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CAMPAIGN MANUAL
An Alternative 3rd-Party
Shared Campaign System for 5e D&D
By Derek Madson
Resurgēns:
m, f, n (genitive resurgentis); third declension
- rising from the dead, being resurrected
VERSION CONTROL
This is the First Edition v1.0 of The Explorers' Guild Campaign Manual. The
rules within are mandatory for all Explorers' Guild games while this manual is in
force. This manual is a work in progress, and will change, develop and receive
corrections over time and as the Guild grows. This version will cease to be in
force when a newer version is released, at which time the newer version will be
mandatory for all Explorers' Guild games.
BENCHMARKING
EG uses existing season 7 AL rules as a general starting point for most things
and then seeks to improve upon them, much the same way that Pathfinder
rejected the 4th edition rules and continued to use and develop 3rd edition as an
alternative to the official "off the rails" direction the game was headed in.
FACTIONS
For the first 7 seasons of 5th edition D&D the 5 standard player factions of the
Forgotten Realms campaign setting have been integral to the play experience of
many characters and the stories they have told. To forcibly expunge such a
central story element does violence to the shared narrative that defines the role
playing experience. Under EG rules the factions will continue as they have
always done. See the FACTION RULES section below for details on how
factions will operate in EG (Hint: nothing much changes).
"PROBLEM" ITEMS
Many of the items on the AL "problem" list are not significantly overpowered,
while many other items that continue to be permitted in AL are far more game
breaking (I'm looking at you, Wand of Viscid Globs). We do not believe that
stripping items from players who have spent countless hours building their
character's story around legitimately acquired items is the right way to go. In EG
we will continue to permit legitimately acquired "problem" items under the same
rules as they have always operated under, with one exception: they may no
longer be traded.
PHB+1
Explorers' Guild is devoted to an organized play experience that seeks the
highest possible fidelity to the 5th Edition Dungeons & Dragons rules as written,
as defined by Jeremy Crawford, the lead designer of 5th edition. The PHB+1
requirement is an example where Adventurers League introduced a non-RAW
"homebrew" modification to Jeremy Crawford's 5e rules canon. No reasonable
justification has been provided for limiting player choice and creativity within
organized play, when such a limit is absent from the wider 5e official JC-
approved canon. If it is good for Jeremy Crawford's 5e rules, then it is good for
organized play. EG has therefore decided to abolish the PHB+1 rule limitation
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and adhere to the full 5e cannon as defined by Jeremy Crawford, the only person
authorized to define what the 5e rules are.
RUNNING EG ADVENTURES
EG sanctioned games must have at least one DM and must have between
three and seven players, inclusive. Games that have fewer than 3 or more than 7
players are not permitted in EG play. Such tables, if they occur, become non-
sanctioned "homebrew" games and may not affect EG characters in any way--
think of them as being a "dream" that the character wakes up from at the end of
the session.
DMs in EG may only run officially published and approved adventures,
positively no "homebrew" adventures are allowed. Permitted EG adventures are
drawn from a large stockpile of pre-existing publications that include the
following:
• Official Wizards of the Coast D&D 5th Edition Hardcover "seasonal"
Campaign Adventures, including the Starter Set.
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• Any DDEX/DDAL/CCC modules available from the DMs Guild website that
are approved for AL play are also approved for EG play.
• Proprietary Explorers' Guild adventures available on DMs Guild or through
our website (coming soon)!
WWJCD?
Jeremy Crawford is designated by Wizards of the Coast as the lead designer
of 5th Edition D&D, and as such he is the sole authority on what constitutes the
official 5th edition rules. EG games must strictly follow his rulings on what
constitutes 5th Edition D&D.
Official rulings are compiled within the most recent version of the Sage Advice
Compendium, which shall be binding on all EG sanctioned games. Positively no
"homebrew" rules that conflict with 5th edition Rules As Written (RAW) shall be
permitted in EG sanctioned games.
