House Rules

Soulforge Adventures has some house rules that keep things on an even keel, or attempt to. Remember that the style of game we play is a bit different than your average home game, as such some things things work a bit differently here.

Note that this is not a comprehensive list of house rules, as other house rules are present in the sections pertaining to that subject. Non-lethal damage for example is covered in the Combat Rules page, etc.

You must be conscious to drink/consume anything.

Drinking/consuming takes an action and consumes 1 pint (or a potion) or less.
Drugs function as poisons that allow the imbiber an initial and a secondary saving throws to resist their effects. Any spells or abilities meant to resist or change the behavior of poisons also works on drugs. A creature that willingly takes a drug automatically fails both saving throws. The saving throws are designed for those who take a drug unawares or are forced to take it. Drugs likely arise in any society of humanoids eventually. Depending on a particular society, it is either an open secret or very illegal and repressed violently.
  • Intoxication. A creature that is affected by a drug gains one level of intoxication, or two levels of intoxication depending on its potency. Fractional intoxication requires multiple doses to cause a level of intoxication.
  • Addiction. Drug addiction is rated according to their addictive potential, or risk. A person must make an addiction (Constitution) saving throw when using a drug to avoid becoming addicted. While addicted, a creature takes temporary ability damage unless they continue to take the drug regularly. The regularity with which they have to take the drug is satiation.
Drug intoxication and alcohol intoxication are the same for simplicity sake. An character with two levels of alcohol intoxication that then decides to take a dose of devilweed would have three levels of intoxication.

Drug Characteristics

  • Initial. The effect of the drug if the initial saving throw is failed. The result of one saving throw indicates whether all or none of these occur.
  • Secondary Effect. The effect of the drug if the secondary saving throw is failed.
  • Side Effect. Side effects, if any. These occur immediately upon taking the drug, usually. Overdose. What constitutes an overdose and the effects of an overdose on a creature.
Drug Addiction Examples. Bobert the Barbarian is addicted to fey food. The GM consults Drug Addiction and Properties Tables, and sees that fey food has a negligible addiction risk. Therefore Bobert needs to have one dose of fey food once a day to have his addiction satiated. After 24 hours of not having fey food Bobert rolls an addiction (Constitution) saving throw of DC 6 and saves. He is on his way to natural recovery but gains a -1 Dexterity penalty for as long as he is addicted and not taking fey food. The next day Bobert succeeds on his addiction saving throw, and after two successes in a row, Bobert is not addicted to fey food and he will recover his Dexterity after a long rest. After conquering his addiction to fey food, Bobert becomes addicted to black eye. Bobert makes poor life choices.

The addiction risk for black eye is medium. After consulting the drug addiction table, the DM sees that medium risk has an addiction saving throw of 11 and a satiation of 5 days. Bobert goes 5 days without using black eye, succeeds at his addiction saving throw of DC 11, and has a reduction in 1d4 Dexterity and 1d4 Wisdom. Bobert finally succeeds on two addiction saving throws in a row, is cured of his addiction and his reduced abilities are cured after a long rest. Bobert is addicted again, has a greater restoration cast, and skips natural recovery.

Drug Addiction

*Satiation is how long an addict can go without having to take another dose. Failure to take another dose causes ability score reductions in addicts that cannot then be recovered naturally until the addiction is cured or satiated.

**An ability score of 0 forces a permanent incapacitated condition unless the ability score is restored to at least 3 with magic, long rest, or the passage of time. Having a Constitution of less than 1 forces a variant death save every hour until stabilized with three successes (Constitution is now 3), or death after three failures. If the Constitution score becomes 3 or higher, for any reason, then the variant death saves do not occur.
  • Addiction Recovery (Natural): Once addicted, any creature who succeeds on two addiction saving throws in a row is no longer addicted. The creature can still be addicted to the same drug later and any increases in the saving throw due to long term use will still apply.
  • Addiction Recovery (Magical): Lesser restoration and restoration will only cure ability damage due to drug use. Those spells will not cure an addiction, but they might make the saving throw easier. A greater restoration spell will cure a single drug addiction. Heal and wish will cure all addictions.
The Intoxication Level may be listed with each drug. If it is not, only word of mouth or experimentation will result in the known intoxication level. Caution is warranted.
Group checks take place when the entire party is engaged in a single task. In a group check, every player makes an ability check. If more than half of the group succeeds in their check, the group as a whole succeeds. If half or less of the group succeed, the group as a whole fails.

When an exploration challenge mentions a group check, the Narrator should allow adventurers to use different skills or abilities where appropriate. Not all adventurers have to make the same check, as long as each is contributing in some way.
  • Group Criticals. A critical success is achieved when all members of the party succeed in their checks, while a critical failure takes place if all members of the party fail.
An intoxicated creature has begun to lose control over their ability to handle mental and social tasks and fight in battle. An intoxicated creature has penalties per level of intoxication, be it intoxication from drugs or alcohol. Intoxication is measured in 10 levels and each level includes previous penalties.
Level Effect
1 Charisma skills are harder to use
2 Intelligence and Wisdom skills are harder to use
3 -5 feet to speed and Charisma disadvantage
4 Intelligence and Wisdom disadvantage
5 Strength, Dexterity, and Constitution skills are harder to use
6 Hit Point maximum reduced by 1 per level or hit dice
7 Strength, Dexterity, Constitution disadvantage, +1 exhaustion
8 Lose all proficiency bonuses
9 Hard to stand, +1 exhaustion
10 Unconsciousness
  • Skills that are harder to use. Skills have lost their proficiency bonus. The level 8 rogue that is attempting to hide with 5 levels of intoxication must make an ability check without a proficiency bonus.
  • Lose all proficiency bonuses. Every proficiency bonus becomes 0, to include attacks and spellcasting. Fighting with 8 levels of intoxication is difficult.
  • Hard to stand. Any sudden movements or changes in direction, to include each round in combat, results in gaining the prone condition unless a DC 10 Dexterity saving throw is successful.
  • Unconsciousness. Character is now unconscious without a saving throw to resist.

