Adventuring Rules

This section outlines all of the core mechanics for adjudicating adventures.

Time Tracking

A crucial aspect of refereeing is keeping track of game-time which is the passage of fictional time within the imagined game world. The progression of game-time is distinct from real-time – a quick description by the players might represent hours or even days of activity for their characters.

Time is tracked in various increments depending on the activity:

  • Exploration in a dungeon or on a is tracked in 10-minute turns. There are 6 turns per hour of in-game time.
  • Combat uses a time scale tracked in 10-second rounds. There are 60 rounds within 1 turn.
  • Overland travel is tracked in days (or optionally 8-hour watches for more detail).
  • Downtime, game-time between sessions and adventures, is tracked in days or weeks.

The referee adjudicates what actions can be accomplished within these different timeframes.

Resource Depletion

As game time progresses, the players and referee must keep track of the resources the party uses. This includes consumables like food and water, fuel for light sources, and the remaining durations of spells or magical effects.

  • Light sources are the main resource that is depleted during a dungeon crawl. Candles last for 3 turns, torches last 6 turns, and lanterns last for 12 turns.
  • Rations are the resource that is consumed during wilderness exploration. Each character must eat one ration per day or else suffer from hunger. Water is sometimes tracked during wilderness exploration, but only in particularly arid regions.
  • Money (silver and gold coins) is the primary resource that is expended during downtime the form of expenses like upkeep, training, preparations, building projects, etc.

Use of the Tracking Worksheet can make tracking time and resources easier for the referee.

Movement & Distances

As PCs explore the game world, the referee must track their location using a prepared map. This map is typically not visible to the players; they’ll need to rely entirely on the referee’s descriptions to understand their surroundings. To figure out how long it takes the characters to travel between areas, the referee will use their movement speeds.

  • Individual Movement: When a character moves on their own, use their individual movement speed.
  • Group Movement: When a whole group moves together, their overall speed is limited by the slowest character among them.

Distances

Within a dungeon or similar adventure site, typically indoors, distances are measured in feet. While outdoors, distances are measured in yards.

The game rules note distances in feet by default denoted as a single quote. This value is directly convert to yards when outdoors. For example, a character who can move 120′ per turn in a dungeon can move 120 yards per turn while outdoors.

Distance Conversions
1 foot (1′) = 12 inches (12″)
1 yard = 3 feet
1 mile = 1760 yards = 5280 feet

Map Scales

There are four primary map types and scales:

  • Overland Map: This is the largest map type. I t uses 6-mile hexes. It can be as large as desired for the total campaign space, but is at minimum 33×33 hexes. This map can be used to facilitate longer journeys and larger campaign scopes.
  • Area Map: This map uses hexes that are 320-yards in size. It is 33×33 hexes and encompasses the entirety of a 6-mile hex on the overland map (with a little overlap). This map is used for movement as the party explores a wilderness area or travels to a known adventure site.
  • Site Map: This map uses 10-yard hexes and is 32×32 in size. It encompasses the entirety of a 320-yard hex on an area map. It is used for wilderness encounters and combat, as well as exploration of outdoor adventure sites.
  • Dungeon Map: Dungeon maps are used when the party enters a dungeon or other interior location. These maps use squares instead of hexes to better fit the geometric shapes of rooms and hallways. Each square is usually 10×10′ but some may be at 5×5′ scale. A 10×10 square can be subdivided into four 5×5 quadrants for positioning characters and monsters.

Movement Speed

A character’s base movement speed is the number of feet they can move in one combat round. Exploration speed is triple the base movement speed and represents how far a character can move in one turn. Movement speed depends on the type of armor worn.

Armor Type WornBase Movement Speed (Exploration Speed)
Unarmored, Leather40′ (120′)
Padded, Studded, Chainmail, Plate Mail30′ (90′)
Full Plate20′ (60′)

Exploration Speed: The distance a character can move during an exploration turn is three times (3x) their base movement speed. If the party is moving very quickly through an area, they may be allowed to move up to double that speed, but will always be surprised by encounters and are more likely to trigger traps.


Encumbrance

A character can carry a number of pounds of treasure equal to roughly five times (5x) their Strength score. Carrying more than this means the character is encumbered. The base movement speed of an encumbered character is reduced by 10′. Weapons and equipment are not usually tracked for weight but characters who are obviously overloaded may be considered encumbered, per the referee’s discretion.

Treasure Weight
This table provides a reference sample of typical treasure weights. The referee judges the weight of other types of treasure found.

ItemWeight
Coins (100x of any type)1 lb.
Gems (100x)1 lb.
Jewelry, large (1x)1 lb.
Jewelry, small (10x)1 lb.
Potion1 lb.
Precious stones (10x)1 lb.
Rod5 lbs.
Scroll (10x)1 lbs.
Staff10 lbs.
Wand2 lbs.

Ability Checks

The referee may call for an ability check to determine a character’s success when attempting risky or challenging actions.

To make an ability check, roll 1d20 and add the most relevant ability modifier. The result is compared to a target number called the Difficulty Class (DC). If the roll meets or exceeds the DC, the action is a success. Otherwise, the action fails.

DifficultyDifficulty Class
Easy (75% chance of success)DC 6
Moderate (Default, 50% chance of success)DC 11
Hard (25% chance of success)DC 16
Extreme (5% chance of success)DC 20

The referee determines and describes the results of successes and failures. Consequences of a failed action may be declared beforehand or decided after the dice have been rolled.

1s and 20s
An unmodified result of 1 is always counted as a failure. An unmodified 20 is always counted as a success.

Advantage & Disadvantage
If a particular approach seems especially effective or ineffective, the referee might grant advantage (roll two d20s, take the higher) for controlled situations or good preparation, or disadvantage (roll two d20s, take the lower) for desperate circumstances or makeshift tools. If a situation calls for both advantage and disadvantage, they cancel each other out.

Saving Throws

When a character or monster is subjected to certain harmful effects (like spells, poisons, or traps), they make a Saving Throw.

Saving Throw Categories:

  • Poison or Death Ray: For poisons, diseases, or instant-death effects.
  • Paralysis or Petrification: For effects that immobilize or turn to stone.
  • Wands: For magical effects originating from wands or similar magical devices.
  • Dragon Breath: For area-of-effect attacks like dragon breath.
  • Spells: For other magical effects from spells.

Making a Saving Throw: Roll 1d20. Add the character’s saving throw bonus for the relevant category. These bonuses are determined by character class and level. The difficulty class (DC) for a saving throw is 16 by default. This may be modified by the referee or in the description of the monster, trap, spell, etc. If the roll plus any applicable bonus is equal to or greater than the DC, the effect is resisted or reduced.

Damage and Healing

The amount of harm and injury a character or monster can withstand is represented by hit points (hp). Weapon attacks and other hazards inflict damage points that are subtracted from the target’s hp.

Monster and NPC Death: When a monster or NPC reaches 0 hp, it is defeated (usually dead, per the referee).

Knock-Out Blows: If a PC takes damage that drops them to exactly 0 hp, they are knocked unconscious for the until the end of the turn. They return to 1 hp when they regain consciousness.

Player Character Death: When a PC reaches 0 hp or below, they must make an immediate death save with a penalty equal to the amount of overkill damage taken. Overkill damage is the amount of damage taken beyond what was needed to drop the character to 0 hp. For example, if a PC has 5 HP left and takes 10 damage, the first 5 damage reduce them to 0 hp, and the death save is made at a -5 penalty. On a success, treat it as a knock-out blow. On a failure, the character is dead.

Destruction of Items: All mundane equipment and treasure held by a creature is destroyed if they are killed by a destructive spell or other special ability such as a magical fireball or dragon’s breath. Each magical item gets a saving throw using the slain creature’s save bonus to avoid destruction. Any magical bonuses the item possesses are applied to its saving throw.

Healing: For each full day of uninterrupted rest, a character heals one hit die (HD) worth of hit points, up to their maximum hp. If rest is interrupted, no hit points are healed for the day. Hit points can be immediately recovered with magical healing, such as cleric spells or healing potions. Natural and magical healing can be combined.

Challenges & Hazards

Climbing

  • Routine Climbs: Climbing ropes, ladders, and surfaces or structures with plenty of handholds typically doesn’t require a check unless there are additional difficult or dangerous circumstances.
  • Ability Check: The referee may call for an ability check when climbing in difficult or dangerous situations. The choice to roll either Strength or Dexterity is usually up to the player’s preference, reflecting that climbing can be approached through either athleticism or agility. However, the referee may specify one over the other in certain circumstances.
  • Difficulty Classes (DCs): For difficult or dangerous climbs: climbing a tree with many strong limbs is DC 6, climbing a wall with plenty of handholds handholds is DC 11, and climbing a sparse tree with brittle limbs or a surface/structure with few handholds is DC 16.
  • Sheer Surfaces: Sheer surfaces are nearly completely vertical and offer little to no handholds. Climbing a sheer surface with special climbing gear is DC 16. Only thieves and assassins may attempt to climb sheer surfaces without special gear at DC 20.
  • Failure: If the roll is failed by a margin of 5 or more, the climber must make a death save or fall from the halfway point, taking 1d6 damage per 10′ of fall. Otherwise, failure indicates that the climber is unable to complete the climb and is forced to descend.

