Plains of Sedia D20

Quick Reference

Quick Reference#

One page at the table

The rules you reach for in the middle of a session, from the pages that hold them in full. Every heading links to its page. Print it: the menu and the backdrop stay off the paper.

Checks

d20 + the score's modifier + a tenth of an ability made for it, ±2 for help or hindrance. Meet the DC. A natural 20 does anything possible; a natural 1 fails.

5Easy
10Fair
15Hard
20Very hard
25Heroic

Saving throws

The same roll, to shrug something off. Make it and it misses you, or you take half.

STRBeing knocked down, held, dragged or pushed.
DEXTraps, falls and anything you could dive clear of.
CONPoison, disease, heat, cold and going without.
INTIllusions, confusion and puzzles meant to trap the mind.
WISFear, sleep and anything pushing on your mind.
CHABeing charmed, possessed or pulled out of yourself.
LUCAnything nobody could see coming.

Attacking

d20 + Dexterity modifier + a tenth of your weapon's efficacy. Meet the target's Defense.

Natural 20: always hits, a critical, and a free feat. Natural 1: always misses; roll a d6.

1-2Off-balance: You overreach. Take 2 off your Defense until your next turn.
3Stumble: You go down, and spend your next turn getting up.
4Lost grip: Your weapon lands at your feet, and it takes a turn to pick it up. An arrow or a thrown weapon falls at your feet unshot.
5Bad angle: Steel meets something harder. Your weapon loses a point of durability.
6Calamity: The blow lands on you, or on the nearest friend in reach. Roll its damage as a hit.

Defense

Natural AC + Your Dexterity modifier + Your guards + Anything else. Guards don't count against a shot or a throw. A creature's Defense is its AC.

A round

Whoever strikes first acts first. That's the character who declares the attack, or the creature that springs the ambush. Everyone else rolls a d20 and adds their Dexterity modifier. Highest goes next, and the order holds for the rest of the fight.

Each turn, one of: attack, use a move, use an ability, get out, something else.

Conditions

AsleepYou lose your turns, your guards don't count and blows do double. Any blow wakes you, and so does a shake from a friend.
BlindTake 4 off your attack rolls, or 2 if you have blind fighting.
DiseasedTake 1d4 at the end of every round of a fight, 1 off your attack rolls and 5 off your damage, until it's cured.
DrunkEverything you say comes out slurred, and you can't get another drink to your mouth. When you cast a spell, roll a d20: on a 6 or less the words slur and it never starts, though you still pay for it. Keep drinking and that climbs as high as 17. It wears off a little every hour (Drinking).
ExhaustedTake 2 off your attack rolls and checks. You can't run, use a combat skill or use an ability paid in stamina. It lasts as long as what caused it says, or until an hour's rest out of the weather.
FrightenedEvery round you try to flee instead of fighting. If you can't get away, you cower and do nothing.
HeldHamstrung, shackled or on a broken leg. You can't walk, follow or flee, though you can still fight whoever's in reach.
Lingering harmA wound, a burn or a frostbite that keeps hurting: the damage it names at the end of every round, for the rounds it names. A bleeding wound stops your health coming back until it closes.
Off-balanceTake 2 off your Defense until your next turn.
PoisonedLose a share of your most health at the end of every round of a fight: a twentieth for bloodmoss, up to a quarter for krakken (Poisons), until it wears off or is cured.
ProneKnocked down or tripped. Take 2 off your attack rolls and 4 off your Defense until you get up, which takes a turn.
SilencedYou can't cast. Abilities that aren't spells still work.
SlowedEverything you pay for in stamina costs twice as much, and any haste on you is gone.
StunnedYou lose your turns while it lasts, your guards don't count and blows do double.

Resting, each hour

HealthStaminaWillpower
Up and about121
Sitting343
Resting686
Asleep9129

Nothing comes back in a fight. Halved without water for 3 days or food for 6.

Death

At 0 health a creature's blow kills you. The dead stay dead unless raised in time:

Within a minuteresurrect (priest 20), resurrect (woodsman 30), resurrection (page 50), area resurrection (priest 60)
Within a minute of the fight endingself-resurrection (woodsman 40)
While the dance lastsdance of repetition (minstrel 80)
Within ten daysgreater resurrect (priest 40), greater area resurrection (priest 80)

Experience

A foe is worth 50 x its level. Each level costs 1,000 x the level you're at.

A clever plan, a hard bargain or a scene the table won't forget50 x your level
A secret uncovered, or a place nobody has mapped100 x your level
A quest finished500 x your level
The end of a story: a war won, a villain fallen, a town saved1000 x your level

Money and the road

100 vern make a dover, 100 dover a sovern.

An area of the map takes a quarter of a day on foot. Roll a d10 for each: on a 1, something bars the way. See Exploring.