--- title: 'HOSR Core Rules: Adventuring' description: date_pub: 2023-04-26T23:02:00-04:00 section: rules content_type: feature short_code: uha --- [[toc]] ### Introduction In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops": 1. **Setup**: GM determines the current situation (often using dice and tables), and describes it to the players. 2. **Response**: Players explain how they want to react to the situation, and make any checks that the GM calls for. 3. **Repeat**: Return to step 1 and repeat until the adventuring ends. Some examples of these loops include the [Exploration Procedure](#exploration-procedure) or [Encounter Prodcedure](#encounter-procedure). ### Ability Checks Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check. For most checks, roll a 20-sided die (d20) and add the ability's modifier.
| Ability | Mod | | :-----: | :-: | | 3 | -3 | | 4-5 | -2 | | 6-8 | -1 | | 9-12 | +0 | | 13-15 | +1 | | 16-17 | +2 | | 18+ | +3 | [Ability Modifier]
- The GM may also add a situational modifier to the roll, typically between -4 and +4. Then, check the results of the roll:
| Roll | Result | | :----------------------: | :-----------------: | | 25+ or natural 20 | Critical Success | | 11-24 | Complete Success | | 6-10 | Complicated Success | | 5 or less | Failure | | Less than 0 or natural 1 | Fumble | [Ability Check Result]
- A natural 20 or a result of 25 or more is a **Critical Success**: the check succeeds, and often includes a bonus for the roller. - An 11-24 indicates a **Complete Success**: the check succeeds. - A 6-10 represents a **Complicated Success**: the check succeeds, but with a potential [complication](#complications) or challenge for the roller. - A 5 or less is a **Failure**: the check fails. - A natural 1 or a result of less than 0 is a **Fumble**: the check fails, and often includes an extra complication or challenge for the roller. #### Skilled Ability Checks Many classes have unique skills which PCs learn as they gain levels in those classes.
| Class Level | Mod | Term | | :---------: | :-: | :------: | | 1-3 | 0 | Beginner | | 4-6 | +1 | Skilled | | 7-9 | +2 | Advanced | | 10-12 | +3 | Expert | | 13+ | +4 | Master | [Skilled Ability Check Modifier]
When making a check that involves a class skill, add the skill modifier for the PC's current level to the appropriate ability check roll. - ex: a 5th level thief that wants to use their Thief Skills to hide in the shadows would make a DEX ability check, rolling a d20 and adding their DEX modifier to the roll, and would _then_ add an additional +1 to the roll before determining the result. ### Complications Complications can effect the immediate situation or the GM can optionally save them for later, tallying or counting them, and making a Complication Check for each one at the next appropriate time. #### Complication Check Roll 1d6.
| 1d6 | Result | | :-: | :--------------: | | 1 | Encounter | | 2 | Locality | | 3 | Exhaustion | | 4 | No complication | | 5 | Signs / Portents | | 6 | Discovery | [Complication Check Result]
- **Encounter**: Wandering creature, social encounter, or some other random interaction. - **Locality**: Some environmental or external event that affects the PCs. - ex: a storm rolls in, party gets lost, the dungeon shifts, water rises, the assassin gets closer to the target, doors lock behind party. - **Exhaustion**: Party must rest for a turn / watch or gain a level of [exhaustion](#exhausted). - May be ignored for the first few checks in a session, as appropriate. - **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc. - **Discovery**: Party finds something useful or helpful. - ex: a magic item, a secret door, a hidden ally. - May be ignored after first occurrence in a session, as appropriate. ### Exploration Procedure The time scales for exploration vary based on the area being explored: - Dungeon exploration is divided into 10-minute turns, with each turn covering roughly 180 feet of unexplored dungeon. - Wilderness exploration is divided into 4-hour watches, with each watch covering roughly 6 miles of unexplored (open) terrain. The general steps to take when exploring (for each turn / watch): 1. **Setup**: GM describes the situation. 2. **Marching Order**: Party determines general exploration process, including direction of travel and speed. 3. [**Complication Check**](#complication-check): GM rolls the complication die to see what effect it has. 4. **Actions / Responses / Complications**: Party declares actions, GM 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. 