EG Administration may rarely override a specific rule or JC ruling. This is
done sparingly and will be motivated by differences that are inherent to organized
play as compared to the wider D&D community. Where EG Administration rulings
conflict with official Jeremy Crawford rulings, the EG Administration rulings shall
override and supersede the wider cannon rulings for that specific case only.
OPTIONAL RULES
The following Variant Rules are permitted in EG play.
Player's Handbook:
• Variant: Customizing Ability Scores
• Variant Human Traits
• Variant: Playing on a Grid
• Variant: Skills with Different Abilities
Sword Coast Adventurer's Guide:
• Half-Elf Variants
• Optional: Human Languages
LOG SHEETS
All EG "legal" characters must maintain an accurate and up-to-date log sheet
at all times. An EG character may use any format of log sheet they wish,
provided that the log sheet tracks the following information for each play session:
Experience Points (XP), Gold (GP), Downtime (DT), Renown and Permanent
Magic Item Count (MIC). For each above listed category the log sheet must track
the total at the start of the session, the amount gained during the session, and
the total after the session.
Each play session must also list the adventure name or module number, the
session number (if multi-session adventure), the date, the DM's name (and the
DM's DCI if they have one) and a final section for recording general notes, where
things like story awards, copying spells, magic items acquired, trades, downtime
activities and other details are recorded for that session.
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CHARACTER CREATION
New characters must start at level one. Follow the Player's Handbook chapter
1 rules for character creation. Ability scores may not be rolled randomly, they
must use the 27-point-buy Variant: Customizing Ability Scores in the PHB.
DEITIES
Any character may choose to worship a deity, but only clerics are required to.
Clerics must choose a domain from those listed among the portfolio for their
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deity. Any deity listed in the PHB or other approved resource may be chosen for
worship, regardless of pantheon or campaign setting. If no domains are listed for
a particular deity then only the Life domain is permitted.
CONSUMABLE MAGIC
Consumable magic items (potions, scrolls, and magical ammunition) may not
be sold or traded, although a character may "lend" or "give" a consumable item to
another character in-game. Any unused "borrowed" items automatically revert
back to the original owner at the end of the session.
REWARD DISTRIBUTION
Experience Points (XP) are awarded for every encounter that the party
successfully defeats. This need not require combat. It is up to the DM to
determine if the party has defeated an encounter, depending on the goals of the
mission and how the outcome played out. This may included killing monsters, or
it may include diplomacy, stealth, skill checks, role-play or other criteria.
XP is ordinarily awarded at the end of the play session. The DM totals the
entire amount of XP gained and divides it evenly among all players. If a player
character arrives late or leaves early from a session then that character is only
included in the calculations for the XP they were present for.
All forms of mundane non-magical treasure (coins, gems, jewelry, art,
mundane items listed in the Treasure section, etc.) are converted into gold (gp)
at the end of the session and distributed evenly to all party members present.
Only party members present (and alive!) at the end of the session are entitled to
a share of the treasure.
Consumable magic items (scrolls, potions, magical ammunition) should be
divided equitably among the party members at the end of each session according
to mutual agreement. If the party members cannot agree then the DM should
award the items based on a reasonably equitable distribution. Party members not
present at the end of the session forfeit their share of consumable magic items.
Permanent magic items are any magic items that are not potions, scrolls or
ammunition. They are awarded at the end of the session, and only those player
characters present (and living!) at the end of the session are entitled to receive
permanent items. For each permanent magic item to be awarded follow this
formula:
• If all party members can agree on who receives a particular item, then that
character receives the item regardless of other considerations..
• If more than one player character lays claim to a permanent magic item
then the character with the fewest permanent magic items recorded on the
log sheet Magic Item Count (MIC) is awarded the item.
• if more than one player character laying claim to a permanent magic item
is tied for the lowest MIC then those characters randomly roll off under the
DM's supervision to determine who is awarded the item.
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Permanent and consumable magic items must be claimed by a character
present at the end of a session. Those that are not simply dissolve back into the
Weave and vanish from play.
