CHAPTER 10: ADVENTURING & EXPLORATION
Time
The passage of time in play is the GM's domain. In most campaigns, it functions as it does in the real world. Precise time in the game uses two units:
A round is approximately one minute of activity. A turn is ten rounds, or ten minutes. Long-term time — days, weeks, months — can be compressed when nothing significant occurs. Three weeks of travel can pass in a sentence if nothing happens during them worth playing out.
Movement
Each character has a base Movement Value (MV) listed by ancestry. This represents how far they move in a single round. Four movement modes apply depending on the circumstances.
Walking. Standard pace across open terrain — city streets, wilderness, clear roads. Characters move a number of meters equal to their MV × 10 per round.
Cautious Walk. Used in confined or hostile environments — underground, in dungeons, inside buildings, whenever traps or ambushes are possible. Characters move a number of meters equal to their MV × 3 per round. The slower pace allows them to spot traps, secret doors, and environmental hazards.
Hustle. Moving at walking speed in a situation that would normally require a cautious walk. Characters use their full walking MV in meters (MV × 10) but suffer −1 to their own surprise rolls and grant opponents +1 to theirs. Hustling characters cannot spot traps, secret doors, or other features requiring careful observation.
Run. Used when fleeing pursuit. Initiative is rolled for both the fleeing party and the pursuers. If the fleeing party wins, the gap between them increases by three meters per point of initiative difference in confined terrain, or ten meters per point in open terrain. If the pursuers win, it closes by the same amount. Runners suffer the same penalties as hustlers and cannot spot hidden features.
Overland Movement
A normal day's march lasts 10 hours. Under standard conditions, a character covers three times their MV in kilometers over that time. The slowest member of the group sets the pace.
Forced march. Characters may push to cover four times their MV in kilometers per day. At the end of a forced march, all characters make a Constitution check (or a Fortitude save for creatures without a known Constitution). A −1 penalty applies for each consecutive day of forced marching. Failure means the party cannot force-march again without half a day of rest per day spent marching hard. Each half-day of rest also removes one point from the cumulative −1 attack roll penalty that forced marching imposes. Normal movement remains available even after a failed check.
Mounted travel. A mounted rider covers 1.5 times their mount's MV in kilometers per day's march. Mounts can be pushed to three times their MV in kilometers per day, but must succeed on a Fortitude save with a cumulative −1 per consecutive pushed day — failure means the mount is limited to normal MV until rested for a full day. Pushing to four-and-a-half times their MV in kilometers requires a Fortitude save at −3; failure kills the mount from exhaustion. A mount that fails either save does not collapse immediately — the GM determines when and where it gives out.
Terrain and Roads
Terrain imposes a cost per kilometer traveled, deducted from the day's available travel points. A character with MV 12 has 36 travel points per day's march, each representing one kilometer of progress.
Table 10.1: Terrain Costs
| Terrain | Cost per Kilometer |
|---|---|
| Clear, farmland, grassland | 1 |
| Barren, wasteland, scrub | 2 |
| Desert, rocky | 2 |
| Hills, rolling | 2 |
| Forest, light | 2 |
| Glacier | 2 |
| Desert, sand | 3 |
| Forest, medium | 3 |
| Tundra | 3 |
| Forest, heavy | 4 |
| Hills, steep | 4 |
| Mountains, low | 4 |
| Moor | 4 |
| Mountains, medium | 6 |
| Jungle, medium | 6 |
| Mountains, high | 8 |
| Jungle, heavy | 8 |
| Marsh, swamp | 8 |
Trails reduce terrain cost by half (4 becomes 2, 2 becomes 1). Clear plains and farmland cannot be improved by a trail.
Roads are rare — built near cities and major trade routes. Level ground with a road costs half a point per kilometer. Roads in mountainous terrain function as trails.
Wheeled vehicles cannot travel in terrain with a cost above 1 without a road or trail. Dog sleds are restricted to snow and ice, but travel with no movement penalty on them.