6. **Repeat**: Return to step 2 and repeat until adventuring ends (or destination is reached). ### Challenges and Hazards - Fall damage is 1d6 per 10'. #### Darkness - If unable to see, treat as [blinded](#blinded). - Candles light 10' radius. - Torches / lanterns light 30' radius. - When moving through darkness with flame light, no chance of stealth / surprise. #### Infravision Allows creatures to see heat tones, even in [darkness](#darkness). - Works to 60' unless noted otherwise. #### Truesight Allows creatures to: - see in normal or magical darkness; - see invisible creatures and objects; - automatically detect, see-through, and Save vs visual illusions; - perceive the true (original) form of a shapechanger or ploymorphed creature; and - see into the ethereal plane to perceive ghosts and other spirits. #### Listening for Noises Spend a minute listening (ex: at a door) and make an [INT or WIS check](#ability-checks) to hear a noise. - GM rolls. #### Opening Doors - Locked Doors can be picked or broken. - Picking a lock takes up to 1d6 minutes. - Stuck Doors can be unstuck or broken. - To unstick or break a door, make a [STR check](#ability-checks) at -2. - Doors always break on a critical success. - Failure / complications can affect stealth / surprise. #### Swimming - Creatures are assumed to be able to swim at 1/2 their normal movement speed. - Unless the creature is just floating, a [STR or CON check](#ability-checks) is required every turn (10 minutes). - For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds). - Failing this check results in a loss of 1 HP, and the check must be immediately attempted again. - The third failure indicates the creature begins [drowning](#drowning). ##### Drowning - Each combat round, a drowning creature must **Save** or take 1d8 drowning damage. - When a drowning creature is rescued, it gains 1 level of exhaustion. - Once the exhaustion is cleared, the creature gains back any HP lost to drowning. #### Urban Navigation To navigate to a location in a busting city, make an **Urban Exploration Roll** (2d6 + [CHA mod](#ability-modifier-table) + [INT mod](#ability-modifier-table)). - Modify roll in friendly, dangerous, or especially alien areas. - Navigation time includes time spent reading maps and getting directions, as well as any eating or rest stops needed along the way. - Roll random encounter checks each hour.
| Roll | Result | Time Spent | | :--: | :-------: | :--------------------: | | 2 | Failure | Waste day searching | | 3-5 | Wandering | Arrive after 2d4 hours | | 6-8 | Success | Arrive after 1d6 hours | | 9-11 | Fortunate | Arrive after 1d4 hours | | 12+ | Direct | Arrive after 1 hour | [Urban Exploration Results]
#### Wilderness Exploration - Distances and non-magical ranges are tripled (yards rather than feet). - Areas of breath weapons and spell effects are still measured in feet. **Flight** - Unless stated otherwise, flight distance is double that of overland travel. - Flight speed is not affected by terrain. - Winged beasts may be used as **mounts**, carrying riders or cargo based on the mount's HD: - 3 HD: May carry a creature 1/2 the size of a humanoid. - 6 HD: May carry a creature the size of a humanoid. - 12 HD: May carry a large creature (ex: horse) - 24 HD: May carry a huge creature (ex: elephant) **Light** - During the daytime, fog or heavy rain will create dim light in open areas. - At night: - A full moon on a clear night will create dim light in open areas. - Fog or moonless night will create [darkness](#darkness). **Overland Travel** - The distance in miles that a character can travel overland in a day (16 hours) under normal conditions (and clear terrain) can be determined by multiplying their base movement rate by .6 (or 3/5). - 10' / round => 6 miles / day - 20' / round => 12 miles / day - 30' / round => 18 miles / day - 40' / round = 24 miles / day - Some terrain affects overland speed while traveling through it: - Maintained roads: Increase speed by 50%. - Hilly, wooded, or desert terrain: Decrease speed by 33%. - Swampy, mountainous, or jungle terrain: Decrease speed by 50%. - Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer 2 levels of [exhaustion](#exhausted). - Characters can travel for up to 6 days before they must rest for at least 1 full day. - For each day beyond the 6th that they travel without resting, they gain a level of exhaustion. **Sight** Characters can usually see 3 miles around (in clear terrain). - Range of sight may vary based on terrain (ex: less in wooded area, more on an overlook). ### Encounter Procedure 1. **Check Stealth**: GM 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. - Individual party members may have stealth even if the rest of the party doesn't. - 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**: GM 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 rolls 1d20, highest roll moves first. - Tie goes to the party side, roll-off as needed. 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 encoulastnter itself, but may be determined randomly. - If creature / NPC reaction isn't obvious, make a **Reaction Roll** (2d6, possibly modified based on what the creature / NPC believes about the party beforehand). - If someone tries to communicate, make a 2nd reaction roll, this time modified by the speaker's [CHA modifier](#ability-modifier-table) and a modifier based on the first roll as indicated below.
