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HOSR Core Rules: Adventuring 2023-04-26T23:02:00-04:00 rules feature rha

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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.
  1. 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).
  1. Roll Initiative: Each side that has can has stealth rolls 1d20, highest roll moves first.
  2. 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]

  1. 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 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 and race 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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