outside of

controlled territory, and you are in the wilderness.

Additionally, Wilderness Encounters can occur in all

territories anywhere on the World Map. That is why

there is a Wilderness Encounter line built into the Event

Table. When traversing the Wilderness Territory, a

Territory Encounter or a Wilderness Encounter will both

thus result in a Wilderness Encounter.

Random Monster Encounters are somewhat separate

from this system, being as they do not have a territory of

their own. Like Wilderness Encounters, Random

Monster Encounters can occur in any territory anywhere

in on the World Map (though the more dangerous

Monster Encounters will only occur in dangerous lands)

Being somewhat separate from the Territory Encounters

Wilderness Encounters and Random Monster Encounter

are detailed at the end of the Encounters chapter. The

Territory Encounters are listed first, and they are listed in

alphabetical order.

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Each of the Encounters in an adventure will be broken

down and detailed in the same manner. The specificsmay vary greatly, particularly when it comes to combat,

but the overall structure will remain the same. It is as

ollows:

Type: In this category, the specific identities of those

who have been Encountered are detailed. Who they are,

how many they are, and to what purpose they are about.

Faction: In SPAGS, a faction is the particular group or

organization to which the members of an Encounter owe

heir allegiance. For example, when a Patrol Encounter

esult occurs, the patrol might be a patrol of police, anrmy patrol, or even a patrol of civilian elves guarding

heir borders. Not every Encounter will need to

determine a faction, as some Encounters will only have

one faction available to it. When there is a choice of

actions, the Player rolls on the Faction Table to

determine which faction the Encounter belongs to.

Purpose: Once the Encounter's faction has been

determined, the Encounter's purpose is determined. The

action is determined first because it will often have

ome influence on the group's purpose. A group's

purpose is not necessarily what they are currently about,t is instead to what task their faction has assigned to

hem. For example, the Royal Guard might have a group

of guards guarding an important personage, or guarding

treasure, or escorting criminals. A group's faction and

purpose are determined first, because these things often

have an influence on how many people the faction has

ssigned to the task at hand (which is the main

onsideration for the party).

Experience: This category is for Unfriendly Encounters.

The roll on this table determines the relative level of the

various people in the group. The Danger Level and AlertLevel in a territory have a large influence on the number

nd level of the forces the party will meet in a territory,

nd the tables in this category control that influence.

 # Appearing: The number of people in the group that

the party are facing. For many Encounters, this is prett

self-explanatory - roll the number of dice indicated, an

that is the number of individuals of the already

determined type that are in the opposing group. With

sentient creatures that might have levels, things becom

a bit more complex. The number appearing roll is still

rolled, and this will influence the number of individual

in the opposing group, but it is not the main roll. Instea

such groups are divided into leader/commander,

specialists, and regulars.

* Commander: Every group has a leader, but not eve

group has a commander. A commander is a specific typ

of leader, one who has an official, assigned role within

the group. In SPAGS, the main benefit of having a

commander is a commander prevents the need for a

morale check when the first member of a group is kille

On the other hand, the group must make a morale chec

when their commander is killed. Should a commander

killed, they are immediately replaced by a leader.

* Leader: Leaders (whether they are commanders or

not) make all leadership and command rolls for the

group. The first leader in a group has a special

Intelligence and Charisma. These are defined in the

Encounter section. If the leader is killed or incapacitatein some way, the replacement leader is not given a

special Intelligence and Charisma. Those are only for t

initial leader. When a leader is killed, leadership is

automatically transferred to the individual in the group

with the highest level, then highest Charisma, then mo

hit points. If all of that is a tie, then determine the

leadership amongst the tied individuals with a random

roll.

* Specialists: The members of a group who have

classes and levels (besides the leader). Generally, these

are the toughened and experienced individuals within group.

* Regulars: These are the mainstay of the force

encountered by the party. For example, regular goblins

instead of goblins with classes and levels. Any slot not

taken up by the leader or specialists is filled with

regulars.

