Adventures
Hazards and Challenges
Climbing
When climbing in a difficult or pressured situation, the referee may require a DEX check to avoid falling.
Sheer Surfaces
Very steep or sheer surfaces are usually only possible to climb with specialized equipment. Some characters may have class abilities that allow them to attempt to climb such surfaces unaided.
Darkness
Characters usually want to bring a light source with them on underground expeditions. Typical light sources enable normal vision within a 30’ radius.
Infravision
All non-human monsters and many demihuman races have a special vision, allowing them to see in the dark. This is called infravision.
Heat tones: Characters with infravision can see heat tones, with warm objects (such as living creatures) appearing bright, cold objects as black, and cool objects as grey.
Reading: It is impossible to read in the dark with infravision because fine detail cannot be perceived.
Range: Infravision works within a limited range (60’ for monsters, unless specified otherwise in a monster’s description).
Disruption: Visible light (normal or magical) and large heat sources prevent infravision from functioning.
Light and Surprise
Parties carrying a light in a dark environment usually cannot surprise others (see Encounters) because the light gives away their presence.
Falling
Falling from a height onto a hard surface inflicts 1d6 damage per 10’ fallen.
Losing Direction
When traveling with a reliable guide, following a trail or river, or heading toward a prominent landmark, there is no risk of getting lost. Otherwise, there is a chance of getting lost in the untracked wilds.
The chance of the party becoming lost depends on the type of terrain being explored (see Wilderness Adventuring and Waterborne Adventuring.
Effects of Being Lost
If the party becomes lost, the referee will decide how far off course they are traveling (possibly at random). For example, if the party intends to head north, the referee may determine they are heading northeast.
It may take time for a lost party to realize it is moving in the wrong direction.
Starvation
Characters who go without food or water for a whole day or longer may begin to suffer penalties at the referee’s discretion, for example, attack penalties, reduced movement rate, more frequent need to rest, or a slow loss of hit points.
Swimming
Movement rate: Characters can swim at half their normal movement rate.
Who can swim: Unless there is an apparent reason why a character could not have learned to swim, it is assumed that all characters can swim.
Drowning
The circumstances in which drowning is a risk — as well as the chance of drowning — are judged by the referee.
Example circumstances: Swimming in treacherous water conditions, swimming while wearing armor or carrying heavy or awkward items, fighting in water.
Example chances of drowning: A character swimming in rough waters while wearing heavy armor and carrying a heavy load may have a 99% probability of drowning. A character in the same waters but wearing light armor and carrying a light load may only have a 10% probability of drowning.
Wandering Monsters
Besides the monsters placed explicitly in some areas of a dungeon or wilderness, PCs may randomly encounter monsters on the move between areas. These are known as wandering monsters.
See Dungeon Adventuring, Wilderness Adventuring, and Waterborne Adventuring for specific details.
Frequency: The referee should roll periodically to determine whether a wandering monster is encountered. The frequency of checks depends on the type of area being explored.
Chance: When a wandering monster check is made, the chance of a random encounter is usually 1-in-6. This chance may vary, depending on the area being explored (e.g., dungeon region or level, type of wilderness terrain).
Monster type: Each area should have a table of wandering monsters, which the referee rolls on when an encounter occurs.
Noise or light: If the party makes a lot of noise or carries bright light sources in a dark environment, the referee may increase the chance of encountering wandering monsters.
Hiding: If the party rests quietly in an out-of-the-way location, the referee may decrease the chance of encountering wandering monsters.
Dungeon Adventuring
Sequence of Play Per Turn
- Wandering monsters: The referee makes checks as applicable.
- Actions: The party decides what action to take (e.g., moving, searching, listening, entering rooms).
- Description: The referee describes what happens. If monsters are encountered, follow the procedure described in Encounters.
- End of turn: The referee updates time records, with special attention to light sources, spell durations, and the party’s need to rest.
Doors
Doors are common in many dungeons: some hidden, some obvious, some locked, and some stuck.
Searching for Secret Doors
Some doors are hidden or concealed. Adventurers may search a 10’ × 10’ area for secret doors (see Searching).
