House Rules

Start-class article · First seen: s02 · Last seen: s24

The House Rules tracker collects the table’s rulings from session 2 to session 24: homebrew, 2024-versus-2014 calls, Rule of Cool moments, one-off rulings and table mechanics such as crybaby points. Each entry gives the ruling, the session it was made in with a transcript citation, and its standing. Among them: crits went from the perfect-crits homebrew to double damage by session 5 [8]; administering a potion became a bonus action in session 13 [38]; the DM uses the older Stealth rule [431]; grapples moved to the 2024 save in session 22 [332]; surprise was stated both ways in session 23 [345][346]; and in session 24 a disarm became an “attack roll followed by a contested athletics check” [308] while the DM retired the party inventory [580].

About this tracker

The table’s rulings, conventions and homebrew as they came up in play, from session 2 to session 24, listed by topic. Each entry gives the ruling, the session it was made in with its transcript lines, and its standing: DM ruling (decided at the table), DM practice or procedure (how the DM runs something), DM statement, table convention, or player claim (a player’s reading with no ruling). A later change to a ruling is a dated sub-entry, and the last section sums up the changes. The numbered rulings in 00_system/dm_rulings.md are cited as “ruling N”. Aurelian doctrine (what Aurelia treats as arcane magic, and the permits it demands) is in-fiction law, kept on Aurelian forces and in brief under “DM-side / meta”; rulings on single spells are also on Spells used in the campaign.

Critical hits and damage

  • Critical damage (s2; DM ruling, since changed): the campaign began on perfect crits, a VTT setting: “you can pick perfect crits instead of double damage dice.” [1][2], that is maximum damage plus a normal roll [3]. Still in use in s3 [4].
    • Changed (s4 to s5): dropped, “the crit nerf that we did” [5][6][7]. A crit is double damage: “No, it’s just double damage, but it’s fine.” [8], and doubling the dice or the roll is the same: “it doesn’t fucking matter You roll double dice and double damage. It’s mathematically the same.” [9]. Restated: “Not perfect crit. You can do double damage or just normal crit rolls, if you want.” [10][11].
    • Offered back, not taken (s16, s21): the DM twice offered the old crits if the players wanted them [12], “tempted to go back to crunchy crits but it’s up to you guys” [13].
    • Confirmed (after s21; ruling 65): the 2024 rule, damage dice rolled twice, is the baseline. In s23 the DM gave the new player both options, “double damage plus modifier or just roll double the dice” [14], and confirmed base crit damage mid-fight [15][16]. See ruling 105.
    • Settled in practice (s24; ruling 105): the virtual tabletop offers “Double damage”, which doubles everything, and a crit option, which doubles the dice. After some back and forth over what Hugo’s sheet had rolled [17], the DM said “it’s not 2 times 1d8 plus 4 plus 2” [18] and ruled: “Don’t use double damage. Use double damage dice.” [19], “Or crit.” [20]. Father Thomas’s gloss, that the dice are doubled and “then does not double the modifiers” [21], stood. So a crit is the dice rolled twice with the modifiers added once, which settles the s23 question whether a player may choose either way [14] in practice.
  • What does not undo a critical hit (s23; player statements, unchallenged): a penalty cannot turn a natural 20 into something else, “20 can’t be made to a not 20.” [22], and Shield does not stop a critical hit [23]. Adamantine armour does ([24]; see “Magic items and pacts”).
  • Critical fumbles (s21; one-off DM call, not a house rule): on Father Thomas’s natural 1 the DM ruled “As you bring your Shillelagh to hit this target, it slips out of your hand, and your staff lands over here.” [25]. Hugo: “When did we start doing Critical Fumbles?” [26]. After s21 the DM confirmed fumbles are not a standing rule; one would need an explicit house rule that also says whether monsters fumble (ruling 63).
    • Applied to a monster (s22): held to the precedent, “Because you made us do it earlier.” [27], the DM had a d100 rolled for the living skin’s natural 1, “Roll me a d100.” [28]; the 13 did nothing [29][30]. Whether a fumble table exists is a question for the DM.

