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Planes

Planes

The world is vaster than anyone could explore in a lifetime with mysterious corners that promise wonder and peril, yet there are other dimensions far stranger and deadlier, called planes. Many claim to have read the truths of those other realms in books or learned them from religious dogma, or even boast that they’ve visited in person. Their accounts may not be trustworthy, but they all tell of places that pose unique challenges and offer rewards unlike anything one could find at home. 

Beyond the First Steps

Beyond the First Steps

From fighting on the frontlines to raiding royal repositories, the activities of your character and their party members gains them experience points. As these accumulate a character will eventually gain a level when they’ve acquired a certain number of experience points as seen in the table below.

Prestige Rating

Prestige Rating

A character’s Prestige rating represents how prominent they are, either as an ally or enemy, and can influence how easy it is for the character to call in favors from their allies, or determine how much effort their enemies will put into defeating them. Most Prestige ratings range from 0 to 6, although some deities and extraplanar beings may have higher ratings.

Between Adventures

Between Adventures

Though an adventurer is typically defined by the dangers they face, the bulk of their time is often spent traveling, healing, preparing, or simply living. Some spend their time with families, others contribute to the communities that they protect, develop relationships, or simply kill time until the excitement begins anew.

Resting

Resting

Rest is a fundamental necessity for most living creatures. While the exact amount of rest each type of creature needs may vary, they all still must rest in order to recuperate from wounds, rid themselves of fatigue and strife, and replenish their spell slots.


Short Rest

A short rest is a period of no less than an hour, in which the character does nothing more strenuous than reading, writing, talking, and binding wounds.

Objects

Objects

The world is full of chandeliers and tree branches to be swung from, doors to be kicked in, and eldritch statues full of ruinous power to meddle with. There are numerous objects bristling with possibility for the intrepid and the bold. Adventurers can perform many actions with an object—they might pick up a vase to secure treasure, throw a glass sculpture to create a diversion, or try and hack their way through hastily set up barricades.

The Environment

The Environment

Not all dangers while adventuring are from enemies, monsters, and beasts. Whether urban or rural, the very environment a hero must traverse in order to complete their quest (or the battlefield they find themselves on) can present a multitude of hazards. Be sure to pay attention to the environment around your character as they move through it, and be wary of any hidden threats — or anything you can leverage to get the upper hand in a fight.

Time and Movement

Time and Movement

Time

Time is an important aspect of adventuring. For Narrators, time serves multiple purposes and roughly outlines the flow of an adventure. Choosing which scale of time to use in any given situation is a matter of context.

Conditions

Conditions

Blinded

  • A blinded creature can't see and it automatically fails ability checks that require sight.
  • Attack rolls against a blinded creature are made with advantage, and the creature's attack rolls are made with disadvantage.

Bloodied

  • A creature is bloodied when reduced to half its hit points or less.

Charmed

  • A charmed creature can't take any hostile action against the charmer.
  • Abil

Pagination