Moving faster than safe speed in darkness/ice: DEX check each round or fall.
Overland Travel
Terrain
Movement Cost per Mile
Clear / farmland
1/2
Untravelled plains / grassland / heath
1
Barren / wasteland / rocky desert
2
Sand desert
3
Light forest
2
Medium forest
3
Heavy forest
4
Rolling hills
2
Steep hills / foothills
4
Low mountains
4
Medium mountains
6
High mountains
8
Medium jungle
6
Heavy jungle
8
Marsh / swamp
8
Tundra
3
Moor
4
Daily movement points ≈ movement rate × 2. Spend points by terrain cost per mile.
Example: Move 12 = 24 points/day. Heavy forest costs 4/mile, so about 6 miles/day.
Mounted Travel
Rule
Effect
Normal mounted travel
Miles/day roughly equals mount movement, adjusted by terrain
Main advantage
Mount carries gear and preserves rider endurance
Double movement
Mount saves vs death or becomes spent/lame
Triple movement
Save vs death at penalty; failure may kill mount
Horse care
Needs food, water, rest, and suitable terrain
Do not treat horses like motorbikes. Bad terrain, no water, and forced marches matter.
Light & Vision
Condition
Effect
Bright light
Normal sight
Torch / lantern
Visible from afar; attracts attention
Dim light
Search/attack penalties possible
Darkness
Cannot target normally without special sense
Infravision
Heat-based sight; may be spoiled by light/heat
Track torch/lantern duration.
Ask who carries the light.
Remember light reveals the party.
Rest & Healing
Condition
Healing
Normal rest
1 HP per day of low activity
Complete bed rest
3 HP per full day
Full week bed rest
21 HP + applicable Con HP bonus
No food/water/sleep
No natural healing that day
Magical healing
Immediate; cannot exceed max HP
Healing/herbalism proficiency
Minor benefits if used
Core death rule: at 0 HP, the character is dead unless using optional death’s door.
Death & Injury
Event
Rule
0 HP
Dead by core rule
Optional death’s door
0 to -10 dying state
50+ damage from one attack
Save vs death or die
Poison death
Poison may remain active after resurrection
Raise dead / resurrection
Use spell/item rules and resurrection survival
Optional Death’s Door
HP
State
0
Unconscious, helpless
-1 to -9
Dying; lose 1 HP/round until stabilised
-10
Dead
Stabilised
No further loss, cannot act
Use for dangerous-but-not-instantly-lethal campaigns.
Poison
Issue
Ruling
Poison save
Usually save vs poison; failure applies listed poison effect
Cure spells
Do not automatically neutralize poison
Neutralize poison
Stops poison; does not restore HP already lost
Debilitating poison
May prevent normal/magical healing until neutralized or elapsed
Poison after death
Venom can remain active for resurrection complications
Exploration Turns
Task
Handling
Search room
Costs time; roll if hidden thing matters
Listen at door
Quiet required; wandering risk
Force door
STR/open doors; noisy
Pick lock
Thief skill; tools/time
Find/remove trap
Thief skill or careful description
Map
Needs light, pace, attention
Time passes.
Light burns.
Noise attracts.
Spells expire.
Wandering monsters may appear.
Doors, Traps, Secrets
Doors
Unlocked: opens unless stuck, barred, swollen, or held.
Stuck: STR/open doors check; noisy.
Locked: key, thief skill, magic, force, or tools.
Traps
Foreshadow danger where fair.
Ask exactly how they inspect.
Reward smart precautions.
Roll only when uncertainty remains.
Trigger: attack, save, or automatic effect.
Secret Doors
Use racial chances, search time, magic, or description-led discovery.
NPCs
Want: what do they need?
Fear: what makes them back down?
Leverage: what can PCs offer?
Line: what will they not do?
Attitude
Meaning
Hostile
Hurts, blocks, betrays
Unfriendly
Refuses unless pressured
Neutral
Needs reason/payment
Friendly
Helps if not costly
Loyal
Takes risk for PCs
Treasure & XP
Treasure
Coins: common reward.
Gems/jewellery: portable wealth.
Magic items: wonder and power.
Maps/clues: future adventure.
Favours/titles/land/allies: campaign rewards.
XP Sources
Completing goals.
Overcoming monsters/hazards.
Recovering treasure if using that rule.
Class-specific achievements.
Good survival/problem-solving.
Wilderness
Set weather and terrain.
Choose pace and marching order.
Check navigation/lost if relevant.
Check encounters by region/time.
Track food, water, mounts, fatigue.
Camp: watches, healing, memorisation.
Hazard
Check
Exposure
CON / survival
Lost
WIS / navigation
Forced march
CON
Foraging
WIS / survival
Ambush
Surprise / scouting
Common Rulings
Help
One capable helper gives +1. More helpers only matter if the task genuinely benefits from many hands.
Group Checks
Use the best character if one lead makes sense. Use majority success if everyone must manage individually.
Retrying
Allow a retry only if time, tools, method, or circumstances change. Otherwise failure stands.
Fail Forward
Failure causes cost, delay, danger, noise, damage, lost resource, worse position, or hard choice.
Fast Combat Math
Task
Formula
Example
Hit number
THAC0 − AC
THAC0 17 vs AC 4 = need 13+
Apply attack bonus
Needed number − bonus
Need 13, +2 sword = need 11+
Apply attack penalty
Needed number + penalty
Need 13, -2 darkness = need 15+
Convert AC
Ascending AC = 20 − AD&D AC
AD&D AC 3 = Asc AC 17
Ability check
1d20 ≤ ability + modifiers
DEX 15, hard -2 = roll 13 or less
How To Run Common Scenes
Combat
Draw positions or describe range.
Ask declarations.
Roll initiative.
Resolve actions.
For attacks: THAC0 − AC, roll d20, roll damage.
Call saves where required.
Check morale after a major setback.
Search
Ask where and how they search.
Spend time.
If method reveals it, reveal it.
If uncertain, roll appropriate check.
Failure costs time, noise, danger, or missed clue.
Social
Decide NPC desire and fear.
Let players speak or summarise approach.
Apply leverage, CHA, bribes, threats, reputation.
Roll only if outcome uncertain.
Partial success: help with price, delay, condition, or risk.
Encounter Design
Good Encounter Checklist
Clear situation.
Interesting terrain.
Monster/NPC goal.
At least one non-combat option.
Reward or clue.
Consequence if ignored.
Pressure Tools
Pressure
Use
Time
Ritual completes, guards arrive
Noise
Wandering monsters
Light
Torches run out
Supplies
Food, water, arrows
Morality
Hostages, innocents, oaths
Session Opening Checklist
1 Recap last session.
2 State current danger/opportunity.
3 Confirm marching order or positions.
4 Confirm light sources.
5 Confirm active spells/effects.
6 Ask: “What do you do?”
Source / Table Notes
This screen is designed as a fast play aid, not a replacement for the books. Armour values, THAC0 table, healing, death, movement, and equipment summaries follow AD&D 2e core references. The ability-check difficulty ladder, AC ascending converter, and fail-forward advice are table tools added for speed and consistency.