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General Rules
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Time: Wibbly Wobbly, Timey Wimey
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Character Creation Rules/DM Reward Guidelines
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Character Death
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Suggestion Rules
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General Rules
"Society needs rules to get along. We can't have you adventurers running around all willy-nilly!"
- Please be respectful of other members, we all have our differences. We've all come here to play some D&D and have a good time. You're expected to have moderately thick skin. This is the internet after-all.
- Check #events within the discord from time to time as major events happening within the shared world are posted there.
- Cheating is looked down upon and can get your temporarily or permanently removed from the session you were cheating in. If repeatedly caught cheating you may be subject to other punishments.
- Want to be a DM? Just ask. You are a glutton for punishment.
- For the purposes of the Entertainment Software Rating Board (ESRB) this server has a Teen/Mature rating. If a player is under the age of eighteen they are required to alert the staff privately when they join and the dungeon master privately prior to each session and such is done in confidence. Our players' comfort in regards to the presented subject matter within and without session is important to us. Some subjects presented in session may touch on sensitive subjects such violence and sexuality. Our setting is roughly based off a realistic medieval history so these things do happen in the setting. Dungeon Masters are permitted to broach these subjects but are asked to refrain from gross detail while in a public channel or in session. If at any time a player is uncomfortable with the subject matter the player should immediately announce it so that present people can adjust the discussion and/or the dungeon master can lower detail, change details, or omit the descriptions of the acts being committed. Communication is key to avoiding misunderstandings.
- Characters below level five can't normally obtain weapons or equipment through trade or reward with a uncommon quality to it. There are story exceptions but they are rare. Players below level ten can't normally obtain weapons or equipment with a rare quality to it. Characters below level fifteen can't normally obtain weapons or equipment with a very rare quality. Artificers can always use their own infusions. If a character finds or is rewarded a magic item above their tier then they find that their character can not utilize the item except at DM's discretion until the character meets the tier requirement.
- A general standard to rewards can be found on the chart below. This is a standard and not a rule but should be followed for the most part. Consumables do not count against the standard and can be rewarded in addition up to what is within reason for the tier. MacGuffins also do not count against this limit but DMs should think long and hard about anything they reward to the players to avoid imbalance. The reward should, for the most part reflect the challenge of the encounters faced during the adventure. Encounters include all types: social, environmental, and combat. No favoritism will be tolerated. Magic items aren't going to be rewarded every session, nor should they be.
- Player versus player combat is severely frowned upon but it's not prohibited. Players and dungeon masters should discuss with each other before player versus player combat is started. Is there a way the characters can resolve the conflict without combat? Make sure there is no bad blood between the players. It could be that a short recess is in order to let heads cool. If everyone is fine with the imminent combat between the characters, then the dungeon master should allow it.
- Some things in this world may seem impossible but nothing truly is. All things are possible, but many are mindbogglingly improbable. The only absolute is that all things end eventually, and that death is patient, it shall wait.
- Our setting(s) consists of many different locations and thus the level of magic changes depending on the setting. More information on the campaign setting can be found here.
- Experience rewarded must make sense based on the challenge. Things like gambling, fishing, and a beach romp with busty bikini girls where in no combat occurs shouldn't typically provide significant experience. Your character can still gain information and possibly other rewards depending on the situation.
- Dungeon Masters need not always award magical items and anything awarded should fit the situation, scene, and challenge level. The listed values are guides as always. Always use your best judgement and/or ask your fellow dungeon masters' opinions.
- Some monsters just aren't going to have treasure. Wolves don't typically carry around gold coins in their butts. Treasure hoards are typically going to involve a legendary creature or a very difficult fight. A lair or other environmental mechanics are often involved. Don't award the magic items on these randomly generated lists unless they fit the magic item reward guidelines and you feel they fit the situation, scene, and challenge level. The listed values are guides as always. Always use your best judgement and/or ask your fellow dungeon masters' opinions.
- If you are a of a tier and go on an adventure or mission that is considered under your tier you receive only half the experience and downtime you would have otherwise received.
