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TSAT1

2 Level 13 PCs 11 (Deadly) 6 (Hard) 4 (Hard) 4 (Deadly)

2 Level 14 PCs 12 (Very Deadly!) 7 (Deadly) 4 (Medium /Hard) 4 (Hard)

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2 Level 15 PCs 12 (Hard) 7 (Hard) 5 (Deadly)

2 Level 16 PCs 13 (Deadly) 8 (Deadly) 5 (Hard) 4 (Hard)

4 (Hard)

2 Level 17 PCs 14 (Hard) 8 (Hard) 6 (Hard) 5 (Deadly)

2 Level 18 PCs 15 (Deadly) 9 (Deadly) 6 (Hard)

2 Level 19 PCs 16 (Deadly) 9 (Hard) 7 (Hard) 5 (Hard)

5 (Hard)

2 Level 20 PCs 17 (Deadly) 10 (Hard) 7 (Hard) 6 (Hard)

Between Quests Between Quests

When your characters complete a quest, When your characters complete a quest, level levelthem up. This keeps interest high, but also means that the system will present them with more challenging enemies. Perhaps your heroes are based in a town. Perhaps your heroes are based in a town. This This is a desirable situation, as they can stock up is a desirable situation, as they can stock up onon equipment between quests, change money and do other downtime activities in preparation for the next quest. Use the opportunity to stock up on healing potions for the next quest, if you feel the need is there.

You can use an oracle to run their downtime,

and their travel to new quest locations. You

may even decide to throw in the odd combat

encounter on their way to the next quest location, or use location, or use the Wilderness Generator in the Wilderness Generator in

TSAT1 to run their journey to the location.

There is no reason you can’t There is no reason you can’t switch between switch between systems as you go. Whatever provides the most fun for you. You could even use the fun for you. You could even use the 6d12 6d12 system for your overland travel, or the Realm Crawl system provided in the next system provided in the next chapter. chapter.

Traps & Secret Doors Traps & Secret Doors

There are situations that arise in solo play where you need to have more knowledge than your characters. Two examples of this are traps and secret doors. The table below requires 4 x

d100 rolls to determine trap type, notice DC, save DC and save DC and potential damage. potential damage.

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Once you have determined notice DC, roll Perception roll for your characters (or match it against their passive Perception based on circumstance). If they succeed, then you circumstance). If they succeed, then you could could rule that they see the trap and subsequently avoid it (if they fail, then have them make the appropriate check against the save DC you determined with a d100 roll. This would be a

Constitution save for poison, Dexterity for a spear trap, possibly Strength to run away from a rolling sphere… use your a rolling sphere… use your best judgment. best judgment. With secret doors, once With secret doors, once again the pseudo-DM again the pseudo-DM through a feature roll through a feature roll using the Battlemap using the Battlemap Crawl system (this chapter). First, determine how hard the secret door is t how hard the secret door is t o spot, perhaps o spot, perhaps through an oracle question, or even just a straight d20 roll. Perhaps the secret door was used recently and did not close properly, or perhaps it is broken and easily noticeable. If in perfect working order, set the DC high. Use the Typical DCs table (p.13) to give you an idea. Then, your PCs make a Perception or Investigation check to see whether they notice it. If not, then they proceed as if it. If not, then they proceed as if they were not they were not

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