Character Creation
Allowed rulebooks for character creation are: the Player’s Handbook, Sword Coast Adventurer’s Guide, Volo’s Guide to Monsters [no monster races], Xanathar’s Guide to Everything, and the Elemental Evil Player’s Companion. Unearthed Arcana is not allowed.
XGtE includes refined versions of the spells from the EEPC - any spells used from the EEPC should use the XGtE version instead.
Ability scores will be determined by the standard 4d6, drop lowest method. Six values will be rolled and then can be allocated to each ability. Additionally, any 1 rolled on the dice will instead automatically become a 2, resulting in a range of 6 - 18 for ability scores before racial modifiers.
If a character dies and cannot be resurrected, a new character can be made at a level agreed upon by the players and DM. Your new character cannot be the same class archetype as the previous one.
Multiclassing is allowed, but must be justified in-game (i.e. a warlock multiclass must have an actual patron). Talk to the DM in advance if you want to set something up for your upcoming levels.
Experience
Standard XP will be rewarded for participation in the game. Everyone who participates in an encounter (combat, action, puzzle, or social challenge) will share the XP for the encounter equally.
XP will be awarded during Long Rests and any level-ups must occur between sessions. Please make sure to actually complete your level-up before the next session you attend so we do not need to wait for you. :)
Due to the allowance for absent characters from session to session, all characters will automatically be leveled up to match their companions whenever one character reaches an odd-numbered level. This represents the fact that all Expeditionists are performing tasks and gaining experience regardless of their participation in the "main" adventure.
Dying and Lasting Injuries
A character reaching 0 Hit Points gains the Unconscious condition. While Unconscious and rolling Death Saving Throws, characters can still speak falteringly and are vaguely aware of their surroundings. This ends when the character dies or becomes stable.
When a character reaches 0 Hit Points and begins Dying, an Injury DC is set which is equal to the amount of damage they took beyond 0. For example, a character with 8HP who takes 15 damage would set an Injury DC of 7.
When this occurs the player must roll 1d100 twice against their Injury DC. Failing the DC once results in a Minor Injury; failing it twice results in a Major Injury. The DM will specify the result of this injury; they may request the player roll 1d8 to determine which body part is injured: the Head, an Eye, an Ear, the Nose, the Left Arm, the Right Arm, the Left Leg, or the Right Leg.