Inspiration Stones
Each player at a weekly table has 3 Inspiration Stones (refreshed at the start of each significant chapter), which can be used at any time throughout a campaign. For Escape or Colosseum sessions, the party will get three stones shared between all the players. When used, each stone will trigger one of the effects listed in the table below:
# | Stone | Effect |
1 | Reroll | You can reroll any single d20 roll made by yourself, an enemy, or an ally |
2 | Advantage | You can give yourself (or a friend or enemy within 30ft) an Advantage on their next d20 roll |
3 | Disadvantage | You can give yourself (or a friend or enemy within 30ft) a Disadvantage on their next d20 roll |
4 | Free Revive | You can revive one player within 30ft back to 1 hp. |
Runes
Runes affect the battlefield and are randomly rolled for you from the table below (for specific sessions like Escape). If you choose to activate them, they will apply for 1d4 rounds (rolled when the rune becomes active).
# | Rune | Effect |
1 | Armor Fail | Armor Class for everyone is flat ten while active |
2 | Critical Fail | Critical Hit to kill, or stay at 1hp while active |
3 | Free d20 | Roll a d20 once, add it to a single save/check/attack during the active period |
4 | Elemental Meteor | Meteor Swarm is cast on the field at four randomly rolled locations |
5 | Gravity Fail | Everyone floats 5d100 feet up (no save), then falls after this rune ends |
6 | Immunity Fail | All Immunities change into Vulnerabilities (double damage) |
7 | Inspiration Boost | Bless spell takes effect on everyone for the duration (add 1d4 to save/attack) |
8 | Inspiration Fail | Bane spell takes effect on everyone for the duration (subtract 1d4 to save/attack) |
9 | Life Gain | Every creature recovers 1d20 + 20 hp at the start of their turn |
10 | Life Steal | Every creature loses 1d20 + 20 hp at the start of their turn |
11 | Luck of the Dice | Reroll a single save/check/attack roll (once) during the active period |
12 | Magic Boost | Spells do max damage, but the caster suffers 1d4 levels of Exhaustion |
13 | Magic Fail | Spells suffer from an Antimagic Field suppression effect for a duration |
14 | Polymorph Rabbit | Make a DC 24 Wis Save or become a rabbit |
15 | Resistance Fail | Resistances become Vulnerabilities (double damage) |
16 | Summon Betrayal | All Summons, Familiars, or Pets betray their owners and attack them |
17 | Potion Fail | Potions stop working if already in effect and have no effect if drunk |
18 | Treasure Goblin | Kill this creature to earn Double Escape Rewards |
19 | Attack Fail | The next attack (normal or magical) for each creature does only 1 point of damage |
20 | Wild Magic | All Spells cause an effect on the Wild Magic Table when cast, activated, or used. |