World:Crossroads Inn/House Rules

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Welcome to the Crossroads Inn House Rules. Great care has been taken to ensure that minimal house rules exist, and that the house rules that do exist are very simple solutions to the complex problems of running an MMOPBP.



Each player creates one character upon joining the game. Players who have achieved 5th level with one character are allowed to create a second character. This second character is completely independent from the first in all ways. No equipment, xp, or Inn Gold may be shared between characters. The second character begins at 1st level, just as the original one did. Upon achieving 12th level with any single character, a player may create a third character, which is also independent and begins at 1st level. At 20th level, a fourth character is allowed.

Only one character may be in use by a single player at any time. This includes activity in adventures and at the Inn. While one character is active, the rest are considered archived and stored in the Character Archive, though they can be swapped by a request at Room 0.

Players may 'respec' a character upon reaching level 5 with the special quest: Into the Breach.


DMs are free use whatever initiative procedure works best for their GMing style in the interest of moving the game forward. If it differs from the RAW in any significant way, an explanation of the procedure that will be used must be included in the adventure recruitment posting.


Death is a curious thing at the Crossroads Inn. When a character dies on an adventure, that character is held in the in-game Limbo in spirit unless they choose to release their spirit (see below).

  • XP and IG the player has accrued prior to death are awarded at the completion of the adventure only. At the DM's discretion, the character may earn the full XP and IG reward, such as if he was killed during the final battle and played an integral role.
  • The character may not re-enter the adventure to complete it without the use of some form of raising magic, such as Raise Dead. DMs that include resurrection shrines, helpful priests, or other methods of raising must count each use against the total IG value of the adventure at full price (this counts against against the party total, not the individual), even if the characters use in-game finance or trinkets to achieve the result. No completed adventure can go below 0 IG as a reward. Players utilizing raising spells or methods pre-purchased with IG do not count against the party IG reward.
  • Whether the quest is completed by the rest of the group or not, at the conclusion of it, the player will be restored fully at the Inn (full health, spells, etc). The player may opt to keep cosmetic changes gained from the adventure like permanent scars for RP reasons.
  • Characters who die take items gained on the adventure with them and are able to purchase them from the enchanter at the standard rate. Exceptions to this occur if the DM deems the item is necessary for the plot or party and must remain in the game to reasonably complete the adventure.

Game Release

Game Release allows a player to be removed from the game immediately, instead of waiting for the rest of the group to complete it. All XP earned up to the point of death is awarded, but the character does not get an IG reward and may not make any end-of-adventure purchases.

To perform a Game Release, a player posts in the adventure OOC: "I am releasing my spirit". A character who releases is instantly removed from the adventure and reappears at the Inn, fully rested. The character may not return to the same adventure, though he can immediately join a new one.


Penalties for players not meeting the posting requirements without notice are subject DM discretion. Don't do it if you can help it.

Loss of DM

If during the course of an adventure the DM goes missing for two weeks unannounced, the party leader (not every single member of the party) is to utilize Room 0 to contact the Head GM. They must post the timestamp of the last post from the DM, state that there was no warning given to the absence, and link the game board in question.

The Head GM will then give all players a consolation reward, and allow them to shop, returning them to the Inn, fully restored. At the player's request and Head GM's option, another DM can be assigned to finish the adventure.

Room Rental

PCs may rent a private room or guildhall from the inn at standard rates listed at the front desk. This room will be a randomly generated private room (thread) allowing up to 8 players that will last 7 days real-time days from the time it is created. Rented Rooms start being numbered at 1000.

Earning Experience

Experience will be given as an equal split between the party and is given out at each rest opportunity. No bonuses are to be given to individual players. Combat in the Arena does not yield XP; XP can only be gained through adventures.


  • Treasure is given out in units of IG (Inn Gold) at a standard WBL rate for each player in accordance to the XP they earned.
  • Any treasure gained during the game is lost (unless immediately purchased from the enchanter before DM release occurs).
  • Custom items and artifacts can never be purchased and will ALWAYS remain in the game world.
  • Any IG purchased treasure willingly given away, cast off, sold or destroyed by the PC during the adventure is not returned and is considered a loss.
  • Any treasure purchased with IG that is taken away, lost, stolen or destroyed by the other PCs or NPCs (or other DM mechanic) will be returned to the character at completion of the adventure or upon release.
  • Arena combat does not yield treasure.

