This is where I will put all the house rules as I come up with them

DM Perks

Perks table (all perks must be purchased before the game starts, just like spells):

DM Dollars Perk
2 DMD Persistent Mulligan: These mulligans you keep for as long as you want. Use them the same as normal mulligans. They are worth no XP. Not transferable. Doesn't expire at the end of the night, usable once.
3 DMD Roll the d30: Replace any die you would normally roll with a d30. A mulligan does not let you re-roll the d30. If you mulligan a d30 roll you have to roll the normal die or use another d30 roll. Not transferable. Does not need to be used the night it is purchased. Example: fifth level magic user would normally roll 5d6 for lightning bolt. Use this to roll 4d6 and 1D30 for the damage.
5 DMD DM Mulligan: Re-roll any roll made by the DM or reverse a DM judgement. This is still adjudicated by the DM, but as long as it doesn't break the game and is a reasonable reversal you can expect it to work. Not transferable.
7 DMD Near Death Experience: At any time, spend this perk to have your character not die when he otherwise would have and regain full hitpoints. Not usable on any other character. Not transferable.
10 DMD It Never Happened: Rewinds time up to one in game turn. Affects everyone in the group. Not transferable.
15 DMD Wish: Your character can use the spell Wish one time.


Thieving chance table:

d100 Roll Bad Stuff
1-10 Play it off
11-35 Busted / Warning. Lose your share
36-70 Ass whoopin' (permanent -1 hp)
71-90 Lose Finger (5% penalty on abilities)
91-95 Lose Hand (25% penalty on abilities)
96-99 Kicked out (DM runs character as spiteful NPC)
100 Killed by Party


These aren't my rules, they are from the PHB and DMG:


The primary function of assassins is killing. They may use poison - ingested or insinuated by weapon. Poison ingested must be put into the food or drink, and the character performing this action must detail exactly when, where, and how the poisoning will be done. The DM will then adjudicate the action. Poisoned weapons (see POISON) used run the risk of being noticed by others. All non-assassins within 10' of the bared weapon have a 10% cumulative chance each per melee round (q.v.) of noting the poison and attacking the poison-using assassin and/or calling for the city watch. (There is a 20% chance for attacking the assassin, a 50% chance for calling for the watch, and a 30% chance for shouting for the watch and then attacking the assassin.)

Example: An assassin draws a dagger with a poisoned blade. The first melee round it can be seen by two persons. The percentile dice are rolled for each, but unless 10 or less is rolled, they do not notice the venom. The next melee round the two first seeing the weapon have a 20% chance of noticing the poison, and any others seeing it for the first time have but a 1O% chance. If any onlooker does see the poison, percentile dice are rolled: a score of 01 to 20 indicates attack, 21 to 70 indicates a hue and cry for the watch, and 71-00 indicates both.

House Rule. Since the whole city watch thing is sort of strange, if any other character notices the assassin using poison, the assassin's player must immediately roll on the Thieving repercussion table.


It is not generally possible to envenom a weapon. This is because the poison will not readily adhere to the blade or head of the weapon (and for purposes of the game widespread use of poison is highly undesirable in any event). However, let us suppose that your Dungeon Master will allow poisons as follows:

Poison potions discovered in an adventure can be used as missiles to be hurled into the maws of monsters or can be offered as “gift” potions to intelligent captors.

Missiles - arrows, bolts, darts, javelins, and spears - can be envenomed with a toxin sufficient to cause any creature hit by such a missile to make a saving throw versus poisoning or die. (Suppose that this poison is such that saving throws are made at +2 on the victim's die roll.)

Blades can likewise be coated with a toxic resin or similarly viscous fluid so as to make sword or axe strokes cause a poison saving throw to be made by the first creature initially struck by such a weapon.

With respect to the first case, the resolution of the matter is simply a checking of the appropriate tables to find if the potion hit the mouth, if the reaction caused the captor to taste the potion, etc.

The second and third cases, however, make it too easy for interesting play. Imagine: Party sees red dragon, party discharges a volley of poisoned missiles, monster dies, and party seizes dragon hoard. Therefore, the DM will typically make every character employing poisoned weapons check to see if they nick themselves handling their weapons, to determine what happens to missiles which fail to strike the opponent, etc. It is also likely that the DM will establish sanctions regarding the use of poisons on a continuing basis, i.e. characters of good alignment cannot use such toxic substances as it constitutes foul and unfair practice; or characters found with poisoned weapons will be immediately slain and their corpses burned and ashes scattered. In a similar vein, most communities view poisoning and poisons as highly undesirable due to the difficulty of protecting against ingestion of such fatal substances. Any individual (or group) making indiscriminate use of poison will have social pressure and/or legal action brought against him or her. For example:

The Thieves Guild is an accepted part of communal society, and so long as they contain their activities to cutting purses, picking pockets, burglarizing homes, waylaying late-night revelers, all is well. Then the guild decides to poison a whole establishment, a large gold smithing and jewelry making firm, in order to loot the entire place. Such activity would arouse the ire of the citizens, tradesmen, and city officials. Furthermore, the Assassins Guild will probably view the action as a threat to their existence and an infringement on their prerogatives as well. The socially unsanctioned use of poison would call to mind the use, usually accepted if not liked, of toxins by assassins. Premeditated murder, particularly on a grand scale, is likewise the exclusive precinct of the Assassins Guild. Taken in a lesser context, an individual employing an envenomed sword is calling unfavorable attention to the use of poisons, possibly confusing his or her role with that of a guild member, and so trespassing.