Action economy and item interaction

  • Potions: drinking and administering (s6; DM ruling, since changed): “Action to administer” [31], “Bonus action to drink yourself” [32]. With his bonus action spent, Harvo was allowed to drink with his action after a first refusal: “yeah I’ll allow you to” [33]. A Potion of Healing heals 2d4 plus 2 [34][35][36].
    • Changed (s13), to the 2024 text: after Ruin read the item [37], “I guess it’s a bonus action to administer.” [38]. The DM slipped back once and was corrected from the text: “Oh, yeah, that’s true. It does say that.” [39].
    • Restated (s24): feeding Terry a potion, Father Thomas said “In 2024 it’s a bonus action, but that’s fine.” [40], and Hugo recalled that the DM had changed his ruling: “I remember because I did it last session.” [41]. No DM line settles it in s24. Father Thomas also counted the potion as 2d4 plus 4 [40][42], against the 2d4 plus 2 of s7 and s13 [34][35][36]; unruled.
  • Throwing a potion (s6; DM rulings): an ally catches a thrown potion with a Sleight of Hand check [43][44]. To a downed ally: “I will say it’s a flat d20. If it rolls 15 or higher, it hits.” [45], and on a hit it heals as if drunk [46][47]. In s16 the DM called it an improvised weapon, a flat roll [48].
  • Free item interactions (s11; DM rulings): snatching a potion from an ally, “If you just snatch the healing potion, that’s a free item interaction.” [49], after which Ruin healed Caelumn with his bonus action [50][51]. Opening a door: “No, that would be a free item interaction.” ([52]; again [53]). Lifting a floor tile, likewise [54].
    • Opening a plush (s24): the back of the unicorn plush opened as a “Free item interaction.” [55].
  • Going prone costs no movement (s8; DM ruling): “you don’t need to use movement to go prone” [56][57].
  • Held and readied actions (s6; DM rulings, since changed in practice): a held action waits for a stated trigger, such as the Titan getting back up [58][59][60] or “The first enemy to come into vision” for Caelumn’s readied Chromatic Orb [61]. Holding an action rules out a bonus action that turn: Vasquez could not also prime his charge [62].
    • Changed in practice (s23; ruling 99): the DM offered Father Thomas “you can ready an action for Kole to move” [63][64], and two readied spells went off on Kole’s turn [65]; Hugo readied an attack [66][67]. Unruled: both casters also used a bonus action on the turn they readied [68][69], and Hugo took two reactions in one round [70].
    • Applied again (s24): Terry readied a run for the staff for the moment the roots left it [71][72][73], and Caelumn readied a Fire Bolt at anyone but Kole coming out of the mist [74]; the second never triggered. No ruling was made.
  • Weapon masteries (s16; DM practice): masteries are in play. A creature hit by a longsword attacked Vasquez at a flat roll: “since you hit it with a long sword, it’s going to be a flat roll” [75]. In s21 the DM stopped Terry’s extra attack after his bonus-action anti-toxin [76], then accepted “It’s the Nick attack.” [77], part of the Attack action [78][79].
  • Anti-toxin against the undead plague (s21; DM ruling): drinking it is a bonus action, “Bonus action, I’d say.” [80], and against the plague “I’ll say you get a free re-roll with advantage if you drink it.” [81]; Terry cleared it [82][83]. Handing the vial over as a free action was Hugo’s assumption, unchallenged ([84][85]; player claim). See ruling 67.
    • Another dose, another save (s22; ruling 86): “drink another uh antitoxin in order to redo the check” [86], called as a plain Constitution save [87]; Terry and Father Thomas cleared it [88][89]. “a long rest might be able to do it” is a hedge, not a duration [90].
  • Improvised and thrown weapons (s13; DM rulings): Hugo could throw a barrel of taffy as an improvised weapon, “sure I’ll allow it” [91][92]. A thrown stone was first “same as an unarmed strike” [93], then corrected: “it’s just a flat d20 and it’s 1d4” [94], with no revision of the damage dealt. Blades without the thrown property cannot be thrown [95][96]; compare Shadow Blade (s15). See ruling 91.
  • The Study action (s22; player suggestion, applied by the DM): “You can always take the study action” [97]; the DM resolved it as an Investigation check [98], and Terry lifted the tile that hid a painting “with your free interaction” [54].
  • Opportunity attacks (s17; DM rulings): a creature that cannot see you cannot make one; the DM agreed for the creature trapped in Mike’s illusion [99]. Jumping overboard out of an enemy’s reach provokes: “I will say yes” [100][101]. The DM offers them by name [102][103], including an unarmed one for Kole [104][105]. The Eldritch Cannon makes none [106].
    • Disengage (s24): it was accepted both times it was declared. Father Thomas’s came after the DM had begun to announce an opportunity attack, “Oh, sorry” [107], and “How do you disengage against fog?” drew “I don’t know I don’t know, I guess you just do” [108][109]. Hugo’s, as he lifted Father Thomas away from the knight, was accepted after a first warning [110].
  • Carrying an ally in flight (s11; player declaration, allowed): Hugo picked up the downed Caelumn, about 60 to 70 pounds and within his carrying capacity, and flew 20 feet up with him; the DM let it stand [111].
  • The manacles (s23; DM rulings, a one-off): Kole’s manacles needed “a lockpick or blunt force” [112], and striking them risks hitting him [113]. They have AC 19 or break on a DC 20 Strength check [114][115]; Terry’s 19 cut the chain [116][117]. Attacks on the manacled Kole were flat rolls [118]. Accepted from Kole: Misty Step takes them along [119][120], and bound hands stop Eldritch Blast [121]. See ruling 103.