Chance of finding: If a character is searching in the right location, there is a 1-in-6 chance of finding a secret door. (Some types of adventurers may have an increased chance.)
Stuck Doors
Forcing: The chance of forcing open a stuck door depends on the character’s Strength (see Ability Scores).
Surprise: A failed attempt to force open a door eliminates any possibility of surprise (see Encounters) that the party may have against any monsters on the other side of the door.
Locked Doors
Locks may be picked by a character proficient with lock picks or opened by magic.
Doors Swinging Shut
Doors opened by adventurers (by whatever means) are likely to swing shut after they pass. To prevent this, doors may be held open using iron spikes or other wedges.
Monsters and Doors
Monsters living in the dungeon can usually open doors (even stuck ones) unless they are blocked, magically closed, or wedged shut with spikes.
Listening at Doors
Chance of success: PCs have a 1-in-6 chance of detecting subtle sounds beyond a door. (Some types of adventurers may have an increased chance of success.)
Referee rolls: The referee should always roll for the character listening so that the player never knows if the roll failed or if there simply is no sound behind the door.
One chance: Each character may only make one attempt to listen at each door.
Silent monsters: Some monsters (e.g., undead) cannot be detected by listening.
Movement
Exploring the unknown: When exploring unknown dungeon areas, characters can move their base movement rate in feet per turn. This prolonged rate of movement accounts for PCs exploring in a dark, unfamiliar environment, moving carefully and stealthily, and mapping their progress.
In familiar areas: When PCs are moving through dungeon areas with which they are familiar, the referee may allow them to move at a faster rate. For example, the referee might allow PCs to move three times their base movement rate per turn when moving through familiar areas.
Resting
Frequency of rest: Characters must rest for one turn every hour in the dungeon.
Penalty for not resting: A –1 penalty to attack and damage rolls is incurred until the characters rest for one turn.
Searching
The following stipulations apply to searching for secret doors, room traps, and treasure traps.
Time: Searching takes one turn.
Referee rolls: The referee should always roll for the character searching so that the player does not know if the roll failed or if there are simply no hidden features present.
One chance: Each character can only make one attempt to search a specific area or item.
Traps
There are two kinds of traps:
- Room traps: Large traps designed to affect anyone entering a particular area (e.g., a pit that opens on the floor when walked over).
- Treasure traps: Small traps placed on an item to prevent it from being tampered with or stolen (e.g., a poison needle on a chest or lock).
Triggering Traps
Each trap has a trigger—an action that causes it to spring (e.g., turning a door handle and walking into a specific area).
Chance of triggering: When a character performs the action that triggers a trap, there is a 2-in-6 chance of the trap being sprung.
Trap damage: Damage inflicted by a triggered trap is usually automatic, without an attack roll.
Monsters: Monsters may be able to bypass traps without risk, if the referee wishes.
Searching for Room Traps
Adventurers may search a 10’ × 10’ area for room traps. If the search succeeds, the trap is discovered (see Searching).
Chance of finding: If a character is searching in the right location, there is a 1-in-6 chance of finding a room trap. (Some types of adventurers may have an increased chance.)
Searching for Treasure Traps
Characters with the ability to find treasure traps (as noted in their class description) may choose to search items (e.g., chests, locks) for traps (see Searching).
Chance of finding: The likelihood of finding treasure traps if a character searches in the right location is noted in the character’s class description.
Wandering Monsters
Frequency: A check is typically rolled once every two turns in the dungeon.
Chance: The typical chance of encountering a wandering monster is 1-in-6.
Distance: Wandering monsters are encountered 2d6 × 10 feet away, moving toward the party.
Wilderness Adventuring
Sequence of Play Per Day
- Decide course: The players decide on their path of travel for the day.
- Losing direction: The referee determines whether the party gets lost.
- Wandering monsters: The referee makes checks as applicable.
- Description: The referee describes the terrain passed through and any sites of interest the party encounters, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
- End of day: The referee updates time records, with special attention to rations, spell durations, and the party’s need to rest.