Darkness, Light, & Infravision

  • Light Sources: Characters exploring dark environments typically need light. Standard light sources provide normal vision within a 30′ radius.
  • Light and Surprise: Carrying a light source in a dark environment usually prevents surprising opponents, as the light reveals presence. Blinded characters are automatically surprised. Some monsters hate light and will prefer to attack characters holding light sources.
  • Darkvision: Dwarves and many monsters possess darkvision, allowing them to see in the dark.
    • Most Monsters: Have full darkvision and can see in total darkness with no limitations.
    • Dwarves: Have limited darkvision and can see up to 10′ in total darkness.
    • Humans, Halflings, and Elves: Do not have darkvision and cannot see in the dark.
  • Total Darkness: When a character is in total darkness, they effectively gain the Blinded condition:
    • All Attacks & Skill Checks Requiring Sight: Made with disadvantage.
    • Movement: Reduced by 1/2.
    • Searching/Perception: Generally impossible for anything requiring visual cues.
    • Listening: Listening for sounds can be used to discern information while in darkness.
    • Surprise: Characters with the Blinded condition are always surprised by creatures not similarly hindered, unless specific precautions are taken.

Falling

  • Falling from a height onto a hard surface inflicts 1d6 damage per 10′ fallen.

Getting Lost

  • Players must typically use their memory, wits, and maps to navigate adventure sites by describing their movements. The referee may optionally call for an Intelligence or Perception check to allow a character to find their way again, if it’s possible the character would recognize the way.
  • Rules for getting lost in overland travel are covered in the Wilderness Travel section, below.

Listening

  • Most characters have a 1-in-6 chance to hear quiet sounds on the other side of a door (or similar circumstances). Some classes have increased chances of success at listening.
  • The referee rolls listening checks for the players so that the player doesn’t know if they failed the roll or if there are no sounds to be heard. Different colored dice can be rolled to help organize groups with various chances to succeed.
  • A character may attempt a listen check once per door per dungeon turn.
  • Some character classes and monsters can move silently and thus wouldn’t be heard even on a successful roll.

Starvation

If characters go a full day or more without food or water, the referee may apply penalties to attack rolls and movement rate, require more frequent rests, or deduct hit points in extreme cases.

Swimming

  • Movement Rate: Characters move at half their normal movement rate when swimming.
  • Proficiency: All characters are assumed to know how to swim unless there’s an obvious reason they couldn’t have learned.
  • Drowning: The referee judges when drowning is a risk and its chance (e.g., swimming in treacherous waters, while wearing armor, or fighting in water). Chances vary based on circumstances.

Wandering Monsters

As the PCs explore the wilderness and delve into dungeons, they will run across monsters. Some monsters will be specifically placed in a location by the referee or the adventure creator. Otherwise, wandering monsters will randomly run across the party as they move around.

The referee will periodically roll to check for any wandering monsters that the party may encounter. How frequently this check is made depends on how dangerous the area is. The chance is typically 1-in-6, but more densely inhabited areas may have higher chances. Excessive light or noise can trigger additional checks by the referee, at their discretion. Likewise, the chances of a wandering monster encounter can be reduced by taking certain precautions, such as hiding and staying quiet in a safe spot.

If a wandering monster encounter is indicated, the referee should determine the type of monster randomly by rolling a table. Default tables are provided for by dungeon level as well as by terrain type, but custom tables can be created for specific areas for a more appropriate, more unique, or richer experience.

The Adventuring Party

The group of adventurers who set out upon an adventure are known as the adventuring party.


Party Roles and Formations

  • Party Size: A typical group numbers 5-8 player characters. A minimum of 3 is recommended for the best experience. The referee should be comfortable running the game before taking on large groups. Smaller groups may face a more deadly challenge, particularly in combat, while larger groups may become unwieldy and must split treasure into more shares, slowing advancement. Smaller groups may wish to hire retainers to bolster their ranks, creating parties as large as 12 members (or sometimes more).
  • Character Classes: A diverse mix of adventuring classes is recommended. Fighters provide crucial defense and front-line melee damage output. Clerics are essential for dealing with undead and provide many useful support, also serving as a second rank of combatant. Thieves offer exceptional skill in navigating dungeons and stealthy sneak attacks. Magic-users are equipped with various arcane spells that can be used to deal with tricky situations and even the odds against powerful foes. Rangers are experts with missile weapons and make wilderness exploration much safer.
  • Level Disparities: Characters who adventure together should typically be within 3-4 levels of each other. Significant level differences can make it difficult to balance challenges and rewards. Players are encouraged to create and run multiple characters of various levels within the same campaign.
  • The Caller: You can designate one player as the “caller” to be the party’s spokesperson to the referee. This speeds up gameplay by having one person communicate the group’s actions rather than individual players. The caller’s character usually acts as the party leader, so a high Charisma score and a position near the front of the party are beneficial.
  • The Mapper: One player should take on the role of the “mapper,” drawing a map based on the referee’s descriptions. This map should include details like monsters, traps, clues, and interesting unexplored areas.
  • Marching Order: Before starting an adventure, decide on your party’s formation (e.g., two columns, armored characters in front, weaker in the middle, rear guard). You can establish different standard orders for common situations like exploration or combat. While in formation, group initiative is used.

Dividing Treasure

When the party finds treasure, the players decide how to split it among the surviving characters.

  • Magic Items: Players must agree on who gets which item. A common method is for players to roll a die, with the highest roller getting first pick, and so on.
  • Non-magical Treasure: Typically divided evenly among player characters.

Dungeon Adventuring

Step-by-Step Dungeon Procedure

Follow these steps for each turn:

  1. Resource Management:
    • Decrement light source duration (e.g., if using a torch, mark 10 minutes off its hour duration).
    • Determine if magic spells, conditions, or other effects expire.
  2. Wandering Monsters:
    • Roll 1d12. Apply any modifiers for noise, light, or activity that could increase the chances.
    • If a 1 is rolled, generate and resolve a wandering monster encounter.
  3. Action Declaration: Ask the players what they wish to do for the next 10 minutes. This could be moving, searching a specific area, opening a door, or using a skill.
    • If moving, update the party’s position on the referee’s map.
    • If searching or using a skill, describe the process and results.
  4. Description & Results:
    • If the party discovers something new (a secret door, a hidden treasure, a trap, a specific room feature), describe it.
    • If a trap is discovered, resolve its triggering or disarming as per the rules.

Dungeon Turns

Dungeon exploration time is measured in turns. Each turn represents approximately 10 minutes of in-game time. During a dungeon turn, the party can perform an action, such as:

  • Move: Traverse up to the party’s maximum exploration movement speed. This speed is typically capped at the rate of the slowest party member, assuming the party is sticking together.
  • Search: Thoroughly search a 10×10 foot area (e.g., a specific section of a room, a wall, a chest). This might require a Perception check (DC set by Referee and rolled by the Referee in secret).
  • Listen at Door: Attempt to discern sounds or find hidden passages. This might require a Perception check (DC set by Referee).
  • Open Stuck Door/Clear Rubble: Attempt to force open a stuck door or clear a small section of debris. This might require a Strength check.
  • Use a Skill or Cast a Spell: Use a specific skill (e.g., picking a lock, disarming a trap) or cast a spell.
  • Special Actions: The party may perform other special actions not noted here, such as interacting with a dungeon feature.

Light & Vision

Most dungeons are dark. The party will rely on light sources. Light sources provide 30′ of light to see by.

  • Candles: A candle will last 1/2 hour (3 turns).
  • Lanterns: A flask of oil burns for approximately 2 hours (12 turns).
  • Torches: Each torch burns for 1 hour (6 turns).
  • Monsters: Monsters encountered in a dungeon can typically see in the dark and will not be surprised by a party of adventurers carrying torches, lanterns, or other light sources.

Resource Management

Keep track of the following:

  • Rations: Each character consumes 1 ration per day, even in a dungeon.
  • Light Sources: Track torch and oil use in turns.
  • Memorized Spells: Note any spells that are lost/forgotten.
  • Hit Points: Track damage taken.

Mapping & Exploration

  • Players are encouraged to draw maps as they explore, based on the referee’s descriptions.
  • The referee should describe rooms, corridors, and features clearly, noting dimensions, exits, and notable elements (e.g., “a 20-foot long corridor ending in a wooden door,” “a large chamber, 30×40 feet, with three exits and a crumbling statue in the center”).

Doors

Dungeons are often filled with various doors, some obvious and some secret. Many dungeon doors are locked or stuck.

  • Secret Doors: These can only be spotted if characters are actively and specifically searching for them.
    • Optional – Incidental Secret Door Discovery: The referee may also roll 1d6 per character passing close to certain secret doors. There’s a 1-in-6 chance to discover them this way, even if not actively searching.
  • Locked Doors: Locks can be picked by characters proficient with lock picks, or opened through the use of magic. Doors are not typically locked unless specifically indicated by the dungeon key.
  • Stuck Doors:
    • Forcing: A character can attempt to force open a stuck door, with the chance of success depending on their Strength.
    • Surprise: A failed attempt to force open a door will eliminate any chance of surprise the party might have had against monsters on the other side.
    • Optional – Random Chance: There is a 1/6 chance a given dungeon door is stuck, unless otherwise noted.
  • Doors Swinging Shut: Doors opened by adventurers are likely to swing shut behind them. To prevent this, they can be propped open with iron spikes or other wedges.
  • Monsters and Doors: Most monsters living in the dungeon can open doors, even stuck ones, unless they are blocked, magically sealed, or wedged shut.
  • Listening at Doors:
    • This requires a Perception check, usually against a DC of 12 or else 11 + the STL score of whatever type of creature is on the other side.
    • The referee can modify the difficulty based on situational factors. If creatures are making significant noise behind the door, the referee may rule an automatic success.
    • Referee Rolls: The referee may make this roll in secret so the player doesn’t know if a failure means no sound was heard or if the roll simply failed.
    • One Chance: A character may only attempt to listen at any given door once.
    • Two at a Time: Two characters may listen at the same door simultaneously.
    • Silent Monsters: Some monsters, such as undead, do not make any noise to be heard.

