Player Guide
A hot desert sun greets you as you finally reach Do'Urm. Just west of the peaceful lands of the Anafyst Kingdom, and on the eastern border of the Trampled Barrens. Nearby lies the entrance to the Iron Labyrinth, a place thought to only exist in myth and legend. Since the opening of the entrance gate, ±50 years ago, many brave adventurers dared to go inside. Few actually returned. Those that did, spoke of ancient dangers inside the labyrinth and beyond, but also lost civilizations, artifacts and treasure.
Do'Urm is the closest town to the Iron Labyrinth, and your base of operations. Since the gate's opening, the town has grown into a bustling hub filled with shops, inns and artisans.
The Adventurers Guild will assist in many ways to your adventures into the Iron Labyrinth and many other places.
The World of Avoane
The campaign takes place in a world called Avoane. A world filled with fantastical races, wild continents, and strange phenomena; like the week long eclipse at the end of every month. Note: this replaces the setting of the core books, and changes some races.
New Players
The adventurers guild welcomes you to Do'Urm, and their Labyrinth Division. As a member of the LD, the adventurers guild supports your expeditions, enables you to securely share information and you get a free Guild Coin.
As a new player I suggest focusing on the key points below to get you started. If you're feeling adventurous you can also have a peek at what else there is.
-
Join the Discord for planning, sharing information, dice rolls, and more. See page 2 for the invite link.
Check #start-here on discord for all important links. -
Create a Character following the steps outlined in page 5. For first time D&D-ers, I suggest sticking to the initial options.
-
Consider how your character fits in the world, have a look at the races and world information (page 3 and 4).
New Characters for
Returning players can always make their second, third, etc. Character. Whether you're retiring a character, want a different character to switch between, or just want to try something new.
Just follow the same steps as your first character.
Exploring the World
You all work together to explore and map out the Iron Labyrinth and the worlds beyond. During your expeditions, you will venture into ancient temples, deal with recluse societies and potentially protect the world from whatever evils you uncover.
Share your findings with other players in the interactive maps, stored in a members only room at the Adventurers Guild. Only by working together, can you fully explore the world and uncover its secrets. Besides that, sharing information also gets you guild coins (see p10).
Each session
A different party of adventurers leaves from Do'Urm onto a dangerous expedition. Each is a one session adventure, during which you'll have to accomplish a goal you set out to do and make it back, successful or not, before the session is over (or roll the dice).
Returning Characters
For returning characters, there are a various things you can do between sessions, which are all handled over discord!
Earned enough XP to Level Up?
You can check your progress on p2
and level up between sessions.
Looking to spend some of that hard
earned coin? You can buy stuff from
the various shops & services in town.
Optional
Adventurers don't need to sit still
between adventures. They can spend
downtime on various activities.
Join factions and rise through the
ranks to gain feats and other benefits.
Extra Info
We play with a few house rules; extra or different rules from the standard D&D 5e rules. Also look
here for everything on Guild Coins.
Appendixes
In the appendixes you can find extra
info on: Items, Hirelings & Gods.
Useful (Mobile) Apps:
- D&D Beyond: For viewing your character, managing inventory, and all related info.
- Beyond 20: A D&D Beyond plugin for Roll20. Check this Youtube Guide on how to use it.
- Reroll: Cool pixel art character, spell list and inventory.
Import this file for all spells: Copy this URL.
It does cost €5 for an account, Bart still has some keys
Tip of the Day: click for more:
Want to learn more about specific monsters? Spend research downtime to learn about them, finding the best way to kill them or avoid a fight. (p10 in the Player Guide)
The One-Stop List:
Join the discord at: https://discord.gg/zxZt5TX
All planning, post-session talk, sharing information and other related discussions happen on discord.
Go to D&D Beyond , (character creation, inventory, etc.)
Check #start-here on discord for the campaign link.
Share info in the Interactive Map
Or the Player Wiki (link in #start-here on discord)
Check out the Bounty Board
Placed by the guild in the Old Inn in Do'Urm, for all to see!
Find Campaign exclusive options in Do'Urm Homebrew
Like the faction feats.