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When determining the # appearing for such groups, the

layer rolls # Appearing first. The result is the baseline,

r the number of open slots in that Encounter. The first

ot is always taken up by the leader. That is a given.

hen specialists are rolled for. Generally this is a d4 die

oll with a negative modifier, which may mean that a

ven Encounter won't count that particular specialist

mongst its numbers (if the result of the roll is 0). Each

vailable type of specialist is rolled for separately.

ny remaining slots after the leader and specialists have

ken up theirs is filled up with regulars. If there are no

more slots available, then no regulars appear in that

ncounter. If more slots are taken up by specialists than

re available from the determined # Appearing roll, that

fine. All rolled specialists always appear in an

ncounter, even if that puts the Encounter far above the

olled # Appearing. -Where things are dangerous or the

lert Level is high, factions tend to send in larger and

more experienced groups than their regular # Appearing

might imply.

oticed First?: This is a special category. If the party

oticed the other force first, then this category is

kipped. Only if the other force noticed the party firstoes the Player conduct this category.

Within it, the actions of the other force are determined

s-à-vis the party, who still don't know that this other

roup has seen them. Essentially, the tables in this

ategory determine what the other group will do in the

pace of time that the party remains unaware of them.

When they noticed the party determines what actions are

vailable to them, and a random roll determines which

f those actions they will decide to take.

irst thing, the Player determines when the other group

oticed the party. This is a Perception roll, just as it was

hen determining if the party noticed the opposing force

rst. Fail, and the opponents noticed the party at the

ame time as the party notices them. Succeed, and they

otice the party a round before the party notices them.

chieve a critical success, and they notice the party a

minute before the party notices them.

Once that has been determined, the opponents' actions

can be determined. The faction that the group belongs

may apply a modifier to this roll. Such details can be

found in the selected adventure book.

The Actions Table will be different depending on the

creatures involved, but the possible options available t

them will not. The possible options are as follows:

Ambush: The other group attempts to waylay the part

in ambush. Skip negotiations and go directly to an

ambush combat.

Avoid: The two groups go their separate ways, with the

party never the wiser that the other group was there.

Confront: The group calls the party out in some way.

Often, this will be to determine who they are working

or if they have committed any crimes (how much

Notoriety they have acquired). If the opponents do

challenge the party in such a manner, it causes a Sense

Motive roll with a difficulty of 20, same as issuing a

Challenge does for the party. The results of the roll wil

often go a long ways to determining the final Reaction

the opposing group has to the party. The result of an

Encounter's Confront option will be detailed in the

adventure book.Evade: The party has spotted the other group but the

other group wants nothing to do with them and has

attempted to get away. If the party chooses to ignore th

other group, then the two groups go their separate way

If the party chooses instead to give chase, then a Chase

occurs. SPAGS adventure books will often contain

Chases in the appendix that the Player can apply to the

situations.

Parlay: The other group seeks to have a friendly

conversation. If the party accepts, then negotiations

begin. If the party refuses, then the two groups go theirseparate ways. Most often, those who are willing to

parlay already have a good Reaction towards the party

Negotiations: Negotiations begin once two groups

decide to speak with each other. The party can break of

negotiations at any time and attack. Also, the party doe

not need to attempt negotiations if they think the curre

Reaction of the opposing force is good enough.

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When negotiations occur, the various groups involved

have a discussion about what they are going to do about

ach other. These negotiations can start off friendly, orhey might start hostile, or anywhere in between. How

he negotiations proceed from there will depend on the

ctions of both sides.

The Diplomacy skill is the key to good negotiations. If

omeone in the party has it, the party will stand a good

hance of having pleasurable negotiations. If the party

do not have such a person, negotiations will tend to go

poorly indeed.

Normally the difficulty of the Diplomacy roll is 15, but anumber of modifiers may affect the difficulty of the

Diplomacy roll. These modifiers will be listed with the

Encounter in the adventure book. The Diplomacy roll is

made by the party's chosen spokesperson, and only the

pokesperson.

