Revenants Run Campaign Rulebook v0.1

Roff

Adept
Minnesota Staff
Marshal
The Revenants Run campaign staff are excited to share our initial campaign rulebook.

This Rulebook will be used in conjunction with the standard Alliance Rulebook and highlights additions, modifications, and deviations from the Standard Alliance rulebook needed to participate in the Revenant's Run campaign.

This Rulebook will likely be slightly updated as we move towards this campaign so please feel free to comment below any questions you may have.
 

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Last edited:
Addendum to be added to the rulebook

Starting Equipment Limitations:

Arrows: When purchasing starting equipment, players are limited to purchasing 20 arrows with starting equipment. Additionally only players with the Archery, Merchant or Smithing skills may purchase arrows as starting equipment.

Spellbooks:
When purchasing a spellbook, players with a first level spell may purchase a spellbook of that school. However a player can only purchase 20 levels worth of spells in the spell book and cannot purchase any 9th level spells
 
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To be updated additions
All Bows have an innate Poison Trigger on them. You will still need to coat the bow itself. As per 2.1 rules.

The alchemy skill will additionally gain the following language:

The purchase of three levels of Alchemy allows a character on a meditate to apply a poison coating more effectively to arrows providing two uses from one coating when applied on a bow. (This overrides the limit of one coating per weapon but cannot increase past two)
 
An addendum to spellbooks which will be added to the booklet

When purchasing a spellbook, players with a first level spell may purchase a spellbook of that school. However a player can only purchase 20 levels worth of spells in the spell book and cannot purchase any 9th level spells.
 
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