Distance and Measurement
The open spaces of the wilderness mean that characters and monsters can move more freely than in a dungeon.
Ranges and movement rates: These are measured in yards instead of feet. This means that ranges and movement rates are tripled.
Areas: Spell effects, breath weapons, etc., are still measured in feet.
Flying
Miles per day: The distance a creature can fly in a day is double the distance it can travel overland (see Overland Travel). For example, a creature with a movement rate of 120’ could travel 24 miles overland but could fly 48 miles in a day.
Terrain: Does not affect air travel.
Flying Mounts
In general, a winged beast may carry riders or other burdens based on its HD:
- 3 HD creatures: They may carry a being about half the size of an adult human.
- 6 HD creatures: They may carry an adult human.
- 12 HD creatures: They may carry a large animal like a horse.
- 24 HD creatures: They may carry a massive animal like an elephant.
Foraging
Foraging for herbs, fruits, nuts, etc., can be performed alongside normal movement (see Overland Travel). The party has a 1-in-6 chance per day of finding enough food for 1d6 human-sized beings.
Hunting
Hunting animals takes up a complete day, with no traveling or resting possible. When hunting, there is a 1-in-6 chance of encountering animals suitable for eating (if they can be caught!). This is in addition to the normal chance of random encounters (see Wandering Monsters).
Losing Direction
At the start of each day of travel, the referee should roll to determine if the group loses direction. The probability depends on the terrain being traversed:
- Clear, grasslands: 1-in-6.
- Barren lands, hills, mountains, woods: 2-in-6.
- Desert, jungle, swamp: 3-in-6.
Effects: See Losing Direction.
Overland Travel
Miles per day: The number of miles a character can travel daily is determined by dividing their base movement rate by five. For example, a character whose base movement rate is 120’ could travel up to 24 miles daily.
Terrain Modifiers
Some types of terrain modify the speed at which characters can travel:
- Broken lands, desert, forest, hills: 33% slower.
- Jungle, mountains, swamp: 50% slower.
- Maintained roads: 50% faster.
Forced March
If characters need to travel further in a day, they may engage in a forced march.
Speed increase: The distance traveled is increased by 50%. For example, a character typically traveling 24 miles daily could travel 36 miles.
Rest: After a forced march, characters must rest for a full day.
Resting
Frequency of rest: Characters must rest for one day per six days of travel.
Penalty for not resting: If characters press on without resting, they suffer a penalty of -1 to hit and damage rolls until they have rested for one whole day.
Surprise
Surrounded: If a party is surprised by three or more monsters, the monsters may have moved to encircle the party.
Visibility
Characters can usually see for three miles around them in open terrain. This range may sometimes be reduced (e.g., in overgrown terrain such as a forest) or increased (e.g., looking out from the top of a mountain).
Wandering Monsters
Frequency: A check is typically rolled once daily, but the referee may choose to make more checks, up to three or four per day.
Chance: The chance of encountering a wandering monster depends on the explored terrain (see below).
Distance: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
Chance by Terrain
- City, clear, grasslands, settled lands: 1-in-6.
- Aerial, barren, desert, forest, hills: 2-in-6.
- Jungle, mountains, swamp: 3-in-6.
Waterborne Adventuring
Sequence of Play Per Day
- Decide course: The players decide on their course of travel for the day.
- Losing direction: The referee determines whether the party gets lost.
- Weather: The referee determines the Wind Conditions.
- Wandering monsters: The referee makes checks as applicable.
- Description: The referee describes the regions passed through and any sites of interest the party has, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
- End of day: The referee updates time records, with special attention to rations, spell durations, and the crew’s need to rest.
Distance and Measurement
Ranges and movement rates: These are measured in yards instead of feet. This means that ranges and movement rates are tripled.
Areas: Spell effects, breath weapons, etc., are still measured in feet.
Losing Direction
With a navigator aboard: The chance of getting lost is 2-in-6.
Without a navigator aboard: The chance of getting lost is 100% on the open seas and 2-in-6 within sight of land.