The Diplomacy roll determines the final reaction of the

opposing group. The Player takes the opponents' current

Reaction state and adjusts it according to the result of

he Diplomacy roll. If the roll is a critical success, then

he opponents' Reaction is shifted upwards by twoategories. If the roll is a success by 5 or more points,

hen the opponents' Reaction is shifted up one category.

f the roll is a success by less than 5 points, their

Reaction remains unchanged by the negotiations. If the

oll is a failure, then their Reaction is lowered by one

ategory. And finally, if the roll is a critical failure, their

Reaction is lowered by two categories.

Reaction: A general determination of how the opposing

orce feels about the party. The initial reaction is often

determined by how the two groups met, the party's

members, and the party's previous actions during the

dventure. There are seven possible reaction states,

which can all be found in the table below.

TABLE 0.2 - REACTIONS

Allies

Friendly

Genial

Neutral

Wary

Hostile

Hatred

Once negotiations are complete the final reaction state

determines the opponent's action. The exact action tha

they take will be detailed in the adventure book, but in

general it will be something along these lines:

Allies: Due to the favorable impression that the party

gave the other group, the other group decides to grant t

party a boon. Roll on the Boon table with a +5 modifie

Friendly: The other group thinks well enough of the

party that they bestow a boon of some kind. Roll on th

Boon table below.

Genial: The other group leaves after wishing the party

good luck in their endeavors.

Neutral: The two groups part ways without incident.

Wary: Both groups go their separate ways, but the oth

group is suspicious of the party and reports them to som

authority. The results of that report will often depend o

the party's actions during the adventure up to that poin

Hostile: The other group attacks.

Hatred: For whatever reason, the opposing group com

to hate the party. They attack immediately. The party

must roll for surprise, but their opponents need not.

ToAdventure

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pokesperson: The Diplomacy roll is made by the

hosen spokesperson for the party. Generally, thepokesperson is the most "talky" individual in the party,

ut the spokesperson must step to the fore when

ngaging with the Diplomacy, which can often lead

em to being the first to be attacked should things go

our during the negotiations. The Player will have to

make a decision who is best to represent the party as

pokesperson on a case-by-case basis. The party need

ot use the same spokesperson for every Encounter, of

ourse, but once a spokesperson is chosen for a

articular Encounter, that spokesperson cannot be

witched out during the Encounter.

hould negotiations go really well, it may even result in

e party being given a boon. When this is the case, the

xact boon is determined by a random roll, and the

ffects of the boon are detailed in the Boon section of

e Encounter in question.

arty Challenge: At any time during a negotiation, the

arty can issue a Challenge to the other group,

tempting to discover who they really are. A Challenge

an only be issued once during an Encounter. Issuing ahallenge also immediately drops the other group's

eaction by one category. However, it is the only

on-magical method the party has of identifying the real

motivations of those they are dealing with.

heir real motivations may be exactly as they seem,

sually are, but it is a possibility that the other group is

ding something. When the party issues a Challenge, a

ense Motive roll is made. The difficulty of this roll is as

Hunch, or 20. Succeed, and the party identify any

ecrets the other group may be guarding. Fail, and thearty are left thinking that the other group has no hidden

gendas. Everyone in the party who is involved in the

onversation makes this roll. The difficulty is raised by 5

the party for some reason cannot see the other group,

s paying attention to physical cues is part of sensing

motives.

Hidden Agendas: When an opposing group does have

hidden motivation, that motivation is detailed in the

Hidden Agendas category. What occurs if the party

discovers that agenda is also detailed in this category.

Encounter Details

Encounters have more detailed descriptions of the

creatures involved at the end of the Encounter

description. In SPAGS, creatures are described using th

following categories:

Attributes: SPAGS lists only the Attribute bonuses tha

opponents may have, since in most SPAGS situations

that is all that is relevant. If the exact number becomes

relevant, it can be determined by making a 50/50 roll fthe two attribute points that cover that bonus.

Equipment: A list of carried equipment. This list is by

no means exhaustive. It details only the equipment

carried that might be used in combat.

Treasure: The amount of treasure that each individual

that type is carrying.

Penalties: Sometimes society punishes those who atta

certain groups, such as those who attack the Royal

Guard. Any such penalties are listed here.