Table 10.2: Obstacles and Hindrances
| Condition | Modifier (added to terrain cost) |
|---|---|
| Chasm or cliff | +3 |
| Ravine or ridge | +1 |
| River (no bridge) | +1 |
| Stream | +1 |
| Rain, light | +1 |
| Heavy wind | +2 |
| Heavy fog | +1 |
| Freezing temperatures | +1 |
| Scorching temperatures | +1 |
| Rain, heavy | ×2 |
| Snow, normal | ×2 |
| Mud | ×2 |
| Rain, torrential | ×3 |
| Ice storm | ×2 |
| Dust or sandstorm | ×3 |
| Blizzard | ×4 |
Water Travel
River
Boat speed on rivers is modified by the current. Downstream: add current speed to boat speed. Upstream: subtract current speed.
Obstacles can be avoided by going upstream. Going downstream requires a good map or guide — without one, the pilot makes a Wisdom check to prevent capsizing at any hazard. A capsized boat is swept downstream and destroyed by waterfalls or severe rapids.
Table 10.3: Boat Movement
| Vessel | m/Round | km/h | Cargo | Length |
|---|---|---|---|---|
| Kayak | 60 m | 3 | 125 kg | 2.5–3 m |
| Canoe, small | 60 m | 3 | 275 kg | 3–4.5 m |
| Canoe, war | 55 m | 3 | 400 kg | 7.5–10.5 m |
| Rowboat | 50 m | 2.5* | 300 kg | 2.5–3.5 m |
| Curragh | 20 m | 1.5* | 300 kg | 2.5–3 m |
| Keelboat/raft | 20 m | 1.5* | 1,000 kg | 4.5–6 m |
| Barge | 20 m | 1.5* | 2,000 kg | 7.5–12 m |
* These vessels triple their movement when sails are raised, and the wind is favorable.
Ocean Travel
Ships are rated by km/h and seaworthiness. Speeds listed as two numbers separated by a slash give sail speed and rowing speed. Per round, a ship moves a number of meters equal to its km/h × 10.
Emergency move is the top sustainable speed for a short period before causing damage to the ship and crew.
Seaworthiness is the percentage chance of surviving a dangerous situation — storm, ramming, hidden obstacles, extended rough voyage. Roll percentile dice: a result above the seaworthiness rating means the ship sinks. Anchored vessels add +50% to their seaworthiness rating.
Table 10.4: Ship Movement
| Ship | km/h | Emergency Move | Seaworthiness |
|---|---|---|---|
| Caravel | 6 | 8 | 70% |
| Coaster | 5 | 6 | 50% |
| Cog | 5 | 6 | 65% |
| Curragh | 3/5 | 16 | 55% |
| Drakkar | 3/6 | 19 | 50% |
| Dromond | 3/14 | 19 | 40% |
| Galleon | 5 | 10 | 75% |
| Great galley | 5/10 | 18 | 45% |
| Knarr | 6/3 | 19 | 65% |
| Longship | 8/3 | 21 | 60% |
Table 10.5: Weather Effects on Ship Movement
| Weather | Sailing Modifier | Rowing Modifier |
|---|---|---|
| Calm/windless | Cannot sail* | ×1 |
| Adverse wind | ×½ | ×1 |
| Light breeze | ×1.5 | ×1 |
| Moderate wind | ×2 | ×1 |
| Strong wind | ×3 | ×1 |
| Storm | ×⅓** | ×½** |
| Gale | ×¼** | Cannot row |
| Hurricane | Cannot sail | Cannot row*** |
* Ships using oars can still move normally in calm weather.
** Seaworthiness check required.
*** Seaworthiness check at −45% penalty required.
Adverse winds and storms blow a ship off course by half its movement (or more). Strong wind also imposes −2 to all ranged attacks. Storms prevent normal missile fire. Gale-force winds prevent all missile fire, can uproot small trees, collapse weak structures, and endanger ships. Hurricane-force winds destroy sturdier buildings and tear ships apart.
Table 10.6: Random Wind by Season
| 2d6 | Spring/Fall | Summer | Winter |
|---|---|---|---|
| 2 | Calm | Calm | Calm |
| 3 | Calm | Calm | Light breeze |
| 4 | Light breeze | Calm | Light breeze |
| 5 | Moderate | Light breeze | Moderate |
| 6 | Moderate | Light breeze | Strong |
| 7 | Strong | Moderate | Strong |
| 8 | Storm | Moderate | Storm |
| 9 | Storm | Strong | Storm |
| 10 | Gale | Storm | Gale |
| 11 | Gale | Gale | Gale |
| 12 | Hurricane* | Hurricane* | Hurricane* |
* Hurricanes only occur if the previous day's weather was already Gale. Otherwise treat as Gale.
