Sakerson's House Rules

The following house rules are used during all gaming sessions.  Questions and comments should be directed to the DM (a.k.a. me).  A lot of this is rehash from the rulebooks, and other rules I have taken from other DM's (particularly Jay Hafner).  I am open to comments and suggestions to these rules, and if you have any additional ideas please let me know.

Character Creation

Character History
All players should write up a history for the character.  Details should include where the character was born, what kind of family did s/he have, how s/he was raised, and his/her reasons for adventuring.  I recommend using the game supplement Central Casting: Heroes of Legend.  For the first gaming session, we will use this before rolling a character.  It is extremely helpful in determining a character's motives and personality.  Central Casting is meant to aid in character creation and roleplay, not to hinder the player.  If something is rolled during the character history that the player finds boring or uninteresting the player has the option of re-rolling the event -- within reason (you can't re-roll until you finally get the highest social status, nobility, etc.).

Regardless of whether or not you choose to use Central Casting, I would like a brief history of your character.  This should include all of the elements found in a Central Casting character (culture, social status, family, significant events of your character’s life, and his/her personality as a result of that).  This should be typed and a minimum of half a page.  If you have any questions regarding your character’s history, please let me know.  Also, keep in mind that the results of Central Casting are only a guideline (they don’t fill in every single detail).  When writing your character history, you don’t have to follow the Central Casting results 100%.  However, if you wish to keep any free skills (see below) that result from a particular event, you will have to keep that trait/event as a part of your character’s history.

Skills: During the Central Casting, your character will likely develop new skills during his/her life.  These skills are rated from Rank 1 (beginner) to Rank 10 (master).  If your character should develop Rank 5 or higher in a particular skill, s/he will get one proficiency slot for that skill.  Should the character gain Rank 10 in a skill, s/he will get two proficiency slots for that skill.  Higher than rank 10 is not possible.  Thus, if you ended up with Rank 7 in Tracking (a difficult feat), your character will automatically have one slot in that skill.  The character will then only need to spend one proficiency slot to gain the skill Tracking.  Note that most skills require only one proficiency slot.

Character Creation
Each player will roll a d6 +12 once and 4d6 five times (discarding the lowest die).  The player then distributes the results among the six abilities as s/he sees fit.  First level characters can have no more than one 18.  All other rolls of 18 become 17.

Hit Points: At first level, all characters start out with maximum hit points.  For each level thereafter, dice are rolled normally for hit points.

New characters: All new characters start at 3 levels below the party average.  Multi and dual classed characters start 4 total levels lower than the party average.

Races
The following races are allowed within the campaign.

Human:  All types of humans are allowed, but oriental humans are rare.  Although oriental humans are allowed in the group, only one oriental kit (Samurai, Ninja, Wu Jen, etc) is allowed.  This means that the second oriental character will not gain any abilities normally common to the orient (such as Martial Arts).

Dwarf: No Gulley Dwarves. Duergar are allowed, but only one per group and not if another player has elected to play a Svirfneblin or a Drow  (in other words, one underdark character per group).  Also, the Duergar does not have any magical powers (s/he has been on the surface too long).  See the Elf description for details (specifically Drow).

Elf: Aquatic elves and Valley Elves are not allowed.  Drow (Dark Elves) are allowed, but only one per group and not if another player has elected to play a Svirfneblin or a Duergar.  Further, Drow will have been on the surface for 2d4 years, meaning s/he no longer has any of the magical powers listed in the Complete book of Elves.
A note on Half-Elves: Half-Elves are more or less the equivalents of mules.  A mule is a cross between a horse and a donkey.  The mule (generally) has the best of both animals.  Such is the case with half-elves.  Half-elves are extremely rare and are considered something of an oddity to humans and a disgrace to elves.  As is the case with most hybrids, half-elves are typically incapable of having children (2% chance of being able to do so).  Half-elves are allowed in the campaign, but only one per group.  No other kinds of hybrids are allowed in the campaign (in fact, no other kinds of hybrids are known to exist, at least among demi-humans and humans).

Gnomes: Tinker Gnomes are not allowed. Svirfneblin are allowed, but only one per group and not if another player has elected to play a Duergar or a Drow.  In regards to magical powers, Svirfneblin follow the same rules as Drow.