- Do not feel pressured to play EVERY DAY, EVERY HOUR just because someone is higher level than you and you want to keep up. If you don't want to play THAT often, you don't have to. Anyone whom tries to bug you and force you to play, Tell them NO firmly and if they harass you, let staff know.
- DMs have the right to remove any player they feel are causing too much trouble.
- At the end of a session DMs will get experience and downtime. There should be a healthy mixture of social, environmental, and combat encounters within a session most of the time. Downtime = 2d4+8 days, twice as much for DMs!
- A summary of the future game will be posted by the DM in the #session-announcement within the Discord. You may also request a session by posting in #session-request. Details of the session after you run it will be posted in #session-log. This will include time played, downtime earned, loot gained, date played, names of the players, name of the DM, and a general synopsis of the story that took place.
- You are not permitted to make a character that is not an adult for their race. Your intent should not be to make a character that could be confused with a child physically or mentally. If the staff finds that your intent was to make a child character that character will be removed and you will be asked to make a new character. If a player does this repeatedly it can result in action against you from the staff up to and including being banned.
- You can not sell any item, object, material, etc. created by a magic item via a downtime activity. This includes things produced from such items similar to the Alchemy Jug. Your character may only ever acquire one Robe of Useful Items but may reapply the items as patches to the robe provided they are pretty much the same items that were produced by the robe and generally in the same state as when they were pulled off the robe. The robe contains one of each item from the rolled table and two of each item from the list above that rolled table. It takes one minute to restore an item into a patch.
- A character may only benefit from one magic item that increases their stats permanently no matter what means are taken to bypass this limitation. This includes but is not limited to such items as: Manual of Bodily Health, Manual of Gainful Exercise, Manual of Quickness of Action, Tome of Clear Thought, Tome of Leadership and Influence, or the Tome of Understanding.
Time: Wibbly wobbly, timey wimey
"A contradiction can not exist in reality. Not in part, nor in whole. To believe in a contradiction is to abdicate your belief in the existence of the world around you and the nature of the things in it, to instead embrace any random impulse that strikes your fancy – to imagine something is real simply because you wish it were. A thing is what it is, it is itself. There can be no contradictions!"
Your character's personal timeline must make sense even though their personal timeline may not completely line up with other characters' personal timelines. You can be in as many adventures as you want, as many places as you want so long as your personal timeline makes sense. Cause and effect must flow in a way that is reasonable and logically consistent for your character. If there is an inconsistency caused by the interaction of two different characters the least disruptive option to resolve the inconsistency is chosen to resolve it. You can't have the experience from the adventure you do a week from now. You can't have the magic weapon you find in the dungeon tomorrow in the adventure you are doing now and you can only gain the rewards and experience from a session once it is completed and the dungeon master awards said experience and rewards while you are currently not on another adventure.
The three things your character can gain while adventuring, role-playing, interacting with other characters in the TRP channels, during downtime, etc. is information, experience, and monetary rewards to include any equipment and/or items. Information on the calendar and the current year can be found here. In all things but especially this communication is key! Communicate with your fellow players to clear up any confusion!
The three things your character can gain while adventuring, role-playing, interacting with other characters in the TRP channels, during downtime, etc. is information, experience, and monetary rewards to include any equipment and/or items. Information on the calendar and the current year can be found here. In all things but especially this communication is key! Communicate with your fellow players to clear up any confusion!