Exploration Movement

The distance a character can move during a dungeon turn is three times (3x) their base movement speed. This is referred to as their exploration movement speed. If the party is rushing through an area, they may be allowed to move up to twice their exploration movement speed, but will always be surprised by an encounter and are more likely to trigger area traps.

Armor Type WornExploration Movement Speed
Unarmored, Padded, Leather, Studded120′
Furs, Brigandine, Scale Mail, Chainmail, Banded Mail, Field Plate90′
Splint Mail, Full Plate60′

Searching

Dungeons frequently contain hidden features like secret doors and traps, which adventurers can discover by searching.

  • Area: Players must declare the specific 10′ x 10′ area they wish to search.
  • Time: Searching a designated area takes one full turn.
  • Chance of Success: Discovering hidden features requires an awareness check.
  • Referee Rolls: The referee always makes this roll in secret. This keeps the player uncertain whether a failed roll means nothing was found or if the check simply failed.
  • One Chance: Each PC can attempt to search a particular area only once.
  • Two at a Time: Two characters may search at the same area simultaneously.

Traps

Traps are hidden dangers designed to harm or hinder adventurers. They’re common in dungeons and sometimes found in the wilderness. There are two main types of traps – Area Traps and Object Traps.

  • Area Traps: These traps are triggered by characters simply moving around and taking actions within an area or room. For every character passing through or acting within the area, there’s a 1-in-6 chance they’ll trigger a trap during a Dungeon Turn. This chance can increase if characters are fighting, running, over-encumbered, or acting in a way that could set the trap off, as determined by the Referee.
  • Object Traps: These traps are automatically triggered only when a character interacts with a specific feature or object in a particular way, such as opening a chest, pulling a lever, or examining an idol.
  • Trap Triggers: If a trap isn’t found, it’s typically triggered when its conditions are met.
  • Effects: Traps can deal damage, cause conditions (like paralysis), or block passages. Some traps may even be instantly lethal! The effect of a trap is typically noted on the dungeon key and will usually allow for a saving throw to avoid some or all of the effects.
  • Active Discovery: Traps are usually hidden. Players must be observant and descriptive in their actions to discover traps (“I check the floor for pressure plates,” “I examine the walls for seams”).
  • Roll to Discover: In some cases, the referee may call for, or privately roll, a perception check to spot a trap. The DC depends on how well the trap is hidden (DC 12 for most traps, DC 16 for very well-hidden traps, and DC 20 for expertly disguised traps). Some classes such as thieves have increased skill in finding traps.
  • Disarming: Once found, many traps can be disarmed or avoided through description. The referee will judge if disarming a particular trap requires a successful Dexterity Check and/or certain tools. Failing to disarm a trap may trigger it per referee discretion. Many traps can be disarmed only by thieves.
  • Monsters: Monsters may fall victim to traps if lured into thei3r triggers. The referee may rule that some monsters are able to bypass certain traps, especially if they are the ones who set the trap.

Wandering Monsters

Parties exploring a dungeon may run into wandering monsters and random encounters. These chances assume the party is moving carefully and stealthily.

  • Encounter Check: Every turn, the referee rolls 1d12 (or other die as specified by dungeon area).
    • On a roll of 1, a random encounter occurs.
    • Modifiers: Referee can apply modifiers based on noise (e.g., +1 for loud actions) or dungeon specific activity (e.g., +1 for areas with high monster traffic).
  • Encounter: If an encounter is indicated, the referee rolls on a specific Encounter Table for the dungeon level or area. The encounter occurs immediately, usually with the monsters having a chance to surprise the party (determine surprise as per the stealth and awareness rules).

Wilderness Adventuring

Follow these steps for each travel day:

  1. Weather: Determine the weather for the day using the weather table.
  2. Party Declares Intent: The players must choose what action to take each day.
    • Travel: In which direction? Declare a forced march to travel faster?
      • If the party is lost, they cannot move to a new hex. If they spent the day regaining bearings, resolve that check.
      • Based on the terrain type and the party’s choices (mounts, forced march), determine how many hexes the party traverses. Update the party’s location on the map.
    • Wilderness activities: Forage for food or water, search current hex, regain bearings if lost, deal with specific terrain and challenges, etc.
  3. Navigation: Roll 1d6 to determine if the party loses their direction. The chances are based on the terrain type of the hex that the party ends their day in.
    • Clear, grasslands: 1-in-6 chance.
    • Barren, city, forest, hills, mountains: 2-in-6 chance.
    • Desert, jungle, swamp: 3-in-6 chance.
    • On a positive result, the party leader must make a perception check; on a success, the party is not lost. On a failure, the party is now lost.
  4. Encounter Check: Roll 1d6 to determine if the party encounters a wandering monster.
    • City, clear, grasslands, settled: 1-in-6 chance.
    • Air, barren, desert, forest, hills, ocean, river: 2-in-6 chance.
    • Jungle, mountains, swamp: 3-in-6 chance.
    • On a positive result, the party encounters a creature rolled on the appropriate encounter table based on the terrain of the hex that the party ends their day in.
    • If 6 is rolled, a discovery is found:
      • Consult the relevant Discovery Table for the current hex’s terrain.
      • Describe the discovery, add it to the map or party’s knowledge, and resolve it with the party.
  5. Track Supplies:
    • Track supplies. Each character must consume one ration at the end of each day or go hungry.
    • If the party successfully foraged, add any rations found to supplies.
  6. End of Day Results:
    • Describe the final results of the day.
    • Check conditions and spell durations.
    • Update time tracking.

Overland Travel Speeds

Overland Travel Speed with Light Load
A party carrying a light load (half of their total maximum capacity or less) uses these travel speeds.

  • 6-mile Hex:
    • Rough Terrain: 1 hex per day (or 2 hexes per day forced march)
    • Clear Terrain: 2 hexes per day (or 4 hexes per day forced march)
    • Clear Terrain and Mounted: 4 hexes per day (or 8 hexes per day forced march)
  • 12-mile Hex:
    • Rough Terrain: 2 days per hex (or 1 hex per day forced march)
    • Clear Terrain: 1 hex per day (or 2 hexes per day forced march)
    • Clear Terrain and Mounted: 2 hexes per day (or 4 hexes per day forced march)
  • 24-mile Hex:
    • Rough Terrain: 4 days per hex (or 2 days per hex forced march)
    • Clear Terrain: 2 days per hex (or 1 day per hex forced march)
    • Clear Terrain and Mounted: 1 hex per day (or 2 hexes per day forced march)

Overland Travel Speed with Heavy Load
A party carrying a heavy load (more than half their total maximum capacity) uses these speeds.

  • 6-mile Hex:
    • Rough Terrain: 1 hex per 2 days (or 1 hex per day forced march)
    • Clear Terrain: 1 hex per day (or 2 hexes per day forced march)
    • Clear Terrain and Mounted: 2 hexes per day (or 4 hexes per day forced march)
  • 12-mile Hex:
    • Rough Terrain: 1 hex per 4 days (or 1 hex per 2 days forced march)
    • Clear Terrain: 1 hex per 2 days (or 1 hex per day forced march)
    • Clear Terrain and Mounted: 1 hex per day (or 2 hexes per day forced march)
  • 24-mile Hex:
    • Rough Terrain: 1 hex per 8 days (or 1 hex per 4 days forced march)
    • Clear Terrain: 1 hex per 4 days (or 1 hex per days forced march)
    • Clear Terrain and Mounted: 1 hex per 2 days (or 1 hex per day forced march)

Stealthy Travel: If the party is without mounts and carrying a light load, they may choose to move with extra stealth to avoid encounters. In this case, use the heavy load travel speed.

Fast Mounts: Some mounts (such as riding horses) are quicker than others, moving at twice the rate shown above. Thus, on a map with 6-mile hexes, a riding horse travels 8 hexes per day (or 16 hexes per day forced march).

Overland Travel

A travel day represents the party’s full day of activity, including travel, breaks, and an overnight rest.