For the 1p character sheet: Regular or Auto Complete
Fill it in and print it for a handy reference during sessions.
Last update: May. 5 '22
The World of Avoane
Several bodies are visible in Avoane's skies. The obvious one is the sun. Yet one can also see the rising and setting of a massive planet which Avoane is a moon of. Each seventh week this planet completely blocks out the sun, causing a week long eclipse. In the west another massive moon can be seen, always in the same spot in the sky, tidally locked to Avoane.
Home: Grænalea
Do'Urm, the adventurers Hub, as well as your (most likely) home town are located on the continent of Grænalea. It is a mostly peaceful continent, and not the place for adventure.
For more on Do'Urm and various
regions across the continent, see:
Short History
Grænalea was once ruled by the Grænalon Empire. The first empire to rule the entire continent and seemingly eternal. Then ±200 years ago the sky came down in an event called the Rain of Chaos. This destroyed large portions of the continent and killed over half the population. The cataclysm triggered the fall of the Grænalon Empire, but society rebuilt, starting a now calendar count: the year 0 AC.
The Anafyst kingdom emerged to power in the east, gradually returning stability to the lands. The west remained scattered in separate city states, with a dangerous barren wasteland in between.
PSA - Adventurers are dangerous folk. It's best to avoid trusting in them, as they'll probably set your village on fire or try to steal your stuff.
Join the Blackfoot Clan! If you truly want to make the world a better place.
Adventure: Everywhere Else
With Do'Urm as the Hub, the Iron Labyrinth is just around the corner. From there, recently uncovered portals lead to various other places:
The Iron Labyrinth
The Iron Labyrinth is a vast dungeon, with many corners left unexplored and rumour has it there are even deeper levels.
Its entrance was uncovered a few years after the Rain of Chaos, presumably unveiled as the Trampled Barrens formed. But only about 50 years ago, did a party of adventurers manage to open the entrance.
Akara Wilds
A portal in the Iron Labyrinth leads to the Akara Wilds. A vast, untamed jungle on the other side of the world. It is filled with massive, dangerous beasts and tons of locations of interest.
???
More places existing in the world, still left to be uncovered. The best place to find any more information about these and the above is The Interactive Map.
Races
The world of Avoane is filled with a large variety of races. These can all be found in the official D&D books, however their history, place in society and general personality is tailored to this world and may differ from the original D&D setting.
Character of any race can be of any alignment!
On Grænalea you'll find the following races:
Common: Dragonborn, Gnomes and Tieflings.
Less common: Dwarves, Elves, Halflings and Humans.
Rare: Aasimar, Half-Elves and Half-Orcs.
Other races occasionally pass through or settle, these require the Far Traveler Background.
Dragonborn
±180 years 1.7 - 2.1m 80 - 160kg
usually speak Grænalon (common) and Draconic
The proud descendants of dragons, with a kingdom even greater than those of the dragons of old. A proud and honourable race that attaches a lot of value to their family name. They highly value skill and excellence, and continuously strive for self improvement.
As one of the most common races and rulers of the Anafyst kingdom, all races are familiar with the Dragonborn. Most people are used to living side by side with them. They are known as a trustworthy and respectable people.
You might
- Strive for excellence and to be the best
in your field, and encourage your friends
to do the same - Care deeply about your clan and how
your actions not only affect your name
but also the clan's honour - See other races as careless and careless
with regards to their family's reputation
Others probably
- Respect and admire your dedication to
honour and excellence - Think twice before picking a fight with you
- Assume you align with the Anafyst kingdom
and its royal family - Judge you by your skin colour; and
assume your alignment is the same
History
Dragonborn are said to be descendants of dragons, having lost their wings, they became their servants. How much of that is true, is unclear, safe for the obvious draconic lineage.
Dragonborn have the same variety of skin colours as dragons, yet no longer share the alignments those dragons are known for (gold, silver, bronze, copper and brass being good, and red, blue, green, black and white being evil). Dragonborn can be any alignment.
Prior to the Rain of Chaos Dragonborn formed a large community within the Grænalon empire and certain families held quite a lot of influence. They played a vital role in maintaining peace in the eastern most part of the empire.
