Add Encounters

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Expand Languages
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2023-06-26 16:42:24 -04:00
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@@ -1,8 +1,7 @@
---
title: "HOSR Core Rules: Adventuring"
title: 'HOSR Core Rules: Adventuring'
description:
date_pub: 2023-04-26T23:02:00-04:00
date_upd: 2023-05-18T10:16:00-04:00
section: rules
content_type: feature
short_code: rha
@@ -17,9 +16,7 @@ Starting HP is based class and race. When damage is taken, HP is lost.
#### Dying
- Monsters and NPCs usually die at 0 HP.
- PCs at 0 HP (or lower) make a **Saving Throw vs Death** at the end of each round of combat.
- On success, stabilize at 1 HP (no need to continue saving vs death), but can't fight and can only move 1/2 speed until treated or healed.
- On fail, lose 1 HP to blood loss and try again next round.
- At -(level) HP (or lower), save or die.
@@ -29,27 +26,69 @@ Starting HP is based class and race. When damage is taken, HP is lost.
- After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
- Once per day, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP.
### Knowledge & Languages
### Knowledge
**Identifying (Magic) Items** - Spellcasters get INT check
**Identifying (Magic) Items**: Spellcasters get INT check
**Medical Treatment** - INT check, success restores ability to move and fight (after nearly dying).
**Medical Treatment**: INT check, success restores ability to move and fight (after nearly dying).
- Can't be used on oneself.
**Secret Languages** - Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
### Languages
#### Languages of the Multiverse
- Anyone who speaks a language can understand other related lanuages (ex: dialects) with a successful INT check.
- Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
- The following lists of languages are not all-inclusive.
- Chaotic (Demonic)
- Lawful (Angelic)
- Druidic - the secret language of Druids
- Dwarfish
- Elemental - Spoken by all elementals, each subtype has their own dialect.
- Elvish
- Faerie - Native language of the fae, with High Faerie spoken in the Fae Courts, and Low Faerie spoken throughout the Faewolde.
- Giant
- Gnomish
#### Alignment Languages
Assumed to shared by all (intelligent) members of a given alignment.
- **Chaotic**: Alignment language of chaos.
- **Lawful**: Alignment language of law.
- **Neutral**: Alignment language of neutrality.
#### Class Languages
Most class languages are secret, known only to members of their class, and often include coded terms and/or physical motions (hand waves, knocks, etc.).
- **Assassin's Cant**: Secret (and coded) language known to all thieves.
- Dialects are based on different guilds.
- **Corsair's Cant**: Secret (and coded) language spoken by all Corsairs.
- Dialects are based on different ship / locations.
- **Druidic**: Secret language spoken by all Druids.
- **Thieves' Cant**: Secret (and coded) language known to all thieves.
- Dialects are based on different guilds.
#### Racial Languages
- **Aerian**: Native language of air elementals, dialect of elemental.
- **Angelic**: Native language of angels (law elements), dialect of both lawful and elemental.
- **Aquon**: Native language of water elementals, dialect of elemental.
- **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental.
- **Doppleganger**: Native language of dopplegangers.
- **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.).
- **Duncommon**: Native language of those that dwell deep undergorund, or in other dark places (Drow, Medusa, etc.).
- **Dwarfish**: Native language of dwarves.
- **Elekin**: Native language of elekin.
- **Elemental**: Spoken by all elementals, each subtype has their own dialect.
- **Elvish**: Native language of elves.
- **Faerie**: Native languages of the fae.
- **High Faerie**: Spoken in the ruling courts of the Faewolde.
- **Low Faerie**: Spoken throughout the lands of the Faewolde.
- **Farspeak**: Language of the far realms.
- **Gargoyle**: Native language of gargoyles.
- **Giant**: Native language of giants.
- **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.)
- **Gnollish**: Native language of gnolls.
- **Gnomish**: Native language of gnomes.
- **Halfling**: Native language of halflings.
- **Orcish**: Native language of ogres and orcs.
- **Pyrean**: Native language of fire elementals, dialect of elemental.