Aerial Movement
Aerial travel uses normal movement rules. Weather modifies it as terrain modifies overland travel — clear skies with no more than moderate wind are treated as open terrain.
Tiny flyers (eagle-sized or smaller) are driven from the sky by strong winds. Man-sized flyers are forced down by gale-force winds. Large flyers cannot fly in storms. Nothing flies in a hurricane without magical protection.
Table 10.7: Aerial Movement Modifiers
| Condition | Modifier |
|---|---|
| Strong wind | ×½ |
| Rain or snow | ×½ |
| Storm | ×⅓ |
| Gale | ×¼ |
| Hurricane | Impossible |
Modifiers are cumulative: gale force winds with rain apply ×¼ × ½ = ×⅛.
Aerial Combat
Aerial combat is fought in three dimensions. Most flyers must maintain forward momentum — they cannot stop in place. Rounds may pass where combatants circle without engaging, rolling initiative each round while maneuvering for position.
Maneuver Class. Creatures and vehicles that fly have a Maneuver Class (MC) from 1 (Perfect) to 5 (Clumsy), indicating how tight a turn they can make.
Speed Class. Five speed classes based on flying MV.
Table 10.8: Speed Classes
| Class | Movement Value |
|---|---|
| Slow | 12 or less |
| Average | 13–24 |
| Quick | 25–36 |
| Fast | 37–48 |
| God-like | 49+ |
Table 10.9: Maneuver Classes
| Class | Turns/Round | Passes | Hover | Min. Momentum |
|---|---|---|---|---|
| Perfect | 12 | No limit | Yes | None |
| Good | 6 | 1/round | Yes | None |
| Average | 3 | 1 per 2 rounds | No | ½ MV |
| Poor | 2 | 1 per 3 rounds | No | ½ MV |
| Clumsy | 1 | 1 per 6 rounds | No | ½ MV |
Initiative in aerial combat. The more agile combatant gains a bonus to initiative equal to the difference in their Maneuver Classes (0–4). The faster combatant gains +1 per 2 points of Speed Class difference, maximum +2. Both bonuses may go to the same combatant.
Passes represent the number of rounds between attack opportunities against a relatively stationary target. Add or subtract the Speed Class difference from a flyer's base number of rounds per attack. Only Perfect flyers may attack at their normal rate every round, regardless of positioning.
Altitude and diving. A flyer above their opponent can dive to gain a charge bonus. Natural talons, claws, lances, and spears deal double damage on a successful dive attack. Attacks against a flyer directly above suffer −2.
Damage and crashing. A flyer (except Perfect class) reduced to 50% HP or below drops to half MV and must land. If no safe landing is available, the GM adjudicates the crash — minimum 2d6 damage, maximum 10d6, based on altitude, speed, terrain, and size. A flyer striking a solid object in mid-air crashes, taking 2d6 per current Speed Class (max 10d6). A stalled flyer falls a distance equal to 5 × its momentum requirement before regaining flight if still above 50% HP.
Getting Lost
Lost
A party that doesn't know the route to their destination but knows how to return to their starting point is simply lost. Finding the right direction is a matter of time. This occurs when following unfamiliar or poorly marked trails or consulting inadequate maps. Annoying; rarely dangerous.
Hopelessly Lost
A party that doesn't know where they are, which direction to travel, or how to return is hopelessly lost. Check each day characters travel overland without following a road, river, or well-traveled trail — and whenever a followed river empties into a swamp, estuary, or delta.
If the percentile roll falls below the modified chance, the party is hopelessly lost. The GM rolls 1d8 to determine the general direction of travel each day while lost (1 = north, 2 = northeast, 3 = east, 4 = southeast, 5 = south, 6 = southwest, 7 = west, 8 = northwest), and does not inform players that they are lost until circumstances make it obvious.
