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House Rules

Quick reference for mechanical changes and homebrew systems in The Crescent campaign.


Character Creation

Point Buy Limits

  • Maximum: 14
  • Minimum: 7

Wizard Academy Applications (Optional)

Wizard characters can determine which magical academy they attended through an optional application minigame. This provides roleplay opportunities, networking connections, and background depth.

See Wizard Academy Applications → for the complete system.


Rest and Recovery System

Long Rest Restrictions

  • Can only long rest in "safe" areas:
  • Settlements and cities on or near the Old King's Road
  • Road Wardens outposts
  • Established safe havens
  • Short rests available anywhere
  • No hit dice recovery when sleeping in wilderness

Safe Haven Recovery

Full recovery (long rests, hit dice regeneration, spell slot recovery) only possible at safe havens. The Wardstone network defines these boundaries.


Wilderness Travel

All rules in this section apply when traveling in the wilderness (i.e. the inverse of Safe Haven Recovery).

Travel Checklist

  1. (Optional) Preparation – spend a day in a safe location, make skill checks for a Boon.
  2. Travel Roll – each travel day, roll 2d6 (+ Banes/Boons).
  3. Lookup Result – use outcome table for daily effect.
  4. Between-Travel Options – full-day camp for recovery.

Preparation (Optional)

  • Spend 1 day in a safe location.
  • Each PC makes 1 skill check (DC 15).
  • If half the party or more succeed → gain 1 Boon for the whole journey.
  • Each PC must use a different skill.

Common skills: History, Nature, Survival, Investigation, Medicine, Athletics, Arcana, Religion.

Preparation Example

Player: "I want to use Medicine to prepare healing supplies for the journey."
DM: "Medicine? How does that help with travel preparation?"
Player: "I'm gathering medicinal herbs, making poultices, and pre-treating bandages so we can handle injuries quickly without losing time."
DM: "Alright, that makes sense. Roll Medicine DC 15."

Travel Rolls & Results

Each day, roll 2d6. Apply Banes/Boons if present.

Roll Result
2 Encounter (varies by distance from Road)
3–5 CON save DC 10 → fail = 1d4+1 dmg
6–11 Safe
12 Minor positive (hit die, shortcut, small find, discovery)

Travel Speeds

Speed Distance/Day Modifier
Slow 16 mi +1 Boon
Normal 24 mi Standard
Fast 32 mi +1 Bane

Boons and Banes

Each Boon or Bane adds +1d6 to your roll. First, cancel equal numbers of Boons and Banes against each other. Then:

  • If you have Boons remaining: Roll 2d6 + Boon dice, keep highest 2 results
  • If you have Banes remaining: Roll 2d6 + Bane dice, keep lowest 2 results
  • If equal (or no modifiers): Roll standard 2d6

Travel Guidelines

  • ≥4 hrs travel → roll required
  • ≤3 hrs → no roll

Full-Day Camp

  • No progress
  • Recover full HP
  • No spell slot or hit die recovery unless in a safe haven

For character backgrounds and faction connections, see Character Creation →