  • Hex Movement per Day: See the Travel Speed Summary above for per-day hex movement.
  • Wilderness Encounters: The referee makes one encounter check per day of travel. If there is an encounter, the referee determines the time of day it occurs, and the type of encounter is then based on the hex the party was most likely traveling through at that time. Using the stealth and awareness rules, the referee determines if either side is surprised. If a side is surprised, the other side has the opportunity to take ambush positions or surround them.
  • Forced March: A party can declare a forced march to increase their movement speed.
    • Fatigue: Each character must make a Fatigue check at the end of a Forced March. Failure means the character becomes exhausted. The DC depends on the hex that the party ends their day in (Clear DC 12, Hills/Forest/Badlands DC 16, Swamp/Jungle/Mountains DC 20).
  • Mounts:
    • Clear Terrain Only: Mounts (like horses) increase movement only when traveling exclusively through Clear Terrain. In all other terrain types, mounts provide no speed bonus but do allow for greater carrying capacity. Some special mounts may treat certain terrains as clear, per the referee and the mount’s description. See Vehicles & Mounts.
    • Forced March: If pushing their mounts to the absolute limit in clear terrain, the party can double their movement speed. However, each mount must make a fatigue check at the end of the day. Failure means the mount becomes exhausted; multiple failures could injure or even kill the mount. The riders also suffer fatigue as per a forced march.
  • Vehicles: Wagons and carts allow for more carrying capacity. See Vehicles & Mounts.
  • Visibility: A party can typically see a distance of up to 3 miles in all directions. This distance can be adjusted per the referee depending on terrain type (reduced in a forest, increased in the mountains).
  • Maps & Terrain Icons: On a hex map, a hex with a terrain icon is considered rough terrain. Clear terrain hexes have no terrain icon.
  • Specific Terrain Challenges: For particularly difficult terrain features within a hex, like raging rivers, steep canyons, or sheer cliffs, the referee may require an ability check (e.g., Strength, Dexterity, or Perception) from one or more party members to successfully overcome the obstacle. Failure could result in a mishap or even prevent movement through that hex entirely for the day. These challenges often take an additional portion of the day, effectively reducing overall movement.

Getting Lost

  • Navigation Checks: If there is a navigation event, the party leader must make a Perception check. If they fail the check, the party becomes lost.
    • Effects of Getting Lost: A lost party cannot initiate travel to adjacent hexes, becoming effectively “stuck” in their current hex. They must attempt to regain their bearings before they can travel as usual again.
    • Regaining Bearings: To get back on track, the party must spend a day focusing solely on finding their bearings again. The character leading the effort makes a Perception check (Clear DC 12, Hills/Forest/Badlands DC 16, Swamp/Jungle/Mountains DC 20).
      • Success means they’re no longer lost and can resume normal travel the next day.
      • Failure means they remain lost and the party wanders into an adjacent hex (see Deviation below).
    • Deviation while Lost: Roll 1d6 to determine the direction the party wanders: (1-North, 2-Northeast, 3-Southeast, 4-South, 5-Southwest, 6-Northwest).

Discovering Features

  • Direct Discovery: Any obvious feature located within the hex where the party ends their Travel Day is automatically discovered.
  • Incidental Discovery: Obvious features may be revealed in hexes the party passes through, per referee discretion (e.g., “Through a break in the trees, you glimpse the top of a crumbling tower in the hex to your west.”).
  • Encounter Check Discovery: When the referee makes an encounter check, a result of 6 on the die signifies a new discovery. The referee can reveal any hidden features already noted in the hex key, or generate a new hex feature and add it to the key.
  • Active Search: If the party wishes to actively search a hex they are in for hidden features or specific clues, they must spend their entire travel day doing so. They make no movement that day, but they might make a Perception check (DC set by referee, typically clear DC 12, hills/forest/badlands DC 16, swamp/jungle/mountains DC 20) to find what they’re looking for.

Resting & Supplies

  • Overnight Rest: This is automatically assumed at the end of each travel day. It allows for spell re-memorization, healing, and recovering from fatigue.
  • Supplies: Assume each character consumes 1 ration per travel day. Without rations, characters automatically fail fatigue checks and become progressively more hungry.
  • Foraging: The party may spend a travel day hunting and gathering. The leader of the effort makes a Perception check (DC set by the referee , typically 11-16 based on terrain and season). On a success, 1d6 rations are found, +1 per each additional party member actively assisting in the foraging effort (up to the party’s full size). This activity means the party makes no movement for that day.
  • Healing: 1 hit point per night of resting in the wilderness. 1 HD worth of hit points recovered per day of full rest in a safe location.

Optional: The Watch System

For days where granular detail is crucial, you can “zoom in” on a travel day and switch to tracking time in watches.

  • Watches: A day has 3 watches: morning, afternoon, and night.
  • Typical Day: The party typically travels during the morning and afternoon watches, and rests during the night watch.
  • Movement Per Watch:
    • 6-mile Hex + Light Load: Assumes maximum of 2 watches of movement per day.
      • Rough Terrain: 1 hex per 2 watches (or 1 hex per watch forced march)
      • Clear Terrain: 1 hex per watch (or 2 hexes per watch forced march)
      • Clear Terrain and Mounted: 2 hexes per watch (or 4 hexes per watch forced march)
    • 6-mile Hex + Heavy Load: Assumes maximum of 2 watches of movement per day.
      • Rough Terrain: 1 hex per 4 watches (or 1 hex per 2 watches forced march)
      • Clear Terrain: 1 hex per 2 watches (or 1 hexes per watch forced march)
      • Clear Terrain and Mounted: 1 hexes per watch (or 2 hexes per watch forced march)
  • Event Checks: Roll 1d6 for Events once per Day as usual. Determine the time of day an event or discovery occurs on 1d6: 1-2 morning, 3-4 afternoon, 5-6 night.
  • Activities Per Watch: Other activities (like foraging, scouting, detailed searching) can be declared as taking up one or more Watches of the day, reducing travel time.
  • Reverting: Once the zoomed-in day’s events are resolved, revert to the standard daily system.
  • Optional: Determine the time of day an encounter or discovery occurs on 1d6: 1-2 morning, 3-4 afternoon, 5-6 night. This may impact light and weather conditions, encounter types, etc.

Outdoor Distances

During overland encounters or outdoor adventure site exploration, movement and distances are measured in yards rather than feet.

  • Map squares typically represent a scale of 10 yards instead of 10 feet.
  • Character and monster movement speeds are in yards.
  • Weapon and spell ranges function in yards instead of feet.
  • Encounter distances are measured in yards instead of feet.
  • The area of an effect is still measured in feet, however.

Discoveries

When an encounter check results in a discovery, use the table corresponding to the hex’s primary terrain type.

Forest Discoveries (1d6)

  1. Ancient Grove / Sentinel Tree: A clearing dominated by unusually ancient or majestic trees, possibly with faint carvings or an unsettling aura. This could be a druidic site or a monster’s lair.
  2. Hidden Spring / Clear Stream: A pristine water source, providing fresh water and perhaps attracting rare flora or fauna. Highly valuable in dense, dry forests.
  3. Well-Hidden Animal Lair / Nests: Not immediately dangerous, but evidence of significant wildlife: a bear’s den, a wolf pack’s rendezvous, or a rookery of large birds. This might indicate hunting opportunities or a nearby threat.
  4. Lost Hunter’s Camp / Trapper’s Cache: The overgrown remnants of a small camp or a well-concealed cache of tools, traps, or dried provisions, possibly still salvageable.
  5. Faint, Overgrown Trail: A barely discernible path winding deeper into the woods, leading to an unknown clearing, a minor ruin, or even an easier passage through a particularly dense section of the forest.
  6. Unusual Flora / Fungi: A patch of rare, oddly colored, or luminescent plants/fungi. These could have medicinal, poisonous, or minor magical properties (referee discretion).

Mountain Discoveries (1d6)

  1. Hidden Cave / Mine Entrance: A concealed opening in the rock face, potentially leading to a small cavern, a forgotten mine shaft, or a creature’s den.
  2. Goat Path / Mountain Pass: A treacherous but faster way through the mountains, perhaps bypassing a difficult ascent or a longer route around peaks.
  3. Unique Mineral Deposit: A visible vein of unusual ore (e.g., copper, silver, or even glimmering crystals) or valuable stone, tempting to those with mining skills.
  4. Eagle’s Eyrie / Cliffside Perch: A high vantage point offering a spectacular view, potentially revealing distant landmarks, hidden valleys, or enemy movements. Might also contain valuable eggs or feathers.
  5. Shrine / Cairn to a Fallen Hero: A weather-beaten monument, a stack of stones, or a small shrine, possibly containing a minor offering or an inscription relating to local legends.
  6. Meltwater Spring / Glacier Runoff: A source of incredibly cold, pure water flowing from a high altitude, vital in a barren, rocky landscape.

Plains/Grasslands Discoveries (1d6)

  1. Ancient Standing Stone / Landmark: A solitary, weather-beaten stone, perhaps covered in faded carvings, or a distinctive natural rock formation used as a waypoint for centuries.
  2. Herd Migration / Watering Hole: Signs of abundant wildlife, perhaps a large herd of grazing animals or a well-used watering hole, indicating good hunting or a potential animal stampede.
  3. Overgrown Road / Old Caravan Tracks: The faint remains of a much older, less-used road or caravan path that might offer a quicker (or safer) route through parts of the plains.
  4. Burrow / Den System: Extensive evidence of burrowing animals (e.g., badgers, prairie dogs, giant worms), possibly leading to a vast underground network.
  5. Abandoned Homestead / Wagon Wreckage: The ruins of a lone farmhouse or the splintered remains of a wagon, potentially containing small, forgotten personal effects or minor salvageable goods.
  6. Unique Bloom / Herb Patch: A striking field of rare wildflowers or a cluster of potent medicinal herbs, visible across the open terrain.