| 2d6 | Result | 2nd Roll Mod | | :-: | :---------: | :----------: | | 2- | Attack! | -3 | | 3 | Hateful | -2 | | 4 | Leery | -1 | | 5 | Rude | -1 | | 6 | Aloof | 0 | | 7 | Uncertain | 0 | | 8 | Confused | 0 | | 9 | Indifferent | +1 | | 10 | Cordial | +1 | | 11 | Amiable | +2 | | 12+ | Friendly! | +3 | [Reaction Table]
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, 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. - When on foot, only possible before combat begins. - In other circumstances (ex: when mounted or on a vessel), may be attempted by declaring intention _before_ the start of a combat round. - Each opposing side declares whether or not they want to pursue. - Players decide freely if they wish to pursue fleeing creatures. - GM 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. ##### Party Position When rolling for an evasion or pursuit, only roll for the parties position: as the evader or pursuer. - One of the PCs should make an appropriate skilled ability check (typically DEX), modified by their opposition's relative speed. - Determine results appropriately to the situation. ### Advancement As the adventures continue, the PCs will interact with their world, gaining Level Points for each session. - Once a PC acquires a number of Level Points equal to their next desired level, they may gain a level in their desired class. #### Upon Gaining a Level When a PC increases their level, the following actions may be performed: - Roll a hit die (based on the class), and add it to their maximum hit points. - 1s and 2s may be re-rolled a single time. - Check the [Skilled Ability Check Modifier table](#skilled-ability-checks) to determine if their skill modifier increases. - Check the PC's [class](/classes/) and [race](/races/) to see if they gain any new. - The 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. ### Creature Conditions #### Blinded - A blinded creature: - can’t see, - automatically fails any ability check that requires sight, and - only hits on a natural 20 (as a critical hit). - +4 to attacks against a blinded creature. #### Deafened - A deafened creature: - can’t hear, and - automatically fails any ability check that requires hearing. - +2 to attacks against a deafened creature. #### Entangled - An entangled creature: - is unable to move, - has [disadvantage](./basics.html#advantage-and-disadvantage) on attack rolls and ability checks that require moving, - can make a new **Save** attempt each combat round, - is automatically released if the entangling weapon is used to attack another opponent. - Attack rolls against an entangled creature have [advantage](./basics.html#advantage-and-disadvantage). #### Exhausted - An exhausted creature: - gets -1 to _all_ rolls, and - has their AC reduced by 1. - These effects are cumulative for each level of exhaustion they have. - Each level of exhaustion can be cleared by resting for 4 hours (1 watch). - Going for more than one day with a long rest adds 1 level of exhaustion per day since last long rest. #### Frightened - A frightened creature: - is unable to willingly move closer to the source of its fear (desiring only to flee from it), and - has disadvantage on ability checks and attack rolls while it can see the source of its fear. - Most unintelligent creatures will actively flee when frightened. #### Invisible - An invisible creature: - can't be seen without magic or a special sense (ex: [Truesight](#truesight)), - can only be tracked by any noise it makes or tracks it leaves, and - gets advantage on attacks. - Attacks against an invisible creature have disadvantage and can only be made when attacking creature has _some_ idea of where the invisible creature is (or recently was). #### Paralyzed - A paralyzed creature: - is unable to speak, move, attack, or take any actions; and - automatically fails any ability check that requires movement or speech. - Attack rolls against a paralyzed creature have advantage. - If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits). - Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat). #### Petrified - A petrified creature: - is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone); - is unable to speak, move, attack, or take any actions; - automatically fails any ability check that requires movement or speech; - ceases to age; - weighs 10x their normal weight; - only takes 1/2 damage from everything except explosives and pick-type weapons; and - is immune to poison and disease (although a poison or disease already in its system is suspended, not neutralized). - Attack rolls against a petrified creature have advantage. - When attacked and the attacker fumbles, their weapon breaks. #### Poisoned A poisoned creature has disadvantage on attack rolls and ability checks. #### Prone - A prone creature: - moves at half normal speed, - can stand up for half its normal speed (ending the condition), and - has disadvantage on attack rolls. - When attacking a prone creature: - melee attacks have advantage, and - ranged attacks have disadvantage. #### Restrained - A restrained creature: - is unable to move, and - has disadvantage on attack rolls and ability checks that require moving. - Attack rolls against a restrained creature have advantage. #### Stunned - A stunned creature: - is unable to move, attack, take any actions, and can speak only falteringly; and - automatically fails any ability check that requires movement. - Attack rolls against an stunned creature have advantage. #### Unconscious - An unconscious creature: - is unable to speak, move, attack, or take any actions; - automatically fails any ability check that requires movement or speech; and - is unaware of their surroundings. - When a creature is rendered