Table 10.10: Chance of Becoming Hopelessly Lost
| Terrain | Base Chance |
|---|---|
| Level, open ground | 10% |
| Rolling ground | 20% |
| Open sea | 20% |
| Lightly wooded | 30% |
| Mountainous | 50% |
| Rough, wooded, hilly | 40% |
| Swamp | 60% |
| Thick forest | 70% |
| Jungle | 80% |
Table 10.11: Lost Chance Modifiers
| Condition | Modifier |
|---|---|
| Navigator in group | −30% |
| Landmark sighted | −20% |
| Raining | +10% |
| Fog or mist | +30% |
| Overcast sky | +30% |
| Poor trail | +10% |
| No landmarks | +50% |
| Darkness | +70% |
| Local guide | Variable |
| Directions, map, tools | Variable |
Swimming
A character can swim at a number of meters per round equal to half their MV × 10. A burst of speed allows their full MV × 10 meters in a single round, requiring a Strength check against half the character's Strength score (exceptional Strength counts as 9). Metal armor causes immediate sinking; armored characters can walk along the bottom at one-third MV × 10 meters per round.
Endurance. A character can swim at half speed for a number of hours equal to their Constitution score without difficulty. Each additional hour requires a Constitution check. On failure, the character must tread water for 30 minutes before continuing. Each additional hour spent swimming reduces Constitution by 1 temporarily and applies a cumulative −1 to attack rolls. A character whose Constitution drops to 0 while swimming drowns.
Rough water. Choppy water or swimming against the tide requires a Constitution check every hour. Rough water or swimming against a heavy tide requires a check every 30 minutes. Stormy water requires a check every round.
Hustle swimming. A character swimming at full MV × 10 meters per round must check Constitution every hour and loses 1 Strength and 1 Constitution per hour, plus a cumulative −2 to attack rolls. Swimming at double that rate requires checks every turn; penalties accrue every turn. Drowning occurs if either Strength or Constitution reaches 0.
Recovery. Each day of rest restores 1d6 ability points (1d3 each for Strength and Constitution if the swimming was at hustle or faster) and 2d6 points of attack penalty.
Holding Breath
With a gulp of air, a character holds their breath for rounds equal to one-third their Constitution (round up). Exertion — moving more than half MV, fighting, swimming in rough water, or wearing metal armor — halves this. Without preparation, halve the time again. A character can hold their breath for at least 1 round regardless of circumstances.
Holding breath beyond this limit requires a Constitution check each round, with a cumulative −2 penalty per check. Failure means the character must breathe.
Diving. A swimmer descends up to 6 meters per round. A running start or elevated jump adds depth — up to 6 additional meters (1.5 meters per 3 meters of height). To dive safely from height, the water must be at least 1 meter deep per 3 meters of the dive's height.
Surfacing. Characters rise at up to 6 meters per round. Unconscious or dead characters float up at 1.5 meters per round.
Vision Underwater
In bright sunlight, vision extends to 45 meters in fresh water and 30 meters in salt water. For every 3 meters below the surface, vision reduces by 3 meters until it becomes darkness. On overcast days, underwater vision is halved. On moonless nights, vision is zero. Artificial light (including magical) illuminates half its normal radius underwater.
Climbing
Climbing requires equipment for most characters — ropes and pitons. Only Thieves can climb without equipment; they use their Climb Walls thief skill instead of the standard check.
A climb check is made before beginning any ascent exceeding 3 meters. Base success chance is 40%, modified by conditions. A successful check requires no further rolls unless conditions worsen. A failed check means no viable path was found; the character cannot try again unless conditions improve or they find a suitable location at least 1 kilometer away.
Characters cannot use two-handed items while climbing unless they find secure footing. Taking damage while climbing requires an immediate climb check to maintain grip. A roped character who fails spends a round regaining their hold. An un-roped character falls.
Climb speed. All characters move MV × 0.3 meters per round (up, down, sideways, or diagonally) when climbing, multiplied by the surface modifier. Thieves climb at double speed; their modifiers are listed in brackets.
Table 10.12: Climbing Modifiers
| Condition | Modifier |
|---|---|
| Prominent handholds (branches, ledges) | +40% |
| Rope anchored at top | +55% |
| Surface slopes inward | +25% |
| Slightly slippery (wet or crumbling) | −25% |
| Slippery (icy or slimy) | −45% |
| At 50% HP or less | −30% |
| Encumbrance penalty | −10% per step below base speed |
| Banded or splint armor | −35% |
| Plate armor variants | −50% |
| Chain or scale armor | −25% |
| Studded or padded | −15% |
| Duardeen or Duergar | −10% |
| Halfling (Val'arian) | −20% |
Table 10.13: Climbing Speed Modifiers
| Surface | Dry | Slightly Slippery | Slippery |
|---|---|---|---|
| Very smooth* | ×½ | — | — |
| Smooth, cracked* | ×½ [×1] | ×¼ | — |
| Rough* | ×1 [×2] | ×½ | — |
| Rough with ledges | ×1 [×2] | ×½ [×1] | ×¼ |
| Ice wall | — | — | — |
| Tree | ×4 [×8] | ×3 [×6] | ×2 [×4] |
| Sloping wall | ×3 [×6] | ×2 [×4] | ×1 [×2] |
| Rope against wall | ×2 [×4] | ×1 [×2] | ×½ [×1] |
* Non-Thieves require climbing equipment for these surfaces. Very smooth, slippery surfaces cannot be climbed with mundane tools.
