516 lines
19 KiB
Markdown
516 lines
19 KiB
Markdown
---
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title: 'HOSR Core Rules: Adventuring'
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description:
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date_pub: 2023-04-26T23:02:00-04:00
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section: rules
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content_type: feature
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short_code: uha
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---
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[[toc]]
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### Ability Checks
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Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check.
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- For most checks, roll a 20-sided die (d20) **at or over** the specified Difficulty Class (DC) for that ability.
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- For harder tasks, add 1-4 to the DC before the die is thrown.
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<div class="dividedTableWrapper">
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| Ability<br />Score | Roll<br />Bonus | Base DC |
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| ^^ | ^^ | ^^ |
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| :-: | :-: | :-: |
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| 18 | +3 | 6 |
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| 17 | +2 | 6 |
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| 16 | +2 | 7 |
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| 15 | +1 | 7 |
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| 14 | +1 | 8 |
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| 13 | +1 | 9 |
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| 12 | +0 | 9 |
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| 11 | +0 | 10 |
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| 10 | +0 | 11 |
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| 9 | +0 | 12 |
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| 8 | -1 | 12 |
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| 7 | -1 | 13 |
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| 6 | -1 | 14 |
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| 5 | -2 | 14 |
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| 4 | -2 | 15 |
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| 3 | -3 | 15 |
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[Ability Check Roll Bonus and DC]
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</div>
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- Some results are special:
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- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
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- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
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### Exploration Procedure
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The general steps to take when exploring (dungeon, wilderness, etc.)
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1. **Setup**: Referee describes the situation
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2. **Marching Order**: Party determines general exploration process, including direction of travel and speed.
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3. **Complication Check**: Referee rolls the complication die to see what effect it has.
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4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
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5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
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- Dungeon: 240'
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- Wilderness: 6 miles
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6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
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#### Complication Check
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Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred).
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1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
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2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
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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.
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4. **Exhaustion**: Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
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5. **Light Source**: Torches go out, lanterns go out every third time.
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6. **No Complications**
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#### Darkness
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- -4 to attack when unable to see
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- Candles light 10' radius
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- Torches / lanterns light 30' radius
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#### Infravision
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- Can see heat tones, even in the dark.
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- Usually works to 60'.
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#### Listening at Doors
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Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise.
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- Referee makes this roll.
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#### Opening Doors
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- Locked Doors can be picked or broken.
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- Picking a lock takes 1d6 minutes.
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- Stuck Doors can be unstuck or broken.
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- Doors always break on a 1. Failure can affect stealth / surprise.
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<div class="dividedTableWrapper">
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| STR | Unstick | Break |
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| :---: | :-----: | :----: |
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| 3-8 | --- | 1-in-6 |
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| 9-12 | 2-in-6 | 1-in-6 |
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| 13-15 | 3-in-6 | 2-in-6 |
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| 16-17 | 4-in-6 | 3-in-6 |
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| 18+ | 5-in-6 | 4-in-6 |
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[Forcing Door Chances]
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</div>
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##### Exhaustion
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- Exhausted creatures attack and deal damage at -2, and get -2 to their AC.
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- Exhaustion can be cleared by resting for 30 minutes (3 turns).
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#### Other Hazards
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- Fall damage is 1d6 / 10'.
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#### Swimming
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- Creatures are assumed to be able to swim at 1/2 their normal movement speed.
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- Unless the creature is just floating, a STR or CON check is required every turn (10 minutes).
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- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
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- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
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- The third failure indicates the creature begins **drowning**``.
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#### Drowning
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- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage.
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- When a drowning creature is rescued, it becomes exhausted.
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- Once the exhaustion clears, the creature gains back any HP lost to drowning.
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#### Urban Navigation
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To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mod + INT mod.
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- Modify roll in friendly, dangerous, or especially alien areas.
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- Navigation time includes time spent reading maps and getting directions, as well as any eating or rest stops needed along the way.