Spell-list rulings

  • Twin Spell (s4; DM ruling): it adds a second target to a single-target spell and does not raise its level: “twin spell lets you cast it twice at another person, as long as it’s a single targeting spell, but Chromatic Orb works.” [122]. The 2014 version was refused [123][124]. Terry corrected the slip again in s7 [125]; after doubts in s13 [126], Caelumn swapped his metamagic at the s14 level-up [127].
  • Chromatic Orb (s4; DM rulings): when the orb leaps, the second attack is a flat roll, “it’s baseline then” [128], and it cannot leap back: “it can only hit the same creature once” [129][130]. It cannot deal force damage: “Wait, they can’t do force. No, you can’t.” [131]. Caelumn caught himself in s19 [132], and in s23 the orb was resolved as fire [133][134].
  • Witch Bolt (s3; DM rulings): it ends if the target leaves its range: “the spell ends if the target is ever outside the spells range” [135]; in s7 Caelumn lost it when the Titan broke his line of sight [60]. Under the 2024 text its later damage lands even if the first attack missed; the DM, “I could have sworn it needed to hit”, accepted Ruin’s reading [136].
  • Command (s5; DM ruling): the 2024 spell is not a charm and needs no shared language: “Command doesn’t require a language, it’s not a charm effect, it is its own thing.” “I guess it is” [137][138]. It works on undead [139][140]. A creature already down on one knee counts as prone, so Grovel would add nothing [141].
  • Eldritch Cannon placement (s4; DM rulings, since changed): the cannon makes no opportunity attacks: “let’s assume that it works like spiritual weapon and it doesn’t.” [106]. In s6 a Tiny cannon could be picked up and carried: “Yeah, it shouldn’t be an issue.” [142].
    • Changed (s7), to the 2024 text: “Your cannon needs to be within 5 feet of you In the new rules” [143], and “we can’t hold it. It needs to be on a flat surface five feet near you.” [144]. It may then move on its own (Harvo’s reading, [145]), with the artificer “within 60 feet of the cannon” [146].
  • Eldritch Cannon effects (s5; player readings, applied by the DM): the Force Ballista’s push is not optional, “No, no. It’s not, I’m sorry.” (Harvo, [147]), and has no size limit: a creature is pushed “up to 5 feet away from the cannon” [148], so the DM pushed a Huge one [149]. Protector mode gives temporary hit points to creatures of Harvo’s choice within 10 feet, a burst that needs no range kept afterwards [150].
  • Web and fire (s6; DM ruling): when Harvo’s fire reached Caelumn’s Web, the web burned cube by cube, “It’s just basically anything in the web.” [151][152], dealing 2d4 fire to creatures in it, as the spell text Caelumn read says [153][154].
  • Detect Magic and rituals (s3; DM practice): the DM resolved Detect Magic without a touch [155] and names the school: “It seems to be conjuration magic.” [156]. Cast as rituals, Identify and Detect Magic took ten minutes of chanting [157][158].
  • Find Familiar (s8; DM ruling): cast as a ritual of over an hour; cut short, it costs the materials: “If it doesn’t take an hour, then you just forfeit the components.” [159].
  • Dragon’s Breath (s11; DM ruling): it is a concentration spell, and breathing takes an action: “it’s both your bonus action and your action in order to do that.” [160]; Caelumn quickened a 2nd-level Burning Hands instead [161]. In s12 his cold breath put out some of a fire, “not all of it” [162].
  • Hellish Rebuke from Infernal Legacy (s13; DM ruling): the free casting is at 1st level, “it literally says first level” [163]; cast from a slot, it takes that slot’s level [164].
  • Dominate Person at a higher level (s8; table reading, no DM ruling): the 8th-level casting lengthens the duration, not the effect: “Oh, it’s just duration.” [165].
  • Jim’s Magic Missile (s10; spell as played): each dart rolls to hit, and a natural 1 makes it fail: “All it takes is one nat one and it backfires.” [166][167].
  • Innate Sorcery (s4; DM ruling): it gives advantage on Caelumn’s spell attacks, “Because Sorcerer.” [168][169], which does not stack: “No, you do not get super advantage” [170].
  • Searing Smite (s2; as played): cast as a bonus action after a Booming Blade hit [171]: “So he takes a D6 now and then he can make a con save to not get burnt at the next turn.” [172].
  • Bladesong and concentration (s15; feature as played): Bladesong adds Terry’s Intelligence to his concentration saves. The DM: “why the fuck do you have 9 that’s so dumb” [173]; Terry: “it just gives you a good con save.” [174].
  • Bladesong attacks count as magical (s22; DM ruling, tentative): “Assuming that my attacks are magical, right Nick?” “uh yeah i’ll assume so” [175][176]. The link to Aurelian detection is Terry’s own [177]. See ruling 90.
  • Shadow Blade as a thrown weapon (s15; DM ruling): the surprised DM agreed that “It does have the thrown property.” [178], and Terry said the blade “respawns at the next turn” [179].
  • Phantasmal Force (s17; DM ruling): the 2024 damage stands against Mike’s 2014 text: “No, that’s 2d8.” [180]. See ruling 60.
  • Ranged attacks with an enemy nearby (s17; table convention): disadvantage applies only when the target itself is within five feet: “We have a slightly more friendly interpretation.” [181]. See ruling 61.
    • Stated by the DM as homebrew (s23; ruling 101): “a homebrew rule, Kole. You don’t have disadvantage on creatures that are longer than five feet away from you, even though there’s creatures within five feet of you.” [182][183].
    • Applied (s24): with a spectre on him, Kole turned his back on it and shot the skeleton instead [184][185]; Caelumn cast Create Bonfire under the knight, “Because I couldn’t attack with disadvantage otherwise” [186]; and Kole’s Eldritch Blast at the adjacent knight was at disadvantage [187][188].
  • Dragon breath is biological (s18; DM ruling): “But dragon breath would be draconic magic. However, this is biological.” [189]: the catfish’s breath was not magic, so Terry did not cast Elminster’s Elusion against it [190]. See ruling 15.
  • Shield while blinded (s21; DM ruling): asked “can you shield something you can’t see?”, the DM heard the trigger read out and allowed it [191]. Shield needs no sight of the attacker. See ruling 68.
  • Spells that need sight (s21; DM ruling): “But you need to see the point in order to use Misty Step.” [192]; “If you’re blind, you can’t use it.” [193]. A blinded Caelumn could not target the creature [194], and Father Thomas held Command until he could see [195]. See ruling 69.
    • Extended (s23; ruling 102): Silvery Barbs too: “He needs to be able to see the enemy.” [196]. Terry had already said the same of himself [197].
  • Silvery Barbs rerolls keep the conditions in play (s22; DM ruling): “it re-rolls with the conditions that are.” [198], so the living skin kept its advantage on the blinded Hugo. The players’ readings, a lower-of-two roll and no advantage carried over, were not adopted [199][200]. See ruling 89.
  • Magic Missile and concentration (s22; DM ruling): each dart that hits forces its own save: “three con saves you got hit by three magic missiles” [201]; Terry lost Elminster’s Elusion [202]. The Dodge does not help against it [203][204], and Shield still blocks it [205]. See ruling 96.
  • Concentration (s23; DM practice): the DM rolls a Constitution save for an enemy each time she is hit [206]; for a player, one hit is one save, at half that hit’s damage by Father Thomas’s reckoning [207]. Concentration ends when the spell’s only target dies [208].
  • Absorb Elements (s22; player claim, accepted without a ruling): Terry read the resistance as lasting “until the start of your next turn” [209]; the DM, who had thought it covered one hit [210], said “I’m not sure.” and moved on [211][212].
  • Dissonant Whispers against a grappler (s21; DM ruling, creature-specific): the fleeing living skin dragged Father Thomas with it at full speed: “You’d think that, but no.” [213], “It’s literally made for this.” [214][215]. See ruling 70.
  • Command “release” against a grappler (s21; DM ruling): the creature lets go “On its turn, I suppose.” [216], using movement, not its action: “because it’s movement it has to use to get off him I assume” [217]. It then leapt onto Caelumn [218], and Father Thomas’s own “Release!” worked the same way [219]. See ruling 70.
  • Twilight Sanctuary (s19; DM ruling): “It’s 1d6 plus 4 temp HP.” [220], rolled once a round for everyone at the end of Father Thomas’s turn, by the table’s choice, for pace [221][222][223]. The end-of-turn benefit can end frightened instead [224]. See ruling 78.
    • Flag (s22, s23; player practice, no ruling): the table rolled “1d8 plus 4” [225][226][227], and Father Thomas counts twelve, more than 1d6 plus 4 allows [228][229]. Ruling 78 stands until the DM says otherwise.
    • Played as a d6 (s24; the player’s own reading, no ruling): Father Thomas looked it up mid-fight, “oh it’s 1d6 that’s all it is” [230], and the DM said “so it is 9 for the temporary HP this round” [231]; later “I kind of swore it was a D8 but it’s apparently a D6” and “That’s max 10.” [232][233]. The d8 flag above is settled in practice, by Brian’s own reading and not by a DM ruling. It ended when its caster fell: “the Twilight Sanctuary ends” [234]. Whether a downed creature can gain the temporary hit points at the end of its own turn was asked [235], and the answer is unclear [236][237].
  • Turn Undead (s20; DM procedure): the DM runs it as a DC 14 Wisdom save [238]. By Father Thomas’s reading, an undead that fails is frightened and incapacitated for a minute, ending early if it takes damage [239][240]. Three of five failed and cowered [241][242]. See ruling 82.
  • Temporary hit points across a session break (after s21; DM ruling): they last until spent or replaced, or until a long rest ends (ruling 84). Whether any carried from s20 into s21 is open: Terry and Father Thomas counted some [243][244][245], the s20 close has the party rested [246], and the DM did not rule [247].
    • Applied (s22, s23): the party resumed the s21 fight with its Twilight hit points [248][249][225], and by Father Thomas’s account twelve carried into s23 [228][229].
  • Revivify (s3; DM statement): “Yeah. Revivify is a thing.” [250], but nobody in the elf village could cast it; someone “possibly in Velkris or Umbrafall” might, for a price in Velkris or a favour in Umbrafall [251].
  • Suggestion on a statue (s24; DM statement): Kole cast it on the knight statue, saying it would fail “if it doesn’t count as a creature” [252], and the DM finished the sentence he had begun: “Find any mind that it can attach to” [253]. The spell found nothing to take hold of.
  • Blade Ward after the reveal (s24; DM ruling): when the knight appeared, Terry asked to refresh Blade Ward before initiative was rolled, saying he had meant to before pushing the statue, and the DM said “no” [254].
  • Retcons refused (s24; DM rulings): Blade Ward above, and the knight’s arrival. Caelumn asked the DM to retcon where the knight had appeared, which was behind Terry and not at the statue [255], and Kole asked whether it could be in front of the statue instead [256]; the DM refused: “No.” [257]. Terry’s complaint that this was “being intentionally difficult” [258] is a player’s.