Hills Discoveries (1d6)

  1. Overlook / Vantage Point: A naturally elevated position that provides a wide, commanding view of the surrounding hexes. This can reveal distant landmarks, potential threats, or optimal routes ahead.
  2. Shepherd’s Crook / Hunter’s Blind: Evidence of local activity, such as a rudimentary shelter used by a shepherd, a well-concealed hunter’s blind, or signs of recent grazing animals. This suggests the presence of common folk or abundant game.
  3. Rocky Outcrop / Small Cave: A cluster of prominent boulders or a shallow cave entrance, offering immediate shelter from weather or a quick place to hide. It might occasionally contain signs of temporary habitation by small creatures or travelers.
  4. Terraced Farmland Ruins / Abandoned Vineyard: Signs of older, more extensive cultivation on the slopes, like ancient terraces or the gnarled remains of an old vineyard. These speak to the history of settlement and could hint at hidden cellars or forgotten tools.
  5. Singing Stones / Echoing Rocks: A peculiar geological formation where the wind creates haunting sounds, or where echoes carry in unusual ways. This is primarily atmospheric but might be a local legend or even a minor magical resonance.
  6. Hidden Spring / Seasonal Stream: A discreet source of fresh water, often tucked away in a dell or between rises, or the bed of a stream that only flows after rains, vital for thirsty travelers and wildlife.

Swamp/Marsh Discoveries (1d6)

  1. Hidden, Dry Islet / Firm Ground: A small, elevated patch of solid ground amidst the muck, offering a secure place to rest or make a safe camp.
  2. Crooked, Submerged Path: A treacherous, often invisible path of slightly higher ground or submerged logs that provides a slightly easier (but still dangerous) route through a particularly deep or difficult section of swamp.
  3. Unusual Plant Growth / Bio-luminescence: Strange, mutated flora, or patches of glowing fungi/plants that illuminate parts of the swamp at night, creating an eerie atmosphere.
  4. Alligator/Crocodile Nesting Grounds: Evidence of a large population of dangerous reptiles, such as nests, territorial markings, or unusually large tracks. Not an immediate encounter, but a warning.
  5. Sunk Boat / Wrecked Raft: The waterlogged remains of a small vessel, possibly containing useful (but water-damaged) items, or revealing a past tragedy.
  6. Mysterious Totem / Weathered Altar: A crude, primitive effigy or a stone altar, partially submerged or overgrown, hinting at local spirits, forgotten rituals, or reclusive inhabitants.

Coastal/Ocean Discoveries (1d6)

  1. Shipwreck (Shallow Water/Beach): The remains of a vessel, partially submerged or beached, offering potential salvage, loot, or a mystery to investigate.
  2. Hidden Cove / Sea Cave: A secluded inlet or a cave accessible from the sea, perfect for sheltering a small boat or hiding secrets.
  3. Rich Fishing Grounds / Oyster Beds: An area where fish are exceptionally abundant, or a discovery of shellfish beds, offering a plentiful source of food.
  4. Buoy / Driftwood Cache: A floating marker (perhaps indicating a net or a trap) or a large collection of usable driftwood washed ashore, useful for repairs or building.
  5. Ancient Tide Pool / Unusual Marine Life: A large tide pool containing vibrant and unique marine creatures, or the observation of a rare, non-threatening sea animal close to shore.
  6. Pirate’s Marker / Smuggler’s Landing: A subtle sign (a specific rock carving, a hidden beacon) indicating a place used by illicit seafarers, hinting at hidden caches or future encounters.

River Discoveries (1d6)

  1. Shallow Ford / Crossing Point: A rare place where the river is naturally shallow enough to be safely crossed on foot or by mount, or a small, intact bridge.
  2. Fisherman’s Hut / Trapper’s Cabin: A small, perhaps abandoned, dwelling near the river, possibly containing basic supplies or a small boat.
  3. Sandbar / Island: A temporary or permanent exposed landmass in the river, offering a resting spot, a unique ecosystem, or a vantage point.
  4. Signs of River Beasts: Evidence of large, dangerous river creatures (e.g., giant eels, river trolls, monstrous fish) like tracks, disturbed banks, or large nests.
  5. Downstream Wreckage: Debris or parts of a vessel that have floated downriver, indicating trouble upstream or a lost cargo.
  6. Clear Water Spring (on bank): A spring bubbling up directly on the riverbank, providing fresh drinking water without needing to filter river water.

Desert Discoveries (1d6)

  1. Hidden Oasis / Subterranean Spring: The party stumbles upon a rare and vital source of fresh water in the desert: a small oasis, a concealed spring bubbling up from rocks, or a cave with a cool, clear pool. This provides essential hydration and a temporary respite.
  2. Ancient Ruins / Sunken City Remnants: The shifting sands reveal partially buried structures, the eroded foundations of an ancient city, or a single, worn monument. These hints of past civilizations might contain minor relics, clues to forgotten lore, or attract unusual creatures.
  3. Deserted Camp / Merchant’s Cache: The remains of a recent camp, quickly abandoned, or a small, sand-buried cache left by a desperate traveler. This could contain discarded supplies, a map fragment, or personal items.
  4. Unique Cacti / Desert Flora: A patch of unusually large, strangely shaped, or vibrantly colored desert plants. These might have medicinal properties, provide a small amount of edible pulp, or serve as a unique landmark.
  5. Wind-Sculpted Rock Formation / Natural Arch: A naturally occurring, visually striking rock formation that creates a memorable landmark. This could offer temporary shelter, a vantage point, or be a site of local legend.
  6. Fossilized Remains / Giant Bones: The party discovers the skeletal remains or massive bones of a creature long extinct that once roamed these lands, partially uncovered by the wind. This is a purely atmospheric find but could hint at larger, buried secrets or attract scavengers.

Settled Lands / Farmlands Discoveries (1d6)

  1. Hidden Cache / Stash: A small, well-hidden collection of valuable items (e.g., a locked chest, a buried jar of coins, a bundle of useful tools or supplies) often left by a local, a passing traveler, or a petty thief.
  2. Forgotten Shrine / Old Burial Plot: A small, unassuming shrine to a minor deity or saint, or an overgrown family burial plot on the edge of a field. These might be undisturbed, offering a moment of quiet reflection, or could hint at forgotten local lore.
  3. Unusually Fertile Spot / Rare Crop: A patch of land that seems exceptionally fertile, growing unusually large produce, or a farmer cultivating a rare or valuable crop (e.g., medicinal herbs, exotic spices, a unique grain) that could be traded.
  4. Evidence of Local Conflict / Old Border Marker: Signs of past disputes: a crumbling border stone, a section of old, broken fence, or subtle evidence of a skirmish long ago (e.g., an old, rusted arrowhead, a dented piece of armor). This might lead to local history or lingering tensions.
  5. Abandoned Building / Collapsed Cellar: A derelict farmhouse, a forgotten barn, or a collapsed cellar that holds a few mundane, but possibly useful, items or hints at who lived there.
  6. Minor Mystery / Eccentric Local: The party observes a strange occurrence (e.g., unusual lights at night, strange sounds, livestock acting oddly) or encounters an eccentric local figure who might offer cryptic advice, a strange side quest, or simply a memorable oddity.

Tropical Jungle Discoveries (1d6)

  1. Hidden Waterfall / Clear Pool: The party stumbles upon a beautiful, secluded waterfall cascading into a pristine, clear pool. This provides a vital source of fresh water, a chance to cool off, and a momentary respite from the oppressive heat and humidity.
  2. Overgrown Ruin / Ancient Stone Carving: The dense foliage conceals fragments of an ancient, vine-choked ruin, a crumbling stone wall, or a large rock with faded, enigmatic carvings. These hint at lost civilizations and might hold minor treasures or clues.
  3. Unique & Potent Flora: A patch of highly unusual and vibrant jungle plants. These could be rare medicinal herbs (e.g., a potent antivenom, a powerful stimulant), a valuable hallucinogenic flower, or a carnivorous plant that, while not immediately dangerous, is a fascinating (and perhaps unsettling) find.
  4. Well-Used Game Trail / Watering Hole: A clearly defined path through the undergrowth, heavily used by local wildlife leading to a hidden watering hole or a natural salt lick. This indicates excellent hunting opportunities but also the presence of large, potentially dangerous, animals.
  5. Exotic Bird Roost / Primate Gathering: The party observes a large flock of incredibly colorful and rare birds, or a sizable troop of intelligent primates (monkeys, apes) gathered in the canopy. This is primarily an atmospheric discovery, but could lead to opportunities for observation or, if disturbed, a noisy alert.
  6. Quicksand Pit / Natural Trap: A dangerous natural hazard, such as a well-camouflaged quicksand pit, a collapsing sinkhole, or a tangle of razor-sharp vines. This is a discovery that requires immediate attention and careful navigation to avoid a mishap or injury.

