--- title: 'HOSR Core Rules: Adventuring' description: date_pub: 2023-04-26T23:02:00-04:00 section: rules content_type: feature short_code: rha --- [[toc]] ### Exploration Procedure 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 has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends. - Dungeon: 240' - Wilderness: 12 miles 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 creature, social encounter, or some other random interaction. 2. **Signs / Portents**: 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** #### Darkness - -4 to attack when unable to see - Candles light 10' radius - Torches / lanterns light 30' radius #### Infravision - Can see heat tones, even in the dark. - Usually works to 60'. #### Listening at Doors Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise. - Referee makes this roll. #### 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.
| STR | Unstick | Break | | :---: | :-----: | :----: | | 3-8 | --- | 1-in-6 | | 9-12 | 2-in-6 | 1-in-6 | | 13-15 | 3-in-6 | 2-in-6 | | 16-17 | 4-in-6 | 3-in-6 | | 18+ | 5-in-6 | 4-in-6 | [Forcing Door Chances]
#### Other Hazards - Fall damage is 1d6 / 10'. - Creatures are assumed to be able to swim at 1/2 their movement speed. ### Encounter Procedure 1. **Check Stealth**: Referee rolls for stealth, if applicable. - 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. 2. **Determine Distance**: Referee determines how far away the characters are from the encounter. - 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). 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. - Players decide how their characters will act. - Creature actions are often determined by the nature of the encounter itself, but may be determined randomly. - If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate).
| 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]
| CHA | Mod | | :---: | :-: | | 3 | -2 | | 4-8 | -1 | | 9-12 | +0 | | 13-17 | +1 | | 18+ | +2 | [Charisma Modifier]
5. **End Turn**: Once the encounter has played out, the turn ends. - Each encounter is assumed to take at least one full turn to complete. - This includes time to regroup, bind wounds, clean weapons, rest, etc. #### Typical 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. ### Advancement As the adventures continue, treasure is acquired and creatures are vanquished, all adding to the PCs XP total. - Each standard coin worth of treasure gained is worth 1 XP, and each creature has an XP value awarded for beating them (one way or another). - The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling). - Players running multiple characters gets a full share for their first PC and a half-share for the second, although they choose how to distribute the points. - Referees may increase the derived value arbitrarily. - Once a PC acquires enough XP, they go up to the next level in their class. #### Upon Gaining a Level When a PC increases their level, the following actions may be performed: - Roll a hit die (based on the PC's class), and add it to their maximum hit points. - 1s and 2s may be re-rolled. - Alternatively, roll the next die step down and add 2. - Their player may pick one of the PC's abilities, and roll 3d6. - If the resulting roll is higher than the ability score, increase the score by 1. - Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained. ### Encumbrance PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10). - Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items. - 2-handed weapons count as 2 items. - 1000 coins or 100 gems count as 1 item. Carrying more items than allowed can be done, but movement is halved (or worse). ### Health, Damage and Dying 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. #### Healing - 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 **Identifying (Magic) Items**: Spellcasters get INT check **Medical Treatment**: INT check, success restores ability to move and fight (after nearly dying). - Can't be used on oneself. ### Languages - 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. #### 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. - **Elemental**: Spoken by all elementals, each subtype has their own dialect. - **Elvish**: Native language of elves. and **Low Fairie** (spoken everywhere else in the Faewolde) - **Faerie**: Native language of the fae, usually divided into **Low Fairie** (spoken throughout the Faewolde) and **High Faerie** (spoken in the ruling courts). - **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. - **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin). - **Halfling**: Native language of halflings. - **Orcish**: Native language of ogres and orcs. - **Pyrean**: Native language of fire elementals, dialect of elemental. - **Strallan**: Native language of the Stral and official language of the Stral Empire. - **Terrun**: Native language of earth elementals, dialect of elemental.
| INT | Spoken Languages | Read? | | :---: | :--------------: | :---: | | 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]
### Perception Checks Generally, perception can be checked by rolling highest of INT or WIS. ### Time Time is often represented at different scales: - A combat round is 10 seconds long. - An exploration turn takes 10 minutes. - A watch takes 4 hours. - A long rest takes 8 hours. !!!include(license/wotc-cc-by.md)!!!