Morale checks are used to determine the amount of will to fight in non-leader NPCs, and can be applied both to henchmen and hirelings of character types and groups of intelligent opponent monsters.
Morale is used for NPCs only.
Importance of Morale. Morale is a strong consideration in encounter design and experience. The number of creatures will always be high considering that, as soon as the battle tide turns, the remaining will flee or surrender. If the encounter has special considerations for morale, adjust the number of creatures or experience accordingly. It is strongly recommended that morale is used strictly as the assumptions regarding monster level, treasure, and PC wealth/resources all rely on it.
Procedure. Morale checks are considered at the end of every round of interaction. The GM must first determine whether a morale check is required, then, if it is, the GM will roll for morale. A result equal to or over will indicate that morale is held and the creatures continue to engage. A result under the adjusted morale indicates that morale has been lost and the creatures will seek to flee or otherwise stop combat.
The creature (or group) is faced by an obviously superior force; For example, allies cannot hit the enemy and/or the enemy of striking twice as often as allies. This may require several rounds to become clear (or not!), per the GM.
One quarter to one half of all allies are slain and the group has no leader present.
The leader of the group is slain, deserts, or becomes helpless.
An intelligent creature suffers 25% to 50% of it's total hit points in damage (typically used for single creature encounters).
Roll a d% for the group morale check.
Base morale check is equal to 50%—i.e. At this number or higher, morale holds steady and creatures continue to fight; a result of 49 or under means morale fails and creature seek to escape.
Adjust the roll by adding 5% per hit die of the creatures (+1% per HD "+" if any).
Adjust the roll for circumstance.
The GM may choose to roll only for the enemy leader (if active) or for the most powerful members of a mixed group, or may roll for each like group separately. The GM may decide to only roll for those engaged in melee.
Creatures will seek to end combat in the following ways dependent upon how badly the check was missed.
The GM may adjust a missed check of 16-50% for intelligent (Low+) creatures in melee: a.) facing more than one opponent per figure; or b.) at low hit points. These creatures may throw down weapons and surrender rather than face the free attacks while fleeing. The GM will decide on a case-by-case basis (particularly for important NPCs).
Example 1. A group of 4 PCs approach the camp of 8 orcs. The one with the most hit points is considered the leader. Neither group is surprised as each group is wearing armor and the orcs noted the light from the PC's lanterns too late (due to obstructions). During the first round of combat missile fire ensues with 2 orcs being killed and 3 engaged in melee due to 2 of the PCs charging. One of the orcs in melee is the leader. The remaining 3 orcs end the round not in melee. The GM determines that, at the end of the first round, the orcs are shaken, but are not required to make a morale check. They outnumber the PCs and none are heavily armored. The orc leader directs the 3 out of melee to use missile weapon on the 2 PCs not in melee. The next round, the orc leader is slain and another (not in melee) orc dies. The two remaining using missile weapons miss their attacks and, of the 2 remaining in combat, only one hits and the damage does not appear to materially harm their opponent. Thus, and the end of the 2nd round, half the orcs are dead and the leader is slain. The GM rolls a morale check:
The GM decides the remaining orcs will check for morale as a group.
The orcs gain a +5% due to hit dice.
The allied leader is slain = -30%
One half are slain and no leader present = -15%
The allied group is "outclassed" = -20%
Total Adjustment to Morale: -60% (automatic failure given the result on a d% must be 50+)
The morale check is rolled and the d% result is 68. The adjusted morale check is 6.
Thus, the morale check was missed by 44%. All the orcs will flee.
The next round, the GM (privately) declares the orc's fleeing maneuver and intitiative is rolled. No matter the outcome, the remaining orcs flee (this action happens first in the round). Those in melee face free attacks against their rear as they flee and those not in melee can be targeted by missile weapons depending on the weapon's range, the orc's speed, and the result of initiative (how far they get before the missile weapon wielder's fire). Any PCs that declared movement can use the entire round to give chase.