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- Roll random encounter checks each hour
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<div class="dividedTableWrapper">
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| Roll | Result | Time Spent |
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| :--: | :-------: | :--------------------: |
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| 2 | Failure | Waste day searching |
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| 3-5 | Wandering | Arrive after 2d4 hours |
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| 6-8 | Success | Arrive after 1d6 hours |
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| 9-11 | Fortunate | Arrive after 1d4 hours |
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| 12+ | Direct | Arrive after 1 hour |
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[Urban Exploration Results]
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</div>
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#### Wilderness Exploration
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- Distances and non-magical ranges are tripled (yards rather than feet).
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- Areas of breath weapons and spell effects are still measured in feet.
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**Flight**
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- Unless stated otherwise, flight distance is double that of overland travel.
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- Flight speed is not affected by terrain.
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- Winged beasts may be used as **mounts**, carrying riders or cargo based on the mount's HD:
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- 3 HD: May carry a creature 1/2 the size of a humanoid.
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- 6 HD: May carry a creature the size of a humanoid.
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- 12 HD: May carry a large creature (ex: horse)
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- 24 HD: May carry a huge animal (ex: elephant)
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<!--
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**Foraging**
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- May be performed while traveling at normal pace.
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- Party has 1-in-6 chance of foraging enough for 1d6 characters
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**Hunting**
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- Takes a complete day (no travel or resting possible).
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- Party has 1-in-6 chance of encountering game.
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- This is in addition to normal random encounter chances.
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**Light**
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A full moon (or fog, heavy rain, etc., during daytime) with a
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clear sky will create an area of dim light. Otherwise, night
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and very thick fog will create darkness. See the Dungeon
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Adventures section for the effects of darkness.
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**Losing Direction**
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- At the start of each day, referee should roll to determine if group loses direction.
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- Chance of losing direction depends on terrain being traversed:
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- Grasslands, plains, clear: 1-in-6
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- Hills, mountains, woods, barren areas: 2-in-6
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- Swamp, jungle, desert: 3-in-6
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-->
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**Overland Travel**
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- 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).
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- 10' / round => 6 miles / day
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- 20' / round => 12 miles / day
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- 30' / round => 18 miles / day
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- 40' / round = 24 miles / day
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- Some terrain affects overland speed while traveling through it:
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- Maintain roads: Increase speed by 50%.
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- Hilly, wooded, or desert terrain: Decrease speed by 33%.
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- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
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- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer exhaustion (-1 to all rolls).
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- Characters must rest 1 day for every 6 days traveling or suffer exhaustion (-1 to all rolls, cumulative for each additional day without rest).
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**Sight**
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Characters can usually see 3 miles around (in clear terrain).
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- Range of sight may vary based on terrain (ex: less in wooded area, more on an overlook).
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### Encounter Procedure
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1. **Check Stealth**: Referee rolls for stealth, if applicable.
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- Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted.
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- Parties carrying an active light source typically can not have stealth.
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- If only one side has stealth, they may usually make a free attack (or can pass unnoticed).
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- If all sides have stealth, they miss each other.
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2. **Determine Distance**: Referee determines how far away the characters are from the encounter.
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- Often determined by the nature of the encounter itself, but may be determined randomly:
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- Dungeon: 2d6 x 10'
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- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
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3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first.
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4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
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- Players decide how their characters will act.
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- Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.
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- If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate).
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<div class="dividedTableWrapper">
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| 2d6 | Result |
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| :-: | :---------: |
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| 2- | Attack! |
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| 3 | Hateful |
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| 4 | Leery |
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| 5 | Rude |
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| 6 | Aloof |
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| 7 | Uncertain |
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| 8 | Confused |
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| 9 | Indifferent |
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| 10 | Cordial |
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| 11 | Amiable |
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| 12+ | Friendly! |
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[Reaction Table]
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</div>
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<div class="dividedTableWrapper">
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| CHA | Mod |
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| :---: | :-: |
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| 3 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Charisma Modifier]
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</div>
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5. **End Turn**: Once the encounter has played out, the turn ends.