Halflings: Kender and Athasian Halflings are not allowed.

Humanoids are not allowed.

Character Classes
All character classes are allowed.  New character classes (such as from Dragon Magazine or the web) will be considered if I can have access to all the information on the class (i.e. the article out of Dragon or a printout of the web page where you found it).  Most of the kits from the Complete Handbooks are allowed, with the following exceptions and modifications.

Wizards: 
•	The Amazon Sorceress, Anagakok, and the Savage Wizard only have a 10% chance to speak Common.  Such characters are assumed to have been raised in a primitive environment (typically Hepmonaland or the Amedio Jungle) and know their native language and perhaps Suloise or a humanoid language.  Later, when more proficiency slots are attained, the character may learn Common.
•	Wu Jen are extremely rare.  Only one oriental character per group is allowed (regardless of class).

Fighters: 
•	Amazons and Savages are treated the same as similar kits mentioned under Wizards.
•	Barbarians are typically from the clans of the Winter Barbarians (Frost, Ice, and Snow).
•	Beast Riders are usually either from barbarian lands or savage lands.
•	Pirate/Outlaws will have to come up with a crime in which they are accused.  Note that the character may or may not have committed the crime.
•	Samurai are rare.  Only one oriental character per group is allowed (regardless of class).

Priests:
•	Amazon and Savage priests are treated the same as similar kits mentioned under Wizards.
•	Barbarian priests are generally from the clans of the Winter Barbarians.
•	Outlaw priests must come up with a crime in which they are accused (whether guilty of it or not).

Thieves:
•	Buccaneers are discouraged, as the campaign will no likely take place over water too frequently, but they are allowed.
•	Swashbuckler/Thieves are not used.  If you want to be a Swashbuckler, use the Fighter kit instead.

Psionicists are allowed, but only one per group.

Bards and all of their kits are allowed.

Rangers:
•	The Falconer, Mountain Man, and Sea Ranger are not allowed, as their area of expertise is limited.
•	Greenwood Rangers are not allowed.
•	Wardens are allowed only if their lands have been captured or overthrown.

I do not have the Paladins Handbook, but I will consider the kits out of their after reading the description (i.e. bring the book with you if you want to use a Paladin kit).

Ninjas and other characters from the handbook are allowed, but only one oriental character per group is allowed.

House Rules Regarding the Classes
All Classes: All classes may choose to make use of the weapon specialization rules.  The reasoning is this: why should a wizard learn to use an entirely new kind of weapon at 6th level?  Why not just become better (specialized) with the one s/he already has?  It costs 2 slots to specialize with a weapon (one to learn the weapon, and one more to become specialized), which grants a +1 to hit and a +2 to damage.  Further, the character may spend a third slot in the weapon to become triple proficient, granting him/her a +2 to hit and a +4 to damage.

Fighters
Upon reaching 18th level, fighters may attack at a rate of 4/1.

Wizards
For convenience, minor spell components (i.e. spell components which cost virtually nothing and are readily found) are not kept track of. The player marks a space on the sheet indicating how many spell components s/he has. When spells requiring components are cast then components are lost (much like subtracting arrows when using a bow). This makes things much easier, especially for the high level mage.  10 spell components (enough to cast ten spells requiring components) costs 5 gp.  100 spell components weights 1 lb.  Expensive spell components must still be kept track of.

Spell memorization for wizards is no longer necessary.  When a wizard casts a spell, it is not erased from memory.  Instead, wizards are limited in how many spells they cast depending on their level.  Use the Wizard Spell Progression chart in the Player's Handbook (p. 30).  This is the number of spells the wizard can cast per day.  Thus, a 7th level character may cast 4 first level spells, 3 second level spells, 2 third level spells, and 1 fourth level spell.  The caster will then require a full night's rest (minimum of 8 hours) before s/he can be casting spells again.  How these spells are cast is up to the player (in the proceeding example, the character may cast 4 magic missiles, where as in the old rules s/he could cast it only once).  Spell levels may not be interchanged (e.g. using your 1 fourth level spell to cast 2 second level spells is not allowed).  Note that even though wizards do not forget spells, they must still be recorded in spellbooks.  From time to time (between adventures) the wizard will study his/her spells (to "brush up" on his/her trade).

