Test of the Starstone

Game Master Kyle Smith 700

Your history: Power
Your goal: Divinity
Your plight: Crippled
Your allies: Few
Your enemies: Unending
Your crisis: Time


Loot tracking sheet

Current Map

In Character Rules:

1) Your goal is to reclaim the power you once had.

2) Through the door lies the means to do so.

3) This room is called Haven.

4) Once you leave Haven, the door will close and you may not return for 12 hours. Attempting to do so will result in failure with extreme prejudice.

5) Each time you return to Haven, you may rest for up to 12 hours before you must leave.

6) Through the door lies peril in many forms. Though there may be areas that seem safe, none are guaranteed. Haven is the only secure area.

7) You must cooperate fully with the other people currently in Haven.

8) The illusory man will trade for any items you might acquire, and can provide you access to just about any item or spellcasting service you can possibly imagine. For a price.

9) Death is a setback, not a failure.

10) Attempting to leave the test means failure.

11) You have one year to complete the test.

Houserules:

1) Vital Strike, Improved Vital Strike, and Greater Vital Strike can be used in combination with charging, Spring Attack, Flyby Attack, Cleave/Great Cleave, and Ride-By Attack.

2) Breath of life is renamed cure deadly wounds, and clerics can cast it spontaneously like any other cure spell.

3) A character that dies can only be brought back by party means through cure deadly wounds (or class features duplicating that spell). Raise dead, resurrection, etc. are not in the game. Rather, one round after a character dies (ie after cure deadly wounds will no longer work), the character appears in Haven and loses an amount of experience equal to half that required to advance to the next level. This means level loss is a possibility. Examples:
3a. Adam is 8th level with 69,400 experience and dies. To progress from 8th to 9th level, a character needs 24,000 experience, so Adam loses 12,000. He now has 57,400 experience, but is still 8th level.
3b. Eve is 4th level with 10,650 experience and dies. To progress from 4th to 5th level, a character needs 6,000 experience, so Eve loses 3,000. She now has 7,650 experience, which drops her to 3rd level.

4) Spells that take longer than 12 hours to cast can only be cast outside Haven.

5) Monks are proficient with all monk weapons.

6) For every hour past 12 you do not rest (typically at Haven), you will have to make saves against fatigue. The save starts at DC 15, and goes up by one every hour. After 24 hours of no rest, you gain the fatigued condition with no save.

7) After 6 hours of being fatigued, a character will need to start making Fort saves to avoid exhaustion. The save starts at DC 20, and goes up by 2 every hour. Being fatigued for 12 hours automatically gives you the exhausted condition.

8) Gaining a level will be done inside Haven. You don’t gain the level until you return to Haven and rest.

9) Spells and effect that outright kill characters are modified. Instead of death, they bring you to negative hp equal to your Con score + 2. You are dying and must make saves to stabilize as normal. So if Chris, who has a 13 Con, fails both saves against phantasmal killer, instead of dying, he is brought to -11 hp and gains the dying condition. The only exception to this rule is a coup de grace – if you fail the save from a coup de grace, you die.

10) This FAQ is not valid. Spell-like abilities do not count as prerequisites for Prestige class spellcasting requirements.

Banned:

1) Noncore races.
2) Blood money spell.
3) Antagonize feat.
4) All crafting feats except for Brew Potion, Scribe Scroll, and Craft Wand.
5) Leadership feat.
6) Raise dead, resurrection, and true resurrection spells.

Important Information:

1) The illusory man is your vendor. He has unlimited money and unlimited access to mundane and magical items. He will buy anything of value at normal prices (half the sell value) and sell you anything at the price in the books. In addition, he can cast any spell requested for standard spellcasting rates (see Equipment section of the CRB).

2) Attempting to leave Haven or the area beyond by means of teleportation or any other unforeseen-by-me methods is strictly forbidden and means your character has failed the test.

3) This being a pure dungeon delve with characters whose memories are heavily fogged, there will be a strong focus on combat and relatively little on roleplaying. This does not mean, however, that you shouldn’t have an interesting backstory or personality for your character, as you never know what you will find.

4) Portions of your ordeals will be randomly generated. This means there could be some days in-game where little of interest happens, some days where combat is a complete breeze, and other days where it’s a terrible struggle for survival.

5) After one year (365 days) of in-game time has elapse, if all characters are not 20th level, you have failed the test.

6) You must cooperate with the party. Any attempt to betray, backstab, murder, harm, etc. a fellow player means your character has failed the test and is lost to the void. The player will be thanked for their time and promptly replaced. The definition of betraying the party is under my sole purview.

7) The test will successfully end once the entire party is 20th level. Or will it? *Cue evil GM laughter again*

8) Time measurements:
8a. Search a room or hallway for hidden objects, doors, etc. - 5 minutes. Take 10 or roll a check normally.
8b. Thoroughly search a room or hallway for hidden objects, doors, etc. – 30 minutes. Take 20.
8c. Both a & b assume roughly average sized spaces. If a room or hall you’re searching is of considerably different size, the time to search may change (just ask).
8d. Other than in combat, time will be kept in mostly 5 minute increments, unless it’s important to keep track more granularly.