Save mechanics

  • Death saves (s2; DM procedure): rolled privately to the DM, “Just whisper it to me, please.” [259][260][261][262][263]. A natural 20 brings the character back on 1 hit point: “Natural fucking 20 You feel life return to your lungs” [264][265]; “you are up again with one HP” [266][267].
    • In one batch, and a late Healing Word (s24; ruling 114): with Caelumn down at 0 and the table arguing about whether to leave, the DM said “since no one seems to be interested in getting Caelumn up” and called his death saves in one go, then “He’s very dead.” [268][269]. Father Thomas said he would have cast Healing Word [270], and the DM: “I’m going to allow you to do this.” [271], with a warning: “if you guys see someone going down outside of combat and doing nothing about it, it’s not sliding again.” [272]. Father Thomas’s answer was that the table had been talking, not fighting [273]. Caelumn came up on 7 [274].
  • Caelumn’s saving throws (s15; DM allowance): having rolled a check by mistake, Caelumn was given “an out. You rolled a con check. It’s a con save.” [275]. Terry’s charge that he had never had proficiency in a save [276] Caelumn denied [277]; how long the slip ran is not established.
  • Rage and saving throws (s24; unresolved): asked “do I get advantage when raging?”, the DM said “I believe that’s only on checks.” [278][279]. Hugo’s sheet showed Rage covering saving throws too [280], and the DM then treated the save as rolled with advantage: “the 15 is with advantage” [281]. No final word was given.
  • The Dodge against a trap (s24; DM ruling): Hugo took the Dodge action to get past the swinging statue, and the DM said “I’ll give you advantage on the dex save.” [282][283]; Hugo already had advantage on Dexterity saves as a barbarian [284].
  • Heroic Inspiration (s15; DM rulings): a human’s Heroic Inspiration, renewed by the long rest, rerolled a Constitution save [285]. It cannot make an enemy reroll: “Am I allowed to use my heroic inspiration to make them re-roll? No.” [286]. Whether inspiration covers any roll was asked in s23 and not ruled.
  • Mage Slayer (s15; feat as played): against a Wisdom save at disadvantage from Mharos [287][288], Vasquez used the feat: “I can choose to succeed One of my fails Of either wisdom Charisma” [289]. The DM gave him inspiration for it [290].
  • Charm at disadvantage (s14; DM ruling): Uncle Nibblecheek’s charm on the newly cured Caelumn and Vasquez called for “a wisdom save at disadvantage” [291]; Caelumn failed and served him, and Vasquez kept control [292].
  • A charmed creature cannot attack its charmer (s8; DM ruling): “You can’t attack the person that is charming you.” [293], so the charmed Harvo turned his bonus-action cannon shot on another enemy [294].