Priests
Greater, Intermediate, and Lesser powers can grant 7th level spells in their major Areas of Control (ignore the old lesser power limit).  Also, the Priests follow the same rules for Spell Memorization as listed under Wizards. with the following exceptions.  Players with Priest characters can only know a number of spells per level depending on their Wisdom.  Consult the Intelligence table for Maximum Number of Spells per level, but apply the Wisdom score to this table instead of Intelligence.  For example, a Priest with a 15 in Wisdom may know eleven spells per level.  Note that the Priest is still limited to the number of spells s/he can cast per day Priest Spell Progression table (p. 33 in the Player's Handbook) just as Wizard's are limited.  The Priest must decide what spells s/he understands when those spell levels become available.  For example, at first level the Priest must decide which 1st level spells out of the list s/he knows, and then do so again at third level (when 2nd level spells become available).

A note on non-humans and classes
The level limits for non-humans are not used.  Elves, Dwarves, and other non-humans may advance as high in level as humans.

Proficiencies
All characters, regardless of class, start off with 8 generic proficiency slots.  These slots can be spent on weapons or non-weapon proficiencies, or any combination thereof.  Also, any class can take any proficiency (e.g. mages can use thief proficiencies).  The language slots gained by high Intelligence may also be used for proficiencies (weapon or non-weapon).

Characters gain new proficiency slots based on their total accumulated experience points.

3,000 X.P.	4 new slots plus half intelligence language slots.	
20,000 X.P.	4 new slots.	
100,000 X.P.	3 new slots.	
Each additional 100,000 X.P.	3 new slots.	

