TEXT:  
   
  COMBAT 
  Initiative: 1d6 per side, highest goes first, on a tie simultaneous.   
  Combat Actions:  
  • 
  Make half move and attack or other quick action (e.g. drink a potion) 
  • 
  Charge at running speed and attack 
  • 
  Full move with no attack 
  • 
  Cast a spell (and move up to 5”) 
  Special Manoeuvers: 
  Manoeuvre 
  DC 
  Save 
  Notes 
  Aid Another 
  - 
  - 
  Forgo attacks to grant +2 on attack and manoeuvre 
  rolls to an ally vs an adjacent enemy. 
  Blind 
  16 
  Ref 
  Lasts 1d4 rounds 
  Bull Rush 
  12 
  Fort 
  Knock victim back 1d6” + str mod, or if one size 
  larger 1” + str mod.  
  Charge 
  - 
  - 
  Run at least 30” for +2 to damage, -2 to AC 
  Disarm 
  14 
  Ref 
  Knocks weapon out of hand, 1d6+3 feet away.  
  Fight 
  Defensively 
   
   
  Forgo all attacks for +2 to AC for turn 
  Grapple 
  14 
  Fort 
  Victim is grappled, suffers normal unarmed damage, 
  and must succeed with own grapple to escape. 
  Overrun 
  14 
  Fort 
  Like bullrush plus charge, can elect to trip instead of 
  push back, move continues after attack.  
  Sunder 
  16 
  Item 
  Save 
  Attacking material must be as strong or stronger 
  than targeted material.  
  Trip 
  14 
  Ref 
  Knocks opponent prone.  
  Death: Characters die when their negative hp total exceeds their Con score, or exceed -10 
  (whichever is greater). No maiming for near death experiences applies.  
  ENCOUNTERS 
  3d6 (2d6 for wicked 
  creatures) 
  Reaction 
  2-3 
  Completely hostile, attack immediately 
  4-8 
  Hostile, not willing to parlay, may attack 
  9-16 
  Neutral, willing to parlay and trade 
  17-18 
  Friendly, willing to render assistance 
  Distance: 1d6 x 20 in close quarters, 1d6 x 60 in more open spaces.  
  Surprise: 1 on 1d6 for all participants, cannot act first turn of combat. 
   
   
  Morale:  
  - Trigger: NPC’s and monsters might flee if half their number has been killed or disabled or 
  their leader has been killed or disabled. 
  - Check: Pass a Will saving throw.   
  HEROIC TASKS 
  The score required for success depends on what level of skill the character has in the heroic 
  task: 
  • 
  Unskilled: 
  >=18 on a d20 
  • 
  Knack:   
  >=15 on a d20 
  • 
  Skilled:   
  Roll vs indicated saving throw, modifying the roll with the 
  indicated ability score modifier. 
  Task 
  Save + Stat 
  Modifier 
  Notes 
  Bend Bars 
  Fort + Str 
   
  Break Down Doors 
  Fort + Str 
  On failure, kicker suffers 1d4 dmg and has 5% 
  chance of being crippled for 24 hours. +3 for 
  light weapons, +5 for pole arms. Triggers 
  wandering monster check. 
  Climb Sheer 
  Surfaces 
  Ref + Dex 
  On failure, suffer falling damage calculated 
  from mid point of fall. Speed of 10”. 
  Decipher Codes 
  Will + Int 
   
  Escape Bonds 
  Ref + Dex 
  Takes 1d10 minutes per attempt. 
  Find Secret Doors 
  Will + Int 
   
  Find Traps 
  Will + Int 
  Takes a minimum of 1 turn per attempt.  
  Hide in Shadow 
  Ref + Dex 
  Camouflage clothing gives a +2 bonus 
  Jump  
  Fort + Str 
  Jumping 5” forward or 3” up takes no roll. Each 
  full multiple of this adds -2, up to quadruple.  
  Listen at Doors 
  Will + Wis 
   
  Move Silently 
  Ref + Dex 
   
  Open Locks 
  Ref + Dex 
   
  Pick Pockets 
  Ref + Dex 
   
  Remove Traps 
  Ref + Dex 
  Failure sets off the trap.  
  Riding 
  Ref + Dex 
  Fall off on failure. Falling damage = distance + 
  speed.  
  Survival 
  Will + Wis 
  Takes 4 hours per attempt. Consult table for 
  results on success.  
  Swimming 
  Fort + Str 
  First failure: make no progress: Second failure: 
  begin to drown.  
  Tracking 
  Will + Wis 
   
  Trickery 
  Will + Cha 
   
   
   
  
   