Badlands Discoveries (1d6)

  1. Hidden Water Pocket / Scum Pond: A small, often stagnant, pool of water collected in a depression or sheltered by rock formations. While not pristine, it can be a vital, if unappetizing, source of hydration in an otherwise parched landscape.
  2. Eroded Skeleton / Petrified Forest: The forces of wind and water have exposed the fossilized remains of ancient creatures, or a petrified forest where stone trees stand as eerie monuments to a bygone era.
  3. Hermit’s Dwelling / Isolated Prospector’s Claim: A crude, almost invisible shelter carved into a rock face, or a small, abandoned mining claim. These might contain a few forgotten tools, cryptic notes, or simply the echo of a solitary existence.
  4. Weather-Worn Native Art / Strange Carvings: Ancient pictographs or petroglyphs on a canyon wall, or unusual, unnatural carvings in the rock formations, hinting at forgotten cultures, spirits, or territorial warnings.
  5. Ravine Shortcut / Hidden Pass: A narrow, often precarious, crevice or wash that unexpectedly leads through a seemingly impassable ridge, potentially saving significant travel time but requiring careful navigation.
  6. Unusual Mineral Seam / Colorful Earth: A striking vein of exposed, brightly colored minerals (e.g., ochre, gypsum, or unusual salts) that might have alchemical, artistic, or minor commercial value.

Adventures on the Water

Maritime Travel

These rules apply when a group is traveling by way of waterborne vessel.

  • Maritime Travel: Water hexes are generally impassable without a suitable vessel. Movement by boat or ship is as follows (assuming 6-mile hexes):
    • Open Water (Sailing): Ships travel 1d6 hexes per day (reflecting variable wind currents).
    • River Travel: Small ships can travel via rivers at these rates.
      • Upriver (Rowing/Poling): 1 hex per day.
      • Downriver: 1d6 hexes per day (reflect variables currents and obstacles)
  • Measurements: Distances and measurements use wilderness scale (yards) for encounters.
  • Navigation: To avoid losing direction, a vessel requires a ranger or specialist (navigator)aboard. With a navigator, the ship cannot lose course while in sight of a coastline but there is a 2/6 chance to lose direction in open water. Without a navigator, there is a 2/6 chance to lose direction within sight of a coastline and a 5/6 chance to lose direction in open water.
  • Visibility: In open water, on a clear day, an observer can spot a coastline up to 3 hexes away, reduced by weather and daylight conditions. Ship can be spotted up to 300 yards away, or as little 40 yards during a thick fog.
  • Weather:
    • Storms and Gales: A storm or gale (very strong storm) at sea can cause a vessel to take on water, sink, or wreck. A vessel that has taken on water has its movement speed reduced by 1/2 until it is repaired at a port. A vessel that sinks is destroyed and typically cannot be recovered for repairs. A vessel that wrecks is destroyed but may be repaired depending on its resting place.
    • During a storm: The vessel’s speed is doubled and there is a 2/6 chance it veers off-course (1-3 clockwise, 4-6 counter-clockwise). There is a 1/6 chance for a seaworthy vessel to take on water, and a 3/6 chance for a non-seaworthy vessel to take on water. If a vessel takes on water during a storm, there is a 1/6 chance that it sinks if it’s seaworthy, and 2/6 if not.
    • During a gale: The vessel’s speed is tripled and its direction of travel is randomized with a d6 roll. There is a 3/6 chance for a seaworthy vessel and a 5/6 chance for a non-seaworthy vessel to take on water. If a vessel takes on water during a gale, there is a 1/6 chance that it sinks if it’s seaworthy and a 4/6 chance that it sinks if not.
    • Wrecking: If a seaworthy vessel is near land during a storm or gale, there is a 3/6 chance it that wrecks against the shore. A non-seaworthy vessel may attempt to beach in order to avoid sinking or wrecking; this is automatically successful unless there are significant obstacles (rocks, cliffs, etc.) in which case there is a 4/6 chance of wrecking against the shore.
  • Waterborne Monsters: These monsters are able to surprise ships as per normal, but are not usually surprised by ships, though a heavy fog or similar situation could change this.

Encounters

An encounter is any situation where the PCs meet and interact with a group of monsters or other creatures, in a way that creates a challenge or requires action.

Referee’s Encounter Sequence
1. Encounter Type:
Use the Encounter Tables to determine the kind of creature encountered.
2. Change in Lair:
In the wilderness, check to see if the encounter happens at the creature’s lair.
3. Number Appearing:
Determine how many creatures are encountered.
4. Encounter Awareness:
Check to see if either side is surprised using the stealth and awareness rules.
5. Encounter Distance:
Determine how far away the creatures are from the party.
6. Actions: The players decide what actions they take, and the referee determines the actions of the creatures encountered using a reaction check.

Surprise

Surprise happens at the start of combat if either side is unaware of the other. The referee determines if one or both sides are surprised by rolling 1d6 or each side. On a 1-2, that side is surprised. The referee can modify the odds based on the circumstances and some monsters are noted as having different surprise chances.

Effect of Surprise: A surprised creature is unable take any action in the first round of combat.

If Both Sides Are Surprised: If both sides are surprised, there’s a moment of shared confusion. Neither side gains an advantage, and initiative is rolled normally for the first round as if no one was surprised.

Encounter Type

When an encounter occurs, the referee determines what creatures are encountered by rolling on an appropriate Encounter Table or as otherwise noted in the adventure area’s description. See Encounter Tables.

Chance in Lair

Monsters encountered have a Chance In Lair noted in their stat-block. This statistic is checked to see if the party encounters the creatures in their lair. Creatures encountered outside of their are usually traveling, hunting, patrolling, etc., and usually will be in a smaller group with less treasure in their possession. Creatures encountered inside of their lair are often encountered in larger groups, may guard more treasure, and may fight more aggressively given they’re defending their home.

Number Appearing

Monsters have a Number Appearing noted in their stat-block. This statistic determines how many individuals are in the group encountered. If desired, the referee may manually choose a number within the given range, rather than rolling to determine the quantity. The first quantity shown is for when the creatures are encountered in a dungeon, while the amount shown in parenthesis is for when the creatures are encountered in the wilderness or in their lair. Some creatures will not be encountered in dungeons while some may not be encountered in the wilderness or lairs.

Encounter Awareness

If needed, the referee can check to determine if either side if unaware of the other; see Stealth and Awareness above.

Encounter Distance

When an encounter occurs, the scenario may dictate at what distance. Otherwise, the referee may determine the initial encounter distance with a random roll.

  • Dungeon Encounter Distance: 2d6x10 feet
  • Overland Encounter Distance: 4d6x10 yards
  • Maritime Encounter Distance: 4d6x10 yards

Reaction Checks

If the actions of the encountered monsters is uncertain, the referee can use a reaction check to determine how they act towards the PCs. If the PCs attempt to parlay with the monsters, the referee may modify the reaction check by the CHA of the PC who takes the lead.

1d20 + CHAReaction
5 or lessHostile, menacing, murderous
6-7Unfriendly, fearful, deceitful
8-11Indifferent, uninterested, oblivious
12-15Friendly, curious, negotiative
16+Very friendly, helpful, welcoming

Evasion & Pursuit

Fleeing Group SizeChance to CatchChance to CatchChance to Catch
1-61-2 Pursuers: 3-in-63-8 Pursuers: 2-in-69+ Pursuers: 1-in-6
7-121-6 Pursuers: 4-in-67-12 Pursuers: 3-in-613+ Pursuers: 2-in-6
13-251-10 Pursuers: 4-in-611-24 Pursuers: 3-in-625+ Pursuers: 2-in-6
26+1-10 Pursuers: 5-in-611-24 Pursuers: 4-in-625+ Pursuers: 3-in-6

If a ranger leads a group of 10 or less pursuers, the chance to catch the fleeing creature(s) is increased by +1. Maximum chance is 5-in-6.

Combat

Combat occurs when a battle starts between characters and monsters. Combatants move around the battlefield exchanging attacks and casting spells.

Sides

In combat, each group of allied combatants is referred to as a “side”. There can be more than two sides fighting each other at the same time.

Combat Rounds

Combat is divided into rounds. Each round represents approximately 10 seconds of in-game time. Thus, there are 6 rounds in a minute and 60 rounds in a turn.

Combat Sequence Per Round

Each round, the referee will step through the Combat Sequence which consists of five sequential phases.

  1. Considerations: Consider any special circumstances for the combat, including surprise, encounter distance, light sources, visibility, conditions, terrain effects, etc.
  2. Initiative: Roll for group or individual initiative. The highest initiative roll wins, going first in each phase followed by the next highest initiative result, and so on. The winning side may allow other sides to go before them in each phase.
  3. Declarations: Spellcasters must declare that they are beginning to cast a spell or that they’re going to counter-spell another spellcaster. Combatants that are defending or protecting must declare it now and the effect lasts for the remainder of the round.
  4. Order of Action: The side with the highest initiative takes turns performing the following actions in order from A-E. Then, the next side in initiative order takes their actions, and so on, until all sides have taken actions.
    • A. Morale: Monsters and NPCs check morale at the referee’s discretion.
    • B. Movement: Combatants can move up to their encounter movement rate unless they are engaged in melee, in which case their movement is restricted to these options:
      • Withdraw: The combatant moves up to half of their encounter movement rate without provoking any parting shots.
      • Retreat: The combatant moves up to their full encounter movement rate, but opponents that were engaged in melee with them get a parting shot (single free melee attack). A retreating combatant may not attack this round.
    • C. Missile Attacks: Combatants can fire missile weapons if opponents are at least 5′ away.
    • D. Melee Attacks: Combatants can melee attack when opponents are 5′ away or less. Reach weapons allow attacks up to 10′ away.
    • E. Miscellaneous: Any other type of action performed during combat, such as drinking a potion or using a magic item.
  5. Complete Spellcasting: Spells are cast and take effect, unless the spellcaster was interrupted. Counter-spelling forces the target spellcaster to save vs spell in order to not be interrupted.