unconscious, they drop whatever they are holding and fall prone. - Attack rolls against an unconscious creature have advantage. - If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits). - Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat). ### Encumbrance Characters can carry a number of "Important Items", based on their Strength (STR). - Items can be carried **At Ready** or **Packed**. - "At Ready" items may be grabbed and used without delay. - Packing or unpacking items takes 1 turn. - Characters can carry a number of at-ready items up to their Strength (STR), with a minimum of 7. - Additionally, characters may carry a number of packed items up to their Strength (STR), also with a minimum of 7. - Leather armor (with or without studs) counts as 1 item, chain mail and half plate each count as 2 items, and full plate counts as 3 items. - 2-handed weapons count as 2 items. - 100 coins or gems count as 1 item. - Carrying more ready or packed items than allowed can be done, but movement is halved (or worse). - Carrying more than twice the allowed number of ready or packed items reduces movement to 0. #### Carrying Capacity When needed, a character's total carrying capacity can be determined by their [size](#size) and Strength (STR) - A small or medium character can carry up to 15 lbs for each point of Strength (STR). - For large characters or bigger, double that capacity for each size above Medium. - For tiny characters, divide that capacity by 2. - A character can drag, push, or lift up to twice their carrying capacity. ### Health, Damage and Dying The state of a character's health is determined by their number of hit points (HP). - Starting HP is usually determined by class and level. - The type of Hit Dice to throw is determined by class - The number of Hit Dice to throw is determined by level. - Re-roll any 1s or 2s. - Modify the rolled value of each die by CON as below:
| CON | Mod | | :---: | :-: | | 3 | -3 | | 4-5 | -2 | | 6-8 | -1 | | 9-12 | +0 | | 13-15 | +1 | | 16-17 | +2 | | 18+ | +3 | [Constitution Modifier]
- When damage is taken, HP is lost. #### Dying - Creatures and NPCs usually die at 0 HP. - When a PC drops below 0 HP, they are momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn. - The Saving throw is modified as follows: - the PC's CON modifier is applied to it, - -1 for each HP bellow 0, and - +1/2 current level (round up). - On a success, the PC stabilizes at 0 HP. - On a fail, the PC can give some potential final words before falling [unconscious](#unconscious), apparently dead. - While a PC is stabilized at 0 HP, they: - can only move 1/2 their normal rate, - can't attack or cast spells, and - can make an INT check and try to restore their mobility. - The check counts as a combat action. - On a full success, the PC heals to 1 HP and can move and attack as normal. - On a complicated success, the PC remains at 0 HP. - On a failure, the PC drops to -1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn. - Any _other_ character may make an [INT check](#ability-checks) to try and help a stabilized or stunned PC at or below 0 HP, restoring their mobility. - The check counts as a combat action. - On a success, the PC heals to 1 HP and can move and attack as normal. - On a normal failure, the PC remains at current HP. - On a critical failure, the PC loses 1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn. ##### Recovering the Body If the body of an apparently dead PC is recovered, the PC gets one final chance to **Save** or Die. - Add CON modifier to roll, - On a success, the PC sits upright wheezing deeply, having only been winded or wounded, and is restored to 1 HP (able to move and attack as normal). - On a failure, the PC is well and truly dead - there's nothing to do but go through their pockets for loose change. #### Healing - After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP. - Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP. - Drinking certain potions can restore HP: - A potion of healing restores up to 1d6+1 HP. - A potion of greater healing restores up to 2d6+2 HP. - A potion of supreme healing restores up to 3d8+3 HP. - Quaffing a readied potion takes a combat action, but can be done while moving. ### Languages - Anyone who speaks a language can understand other related languages (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. - **Chitter**: The secret language of burrowing mammals, known to many gnomes. - **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 underground and 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, dialect of faerie. - **Faerie**: Native language of the fae, usually divided into 2 dialects: - **High Faerie** Spoken in the ruling courts of the Faewolde. - **Low Faerie**: Spoken everywhere outside of the ruling courts of the Faewolde. - **Farspeak**: Language of the far realms. - **Firbish**: Native language of firbolgs. - **Giant**: Native language of giants. - **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.) - **Gnollish**: Native language of gnolls and jakkra. - **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 making either an [INT or WIS check](#ability-checks). ### Size A creature's size is usually defined by one of the following categories based on its height and/or weight:
| Size | Max Height | Max Weight | Control Radius | | :--------: | :--------: | :----------: | :------------: | | Diminutive | 1' | 1 lb | 1' | | Tiny | 2' | 8 lbs | 2.5' | | Small | 4' | 60 lbs | 5' | | Medium | 8' | 500 lbs | 5' | | Large | 16' | 4000 lbs | 10' | | Huge | 32' | 32,000 lbs | 15' | | Gargantuan | 64' | 250,000 lbs | 20' | | Colossal | 65'+ | 250,001+ lbs | 30' | [Creature Sizes]
### 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)!!!