Time and Time Units

Time Units

Adventuring also costs Time Units, or TUs. On June 1st of every real world calendar year, every characters number of available TUs resets to 52. Adventuring in your home region or in core regions costs 1 TU, adventuring anywhere else costs 2 TUs. Some adventures may consume additional Time Units. TUs may also be used during “down time” – for example to craft magic items, train at the remote mountaintop dojo, or rot in jail. A character with no TUs left must wait until they refresh to adventure further (time to make a new character for the rest of the year!), although certain special adventures and circumstances may let you borrow against next year’s TUs.

Adventurers who wish to move and relocate to a new home region may do so once per year at the cost of 1 TU.

In between adventures it is possible to work on other projects, craft items, conduct research, and so forth. After any adventure a character may spend 2 TUs working on their own projects. Any TUs a character is forced to spend (by being arrested for example) does not count against this limit.

Details on using TU’s to craft magical items appear in the Advanced Rules section.

After any adventure, you may attempt to make money over the cap by immediately spending 1 TU and making a check using one of the following skills: Craft, Perform, Profession, Sleight of Hand, or Tumble. You may only spend 1 TU per adventure this way. You do not have to pay lifestyle costs for a TU spent in this way. You must declare what DC you are trying to meet or exceed before making the skill roll. If you succeed at the check, you gain the listed coin. You may not take 20. When using Sleight of Hand, you multiply money gained by 50%, if you fail the check by 5 or more, you must succeed at a Bluff check of equal DC or be imprisoned for 4 additional TUs.

DC 15: 2d6 GP
DC 20: 2d10 GP
DC 25: 1d6 PP
DC 30: 1d8 PP
DC 35: 1d10 PP
DC 40: 2d6 PP
DC 45: 2d8 PP
DC 50: 2d10 PP

Each TU spent on crafting mundane items is considered to have a duration of 1 week.


Each adventure in the Sundering of Vaul is designed to be played in approximately four hours. There may be two or three part adventures from time to time, which will take eight or twelve hours of play, with breaks and certificates awarded after each part. To play in an adventure, you need to have a group of players and a DM – this can be arranged by email, or through the forum at (Obsidian Portal?), or however you like – so long as people know when and where to meet, and the DM has time to prepare.

Adventures are pre-written, so the DM needs to request the adventure information from the Campaign Management, print it, and know it well enough to run it for a table. Each adventure will also have a range of difficulties in even numbers… such as “An Adventure for APLs 4-10”.

An APL is an “average party level” – so a party of fifth and sixth level characters would probably have an APL of 5.5, and play the adventure at APL 6 (rather than 4 or 8). The APL does not change the story of the adventure, but will change the monsters, traps, and challenges encountered to meet the appropriate level of play for the party. Higher APLs will also have more experience and treasure as rewards. When a party is in between APLs, they may choose whether to play at the higher or lower APL depending on their confidence in their abilities.

In order to have an adventure, there must be an authorized DM (If you are uncertain whether you are authorized, you are not) and 4 – 6 players. In extenuating circumstances a table of 3 players can play with the assistance of a basic character run by the DM. Similarly, if absolutely necessary, a table can be run with 7 players. This should never be planned on. If there are 6 players, add 1 to the APL of the party (e.g. 6 fourth level characters should perform at an APL of 5 due to superior numbers, and would have the choice of playing at APL 4 or 6).


In order to participate in an adventure, a character must pay upkeep. Upkeep is the gold used to support your character in between adventures. For 12 GP per TU your PC gets adventurer’s standard upkeep. This pays for common room and board, replenishes rations, mends clothing and equipment, refills healing and disguises kits, restocks up to twenty normal steel arrows and bolts, and heals hit point and temporary ability damage between adventures.

You may also pay more GP to live better than the average adventurer. For 50 GP per TU, rich upkeep gives the same benefits as standard upkeep and a +2 Circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, Perform, Profession, and Sense Motive checks when your GM determines that your increased social status would grant you a benefit. For 100 GP per TU, luxury upkeep increases this bonus to +4. You may choose not to pay for your PC’s upkeep for an adventure. If you do so, the PC retains any damage into the next adventure and does not gain any of the benefits of standard upkeep. The PC may gain other penalties or benefits at the discretion of your GM. At the beginning of the adventure, if your PC possesses at least five ranks in Survival and succeeds on a DC 20 Survival check, he gains the benefits for standard upkeep. He may still gain penalties or benefits at the discretion of your GM. If you fail this check, you may not then choose to pay for upkeep for that adventure. Declare your upkeep choice to your GM before play begins. You must have enough GP to cover the adventure’s TU cost at the beginning of play, but the actual deduction of the GP occurs after play.

Time and Time Units

The Sundering of Vaul Shanashavii