1. Considerations

At the start of each round, determine if any aspects of the encounter have changed.

  • Attacking from Behind: Negates shield AC bonuses.
  • Dual Wielding: A combatant holding two single-handed weapons can attack with either one each round, or make a dual attack. When making a dual attack, they make a single attack roll at -2 penalty, but roll both damage dice on a hit and take the highest of the two results. Use the higher attack bonus of the two weapons from magical bonuses, etc.
  • Blindness: Blind characters cannot attack.
  • Bombing (Flying Creatures): Flying creatures (up to 300′ altitude) can drop objects which hit on 1d20 vs a DC 16. Area/damage depend on bomb size (human-sized = 2d6 to 10’x10′ area).
  • Helpless Opponents: When attacking opponents that are sleeping, paralyzed, bound, or otherwise immobilized, no attack roll is needed; the target is automatically hit and damage is rolled. The referee may allow combatants to attempt a single killing blow on a helpless target if the target can be killed in such a way (sometimes called a coup de grâce); in this case, the target must make a save vs death; on a failure, they are instantly slain; on a success, they survive the killing blow and the attacker rolls damage as usual.
  • Invulnerabilities: Some monsters are only harmed by specific means such as magic or silvered weapons. The referee may also allow such creatures to be harmed by other invulnerable monsters or a monster with 5+ HD.
  • Light: Characters in very dim light suffer -2 to attacks and ability checks requiring visibility. Characters in darkness are considered blinded and cannot attack.
  • Spacing: The referee judges how many attackers can strike one opponent based on the available space and size of the attackers compared to their target. Human sized characters take up a 5’x5′ square space, so a party may go two-by-two in formation down a 10′ wide hallway. Smaller creatures may take up less space, and larger creatures may take up more.
  • Subduing: Announce intent not to kill. Only bludgeoning attacks (bladed weapons use flat). Track subdual damage separately. At 0 subdual HP, intelligent foes surrender.
  • Unarmed Attacks: Same attack rolls as melee. Deal 1d2 damage (modified by STR).
  • Unstable Surfaces: Characters suffer -4 to missile attacks. Cannot cast spells. Magic items work normally. Magical flight is usually stable.
  • Water Combat: Penalties to attack and damage rolls. Missile weapons usually do not work.

2. Initiative

Initiative determines the order in which each group of combatants act within a combat round. The referee will determine when initiative is rolled as a group or for individual combatants. Usually, player characters will roll as group when in formation and as individuals when dispersed. Most monsters will roll as a group, but some powerful or unique monsters may roll as individuals or even as group leaders.

  • Option 1 – Group Initiative: Roll 1d20 for each group at the start of a combat round, adjusted by the Dex, Int, or Cha modifier of the group’s leader. The group with the highest roll goes first, followed by the group with the next highest roll, and so on. Ties go to the player characters, or else the side with the highest initiative modifier, or else a tie breaker roll is made to break the tie.
  • Option 2 – Individual Initiative: Each combatant rolls 1d20 adjusted by their Dex or Int modifier. The individual with the highest roll goes first, followed by the next highest roll, and so on. Ties go to player characters, or else the individual with the highest initiative modifier, or else a tie breaker roll is made to break the tie.

3. Declarations

Any characters or monsters who are going to begin casting a spell must declare that they are doing so during this phase. Counter-spelling may also be declared. Note that a combatant may wish to allow their adversary to declare spellcasting first, so as to determine how best to respond; this is allowable as the winning initiative roller may allow other groups to go first during each phase.

The act of casting a spell takes some time, and the spell is not completely cast until phase 5 of the combat round. In the interim, the spellcaster is performing the necessary gestures and speaking the magic words; this is apparent to all combatants. Adversaries may try to interrupt spellcasting via successful attack or other means. If the spellcaster takes damage or fails a saving throw, or if they are successfully silenced, restrained, or counter-spelled, the spell is interrupted and has no effect.

Characters can also declare that they are defending or protecting (see below).

4. Order of Action

This phase is where combatants take actions which are executed in the specific order as shown in the combat sequence. The side that wins initiative steps through the actions performing each in sequence before the next side takes their turn doing the same.

During the order of action, each combatant may move and attack (either at range or in melee), or move and take a miscellaneous action. Combatants casting spells cannot move this round. The order of action is: morale, movement, missiles, melee, miscellaneous. Individuals within a group may not take actions out of order.

5. Spellcasting Effects

Spells that were declared in phase 3 now take effect in initiative order. The effect of a spell may cause a another subsequent spellcaster’s spell to be interrupted. Counter-spelling forces the target spellcaster to save or else their spell is interrupted.

Attacking

Attacks can be made with melee weapons such as swords or axes, ranged weapons such as slings and bows, thrown weapons like darts or spears, or in hand-to-hand combat with punches and kicks.

Melee Attacks

A melee attack is a close-combat attack using a weapon like a dagger or sword. A combatant may make a melee attack when adjacent to an opponent who is up to 5′ away. If using a reach weapon, such as a polearm or spear, the target who is up to 10′ away. A player character’s STR is added to attack and damage rolls. Some weapons allow the user to employ DEX instead.

Melee Engagement and Counter-Attacks

Combatants who are within melee attack range of each other are considered to be engaged in melee. While engaged in melee, a combatant cannot move without provoking a counter-attack from enemies within melee attack range. A counter-attack is a free and immediate melee attack against the combatant that provokes it.

A combatant can make a counter-attack even if they’ve already made all of their regular attacks this round. Monsters with more than one attack per round gain a single counter-attack against a moving foe, but can make a number of counter-attacks against different foes each round equal to their number of attacks per round. For example a tiger with two claw attacks and a bite attack makes one roll when counter-attacking, but may counter-attack up to three times per round against different targets.

Ranged Attacks

Ranged attacks use missile weapons like a sling or bow, or thrown weapons like darts or javelins. A combatant may make a ranged attack using either a missile weapon or thrown weapon so long as they are within the maximum range of the weapon. Missile weapon attacks are modified by PER. Thrown weapon attacks are modified by either STR, DEX, or PER (whichever is preferred by the attacker). Making a ranged attack while engaged in melee provokes a counter-attack from enemies within melee range.

Weapon Ranges
Ranged weapons are noted with a maximum range.

  • Short Range: Up to half the maximum range of the weapon.
  • Long Range: More than half but still within maximum range. -1 to the attack roll.
  • Beyond Maximum Range: Attacks from this distance aren’t possible.

Cover
The referee may apply a penalty from -2 to -4 to attacks against targets behind partial cover. A target with full cover cannot be targeted with an ranged attack.

Making an Attack

Player characters typically get one attack per round, though some classes may gain extra attacks in some circumstances. Some monsters have multiple attacks and are able to attack more than once per round.

To make an attack, roll a 1d20.

  • Attack Roll: Add the attacker’s attack bonus plus any relevant ability modifier to the roll.
  • Target AC: Compare the total to the target’s Armor Class (AC).
  • Hit: If the attack roll total is equal to or greater than the target’s AC, the attack hits.
  • Natural 20: A natural roll of 20 (before modifiers) always hits and maximum damage is inflicted.
  • Natural 1: A natural roll of 1 (before modifiers) always misses.

Armor Class (AC)

AC represents how hard a target is to hit. Higher AC is better (more difficult to hit).

  • Base AC: Unarmored is 11 AC.
  • Armor Bonus: Armor adds a bonus to this base AC:
    • Padded: +1 AC (Total 12)
    • Leather: +2 AC (Total 13)
    • Studded Leather: +3 AC (Total 14)
    • Chainmail: +4 AC (Total 15)
    • Splint Mail: +5 AC (Total 16)
    • Field Plate: +6 AC (Total 17)
    • Full Plate: +7 AC (Total 18)
  • Shields: Add +1 AC to any armor worn.
  • Dexterity: A character’s Dexterity bonus (+1 for 12-13 Dex, +2 for 14-15 Dex, etc.) also adds to AC. Some armors limit the bonus from Dexterity to AC due to bulkiness.

Defending and Protecting

A combatant may announce during the declaration phase that they are defending or protecting this round.

  • Full Defense: Take no action or movement, but gain +2 AC.
  • Moving Defense: Take no action other than move up to 1/2 speed, but gain +1 AC.
  • Protect: Take no action or movement other than guard one creature or object, granting +3 AC to that creature or object. Protection bonuses do not stack from multiple protectors.
  • Shields: Grant an extra +1 AC when taking any of the above three actions.

Damage

If an attack hits, roll the weapon’s damage dice.

  • Damage Dice: Roll the dice indicated for the weapon (e.g., dagger 1d4, axe 1d6, sword 1d8).
  • Add Modifier: Add the attacker’s strength modifier to melee damage rolls.
  • Subtract from Hit Points: The total damage is subtracted from the target’s hit points (hp).
  • Defeating Creatures:
    • When a monster or NPC reaches 0 hp, it is defeated (usually dead, per the referee).
    • If a PC takes damage that drops them to exactly 0 hp, they are knocked unconscious for the until the end of the turn. They return to 1 hp when they regain consciousness.
    • When a Player Character (PC) reaches 0 hp or below, they must make an immediate death save with a penalty equal to the amount of overkill damage taken. Overkill damage is the amount of damage taken beyond what was needed to drop the character to 0 hp. For example, if a PC has 5 HP left and takes 10 damage, the first 5 damage reduce them to 0 hp, and the death save is made at a -5 penalty.
      • Success: The character is knocked unconscious until the end of the turn.
      • Failure: The character is dead.
  • Invulnerabilities: Some monsters cannot be harmed by specific attacks. If an attack that hits them falls into this category, damage is not rolled. The monster is immune and simply isn’t affected.