- **Rhinok**: Native language of Rhinokin, .
- **Taurok**: Native language of Taurokin.
- **Terrun**: Native language of earth elementals, dialect of elemental.
- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
<div class="dividedTableWrapper">
@@ -67,22 +106,6 @@ Starting HP is based class and race. When damage is taken, HP is lost.
</div>
<div class="dividedTableWrapper">
| INT | Language |
| :---: | :-------------: | :---: |
| 3 | Native (broken) | No |
| 4-5 | Native | No |
| 6-8 | Native | Basic |
| 9-12 | Native | Yes |
| 13-15 | Native + 1 | Yes |
| 16-17 | Native + 2 | Yes |
| 18+ | Native + 3 | Yes |
[Languages Known]
</div>
### Perception Checks
Generally, perception can be checked by rolling highest of INT or WIS.
@@ -110,26 +133,26 @@ Time is often represented at different scales:
The general steps to take when exploring (dungeon, wilderness, etc.)
1. **Setup** - Referee describes the situation
2. **Marching Order** - Party determines general exploration process
3. **Complication Check** - Referee rolls the complication die to see what effect it has.
4. **Actions / Responses / Complications** - Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch** - When the party's gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
1. **Setup**: Referee describes the situation
2. **Marching Order**: Party determines general exploration process
3. **Complication Check**: Referee rolls the complication die to see what effect it has.
4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
- Dungeon: 120'
- Dungeon: 240'
- Wilderness: 12 miles
6. **Repeat** - Return to step 2 and repeat until the adventuring ends.
6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
#### Complication Check
Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred).
1. **Encounter** - Wandering monster, social encounter, or some other random interaction.
2. **Signs** - Indications of possible encounter nearby - could be a clue, monster tracks, etc.
3. **Locality** - Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc.
4. **Exhaustion** - Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
5. **Light Source** - Torches go out, lanterns go out every third time.
1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
2. **Signs**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
3. **Locality**: Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc.
4. **Exhaustion**: Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
5. **Light Source**: Torches go out, lanterns go out every third time.
6. **No Complications**
#### Listening at Doors
@@ -140,13 +163,10 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
#### Opening Doors
**Locked Doors** - Can be picked or broken.
- Picking a lock takes 1d6 minutes.
**Stuck Doors** - Can be unstuck or broken.
Doors always break on a 1. Failure can affect stealth / surprise.
- Locked Doors can be picked or broken.
- Picking a lock takes 1d6 minutes.
- Stuck Doors can be unstuck or broken.
- Doors always break on a 1. Failure can affect stealth / surprise.
<div class="dividedTableWrapper">
@@ -175,8 +195,99 @@ Doors always break on a 1. Failure can affect stealth / surprise.
#### Other Hazards
- **Falling** - Fall damage is 1d6 / 10'.
- **Swimming** - Characters are assumed to be able to swim at 1/2 their movement speed.
- Fall damage is 1d6 / 10'.
- Characters are assumed to be able to swim at 1/2 their movement speed.
### Encounter Procedure
1. **Check Stealth**: Referee rolls for stealth, if applicable.
2. **Determine Distance**: Referee determines how far away the characters are from the encounter.
3. **Roll Initiative**: Each side that has can has stealth rolls 1d20, highest roll moves first.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
5. **End Turn**: Once the encounter has played out, the turn ends.
#### Check Stealth
Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted.
- Parties carrying an active light source typically can not have stealth.
- If only one side has stealth, they may usually make a free attack (or can pass unnoticed).
- If all sides have stealth, they miss each other.
#### Encounter Distance
Often determined by the nature of the encounter itself, but may be determined randomly:
- Dungeon: 2d6 x 10'
- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
#### Choose Actions
- Players decide how their characters will act.
- Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.
#### Reaction Rolls
If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate).