Character creation rules/DM Reward Guidelines
Tier |
Level |
Minimum Session Experience/Down Time |
Magic Item Rewards Standard |
Recommended Treasure |
Starting @ Higher Level |
Recruit (I) Local Hero/Villian |
1-4 |
75*Level*Hours Played/2d4+8 These are doubled for the hosting dungeon master. Experience rewarded must make sense based on the challenge. |
Two common items. Consumables count as one item tier lower. |
Monthly DT + 5 * Level MW Perks = 5 * Level 1. None 2. None 3. 2hgp, 2C 4. 5hgp, 3C |
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Novice (II) Regional Hero/Villain |
5-9 |
75*Level*Hours Played/2d4+8 These are doubled for the hosting dungeon master. Experience rewarded must make sense based on the challenge. |
One uncommon item or two common items. Consumables count as one item tier lower. |
Monthly DT + 5 * Level MW Perks = 5 * Level 5. 5hgp, 1UC, 3C 6. 1kgp, 1UC, 3C 7. 2kgp, 2UC, 3C 8. 3kgp, 2UC, 3C 9. 4kgp, 2UC, 3C |
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Expert (III) Realm Hero/Villian |
10-14 |
75*Level*Hours Played/2d4+8 These are doubled for the hosting dungeon master. Experience rewarded must make sense based on the challenge. |
One rare item or two uncommon items. Consumables count as one item tier lower. |
Monthly DT + 5 * Level MW Perks = 5 * Level 10. 5kgp, 3UC, 3C 11. 7kgp, 3UC, 3C 12. 9kgp, 1R, 3UC, 3C 13. 11kgp, 1R, 3UC, 3C 14. 13kgp, 1R, 3UC, 3C |
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Master (IV) World Hero/Villain |
15-19 |
75*Level*Hours Played/2d4+8 These are doubled for the hosting dungeon master. Experience rewarded must make sense based on the challenge. |
One very rare item or two rare items. Consumables count as one item tier lower. |
Monthly DT + 5 * Level MW Perks = 5 * Level 15, 16kgp, 2R, 3UC, 3C 16. 19kgp, 2R, 3UC, 3C 17+. 20kgp, 1VR, 2R, 3UC, 3C |
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Grand Master (V) Prime Hero/Villian |
20 |
75*Level*Hours Played/2d4+8 These are doubled for the hosting dungeon master. Experience rewarded must make sense based on the challenge. |
Same as above. Legendary items are exceptionally rare and should not be rewarded with any regularity. Consumables count as one item tier lower. |
Monthly DT + 5 * Level MW Perks = 5 * Level 17+. 20kgp, 1VR, 2R, 3UC, 3C |
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Non-Canonical |
NA |
75*Level*Hours Played/2d4+8 This is the standard for the hosting dungeon master. Players receive half these. Experience rewarded must make sense based on the challenge. |
You can't keep the rewards you find or are given in a non-canonical session. |
You can not keep the rewards you find or are given in a non-canonical session. |
N/A |
Minor |
Minor sessions are for all characters. These are very short sessions, no more than an hour or two. |
50*Level*Hours Played/NA This is the standard for both dungeon masters and players. Experience rewarded must make sense based on the challenge. |
Dungeon Masters should think long and hard before rewarding magic items on a minor session except where it involves a downtime activity and the rolls indicate specific magic items. |
Dungeon Masters should think long and hard before rewarding any substantial valuables during a minor session except where it involves a downtime activity and the rolls indicate a specific monetary value. |
N/A |
- You can make a level one character using any of the accepted material. The accepted material and various notes can be found within the source library on this website. If your character dies or you choose to retire them you may create another character at one level lower than your former character with a minimum level of three provided you have reached level three with a character.
- You may have one character. While we don't want to stomp on your imagination and creativity we want to emphasize that we promote character development. When your character reaches level 3 you get two new character slot. These new characters may start at level 3 if you so desire. You are not required to use this new character slots. Your characters can not interact in any meaningful way. Though one of these characters must be hosted outside of the pre-established dndbeyond campaigns provided by the generous members of the server.
- A character that starts above level 1 may get a number of benefits for starting at a higher level. This may include magic items, downtime days, and gold. Consult the chart above. [Example: Your level 16 character dies and so you make a level 15 character. That character would start with 16,000gp, 105 downtime days (30 Monthly), 2 rare magic items, 3 uncommon magic items, and 3 common magic items.]
- If you choose to start with a magic item and the item's mundane equivalent would cost more than the magic item you must pay the difference between the base cost of the magic item and its mundane equivalent to start with it.