   
  2 
  CONDITIONS 
  Condition 
  Description 
  Blinded 
  Blinded characters cannot see. In a fight, they suffer a ‐10 
  penalty to hit their targets, and their opponent gains a tactical 
  advantage against them. Blinded creatures are surprised on a 
  roll of 1‐3 on 1d6. 
  Comatose 
  The subject falls into a catatonic coma. During this time, it 
  cannot be awakened by any means. This is not a sleep effect, 
  and thus elves are not immune to it. 
  Crippled 
  The crippled condition indicates some problem with a creature’s 
  legs or feet. The creature’s movement is reduced by one half 
  and they suffer a ‐2 penalty on Reflex saving throws. 
  Deafened 
  Deafened characters are surprised on a roll of 1‐3 on 1d6. 
  Deafened spellcasters fail to cast their spells on a roll of 1‐2 on 
  1d6. 
  Entangled 
  Entangled creatures move at quarter speed and cannot run. 
  This gives their opponents a tactical advantage in combat. 
  Entangled spellcasters fail to cast their spells on a roll of 1‐2 on 
  1d6. 
  Fatigued 
  A fatigued character moves at half speed and his opponent’s 
  enjoy a tactical advantage in a fight.  
  Frightened 
  Frightened characters flee from the source of their fright as 
  quickly as they can. If a frightened creature is unable to flee and 
  must fight, their opponent gains a tactical advantage. 
  Incorporeal 
  Incorporeal creatures can only be harmed by magic weapons or 
  spells. They can pass through solid objects. 
  Madness 
  Mad or insane characters act randomly each round (during 
  combat) or turn (outside of combat), per the confusion spell. 
  Paralyzed 
  A paralyzed creature cannot move or act, but can perform 
  purely mental functions. 
  Petrified 
  A petrified creature has been turned to stone and is considered 
  unconscious. Damage sustained by a petrified creature (i.e. 
  loss of a limb or head) is carried over to the creature when it is 
  unpetrified. 
  Prone 
  A prone character has been knocked to the ground. Opponents 
  wielding melee weapons enjoy a tactical advantage against 
  him, while he enjoys a tactical advantage against foes with 
  ranged weapons. 
  Sickened 
  Sickened creatures are dizzy and nauseated, and suffer a ‐2 
  penalty to attack and to their saving throws. 
  Stunned 
  A stunned character cannot move or attack and drops any item 
  he holds. Opponents enjoy a tactical advantage against him.  
   
   
  TURN UNDEAD 
  HD 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9-13 
  14-18 
  19+ 
  1 
  10 
  7 
  4 
  3 
  2 
  D 
  D 
  D 
  D 
  D 
  D 
  2 
  13 
  10 
  7 
  4 
  3 
  2 
  D 
  D 
  D 
  D 
  D 
  3 
  16 
  13 
  10 
  7 
  4 
  3 
  2 
  D 
  D 
  D 
  D 
  4 
  19 
  16 
  13 
  10 
  7 
  4 
  3 
  2 
  D 
  D 
  D 
  5 
  20 
  19 
  16 
  13 
  10 
  7 
  4 
  3 
  2 
  D 
  D 
  6 
  - 
  20 
  19 
  16 
  13 
  10 
  7 
  4 
  3 
  T 
  D 
  7 
  - 
  - 
  20 
  19 
  16 
  13 
  10 
  7 
  4 
  T 
  T 
  8 
  - 
  - 
  - 
  20 
  19 
  16 
  13 
  10 
  7 
  2 
  T 
  9 
  - 
  - 
  - 
  - 
  20 
  19 
  16 
  13 
  10 
  3 
  2 
  10 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  16 
  13 
  10 
  2 
  11 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  16 
  13 
  10 
  12 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  16 
  13 
  13+ 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  16 
  If D20 >= number the undead type targeted flee, or cower if unable to flee, for 3d6 rounds. T 
  = automatic turn. D = undead is automatically destroyed or controlled for 24 hours. 
  FALLING 
  Distance 
  Damage 
  Crippled 
  10 ft 
  1d6 
  1 in 10 
  20 ft 
  2d6 
  1 in 6 
  30 ft 
  3d6 
  1 in 6 
  40 ft 
  4d6 
  2 in 6 
  50 ft 
  5d6 
  2 in 6 
  60 ft 
  6d6 
  3 in 6 
  70 ft 
  7d6 
  3 in 6 
  80 ft 
  8d6 
  4 in 6 
  90 ft 
  9d6 
  4 in 6 
  100 ft 
  10d6 
  5 in 6 
  110 ft 
  11d6 
  5 in 6 
  120 ft+ 
  12d6 
  6 in 6 
  
SOURCE: textdata/thevault/Blood & Treasure (osr)/Blood & Treasure Cheat Sheet.pdf