Effects: See Losing Direction.
Surprise
Aquatic monsters are usually not surprised by ships. Special circumstances (e.g., thick fog) may alter this.
Travel on the Water
Miles per day: The number of miles a creature or vessel can travel daily is determined by dividing its base movement rate by five. For example, a vessel with a base movement rate of 360’ could travel up to 72 miles in a day.
Modifiers
The distance traveled in a day may be affected by the prevailing water and weather conditions:
- River travel: Water currents may increase (when moving downstream) or decrease (when moving upstream) the distance traveled by 1d6+6 miles per day.
- Sailing: The movement rate of sailing vessels is affected by the prevailing wind conditions (see Wind Conditions).
Visibility
Land: On a clear day, land can be spotted at a distance of 24 miles. This may be reduced based on light and weather conditions.
Ships: May be sighted and identified at 300 yards on a clear day or as little as 40 yards in dense fog.
Wandering Monsters
Frequency: A check is typically rolled once daily, but the referee may choose to make more checks, up to 3 or 4 a day.
Chance: The chance of encountering a wandering monster is 2-in-6 in oceans or rivers and 3-in-6 in swamps.
Distance: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
Location: Aquatic encounters may occur on the open water or land, if the party docks at some point during the day.
Wind Conditions
Wind conditions at sea affect the rate at which a sailing vessel can travel. Extreme winds can also make travel hazardous. The referee should check the wind conditions at the start of each day, rolling 2d6:
- 2: No wind; sailing is not possible.
- 3–11: Normal sailing is possible.
- 12: Gale or storm; sailing vessels’ speed tripled (see Gales and Storms).
Variable Wind Conditions (Optional Rule)
Groups who prefer a slightly more detailed system of sea travel may use the table below, which adds extra detail to the daily 2d6 wind conditions roll.
2d6 | Wind | Effect |
---|---|---|
2 | No wind | Sailing is impossible—movement by oar at ⅓ rate (due to fatigue). |
3 | Faint breeze | Sailing movement rate reduced to ⅓ normal. |
4 | Gentle breeze | Sailing movement rate reduced to ½ normal. |
5 | Moderate breeze | Sailing movement rate reduced to ⅔ normal. |
6–8 | Fresh breeze | Normal sailing movement rate. |
9 | Strong breeze | Sailing movement rate increased by ⅓. |
10 | High wind | Sailing movement rate increased by ½. |
11 | Near gale | Sailing movement rate doubled. See #Near Gales. |
12 | Gale or storm | Sailing movement rate tripled. See #Gales and Storms. |
Near Gales
Seaworthy vessels: Have a 10% chance of taking on water.
Unseaworthy vessels: Have a 20% chance of taking on water.
Effect of taking on water: The ship’s movement is reduced by one-third until repaired at a dock.
Gales and Storms
Seaworthy vessels: Sailing vessels can attempt to move with the wind to avoid damage. This is handled as follows:
- The vessel travels at three times its normal speed in a randomly determined direction. (The referee may roll 1d6, with 1 indicating the intended direction of travel, 2 indicating 60° to the right, 3 indicating 120° to the right, and so on.)
- If the ship encounters land during this travel, there is a 75% chance of it wrecking against the shore.
Unseaworthy vessels:
- There is an 80% chance of the vessel being overrun with water and sinking.
- If the vessel is in sight of land when the gale hits, it may attempt to beach. If the shore is relatively clear of physical dangers (rocks, cliffs, etc.), this is automatically successful; otherwise, there is a 2-in-6 chance of finding a safe harbor to weather the storm.
Encounters
An encounter begins when characters meet a monster due to a planned encounter in the explored area or because a wandering monster check (see Wandering Monsters) indicates an encounter.
Encounter Sequence
- Surprise: The referee rolls for surprise, if applicable.
- Encounter Distance: The referee determines how far away the monsters are from the PCs.
- Initiative: Any sides that are not surprised roll initiative to determine who acts first.
- Actions: Any sides that are not surprised decide how they will respond to the encounter. The encounter is played out accordingly.