Thief speeds in brackets.
Climbing Tools
Pitons, ropes, and ice axes prevent falling rather than increasing speed. A character can only fall as far as their rope — or twice the distance to the last placed piton (pitons have a 15% chance of coming loose in a fall). Falling characters still take 1d6 per 3 meters from the rope catching them.
Roped groups. When one character falls, those directly roped to them make a climb check (−2 per additional falling character). Success stops the fall; failure means that character also falls, and the check propagates down the line.
Rappelling. A character with an anchored rope can descend at MV × 3 meters per round, with a +50% bonus to their climb check if someone holds the rope at the bottom, or +30% for free rappel.
Vision and Light
Under clear conditions, the horizon is visible at roughly 20 kilometers. Tall mountains can be seen at 100 kilometers. Specific visibility conditions:
Table 10.14: Visibility Ranges (in Meters)
| Condition | Movement Seen | Spotted | Type Identified | Detail Identified |
|---|---|---|---|---|
| Clear sky | 1,500 m | 1,000 m | 500 m | 100 m |
| Twilight | 500 m | 300 m | 150 m | 30 m |
| Mist, light rain | 1,000 m | 500 m | 250 m | 30 m |
| Light fog or snow | 500 m | 200 m | 100 m | 30 m |
| Night, full moon | 100 m | 50 m | 30 m | 10 m |
| Night, no moon | 50 m | 20 m | 10 m | 5 m |
| Dense fog or blizzard | 10 m | 10 m | 5 m | 5 m |
Movement Seen: the distance at which motion is detectable. Spotted: the maximum distance at which any object can be seen. Type: general category (ancestry, weapons, clothing). Detail: specific individuals and features.
Small creatures reduce all categories by one step per size below medium. Large creatures double the Movement, Spotted, and Type ranges per size category above medium.
Table 10.15: Light Sources
| Source | Radius | Duration per Fuel Unit |
|---|---|---|
| Candle, tallow | 1.5 m | 10 min/cm |
| Candle, wax | 2 m | 20 min/cm |
| Torch | 4.5 m | 30 minutes |
| Light (spell) | 6 m | Variable |
| Hooded lantern | 9 m | 6 hours/500 ml |
| Campfire | 10 m | 1 hour/armload |
| Bonfire | 15 m | 30 min/armload |
| Continual light | 20 m | Indefinite |
| Bull's-eye lantern* | 20 m | 6 hours/500 ml |
| Beacon lantern* | 70 m | 2 hours/500 ml |
* Cone-shaped beam. Bull's-eye: 6 meters wide at far end. Beacon: 30 meters wide at the far end.
Darkness
In total darkness, movement drops to one-third normal MV. Characters without adequate light suffer −4 to attack rolls and Reflex saves, and their AC is reduced by 4 (maximum unmodified AC 10 regardless of armor).
Infravision and Darkvision
Infravision allows creatures to see heat signatures in non-magical darkness — warm-blooded creatures and heat sources appear visible at up to 20 meters. Infravision images are in greyscale; colors are indistinguishable. Cold objects are not visible.
Darkvision (Duergar only) allows complete vision in darkness as clearly as daylight — full color, cold objects included, no range limitation within normal sight distance. See Chapter 1 and Chapter 2 for ancestral rules.
Hearing
Clear, distinctive sounds require no check. Difficult hearing — discerning a single voice among many, hearing through walls, pinpointing direction — requires a check.
Table 10.16: Hearing Chance by Ancestry
| Ancestry | d100 | d20 (equal or under) |
|---|---|---|
| Human | 15% | 3 |
| Húldar | 20% | 4 |
| Aelár | 20% | 4 |
| Duardeen | 15% | 3 |
| Duergar | 25% | 5 |
| Badaki | 15% | 3 |
| Ûrgon | 20% | 4 |
| Val'arian | 25% | 5 |
| Vartran | 15% | 3 |
Optimal conditions require: helmet removed, standing still, one round of concentration. On failure, the character cannot discern the target sound until conditions change. On success, they may make further checks to determine direction, number of sources, and other details.
