House Rules for Campaign

This page outlines the house and optional rules I will be using for this campaign. Please read these carefully.

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In lieu of alignments, players must write a personality profile for their character (as detailed in Creating a Character), have it approved by the DM, and follow it. Acts not in keeping with the character’s written profile will be penalized, usually in experience points. The DM will outright deny any profile that insists on pointless insanity, personal side quests or murdering other player characters.

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Any natural 20 or 1 rolls on a combat roll will be respectively considered “critical successes” or “critical failures”.

In combat, a critical hit simply means automatic full damage to an opponent. A critical failure is a loss of 1d8 rounds in the next combat turn. If already the last in an initiative, the character misses the next round altogether.

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The Luck Roll is a percentage roll used in the most dire of circumstances. When the character is first created, the player rolls percentile dice. The result is the luck that the character has. When luck is used, the player must roll the percentile score or lower. If successful, then the DM allows the character to avoid the situation, or places the character in a less fatal position allowing a possible escape.

When luck is used, the current score is cut in half, and that is the new Luck score. Luck can only be recovered by expending experience points. If Luck is used unsuccessfully, it is not halved.

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Ability Checks

Ability checks will be performed as per the Castles & Crusades SIEGE Engine. The exceptions are pre-defined per INT and WIS. Here is the list of checks:


1) An IDEA or KNOW roll. If a PC needs to know something that would be within the PC’s scope of campaign knowledge, but the player is failing to remember, a KNOW roll can be used to get a hint of knowledge from the DM for one encounter situation. An IDEA roll is used to determine whether or not a PC can come up with a modern/sophisticated idea presented by the player. Rolling for this is determined by the DM.

2) FIRST AID roll. Two dice are rolled for this, the 1d20 for the ability check and 1d4 for how much damage is recovered. If the ability check is successful, then up to 4 points of slashing or piercing damage that occurred during the combat before can be recovered. At least one point of damage must remain, and old damage cannot be recovered in this fashion. Any bleeding can be stopped by this roll, unless an exception is noted. FIRST AID can only be attempted once and takes one turn to do. Bashing damage cannot be healed in this fashion.

Secondary Skills

If appropriate to their characters, players can choose a secondary skill/profession for their characters. Successes in using these skills/professions will be resolved by using ability checks. Go to the Trades and Professions to choose the desired skill/profession.

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Also, if the profession desired is not on the list, you can present one for GM approval.



Experience points will be given out under these conditions:

  • Killing monsters
  • Successfully using Class skills and spells
  • Overcoming a major obstacles or puzzles within an adventure
  • Completing a major task or quest
  • Good roleplaying

No experience will be given for treasure of any type, unless it involves solving a puzzle to get it to work.

Gaining Levels

For every three levels, starting at fourth level, the character must seek out a mentor of higher level to train for the number of weeks equal to the “training level”. In the levels between “training levels” it is assumed that the character is using Class skills and improving on what was previously learned.

To level up between learning levels is a matter of going to a neutral or friendly area and being able to get some rest, relaxation and reflection for days equal to the level gained. Level gain at this point involves realizing how to use a weapon better, casting a spell more efficiently, reviewing tactics used against an opponent and generally knowing how to use skills better.

If a mentor is not available, then the character can attempt to level on a “training level” on sheer intelligence alone. This will take time, so the character must spend weeks equal to 3 X the “training level” to rest, relax, reflect and apply what was learned. After that, then the player must make an ability check on the average of the player’s requisite ability for the class and INT, rounding down. For magic users and related sub-classes it is the average of INT and WIS, rounding down. A success means the character advances, a failure means that the character must repeat the process.

Expending Experience Points

Since characters cannot go up a level until they rest or receive training, chances are good that they will have some experience points (XP) accrued beyond the amount necessary to move up to the next level. Instead of keeping those experience points idle until time comes to go up a level, players can opt to “buy” more Luck or improve chances for a character attempting pass a training level check.

Players cannot expend experience points while the character is progressing up the current level.

To do so, players simply count up their available XP from the level they are moving up to. That is the available pool of XP that can be expended. They can spend in those points in this fashion:

1) To Improve the Luck Roll percentage: This is an 1% Luck for every 50XP x Highest Class Level, not to exceed 80% total Luck. This means you can boost your Luck to 80% only.

2) To Improve chances for a character attempting pass a Training Level check: This costs 200XP x Training Class Level to be gained to add 1 ability point to the average. The maximum a character can go is to 18.

For example:

Veric is about to go to fourth level on his own. He’s got 2400XP above the required amount to level. He’s spent 12 weeks training, resting and reflecting on his experiences. He has done a lot of fighting and has come up with some creative moves he’s refined while training. John, Veric’s player, decides to improve Veric’s chances. He is at 17 STR but has a 10 INT, giving him a 13 Training Check score. Since Veric is in the middle of nowhere and the nearest civilization is weeks away, John decides to convert the 2400XP to boost Veric’s Training Check. 200XP x 4 (Veric’s new level) is 800XP, the amount John can spend per point. Converting the 2400XP gives him 3 points to add to 13. A 16 is a much better chance to pass!

House Rules for Campaign

The Chronicles of a Dead Empire mntineer