Combat conditions

  • Restrained (s2; DM statement): “restrained gives you speed 0, attack rolls against you have advantage and your attack rolls have disadvantage and you have disadvantage on dex saves.” [295].
  • Prone and high ground (s7; DM rulings): ranged attacks against a prone creature are at disadvantage [296][297], and height gives no advantage to cancel it: “Prone is still disadvantage, sadly.” [298][299]; “Being higher than them is more of a defensive thing” [300].
  • Reach against a creature in the air (s6; DM ruling): asked “Do you have 10 feet of reach?” [301], the DM let Hugo’s 5-foot reach hit a creature 10 feet up: “I’ll say that you’ll need to like jump to get it, but yeah.” [302].
  • Unseen attackers and invisible targets (s17; DM rulings): attacking a creature that cannot see you is at advantage: “the advantage i’ll look up the rule after” [303]. An invisible creature that has not taken the Hide action can still be targeted, as Father Thomas read the rules: “That’s true.” [304]. See ruling 79.
  • Disarming (s24; DM ruling, improvised): asked what it would take to steal a skeleton’s greatsword, the DM first offered a Strength save for the target [305][306], said “I don’t remember the rules.” [307], and settled on an “attack roll followed by a contested athletics check” [308]: the attacker has to hit and then win the Strength contest. Reckless Attack was allowed on the attack [309], and Hugo spent inspiration [310]. The prize could be kept in hand: “It is a great sword, so you’ll need to two-hand it.” [311]. Throwing it across the room, 20 feet, was allowed with “Sure.” [312]. Stowing his own sword first was Hugo’s claim and was not ruled [313]. The table’s reference point was a Battle Master [314]. See ruling 113.
  • No flanking (s20; DM statement): “Is it flanking rules? No, sadly.” [315].
  • Reckless Attack (s11; DM ruling): “reckless attack needs to be stated before you roll” [316], so Hugo declares it from then on [317]. It works with a thrown hand axe: “reckless attack just attack roll yeah you can” [318][319], and on an unarmed strike to grapple [320].
  • Resistance under the 2024 rules (s9; DM ruling): there is no longer an exception for magical weapons: “there’s no resistance to magical weapons. They’re either resistant to bludgeoning, slashing, or not.” [321].
  • Exhaustion (s11; DM ruling): the 2024 rule: “you’ve got minus two per level” to d20 rolls [322], and “five feet of less movement” [323][324]. A long swim calls for Constitution saves against it, with no help from Terry’s sea-bred tortle, “Mechanically, no.” [325]; a long rest removes one level [326].
  • Grapples and shoves (s9; DM rulings, since changed): a shove is a saving throw, not a contest: “it’s a shove action. The target must succeed on a strength or dex.” [327], against 8 plus proficiency plus Strength [328][329]. In s14 the grapple itself was a contested Strength check [330], with the Grappled condition read out [328]: “yeah I hate the new rules” [331].
    • Changed (s22; ruling 88): grapples moved to the 2024 save too: “No, that’s the old rules. So right now it is a 8 plus proficiency plus your strength.” [332], with the table’s own step of a hit first, “You just need to hit him first.” [332][333][334].
  • The undead plague (s21; DM ruling): the swollen zombie’s cloud called for a Constitution save; a failure meant 18 poison damage and the poisoned condition [335][336][337], which outlasts the fight: “it’s not a toxin per se. One might say it’s a plague.” [338]. No duration was stated; “until a long rest” is Hugo’s recollection ([339]; player claim). See ruling 66.
    • Blocks healing (s22; ruling 85): “Can you not heal while you’re poisoned?” “not from this poison no” [340][341]; Twilight temporary hit points still applied [342]. Session 22 played Terry as still poisoned although s21 had cleared him [343][83], a question for the DM.
  • Surprise (s21; DM ruling, since extended): when the living skin burst from its cell, the party rolled initiative at disadvantage: “Should roll at disadvantage.” [344]. See ruling 71.
    • Both ways (s23; ruling 98): “everyone that is surprised rolls with disadvantage and those that are not surprised” “roll with advantage” [345][346], so the ambushing party rolled at advantage [347]. Nobody loses a turn: every enemy acted in the first round.
  • Escaping the living skin (s21; DM ruling, creature-specific): its grab grapples, blinds, restrains and suffocates [348], and it squeezes automatically each turn [349][350]. Escape is a Strength check as an action, and an ally may help [351][352]; Acrobatics was refused [353][354][355]. See ruling 70.
    • Turning it (s22; ruling 94): “you could choose any kind of strength based uh check” [356], and beating the DC by five turns the grapple onto the skin [357][358]; Hugo’s plain success just freed him [359][360].
  • Moving through spaces (s22; DM rulings): “no enemies can’t move past each other” [361], so Terry held a doorway [362]; “moving through an ally is double” [363]. A PC in a doorway blocks line of sight, and passing through his space to an enemy’s side provokes [364]. Restated in s23 [365][366]. Thorn Whip can still drag a creature through, and once knocked it prone “for free” [367]. See rulings 96 and 104.
  • The merged flameskull (s22; DM rulings, creature-specific): two skulls merged into one that “absorbs all energies”, so Booming Blade’s rider still went off [368]; it is “not really shapeshifted”, so Moonbeam could not split it [369]; its “fire ray” beams are melee within reach and ranged beyond [370][371]. See ruling 95.
  • Stopping the flameskulls’ return (s22; DM ruling): on a Religion check of 20, “you need to pour holy water or dispel evil and good on the the skulls in order for them to not reappear.” [372][373]; Father Thomas’s holy water, sent through the chat, worked: “The magic disappears.” [374]. See ruling 87.
  • The undead that stay up (s23; DM ruling, creature-specific): the ridge temple’s zombies make a Constitution save whenever they would drop [375][376], “every single time it dies basically” [377], but “it just dies straight” on a critical hit [378][379]. The greatsword skeletons have “undead fortitude as well” [380][381]. Seen before: a crit beheaded an s2 zombie, “No undead fortitude for him, sadly.” [382], and in s21 [383][384]. See ruling 100.
    • A skeleton rolls (s24): after Toll the Dead dropped the third skeleton to 0, the DM said “alright let me roll a con save” and “as a 16 so he stays alive” [385][386]; it stayed on 1 hit point and did not fall prone [387][388]. Hugo’s critical hit then ended it with no save, as Father Thomas expected: “Either way, it doesn’t matter because you got a critical hit.” [389][390]. No DC was given.
  • Lost maximum hit points (s23; DM ruling): a spectre’s touch cut Father Thomas’s maximum by 8 [391]; asked whether that is “a long rest fix”, the DM said “yes” [392][208]. Said of the spectre only: the greatsword cuts to Terry’s maximum were not asked about [393][394]. Earlier losses: a life drain of seven [395], and the mummy’s curse (s14). See ruling 107.
    • More losses (s24): the third skeleton’s greatsword cut Hugo’s maximum by 8, “your maximum HP is reduced by 8” [396], and a spectre’s touch cut Kole’s by six [397]. A shield bash after the disarm cut nothing: “Okay, no HP reduction.” [398]. Whether a long rest returns either was not asked, and no rest was taken.
  • The mummy’s curse (s14; DM ruling): a cursed creature “can’t regain hit points”, and its maximum does not return on a long rest but falls by 3d6 every 24 hours “until they die” [399][400]. Caelumn’s maximum fell by 13 and Vasquez’s by 11 [399][401]. Nibblecheek lifted it [291].
  • Areas, corners and cover (s23; DM rulings): a spell’s area may go round a corner [402][403], but not take in a fourth creature [404]; needing half a square covered is the players’ rule, unchallenged [405]. An enemy in the way gave no cover against Thorn Whip [406]. Create Bonfire cannot sit between squares [407][408]; no melee round a wall corner [409][410]; the pillared hall’s mist blinds [411]. See ruling 102.
    • Cover for a thrown axe (s24): “i’ll say it has half cover there” [412], withdrawn when Hugo showed a line from the centre of his square to the knight’s: “Oh yeah, in that case it’s just normal attack.” [413].
  • The mist hall (s23, s24; DM rulings, location-specific): it blinds, and the blindness does not lift inside: “As you enter the mist, you are under the blinded condition.” [414], “Does it resolve at any point?” “nope” [415][416]; earlier, “You’re blinded while inside the square.” [411]. Father Thomas and Kole, the two inside it, rolled initiative “On disadvantage.” [417], and a crossbow shot into it was allowed “at disadvantage” [418].
  • The Dodge and a forgotten disadvantage (s23; DM practice): when an attack on the dodging Father Thomas came up 23, the DM rerolled at disadvantage: “Oh, I did not. One second. That’s an 11.” [419][420].
  • The tortle shell (s7; DM ruling): in his shell Terry counts as prone, “the only issue with that is you’re prone” [421][422], so ranged attacks on him are at disadvantage [423]. In s22 Father Thomas added “a plus 4 AC” ([424][425]; player claims, no ruling).