Purchasing Items

Characters may purchase items from the Item Mall (Mingot's Emporium), or the enchanter. Players will be given the opportunity to purchase items at the very beginning of an adventure and at it's completion.

Characters may not purchase items out of their WBL range (1/3 WBL for Mingots, 1/2 WBL for Enchanter, always truncate) regardless of how much IG they have.

The Item Mall

  • Everything listed here is available and is sold at normal or masterwork quality. These items are always in stock at any quantity.
  • All single use consumables (including potions, scrolls, Dorjes, Tattoos, etc. ) are always in stock at any quantity.
  • Magic Items available consists of everything listed here and all such items are sold at standard quality, though may be upgraded to masterwork quality for the appropriate fee. Standard Psionic Items listed are also available.
  • Magic and Psionic items that are not single use consumables are given a percentile chance of availability that diminishes with increasing item value.

Item Availability

  • 0-3000 / 85%
  • 3001-5000 / 65%
  • 5001-10000 / 50%
  • 10001-25000 / 40%
  • 25001-50000 / 30%
  • 50001-150000 / 25%
  • 150001+ / 10%
  • Players may request 3 such items each time a DM starts an adventure or ends one regardless of the adventure was completed or not. Early release from a game forfeits the second visit to the Emporium and the visit to the enchanter.
  • Items bought at Mingot's Emporium may not exceed 1/3 the WBL of the character.
  • A character can request the same item in subsequent visits but may only roll once for a particular item each visit.
  • The DM will then roll for each item request in the Emporium thread publicly by rolling 1d100 and success is indicated by meeting or rolling lower than the target percentage. The player can then buy any of those items with gold on hand and may choose to sell other items to afford a particular item.
  • If two or more players roll on the same item and one gets the item and the other does not the PC that won the item is considered to have bought the last one currently available and may, at the player's discretion, purchase the item and sell it to another player at the standard exchange fee at the money changer for any profit agreed upon by the players making the exchange.
  • The DM logs all transactions in the character thread in accordance with the wishes of the player.
  • All items are sold to Mingot's Emporium for 100% IG value.

The Enchanter

  • The enchanter can make any item gained in an adventure permanent so long as it does not exceed 1/2 the WBL of the player.
  • The player can either buy it as-is from the enchanter, or swap the enchantment for any other standard enchantment of equal or lesser value that also takes up the exact same item slot and falls under the same category (weapons must remain weapons, wondrous items must remain wondrous items, etc.).

So, for example, a person could take that +2 longsword and make it a +1 flaming longsword, even though this is more than 1/3 his WBL (the limit of purchasing at the item mall), but is not in excess of 1/2 of his WBL (maximum purchasing power for a character).

The item type cannot be changed - a longsword must remain a longsword, a suit of leather must remain a suit of leather, an amulet must remain an amulet.

  • Custom magic items and artifacts gained in adventures may never be purchased/made permanent at the enchanter. DMs will clearly indicate which items these are.
  • All fees to make an item permanent are 100% of it's cost in IG.
  • Items with negligible cost (less that 1 IG) can be kept for free, provided players understand they may not be used as exploits, but rather such items are intended for RP purposes only. Any such item a GM feels is being used as a game exploit is immediately banned. These items must still be recorded by the GM as transactions at the enchanter, but are listed as costing 0 IG. These items are intended for RP purposes (such as a candle to read with or the ear of the character's first kobold slain).

Purchasing Spells

If wizard PCs want new spells, they have to pay the full price: the cost of the scroll, plus the usual cost for scribing a spell. No matter who they get it from, or how. This means they could use a library in an adventure, but their IG still gets deducted. They can trade spells between PCs, but IG still gets deducted. The exception: the two spells wizards automatically gain for free when leveling do not incur this cost.

Purchasing Large Gear

Bulky gear like carts, wagons, or ships purchased with IG do not appear at the Inn. When a character with such an item in his inventory begins an adventure, the item becomes available for use as soon as feasible according to the location. Watercraft will not appear until the character is near water, for example. The GM has final discretion over where such an item appears, but it should not be withheld when the location is reasonable for it to appear.

