Favor Points
A group of adventurers has a pool of Favor Points equal to their number. I.e. a group of four adventurers would have a pool of four points.
- Any player in the group can pay a Favor point from the pool to request a re-roll of any dice roll, made by the player himself or the GM.
- Any player can use none, one or all points of the pool, it's a shared pool for all in the group.
- The pool shall refresh between in-game story arc, determined by the GM.
Group Initiative
A group initiative is rolled once in the beginning of the encounter to see which side acts first. The Player Characters can act in any order when it's their turn.
Bandages (from Equipment Emporium)
Clean, rolled linens; enough to stop and prevent blood loss for one character's wounds from one combat encounter. Bandages heal 1 Hit Point immediately. Applying bandages takes 1 Turn and risks Wandering Monsters. This can be done only once per day.
Shields shall be splintered
If using shield, upon hit the player may opt that his shield was rendered useless and he doesn’t take damage from the attack.
Helmets shall be broken
Same as Shields shall be splintered except when wearing a helmet. Helmet will be broken and the character doesn’t take damage. Helmet costs ⅙ of the full armor price.
Coins weights
In this game coins are slightly smaller in size weighting 50 coins to 1 pound.
Poison
Instead of instant death due failed Save vs. Poison damage, it builds up for 1dN rounds causing 1dN points of damage each round, depending on the poison. There aren’t additional Saving Throws, the poisoning damage simply adds up as it spreads through the body.
Experience Points
In addition to defeating, or avoiding, encountered monsters XP is gained from treasure found 1gp = 1xp basis.
Spellbooks
Magic-Users get two spellbooks from get go; The first one is a large, heavy reference book given by their master. This tome should be stored and secured into safe location as a backup. The second book is a lighter and smaller travelling spellbook meant to be taken with you into the adventure. If the worst happens and it gets lost or destoyed, you can copy your spells from the original reference tome to a new travelling book once you get back to reference tome. This way a magic-user should not lose their spells simply if they lose their travelling book.
This message was last edited by the GM at 16:23, Thu 06 Jan 2022.