Saves and skill checks

  • Tool proficiency (s2; DM ruling): a tool check is an ability check plus proficiency, at advantage when a related skill is also proficient: “Yeah, it’s intelligence check plus your proficiency at advantage.” [426], with Arcana counted as related for alchemist’s supplies [427].
  • Running jump (s2; DM ruling): “If it’s a running jump, you can move as far as your strength modifier is. you should be able to make that with 10 strength.” [428].
  • Insight on a charmed ally (s14; DM ruling): Ruin’s Insight check showed that Vasquez’s eyes “aren’t as glazed over”, so he was not truly charmed [429][430].
  • Stealth against passive Perception (s8; DM ruling): “i’m going back to the old stealth rules because the new ones kind of just suck” [431]: a Stealth roll is set against passive Perception, not a flat 15 [432].
  • Group checks (s16; DM practice): “This is just going to be a group stealth check” [433], and a 7 still took the party past the Aurelians [434][435].
    • Applied (s23): one roll for the approach to the temple [436], and a second Stealth check to talk while hidden [437][438].
  • A familiar’s death (s8; DM ruling): seeing through the owl does not show what killed it: “not necessarily” “unless it attacked from stealth” [439]; the attacker’s Stealth was 20 [440].
  • A failed ritual check costs Charisma (s9; DM penalty): Terry’s failed Performance in the Rite of Returning, which also marred Harvo’s funeral, cost him a point of Charisma: “I will say that you have a minus one to charisma. Permanently.” [441]. Still felt in s15 [442].
  • Searching for traps (s22; DM ruling): “It would be perception.” [443], at a lower DC for a narrow search: “If you’re only looking for traps, then it’s got to be lower.” [444]. See ruling 93.
  • Searching for secret doors (s22; DM rulings): the DM asks how long and where [445][446] and may call several Investigation checks [447][448]; a searched room is rechecked at disadvantage, once [449][450]. A general check finds a random door “depending on the DC”; aiming at one statue lowers the DC “but only for that specific door” [451][452]. See ruling 93.
    • A room never found (s24): a passage the table had not yet found in a room it had already been in could be found by Investigation: “I will say that you can find that room for DC 15.” [453]; Kole found a secret passage behind a statue [454].
  • Arcana does not identify magic items (s22; DM ruling): “You won’t be able to detect if it’s magic with Arcana.” [455]; Detect Magic is the route [456]. See ruling 97.
    • Nor does looking (s23): “It definitely has runes inscribed on it, but it’s hard to tell.” [457][458].
  • Lore checks at advantage (s22; situational DM calls): History “with advantage” for the Aurelian Father Thomas [459], and “If you have proficiency, you can roll it with advantage.” for his Religion check [460]. Not a standing rule. See ruling 97.
  • Contested checks (s22; DM procedure): a tug-of-war over an item is contested Athletics [461][462]; overhearing a whisper is Stealth against Perception [463][464].
  • Searching the dead (s23; DM procedure): one Investigation check covers every body: “just flat, I’ll give you whatever is on them.” [465].
    • Again (s24): Terry’s Investigation of 19 on the skeletons’ remains found “a big shield and two great swords” [466].
  • Lore lost on a failed check (s23; DM procedure): “a history check from every one of you except for Thomas” [467]; when all failed, the detail went unsaid [468].

Rests and advancement

  • Short rests (s5; DM rulings): a short rest allows “nothing more than eating drinking reading or tending to wounds” [469]. Restated in s22, “if you have been doing investigations and stuff, you have not short rested.” [470], and a short rest takes an hour: “It’s an hour to short rest.” [471]. See ruling 92.
    • Credited though interrupted (s22, settled s23): the rest outside the ridge temple broke off “after roughly 43 minutes” [472], but the DM had it added [473], and s23 played it as complete: Caelumn spent his hit dice [474][475][476].
  • Hit dice and the Constitution modifier (s23; DM ruling after a correction): the modifier is added for each die spent. Left unclear in s22 [477][478]; in s23 the DM first objected, “You’re very much not supposed to do that” [479], then took the players’ reading [480][481]: “yeah you do okay that’s fine in that case” [476]. See ruling 108.
  • Prayer of Healing in place of a short rest (s23; player reading, unchallenged): Father Thomas’s Prayer of Healing let everyone do “Anything that you could do on a short rest, including spend hit dice or gain resources” [482][483]; Kole regained a spell slot [484], on one roll for all [485].
  • Levelling (s14; DM practice): the DM announces level-ups at the table: “level up to level four” at the end of s14 [486][487].
    • Next (s22, pending at the end of s23): “once you’re done with this dungeon. you gain a level up” [488], or another way if it is abandoned [489]. The temple was not cleared by the end of s23, and Kole’s player says he declined a start at level five [490].
    • Still pending (s24): Terry recalled “dungeon we level up” [491], the DM’s promise of s22, and Kole’s player said he could have started at level five [492]. The DM stated no level.

Magic items and pacts

  • The Black Mask’s contracts (s4; DM rulings, in fiction): the pen draws blood, “you take one piercing damage” [493]; the contract is read with an Insight check [494], and its terms bargained with Persuasion [495]. The barbed ring it gave Hugo cannot be taken off once worn [496]. See ruling 56.
    • A handshake is not a contract (s17): “as long as it’s not a devil contract, the handshake is a handshake.” “But once he signs it, deal’s a deal.” [497]. The Mask’s own “let’s shake on it oh wait that means nothing” left only a verbal agreement [498]. See ruling 58.
  • Time stops in the Black Mask’s presence (s4; DM ruling): “it’s almost like time froze while you’re in there.” [499]; again in s12 [500] and s17: “Yeah, time is frozen around you.” [501][502]. See ruling 57.
  • Soulbinder’s Packed Ring (s9; DM rulings): a 2nd-level slot could not bind a CR 3 wight, and the slot was spent anyway: “So it’s CR3 Yeah Your spell slot is still consumed though” [503]. A slot two levels short gives a 25 percent chance on a d4, which bound an owlbear [504]. The bound soul is summoned for one minute [505]; whether it sets off pressure plates was asked and not ruled [506][507].
    • A retcon asked (s24): Caelumn read the ring as saying that a used soul is lost for good and asked whether they could “retcon this ring so I can use it” [508]; the reply is unclear and nothing changed.
  • Nullstone (s10; DM rulings): Identify on Nullstone armour calls for a Constitution save, “You feel the armor resisting your arcane spell.” [509][510]. Worn, it “gives you advantage against saving throws against arcane spells” and does not block healing [511]. That it hinders casters or blocks rage are the players’ readings [512][513].
  • Modifying enchanted armour (s10; DM ruling): reshaping Vasquez’s armour needs smithing tools and a forge [514], “eight hours to attempt. With a chance of ruining the armor.” [515], and is a flat roll for want of Arcana proficiency [516].
  • Attunement (s16; DM ruling): “First, you’re going to need to use an hour to attune to it.” [517]; Vasquez’s Hat of Disguise then worked [518].
  • The Mizzium Apparatus (s17; item rules, accepted): Mike “can cast any spell that’s on your spell list” by passing an Arcana check [519]; a failure casts a random spell from a d6 table instead [520]. For what Aurelia makes of it, see ruling 14.
  • Adamantine armour (s20; DM ruling): chosen as Barney’s magic item mid-fight [521], it turned a ghoul’s critical hit into an ordinary one, “Change it from a crit to a non-crit.” [24], and as an Armorer he ignores its Strength requirement [522]. See ruling 83.
  • Hugo’s buckler (s23; player-stated, accepted): Hugo blocked a greatsword blow with his Gloom-Touched Buckler as a reaction, “Use your buckler? Yeah. Is that a reaction? Yes.” [523]; “It just recharges on a long rest.” is his player’s reading [524].
  • The Candy Cottage (s12; DM rulings, location-specific): opening a burning door called for a Dexterity save, half of 10 fire damage on a success [525]; its conjured food is replaced “After roughly 10 minutes” [526]; and the doormat came alive only when Terry failed to wipe his feet [527].

