Referee's Screen

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.