Since the Rain of Chaos many Dragonborn worked hard to maintain and rebuild society. A noble family quickly garnered support and started to build a new nation of its own; the Anafyst kingdom. After a few decades of war, they managed to spread until the Trampled Barrens and unite all peoples under its flag.
Where to find them
They can be found everywhere. In every major city on the
continent, the more secluded elven kingdoms and Dwarven
strongholds, and plenty of villages across the countryside. They appear in all walks of life; from noble houses to beggars to secluded monks.
They are also common enough on other continents, yet not always to the extend of Grænalea.
Character Creation
New Characters
If you want to join playing D&D, you'll need a character of your own! Or maybe you want a second character to play something else for a change.
Discuss with your DM
Have a chat with the DM about what you want to do with your character. For new players, this will also be an introduction into the world and setting.
In this chat, I'd like to go over your character's backstory and motivation, and see how they can fit into the world.
Please do this in a timely manner, and not the last few days before a session!
Build your Character
These are the main steps, follow the other tabs on this page for more details on each specific step:
- Join the Campaign on D&D Beyond:
- Create a free account if you don't have one yet, which allows for up to 6 characters.
- Check #start-here on discord for the campaign link.
- You can have multiple characters in the same campaign!
- Creating a new Character either through:
- The join campaign link and select Create Character
- Open the campaign from "My Campaigns" and click Create Unassigned Character. Don't forget to claim in from the campaign screen afterwards.
- Avoid creating one in the "My Characters" screen.
- Follow the steps in the other tabs to create your character
- Especially the Settings tab
- When enabling Homebrew, pay attention to only pick homebrew listed in Do'Urm Homebrew
Level Up
After enough adventuring and earning enough XP, you get to level up your character. Doing this, your health increases and you gain access to new abilities based on your class.
Leveling up
- Edit your character on D&D Beyond and go to Class.
- Increase the level in the dropdown behind the class.
- Roll for HP on Discord (with "/hp").
- Click Manage HP, and add the rolled value to Rolled HP.
- Check Class Features and Add Spells for any choices you need to make as part of the level up.
What gives XP?
- Victory in combat, whether you kill the enemy or not.
- Overcoming a challenge, through combat or other means. e.g. persuading an opponent, avoiding traps, travel through a dangerous area, sneaking past a monster, etc.
- Discovering new places and secrets, or finding shortcuts.
Rolling HP
Your maximum HP increases when you level up. You get a hit dice each time you level up, based on the class, and roll it to increase your max HP.
- Type "/hp" in the #dice-rolls channel on discord
- Rolling manually? Check which dice to roll based on your class. Use the average when you roll below average.
- Click Manage HP, and add the rolled value to Rolled HP.
Do'Urm & Surroundings
You gently wake up in the inn and get out of bed. It feels like a cool desert morning, about 20°C. You are greeted by sunlight as you open the shutters. The sun itself is still hidden behind the massive cliff wall just east of town. You brush the desert sand from the windowsill, probably from a sandstorm atop the cliff. Or a rockstorm, given the loud rumbling last night. The streets are noisy with many caravans and merchants preparing for departure, making way for todays arrivals. You don your armor and grab your gear, stuff the rest inside the chest in your room, and hide your valuables in a secret compartment underneath. As you lock the room behind you, you can see your friends waiting downstairs from the balustrade. Together you head out for another day of adventure.
Storing valuables
Most adventurers don't bring everything they have along for each quest. Inns generally provide secret storage compartments in each room.
Life in Do'Urm
Do'Urm is a small town with few thousand people roaming its streets daily. Only about half actually live in Do'Urm. The rest are adventurers, merchants and their caravans, and other tourists passing through. Most make their living facilitating these people, keep adventurers well equipped and merchant caravans ready to go.
Though on the border of the Anafyst Kingdom, Do'Urm is an independent town. There are no taxes for merchants and no lords trying to take a piece of the pie. It's a free town for the people, led by a small council from the leading factions in town to maintain order. Most guards in town are adventurers making some coin on the side. As such, the town also has a small army, if ever need be, to discourage nearby lords from wanting to claim a piece of the merchant-and-adventurers-pie.