DM-side / meta

  • The 2024 rules are the baseline (s4; DM ruling): the 2014 Twin Spell was refused [123][124], the cannon follows “the new rules” [143], and crits follow the 2024 rule (ruling 65). The exceptions are named: the older Stealth rule [431], and the ranged-attack convention (s17), which the DM made his own homebrew in s23 [182].
  • Race change as a story consequence (s9; DM ruling): “You have a new race.” [528]: Vasquez became a half-demon elf, his sheet refreshed and his look left to his player [529][530].
  • Subclass bans (s20; DM statement): the DM has only ever banned the Eloquence Bard, never the Twilight Cleric that Father Thomas plays [531]. See ruling 80.
  • A new character’s magic item (s20; DM practice): new characters choose an uncommon magic item. Barney chose his mid-fight: “you did not pick a magic item you can still pick it” [521]. In s23 Father Thomas’s player recalled “You said that I could have an uncommon magical item” [229]: heavy armour that costs him no movement or Stealth [532]. The DM saw that Kole had picked one [533]; it is not identified. See ruling 109.
    • Banter or a gap (s24): Kole said “I don’t have any magic items.” [534], beside the DM’s record of his choice in s23. See ruling 109.
  • Ruin’s death (s15; scripted): an Aurelian chain killed Ruin outright, with no roll [535], as a new player, Maliwana, joined the table with Althea [536][537]. “This was like a scripted death.” was Vasquez’s player’s view, and the DM said nothing could have stopped it [538].
  • Crybaby points (s10; table mechanic): introduced in s10, “Actually, I think crybaby points is going to be a thing.” [539]. A player who complains too much earns one, and the DM can spend it to force that player to reroll (ruling 55). Terry had two by s15 [540].
    • First spent (s19): “Terry I’m going to use a crybaby point can you go ahead and re-roll that please” [541]; spent again in s21, as a straight reroll [542][543][544], and threatened in s22, “That almost deserves a crybaby point.” [545].
  • The Silvery Barbs counter (s19; DM tally): “Silvery Barbs counter is up to 3.” [546]. It is separate from crybaby points: “you get a Silvery Barbs counter every time you use a Silvery Barbs”, but “you get a crybaby point every time you complain” [547]. What it does has never been stated. See ruling 64.
    • First apparent spend (s22): on Terry’s next natural 20 a kobold appeared “as a scroll burns”, and the DM had him reroll [548][549]; the 18 hit without crit damage [550][551]. The DM never named the mechanism: “Well, it remains to be seen.” [552][553].
  • Rule of cool (s15; DM rulings): Vasquez’s lightning charge electrified the sewer water, “Rule of cool, I’ll say yes.” [554], with a DC 15 Constitution save for those in it; Caelumn and Terry took 7 each and the kuo-toa nothing [555]. Shouting at an enemy could serve as the Help action at range, on a Performance or Intimidation check [556].
  • The quantum wall (s16; DM ruling): a wall that passes from one side only. When Caelumn walked backwards through it, the DM credited Hugo’s earlier try, “I completely missed that. I’m so sorry.” [557], and gave back the time lost [558][559].
  • A winnable fight (s18; DM statement): of the Aurelian patrol, “It’s a high difficulty fight, but you can win if you want.” [560].
  • Loot is split per character (s11; table agreement): at Ruin’s request, “going forward we’ll do everything individual” [561], with the 120 gold in the party pool kept for rations and potions [562][563]. Not a DM ruling.
  • Paused fights (s22; DM ruling): s21 stopped mid-initiative, and the DM ruled Hugo’s last hit a held action: “I believe it may have been a held action. It was.” [564][565]; play resumed on Hugo’s turn [566].
    • Applied (s23): “one round of combat before we end today’s session” [567], then a pause: “we’re gonna pause it here and we’re gonna come back to it in another two weeks” [568].
    • Applied (s24): the DM stopped in initiative again: “I feel like this is a pretty decent place to stop for today’s session.” [569].
  • Enemy initiative is hidden (s23; DM practice): the DM takes enemies off the tracker, as players are not “supposed to know where they are in initiative normally at the start” [570][571]. See ruling 106.
  • Reinforcements come from the dungeon (s23; DM statement): “these were in the dungeon somewhere else, so I’m not just generating enemies.” [572].
  • Absent and dropped players (s22; DM procedure): a disconnected player’s rolls and actions come through the chat [460][372][573][574][89]. One who drops at the top of a round has his turn skipped and taken later [575][576]. An absent player’s character is “fast asleep unable to be woken” and joins on arrival without penalty [577][578][579].
  • The party inventory is retired (s24; ruling 115): “We’re not using the party inventory after this session. We’ll just distribute it to everyone so we know who has what.” [580]. The DM had called it “kind of a shitty system” because “it’s kind of hard to tell who has it” [581]. See Party Inventory.
  • The sheet that rolls twice (s24; table procedure): Hugo’s virtual-tabletop sheet rolled twice on his saves, attacks and checks, and he proposed “as a general rule just take the second one even if it’s lower just because that’ll be more consistent with the rolls” [582]; the DM said “alright, sure” [396]. It was applied for the rest of the session [583][584][585], and the cause was put down to two add-ons [586]. The same practice was already in use in s23 [587].
  • Players do not direct each other (s24; DM reminder): “remember to not uh tell people what to do on their turn” [588], said to Father Thomas.
  • Speech to an enemy (s24; DM calls): the DM offered Kole “a persuasion check as an action” [589], and when Kole cast a spell instead said that his spoken appeal had not been a Persuasion roll [590]. Hugo’s pitch to the knight was “a free action to speak” [591].
  • Backup characters (s24; DM request): after stopping the session in initiative, the DM said “I would like everyone to at least have one backup character ready.” [569].
  • Secrets go to the DM (s22; DM procedure): a secret whispered in fiction goes to the DM privately: “I need to know. Sorry.” [592][593].
  • A pulled back (s22; DM ruling): Caelumn’s failed push left him with “a minus five to your movement” [594], until a long rest by the DM’s later word: “Oh that was permanent Well let’s get a long rest” [595]. Do not call it permanent.
  • The recap reward (s2; DM practice): the player who recaps the last session is rewarded: a d100 roll for the s1 recap won a Ring of Swimming [596][597], and Polar’s s3 recap earned inspiration [598][599]. A die picks who recaps [598][600].
    • A magic item (s23; ruling 110): “Toby, for that brilliant recap, I’m going to give you a magic item.” [601]: a Cap of Water Breathing [602].
    • Inspiration for a lore question (s24): Dylan gave the table recap, and the reward was an inspiration for what the DM called “just a random wiki question” [603]: “How many families rule Velkris for the inspiration?” [604]. Hugo’s player answered “It’s five powerful merchant families.” and the DM said “Go ahead and take the inspiration.” [605][606]. The DM did not state the number himself.
  • Aurelian doctrine (s14 to s23; in-fiction law): kept on Aurelian forces (rulings 13 to 18, 59, 75 to 77, 81, 111, 112). In brief: Aurelia punishes unsanctioned arcane power, judged by its result [607], but not druidic magic [608]; magic items need a permit [609][610][611]. Detection, by a method the party does not know [612], weakens with distance [613]; binders sense arcane use “even more than the wards in Aurelia” [614].
  • Asked and not ruled (s23): whether a changeling’s change of shape counts as magic for Aurelian detection [615][616], whether binders may pursue people beyond Aurelia’s borders [617], and whether inspiration can be spent on any roll [618][619]. None of them is a rule.

