Critical Events

Strange things happen in the fog of war. Many battles hinge on a lucky break or an unforeseen complication. In the Player’s Option combat system, this is reflected by the critical event roll.

Critical events are provided to add color and excitement to the melee. They create openings or opportunities that quick-thinking PCs can take advantage of. They also allow the DM to present a more active and visual portrayal of the characters in battle.

The DM is free to rule that the critical event does not occur, or even alter it to reflect the exact circumstances of the battle. For example, if the battle is taking place on a mountainside beneath an overhang of snow, the DM can decide that the critical event is an avalanche triggered by the fighting.

As a general rule, critical events should not directly inflict damage to a character or creature, although they can force saving throw rolls or ability checks to avoid damage. Use critical events to create chaos and disorder on the battlefield, but avoid favoring one side or the other.

Critical Event Table

d20 roll
Result
1–2
Armor Trouble
3–4
Battlefield Damaged
5
Battlefield Shifts
6
Close Quarters
7
Item Damaged
8
Item Dropped
9–11
Knock Down
12
Lucky Break
13
Lucky Opening
14–15
Mount Trouble
16
Reinforcements
17
Retreat
18
Slip
19–20
Weapon Trouble

Armor Trouble

A random combatant has trouble with his armor. Roll 1d6 for the exact problem. The character can remedy the situation by spending one round standing still and repairing his armor.

d6 roll
Result
1–2
Helm lost, victim's head is exposed
3–5
Shield lost
6
Plate lost, +2 to AC (plate armor only)

Battlefield Damaged

Something in or around the battlefield gets broken. If the fight occurs indoors, it might be a piece of furniture, a window, or a keg of ale.

Battlefield Shifts

The tide of battle carries all figures 1d6 squares in a random direction from their current location. Nobody gains any attacks of opportunity.

Close Quarters

Two enemies that threaten each other find themselves inside one another’s reach and are effectively grappled.

Item Damaged

A random combatant has something damaged by a wild swing. Choose anything except a weapon and roll an item saving throw to see if it broke.

Item Dropped

As above, but the item is spilled, dropped, or cut free from the owner’s person.

Knock Down

A random combatant engaged in melee is knocked to the ground by a collision with someone near him. The nearest figure (friend or foe) must roll a successful saving throw vs. paralyzation or fall down next to him.

Lucky Break

A random combatant is favored by fate and gains a +4 bonus to his Armor Class and saving throws for this round only.

Lucky Opening

A random combatant sees his chance. He gets a +4 bonus to the attack roll against whatever enemy he had planned to attack this round.

Mount Trouble

A random mounted combatant experiences difficulty with his animal. Roll 1d6:

d6 roll
Result
1–3
Mount bolts. It sprints for 1d10 rounds in a random direction or until the

rider rolls a successful riding proficiency check.
4–5
Mount rears. The rider must roll a successful riding proficiency check or

fall off the mount.
6
Mount falls. The thrown rider must roll a successful saving throw vs.

paralyzation or be stunned for 1d6 rounds.

Reinforcements

Allies of the DM’s choice show up for one side or the other.

Retreat

The press drives back all threatened figures of one side or the other.
See Retreats, below.

Slip

A random combatant slips and falls, spending the round on his back.

Weapon Trouble

A random combatant experiences difficulty with his weapon. Roll 1d6:

d6 roll
Result
1–2
Combatant disarmed unless a successful saving throw vs. paralyzation is

rolled.
3–5
Hard parry may break weapon. Roll a successful item saving throw vs.

crushing blow to avoid.
6
If the character killed an opponent last round, his weapon is stuck in the

foe's body. Take a round to pull it out.

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