Tavern Rules

Here are the rules of the game, which include house rules, table rules, and character generation.

House Rules

House rules refer to rules that have been brought into the game. They are the variations and deviations on the basic rules of D&D5e that we will be playing with in this adventure.


To restore health during a short or long rest, a use of a HEALER’S KIT must be expended. This effect is not required to activate class abilities that restore health (such as the fighter’s second wind).


As gravity is in this world, Good and Evil are forces in Greyhawk. They cannot be denied or changed; even the gods themselves are subject to the restrictions of their alignments. Hence, actions may be compared diametrically and objectively. Although mortals only receive direction of these alignments from the Gods, they are aware of this force.


Rather than tracking item weights, encumbrance works on a system modified from Lamentations of the Flame Princess and has been adapted to 5E by carljonard. It is as follows:
Characters can hold a number of items equal to their Str score. An item qualifies for this list if it weighs over 2 lb. Carrying over your Str score drops your speed by 10 ft. Carrying over 2x your Str score drops your speed by 20 ft, and gives disadvantage on Str, Dex, and Con rolls. Carrying over 3x your Str score means you are immobile.

  • Clothes you are wearing, jewellery, gems, and items smaller than your hand take no slots.
  • Items to hold in 1 hand take 1 slot.
  • Items to hold in 2 hands take 2 slots.
  • 50 coins take 1 slot
  • 1 quiver of ammunition (20; blowgun needles are 50) 1 slot
  • Rations, oil, water, daggers, and torches each take 1/2 a slot (these are the only ‘light’ things that must be counted)
  • Padded/Leather armour takes 2 slots
  • Studded leather/Hide armour takes 3 slots
  • Chain shirt/breastplate takes 4 slots
  • Half plate/ring mail takes 8 slots
  • Scale mail takes 9 slots
  • Chain mail takes 11 slots
  • Splint mail takes 12 slots
  • Plate mail takes 13 slots

To understand the magical properties of enchanted items, they must be identified. This may be done either by consulting sages, research into the item, or the identify spell. Further experimentation may help refine the definition of the item.

The identify spell will identify the full properties of any common © or uncommon (U) item. It will identify partial properties of rare® or very rare (V) items; the remainder must be discovered from above.
Identify will only identify the legends behind legendary (L) items and artefacts (A). Their properties must be obtained by other means.

Table Rules

Table rules refer to the etiquette and polite player-to-player rules that are to be observed during play. They do not directly affect the mechanics of the game.

- Only rolls on the table count; if the dice fall, it is not counted
- If one player is absent, the game shall continue. If two players are absent, then the game shall be put on hold for one week.
- Please abide by The Pizza Roll. Any deviations must be worked out by the participating parties.
- Tablets are allowed during game, as long as they are used to keep on track (e.g. use Obsidian Portal)

Character Generation

- Character generation must be done at the table.
- Only PHB rules may be used to generate characters unless permitted by the DM on a case-by-base basis.
- Dragonborn characters are not permitted.
- 27-point buy will be used to create character (PHB 13)
- New characters are to be made at level 2, or a level appropriate to the party’s tier.

Tavern Rules

The Dreadwood Tavern Ebondruid