The upshot of this is to consult your DM with respect to the permissible usage of poisons. Keep in mind the principal reason for restriction of the use of poison - the game must offer challenge. If poison is limited or specially treated, you will understand and co-operate.



One type of poison which assassins can learn to compound is blade venom. Blade venom (always an insinuative poison; see Poison Types) evaporates quickly. For the first day after its application it does full damage, the second day half, and by the third day none. It is likewise removed by use: on the first hit it will do full damage, on the second hit half damage, and by the third it will be gone. Partially evaporated or used death poisons allow the victim a +4 on his or her saving throw.

Poison Types:

The poison of monsters, regardless of its pluses or minuses to the victim's saving throw, is an all-or-nothing affair. That is, either they do no damage, or they kill the victim within a minute or so. Poison potions generally do the same, although you may optionally elect to have any given one be slow-acting, so that the victim will notice nothing for 1-10 hours after quaffing it. Monster poisons are all effective by either ingestion or insinuation into the body and blood stream of the victim. Poison potions must be ingested. If you allow poison use by characters in your campaign, users can purchase ingestive or insinuative poisons only, having to obtain dual-use poisons from monsters.

Poison Type Cost per dose Onset Time Damage if save Damage if no save
A* 5gp 2-8 rounds 10 hp 20 hp
B** 30gp 2-5 rounds 15 hp 30 hp
C*** 200gp 1-2 rounds 20 hp 40 hp
D**** 500gp 1 segment 25 hp death
E 1000gp 1-4 turns 30 hp death
A* 10gp 2-5 rounds 0 hp 15 hp
B** 75gp 1-3 rounds 0 hp 25 hp
C*** 600gp 1 round 0 hp 35 hp
D**** 1500gp 1 segment 0 hp death

* Saving throw at +4, chance of tasting/smelling/seeing poison 80%.

** Saving throw at +3, chance of tasting/smelling/seeing poison 65%.

*** Saving throw at +2, chance of tasting/smelling/seeing poison 40%.

**** Saving throw at +1, chance of tasting/smelling/seeing poison 15%.


Lightning Bolt: From: POLYHEDRON #4 (FEB 1982), “SPELLING BEE: EVOCATIONS Continuing Our AD&D Series.” - Frank Mentzer.

“Lightning Bolt: This one is safer than a fireball, and will affect more creatures; several nasties are immune to fire, but most are affected by lightning. It doesn't have the range of a fireball, but you don't need the range as much; the area is variable too. Felonius can select a forked bolt for a 10' by 40' area, or a single 5' by 80' bolt. He can't have the forks go in different directions; that's just a descriptive term to explain the wider area of effect. Back when he was 5th level, his bolt could start up to 90 yards off, and could go 40' (or 80') from that point. These days. of course. he's got a lot more range … it can start up to 200 yards away (outside) at 18th level, or (of course) right off of his fingertips if he wishes.

Rebounds are possible. The bolt will rip through wooden doors, creatures, and up to 1' of stone, but it will ricochet off of thicker stone, metal doors, and other immobile objects, In this case, the bolt acts like light when reflecting; as in diagram D, it may be bounced off of a slanted wall to hurtle down an unseen corridor. But it rebounds straight back off of a flat facing wall, and can be tricky in tight spaces, as in diagram E.

If the bolt should happen to contact a creature more than once, due to rebounding, it does NOT do any more damage than what the caster rolls; more damage makes the bolt too powerful. The victim must save for each contact, however, and if any of the saving throws are missed, full damage is incurred, There would logically be less of a chance for the creature to save in this case; remember that the entire bolt moves at the speed of light, much too fast for the situation to change while it's flying.

Lightning bolts are as noisy as fireballs, with similar hazards as those described under fireball.,”

SPELLS (Cases)


2/19/2015 Slavers Stockade: In this instance, two interesting situations arose that required interpretation. The group had been traveling through a narrow 5 ft hallway that bent at a small angle forming a shallow “V”. An enemy spell caster cast Web from down the next section of hallway. The caster had line of sight to one side of the hallway, but not the other. The caster was still able to cast the spell since there was an opposing solid structure even though the caster couldn't see it. The caster could send the web down the hallway, but could not control where it stopped because the caster did not know how far the hallway extended, so it went the full extent of the spell filling the hallway. The spell description implies a minimum of 10ft, but this was interpreted to mean a minimum of 10 ft in an open area. It didn't make sense that you couldn't fill a 5 foot wide hallway with web if you wanted to. But if you were outside, you could make a 1 ft web extend 80 ft and you would be spider man. So no.


2/19/2015 Slavers Stockade: In this instance an NPC caster cast slow on a target the caster could see, but the spell affected individuals the caster could not see. For this spell “target” meant any physical object or location that the caster could see. Also it affected someone the caster was allied with so friendly fire does apply to this spell.

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nocrit/House_Rules.txt · Last modified: 2015/02/20 13:45 by NoCritDMNik