All dice rolls are final. Dice must be rolled on the tabletop and unobstructed by objects on the table. (The die cannot end it’s roll in contact with books, other dice, minis, etc.) All player rolls must be in plain sight. The DM is strongly encouraged to not fudge die rolls for any reason. If the PC’s know the DM might fudge the roll then it takes away a lot of the suspense and the adrenaline rush gotten from good and bad die rolls. In some rare instances it may be required; such as when an important NPC is about to be killed without sharing the secret info they had… In those cases it is of course up to the DM to make the call.
*see the death and taxes section for rolls with life and death consequences.
Only Common items may be purchased away from the game table and without the express permission from the DM. All magic items that don’t have their availability listed will be considered uncommon, until the DM says otherwise. Alchemical and magical items are only available in major cites, like Two Moon Bay. Smaller towns such as Bayside or Northport are going to have limited quantities of even standard adventuring gear. You have to bear in mind that the PC’s are exceptional beings, they are the ones who stand out from the crowd of farmers, blacksmiths and fishermen… Now if you wanted to buy a shovel or a rake.. those items are readily available in any town.
These rules applies to player characters only. The standard crit rules apply to NPC’s and monsters.
Any attack roll of a Natural 20 is a critical hit. When this happens roll a d100 and compare the results to the following table:
01-75 Critical hit max damage + modifiers.
76-85 Critical hit, double the max damage + modifiers.
86-98 Critical hit, triple the max damage + modifiers.
99-00 Primary target is killed instantly.
On the other side of the coin any Natural 1 attack roll is a critical failure and a d100 roll must be made and the results from the following table must be applied.
01-75 Nothing happens, but this attack is a miss no matter what.
76-85 Take 1d4* damage.
86-00 Take 1d6* damage and you are prone.
86-00 Take 1d6* damage and you are dazed until the end of your next turn.
This critical fail damage cannot kill you.
If you do not have enough HP to withstand the damage from a critical fail. Then reduce your total HP to 1.
*Increase the damage roll by 1 die at 11th level and by 2 die at 21st level.
All races are allowed, but…..
Any race besides Human, Dwarf, Elf, Half-Elf, Half-Orc, Halfling, or Gnome will require an extensive backstory that must be cleared with the DM before entry into the campaign. Also be aware that many NPC’s will react unfavorably to these different races. Don’t be offended when your Wilden is forced to sleep in the barn with the horses because the Innkeeper won’t let it in his establishment…
The people of Nerath are a suspicious lot. They are clawing tooth and nail out of a very dark age. The fall of the Nerathi empire has the civilized world teetering on the edge of extinction. The lost civilizations of Arkhosia and Bael-Turathi are just that. They are lost, legendary, shrouded in myth, and removed from the day to day minds of your typical ignorant peasant. Most ancient texts have long since been used to heat some dung wallowing, turnip farmers hovel during a particularly cold winter. 75% of the population cannot read Common or do any math beyond basic arithmetic. People are poor, stupid, and generally fearful of anything outside of their normal day to day life.
I want the players to keep in mind that in this campaign the idea of the Arkosian and Bael-Turathi civilizations is considered fiction by the average citizen, much like the lost civilization of Atlantis is regarded in our own world. Most people haven’t even heard of either empire. It’s just an obsucure fairy tale told to children so that they have something to keep their minds off of how terrifying the world is today. Due to this fact Tieflings and Dragonborn are going to be the two rarest PC races in the game. If you would like to play either of these races you must roll a d100 with a result under 33%. This roll must be made in the presence of the DM. This is a one time chance and if you succeed you must write a deep background story about exactly how you ended up in the area of Two Moon Bay, (or wherever your character is introduced) and also how you know your present company. This must be done before campaign entry. This back story is subject to final approval and editing by the DM.
The standard races listed in this section are referred to in stat blocks, campaign rules, and NPC info as “The Standard 7” or is abbreviated “SD7” in some areas.
All players are encouraged to declare their actions in under 1 minutes time on their turn. If a player fails to do so the DM reserves the right to bump them to the bottom of the initiative order as a delay of game penalty. This also creates a sense of urgency during combat that keeps it tense for everyone, and helps sell the mental illusion. Players consistently failing to comply with this rule will be penalized XP, the opposite is true for players who are prepared. They will be awarded bonus XP at the end of the session.
Classes and Continuity
All legal 4E D&D classes are allowed but please include how you became whatever class you are in your backstory. If your a Warforged Avenger of Melora then we need to write a kick ass story about how you ended up here.
We will be weaving story elements around the individual characters backstories and if you don’t have a good one then basically when it’s your turn to shine, the narrative is gonna suck. Try and include names and specific places that are important to your character. This way the DM has some material to work with. All players are asked to submit some kind of backstory to the DM. If you need help coming up with something just ask.
Death and Taxes
When a PC dies according to the rules that character is dead unless a raise dead ritual is performed before the required deadline. This ritual covers the notion of divine intervention. If the character fails to receive the ritual then at that point the character becomes property of the DM to possibly be reintroduced as an NPC further along the story arc.
The player may at that point create a new character at the same level as the deceased character, minus 1 level.
If the DM rolls an attack or damage roll that would do enough damage to take the PC to minus their bloodied value, and that roll is made behind a screen by accident, it will be rerolled in plain view of the players and the new result will be used. This only applies to rolls that would take a PC to the point of their bloodied value below zero. The true point of character death from damage. This rule does not apply to rolls that just take a PC to below zero but not to minus their bloodied value. In that situation the DM’s hidden rolls are still applicable and a PC rolls their standard death saving throws as usual.
Please check this page for the unique rules for insanity that we have in this campaign setting.
This is a Roleplaying Game
Players are expected to “play” the part they have chosen in this story. This means if you rolled a warlock who is quiet and somber, unaligned and brooding who was raised by an aristocratic family but turned to the dark arts.. Then that is the party roll and character roll you are expected to play. If your character acts out of sorts and against it’s background history and party role you can expect to be penalized XP.
Out of character table talk is fine up to the point where the DM tells you to be quiet, but when it’s your characters turn to do something, whatever that character does needs to be “in-character”. This doesn’t mean you have to speak in a funny voice, just make sure the characters in game actions and decisions match who that character is.
You are expected to let the other players take their turns, you cannot offer advice unless your character is in the area with them. You are expected to be quiet when another player is declaring their actions.
The DM has the final say as to what happens at the table, not the rules books. No rules arguments will be tolerated. If there is a disagreement then bring it up after the session and go over the rule in the books with the DM. If the DM is wrong then the player will be compensated in game by a minor windfall or divine boon.
This rule is purely to keep the game moving. It’s not meant to make anyone feel inferior, but it is designed to give respect to the other players at the table.
It’s not fair to the rest of the players to waste 30 minutes of their time while your arguing over a rule with the DM. The point of the game is for everyone to have fun. If at any time you feel that any of these rule impede your ability to enjoy yourself then please bring it up with the DM at the end of the session.