Curabel Campaign Order of Play
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Order of Events
Game Turn (Dungeon Exploration)
- Check for Wandering Monsters (default is 1 roll/2 turns)
- Party Moves/Enters Room/Listens/Searches
- Ask for PC intentions
- No Monsters = Turn End
- Monsters = Encounter
- Monster Distance (2d6 x 10 feet)
- Surprise Roll (2-in-6 standard)
- Monster Reaction Roll (2d6 roll)
- Party/Monster Reactions
- End of Turn
- Mark off Passage of Time, etc.
Game Day (Wilderness Exploration)
- Party decides direction of travel
- Check/Determine Weather
- Check for Getting Lost
- Check for Wandering Monsters (3/4 check each day)
- No Monsters = Day End
- Monsters = Encounter
- Monster Distance (4d6 x 10 yards)
- Surprise Roll (2-in-6 standard)
- Monster Reaction Roll (2d6 Roll)
- Party/Monster Reactions
- End Turn
- Mark off Passage of Time, etc.
Combat Sequence
- Initial Actions
- Check for Surprise (2-in-6 standard)
- Monster Reaction Roll (2d6 Roll)
- Round Actions
- Check Morale/Loyalty (First Casualty; 50% Losses)
- Ask PCs for intentions
- Initiative Roll
- Resolution of Actions (Dex Order for PCs within Category)
- Cleric Turning/Psionics
- Magic Items w. no Activation Time
- Charges & Set Spears
- Missile, Melee, Unarmed Attacks
- Spells, Scrolls, Items w. Activation Times
- Movement
- Conclusion: Mark Time; Record Rest Turn