About Rev DM
Rough rebuild of the links for all of you. Still very much a work in progress.
HOUSE RULES FOR REV'S GAMES
Warlords using Commander's Strike roll on behalf of the character they are giving the power to.
Healing to activate Second Wind on behalf of another character may be used to raise the wounded pc to 0 and then enable them to add their healing surge. The wounded pc does not get defence bonuses for Second Wind activated in this way. The wounded pc must have a Second Wind available to use. Think of it as emergency CPR.
Powers affecting BLOODIED characters also affect those with negative hp. Thus, if additional hp are bestowed through a power, and an ally is within range and dying, that ally resets to 0 and gains the hp. That's divine power for you.
I find the carrying capacity of horses ridiculously low. The following house rule applies:-
COURTS/BLOODSONG/A LITTLE LEARNING/SAVAGE BLIGHT/RUNE STONES Game information
COURTS - How to duel
A duel requires a challenge and an acceptance.
There are social duels (skill v skill) and combat duels.
Declining a duel results in a -1 status penalty unless the challenger has a status 5 or more higher than the challenged party.
No initiative rolls are made for social duels. All attacks are simultaneous and both sides can succeed in an attack on any given round.
For combat duels, you DO roll initiative and each side then takes a full turn (move, minor, standard) as normal.
Each participant strikes three times in a standard duel (although special reactions and dueling powers may increase the number of strikes). The winner is the duelist who lands the most strikes.
The strikes in a duel use the character's combat powers and abilities against standard defenses. A roll of 1 or a miss of 5 or more allows the opponent an unanswered follow up attack (effectively a "fourth pass" during the duel). Otherwise the combat proceeds normally with duelists moving and attacking for three strikes. An AP may be spent in a duel but is not recovered until the end of the dueling season.
For each successful hit in combat, the target takes damage normally. Healing, however, is impeded somewhat. Over the course of a dueling season, frequent duelists become exhausted and worn.
The duel takes three simultaneous checks and the duelist with the most successes wins. Ties are always possible. The winning duelist gains a +1 bonus to Status; the loser suffers a -1 penalty to Status. If the duel is a tie, there is no change to Status.
HALLS OF THE MOUNTAIN KING
IMPORTANT STUFF FOR YOU ALL TO KNOW ABOUT DORVIN
TOMB OF HORRORS
XP - 42,833
XP - 40,767