---
title: Referee's Screen
description:
date_pub: 2023-12-03T22:23:17.000-04:00
section: tools
content_type: feature
short_code: trs
---
Combat Procedure (10s)
1. **Declare Spells, Defending, Retreats, Special Attacks, and Versatile Weapons**
2. **Roll Initiative**: Each side rolls 1d20.
3. **Winning Side Actions**:
- **Morale Check**
- **Movement and Action** (any order)
4. **Change Sides**: In initiative order.
5. **Slow Weapons**
6. **Repeat**
Encounter Sequence
1. **Stealth**: Referee rolls for stealth, if applicable.
2. **Determine Distance**: 2d6 x 10’ in dungeon, 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness.
3. **Roll Initiative**: Each side that 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**: Each encounter is assumed to take at least one full turn to complete.
Group Skills
- **Board**: To position vehicles for boarding.
- All: 2-in-6
- **Forage**: To find food while traveling overland.
- All: 1-in-6
- Barbarian: 2-in-6
- Ranger: 2-in-6
- **Hunt**: To find food dedicating time to the task.
- All: 1-in-6
- Barbarian: 5-in-6
- Ranger: 5-in-6
- **Pathfind**: To navigate without a road or river, varies by terrain type
- Clear, grasslands: 5-in-6.
- Barren lands, hills, mountains, woods: 4-in-6.
- Druid in woodlands: 5-in-6
- Desert, jungle, swamp: 3-in-6.
- **Stealth** To pass unnoticed by foes
- Light = no stealth, base 2-in-6 chance otherwise.
- Failure of group can trigger individual skill checks (ex: thief, halfling).
Individual Skills
- **Force**: To force open doors through strength.
- Determined by STR
- **Light Fire**: Use a tinderbox to light a fire.
- All: 2-in-6
- **Listen**: To hear monsters through doors (breaking their stealth).
- Humans: 1-in-6
- Demihumans: 2-in-6
- Thief: by level
- **Luck**: To avoid triggering traps by stepping over a pressure plate instead of on it.
- All: 4-in-6 (based on traps only triggering on 1-2)
- **Know Lore**: Identify an item
- Bard: 2-in 6 chance
- **Search**: To find hidden passages and traps.
- Humans: 1-in-6
- Demihumans: 2-in-6
- **Stealth**: When the party fails its stealth check, stealthy classes get another chance.
- Deurgar: 3-in-6
- Halflings: 2-in-6
- Ranger: 3-in-6 (in woods)
- Svirfneblin: 4-in-6 (in gloomy underground conditions)
- Thieves: Varies with level
Morale Check
Creatures who’ve been severely wounded or seen their leaders killed may flee.
- Roll 2d6 under morale score or the monsters surrender / flee.
- After 2 successes in a fight, no further checks.
- When to check morale: - After the first death on a side, and - When a side is half killed or incapacitated.
Reaction Roll
Roll 2d6 + CHA bonus.
- **2-**: Hostile, attacks
- **3-5**: Unfriendly, may attack
- **6-8**: Neutral, uncertain
- **9-11**: Indifferent, uninterested
- **12+**: Friendly, helpful
Stealth / Surprise
- Referee rolls 1d6 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.
Turn Undead
Divine Spellcaster rolls 2d6, then consults table.
- If table says "T", roll indicates how many HD of undead are turned
- If table has a number, compare that number with the roll
- If the roll is less than the target number, the turning attempt fails.
- If the roll equals or exceeds the target number, roll another 2d6 to determine how many HD of undead are turned.