Home Rules

  • INSPIRATION
    • Inspiration grants an additional D20 as normal
    • Other normal Inspiration rules don’t apply
    • Instead follow these rules
      • Everyone starts each game session with ONE inspiration that can only be used for inspiring their special ability (below)
        • Hope’s special ability is to show a better way (with both wisdom & morality)
        • Isabella’s special ability is being observant
        • Krant’s special ability is defeating security measures
        • Sarene’s special ability is to understand mysteries
        • Tike’s special ability is creating/executing a well thought plan
        • Tusk’s special ability is using instincts to react
  • CAMPAIGN SETTINGS
    • System: D&D 5e
    • Setting: Eberron
    • Characters start pre-made at 5th level
    • All PHB races and classes allowed
    • Multi-classing OK
  • EQUIPMENT
    • Magic items are rare, unique and not normally available for purchase nor sale. On the rare ocaisions when magic items are bought/sold, the prices are whatever the market will bear. Common items like healing potions are more likely to be available.
    • Rations are the generic ‘supplies’ equipment. One day’s worth of rations costs 0.5 gold pieces. This includes all minor supplies (food, water, chalk, string, ammunition, etc.). Once per game week rations are checked for spoilage.
  • MONEY
    • Currency among the populace is not that common. Currency in rural communities is even rarer. And currency among the uncivilized is virtually non-existent.
    • The smallest denomination is equal to “One Gold Piece” or 1 GP. It is minted out of copper.
    • The second smallest denomination is equal to “Ten Gold Pieces” or 10 GP. It is minted out of silver.
    • The most common denomination is equal to “One Hundred Gold Pieces” 100 GP. It is minted out of gold.
    • Most rural transactions are done with barter (e.g., twelve chickens for one sheep)
    • Even in urban settings coins are not that common. There, many transactions among regular trading partners are done with IOU’s or notes. Eventually these are settled with actual coins, when they become available.
  • LOOT
    • One unit of loot weights 1 pound. It is an abstraction of value from supplies taken from the vanquished – the rusty sword of a goblin, the brass candle holder taken from cult’s dark temple.
    • Loot can be converted to cash in towns and cities.
    • There are three grades of loot – copper, silver and gold. Each unit is worth one coin of that denomination when sold. In other words, each pounds of copper loot can be sold for 1 GP and each pound of sliver loot can be sold for 10 GP. Gold loot is very rare; each pound of it can be sold for 100 GP.

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The Queen's Hand Colin_ONeill