Intoxication Saving Throw

An intoxication saving throw is a Constitution saving throw, modified by the rules found on this site. A creature that takes a drink of alcohol or a dose of a drug needs to make an intoxication saving throw or gain a level of intoxicated. Creatures lose one level of intoxication per hour. Any magic, ability, or spell that counters poison also eliminates intoxication, but not addiction, exhaustion, or side effects caused by substance abuse. Exhaustion cannot be recovered until a character is no longer intoxicated.

Poison Resistance

Humanoid bodies react to alcohol and drugs the same as they react to poisons and toxins. Poison resistance also grants advantage on intoxication saving throws. Poison immunity grants immunity against the intoxicated condition with any exemptions being up to the GM.

Adventuring and Intoxication

Drinking one drink an hour does not require a saving throw against intoxication, doing so will interrupt roleplay and bog down the game with minutiae.

Eventually someone in the party gets into a drinking contest, or the DM wants to know how the players fare defending themselves when they have 6 levels of intoxication. In these situations alcohol intoxication rules can be very helpful. The doses are not specified but a glass of beer is one dose, and a mug of grain alcohol is many doses. When in doubt, the GM decides what a dose is.
Skill checks are when a member or members of the party wants to use a skill to determine a thing, gain knowledge, perform an action, etc. A character must be proficient in the skill to make a check, unless a DM says otherwise.

Skill checks may be attempted more than once, however all subsequent skill checks (regardless of who makes the check) are done at disadvantage. Disadvantage is always applied, in this case, regardless of any circumstance.
Spells cannot be cast outside of game session if they have any mechanical benefit or impact the world or another character in any way.

It is easy to determine if this is the case: If a spell offers a saving throw or any sort, it cannot be cast outside of game session.
If the character perceived the casting, the spell’s effect, or both, the character can make an Intelligence (Arcana) check with the reaction or action. The DC equals 15+ the spell’s level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren’t associated with any class when they’re cast, such as when a monster uses its Innate Spellcasting trait.

This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn’t by itself make you adept at deducing exactly what others are doing when they cast their spell.

This can be used in conjunction with the casting of the the spell: Counterspell. Failure on the Arcana check results in the inability to cast counterspell.
Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard. This skill is used against another creature’s passive Perception check or against a DC set by the DM. Stealth: The check can be made at any point during a creatures turn, however this check will be modified if the creature moves more than a certain amount as detailed below.
  • Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s passive Perception check. If you move more than half your movement in a single round you must make another Stealth check. If you move your full movement you must make the Stealth check with disadvantage.
  • Becoming Hidden: You can make a Stealth check against an enemy only if you have full cover or total concealment against the enemy or if you’re outside the enemy’s line of sight, unless a specific feature grants you the ability to hide under different circumstances. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don’t have full cover or total concealment and aren’t outside the enemy’s line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.
  • Remaining Hidden: You remain hidden as long as you meet these requirements.
    • Keep out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need full cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden unless a specific feature allows you to do so.
    • Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you.
    • Keep Still: If you move more than half your movement in a round you must make another Stealth check. If you move your full movement you must make the Stealth check with disadvantage. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy. You can use the Dash action to double the distance you can move before needing to make a Stealth check.
    • Don’t Attack: If you attack, you don’t remain hidden, unless a specific feature allows you to do so.
  • Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action.
  • Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy.
  • Invisible: If you are invisible, creatures have disadvantage to their Perception check to locate you (passive and active).
The events of the Last Sun did many things. One of those effects is how it affected travel via teleportation and other similar means. Scholars, arcanists and Masters of Tradition have yet to figure out ‘why’ this is…but they surmise it has something to with the (also unknown reason) that planar travel is ‘blocked’ and unable to be used.

Most have forgotten such things exists anyway….

Current Spell Interactions

  • Teleportation
    • Distances > 10 miles: It only works to teleport to a Perm Teleportation Circle that you know the Arcane Sigil (think password) for.
    • Distances < 10 miles: Works as designed
  • Teleportation Circle
    • Newforge is the only known Teleportation Circle.
    • Daggerford is known to have at least one, but its Sigils are lost.
  • Transport via Plants (Druid)
    • Removed. The Unfearun devoured the plant links, etc.
  • Plane Shift, Gate, Astral Projection
    • Hasn’t worked since the Last Sun – unknown as to why
All kits, supplies, tools and other things used for crafting, performing procedures (healing) or other activities (Thieves Tools), etc have 10 uses before they must be replaced with a new tool/kit.   This should be kept track of.
  • Roll20 for things used in game (thieves tools, healers kit, etc)
  • Chornica for crafting tools used to craft with downtime
Notes:
  1. Using a kit takes away one use, unless noted otherwise.
  2. Rolling a natural 1 with Thieves’ Tools will break the tools, and any remaining uses are lost.

Frequently Asked Questions

Q: Does light from [x] count as magical, and illuminate a Darkness spell?

  • The Darkness spell cares only about light created by a spell (such as daylight, etc.). All other light sources do not cancel Darkness unless they specifically say they illuminate magical darkness in their description.

Q: Does holding, readying or delaying my action cost an action?

  • Yes, doing so uses up your reaction. Further, if you are casting a spell or performing any other action, you do so immediately and “hold/ready/delay” your action for the criteria. If that criteria does not come to fruition, your spell/action is lost. 

Q: I critically succeeded or failed my check!

  • You cannot critically succeed (or fail) an ability check. Critical successes and failures apply only to attack rolls.