New Proficiencies and Specific Rulings on Proficiencies
(taken from Jay Hafner's house rules)
•	Alchemy:  Alchemical equipment must be purchased as detailed in the PO: S&M.  A portable set (costing 25% of full) may be made after the full lab has been purchased.  The incredibly fragile, portable lab (% of actual necessary value determines success rate) will allow simple experiments in the field (as determined by the DM).  If the mage purchases a 5,000gp-lab, there is a +1 to checks; a 10,000gp-lab gives a +2 to checks; a 20,000gp-lab gives +3 to checks.  A mage with a lab can create the magical ink required for scribing spells for 1/2 the normal cost (or ¼ if a copy spell is cast on the ink).  Magical ink cannot be created with a field alchemy set.
•	Ancient History.  This skill gives the user the ability to know a variety of ancient history facts, but also the person may specify in which form of ancient history one is specialized.  Examples are: Baklunish, Flannish, Aerdi/Oeridian, Suloise, Olven, Dwur, Noniz/Hobniz, and humanoid.  General ancient history facts will be known by the user, but the person gains a +1 to checks in their special knowledge area.
•	Animal Training Proficiency and Spell, Animal Friendship-Pr1 Clarification 3/22/98). Animal Friendship Spell (animal sphere) and Animal Training Proficiency Skill have similar capabilities, however spells are usually superior.  When used in combination, the more favorable characteristic of the action is typically used.  At the end of each bespelled-training period, the character must make a wisdom check (-2) or Animal Training prof. check to see if the animal is actually trainable. Training may not be interrupted for any reason or the entire day's training is lost.  Time for general tasks is 6-8 hours per day.  Specific tasks may not be learned until the animal is done with it's general task training.  Note the general tasks as listed under "Animal Training" proficiency. Write down exactly when you started training the animals, what they learned, and when.  Also note whether they are under a spell or the proficiency. Bespelled creatures will wander off if left alone for one week.  Professionally trained animals will only wander off to find food, but will leave after one month. If bespelled creatures are also trained for 3 months in general tasks, they may be considered "domesticated."  See the Rangers HB p37 for complete details.
•	Concentration proficiency and Spell Disruption (PO:S&M:53)-COST: 2 slots; Available to priests for the same cost. If the PC is hit for 1-2 points, they can make a check to continue to cast the spell.  Additionally, if the caster is hit for any amount of damage previous to the beginning of the spell speed (i.e. during the initiative roll numbers), they may make a proficiency check to avoid losing the spell.  If they are hit during the actual spell casting for 3 or more points of damage, they lose the spell as detailed in the PHBr p.111.
•	Herbalism (w/ animal lore, zoology, or anatomy).  Poison extraction from deadly creatures and plants.  Only character with the animal lore, zoology, or anatomy proficiency at a -5 check may attempt this.  Usually, the poison is only good for d6 days, unless an enchant an item is cast upon it (then good for a long time).  (242sage)
•	Jumping. Only a reasonably encumbered character can use this skill to its fullest ability.  See also Tumbling.
•	Mining & sapping. While underground they can concentrate to detect the following information when within 10 feet of the particular phenomenon.
•	Detect grade or slope in passage		1-5 on d6
•	Detect new tunnel/passage construction	1-5 on d6
•	Detect sliding/shifting walls or rooms	1-4 on d6
•	Detect stonework traps, pits and deadfalls	1-3 on d6
•	Determine approximate depth underground	1-3 on d6.
•	Detect unsafe walls, ceiling, and floors	1-7 on d10
•	Determine approximate direction underg’d	1-3 on d6
•	Mounted Spellcasting.[NEW] [dex].  Character may cast spells of 4th level or under, from horseback while moving at a rate of ½ (within reason of components).  The character must also have the riding proficiency. A second slot (advanced mntd spellcasting) allows you to cast while moving ¾ speed. 
•	Sage Proficiency.  The sage proficiency essentially amounts to knowing how to look stuff up in a library with nothing as convenient as encyclopedias or a card catalogue.  Looking up the specifics of what an item requires that the sage find every story he has containing descriptions of similar items, and narrow it down to find out which one he's looking at.  Then find what every story says about it.  This requires many books and access to a great library and a lengthy research time.
•	Magic item identification would be an exacting question and take a long time to answer.  (Imagine you had to find out what the scimitar Icing-death does by looking through all of your old AD&D novels, most of which you haven't read yet) since there is no such thing as compiled reference material unless a PC was allowed to invent it.  However, once a person has identified a typical Keolandish sword +1, it is no longer a difficult-a simple prof. check must be secretly made by the DM.  
•	Research Bonus.  A PC may spend double slots to get one level lower cost OR an all schools bonus.
•	Siege Engines. [new] (General 1-3 slots; Intelligence -2). 
•	Stealth (as elf).  This character can gain a bonus to surprise opponents, but only when in non-metal armor, and is 90’ ahead of the party.  His opponents then suffer a-4 penalty to surprise.  Going through a door, or other such noisemaker gives only a –2 penalty to surprise.
•	Swimming.  An additional slot will halve penalties to fighting in water.
•	Tactics of Magic Proficiency and Area of effect spells. (PO: S&M:57):  When a spellcaster casts area of effect spells, he/she must make an intelligence/spellcraft  check  (-1/spell level) to exact the location of the spell effect, unless the Tactics of Magic proficiency check is used instead (then success is automatic).  If the check fails, the spell centering must be checked on the “grenade table” (long, short, right, left, etc.).  Priests may also take the proficiency for 1 slot
•	Tracking.  Running footprints remain visible for 1 round, but an Intelligence check is required to notice them.  Walking or standing footprints will last 1-4 rounds.
•	Tumbling and jumping out of melee. Back attack still applies (but w/ tumbling bonus).  You still get rear-attacked regardless of whether or not you win initiative unless you can get someone to cover your retreat.  You can tumble ½ of your movement rate.  

Combat Rule Changes
Called Shots: A called shot will only succeed with a minimum roll of 10, regardless of THAC0.  All Called shots are –8 to hit.

Critical Fumble: When a character rolls a natural 1, s/he has fumbled.  Roll on the appropriate tables below to determine the effects of the fumble.

Melee and Thrown Weapons
2d6 	Result
2	Weapon hits the ground, wall, or nearest object (not a living creature).  The weapon must save vs. crushing blow or break.	
3	Same as “2” above, except the save is made at +2.	
4	Character off balance.  Make a Dexterity check or fall down.	
5	*Throw weapon 4d6 feet and weapon is damaged.	
6	*Throw weapon 3d6 feet and weapon is damaged.	
7	*Throw weapon 2d6 feet and weapon is damaged.	
8	*Throw weapon 3d6 feet and weapon is damaged.	
9	*Throw weapon 4d6 feet and weapon is damaged.	
10	Character drops his/her weapon (1d3 feet away) and weapon is damaged.	
11	Character sticks weapon in the ground and damaged.  A strength check is necessary to remove it.  If this is not applicable (e.g. the ground is too hard) use “3” above.	
12	Hit ally for normal damage.  If not applicable, then the character hits himself/herself for normal damage.  Weapon is not damaged.	

