Expedition Rules

Movement & Encumbrance

These are handled in an abstract manner.

You can carry up to your Strength in significant items. Beyond that you are encumbered, the effects of which are adjudicated on a case-by-case basis.

The maximum number of significant items you can carry is Strength x2.

100 coins take up 1 slot.

50 gems take up 1 slot.

Oversized items are considered to take up 2 slots.

For purposes of wilderness travel, characters wearing Heavy armour are considered encumbered.

A week’s worth of rations is a single item for purposes of encumbrance.

Exploration

If the party hasn’t returned to a safe area by the end of a session, the Escape? rules will come into effect.

Combat

Turn sequence:

  1. Referee will give some indication of the monsters actions for the turn.
  2. Players declare action for this turn. Generally, players should declare with a sentence or two. The ref will ask for clarification if needed.
    1. Any spells are declared first. A target must be declared, if applicable.
    2. Missile fire is declared next. A general target may be declared, at the player’s option (e.g. “shoot at an orc”). If the figure is capable of split-move-and-fire, they can declare whether they will be moving or not.
    3. Melee attacks are declared. A general target may be declared, at the player’s option (e.g. “engage the orcs”). Other considerations can be declared here, e.g. “join the shield wall & engage the orcs” or “fall back slowly but hold the line”.
  3. Roll 1d6 combat hazard die for initiative and other matters.
  4. Resolve actions in accordance with hazard die result.

Combat Options

Fighter-only Combat Options:

Hit Points

If you get a long rest in a safe place, you reroll your hit dice. If the new total is higher than your current, keep that.

You also reroll hit dice when you gain a level. Again, if the new total is higher, keep it.

Death, Dismemberment, & Wounds

If a hit reduces your hit points to 0, or if you’re hit and your hit points are already 0, roll on the following table.

If you’re carrying a shield, and you take such a hit, you can instead opt for your shield to be sundered. The shield is completely destroyed, but you escape this table … for now! 👹

2d6Result
2Instant Death: Decapitated or other grievous wound
3Fatal Wound: gutted, stabbed through lung, broken back; you’ll die in 1d6 rounds
4Severed Limb: roll a d4: 1 – sword arm, 2 – shield arm, 3, 4 – leg; you’ll die in 3d6 rounds unless you cauterize the wound using fire or stop the bleeding using a tourniquet
5Broken Bones: roll a d4: 1 – sword arm, 2 – shield arm, 3 – leg, 4 – rib; healing takes 2d4+9 weeks
6Painful Loss: roll a d6: 1 – nose, 2 – eye, 3 – ear, 4 – finger, 5 – d6 teeth, 6 – mean cut and ugly scar
7, 8Unconscious: knocked out and helpless for 2d6 rounds unless wearing a helmet; with a helmet, stunned for a round
9Stunned: unable to act for a round; with a helmet, only knocked down
10Knocked Down: enemies get advantage, you can get up next round and either attack or retreat
11No effect: you can take it!
12Adrenaline Surge! Roll half your HD (round up), gain that many HP; after the fight your HP drop back to zero and you faint for 2d6 rounds

The above table is Open Game Content (see the License).