Notable shifts in rulings over time

  • Critical damage: perfect crits (s2, s3) gave way to double damage by s5 [5][8]. The DM’s offers to go back (s16, s21) were not taken up, and the 2024 baseline was confirmed after s21 (ruling 65). In s24 the sheet’s “Double damage” was set aside for double dice with the modifiers once ([18][19]; ruling 105).
  • Administering a potion went from an action [31] to a bonus action under the 2024 text [38].
  • The Eldritch Cannon could be carried in s6 [620]; from s7 it is set down within five feet and not held [143][144].
  • Grappling was a contested Strength check in s14 [330] and became the 2024 save, with a hit first, in s22 [332]. Shoves were saves from s9 [621].
  • Held and readied actions: no bonus action alongside in s6 [62]; in s23 both casters used one, unchallenged [68][69].
  • Disarming was not a rule until s24, when the DM made it up on the spot: an attack roll, then a contested Athletics check ([308]; ruling 113).
  • Twilight Sanctuary was played as a d8 in s22 and s23 and as a d6 again in s24, by the player’s own lookup [225][230][232].
  • The party inventory was split per character from s11 [622][623] and retired altogether after s24 ([580]; ruling 115).
  • Surprise was disadvantage for the surprised side [344], and in s23 the DM added advantage for the other side [345][346].
  • Ranged attacks beside an enemy: a players’ convention [624], the DM’s own homebrew from s23 [182].
  • Short rests: light activity only [625]; an hour long from s22 [626].
  • Hit dice were left unclear in s22 [477][478] and settled in s23: the modifier is added for each die [476].
  • Critical fumbles came up as one-offs in s21 and s22 [25][28] and are not a standing rule (ruling 63).

References

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  4. ^ Session 3, line 1138: Inline citation.
  5. ^ Session 5, line 815: Inline citation.
  6. ^ Session 4, line 432: Inline citation.
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  8. ^ Session 5, line 1053: Inline citation.
  9. ^ Session 12, line 1356: Inline citation.
  10. ^ Session 19, line 1267: Inline citation.
  11. ^ Session 17, line 1847-1849: Inline citation.
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  17. ^ Session 24, line 338-351: Inline citation.
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  27. ^ Session 22, line 199: Inline citation.
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  61. ^ Session 15, line 147-155: Inline citation.
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  103. ^ Session 23, line 837: Inline citation.
  104. ^ Session 23, line 839: Inline citation.
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  303. ^ Session 17, line 1970-1974: Inline citation.
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  426. ^ Session 2, line 2006: Inline citation.
  427. ^ Session 2, line 1986-2014: Inline citation.
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  491. ^ Session 24, line 2014: Inline citation.
  492. ^ Session 24, line 2015: Inline citation.
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  585. ^ Session 24, line 334: Inline citation.
  586. ^ Session 24, line 216-218: Inline citation.
  587. ^ Session 23, line 1842: Inline citation.
  588. ^ Session 24, line 1897: Inline citation.
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  590. ^ Session 24, line 1757-1759: Inline citation.
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  592. ^ Session 22, line 1821: Inline citation.
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  594. ^ Session 22, line 1054: Inline citation.
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  596. ^ Session 2, line 32-38: Inline citation.
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  598. ^ Session 4, line 30: Inline citation.
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  600. ^ Session 23, line 120: Inline citation.
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  603. ^ Session 24, line 63: Inline citation.
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  607. ^ Session 18, line 2176: Inline citation.
  608. ^ Session 17, line 94: Inline citation.
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  610. ^ Session 19, line 242: Inline citation.
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  612. ^ Session 14, line 1616: Inline citation.
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  614. ^ Session 23, line 1359: Inline citation.
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  617. ^ Session 23, line 1360-1363: Inline citation.
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  620. ^ Session 6, line 2187: Inline citation.
  621. ^ Session 9, line 626: Inline citation.
  622. ^ Session 11, line 200: Inline citation.
  623. ^ Session 11, line 202: Inline citation.
  624. ^ Session 17, line 1898: Inline citation.
  625. ^ Session 5, line 1383: Inline citation.
  626. ^ Session 22, line 701: Inline citation.