Downtime and renown is awarded at the end of the session according to the
listed amount in the module played, or in the case where no amount is listed
(such as for Hardcover adventures) then five downtime is awarded to every
character for each two-hour block in the play session, rounded up. One renown is
awarded to every character with a faction at the completion of the session,
regardless of length, unless otherwise specified.
FACTION RULES
Choosing a faction is optional but permitted in EG. The Faction Agent
background is not required. Factions operate within the Explorers' Guild
according to the Season 7 DDAL Faction Guide. In EG there are no faction
requirements for particular alignments or races. Any race or alignment may
choose membership in any faction.
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CONVERTING EXISTING AL GAMES INTO EG
The system of character cloning will permit entire parties, tables, groups or
clubs to transition from AL to EG at the drop of a hat, while leaving your AL
characters unaffected for potential future AL play. A DM that wants to convert
their table simply has to have each player at their table make a duplicate EG
clone of their character using the method above.
REBUILDING
Tier 1 characters may, as always, rebuild without limitation.
Because EG has abolished PHB+1 all Tier 2+ characters that are cloned from
AL will be permitted 1 rebuild anytime prior to the character starting their third
session in EG. Once the character begins their third session in EG without
rebuilding they will no longer have access to this feature.
When rebuilding a character you may change anything except their name. A
rebuilt character retains all the loot, possessions, XP, downtime, faction renown,
gear, story awards, secret missions or other attributes they have accumulated
along the way. If the faction changes then their renown and secret mission count
returns to zero.
Starting gold and equipment must be swapped if you change your
background and/or your first level character class.
CHARACTER ADVANCEMENT
Feats and multi-classing are fully permitted in EG. When a character gains a
level they must take the fixed average hit points listed for the character class of
the new level. You may never roll your hit points randomly in EG.
CHARACTER DEATH
Character death in EG is generally just a bump in the road, not a permanent
condition. Unless otherwise specified in an adventure's documentation, a
character's body is always deemed to have been recovered by
friends/allies/family/faction members for the purposes of being raised from the
dead. When a character dies in EG play that player has several options:
• PARTY MAGIC: Another member of the party may use their abilities or
resources to cast revivify, raise dead, or other similar life-restoring magic
in game using the usual rules.
• RESURGENS! Stay dead and create a new level 1 character. While the
least popular option, it does remain an option. A new character is
completely new and retains nothing whatsoever from the dead character.
• PAY FOR A RAISE: The player can have the party take their character's
body to an NPC spell caster and spend the character's gold to pay the
1,250 gp casting cost of a Raise Dead spell. Alternatively, some or all of
the other party members may choose to share in splitting the cost of the
Raise Dead through deductions from their portion of the treasure for that
session. A raised character still receives their share of the rewards at the
end of a session, so long as they are alive.
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• FACTION CHARITY: Tier 1 characters (levels 1-4) who are members of a
faction have the option to receive a free Raise Dead casting from an NPC
loyal to their faction if they do not have the resources to cover the cost
themselves. Characters that take faction charity must forfeit *ALL* rewards
for the entire session, including XP, treasure, downtime and renown. The
party still calculates rewards as though the dead character were included,
but the character's share is considered to have gone to the faction as
payment/penalty for being so careless!
The downtime cost for Resurrection and True Resurrection can be reduced
by 50 DT for each faction rank above 1 that the purchasing character possesses.
The minimum DT for any Spell Casting Service is 1 day.
COPYING SPELLS
Wizards in EG must spend downtime days to copy spells into their spell book,
as per the "Your Spellbook" sidebar on p.114 of the PHB and the "Spell Scroll"
entry p.200 of the DMG.
One downtime day allows up to 8 hours of copy time into their spell book.
Wizards in the same party can simultaneously engage in this downtime activity to
effectively trade spells. This downtime activity must be conducted during play
with DM supervision since rolls may be required and failure is a possibility.