Reward: Occasionally, there are rewards for attacking

certain groups, such as bounties for catching criminalsAny such rewards will be listed here.

Spells: A list of any spells an individual of the type ma

know. Since the levels of an opponent in a SPAGS

adventure are often determined randomly, an individua

may not have access to all of the spells in the list. Whe

that is the case, start on the left and fill up the actual

available slots with the first applicable spell found.

Relevant Feats: A list of Feats that might be directly

applicable to the combat. Most Feats that a group has a

already figured into their stats. Feats are only listed he

when the doing of that is impossible and the Feat stillneeds to be known by the Player.

Combat: The general tactics creatures of the listed typ

will use when engaged in battle. However, these are

templates, not absolute rules. The Player should stick t

these guidelines as much as possible, but battles are

chaotic, and a Player of SPAGS should use best

 judgment when having opponents adjust to the flu

situations on a battlefield.

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When negotiations break down, or one side or the other

s just feeling aggressive, the negotiations will tend tond in violence. When a combat occurs, the actions that

he opposing force(s) will take are determined (as much

s possible) with randomized tables.

These tables are not completely "random", because the

opponents the party fights shouldn't run around like a

hicken with its head cut off. (And they will with

ompletely random tables.) Instead, the actions of any

nemies will be determined randomly within a

ramework, so that the party cannot always predict what

heir opponents are going to be doing at any givenmoment, but those opponents will still function as viable

nemies who are seeking to defeat the party.

The relative intelligence level of the opposing force will

have an effect upon the number of combat options

vailable to the opposing force, and the leadership skills

of their commander (should they have a commander)

will influence their ability to stay firm in a tough battle.

Once a combat occurs, that combat uses the Pathfinder

ules as per the Pathfinder Core Rulebook [TM], and thatbook will take over much of the combat proceedings

rom here. The only thing that gets decided with the

SPAGS rulebooks is how the opposing forces act within

hat combat.

Combat Maps

t is highly recommended that the Player makes use of

ombat maps while playing a SPAGS adventure.

Detailed maps are not necessary, but the Player may

quickly find that keeping track of 6 characters and as

many (or more) opponents can quickly become tediouswithout some kind of mapping system. That, or

devolving the combat into some simplistic system where

movement is not an issue in order to lessen the amount

of detail involved. Good maps can help alleviate these

kinds of difficulties while maintaining the core integrity

nd detail of Pathfinder combat.

Once combat occurs, the first thing to do is determine

battlemap. In any combat found within a Story Quest,

the choice of battlemap will already be determined by

the Quest. For other combats, the battlemap is

determined, in part, by the terrain. Essentially, random

encounters will use a battelmap that is suitable for the

terrain. SPAGS adventures come with a number of

terrain battelmaps that can be used for any combat to

which they are applicable. The Player can also substitu

any battlemap that is fitting to the situation.

There is only one difficulty with adding other battlema

to the adventure - Zones.

The 9 Zones: Every official battlemap of a SPAGS

adventure is divided into a grid of 9 zones. This grid is

used to determine where a group starts on the map.

During every fight, each side will be assigned to a Zon

The Player can arrange the party in any manner the

Player likes as long as all characters remain within the

selected Zone. Any opposing forces will start in a

different Zone from the party, and the arrangement oftheir forces is determined randomly.

Arrangement: The Player can arrange the party on th

map in the determined Zone in any way that the Playe

sees fit. In almost all cases, though, the Player will hav

to place the party before placing the opposing forces.

This is to ensure that the resulting combat plays out as

similarly to a Gamemaster's hand-tailored encounter a

possible. The party will sometimes have a chance to

move into a more advantageous position later in the

Encounter. Should the Encounter have resulted in the

party ambushing, for instance, they will be given a

couple of free rounds in which to prepare for the

ambush.

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Sample Battle Map with indicated zones.