<div class="dividedTableWrapper">
| 2d6 | Result |
| :-: | :-----: |
| 2- | Attack! |
| 3 | Hateful |
| 4 | Leery |
| 5 | Rude |
| 6 | Aloof |
| 7 | Neutral |
| 8 | Partial |
| 9 | Cordial |
| 10 | Amiable |
| 11 | Helpful |
| 12+ | Family! |
[Reaction Table]
</div>
<div class="dividedTableWrapper">
| CHA | Mod |
| :---: | :-: |
| 3 | -2 |
| 4-8 | -1 |
| 9-12 | +0 |
| 13-17 | +1 |
| 18+ | +2 |
[Charisma Modifier]
</div>
#### Common Actions
While any action is possible, the following actions are the most common:
- **Combat**: If a side attacks, casts a spell, or makes a tactical movement, [combat](./combat.html) begins.
- **Evasion**: If a side decides to flee, another side may decide to pursue.
- **Talk**: One side may attempt to communicate with the other(s).
#### Evasion
Any side that wishes to avoid an encounter may attempt to flee.
- Only possible before combat begins.
- Each opposing side declares whether or not they want to pursue.
- Players decide freely if they wish to pursue fleeing creatures.
- Referee decides whether creatures pursue fleeing PCs (based on circumstances or roll).
- If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided.
- If an opposing side decides to pursue, the chance of evading depends on the surrounding environment.
#### End Turn
Each encounter is assumed to take at least one full turn to complete.
- This includes time to regroup, bind wounds, clean weapons, rest, etc.
### Advancement

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@@ -1,5 +1,5 @@
---
title: "HOSR Core Rules: The Basics"
title: 'HOSR Core Rules: The Basics'
description:
date_pub: 2023-04-26T22:53:00-04:00
section: rules
@@ -33,17 +33,17 @@ For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before
Each player character (_PC_) has 6 abilities that help to define how they can interact with the world.
- **Strength (STR)** - Raw physical power, affects melee damage and carrying capacity.
- **Strength (STR)**: Raw physical power, affects melee damage and carrying capacity.
- **Dexterity (DEX)** - Speed and agility of movement, affects _armor class (AC)_ when under attack.
- **Dexterity (DEX)**: Speed and agility of movement, affects _armor class (AC)_ when under attack.
- **Constitution (CON)** - Mettle and gumption, affects _hit points (HP)_ gained at each level.
- **Constitution (CON)**: Mettle and gumption, affects _hit points (HP)_ gained at each level.
- **Intelligence (INT)** - Knowledge and reasoning, affects languages known and arcane magic.
- **Intelligence (INT)**: Knowledge and reasoning, affects languages known and arcane magic.
- **Wisdom (WIS)** - Experience and insight, affects divine magic.
- **Wisdom (WIS)**: Experience and insight, affects divine magic.
- **Charisma (CHA)** - Appearance and social capability, affects hirelings and pact magic.
- **Charisma (CHA)**: Appearance and social capability, affects hirelings and pact magic.
### Saving Throws
@@ -51,25 +51,25 @@ When something (bad) happens to a character or monster, they can usually make a
To make one, roll 1d20 and consult the appropriate table (with higher results doing better).
- **Death** - Poison, death ray, bleeding out.
- **Death**: Poison, death ray, bleeding out.
- **Wielded** - Wands and other aimed items.
- **Wielded**: Wands and other aimed items.
- **Paralyze** - Paralysis, petrification, being buried alive.
- **Paralyze**: Paralysis, petrification, being buried alive.
- **Blasts** - Breath weapons and other area effects.
- **Blasts**: Breath weapons and other area effects.
- **Spells** - General magic, including from rods and staves.
- **Spells**: General magic, including from rods and staves.
### Alignment
Cosmic principles that represent broad world views
- **Law** - Order, truth, and justice. Typically prosocial.
- **Law**: Order, truth, and justice. Typically prosocial.
- **Chaos** - Anarchy, power, and chance. Typically pro-individual.
- **Chaos**: Anarchy, power, and chance. Typically pro-individual.
- **Neutrality** - Balance, mediation, and detachment.
- **Neutrality**: Balance, mediation, and detachment.