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TRADING
Permanent non-unique magic items of Common, Uncommon, Rare, Very
Rare and Legendary categories may be traded between characters. Trades must
be one item for one item of the same rarity. Each participant must spend 15
downtime for each transaction, unless both characters are participating as
players in the same adventure at the time of the trade, in which there is no
downtime cost.
When trading each participant must record the details of the trade on their
character log sheet, including the name of the items involved, the name of the
player (and that player's DCI number if they have one), the character they are
trading to, and any specific variable details about the item that may be relevant.
Items that do not have a published rarity are considered Unique and may not
be traded. The DMG or adventure documentation define the item rarity and other
attributes.
CATCHING UP
Because characters may come and go from session to session it is common
that regular players participating in a common player group may level their
characters at somewhat different rates. Because of the hard divide between tiers
it is possible that players in the same play group may experience a situation
where some of the characters in their group level into the next higher tier while
others do not. This can have the effect of splitting up a play group, which does
not serve the larger goal of having fun and can be a general drag. To fix this
situation the lagging characters are permitted to jump the last level of a tier in
order to "catch up" to the next higher tier by spending an amount of downtime
commensurate with the level they are skipping:
DOWNTIME COST
4th-5th: 20 days
10th-11th: 100 days
16th-17th: 300 days
While intended to fix the above-described problem, this downtime activity is
permitted for any character currently at 4th, 10th, or 16th level. After spending
the downtime required, the character gains XP precisely necessary to put them
at the start of the next higher level.
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CHARACTER PORTABILITY
Characters may play in any legal EG play session provided the DM running
the session and the character in question both adhere to the EG rules contained
in this manual, and further provided their character meets the level range
requirement of the adventure in question. Characters may move back and forth
between campaign settings (Forgotten Realms, Eberron, Barovia, etc.) at will
without penalty.
Characters that enter play into a hard cover adventure for the first time must
be within the required level range of the hardcover. Characters playing in an
ongoing multi-session hardcover campaign that level beyond the maximum level
range may continue to play within that campaign provide the character does not
play a session outside of that hardcover adventure. If a character plays a session
outside of a hardcover adventure and levels beyond the maximum level cap of
the hardcover then that character is not permitted to return to the hardcover
campaign in question.
Characters that participate in ongoing multi-session adventures may only be
permitted a long rest between sessions if the DM allows. If the DM does not
permit a long rest between sessions then each character must record their level
or resource depletion (spell slots, hit points, hit dice, etc.) and the character must
return to that state at the start of the next continuing session. If the character
levels without the benefit of a short rest they may add the immediate benefits of
leveling without restoring depleted resources.
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lethal challenges, while over-leveled characters may make unfairly make other
characters ineffective and/or make reduce the challenge level to the point of
making the encounters boring.
TIER 1 1 50
2 75
3 100 *
4 150
TIER 2 5 225
6 250
7 325
8 375 *
9 475
10 575
TIER 3 11 650
12 725
13 800 *
14 925
15 1125
16 1250
TIER 4 17 1550
18 1675
19 1875 *
20 2500
* TIER Default
DMs also receive gp equal to half the amount of XP from the above chart, as
well as the same amount of downtime as their players.
MISCELLANEOUS
Adventurers League modules with the DDEX/DDAL/CCC designations are
subject to Adventurers League FAQ and Errata rulings when being played in EG
sessions.
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The Season 7 DDAL FAQ document is binding on EG play until further notice.
Where the DDAL Season 7 FAQ conflicts with this document (EGCM) then this
document shall take precedence.
No pre-casting or long rests are permitted before an adventure starts.
"PROBLEM" ITEMS
These items may continue in EG play as they have always done, but have
specific modifications under EG play.
• Dawnbringer: Can't be traded.
• Deck of Many Things: Can't be traded. Can't be introduced into play any
more. Any character who drew a card, retroactively, must add 1 to their
permanent magic item count.
• Drown: Can't be traded.
• Giant-Sized Staff of Power (SKT): Can't be traded.
• Hazirawn: Can't be traded.