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25

he opposing force(s) are placed within their starting

one using random tables. Their initial facing will alsoe determined in those tables. Facing can often be used

o determine which members of the opposing force

nitially noticed the party. Any members of the opposing

orce who are facing the party's starting Zone are the

nes who notice the party first. If there is no such person

n the entire group, then one member of the opposing

orce is randomly determined to have been the one to

otice the party. After that, those who have noticed the

arty can relate what they have seen to their comrades

ormally.

or ambushes, the group being ambushed are

utomatically located in the center Zone. In any other

ype of conflict, each group is assigned a side. The

layer picks the side for the party, and the opposite side

s the side for the opposing force. If there are multiple

pposing forces, then their respective sides are

etermined with a die roll from amongst the three sides

hat are not the party's side.

ach side of the map has three Zones. Once a group has

side, that group's official starting position within thatide is determined with a d6 roll, with 1-2 being the left

one, 3-4 being the middle Zone, and 5-6 being the

ghtmost Zone.

or ambushes, a d8 roll is made instead, with a 1 being

he Zone in the upper left-hand corner, and counting

lockwise from there. The force not being ambushed is

hen placed in the resulting Zone.

When multiple groups are involved, they can start in the

ame Zone, but opposing forces cannot start in the sameone as one another. Remove any such already occupied

ones from the roll, and roll to place the group within

he remaining Zones. Once the combat starts, though,

he lines of the Zones become meaningless on the map,

with everyone able to cross over them freely.

Formation: After every group has a Zone and the part

has been arranged within their Zone to the Player's

liking, it is time to place the opposing forces. Opposin

forces are almost always placed at or near the center oftheir Zone. The manner in which they are placed is

determined by a random roll, though occasionally grou

may have only one formation available to them. Single

opponents also do not need a formation, since they hav

no one to form a formation with.

Available formations, and their descriptions, can be

found in the relevant sections in the selected adventure

book.

Strategy: Once combat begins, in the first instant of thfirst round, the leader of any opposing forces will call

out an order to the group to arrange themselves for

battle. The actual command that their leader gives is

determined randomly. How many orders a leader has

available is determined by the leader's Intelligence. Th

roll for determining the Intelligence level of the leader

differs depending on the Encounter, but is often d6-2.

The result of that roll is the bonus the leader has from

Intelligence. Thus, a roll of 1 (or 3 - 2 = 3) translates to

+1 modifier from Intelligence, or an Intelligence of 12

That modifier is applied to the roll on the Encounter'sStrategy Table.

The orders that might be given are thing like "Charge"

"Attack the Leader". Every member of the opposing

group will follow the given order to the best of their

abilities. The available orders will be defined in more

detail in the selected adventure book.

Morale: It is highly recommended that Morale be used

during any SPAGS adventure. While it is not necessary

to incorporate a morale system into the session, when asingle person is controlling 6 characters and as many o

more enemies, rolling for every action that every singl

one of them takes, things can easily become tedious if

every fight is fought to the last man. Morale helps to

keep the game moving, even though it is adding extra

rolls to some of the battle rounds.

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26

Effectively, Morale is the conviction of a force to finish

the battle. Only forces opposing the party have Morale.

In the case of the party's Morale, the Player hascomplete control.

Morale is a Charisma roll performed by the designated

eader of the group. There are three times during a battle

when a morale check may be required:

1) When the enemy has had its first casualty (this check

s not made if the group has a commander)

2) When the enemy loses its commander (should it have

one)

3) When half of the enemy are eliminated

Note: a commander is not the same as a leader. A

commander is an official position where one individual

s the undisputed head of the group. A leader is someone

who represents the group for certain group rolls, but

does not command the group.

In each instance above, a morale check is performed by

the designated leader. The roll is a d20 modified by the

eader's Charisma modifier. If the roll is a success, then

the group fights on. If it is instead a failure, then thegroup attempts to flee, or, if intelligent and cornered,

will attempt to surrender. A cornered unintelligent

creature will fight if it cannot flee. A cornered intelligent

creature who is still being attacked by the party after

attempting surrender will fight back.

If a group that has failed its morale check is allowed to

flee, they will immediately leave the area, never to

return.

The party may receive various rewards for a surrendered

enemy, if they take the trouble to transport them to a

settlement of at least town size. Any such potential

rewards will be listed with the Encounter.