### Character Creation

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@@ -1,8 +1,7 @@
---
title: "HOSR Core Rules: Combat"
title: 'HOSR Core Rules: Combat'
description: The rules for running combat in HOSR.
date_pub: 2023-04-22T16:42:00-04:00
date_upd: 2023-05-21T17:37:00-04:00
section: rules
content_type: feature
short_code: rhc
@@ -16,25 +15,20 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve
That having been said, fights do occur, and when they do, the following steps are performed:
1. **Stealth Check** - Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 1-in-6 (1 on 1d6) chance of not being spotted.
1. **Declare Spells, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
- Parties carrying an active light source typically can not have stealth.
- The side with stealth gets a free attack (or can pass unnoticed), and if both sides have stealth, they miss each other.
2. **Declare Spells, Defending, Retreats, and Versatile Weapons** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
3. **Roll Initiative** - Each side that can attack rolls 1d20, highest roll attacks first.
4. **Winning Side Goes** - Each character or monster gets a move and an action, with either one occurring first.
- **Morale Check** - Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee.
- **Move** - Move up to full speed
- **Morale Check**: Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee.
- **Move**: Move up to full speed
- If prone, use 1/2 movement to stand up.
- If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack.
- **Action** - Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
- **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
- Spellcasters can't move after casting a spell.
5. **Change Sides** - Opposing side becomes active.
6. **Slow Weapons** - Resolve any slow weapons or end-of-round abilities.
7. **Repeat** - Return to step 2 and repeat until only one side remains.
4. **Change Sides**: Opposing side becomes active.
5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
6. **Repeat**: Return to step 2 and repeat until only one side remains.
### Readying Weapons
@@ -45,15 +39,15 @@ That having been said, fights do occur, and when they do, the following steps ar
Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers).
- **From Behind** - +2 bonus to hit
- +2 bonus to hit from behind.
- **Mounted** - +1 bonus to hit most foes on foot.
- When mounted, +1 bonus to hit most foes on foot.
#### AC
- Character AC is usually determined by type of **armor** worn.
- **Shields** grant +1 AC when used.
- Can be destroyed to prevent a hit from inflicting damage
- Can also be destroyed to prevent a hit from inflicting damage.
#### Melee Attacks
@@ -71,7 +65,7 @@ Melee attack rolls are modified based on the character's Strength.
| 16-17 | +2 |
| 18+ | +3 |
[Melee Attack Modifier]
[Strength Modifier]
</div>
@@ -88,7 +82,7 @@ PCs with DEX 13+ can dual wield certain weapons.
#### Missile Attacks
Missile attack rolls are modified based on the character's Dexterity.
Missile attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.
<div class="dividedTableWrapper">
@@ -102,11 +96,26 @@ Missile attack rolls are modified based on the character's Dexterity.
| 16-17 | +2 |
| 18+ | +3 |
[Missile Attack Modifier]
[Dexterity Modifier]
</div>
The range of missile attacks are usually determined by the type of missile used.
- -1 to -4 penalties may apply when attacking targets behind partial cover.
- Targets behind total cover cannot be hit.
- The range of missile attacks are usually determined by the type of missile used.
- Attacks beyond long range are not possible.
<div class="dividedTableWrapper">
| Range | Mod |
| :----: | :-: |
| Short | +1 |
| Medium | -- |
| Long | -1 |
[Range Modifier]
</div>
#### Critical Hits
@@ -138,12 +147,12 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
[Critical Hit Table]
[^1]: **Free Attack** - Attempt another hit with same weapon
[^2]: **Target Fumble** - Target must roll on fumble table
[^3]: **Target Blinded** - Blood or debris blinds target for 1d4 rounds
[^4]: **Armor Damaged** - Reduce target's AC by 1 until armor repaired / healed
[^5]: **Target Amputation** - Target loses an appendage.
[^6]: **Target Stunned** - Blow stuns target for 1d6 rounds
[^1]: **Free Attack**: Attempt another hit with same weapon
[^2]: **Target Fumble**: Target must roll on fumble table
[^3]: **Target Blinded**: Blood or debris blinds target for 1d4 rounds
[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed
[^5]: **Target Amputation**: Target loses an appendage.