*If a Dexterity check is successful then reduce the distance by half.

Bow and Crossbows
2d6 	Result
2	Weapon is destroyed, no save.	
3	Weapon is destroyed unless the weapon makes a save. vs. crushing blow is successful.	
4	Character accidentally drops his/her weapon (1d3 feet away) and weapon is damaged.	
5	Arrow or quarrel flies off harmlessly.  Lose one attack.	
6-8	String breaks.  Weapon is useless until restrung.	
9	Character accidentally drops the arrow or quarrel.  Lose one attack.	
10	Arrow or quarrel is damaged while trying to fire and becomes entangled within the weapon.  Character must spend 1d4 rounds untangling the weapon.	
11	The arrow or quarrel hits a random target in the general vicinity, chosen at random.  If not applicable, use “3” above.	
12	An ally is hit.  If not applicable, use “2” above.	

Unarmed Combat
2d6 	Result
2	Character must make a Dexterity check at a –4 penalty or fall down.  There is a 10% chance that the character will be knocked out for 1d6 rounds.	
3	Character hits the wall or ground.  If a Dexterity check fails then the character takes the damage he would have inflicted on his opponent.	
4	The character hits, but with a glancing blow that does no damage.  Lose one attack.	
5	Character must make a Dexterity check at –2 or fall.	
6	Character must make a Dexterity check at –1 or fall.	
7	Character must make a Dexterity check or fall.	
8	Character must make a Dexterity check at –1 or fall.	
9	Character must make a Dexterity check at –2 or fall.	
10	Character trips and falls into his/her opponent.  The character needs to make a Dexterity check at –2 to avoid falling down altogether.  The opponent needs to make a Dexterity check at +2 to get out of the way (a failure means the opponent falls).	
11	Character runs into a wall or other object (table, chair, etc.).  If s/he fails a Dexterity check he takes the damage intended for his opponent.	
12	Character hits an ally instead.  If not applicable, use “2” above.	

See the Equipment section below in regards to results of weapon damage on the above tables.

Critical Hits: Critical Hits occur on a natural 20.  In such a case, double the normal dice are rolled for damage.

Movement and Missile Fire: Targets moving at a rate of 7-12" are -2 to be hit by missile fire.  Rates of 13-17 are at -4 to be hit.  Rate 18+ is -6 to be hit.  Remember that if the target is moving and attacking, his rate half normal.  If a missile attacker has moved then s/he is at -2 to hit.

Spells: A character can change his/her target if the target dies before his/her turn.  The caster can also move up to half is movement rate if the spell s/he is casting that round has a casting time of 4 or less.
Encumbrance, Armor, and Spellcasting (mages and bards only).  Mages may wear armor, but if the character is encumbered (all equipment) while casting spells that require somatic or material components, there are penalties.  Moderate encumbrance disallows any Material or Somatic spell above 3rd and requires a dexterity check at –5 or the spell fails.  Heavy disallows any M or S spell above 2nd level and requires a Dex check at –10 or spell fails.  Severe disallows any M or S spell above 1st level and requires a Dex check at –15 or spell fails.

Weapon Allowance: Any character may use any weapon (i.e. weapon restrictions are no longer used).  However, penalties to hit for using a weapon your character is not proficient with still apply.  Also, a character may not make a called shot with a weapon s/he is not proficient with.  Note that some priest faiths may have special weapon restrictions due to reasons of faith (these restrictions are still enforced).