When making a morale check, the difficulty is

determined by the type of Encounter. Some creatures a

more cowardly than others. An Encounter's morale che

difficulty can be found in the selected adventure book,listed with the details of the Encounter.

The leader's Charisma bonus is determined randomly,

the same manner as Intelligence is determined. Once

again, this will often be a d6-2 roll, with the result

indicating the bonus the leader has from Charisma. Th

exact roll made for a particular leader can be found in

the details of the Encounter in the selected adventure

book. Only the Charisma of the group's initial leader is

determined in this manner. If the initial leader is ever

killed or incapacitated, the leader assigned to replacethem has the usual Charisma for that Encounter type.

Transporting Prisoners: When transporting prisoners

in a SPAGS adventure, one member of the party must

assigned as a guard for each prisoner, that is if the part

do not want to grant the prisoner a chance to escape.

Other party members can be switched in as guards, but

the period where such an exchange is being made is

vulnerable to escape attempts. During that period, the

prisoner is considered unguarded, even though there is

technically a guard.

While a party member is guarding a prisoner, that party

member cannot fight or make any skill roll that require

active physical effort. If a party member ever engages

such an activity the prisoner is automatically and

immediately deemed unguarded.

As long as the prisoner has a guard, and the guard is of

at least equal level to the prisoner, then the prisoner ha

0 chance of escape. For every level the guard is below

the prisoner, though, there is a cumulative 5% chance oescape. Any rogue levels the prisoner may have add

directly to this roll. This roll is made once per period a

once per combat. If the prisoner escapes, then they are

gone, never to be seen again.

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An unguarded prisoner has a 50% + rogue levels chance

of escape, and the roll is once again made once perperiod and once per combat. An assigned guard that

eaves guard duties to engage in combat or to perform a

skill can resume their duties as guard once one full

unguarded period has passed.

Prisoners take no part in any occurrence in the game.

Until the party arrives at a settlement or dungeon, the

prisoners are nothing more than baggage. If the party

enters a dungeon while transporting prisoners, all

prisoners are automatically freed (unless a particular

prisoner is part of a Story Quest). That goes for anyquest goal that is not a dungeon, too. The party cannot

concentrate on quests and prisoners both. They must

decide on one or the other.

Finished Combat

Once the battle is over (and the party survived), the

party is then free to meet with whatever Adventure

Event that hex may contain. If it contains no such Event,

then the party is free to camp or travel on, as normal.

Return to Section 1 if no other Event occurs.

The Adventure Book and Combat

SPAGS combat is wholly defined in the adventure

books. This might, at first, seem to be an odd layout

choice. Why aren't the base combat rules in the base

rules of the game?

The answer is eminently logical, though. Some opposing

creatures have various special abilities and powers that

will demand that they have personal sub-combat tables

governing the use of their actions, or may even require a

personalized reworking of the basic combat tables inorder to make them fight properly with their powers,

abilities, and relative intelligence and tactical levels.

Were the basic combat rules in the SPAGS Base

Rulebook, and the specific rules for creatures in the

various adventures books, then the combat rules in the

adventure books would constantly have to be meshedwith the basic combat rules in the Base Rulebook. The

Player would then be left constantly having to juggle

with the two books, switching back and forth dependin

on when the adventure book tables or the base rules

tables are called for, all while also juggling the

Pathfinder Core Rulebook [TM] that governs the core

combat rules of the Pathfinder game.

Rather than forcing the Player to balance the basic

combat rules in one book with the various altered rules

for a specific creature in another book (with the inheredifficulties that causes), all of the combat rules instead

have been placed together in the adventure books. Tha

way, any differences to the tables that a particular

creature may have will be built directly into the system

instead of being alterations to that combat system. See

the Encounters Chapters of a SPAGS Adventure for

more information on SPAGS combat.

Other than the above, combat occurs just as it has been

outlined in the Pathfinder Core Rulebook.

