Main Page

Game World

The game is set in the Forgotten Realms in 1374, outside of the city of Neverwinter.

Available Races

Available Classes

Game Philosophy

The goal is to recreate the feel of a tabletop game using a video game engine. This will be a series of single party, DM led modules with an emphasis on role-playing, interacting with the world and in-character decision making. It is not an MMO, it is not even a normal computer RPG. It is just like playing in the basement, except with better graphics and no dice.

Game System

The goal is to use the base game rules and add only what is needed to get closer to the tabletop rules. The game rules are listed in great detail on the main game wiki:

The server is set to 2 real minutes per game hour, so there are 48 real minutes per game day. This impacts the duration of buffs and other time-based spells and effects.

The server runs two packages which add a number of additional features:


The “DM-Friendly Initiative” is a set of tools to provide tabletop features within the game engine. It includes an additional menu bar which adds the following for PCs to use:

  • Attribute checks
  • Skill checks
  • Dice rolls
  • Languages
  • Follow an NPC or Player

For more info:


The “Hard-Core Ruleset” modifies the base game to bring it closer to the standard 3.5 rules. It was originally designed to limit how often PCs can rest because the base game allows unlimited resting with full health recovery. The following additions are enabled:

  • Rest Subsystem
    Choose to create a rest time limit restriction of a duration of your choice (12 game hours / 24 real minutes). Resting without waiting for the minimum time to past prevents the regaining of spells, hitpoints or feats. Choose the amount of hitponts a character can gain after a rest (1 HP healed per level). Choose whether or not you wish to restrict resting to within specific triggers, or if the PC is near a campfire. Choose to create special rest trigger where a PC may rest and ignore any minimum rest time period.
  • Fugue subsystem
    When a player dies they are sent to the fugue plane and cannot leave unless resurrected or moved by a DM. The player’s death state is saved over resets, and they are automatically ported back to fugue when the log back in with a dead character.
  • Bleed subsystem
    When a player drops to 0 to -9 they enter a bleeding state (changed to -19), and lose a set amount of HP per round (-1 HP per 2 rounds) with a chance to stabilize (20%). If a player stabilizes they have a chance per hour to recover back to 1 HP (20%), or risk further HP loss. Player can use the heal skill to provide first aid to dying characters (DC 15). Player can use potions to heal dying characters. Player can use heal spells to heal dying characters.
  • PC Lootable corpse subsystem
    Choose whether or not a dying or dead PC drops their items into a loot bag accessible by other players. When a PC dies a visible corpse of them appears and contains a corpse token within it. This corpse token can be used the resurrect the dead character by NPCs, other players or DMs. This corpse token can be moved so that the player corpse also moves whenever it it put back down on the ground. Choose whether or not to allow players to resurrect player at all. Choose whether or not to apply an XP penalty for resurrection (yes, per 3.5 rules). Choose how much it costs in gold to cast the raise dead and resurrection spells (5k for Raise and 10k for Resurrect, per 3.5 rules). Set up NPCs to raise a player when the corpse token is used on the NPC (NEED TO IMPLEMENT). Players resurrect dead characters by casting the appropriate spell on the corpse token.
  • Torches and Lanterns
    Torches that burn out (6 game hours / 12 real minutes) and lanterns that use oil (36 game hours / 72 real minutes). Throwable oil flasks that have a chance to cause burning damage.
  • Hunger, Thirst & Fatigue
    Track rates of hunger (48 game hours / 96 real minutes), thirst (12+CON game hours / 24+[2*CON] real minutes), fatigue(24 game hours / 48 real minutes), and alcohol effects. Various generic food items included.
  • Un-ID on Drop
    Un-identifies discarded items after a time limit.

For more info:

Main Page

Return of the Drunken Skald milspec