Greater Dolmenwood House Rules

Being a collection of customized rules for play in the Greater Dolmenwood campaign

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I. Character Creation and Advancement

Ability Scores

Ability score rolls are made in order, 3d6 for each ability.

Players may use the sub-par characters optional rule when rolling ability scores (DPB, p. 18).

Players may swap any two scores after rolling is complete.

Hit Points

PCs start with maximum hit points at first level (CON bonus still applies; see DPB, p. 19 or the Roll Hit Points section of the Online Rules Reference).

Class Options

The following character/class options are in effect. Links are provided to the the Online Rules Reference where applicable.

  • All kin and classes are available for play. There may be social consequences for choosing specific kin, especially elves and grimalkins.
  • In addition to the existing Combat Talents, Fighters may select the following whenever they gain a new Combat Talent:
    Great strength: The fighter's strength score increases by 2 to a maximum of 18.
    This Combat Talent can stack.
  • Bards, Hunters and Thieves may use the optional rules to customize their skills (DPB pp. 58, 69, 75).
  • PCs may use the Simple Spellbooks optional rule (DPB p. 78).
  • All characters can use a sling, even Magicians.

XP and Leveling Up

In addition to gaining XP via treasure and defeating foes, PCs may gain XP from exploration. At the end of each session in which the PCs return to base, count up the number of Exploration Deeds and assign XP for each deed according to the participating PC with the lowest level. Use the Example Exploration Deeds list below as a guide. See DCB p. 107

Level XP
1-2 200
3 500
4 1000
5 1500
6 3000
7 6000
8+ 12000

Example Exploration Deeds

  • Visiting a settlement for the first time.
  • Entering a hex for the first time, excluding those traveled solely by road.
  • Finding a lost shrine.
  • Finding a nodal stone.
  • Discovering a hidden location.
  • Meeting a faction or type of creature for the first time.
  • Confirming the veracity of a rumour.
  • Determining if a substance is consumable by trying to consume it.

Training

PCs are subject to the Training Optional Rule: PCs must spend a period of time training in order to increase level. Until the training is complete, the character cannot advance to the next Level and can gain no further XP. (DPB p. 25). Individual characters must pay their own lifestyle expenses to sustain themselves for the training duration.

Questing in Fairy

Quests in Fairy Optional Rule Characters that can gain Fairy runes must journey to a noble's court in Fairy to receive new runes (DPB p.93)

Moon Signs

All PCs born in the mortal world fall under moon signs. Use the Moon Signs optional rules for such characters (DPB pp. 174-175).

Birthdays and Saints' Days

All PCs born in the mortal world (mortals and demi-fey, excluding elves and grimalkins) and nominally belonging to the Pluritine Church may establish both a birth date and a saint's day.

Once the player has established the moon sign, they may choose a random day in the month to have been born. Use an online dice tool to roll a d28, d29, d30, or d31 depending on the month. The result is the character's birthdate.

Next, to establish the Saint's Day for the character, look at the Saint's Day immediately preceding the character's birth date. That Saint is now the character's patron saint.

On the PC's Saint's Day, if they venerate the saint in a local church, the PC can gain the blessing associated with that saint as if they had prayed at the shrine of that saint. The PC can receive the saint's blessing any time they do so (not just the once that might otherwise be the limit for non-spell-casters, per DCB p. 22).

II. Play

Player Roles

The group comprises the following player roles (DPB p. 142):

  • Mapper: Responsible for creating and maintaining the party's maps.
  • Caller: Responsible for collecting and communicating the party's actions in combat. Assumed party "leader".
  • Quartermaster: Responsible for keeping track of party's supplies, including weight and encumbrance.
  • Chronicler: Responsible for keeping a record of the party's deeds, appointments, quests, and relationships. Also responsible for knowing what day and time it is!

The group should appoint a player for each role at the beginning of each session. No player should have multiple roles.

Encumbrance

PCs use the Basic Encumbrance optional rule (DPB p. 148).

Safe Movement

To encourage players to have their characters exit dungeons and return to base at the end of a session, the following optional rules are in effect:

PCs use the optional rule for Established Safe Paths (DPB p. 162).

PCs use the Dungeon Escape Roll option from Exiting the Dungeon (DPB p. 163). At the end of a session, if the PCs have not escaped the dungeon, follow the Dungeon Escape Roll procedure.

Combat

All of the optional combat rules under Other Combat Matters are available for use by PCs. This is subject to change in case the rules don't work as intended. (DPB pp. 168-169).

Ammunition

PCs only need to track ammunition if it is special ammunition. Mundane ammunition needn't be tracked.

Death and Dying

PCs are subject to the Death's Door optional rule (DPB p. 168).

Treasure Value

PCs are professional adventurers and can reasonably estimate the value of a piece of treasure. This does not allow them to determine magical qualities (See DCB? p. 161).

Drinking and Smoking

PCs may use the inebriation optional rules (DPB p. 127).

PCs may use the smoking optional rule (DPB p. 129).

Camping Procedure

PCs will use the full camping procedure (DPB p. 158).

PCs will not use the Falling Asleep on Watch optional rule (DPB p. 159).

Lifestyle Expenses

Individual PCs will use the lifestyle expenses optional rule for extended downtime, such as training or research, and the group will use this rule to maintain its headquarters space (DPB p. 161).