The Laws Concerning Spell Casting (FFF:12)  "Strong prohibitions apply to the use of magic in public places.  There must be good reason for such use; for example, healing spells are permitted, and the use of non-damaging spells such as hold person or slow to apprehend villains is acceptable, but since slavery is unlawful, all spells that would charm or command a person are illegal.  Damaging spells such as magic missile are only acceptable if the spellcaster can prove that his life was in danger at the time.  Intrusive spells such as know alignment and ESP are strongly frowned on, as are spells such as invisibility.  Major damaging spells such as fireball may result in trial for a crime such as arson, which carries a heavy sentence as a major crime.  Of course, casting spells to assist city authorities with advance permission tends to be received more favorably by authorities.”  “The use of magic in criminal proceedings, including detect lie and ESP, is not part of standard proceedings in the Courts of Justice...The one exception to this is the case of an accusation of perjury, when the charged person has no right to silence and when a priest of Pholtus will cast detect lie as the defendant speaks.”

Death
Death occurs at -10 hit points.  At zero or fewer hit points, the character is incapacitated (a successful system shock roll made at -10% per point under zero will determine whether or not the character is conscious, check each round).  The character will sustain 1 point of damage per round unless bandaged by a party member.  If the wounded character is aided by someone with the Healing proficiency, imbibes a healing potion (requires that s/he be conscious) or is the recipient of healing magic, the character is restored to 1 hit point, regardless of the number of points the magic would normally heal the character.  The character is weak (-8 to hit on all die rolls) for the next 24 hours.  Only the Priest spell Heal will restore a character fully (minus 1d4 hit points, as per the spell), even if it is cast on the character while below zero.

Negative 8 HP: Past -8 hit points, the character will receive an affliction of some kind.  This affliction will be rolled on table 863: Serious Wounds in the Central Casting book.  The DM will ultimately decide what injury is appropriate.  Characters at or below –8 hit points who receives healing magic of any kind will be restored to 1 hit point (regardless of how much was healed by the magic) and will be incapacitated for a number of days equal to 20 minus Constitution.  A Heal spell will bring the character to full hit points (-1d4 hit points) and cure any afflictions except in the case of lost limbs.  Lost limbs can only be brought back with the Restoration spell.

Equipment
Backpacks and digging for gear: One full round is required to find an item stuffed in a backpack.  1d6 segments (added to initiative) are required to pull an item from a large pouch.  No time is required to pull out a new weapon or an item from a special (i.e. easy to reach) pouch.

Damage to Armor and Weapons: Criticals and fumbles may cause armor and weapon damage.  A critical hit to armor subtracts DP's from the armor equal to half the weapon damage.  In other words, if a long sword hits a character in plate mail critically, the character takes 2d8 damage and his armor takes 1d8 divided by 2 DP's.  Magic armor and armor of quality (both types being above average in quality) take only one quarter the amount of damage (in the above example, the armor would take 1d8 divided by 4 DP's, or 1-2 DP’s).  In all cases, the armor will take at least 1 DP in damage from a critical hit.

If a character fumbles with his weapon, it may take damage (depending on what is rolled on the critical miss tables).  It takes one point of damage, which is subtracted from the amount of damage the weapon can cause.  Thus, a character who fumbles with a long sword will nick the blade, causing the weapon to be at -1 point of damage (1d8 -1) until it is repaired.  In the case of magical weapons and weapons of quality, the weapon is allowed a save vs. crushing blow to avoid taking damage (magical bonuses are added, but bonuses granted by weapons of quality are not added).

Armor and weapon repair costs are 25% of the armor or weapon cost per point unless the character is an armorer, in which case the cost is 10%.  All repairs must be made at a blacksmith's shop.  Only a master craftsman working with a mage of any level can repair magic weapons and armor.

Breaking Gear: When you roll horribly (95%+) you may break your gear (picks, crampons, rope, etc.).  The item must make an appropriate save.  If failed, the effectiveness of these items is -20% for each time they are damaged.  Some items may be repaired (as per weapons and armor rules), but more often than not the item will have to be replaced.  Consult the DM.

"Gear of Quality" costs 3-15 times as much as normal.  Also, gear of quality is damaged only on a roll of 00.

Ignition and Flint & Steel: Time to light oil or torches from flint and steel is 1 full round.

Rations: (from Arms and Equipment guide.)  There are three generic human types: Standard (3 gp; 20 lbs.); Iron (5 gp; 7 lbs.); Dry rations (10 gp; 4 lbs.).  Other races have variances on these types, but the cost is primarily the same.