- All classes, races, backgrounds, weapons, spells, feats, armor, equipment, and items listed in their respective pages are allowed unless otherwise stated. This refers only to WoTC published content.
- You shall take point buy for character creation. Rolls for stats and maximum hitpoints are not permitted. The aberrant dragon mark feat is prohibited due to its random nature. If you are a small character you must use variant encumbrance. Coin weight should be accounted for.
- If your selected race has a legacy version and a newer version of the race you must choose the most recent version.
- All races that do not start with the option may choose one of the following instead: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1 should they wish. You may choose to start with being able to ready, speak, and understand the common language if your character's race would not normally start with such. This includes custom lineage and variant human. Mountain Dwarves may also distribute their two +2 stat bonuses into any stat they wish. These choices are not in lieu of another option and are independent. You do not loose any features for selecting one of these options.
- You can start with one free feat. You gain this feat even if you start as a race that would give you an additional feat. You can not take a strict ASI in place of this starting feat. You do not get this feat if you choose a background that would give you a feat such as the Strixhaven Backgrounds or the backgrounds in the newest content. If you are a race that gets a feat you start with both your racial feat and the free feat.
- When you finish a character sheet you can either screenshot it, take a pic, or post a link to it in #dnd-beyond-character-posting on the discord. There is no standard character sheet and D&D Beyond is completely fine for use. In fact we actually prefer it because of ease of use.
- You may retire a character at any time. If you do they are gone and can not be recovered unless at least one admin approves said character's return. If you retire a character you may donate them as an NPC to a DM. They can't provide another character with any benefit and are then in the control of the DM you donated them to. In any event they take their items and equipment with them. Any stronghold they may have held alone falls into disrepair or is maintained by them as a NPC. Only in rare instances are they allowed to bequeath anything and this must be at an admins approval. When you create a new character in this way they start at one level lower than your previous character.
- The administration is fervently against characters bequeathing items, gold, and gear to other characters. The administration is against other characters taking items, gold, and gear from dead characters in session or because of a session. Such will be reviewed on a case by case basis. Characters should make every effort to try and save their allies and return them to life and good health. This will be looked at kindly by the administration. The administration will look very poorly at characters viewing other characters as loot pinatas.
- You can not sell any item, object, material, etc. created by a magic item via a downtime activity. This includes things produced from such items similar to the Alchemy Jug. Your character may only ever acquire one Robe of Useful Items but may reapply the items as patches to the robe provided they are pretty much the same items that were produced by the robe and generally in the same state as when they were pulled off the robe. The robe contains one of each item from the rolled table and two of each item from the list above that rolled table. It takes one minute to restore an item into a patch.
- A character may only benefit from one magic item that increases their stats permanently no matter what means are taken to bypass this limitation. This includes but is not limited to such items as: Manual of Bodily Health, Manual of Gainful Exercise, Manual of Quickness of Action, Tome of Clear Thought, Tome of Leadership and Influence, or the Tome of Understanding.
- You are not permitted to make a character that is not an adult for their race. Your intent should not be to make a character that could be confused with a child. If the staff finds that your intent was to make a child character that character will be removed and you will be asked to make a new character. If a player does this repeatedly it can result in action against you from the staff up to and including being banned.
Character Death
"Death is patient. It shall wait."
If your character dies or you retire them you may create another character at one level lower than your former character with a minimum level of three provided you have reached level three with a character. You may also take starting equipment based on the chart above unless told otherwise by administration and downtime days equal to the new character's level *5. All your equipment, gold, and down time is lost to you when your character dies. Other characters may pick your stuff up but your new character can only benefit from it with administration approval.