Using Mirrors
Actions taken using a mirror or reflective surface impose −2 to all checks, proficiency checks, and attack rolls. Defending against a target viewed only in reflection forfeits the Dexterity AC bonus.
Doors
Ordinary doors require no check. Stuck, damaged, or heavily barred doors require a Force Doors roll from Table 1.1 (Strength). Each failed attempt reduces the chance by 1. Two characters can combine half their Force Doors ratings rounded up; with a running start, they add full ratings together.
A forced door is destroyed or knocked off its hinges. Forcing doors makes considerable noise — the GM should check for a wandering encounter immediately if this occurs in a dungeon.
Secret and Concealed Doors
Secret doors are disguised as normal walls or objects. Concealed doors are simply hidden. Searching a 6-meter section of wall takes 10 minutes (1 turn) for an average character.
Húldar and Aelár notice secret or concealed doors when passing within 3 meters without actively searching (1 on 1d6). When searching actively: secret doors 1–2 on 1d6, concealed doors 1–3 on 1d6.
If found, the opening mechanism is usually apparent. In cases where it is not, a character who knows the door exists gains +1 to find the mechanism. Secret doors can be forced at half the normal Force Doors rating.
Invisibility
An invisible creature is undetectable by normal sight or infravision. They impose −4 to attack rolls against them. Complex actions while invisible (picking a lock, fine manipulation) suffer −3 (or −15%).
Invisibility does not mask sound, scent, or heat signatures from infravision-capable observers. Objects like flour or mud can reveal an invisible creature's location and shape.
If an invisible creature gives away their position — by smell, sound, or touch — alert characters make a Will save. On success, the character knows an invisible presence is nearby and may attack the general area at −4. On failure, they remain unaware until a new triggering event occurs.
Light is not hidden by invisibility — a light source carried by an invisible creature is visible, even if the carrier is not.
Damage, Death, and Healing
Hit Points
Hit points are an abstraction of a character's ability to survive. A character taking 8 points of damage loses 8 hit points, whether struck in the head or arm. Damage bonuses and penalties apply after the dice are rolled. Damage cannot be reduced below 1 point. Damage multipliers apply to dice only — modifiers are added after all dice are rolled, and never multiplied.
Special Damage Conditions
Blindness. −4 to attack rolls and Reflex saves. AC reduced by 4. The character loses Dexterity-based attack bonuses, though penalties remain.
Deafness. −1 to surprise rolls, −1 to initiative. Spellcasters have a 20% chance of failure when casting spells with verbal components.
Falling. 1d6 damage per 3 meters fallen, maximum 20d6. The GM may reduce damage based on the landing surface — soft ground, water, or vegetation.
Energy Drain. A character hit by an energy-draining attack suffers normal damage and loses one or more experience levels. For each level lost, roll the class hit die plus Constitution modifier and subtract from maximum HP. Drained experience is dropped to halfway between the new level and the next. All powers from the lost level disappear immediately; spellcasters forget spells above their new casting capacity.
A character drained to 0 level becomes a 0-level character, unable to use former class abilities or gain levels. A second energy drain at 0 level is instantly fatal. Raise Dead, Resurrection, or Wish can restore a 0-level character to 1st level.
A character drained below 0 levels rises in 2d4 days as an undead minion of whatever slew them, retaining half their former levels, under the GM's control. The minion is freed when its master is destroyed and can accumulate HD through further energy drain.
Insanity (Permanent). Affected creatures function normally until encountering a stressful situation (combat, surprise, high-stakes tasks, unfamiliar social encounters). A Wisdom check is required; failure causes the insanity to manifest for 2+1d4 turns. Roll 1d6 for behavior:
| 1d6 | Behavior |
|---|---|
| 1 | Drops prone and babbles uncontrollably |
| 2 | Violently attacks the perceived cause, then collapses, babbling |
| 3 | Flees as fast as possible; collapses if no escape is available |
| 4 | Acts normally, but the next manifestation's duration is doubled |
| 5 | Randomly attacks the nearest creature or object |
| 6 | Uncontrollable screaming and cursing at the perceived cause |
While insanity manifests, the creature can still defend itself and cast spells, but cannot act rationally or employ tactics. It gains a Will save against enchantment effects that ordinarily do not allow one, and +4 to Will saves against other enchantments. A trusted ally's sustained effort (one round at a time) provides +1 per round to the creature's Wisdom check to suppress the episode.