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raveling Outside of the Friendly Settlements

Whenever traveling outside of the friendly settlements, there is always a chance of the party meeting with an Event.

hese Events can be anything from a change in the weather to a fight to the death with agents of their nemesis. The

hance of meeting with such an Event and the type of Event they will face if they do meet with an Event are all

overned by random tables.

he first thing to keep in mind is: the chance of meeting with an Event is different depending on whether it is night o

ay. It is also different depending on how well-traveled the area is that the party is currently traversing. An alarm hav

een raised will add further to the chance of an Event occurring (as well as increasing the risk of that Event being an

ncounter). And finally, it is different depending on how dangerous the territory the party is currently in happens to b

he Event charts rolled on are found in the Travel book as well as all details for their resolution.

The Base chance for an Event to occur is equal to the terrain type of the hex that the party is currently on. A party ismuch more likely to have an Event occur while traveling a road than traversing the wilderness, as is only logical.

Wilderness covers all types of wilderness, from Low Hills to Woods, to Swamps, all save for Barren Lands.

The Danger Level of a territory can be found by noting the number of skull and crossbones next to the territory's

ame on the map (it may be zero).

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ome territories may also have an Alarm Level. Usually only sentient and organized creatures have an Alarm Level, b

does occasionally happen with other types of creatures. Normally, an Alarm Level is a rating of 1 to 3, which

etermines how much warning the territory has received of incursion into their territory (often, but not always, that

eing warning of the party's arrival). When traveling in a territory that has had an Alarm raised against the party or

gainst anyone else in the area, the Alarm Level is added directly into the Chance of Event.

he chance of an Event occurring in a given hex is, then, determined by selecting the correct Base Event Chance tabl

he Day or Night version, above) and adding the Danger Level and the Alarm Level of the territory. The Night table

few modifiers to keep in mind also (listed in the modifiers table below it), which are factored in if they are true. The

ctors are cumulative.

he Event chance roll is made with a d20. If the roll is equal to or less than the Chance of Event total for that hex, the

n Event occurs.

hould an Event occur, go to Event Type, and there roll for the type of Event on the Day Events or Night Events Tabl

s needed for the time of day respectively. Otherwise, when No Event occurs in a hex, the party has the choice of

aveling on or setting up camp.

single Event roll is made every period. When the party travels across multiple hexes in a given period, the Base

hance for an Event is equal to the highest rated hex that the party passed through that turn. Only one roll is made no

matter how many hexes are passed through during that period.

eep in mind that the one roll made each period includes when the party is camped. In SPAGS, camped parties often

ay encamped for three periods - one period used to study spells and two more for a full night's rest for those who ha

udied spells. That means three Chance of Event rolls would be made before the party are ready to move on. If thoseho need to study spells also need to be a part of the watch, then resting can take even longer, which will require

dditional Chance of Event rolls. Thus, it can be much more beneficial to a party to take their rest somewhere safe, su

s a town or village, rather than out in the wilderness, if at all possible.

very SPAGS adventure will have a Difficulty Rating. That rating will be a number between 1 and 5, with 5 being the

ughest. Roughly, these ratings correspond to characters levels of 1-4, 5-8, 9-12, 13-16, and 17-20 respectively. The

more difficult the adventure, the more challenging are the enemies in that

dventure. More challenging enemies are more difficult to spot first.

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30

AGS Adventures

l SPAGS adventures use a specific type of notation in order to organize the type and timeline of the adventures.

ou can tell at a glance where the adventure falls by looking at its designation.

ch designation has two letters and a number. These are the specific details of that adventure. The first letter (or

ies of letters, as the case may be) is the notation for the world, and it will always be the first letter (or letters) of

e world's name.

period follows after the world notation. Then, after this period, will be another letter (or letters). This second set

letters details where in the timeline an adventure falls. The system is alphabetical, so a "B" series adventure

mes after an "A" adventure in the world's timeline. Normally each world has its own timeline, which means

ferent worlds may each have an "A" series adventure, but these separate "A"s will have nothing to do with each

her. In other words, just because a second world also has an "A" adventure doesn't mean that it is set in the same

me as the first world's "A" adventure.

nally, following after the second letter (or series of letters) will be a number. This number details what order the

ventures in a series occur in. Adventure 2 comes after adventure 1, and adventure 3 comes after Adventure 2, and

on.

r instance "Ea-C2" would be Earth series C, adventure 2.

orld notations are pretty straightforward. There are a few special adventure notations, though. "S" is reserved for

glet adventures. Any S adventure will be set in the same world and within the same timeline as the other

ventures of that world, but it will be an isolated adventure that has nothing to do with any of the other adventures.