Money and Treasure
Record ALL Coinage Separately.  Coins from Iuz are not usable in Greyhawk, for example.  Exchange rates are at around 20% to 40%.
•	Coins of the Great Kingdom, Nyrond and the Eastern States: P. Orb, g. Ivid/Crown/Holy Censor (Medegia), e. Noble, s. Penny, c. Common.
•	Middle Flanaess Coinage: P.plate, g. orb, e. lucky, s. noble, c.Common, iron drab, bronze zee, brass bit.
•	Coinage of Furyondy, Verbobonc, Veluna, and the Kron Hills:        P. paladin, g. wheatsheaf, e. knight, s. sheridan, c. common
•	Mints:  Aerdi, Nyrond, Highfolk, Keoland, Furyondy, Greyhawk City, Iuz, Scarlet Brotherhood, Zeif, Tusmit, and Ekbir

Although coins are often referred to by their name, they are also referred to simply by their type and nationality (e.g. Nyrond gold, Verbobonc copper, etc.).

Note:  Fifty coins equals one pound.

Monthly Player Character Living Expenses and Social Class 
•	The GH Boxed Set Guide page 80 details Social Class comparisons.
•	The typical costs of living for PC’s are:  Squalid 3 gp; Poor  5 gp;  Middle-Class 50 gp/level; Wealthy 200 gp/level (max 7th)

Effect of Armor on Thief & Ranger Skills
(Thief's Handbook, p. 115, table 38)
Skill	None.1	Olven Chain	Stud/B&L Pad/Posh	AC 6,
Wood/bone	Chain or Ring mail	AC 4	AC3,
Scale mail	AC 1-2	AC 0	
Pick Pockets:	+5%	-20%	-30%	-60%	-40%	-40%	-50%	-75%	-95%	
Open Locks:	-	-5%	-10%	-50%	-15%	-15%	-20%	-40%	-80%	
F/R Traps:	+5%	-5%	-10%	-50%	-15%	-25%	-20%	-40%	-80%	
Move Silently:	+10%	-10%	-20%	-30%	-40%	-40%	-60%	-80%	-95%	
Hide in Shadows:	+5%	-10%	-20%	-20%	-30%	-30%	-50%	-75%	-95%	
Hear Noise:	+5%	-5%	-10%	-10%	-20%	-25%	-30%	-50%	-70%	
Climb Walls:	+10%	-20%	-30%	-60%	-40%	-50%	-90%	-95%	-95%	

1.	This category applies when wearing bracers of defense, buckler, or cloak, but no large protective devices.  Includes Noniz and Hobniz leather.
2.	Remember there is no penalty to theif/ranger skills for wearing leather armor
3.	To attempt these skills in armor heavier than chain, a strength of at least 15 is required (-20% for each point deficient).

Spellbooks
Costs of Spell Books
1.	The cost of a spell caster's initial Traveling spellbook and its spells is assumed to have been borne by the caster's former master.
2.	Standard spell book requires a 1000 gp investment for materials *. 
3.	Traveling spell book costs 500 gp for materials *. 
4.	Magical spell scrolls cost 100 gp for materials *.

[*] Cost of adding each new spell to a spellbook is 100-gp/spell level.  Special paper, ink, binding, and minor enchantment materials are necessary for penning each spell into your book.  The copy spell reduces the cost by half, but special materials are still required.  Note:  DMG error p. 42 Spell Book Cost: The cost is 100 gp per spell level (not per page) for both the traveling and standard books.  

Beginning Number of Spells in Spellbook. (PO: S&M: 15).  Mages begin with a Travelling spellbook containing 3d4 spells.  Automatically deducted from that number are read magic (1 page), cantrip (4 pages), and detect magic (2 pages).

Pages Required Per Spell
Each spellbook has a maximum number of pages and each spell requires a number of pages equal to 0-5 plus one page per level of the spell. Reversed pells must be recorded separately (229:Sage).  Remember that I do not limit the total number of spells a character can learn, nor the number of spellbooks one can own, but eventually encumbrance must be dealt with.

Physical Aspects of Standard Books
Capacity:   Maximum number of pages is 100.

A standard spell book is approximately 16 inches in height, 12 inches wide, and 6 inches thick.  Nothing smaller than 12x12x6 or larger than 18x12x9 is recommended.  The weight of a median sized book is 15 pounds.  Due to the bulk involved, the encumbrance value is 3 times its weight.  One large spellbook will fit in an otherwise empty backpack or large sack.