- Conclusion: One turn has passed.
Surprise
When to Check
A check for surprise is made for any side that is not expecting the encounter. For example, if a monster spotted an approaching party’s torch light and waited quietly, the monster would not need to roll surprise, but the party would.
Light and Surprise
Characters or monsters that carry a light in a dark environment usually cannot surprise opponents because the light gives their presence away.
Surprise Checks
Each side that is unaware of the other’s presence rolls 1d6.
Monsters: The referee rolls for monsters.
PCs: One player rolls for the adventuring party as a whole.
Results: A result of 1 or 2 means the side is surprised.
Effects of Surprise
Both sides surprised: There is simply a momentary confusion—neither side has any advantage.
One side surprised: The side that is not surprised gains a one-round advantage. The surprised side cannot act that round.
Encounter Distance
The situation in which the encounter occurs often determines how far away the monster is. If there is uncertainty, the encounter distance may be determined randomly:
- Dungeon: 2d6 × 10 feet.
- Wilderness: 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised).
- Waterborne: 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised).
Initiative
(See Combat for complete details.)
Roll 1d6: For each side, at the start of each round.
Winner: The side with the highest roll acts first, followed by other sides in order from highest to lowest initiative.
Ties: Both sides may roll again, or actions on both sides may be resolved simultaneously.
Actions
Player Character Actions
The players decide how they will act.
Monster Actions
The referee determines the monsters’ reaction to the party. Sometimes, circumstances make it obvious how a monster will react. Otherwise, the referee may roll on the table below to determine how a monster reacts to the party.
Charisma: If one specific character attempts to speak with the monsters, that character’s NPC reactions modifier due to CHA (see Ability Scores) is used to modify the monster reaction roll.
2d6 | Result |
---|---|
2 or less | Attacks |
3–5 | Hostile, may attack |
6–8 | Uncertain, confused |
9–11 | Indifferent, may negotiate |
12 or more | Eager, friendly |
Common Actions
Any action is possible in an encounter, but the following are common:
- Combat: If one side attacks, casts spells, or makes tactical movements, begin tracking time in rounds, following the combat procedure (see Combat).
- Evasion: If one side decides to flee, the other may choose to pursue (see Evasion).
- Parley: PCs may attempt to communicate with monsters. Opening an encounter in this way can influence the monsters’ behavior (see Monster Actions). If both sides decide to talk, the negotiation may be role-played.
Movement
Encounter movement rate: During encounters, a character can move up to one-third of their base movement rate per round in feet (in the dungeon) or yards (in the wilderness). For example, a character whose base movement rate is 120’ could move 40’ per round during a dungeon encounter.
Maximum duration: Characters may move at this rate for at most 60 rounds (one turn).
Evasion
If one side wishes to avoid an encounter, it may attempt to flee. This is called evasion and is only possible before combat has begun. When a side decides to try an evasion, the opposing side must decide whether or not to pursue it. Players May decide freely whether they wish to pursue fleeing monsters.
Monsters: The referee must decide whether monsters pursue fleeing PCs. (A low roll on the Monster Reactions table may be taken to indicate that the monster will pursue.)
No pursuit: If the opposing side decides to let the other side flee, the evasion automatically succeeds; the encounter is avoided.
Pursuit: If the opposing side gives chase, the chance of the evasion succeeding depends on the explored environment. See Evasion and Pursuit.
Conclusion
An encounter is assumed to take at least one full turn to complete, including time to rest, regroup, clean weapons, bind wounds, and so on afterward.
Evasion and Pursuit
In the Dungeon
Evasion
Compare the two sides’ movement rates:
- Fleeing side faster: The evasion automatically succeeds, unless the fleeing side is forced to stop.
- Fleeing side not faster: A pursuit occurs.
Pursuit
Time: This is measured in rounds (see Time, Weight, Movement).
Running: Each side is expected to run at full speed (see below).
Line of sight: Most monsters will not continue pursuing if the characters get out of the monster’s range of vision.
Dropping treasure: If the monsters enjoy treasure, there is a 3-in-6 probability that they will stop pursuing to collect any treasure the characters drop.