The Anafyst Kingdom
The Anafyst Kingdom lies east of Do'Urm and reaches all the way to the far side of Grænalea, the continent. The royal dragonborn family rules the kingdom, with the Royal Anafyst army ensuring its land remain peaceful. The kingdom is home to all races. Mountain Dwarves can be found in their underground kingdoms, forest Elves in their woodland realms. The countryside is littered with villages of Gnomes, Dragonborn and Halflings. More villages exist where any few races have built a home together. And the cities are home to all; seats of power and society where all work and live together.
The Trampled Barrens
In the west, a massive cliff wall looms over Do'Urm. On top, the Trampled Barrens stretch west as far as the eyes can see. Buried under the barren and desolate wasteland are the ruins of the late Grænalon empire, which fell during the Rain of Chaos. Only a few city states remain, small pockets of society sprinkled about. They mostly hide in the deep chasms carved by wild rivers, forming a dangerous but highly profitable trade route through the area.
The Northern Barrier Mountains
Going straight north from Do'Urm will lead to the Northern Barrier Mountains. They stretch all the way across the north of the continent. The area is mostly uninhabited and not part of any established rule. There are several monasteries found in the mountain range, forming a refuge for travelers and a peaceful training ground for Monks.
Southern Ocean
Just south of Do'Urm is the coast town of Porton. Beyond lies a vast ocean, called the Southern Ocean. It stretches out far beyond the horizon and encompasses the entire continent. Ships often traverse these waters, yet always with the coast in view. The maelstrom and hard to spot undercurrents have led many ship off course, never to return. Only pirates have uncovered safe routes across these waters.
Exploring Do'Urm
Do'Urm is filled with business, small and large, to support adventurers and travelers. Select a district in the Interactive Map on the right to browse the various shops, services, factions and living places across town. Porton, a harbour a few KM south of Do'Urm, is also part of this sprawling hub.
Unlock / Improve shops
Do'Urm has grown a lot, since the first adventurers started settling, and is still expanding. During your expeditions you may run into skilled blacksmiths, alchemists, etc. who could be persuaded to move to Do'Urm.
You can also help artisans in Do'Urm improve their skills, which leads to higher quality gear, through repeated requests or by bringing them designs or special / magical tools.
Interactive Map -->
Use the interactive map on the right,
or the one you all update on Kanka:
Old Town
Do'Urm was originally only the Old Inn, with new settlers gradually building around it. Currently situated in the north of Do'Urm, Old Town is a pleasant neighborhood full of character. It houses the still active Old Inn as well as a few small inns and craftsmen that kept the family business going.
The Old Inn: The oldest building in town
and best place to stay or do business in
peace. There is a strict no violence policy.
Staying in Old Town: Otherwise there
are a variety of inns available and it's
even possible to own a house or room.
Small Businesses: Several craftsmen
continue the family business, others try
to start their own.
Adventurers Guild: Need a quest done,
extra hands during your next expedition
or rent a magic item?

The Old Inn
A cherished landmark in Do'Urm, built by the town's founder. A collection of three buildings connected through parts built above the streets.
It has a variety of rooms available, both private and shared. The main building also houses a large 2-floor bar area and an exclusive club in the basement (entrance 1 Guild Coin).
Rooms for: modest, comfortable and wealthy lifestyles.
Bar decorations
Trophies from various adventurers are placed throughout the bar:
| Trophy | Inscription |
|---|---|
| Young Red Dragon Head Wall mounted, wooden frame |
Young Red Dragon, slain Summertide 42nd 207AC in the Iron Labyrinth. by Craig M'ga, Kurogane, Nana, Rael Rolen, Lady Sharp |
| Wall mounted Large Monkey Head | by Enleï, Therius, Chaka and Crimson |
| Gacraanug Head Wall mounted, wooden frame |
Gacraanug head, slain Early Winter 10th 207AC. by Xune, Kurogane, Jogôr, Morthos, and Faust |
Downtime Activities
Between expeditions, adventurers need time to recover. During this time you can spend your resources to get benefits; taste the pleasures of life, gain contacts, improve your skills, prepare for the next adventure or earn something on the side. You also automatically take a long rest and spend time training as part of leveling up.
