Masada is a world of consequence. Survival favors the prepared, and strength lies in conviction. These variant rules aim to reinforce that tone.
Combat Adjustments
Potions as Bonus Actions: Drinking a potion on your own turn uses a bonus action. Giving one to another still takes a full action.
Barbarian Intimidation: Barbarians may use Strength instead of Charisma for Intimidation checks.
Critical Injuries (Situational): Dropping to 0 HP from a critical hit or powerful strike may result in a narrative injury or scar at DM discretion.
Health & Recovery
Variant HP on Level-Up: Upon leveling, the player rolls their Hit Die, and the DM secretly rolls the same die. The player may choose their own roll or the DM’s hidden result.
Private Death Saves: Death saves are rolled in secret by the DM to prevent metagaming and heighten dramatic tension.
Grounded Rest: Long rests require safe shelter and time. Dangerous locations may limit recovery, especially without a watch or adequate prep.
Magic & the Supernatural
Arcane Magic Is Rare: Outside the Vale and select enclaves, arcane casters are uncommon and often misunderstood. This is cultural, not mechanical.
Limited Magical Identification: Spells like Identify may give only partial truths, especially with ancient or cursed items. Investigation and lore matter.
Spell Components & Focuses: Spellcasting focuses and components are tracked lightly. Mundane components are assumed unless abused.
Grim Hollow Mechanics (Expanded)
This campaign uses select systems from Grim Hollow to introduce meaningful supernatural risk and transformation. These rules are active but will be applied situationally, not by default. Players will be notified when a Grim Hollow mechanic is in play. Below are the core systems and how they function:
Transformations
Players may become afflicted with transformative curses such as lycanthropy, vampirism, or monstrosity. These are not simple templates. Transformations are multi-stage, each with benefits and drawbacks.
Affliction Stage: Begins when the curse or condition is contracted. Early effects may include visions, altered behavior, or minor abilities.
Development Stage: As the condition progresses, the character may gain powerful abilities (e.g., regeneration, shapechange, blood magic) but must also deal with compulsions, social stigma, or violent urges.
Final Stage: The character is fully transformed and may no longer be considered the same person by the world around them. Roleplay and narrative consequences intensify. Mechanical control may be contested.
Transformation is not automatic. It can be resisted, delayed, or even reversed through quests or divine intervention. Choosing to embrace a transformation path will open unique roleplay and progression options, but always at cost.
Curses
Curses in Masada are not easily removed and often defy direct magic. A standard Remove Curse may temporarily suppress a curse, but permanent removal requires:
A tailored ritual or rare component
Completion of a thematic task (e.g., atonement, sacrifice, slaying the curse's origin)
NPC expertise or divine favor
Some curses evolve or worsen over time. For example, a Mark of the Rot may begin as a skin blemish and eventually affect dreams, health, or spellcasting. All curses are tracked individually.
Diseases
Diseases may spread naturally or via magical vectors. Some are unique to the Vale. Effects are progressive and may include:
Attribute penalties
Exhaustion that resists rest
Hallucinations or supernatural symptoms
Contagion (can spread to others)
Magical healing may alleviate symptoms but is not guaranteed to cure. Natural remedies, folklore cures, or specific environments may be required. Long-term diseases are tracked over multiple sessions.
Talents
Grim Hollow talents are optional advancement paths unlocked through narrative milestones. These are not chosen at level-up and are not available during character creation.
Examples:
A character who survives multiple encounters with the undead may unlock a talent related to ghostwalking, necrotic resistance, or spiritual sight.
A cursed warrior may gain access to talents that harness or suppress their affliction.
A player who commits to a divine path may unlock miracle-based talents unavailable through standard class features.
Talent selection is permanent once chosen and may alter the character's identity, social standing, or faction alignment. They are meant to reflect the cost of survival in a world that changes you.
Exploration & World Movement
Travel Matters: Travel is not hand-waved. Players must physically visit locations before fast travel becomes possible.
Resource Management: Rations, torches, and mundane gear matter especially in dangerous regions. Encumbrance is tracked loosely.
Living World: Time passes with or without the players. Factions act. Seasons shift. The world moves.