If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Resurrection Challenges must be logged. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be. For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is. After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost. Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual but do not reset the character's resurrection count. There are many powers out there that can even cause these means to fail and eventually death does claim all things. If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted. The Clone spell follows these rules as well. |
Mortal Realm
You just died. The soul takes about one minute to leave the body and disassociate. Casting a spell like gentle repose stops the progress while revivify returns the body to life. ⇓ 1 Minute ⇓ Border Ethereal Casting a spell like gentle repose stops the progress of the soul further. ⇓ 5 Days ⇓ Deep Ethereal Casting a spell like gentle repose stops the progress of the soul further. Before you move on to the Fugue Plane you can be called back to your body with the raise dead spell. ⇓ 5 Days ⇓ Fugue Plane Gentle repose no longer effects the progress of the soul at this point. Here is a place of judgement. If you are faithless your journey ends in 5 days once you reach the Fugue Plane. Your soul is destroyed, incorporated into the wall. If you are false you remain here for 5 days tormented by devils and eventually devoured by demons. Time on this plane is static and days feel like years. At any time before you end your time on the Fugue Plane you could take a deal with a devil. If you have faith in a god you are usurer-ed to the astral plane in 5 days. ⇓ 5 Days ⇓ Astral Plane Before you arrive at the outer planes you can be returned to life with the resurrection spell. During this time most lose all the memories of their past life. These memories float on the astral plane as memory cores and it is these core that are contacted when spells contact the dead or attempt to determine a character's willingness to returning to life. ⇓ 100 Years ⇓ Outer Planes You become a parishioner. After more than 100 years on the outer planes you either merge with your god, merge with the outer plane in which you reside, or in some rare instances become a powerful enough entity to maintain an independent existence. Before this time you can be returned to life with wish or true resurrection. After this time you are lost. You never recall anything about your journey through the afterlife no matter how far your soul gets. |
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The Adventurer's Lullaby is a well known song played at funerals for adventurers. When it is played or heard outside of such events it is cause for concern as it is thought to be bad luck or a tiding of ill omen.
Suggestion Rules
- Minor home-brew suggestions such as spells, backgrounds, weapons, armor, equipment, items, and any other relevant material that effects game-play must be voted on by a the administration. Normally such approved items will be displayed on this website and in the #homebrew-approved-content channel or the #magic-item-listing. DMs have creative control to create custom home-brew but are beholden to the staff and the member base to consider balance. If a problem arises from such things the staff will review the problem on a case by case basis. DMs are not permitted to homebrew for their own characters.
- Major home-brew material that effects game-play and the campaign world such as races, classes, and sub-classes must be voted on by the administration. Such approved items will be displayed on this website.
- Place your suggestions in the #homebrew-suggestions channel within the discord. A staff member will eventually make a thread so your suggestion can be discussed. Do not discuss your suggestion in the main channel please. Make sure to briefly describe why you think it would be a good addition. Feel free to include any related or relevant material. The outcomes will be announced by the administration in the #homebrew-approved channel. It can be discussed in child threads.
- The administration can vote on suggestions by either reacting with a ✔ or a ✘ to indicate for or against. If an administrator is not permitted to vote or they wish to abstain they can do so using a frog emoticon. All administrators must react to all submissions. Once all administrators react the popular vote will be counted and the outcome determined. Members with approved characters may also vote 👍 or a 👎 to indicate for or against for a total popular vote. We ask you not react with anything else as all other reactions are invalid. Administration can't vote on their own submissions. The total popular vote counts as half a vote either for or against.
- Please be courteous of other member's ideas and opinions. Remember that these are suggestions and not demands.
- Rejected suggestions are not to be resubmitted for at least one month after they are rejected.
- An approved reaction from any of the administration will appear on any suggestion that has been passed. When rejected, a rejected reaction from administration.
- If a suggestion isn't put in the proper voting channel and voted on then it is not a valid poll.
- Obvious joke or meme suggestions will be deleted without warning. Keep such things to their designated channels.
- Once a suggestion has reached an outcome it will be recorded and displayed for every member to see.
- DMs have more play when creating home-brew in the context of a session creation to include creatures, items, and various mechanics. These creations must be in line with the general power-curve and flavor of the server. If something is deemed too crazy by the administration it will be removed, retconned, or changed to better fit within what is acceptable. DMs are expected to think long and hard before introducing home-brew. Discussion is open and encouraged.