Insanity (Temporary). Effects lasting one hour or less are treated as a confusion spell.
Paralysis. The character is completely immobile, drops held items, and loses all Dexterity AC bonuses. They cannot move, fly, swim, or speak, but can breathe, think, see, and hear. Abilities activated by thought still function. All melee attacks against a paralyzed character hit automatically.
Stunned. The character cannot take coherent actions, use abilities, flee, or engage in combat. They may drop held items or fall prone at the GM's discretion. Opponents gain +4 to attack rolls against a stunned character.
Poison
Poison is classified by delivery method (injected, ingested, contact) and onset time. When affected, a Fortitude save is made.
Table 10.17: Poison Classes
| Class | Method | Onset | Damage (Fail/Save) |
|---|---|---|---|
| A | Injected | 1d3×10 min | 15 / 0 |
| B | Injected | 2d6 min | 20 / 1 |
| C | Injected | 1d4+1 min | 25 / 2 |
| D | Injected | 1d2 min | 30 / 2 |
| E | Injected | Immediate | Death / 20 |
| F | Injected | Immediate | Death / 0 |
| G | Ingested | 2d6 hours | 20 / 10 |
| H | Ingested | 1d4 min | 20 / 10 |
| I | Ingested | 2d6 min | 30 / 15 |
| J | Ingested | 1d4 min | Death / 20 |
| K | Contact | 2d4 min | 5 / 0 |
| L | Contact | 2d4 min | 10 / 0 |
| M | Contact | 1d4 min | 20 / 5 |
| N | Contact | 1 min | Death / 25 |
| O | Injected | 2d12 min | Paralytic |
| P | Injected | 1d3 hours | Debilitative |
Paralytic: Paralyzed for 2d6 hours. Debilitative: All ability scores halved, movement halved, cannot heal by any means until poison is neutralized or exits the body after 1d3 days.
If an ingested poison is injected (or vice versa) and the save fails, apply normal effects. If the save succeeds in this misapplication, no effect occurs.
Spells and abilities that heal hit points do not neutralize poison. Spells that neutralize poison do not restore hit points lost to it.
Death
A character reaching 0 hit points dies immediately and is incapable of further action without specialized magic.
Death from poison. Poison remains active in the bloodstream for 2d6 hours after death. A raised character must make a Fortitude save against the poison still present in their body.
Massive damage. A character who takes 50 or more points of damage from a single attack or source must immediately make a Fortitude save or drop to 0 hit points and die from shock. This applies only to damage from a single source.
Raising the Dead
Each time a character is restored to life — by Raise Dead, Resurrection, or similar magic — they make a Constitution resurrection check (Table 1.2). Failure means the character does not survive the process and cannot be raised again. A successful restoration costs 1 point of Constitution permanently. A character whose Constitution reaches 0 cannot be raised. The character's starting Constitution score represents the maximum number of times it can ever be raised.
Healing
Natural healing. 1 hit point per day of rest (activities no more strenuous than walking or riding). Physical labor, combat, or running prevents healing for the rest of that day. Complete bed rest (no strenuous activity for a full day) restores 3 hit points. After a full week of complete bed rest, add the character's Constitution HP modifier to the total.
Magical healing. Cure wound spells and healing potions restore HP instantly. Excess healing beyond the maximum is wasted. Magical healing is neither good nor evil and carries no alignment implications for the caster.
Table 10.18: Constitution and Recovery Time
| Constitution | Effect on Recovery |
|---|---|
| 3–4 | Double recovery time |
| 5–6 | One-and-a-half times recovery time |
| 16–17 | Reduce recovery time by one-third |
| 18+ | Reduce recovery time by half |
Disease
Mundane diseases spread like poisons (by contact, injection, or ingestion) and are treated by the Healing skill and Herbalism — see Chapter 7. A successful Healing check reduces variable damage and duration to a minimum; further magical treatment is not required.
Magical diseases can be diagnosed by a healer with Herbalism training, but require magical treatment to cure.