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- Each encounter is assumed to take at least one full turn to complete.
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- This includes time to regroup, bind wounds, clean weapons, rest, etc.
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#### Typical Actions
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While any action is possible, the following actions are the most common:
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- **Combat**: If a side attacks, casts a spell, or makes a tactical movement, [combat](./combat.html) begins.
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- **Evasion**: If a side decides to flee, another side may decide to pursue.
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- **Talk**: One side may attempt to communicate with the other(s).
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#### Evasion
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Any side that wishes to avoid an encounter may attempt to flee.
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- Only possible before combat begins.
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- Each opposing side declares whether or not they want to pursue.
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- Players decide freely if they wish to pursue fleeing creatures.
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- Referee decides whether creatures pursue fleeing PCs (based on circumstances or roll).
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- If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided.
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- If an opposing side decides to pursue, the chance of evading depends on the surrounding environment.
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### Advancement
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As the adventures continue, treasure is acquired and creatures are vanquished, all adding to the PCs XP total.
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- 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).
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- The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling).
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- 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.
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- Referees may increase the derived value arbitrarily.
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- Once a PC acquires enough XP, they go up to the next level in their class.
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#### Upon Gaining a Level
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When a PC increases their level, the following actions may be performed:
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- Roll a hit die (based on the PC's class), and add it to their maximum hit points.
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- 1s and 2s may be re-rolled.
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- Alternatively, roll the next die step down and add 2.
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- Their player may pick one of the PC's abilities, and roll 3d6.
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- If the resulting roll is higher than the ability score, increase the score by 1.
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- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained.
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### Encumbrance
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Characters can carry a number of "Important Items", based on their Strength (STR).
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- Items can be carried **At Ready** or **Packed**.
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- "At Ready" items may be grabbed and used without delay.
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- Packing or unpacking items takes 1 turn.
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- Characters can carry a number of at-ready items up to their Strength (STR), to a minimum of 7.
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- Additionally, characters may carry a number of packed items up to their Strength (STR), to a minimum of 7.
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- Leather armor counts as 1 item, mail counts as 2 items, plate counts as 3 items.
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- 2-handed weapons count as 2 items.
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- 100 coins or gems count as 1 item.
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- Carrying more ready or packed items than allowed can be done, but movement is halved (or worse).
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- Carrying more than twice the allowed number of ready or packed items reduces movement to 0.
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### Health, Damage and Dying
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The state of a character's health is determined by their number of hit points (HP).
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- Starting HP is usually determined by class and level.
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- The type of Hit Dice to throw is determined by class
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- The number of Hit Dice to throw is determined by level.
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- Re-roll any 1s or 2s.
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- Modify the rolled value of each die by CON as below:
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<div class="dividedTableWrapper">
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| CON | Mod |
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| :---: | :-: |
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| 3 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Constitution Modifier]
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</div>
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- When damage is taken, HP is lost.
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#### Dying
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- Monsters and NPCs usually die at 0 HP.
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- PCs at 0 HP (or lower) make a **Saving Throw vs Death** at the end of each round of combat.
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- 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.
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- On fail, lose 1 HP to blood loss and try again next round.
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- At -(level) HP (or lower), save or die.
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- PCs should never die from a single bad roll, but two bad rolls is enough.
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#### Healing
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- After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
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- Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP.
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- Certain potions of healing can also be used:
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- Drinking a healing potion restores up to 1d6+1 HP.
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- Imbibing a potion of greater healing restores up to 2d6+2 HP.
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- Quaffing a potion of supreme healing restores up to 3d8+3 HP.
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### Knowledge
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**Identifying (Magic) Items**: Spellcasters get INT check.
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**Medical Treatment**: INT check, success stabilizes dying characters and restores their ability to move and fight.
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- Can't be used on oneself.