" is reserved for soloist adventures. These adventures are for a single character. In a Z adventure, there is no

rty, just a lone hero fighting against the odds. And finally, "X" is reserved for adventures that are set in the sameorld, but that have nothing at all to do with that world's timeline. These will be completely random one-off

ventures or series of adventures that may be set in any period of that world's history. Characters from the regular

venture series will thus not be able to transfer over to an X adventure, and vice versa.

a Player, one can of course do whatever one wants to with these adventures. However, for verisimilitude, it is

ommended that the Player only move characters forwards along the timeline. Thus, a character from adventure

could be taken to adventure B6 or B7 or to any adventure from the C series (or any series with a higher letter),

t that character should not be taken to anything into the A series, since the A series is set before the B series.

e Player should also strive to keep the party intact while playing a series. Which is say that the Player shouldn't

constantly switching characters out, trying to maximize the party's ability to survive the various adventures in a

ies. This is also for verisimilitude. The same is not true, though, when moving from one letter series to another,

even one series set in one letter's timeline to another series set in that same letter's timeline. In such cases, the

ayer may reforge the party however that Player likes without damaging the verisimilitude of the adventure.

ll, while all of that is the case, the Player should be mindful when shifting a character from one series to a series

a much higher letter. Sometimes such disparate series may be set in radically different times, with no possibility

that character still being around during that later adventure. Again for verisimilitude, it is best not to include such

haracter in the later adventure.

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g) "Use", "Used" or "Using" means to use,

Distribute, copy, edit, format, modify, trans-

ate and otherwise create Derivative Materialf Open Game Content;

8. Identification: If you distribute Open

Game Content You must clearly indicate

which portions of the work that you are d

tributing are Open Game Content.

9. Updating the License: Wizards or its de

ignated Agents may publish updated vers

of this License. You may use any authoriz

version of this License to copy, modify an

distribute any Open Game Content origin

distributed under any version of this Lice

10. Copy of this License: You MUST inca copy of this License with every copy of

Open Game Content You Distribute.

11. Use of Contributor Credits: You may

market or advertise the Open Game Cont

using the name of any Contributor unless

You have written permission from the Co

tributor to do so.

12. Inability to Comply: If it is impossibl

for You to comply with any of the terms o

this License with respect to some or all o

Open Game Content due to statute, judici

order, or governmental regulation then Yo

may not Use any Open Game Material so

affected.

13. Termination: This License will termin

automatically if You fail to comply with a

terms herein and fail to cure such breach

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breach. All sublicenses shall survive the t

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14. Reformation: If any provision of this

License is held to be unenforceable, such

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tent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game

License v 1.0a Copyright 2000,

Wizards of the Coast, Inc. System Refere

Document. Copyright 2000, Wizards of th

Coast, Inc.; Authors Jonathan Tweet, Mo

Cook, Skip Williams, based on material b

E. Gary Gygax and Dave Arneson. Path-

finder RPG Core Rulebook. Copyright 20

Paizo Publishing, LLC; Author: Jason Bu

mahn, based on material by Jonathan Twe

Monte Cook, and Skip Williams. The Booof Experimental Might. Copyright 2008,

Monte J. Cook. All rights reserved. Tome

Horrors. Copyright 2002, Necromancer

Games, Inc.; Authors: Scott Greene, with

Clark Peterson, Erica Balsley, Kevin Baa

Casey Christofferson, Lance Hawvermale

Travis Hawvermale, Patrick Lawinger, an

Bill Webb; Based on original content from

TSR. Class options Volume2: Paladins Pr

vail, Copyright 2009, Reality Deviant Pub

cations, author Stefen Styrsk

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