Default Lifestyle: Comfortable.
Default Downtime: You work to earn enough to pay for your lifestyle (up to comfortable) in Do'Urm.
How to:
- At the start of each session, you get downtime points equal to the number of weeks since your last expedition (usually 1 week per session).
- Downtime is optional: Any unspent points from previous sessions are lost, you just did the default for that period.
- Message the DM on Discord: About what you want to do. Roll any dice if needed (summarizing the week, spells or temporary benefits cannot affect these rolls).
- Also message the DM if you want to change your default lifestyle or downtime activity (e.g. run a dojo or brewing business instead).
Dividing Loot
There will be a discord channel per session to wrap up (divide loot, XP, rewards, etc.).
You will get an offer / value per item to divide or sell the spoils. When selling, consider to:
• You can take a loan (up to 100k sp) in case you really want to claim an item but don't have the coin.
• Sell for the standing offer. (the Adventurers Guild usually buys magic items for future renting).
• Sell to other players on discord.
• Spend downtime to search better offers.
Lifestyles
This covers your life in Do'Urm in between adventures: where you stay, what you eat, clothing, maintain equipment, etc. Your lifestyle is visible to others based on clothing, places you frequent, etc. NPCs will take notice and may treat you differently as a result.
Owning your own housing removes lifestyle costs.
Lifestyles Overview
| Lifestyle | Cost / week | Notes (Hover for more info) |
|---|---|---|
| Self-Sufficient | 0 sp | Live by yourself in the wild* Self Sufficient: Some may prefer to spend their lifestyle away from the city, sustaining themselves by surviving in the wild. Requires proficiency in survival and this uses up your downtime. your lifestyle costs are 0. |
| Deprived | 0 sp | Live as a beggar on the streets Deprived You live in inhumane conditions with plenty of dangers; violence, disease and hunger follow were you go. Other wretched covet your gear as it’s a fortune by their standards. You will suffer hunger, cannot maintain gear, have no legal protection, no social status, and a high chance at enduring misfortunes. |
| Poor | 10 sp | Live in the slums Poor You have sufficient to survive, though in terrible conditions. You still often contend with violence, crime and disease. You enjoy basic food and lodging, cannot maintain gear, have no legal protection, low social status, and a low chance at misfortunes. You associate with unskilled laborers, costermongers, peddlers, thieves, mercenaries, and the like. |
| Modest | 100 sp | Live like a monk; minimalistic Modest It keeps you out of the slums with sufficient food and clean living conditions, if simple. Usually in a room, inn or temple in an older part of town. You can maintain gear, have some legal rights, and wont endure misfortunes. You associate with laborers, students, priests, soldiers with families, and the like. |
| Comfortable | 200 sp | Live pleasant and comfortably Comfortable You can afford nicer things; food, clothing, lodging. You live in the middle class neighborhoods in a small cottage or private room in a decent inn. You can maintain gear, etc. You associate with merchants, skilled tradespeople, military officers, and the like. |
| Wealthy | 400 sp | Live a life of luxury Wealthy You live a life of luxury in respectable lodging, usually a spacious home in a good part of town or a comfortable suite in a fine inn. Upper class without the status and riches of nobility. Associate with merchants, skilled tradespeople, military officers, and the like. |
| Aristocratic | 1000+ sp | Live like the rich and famous Aristocratic Live a life of plenty and comfort. You have excellent lodging, dine in the finest restaurants, retain the most skilled tailor and more. You even have servants attending your every need. You receive invitations to social gatherings of the rich and powerful; nobility, guild leaders, etc. Though you must also content with the highest level of deceit and treachery. |
Downtime Activities
Think about what your character would do, below are some suggestions. The DM will see what rules fit best. Depending on what you want, it may take longer and/or involve risk.
Suggestions;
- Prepare yourself for the next adventure with research on clues or monsters, or crafting supplies.
Shopping doesn't take downtime. - Improve yourself through training, learning new proficiencies, languages or even a feat (also see Factions).
- Get connected with people, gaining contacts, who can earn you renown or do favours for you, by carousing or going into religious service.