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### Languages
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- Anyone who speaks a language can understand other related lanuages (ex: dialects) with a successful INT check.
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- Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
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- The following lists of languages are not all-inclusive.
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#### Alignment Languages
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Assumed to shared by all (intelligent) members of a given alignment.
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- **Chaotic**: Alignment language of chaos.
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- **Lawful**: Alignment language of law.
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- **Neutral**: Alignment language of neutrality.
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#### Class Languages
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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.).
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- **Assassin's Cant**: Secret (and coded) language known to all thieves.
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- Dialects are based on different guilds.
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- **Corsair's Cant**: Secret (and coded) language spoken by all Corsairs.
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- Dialects are based on different ship / locations.
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- **Druidic**: Secret language spoken by all Druids.
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- **Thieves' Cant**: Secret (and coded) language known to all thieves.
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- Dialects are based on different guilds.
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#### Racial Languages
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- **Aerian**: Native language of air elementals, dialect of elemental.
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- **Angelic**: Native language of angels (law elements), dialect of both lawful and elemental.
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- **Aquon**: Native language of water elementals, dialect of elemental.
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- **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental.
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- **Doppleganger**: Native language of dopplegangers.
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- **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.).
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- **Duncommon**: Native language of those that dwell deep underground and other dark places (Drow, Medusa, etc.).
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- **Dwarfish**: Native language of dwarves.
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- **Elemental**: Spoken by all elementals, each subtype has their own dialect.
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- **Elvish**: Native language of elves, dialect of faerie.
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- **Faerie**: Native language of the fae, usually divided into 2 dialects:
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- **High Faerie** Spoken in the ruling courts of the Faewolde.
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- **Low Faerie**: Spoken everywhere else in the Faewolde.
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- **Farspeak**: Language of the far realms.
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- **Gargoyle**: Native language of gargoyles.
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- **Giant**: Native language of giants.
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- **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.)
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- **Gnollish**: Native language of gnolls.
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- **Gnomish**: Native language of gnomes.
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- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
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- **Halfling**: Native language of halflings.
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- **Orcish**: Native language of ogres and orcs.
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- **Pyrean**: Native language of fire elementals, dialect of elemental.
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- **Strallan**: Native language of the Stral and official language of the Stral Empire.
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- **Terrun**: Native language of earth elementals, dialect of elemental.
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<div class="dividedTableWrapper">
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| INT | Spoken Languages | Read? |
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| :---: | :--------------: | :---: |
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| 3 | Native (broken) | No |
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| 4-5 | Native | No |
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| 6-8 | Native | Basic |
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| 9-12 | Native | Yes |
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| 13-15 | Native + 1 | Yes |
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| 16-17 | Native + 2 | Yes |
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| 18+ | Native + 3 | Yes |
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[Languages Known]
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</div>
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### Perception Checks
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Generally, perception can be checked by rolling highest of INT or WIS.
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### Size
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A creature's size is usually defined by one of the following categories based on its height and/or weight:
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<div class="dividedTableWrapper">
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| Size | Max Height | Control Radius |
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| :--------: | :--------: | :------------: |
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| Tiny | 2' | 2.5' |
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| Small | 4' | 5' |
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| Medium | 8' | 5' |
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| Large | 16' | 10' |
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| Huge | 32' | 15' |
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| Gargantuan | 32'+ | 20'+ |
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[Creature Sizes]
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</div>
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### Time
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Time is often represented at different scales:
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- A combat round is 10 seconds long.
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- An exploration turn takes 10 minutes.
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- A watch takes 4 hours.
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- A long rest takes 8 hours.
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<!--
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### Usage Die
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Some equipment (including many magic items) have limited uses, tracked via a **Usage Die**.
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- The item description will indicate the starting die type.
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- After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed.
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- After dropping a die step from a d4, the magic item has only 1 use remaining.
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- When no more uses are left, the item becomes inert.
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- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
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-->
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!!!include(license/wotc-cc-by.md)!!!
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