Expedition Rules

Movement & Encumbrance

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.

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


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


Turn sequence:

  1. Referee will give some indication of the monsters actions for the turn.
  2. Players declare action for the 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. Ref determines initiative based on the situation, and resolves the action.

Combat Options

Fighter-only Combat Options:

Hit Points

If you get a long rest in a Safe Haven, you reroll your current hit dice. If the new total is higher than your current hp, the new total becomes your new max HP.

If a character loses HP during a session, and carries that loss through to the end of the session, their max hp is lowered to the new current total.

If the party rests in a safe space after a combat, any character who doffs their armour & tends their wounds may regain 1d3 hp, up to their max.


Werdna the Worthy is a Myrmidon (Fighter 3) with 3 hit dice. He’s just spent a week in Haven Town, and rolls 3d6. The total is 13, so Werdna’s current & max HP is 13. During the expedition, Werdna takes a wound for 6hp and drops to a new total of 7, and doesn’t find any healing, or have time to even tend the wound, before retreating hurriedly from the dungeon. Wernda’s new total & max hp is 7.

After spending a week recuperating, Werda rolls 3d6 again. This time, he rolls only a total of 6, so the 7 hp remaining from the last session stands as his max hp.

He goes on another adventure. He is wounded again, in a melee, for 1hp (bringing his total to 6hp), but this time the party finds a safe space in the dungeon to rest after the combat, and Werdna tends his wounds. He rolls 1d3 and gets a 3. Though he’s only at 6, he can’t heal higher than his max, so he is back at 7.

Werdna gains a level as a result of the expedition, and is now a Hero (Fighter 4), with 4HD. After recuperating in Haven Town, he rolls 4d6 & gets a 19, which becomes his new current & max hp.

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! 👹

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).