- Earn some extra coin by selling loot you found, practicing a profession or crafting, or turn to less savory areas like gambling, pit fighting or even crime (it could go wrong).
- Or anything your character would do that doesn't require ɒɿb ɒ ϱnimɿoʇ ƨɘϱɒƨƨɘm an adventuring party or contain the risks of adventure.
Relaxing
Adventurers can sustain a variety of diseases, poisons, lingering injuries and other detrimental effects that aren't simply restored by a long rest. To better restore from these it is best to take time relaxing.
Costs lifestyle costs / week.
Requires: Modest lifestyle or better
After a week you get the following benefits:
• Advantage on saving throws vs poisons, diseases
• Recover from 1 effect that prevents you from regaining HP
Factions
Factions are groups of organised people working towards a common goal or vision. Being a member ʇni ƨiʜɈ ɈυoʜϱυoɿʜɈ nɘbbiH of a faction has its benefits while also bringing along certain responsibilities.
Faction Rules
- You can join any faction by using a contact, collecting a favour or being invited because of an accomplishment.
Note, opposing factions may not like it when you do. - Faction members get benefits based on their rank.
You also get a charisma bonus when interacting with lower ranked members of the same faction. - Earn renown to increase your rank;
complete bonus objectives related to the faction, spend downtime to help and complete secret missions (SMs). - Renown is tracked per faction by the DM. It won't be visible in the player guide, but you can always ask the DM.
Major Factions
Major factions carry quite some influence and have many members spread around the world.
Minor Factions
Smaller factions often focus on a specific niche or are local groups. That doesn't mean they aren't influential.
Scarlett Academy
The Scarlett Academy is a group of scholars interested in researching how the world works. Their main focus is on history and magic. They believe knowledge should be accessible to all and magic is a dangerous thing if used irresponsibly and thus should be regulated.
In Do'Urm they have a small academy with a library attached to it (part of which is members only). Outside Do'Urm they can be found in most major cities on the continent, and even beyond, forming a vast network of researchers and specialists.
Members can often be recognized by their red cloaks or a golden pin of an open scroll somewhere on their clothing.
Scarlett Academy Details
Gain Renown:
- Prevent magic mishaps and magic causing chaos
- Use magic at a critical moment to save or protect peoples lives
- Deliver ancient books and scrolls, double for lost/new research on magic
Lose Renown:
- Putting magic in the hands of the untrained, putting them, and all, at risk
- Hide your magical aptitude in the face of punishment and oppressors
| Rank | Renown | Benefit |
|---|---|---|
| 1: Initiate | 0 | • A nice scarlet cloak • A golden pin of an open scroll • Access to live on campus (doesn't affect lifestyle cost) |
| 2: Student | 3 | ♥ Access to basic Feat training ♠ Order spell scrolls from other branches up to level 3 (1GC /level) ♦ +2 to research checks, with access to their network of libraries ♣ Access to language training |
| 3: Scholar | 10 & 1 SMs Secret Missions Obtained from the faction once they think you're ready. |
♥ Access to proper Feat training ♠ Order spell scrolls from other branches up to level 5 (1GC /level) ♦ Access to the academy's private and restricted sections ♦ Have students do research for you, with a +8 bonus (1 GC /week) |
| 4: Professor | 25 & 3 SMs Secret Missions Obtained from the faction once they think you're ready. |
♥ Access to the best Feat mentors ♠ Order spell scrolls from other branches up to level 7 (1GC /level) ♦ Let members study a topic for you (1-3GC, may take weeks) |
| 5: Master | 50 & 8 SMs Secret Missions Obtained from the faction once they think you're ready. |
♥ Membership to the committee and a say in the Scarlett Academy's direction |
For feat details, see: Do'Urm Homebrew
House Rules
House rules are rules exclusive to our table, that differ from the official D&D rules. Some of these are optional rules from the books while others are new. The goal of these houserules is to enrich the world, increase fun or streamline the game.
The World, with all its locations, peoples (humans are not the most common race), and the various monsters and (magic) items are different from the default D&D setting. Additionally, you can also learn some homebrew feats through the factions, see: Do'Urm Homebrew (also see character creation).