Animals follow this same rule for appearing within an adventure, but when the character is at the Inn, Large and larger creatures are instantly transported to the Inn Stables. Medium and smaller creatures may either be transported to he stables or remain with the character, as preferred. Creatures in the Stables can be visited at any time.

Once placed in an adventure, such gear and animals are subject to all the usual means of having them removed from the character's possession for the reminder of the adventure.

Familiars, Cohorts, Animal Companions and Hirelings

  • Familiars: Familiars cost the standard 100 IG, but if killed will return as part of the character's equipment at the Inn for free. The character can opt not to revive the familiar and gain a new one for another 100 IG. Experience loss is not included in the loss of a familiar.
  • Cohorts: Cohorts cost the standard feat and upkeep and can be gained in a game world with GM permission or at the inn by applying at room zero with the character build.
  • Animal companions: can be gained in world as standard or purchased from Mingots Emporium during the usual purchasing phases.
  • Hirelings: Hirelings are managed in world only and are entirely subject to the whims of the DM, though the standard wages are suggested.

Conducting Player Trades

  • Permanent Player Trades can only be conducted with both players at the Inn.
  • To conduct a trade, a player will post a thread requesting a trade listing the terms and conditions of the trade on the Money Changer sub-board.
  • The second party must then expressly accept the agreement in this thread by posting the same agreement (this ensures one party cannot cheat the other by editing their post).
  • Players may not receive items in a trade that individually exceed 1/2 their WBL.
  • The fee must then be readied. Usually both players will pay 5% of what they are trading, but it doesn't matter how this is afforded so long as it is afforded. For example, one player may pay the whole fee or players may decide to pay the fee for what they are trading for or any other arrangement, so long as the fee is paid in full.
  • When both parties have agreed and the fee has been readied the DM will then post they are about to conduct the trade, conduct the trade (being sure to note the change in both character threads and updating their character), and then mark the trade completed.
  • The thread will then be locked and archived.

Use of the Arena

The Terms

  • Gormyr rents the space for 1 IG (any participant may pay this fee) and creates a magic geas contract for all parties involved to abide by (Players can set terms like no potions, or to first blood, etc. To the death is acceptable.). The person paying the fee generally sets the initial terms.
  • Combat is requested by the parties involved and all must post the terms and their agreement to the terms in the thread.
  • All participants must be of the same level without exception.
  • Running a combat is dependent upon having a willing DM to run the scenario, DMs may offer to run a scenario at any time.
  • DMs are free to set up maps however they see fit but should strive for neutral maps (providing equal cover, tactical situations, traps and such for each starting position).
  • Players can rule they do not want traps, cover or tactical situations in the terms.


  • Every participant may wager up to 5 IG per level and all wagers must be equal for all participants.
  • Distribution depends on the terms for winning.

-Teams: Equal split to winning team. Teams must be equal in number, no more than 8 participants, may have up to 4 teams.

-Last man standing: 2/3 to the winner and 1/3 to second place (minimum 4 players, maximum 9)

-Duel: 100% to winner


  • Posting requirement is once every 48 hours after the turn of the prior person. Posts that are not made in this time indicate loss of turn. Posting must occur in initiative order. Posting can occur faster.
  • Posting dice that results in cheating tags, regardless of the reason, results as follows:

- The first time, the player automatically fails at everything rolled for in the post.

- The second time, the player forfeits the fight and gives up any potential share of treasure if they are in a team or last man standing scenario.


  • No experience is earned or lost from combat participation, but consumable items used (if allowed) are gone.
  • The battle is concluded when the conditions for victory are met and the DM conducts all finalization (such as wagers).
  • After a battle characters are fully restored and returned to the inn minus a potentially a bruised ego and any lost wager.


Timestretching is a simple fact of life at the Crossroads Inn. One person might have a friend they adventure with for a while part ways and meet up again a few weeks later to find their friend has aged thirty years. It happens.

Characters are considered fully restored upon returning to the inn, which means they only age and receive scars or other permanent cosmetic alterations if the player wishes them to. DM's cannot permanently force a character to grow a tail and horns or age fifty years. Players may opt to keep purely cosmetic alterations gained in game at their whim but will gain no other functional advantage or disadvantage from such things other than the cosmetic value.

On the flip side, Players may only be in one location at a time. This means they may not interact at the pub if in an arena fight or participate in two adventures at once or some other combination that would otherwise mean they are in more than one place at a time.