• Holy Symbol of Ravenkind: Can't be traded.
• Icon of Ravenloft: Can't be traded.
• Ironfang: Can't be traded.
• Lost Crown of Besilmer: Can't be traded.
• Mask of the Dragon Queen (complete or partial): Can't be traded.
• Mithral splintmail +1: Can't be traded.
• Shatterspike: may not destroy magic items.
• Shield Guardian (and amulet): Can't be traded.
• Slaad Control Gem (any): Can't be traded.
• Spell gems (all levels): Can't be traded.
• Staff of the Forgotten One: Can't be traded.
• Sunsword: Can't be traded.
• Tinderstrike: Can't be traded.
• Waythe: Can't be traded.
• Windvane: Can't be traded.
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CODE OF CONDUCT
Principles:
- Fairness under the rules should guide each and every DM decision: DMs
and players must strictly follow 5th Edition rules at all times.
- House rules/home-brew is strictly forbidden. We are here to play RAW 5e
D&D. DMs are not D&D game designers and are not qualified, entitled or
empowered to make balanced changes to the game.
- DM adjudication only applies in situations where the rules are ambiguous.
Where a clear rule exists, a DM may never contravene that rule. Many rules
explicitly invoke DM adjudication, in which case the DM decision is final.
- The 5e rules are complex and not always clearly explained. DMs and
players should always be learning and welcome rule clarifications from players or
others.
- If a DM ruling is found to be in error (in contravention of a clear 5e rule and
not merely a case of DM adjudication) then the DM should seek to correct the
situation with the minimum change possible. Often it is sufficient to acknowledge
the mistake and state how the rule will be implemented in the future. Mistakes
are bound to happen, both players and DMs should accept them and use them
as tools to better hone the mutual knowledge of the complex 5e rule set.
- Rule disagreements should never interrupt play. If disagreements threaten
to halt play then the DM should make their best judgment at the time and keep
play moving along. Later investigation can resolve the question and take
corrective action if necessary.
- Event organizers have the right to remove disruptive players from an
event/premises and ban them from the group or future events.
- Explorers' Guild Administration shall be the final authority on EG regulations
or rule questions.
- Jeremy Crawford shall be the definitive authority on what constitutes official
5e rules. Where EG Admin and Jeremy Crawford contradict each other, EG
Admin shall be the final authority.
- Organized play in EG and elsewhere is based completely on the honour
system. Rule-breaking undermines the entire system and represents an
existential threat to the continued viability of organized play as a whole. For this
reason all players, DMs and organizers should be vigilant to follow the rules.
Where rule-breaking and or deliberate cheating are suspected, those involved
should be dealt with delicately but swiftly. Warnings should be given at first, but
repeat violations can and should result in expulsion from EG organized play.
Player Policy:
- D&D is a cooperative game. Voluntary or deliberate player vs. player conflict
(PvP) is strictly forbidden. Players may not seek to undermine or interfere with
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the efforts of individual party members or the party as a whole. Violators will be
warned, and if the behaviour continues will be banned from participation. See the
EG Prime Directive above.
- players are free and encouraged to correct DM rule errors if and only if they
are able to quote an official rule source that contradicts the DM ruling, and only if
correcting the error does not significantly slowdown play. In the interests of
keeping play moving along the DM ruling will be final.
DM Policy:
- The purpose of a D&D session is fun, collaborative story-telling. DMs play
with--not against--the players.
- DMs have the right to remove disruptive players from their game.
- Previous editions of D&D fostered an attitude that DMs were gods and
dictators, changing the game and even the rules at will by DM fiat. This
sometimes created an attitude that DMs played against the players, not with the
players. This attitude is strictly forbidden in EG.
- DMs must maintain a positive, supportive and fun relationship with all
players at all times. Under no circumstances are DMs permitted to cultivate an
adversarial relationship with players.
- DMs should approach the job as guides and teachers who help shape and
craft the collaboration with the players, not as a tool to massage their ego.
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