Notes to players

House Rules

Character Creation and Leveling

Characters should be created using the 3d6 – 6 times then assigning scores to attributes. So long as the net attribute bonus is at least a +1 the character “lives.” All Classes, Races, Spells and Feats are chosen from the core player’s guide as those are all that are known in the “Old World.”

XP will be awarded after each gaming session. Leveling is based on the Medium Advancement Table (Core Book Page 30)

New Feats, and spells must be researched from the Advanced Player’s Guide (APG, unless alternative learning is used (see below) in order to be used. Spell research costs are equivalent to the Core Rulebook (CR Page 219) procedures – 1 week and 1000 gold per level. Researching a new feat from the AGP will cost 1000 gold and 1 week of practice time to master.

Exotic Weapon Training/APG Spells/Feats (Alternative Learning) as new classes (see below) will need to be learned from a tutor. Many weapons encountered on the island are unfamiliar to the "old World’ races, and therefor must be learned from the island natives.

New classes from APG will be available for crossclassing, IF a PC finds a tutor to teach them through roleplaying in the campaign. Learning a new class will require 2 weeks of in game time with the tutor, costs are subject to roleplaying negotiation with the tutor. Disclaimer – Keep in mind not all races will be as easily swayed to teach their ancient arts to a foreigner.

Hero Points (APG page 323)

We will be using a simplistic version of teh Hero Point system presented in the APG.

Hero Points will be granted at various times to PC’s for completing your character bio on Obsidian Portal, performing heroic acts, leveling, and completing plot arcs.

You may store up to 3 Hero Points, additional points are lost.

Hero Point Usage:

  • Act Out of Turn – you may spend your hero point to take your turn immidately. Treat this as a redied action, moving your initiative to just before the current active creature.
  • d20 Bonus – You may use your Hero Point prior to any one d20 roll to gain a +8 on that roll. The expenditure must be announced prior to the roll. You may spend a hero Point on behalf of another player prior to their roll if they are in the same location, that player gaining a +4 as you call upon them to do great things.
  • Reroll – You may use your Hero Point to reroll a d20 you just rolled. The expenditure must come before play continues forth and the result of the second roll stands cannot be changed even through the use of another Hero Point.
  • Cheat Death – 2 Hero points may be expended in order to “Cheat Death.” In this scenerio, the points must be spent at the time when your character goes below you’re allotted negative hit points, fails a saving through causing immediate death (i.e. gazes weapons turning to stone.) The DM will address how the death defying act is replayed and the story will continue on.


Anytime a character takes a drug he must make a saving throw, noted in the drug’s description, to resist becoming addicted. If a character makes the save, he is not addicted and the effects of the drug persist as normal. If he fails the save, he contracts the noted form of addiction (see below). Should a character take multiple doses of the same drug in a short period of time addiction becomes more difficult to resist. The DC of a drug’s saving throw increases by +2 every time a character takes a another dose of that drug while still suffering from ability damage caused by a previous dose. Keep track of how high this DC rises, even for characters already addicted to a drug, as it determines the DC necessary to overcome the disease.

Addiction manifests in three different degrees of severity: minor, moderate, and severe. Each drug notes what type of addiction failing a save against it results in. Each addiction causes a persistent penalty to ability scores, lasting for as long as the character has the disease. In the case of moderate and severe addictions, the character also cannot naturally heal ability damage dealt by the drug that caused the addiction.

Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a character is benefiting from the effects of the drug he is addicted to, he does not suffer the penalties of his addiction disease. While he still receives the benefits of the drug and takes ability damage as normal, the disease’s effects are mitigated. As soon as the drug’s benefits expire, the disease’s effects return.

  • Minor Addiction
    Type disease, variable; Save variable
    Onset 1 day; Frequency 1/day
    Effect –2 penalty to Con; Cure 2 consecutive saves
  • Moderate Addiction
    Type disease, variable; Save variable
    Onset 1 day; Frequency 1/day
    Effect –2 penalty to Con and Str, target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves
  • Severe Addiction
    Type disease, variable; Save variable
    Onset 1 day; Frequency 1/day
    Effect –2 penalty to Dex, Con, Str, and Wis; target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves

Curing Addiction
As addictions are diseases, they can be cured as such, through the use of spells like remove disease or by succeeding at Fortitude saves over time. Unlike with other diseases, an addicted character can only make a Fortitude save to overcome his addiction after a day of not taking the drug he is addicted to. The DC of this Fortitude save is equal to the highest addiction DC his drug use has reached (not necessarily the DC that addicted him if he has continued to make use of the drug while addicted). This DC decreases by –2 for everyday the character does not make use of the drug, to a minimum of the drug’s base addiction DC. Depending on the severity of the character’s addiction, it might take two or three consecutive successful Fortitude saves to overcome the disease. Should a character take a dose of the drug he’s addicted to, he immediately relapses, causing the addiction DC to instantly return to its highest DC and negating any successful past saves.

Using Obsidian Portal (Bonus Xp)

Before reading on keep on mind that as a player these tools are yours to keep updated. Some items are DM only (maps, etc.) if you want something updated and are unable to do it let me know and I will accomodate the request.

The characters page will include information regarding the PC’s as well as any NPC’s the players have encountered. Tag lines can be used as a quick search tool for looking for NPC’s by location, job, race or associated guilds. It will also contain any pertainant information the players have gathered on that individual which will come from player input through comments or session recaps.

The wiki tab will grow to include an index of places, pantheon, and other information as needed.

The maps tab will be updated as the players learn more through their travels. Locations of ruins racial homelands etc will be updated as knowledge grows.

The comments tab will be left for the players to use for notes on things they have learned for easy reference to share with other players. This should provide an easy place to discuss thoughts on the current adventure.

Players completing their Character Bio will be rewarded with a Hero Point at the start of the next session.

An additional 25 xp will awarded to those contributing to the post game adventurer’s log. If an adventure log has been completed for that session please add to it in the comments area of that log. Xp will be awarded at the end of the following game session. As the DM I have completed the first log. Untill the next session, all adventure logs are available to be written for bonus XP…

Session 1 – Shipwrecked to Havenwood – closed to bonus xp
Session 2 – Havenwood to Twin Peaks
Session 3 – Twin Peaks to Mouth of Blossum Inn
Session 4 – Blossum Inn to Fort Rotterhelm and the dinner at the Black River Lake

Notes to players

Journey to the Birthplace of the Gods Tarridea