Dropping food: Hungry or less intelligent monsters may stop pursuit if characters drop food (3-in-6 chance).
Obstacles: Burning oil or other obstacles may slow or stop a pursuit.
Running
Movement rate: During a pursuit, characters run at their full movement rate in feet per round.
Mapping: This is not possible while running.
Exhaustion: Characters become exhausted after running for 30 rounds.
Effects of exhaustion: A -2 penalty to attacks, damage, and Armor Class.
Resting: The penalties for exhaustion last until characters have rested for three full turns.
Waterborne
Evasion
The chance of evasion is determined by the difference between the two sides’ movement rates, listed in the table below.
Success: If the evasion roll succeeds, the pursuers cannot attempt to catch up with the fleeing side until the next day—only if a random encounter roll indicates an encounter.
Failure: If the evasion roll fails, a pursuit occurs.
Fleeing Side’s Movement Rate (Compared with the Pursuer’s) | Chance of Evasion |
---|---|
Faster than pursuer | 80% |
0’–30’ per round slower than pursuer | 50% |
31’–60’ per round slower than pursuer | 40% |
61’–90’ per round slower than pursuer | 35% |
91’–120’ per round slower than pursuer | 25% |
121’+ per round slower than pursuer | 10% |
Pursuit
Time: Is measured in rounds (see Time, Weight, Movement.
Initial distance: The two sides begin a pursuit at normal encounter distance (see Waterborne Adventuring.
Closing in: The distance between the two sides decreases by the difference between their two movement rates each round (a minimum of 30’ per round).
In the Wilderness
Evasion
The chance of evasion is a percentile roll. If the percentile evasion roll fails, a pursuit occurs. Surprise (see Encounters) determines the chance of evasion:
- No surprise: If neither side is surprised, the chance of evasion is determined by the relative size of the two groups. (The chances are in favor of the smaller group, as larger groups cannot move as fast or as quietly.) The Wilderness Evasion Base Chance table indicates the base chance of evasion.
- Surprised side: It may generally not evade. The referee may rule that environmental conditions give a slight chance of evasion even when surprised (as above). For example, dense woodland may give a surprised side a 10% chance of evasion.
- Surprising side: If one side has surprised the other, the side with surprise may evade automatically—the surprised side is not even aware that the encounter occurred.
Fleeing Group Size | Chance of Evasion by Number of Pursuers | ||
---|---|---|---|
1–4 | 1 pursuer: 50% | 2–3 pursuers: 70% | 4+ pursuers: 90% |
5–12 | 1–3 pursuers: 35% | 4–8 pursuers: 50% | 9+ pursuers: 70% |
13–24 | 1–6 pursuers: 25% | 7–16 pursuers: 35% | 17+ pursuers: 50% |
25+ | 1–10 pursuers: 10% | 11–30 pursuers: 25% | 31+ pursuers: 35% |
Evasion Modifiers
One side twice as fast: If the pursuing side’s movement rate is double that of the other, the chance of evasion is decreased by 25%. If the fleeing side’s movement rate is double that of the other, the chance of evasion is increased by 25%.
Environment: The referee may modify the probabilities based on the conditions and environment. For example, in a densely wooded area, the chance of evasion may be increased by 25%.
Minimum chance: The chance of escape is always at least 5%.
Pursuit
The following procedure is followed, day by day, until the pursuit is over:
- The fleeing side moves in a random direction, determined by the referee (no mapping is possible).
- If the pursuing side’s movement rate is greater than that of the fleeing side, there is a 50% chance of it catching up. If the roll succeeds, the fleeing side has been caught; the pursuit is over. Otherwise, continue to step 3.
- The fleeing side must decide whether to continue fleeing. If it continues, it may attempt another evasion (see above). If the effort to evade fails, return to step 1. If the fleeing group decides to stop fleeing, it is caught (the pursuit ends).
Other Combat Issues
Attacking from Behind
AC bonuses from shields are negated.
Blindness
A blind character is unable to attack.
