GM Cheat Sheet

OSR overlay — reaction, morale, danger, and hirelings at a glance

Reaction Roll first contact

2d6, apply the speaking PC's Charisma modifier. Use whenever an encounter isn't already scripted hostile.

RollResult
2–3Hostile — attacks or acts against the party immediately
4–5Unfriendly — threatens, demands, or postures
6–8Uncertain — wary, cautious, waiting to see intent
9–11Talkative — willing to deal, share, or bargain
12+Helpful — offers real aid or a favorable bargain

Static Initiative

Set a difficulty number for the encounter; everyone rolls a Dexterity check against it once, at the start of the fight.

EncounterSuggested DC
Easy10–12
Standard14
Hard / deadly16+

Success = fast round, failure = slow round. No re-rolling each round; within a round, act in whatever order makes sense.

Morale Check combat

2d6 + modifiers vs. threshold of 7. Roll at or above threshold = holds. Below = breaks (flees, routs, or surrenders). Higher is braver, so positive modifiers stiffen resolve.

TriggerCheck?
First death in the groupyes
Leader falls or fleesyes
50%+ casualtiesyes
Something genuinely terrifying happensyes
ModifierAdj.
Outnumbers the party+1
Stronger (HD/CR) than party+1
Outnumbered by party−1
Weaker than party−1
Leader just fell−2
Defending home / young / a hostage+2

Skip the roll for anything already established as fanatical, mindless, or cornered with nowhere to go — morale is for creatures with a reason to want to survive.

Wandering Danger exploration

Roll d6. Overland travel and camping: once per watch. Delving and exploration: once every third turn (a turn is 10 minutes) — track turns with the shared campaign clock.

RollResult
1Encounter — something finds the party now
2Sign — tracks, sound, smoke; a warning, not an encounter
3–5Clear
6Opportunity — a useful sign of quarry, treasure, or aid

Hirelings town

Once per week in a settlement, roll a reaction check (2d6 + hiring PC's CHA) to see who's willing.

RollAvailability
2–6No one willing this week
7–9One hireling available (torchbearer, guide, or man-at-arms)
10–11Two available
12+A notable specialist available (tracker, hedge-mage, veteran)
RoleWage
Torchbearer5 sp / wk
Guide10 sp / wk
Man-at-arms20 sp / wk
Specialistnegotiable
Loyalty shiftsAdj.
Saved from danger / shared treasure+1
Left behind or shorted on pay−1
Loyalty check failsdesertion or theft risk

Retainers earn a half XP share and don't advance without choosing a class if they started as a level-0 hire.

Encumbrance full slot system

Capacity = Strength score. Items at the ready (drawn, worn, belted) = Dexterity modifier; everything else is stowed and costs an object interaction to reach.

StateEffect
Over capacityencumbered — speed halved, no running, disadvantage on Dex saves, stealth, and anything needing grace
Over double capacitycannot move until something is dropped or handed off

Per-item slot costs live on the Character Sheet Add-On, which the players hold — that's the authoritative list. Rough calls at the table: ordinary item 1, two-handed 2, heavy armour 3, small items 5 to a slot, coin 100 to a slot, a body 6 and both hands.

Darkness & Detection

RuleEffect
Darkvision in true darkness (sealed rooms, magical darkness, no ambient light)Does not function — a light source is required
Unshielded light or loud combat in dangerous groundEncounter on 1–2 instead of 1 (widen further if genuinely loud and lit)

Travel Pace

PaceEffect
FastMore ground covered; passive Perception −5; encounter on 1–2
NormalStandard ground; encounter on 1
Slow / cautiousLess ground covered; passive Perception +5; encounter on 1, and a Sign result gives warning in time to avoid it

Downtime Carousing town, between sessions

d6 per character who spends coin carousing.

RollResult
1Trouble — a debt, grudge, or complication follows into next session
2–3Nothing much — the coin's gone, that's all
4–5Nothing much, plus a minor useful rumor
6A real lead — a strong rumor or a useful contact made

Rests

TierTimeRequirementRecovery
Short20 mina drink of waterspend 1 Hit Die
Long4 hrsfood and waterspend any number of Hit Dice
Safe12+ hrsa secure locationfull HP + half total Hit Dice

"Secure" means defensible or hidden ground and a real watch — not just a long enough timer. An interrupted rest at any tier grants no benefit for whoever was disturbed.

Zero Hit Points

On the turn after dropping to 0 HP, the player chooses one:

OptionEffect
Hand of Fateone death save — success stabilizes, failure is death
Permanent Injurystabilizes automatically; lose 2 points from one ability score, permanently
Blaze of Gloryone last attack or spell, treated as an automatic critical hit — then the character dies

Running It — Quick Reminders