[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds
</div>
@@ -178,7 +187,7 @@ A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what
[Fumble Table]
[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles.
[^1]: **Automatic Hits**: Roll 1d20 to check for critical, but ignore further fumbles.
</div>
@@ -190,16 +199,15 @@ Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.)
Most characters can move 40' in a combat round.
- **When Engaged** - Can't move away from foe without retreating.
- **When Prone** - Use 1/2 movement to stand up.
- **When Engaged**: Can't move away from foe without retreating.
- **When Prone**: Use 1/2 movement to stand up.
### Retreating
Engaged characters that wish to move away can either make a fighting retreat, or a full retreat.
- **Fighting Retreat** - Can move backwards at 1/2 their normal movement rate and take an attack or defend action, while avoiding giving enemies a free attack.
- **Full Retreat** - Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
- **Fighting Retreat**: Can move backwards at 1/2 their normal movement rate and take an attack or defend action, while avoiding giving enemies a free attack.
- **Full Retreat**: Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
### Weapons

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@@ -1,5 +1,5 @@
---
title: "HOSR Core Rules: Magic"
title: 'HOSR Core Rules: Magic'
description:
date_pub: 2023-04-22T16:42:00-04:00
section: rules
@@ -71,8 +71,8 @@ Arcane spell casters memorize spells from their spell books, which must be close
</div>
- **Starting Spells (SS)** - The number of starting spells in a new caster's spell book.
- **Copy Chance (CC)** - The chance to copy spells scrolls and other sources into spellbook. Roll 1d100, result under score is success, failure means can't try again until next XP level.
- **Starting Spells (SS)**: The number of starting spells in a new caster's spell book.
- **Copy Chance (CC)**: The chance to copy spells scrolls and other sources into spellbook. Roll 1d100, result under score is success, failure means can't try again until next XP level.
### Divine Magic
@@ -82,9 +82,9 @@ Divine spell casters memorize spells through prayer to their gods. When praying
- If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.).
- Divine casters can cast reversed versions of spells (possibly gaining deity disfavor).
- **Lawful characters** - Only use reversed spells in dire circumstances.
- **Chaotic characters** - Usually use reversed spells, only using normal spell versions to benefit their allies.
- **Neutral characters** - Usually favor either normal or reversed spells, depending on the deity.
- **Lawful characters**: Only use reversed spells in dire circumstances.
- **Chaotic characters**: Usually use reversed spells, only using normal spell versions to benefit their allies.
- **Neutral characters**: Usually favor either normal or reversed spells, depending on the deity.
- Divine casters can use divine magic items and scrolls for spells on their spell list.
### Pact Magic

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@@ -1,8 +1,7 @@
---
title: "HOSR Core Rules: Referees Only"
title: 'HOSR Core Rules: Referees Only'
description:
date_pub: 2023-04-23T00:04:00-04:00
date_upd: 2023-04-26T23:02:00-04:00
section: rules
content_type: feature
short_code: rhr
@@ -78,42 +77,4 @@ Creatures with bonus hit points (ex: HD X+1) attack as one HD higher.
</div>
#### Reaction Rolls
If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to interact).
<div class="dividedTableWrapper">
| 2d6 | Result |
| :-: | :-----: |
| 2- | Attack! |
| 3 | Hateful |
| 4 | Leery |
| 5 | Rude |
| 6 | Aloof |
| 7 | Neutral |
| 8 | Partial |
| 9 | Cordial |
| 10 | Amiable |
| 11 | Helpful |
| 12+ | Family! |
[Reaction Table]
</div>
<div class="dividedTableWrapper">
| CHA | Mod |
| :---: | :-: |
| 3 | -2 |
| 4-8 | -1 |
| 9-12 | +0 |
| 13-17 | +1 |
| 18+ | +2 |
[Charisma Modifier]
</div>
More to come...