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.
| Roll | Result |
| 2–3 | Hostile — attacks or acts against the party immediately |
| 4–5 | Unfriendly — threatens, demands, or postures |
| 6–8 | Uncertain — wary, cautious, waiting to see intent |
| 9–11 | Talkative — 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.
| Encounter | Suggested DC |
| Easy | 10–12 |
| Standard | 14 |
| Hard / deadly | 16+ |
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.
| Trigger | Check? |
| First death in the group | yes |
| Leader falls or flees | yes |
| 50%+ casualties | yes |
| Something genuinely terrifying happens | yes |
| Modifier | Adj. |
| 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.
| Roll | Result |
| 1 | Encounter — something finds the party now |
| 2 | Sign — tracks, sound, smoke; a warning, not an encounter |
| 3–5 | Clear |
| 6 | Opportunity — 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.
| Roll | Availability |
| 2–6 | No one willing this week |
| 7–9 | One hireling available (torchbearer, guide, or man-at-arms) |
| 10–11 | Two available |
| 12+ | A notable specialist available (tracker, hedge-mage, veteran) |
| Role | Wage |
| Torchbearer | 5 sp / wk |
| Guide | 10 sp / wk |
| Man-at-arms | 20 sp / wk |
| Specialist | negotiable |
| Loyalty shifts | Adj. |
| Saved from danger / shared treasure | +1 |
| Left behind or shorted on pay | −1 |
| Loyalty check fails | desertion 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.
| State | Effect |
| Over capacity | encumbered — speed halved, no running, disadvantage on Dex saves, stealth, and anything needing grace |
| Over double capacity | cannot 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
| Rule | Effect |
| 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 ground | Encounter on 1–2 instead of 1 (widen further if genuinely loud and lit) |
Travel Pace
| Pace | Effect |
| Fast | More ground covered; passive Perception −5; encounter on 1–2 |
| Normal | Standard ground; encounter on 1 |
| Slow / cautious | Less 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.
| Roll | Result |
| 1 | Trouble — a debt, grudge, or complication follows into next session |
| 2–3 | Nothing much — the coin's gone, that's all |
| 4–5 | Nothing much, plus a minor useful rumor |
| 6 | A real lead — a strong rumor or a useful contact made |
Rests
| Tier | Time | Requirement | Recovery |
| Short | 20 min | a drink of water | spend 1 Hit Die |
| Long | 4 hrs | food and water | spend any number of Hit Dice |
| Safe | 12+ hrs | a secure location | full 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:
| Option | Effect |
| Hand of Fate | one death save — success stabilizes, failure is death |
| Permanent Injury | stabilizes automatically; lose 2 points from one ability score, permanently |
| Blaze of Glory | one last attack or spell, treated as an automatic critical hit — then the character dies |
Running It — Quick Reminders
- Ask "what are you doing," not "what do you roll." Let a good plan bypass the check entirely.
- Roll only when failure is genuinely interesting — not just "try again."
- Time is watches above ground, turns below it. Wandering danger: per watch travelling, every third turn delving.
- Retreat is always viable; it may cost gear, time, or a pursuit roll, never the whole party.
- XP for finishing the contract and for serving your stated motivation — never for body count.
- Items reveal themselves through use — no automatic identification.
- Zero HP is a player's choice, not just a save — see Zero Hit Points above.
- Every character has a stated motivation for taking up this life — a flat XP bonus at contract's end if their actions genuinely served it that session. Let the player make the case; you confirm. It can change over time — that's a character beat, not a rules problem.