House Rules

  • Dungeon Master


    Inspiration is given for many more different things at the Warden's Reach table than is proscribed in the player's handbook. They include, but are not limited to: excellent role-playing, problem solving, self sacrifice, good non combat solutions, abstract spell usage, and jokes.

    If you are given inspiration, you may use it as written in the player's handbook, or immediately return it to the DM in exchange for a nominal amount of XP that is added to the end of session total, equal to the average level of characters at the table (rounded down) x 100.


    The Warden's Reach table is best played quickly, so players are recommended to:

    -Have 2 d20s available to roll advantage or disadvantage quickly.

    -Roll your damage dice and attack rolls simultaneously.

    -There are usually, but not always, penalties for dawdling. Timers are used.

    Magic is a Cruel Mistress

    The nature of magic in Kenduc is chaotic at best. The very world itself seems to draw magic and exacerbate it at every opportunity. This results in several permanent rules changes affecting the world, though with the ever increasing nature of eldritch energy in Kenduc, more rules may introduce themselves without notice.

    -If your character dies in Kenduc, roll 2d6 for each permanent magic item your character began the session with. On a roll of 7, the item remains intact, otherwise, its magic is sucked out of it, and it becomes a mundane item while it's appearance is unchanged. Artifacts are not affected.

    -Critical failures on saving throws vs. Spells and spell like effects result in maximum damage being taken from that source for the character that failed.

    -Wild Magic sorcerers trigger a roll on the Wild Magic Table on a 19-20, instead of only a 20.

    -Many sources that would cause a surge in magic in Kenduc (a cursed, magic amplifying blade being plunged into a weather controlling artifact, a celestial made magical Siphon…) cause magic used within the vicinity to cause automatic rolls on specific wild magic tables. Sorcerers can sense such surges as an uncomfortable, almost painful prickling of the skin, but detecting them is otherwise difficult until it is too late. The effects of these magically unstable areas has been known to be permanent and unpredictable.

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