Bombing
Flying creatures may pick up rocks or other objects and drop them from above.
Altitude: At most 300’.
Chance to hit: 16 or higher on 1d20.
Affected area and damage: Depending on the size of the bomb—larger creatures can carry larger bombs. For example, a bomb from a flying creature able to carry a human might inflict 2d6 damage to all creatures hit in a 10’ × 10’ area.
Invulnerabilities (Optional Rule)
Some monsters can only be harmed by magical or silver weapons. The referee may allow such monsters also to be harmed by attacks from:
- Another invulnerable monster.
- A monster with 5 HD or greater.
Paralyzed Opponents
Helpless opponents, such as those magically paralyzed or frozen, can be automatically hit in melee. Only a roll for damage is required.
Spacing
The referee should judge the number of opponents that can attack a single combatant, considering the combatant’s size and the available space around them.
10’ passage: Enough space for at most 2–3 characters to fight side-by-side.
Subduing (Optional Rule)
Characters that wish to subdue an intelligent opponent may declare the intent to attack without killing.
Blunt blows: Only bludgeoning attacks may be made. Bladed melee weapons can deal blunt blows by attacking with the flat of the blade.
Subdual damage: Attack and damage rolls are handled normally, but subdual damage is noted separately from actual damage.
Effect at 0 HP: An intelligent character or monster reduced to 0 hit points due to subdual damage will surrender, realizing that its opponent could have killed it.
Unarmed Attacks
Attack rolls: Unarmed combat is handled the same as melee combat.
Damage: Unarmed attacks inflict 1d2 damage, modified by STR.
Unstable Surfaces
Characters on an unstable surface, such as a ship in rough seas or riding a flying animal, are affected as follows:
- Missile attacks: Suffer a -4 penalty.
- Spells: Cannot be cast.
- Magic items: Can be used normally.
Note that magical means of flight (e.g., a broom of flying, flying carpet, fly spell) generally do not count as unstable.
Water
When fighting in or beneath water:
- Penalties: Attack and damage rolls should be penalized.
- Missile weapons: Usually do not work at all underwater.
Morale (Optional Rule)
The referee decides whether monsters or NPCs surrender or run away in combat. The following system may be utilized.
Morale Rating
Monsters are rated for morale with a number from 2–12. This represents their courage in battle. Higher morale scores indicate more fearless monsters.
A score of 2: Means the monster will not fight. No morale checks should be made.
A score of 12: Means the monster fights to the death, never checking morale.
Morale Checks
The referee rolls 2d6 and compares the result against the monster’s morale score:
- Higher than morale score: The monster will surrender or attempt to flee.
- Equal to or lower than morale score: The monster will continue to fight.
Two successes: If a monster makes two successful morale checks in an encounter, it will fight until killed, with no further checks necessary.
When to Check Morale
Monsters make morale checks (rolled by the referee) in two circumstances:
First death on side: The first time one of their number is killed in battle.
Side half incapacitated: When half the monsters are incapacitated (slain, paralyzed, etc.).
Situational Adjustments
Based on the situation, the referee may apply morale modifiers from –2 to +2. For example, the side losing a battle might suffer a –1 morale penalty, while the side winning may gain a +1 bonus.
Scores of 2 or 12: Adjustments are never applied to monsters with a morale of 2 or 12.
Mercenary Morale
Mercenaries (see Mercenaries) have a morale rating and check morale exactly like monsters.
Morale rating: Determined solely by the type of troops; see below. The CHA of the hiring character has no influence.
Modifiers: The referee may penalize mercenaries’ morale in poor conditions (e.g., low wages, abuse, frequent death) or raise it in good conditions (e.g., riches, glory in battle).
Troop Type | Morale |
---|---|
Untrained, militia | 6 |
Barbarian horde | 7 |
Trained warriors | 8 |
Mounted | +1 |
Elite troops | +1 |
Fanatics, berserkers | +2 |
Retainer Morale
Retainers signed up to work as adventurers, so are not frightened off at the first sign of danger. Retainers do not make morale checks in combat, but a loyalty check may be required in extreme peril (see Retainers).
