---
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.
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