General Houserules
- Critical Success or Failure:
On a 1 or 20 roll for an attack roll, ability check or saving throw you succeed or fail exceptionally.
Note: this still doesn't allow you to do the impossible. - Escape the Dungeon:
The party's adventure starts and ends
in Do'Urm. They must return before
the end of the session, or make an escape the dungeon check.
Combat Houserules
- Flanking
You get +2 to an attack roll when there's an enemy of your target within 5ft on their opposite side. - Fast Combat
Keep your average turn time short and get bonus XP;
• 3 min/turn = 140% XP
• 1 min/turn = 200% XP
Optional Houserules
These houserules can give you extras, but you do not have to engage with them.
- Downtime and Factions
These are optional and handled outside sessions, yet can provide benefits (such as extra feats). See those chapters for more info. - Hirelings
These are NPC allies to help you during
an expedition. You control your hireling,
and they listen within reason. - Mini-games
Wizards Tiles, a game of wit and deception, and Dragon Poker, an easy yet weirdly complex card game, are the most common games played.
Dragonchess set and Three-Dragon Ante do not exist in this world.
Guild Coins
Guild coins are a magical currency, more valuable than gold, used to buy magic items, for favours, and to guarantee trust and discretion. Breaking this trust, however, puts a price on your head.
The adventurers guild awards guild coins for sharing information and quests may occasionally include them as a reward.
With enough Guild Coins, you can
acquire any magic item of your choice:
Adventuring Houserules
- Encumbrance
Carry capacity is usually not tracked,
unless you start carrying a lot or
traveling for several days. - Tool Proficiencies
You can craft items using these tools during any rest, as long as you find / bring the required materials. What you can make depends on the tools and known recipes.
Resting
- Rest Variant
A short rest takes 8 hours and a long rest takes 1 week of non-adventuring (downtime activities are fine). - Catch your breath
Take 1 hour to relax, apply bandages, meditate, etc.
• Recharge anything as if taking a short rest.
• Use bandages to spend and recover 1 hit dice (max 1).
• Attune to a magic item (or blind attune).
Magic Items
- Blind Attune
During a short rest you can attune to an item you think is magical, allowing you to use it as if you were attuned. You can make an Arcana check to potentially learn some properties. Experiment at your hearts content. - Identify Variant
You cannot identify the properties of a magic item during a short rest. You can only do this through a long rest, the Identify spell or experimentation.
Appendixes
Items
Gear Quality
Not all items are made equal, good quality gear is a blessing. An item's quality depends on the crafter's skill level, with a small chance to make something better or worse.
| Quality | Weapons | Armour |
|---|---|---|
| Low | Fragile 4 -2 damage |
Fragile 4 -1 AC |
| Standard | - | - |
| High | +1 damage | -1 damage taken |
| Expert | +2 damage | -3 damage taken |
| Mastercraft. | +proficiency mod damage per attack | -proficiency mod damage taken per attack |
Materials
Not all gear is made of steel. Various other materials are just as good, if not better. See below for the available materials:
| Material | Effect |
|---|---|
| Steel | - |
| Wood | Reacts like wood instead of metal Weapon: -2 damage Armour: -1 AC |
| Blackwood | Wood that's though and can be sharpened like steel, yet reacts like wood |
| Obsidian | Fragile 2 Weapon: triple weapon dice on a critical hit Armour: take 2d4 damage when an enemy hits you with a crit |
| Lodestone | Magnetic metal, otherwise similarly tough and sharp |
| Silver | Gear partially made of silver to better fight against certain creatures |
| Volitarrian Steel | Weapon: +2 damage Armour: +1 AC |
| ??? | More to be discovered |
Hireling Stats
Various hirelings are available in Do'Urm. Below is an overview of their different stats and abilities.
Ryan S. - RAA Soldier
What do you need? Say the word.
HP 12 AC 16 Size: Medium Speed: 30ft Stat Bonus: +0 STR +1, DEX +1 Skills: Perception +2
Signature Attack:
Spear +3 to hit, reach 5ft, one target. Hit: 1d6+1 slashing damage.