Spell Casting

To cast a spell, the caster must have both hands free to perform the ritualistic gestures and must be able to speak aloud the mystical incantation that evokes the spell. A caster may not cast a spell if their hands are bound or if they are gagged or otherwise silenced. When casting a spell, the caster may not move or take any other action during the round. Unless otherwise noted, the spellcaster must have line-of-sight to a visible target in order to cast the spell.

If a spellcasting is interrupted, the spell does not take effect but is still at risk of being forgotten; roll for spell retention as if the spell was cast. Scrolls can also be interrupted in this manner, and the scroll is destroyed as if it was cast. Wands, rods, and staves cannot be interrupted, as they work instantly during step 5 of phase 4 as a miscellaneous action. See Magic & Spells for more information.

Saving Throws

When a character or monster is subjected to certain harmful effects (like spells, poisons, or traps), they make a Saving Throw.

  • Saving Throw Categories:
    • Poison or Death Ray: For poisons, diseases, or instant-death effects.
    • Paralysis or Petrification: For effects that immobilize or turn to stone.
    • Wands: For magical effects originating from wands or similar magical devices.
    • Dragon Breath: For area-of-effect attacks like dragon breath.
    • Spells: For other magical effects from spells.
  • Making the Save: Roll 1d20.
    • Add Bonus: Add the character’s saving throw bonus for the relevant category. These bonuses are determined by character class and level.
    • Target DC: The difficulty class (DC) for a saving throw is 16 by default. This may be modified by the referee or in the description of the monster, trap, spell, etc.
    • Success: If the roll plus any applicable bonus is equal to or greater than the DC, the effect is resisted or reduced.

Morale

The referee rolls 2d6 for monsters and NPCs who need to check morale. If the result is equal to or less than their morale score, they continue to fight. If the result is greater than their morale score, they surrender or flee. Morale is checked when a side is significantly outnumbered, facing an obviously superior force, taking heavy casualties, or when their leader is killed or flees from combat.

Spells take effect in initiative order, which means spell effects may interrupt other spellcasters during this phase. A spell that was interrupted fails to take effect but the spell is consumed nevertheless. If a spellcaster is being counter-spelled, they must first succeed at a save vs spell or else their spell is interrupted before they can finish casting it.

Morale

In combat, the GM determines if monsters or NPCs surrender or run.

  • Morale Rating: Monsters have a Morale rating (2-12). Higher scores mean more fearless foes. A 2 means they never fight (unless cornered); a 12 means they fight to the death.
  • Morale Checks: The GM rolls 2d6.
    • Higher than Morale: Monster surrenders or flees.
    • Equal or Lower: Monster continues to fight.
    • Two Successes: If a monster passes two morale checks in one encounter, it will fight until killed (no further checks).
  • When to Check: Morale is typically checked:
    • When the first enemy is killed.
    • When half the enemies are incapacitated.
  • Situational Adjustments: The GM can apply bonuses or penalties (from -2 to +2) to a creature’s morale score. For instance, a side that’s clearly winning might get a +1 morale bonus, while a losing side could suffer a -1 penalty.
    • Scores of 2 or 12 are Unaffected: These adjustments never apply to monsters with a morale score of 2 (always flees unless cornered) or 12 (fights to the death), as their behavior is absolute.
  • Mercenary Morale: Mercenaries check morale just like monsters. Their morale rating is determined by their troop type:
    • Untrained, militia: Morale 6
    • Barbarian horde: Morale 7
    • Trained warriors: Morale 8
    • Mounted troops: +1 bonus
    • Elite troops: +1 bonus
    • Fanatics, berserkers: +2 bonus
  • Modifiers: The referee can further modify mercenary morale based on their working conditions. Harsh treatment or frequent casualties will lower morale, while riches and excitement might raise it. Unlike monsters, the hiring character’s Charisma doesn’t influence mercenary morale.
  • Retainer Morale: Retainers, being adventurers themselves, are more resilient. They do not make morale checks in combat. However, in situations of extreme peril, the referee might require a separate loyalty check to see if they stick around.

Item Destruction

When a character is killed by a destructive spell or special attack (like a lightning bolt or dragon’s breath), their mundane equipment is automatically destroyed.

However, magic items in their possession might have a chance to survive. For each magic item, the referee can allow a saving throw using the character’s relevant saving throw values. If the item itself grants a bonus in combat (like a magical sword or armor), that bonus can also be applied to its saving throw.

Healing

Characters and monsters can recover from damage through natural rest or magical means.

  • Natural Healing: For each full day of uninterrupted rest, a character or monster recovers 1d3 hit points. If this rest is interrupted for any reason, no natural healing occurs that day.
  • Magical Healing: Instantaneous healing can be obtained from magical sources such as healing potions or healing spells. Magical healing can be combined with natural healing.

Character Conditions

A character may suffer from various conditions that impose penalties or restrict their actions. Unless otherwise specified, a condition lasts until explicitly removed, typically by resting, a specific spell, or use of a particular skill.

  • Blinded: The character cannot see. They automatically fail any ability check that requires sight. Attack rolls against them have advantage, and their own attack rolls have disadvantage. Spells or abilities requiring line of sight cannot be used.
  • Burning (On Fire): The character is actively engulfed in flames. They take a set amount of fire damage (e.g., 1d6 or 1d8) at the start of their turn until the fire is extinguished (e.g., by spending an action to drop and roll, dousing with water, or a successful Dexterity check).
  • Charmed: The character is magically compelled to view the charmer as a trusted friend. They cannot attack the charmer or target them with harmful abilities. The charmer might have advantage on social checks made to influence the charmed character. (Specifics depend on the charm effect).
  • Confused: The character’s mind is scrambled. They act erratically, typically determined by a d6 roll at the start of their turn (e.g., 1 attack nearest creature, 2-4 move randomly, 5-6 do nothing).
  • Deafened: The character cannot hear. They automatically fail any ability check that requires hearing. They are immune to effects that require hearing (e.g., certain spells, harpy’s song).
  • Diseased: The character is suffering from an illness. The effects vary by disease but typically include penalties to ability checks, exhaustion, or gradual HP loss. Often requires rest, specific remedies, or spells to cure.
  • Exhausted: The character is physically or mentally worn out. This condition can stack (e.g., levels of exhaustion), with increasing penalties. A single level of exhaustion might impose disadvantage on all ability checks, or -1 to all rolls. Multiple levels might reduce speed, impose disadvantage on attacks, or even lead to unconsciousness.
  • Frightened: The character is filled with terror. They must spend their turns moving away from the source of their fear and cannot willingly move closer. They may have disadvantage on attack rolls and ability checks while the source of fear is visible.
  • Grappled: The character is physically held by another creature. Their movement speed becomes 0, and they cannot move out of the grapple until it ends. They may also have disadvantage on attack rolls and Dexterity checks.
  • Incapacitated: The character cannot take actions or reactions. This is a general state for effects like being knocked unconscious, stunned, or held helpless.
  • Invisible: The character cannot be seen without special means (magic, true sight). Attacks against them have disadvantage, and their own attacks have advantage.
  • Paralyzed: The character is unable to move or speak and is aware of their surroundings. They are effectively helpless. Attack rolls against them have advantage. They automatically fail Dexterity and Strength checks.
  • Petrified: The character is transformed into a solid inanimate substance (e.g., stone, crystal). They are incapacitated, unaware of their surroundings, and immune to most damage and conditions until the effect is reversed.
  • Poisoned: The character is suffering from poison. This typically imposes disadvantage on attack rolls and ability checks, or causes periodic damage. Requires a saving throw to avoid or overcome.
  • Prone: The character is lying on the ground. Melee attack rolls against them have advantage if the attacker is within 5 feet, and disadvantage if the attacker is farther away. Their own melee attack rolls have disadvantage. Movement on the ground costs extra (e.g., half speed) until they use movement to stand up.
  • Restrained: The character’s movement is severely hampered (e.g., by webs, chains, a net). Their movement speed becomes 0, and they have disadvantage on attack rolls and Dexterity checks (if they can act at all). Attack rolls against them have advantage.
  • Silenced: The character cannot make any sound. They cannot cast spells with verbal components or communicate verbally.
  • Stunned: The character is incapacitated, cannot move, and can only speak falteringly. They automatically fail Strength and Dexterity checks. Attack rolls against them have advantage.
  • Surprised: For the first round of combat, a surprised character cannot take any actions.
  • Unconscious: The character is incapacitated, falls prone, and is unaware of their surroundings. Attack rolls against them have advantage. Any attack that hits from within 5 feet is a critical hit. They automatically fail Strength and Dexterity checks.
  • Wounded: A permanent or long-lasting severe injury (e.g., broken limb, loss of an eye). This usually imposes a significant, ongoing penalty (e.g., -2 to attack rolls, half movement speed, disadvantage on specific checks) until healed by powerful magic or significant downtime/medical attention.