Combat Tables
These tables list the attack probabilities for all monsters and characters and the saving throw values used by monsters and normal humans.
Normal Humans
All humans, not a member of an adventuring class, are classified as normal humans. They are treated as having less than 1 Hit Die and have their own saving throw and attack probabilities (the table rows labelled NH).
Example of Making an Attack Roll
A 5th-level fighter attacks a monster with AC 4. The attack is resolved as follows:
- The player rolls 1d20. The roll comes up 14.
- The fighter has a STR score 13, meaning they gain a +1 bonus to melee attack rolls. The result of the attack roll is thus 15.
- A 5th-level fighter has a THAC0 score of 17 [+2] (listed in the class description, so the player refers to that row of the attack matrix.
- The player looks up the result (15) in the THAC0 17 [+2] attack matrix row. 15 is in the AC 2 column, indicating that the attack hits AC 2.
- As AC 2 is better than the monster’s Armor Class (4), the attack hits!
- Damage is rolled, and the result is subtracted from the monster’s current hit point total.
Attack Rolls Using THAC0 (Optional Rule)
Instead of referring to the attack matrix, attacks may be resolved using THAC0 directly. A THAC0 score denotes the attack roll required to hit AC 0. The necessary attack roll to hit opponents of other AC scores can be calculated by subtracting the target AC from the THAC0. For example, a character with a THAC0 of 19 could hit an opponent with AC 5 on a roll of 14 or greater (19 - 5 = 14).
Note: Using THAC0 to resolve attack rolls results in slightly different attack probabilities than the traditional approach of referring to the attack matrix.
Attack Matrix
Attack Roll to Hit AC | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Monster HD | THAC0 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
NH | 20 [-1] | 20 | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
Up to 1 | 19 [0] | 20 | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 |
1+ to 2 | 18 [+1] | 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 |
2+ to 3 | 17 [+2] | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 |
3+ to 4 | 16 [+3] | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 |
4+ to 5 | 15 [+4] | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 |
5+ to 6 | 14 [+5] | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
6+ to 7 | 13 [+6] | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 |
7+ to 9 | 12 [+7] | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
9+ to 11 | 11 [+8] | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 |
11+ to 13 | 10 [+9] | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 2 |
13+ to 15 | 9 [+10] | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 2 | 2 |
15+ to 17 | 8 [+11] | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 2 |
17+ to 19 | 7 [+12] | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 2 | 2 |
19+ to 21 | 6 [+13] | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 2 | 2 | 2 |
21+ or more | 5 [+14] | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Monsters: Use the attack matrix row for their Hit Dice (see monster description).
Monsters with bonus hit points: Monsters whose Hit Dice are notated as a number of dice plus a fixed hit point bonus (e.g., HD 2+1 — see Hit point modifiers under ***Game Statistics (Monsters) are more powerful and attack as if they were 1 HD higher. For example, a monster with 2 HD uses the THAC0 18 [+1] row, but a monster with 2+1 HD uses the THAC0 17 [+2] row.
Characters: Use the attack matrix row for their THAC0 score (see class description.
Normal humans: Use the attack matrix row labeled NH.
Monster Saving Throws
Hit Dice | Death | Wands | Paralysis | Breath | Spells |
---|---|---|---|---|---|
NH | 14 | 15 | 16 | 17 | 18 |
1–3 | 12 | 13 | 14 | 15 | 16 |
4–6 | 10 | 11 | 12 | 13 | 14 |
7–9 | 8 | 9 | 10 | 10 | 12 |
10–12 | 6 | 7 | 8 | 8 | 10 |
13–15 | 4 | 5 | 6 | 5 | 8 |
16–18 | 2 | 3 | 4 | 3 | 6 |
19–21 | 2 | 2 | 2 | 2 | 4 |
22 or more | 2 | 2 | 2 | 2 | 2 |
Monsters: Use the saving throw table row noted in the monster description.
Characters: Do not use this table. See the saving throw table in the class description.
Normal humans: Use the saving throw table row labeled NH.