The cover for a standard book is typically heavy leather - dragon hide or something similar - inlaid with metal so as to provide extra durability and a means to close and secure the book.  Vellum pages are sewn together and secured to a fine, supple leather spine backing.  Pages are secured additionally by fine leather front and back pieces.  It is also unusual for such a tome to have vellum stubs at intervals for insertion of additional pages, although this by no means allows for any increase or change in the number and types of spells the book can contain.

Notwithstanding any special protections placed thereon, a standard spell book has a saving throw equal to that of "leather or book," and with +2 to dice rolls made to save against acid, fireball, disintegration, and lightning attacks.

Physical Aspects of Traveling Books and Bard Songbooks
Capacity:  Maximum number of pages is 50.

The lightweight traveling spell book is approximately 12 inches tall, 6 inches wide, and one inch thick; 9x9x1 is likewise a good working size.  The weight of such a book is approximately 4 pounds.  Five such books will fit within a backpack or large sack. [The obvious advantage is that the mage can carry more gear (or even wear armor) before becoming encumbered.]

The cover of a traveling book is strong, supple leather, such as that from a giant cobra.  The hand-sewn leaves of parchment are carefully secured to fine leather backing and glued to the spine.  The whole is further secured by front and back pieces of vellum.  A small lock or leather ties are typically used to secure the whole.  Pages are very thin and fragile, so great care must be taken to protect the book when it is in use.

Notwithstanding any special protections placed thereon, a traveling spell book has a saving throw equal to that of "leather or book,” with no bonuses (as a standard book has) against certain forms of attack.

Physical Characteristics of Spell Scrolls 
Capacity:  Maximum number of pages is 25. Characteristics: See DMG: p. 145. Weight/enc:  Leather tube: 2 lbs; Bone or other waterproof tube: 5 lbs.

Physical Characteristics of Holy Symbols
Holy symbols can vary widely as described in the PHB.  It is required that a holy item cannot be created by anyone lower than a 9th level priest.  A 25-gp donation is typical before one may acquire a holy item from his church.

Alignment
Evil alignments are not recommended.  The campaign largely deals with the characters attempting to stop evil from over coming much of the Flanaess.  Evil characters would likely be tempted to side with the evil forces.  As the campaign progresses, it is likely that this will drive a wedge into the group.  A player cannot have an evil character without DM permission, and I am loath to give it (you need to be very convincing).

Experience Points
I will attempt to award experience points at the end of each session.  If I cannot, I will contact each player by e-mail or phone with their total for the gaming session.  I probably won’t go into details about how the experience points were gained (i.e. I won’t tell you how many you gained from ingenuity or roleplay, see below).

Experience points are granted in the following ways:

Killing opponents: This includes any monsters or NPCs the characters may encounter.  Characters who single-handedly kill a creature (i.e. without aid from the rest of the group) will get complete experience for that creature.  Likewise, characters who make little effort to attack creatures will likely receive fewer XP than the rest of the group (if this is part of your characters personality, you might make up for it for roleplay, see below).  For the most part, however, XP for creatures and NPCs will be distributed evenly.

Collecting treasure and magical items: Characters receive half the experience points normally gained for treasure and magic items.  In such cases, all experience points are divided evenly, regardless of whom receives how much treasure or which magic items.

Ingenuity: Players who come up with creative ideas, solve complex problems, come up with creative uses for items (normal or magical), and are generally clever in their thinking with respect to the game will gain additional experience points.  This can range anywhere from zero points (not creative or clever at all) to 500 points (extremely clever).

Roleplay: Roleplaying is essential to the campaign, as it will center largely on the characters and their actions (and the consequences of such actions).  Roleplay includes how well the player runs his/her character (i.e., play out the character personality decided on by the player), how well the character follows his/her alignment, and how much effort the character puts into attempting to achieve his/her goals.  In regards to the last topic, it should be important to note that it’s not whether or not the character achieves his/her goals, but whether or not those goals are pursued.  For example, a character who wishes to avenge the death of her father encounters the man who murdered him.  If the character does nothing, she will not receive as many experience points.

Experience points gained for roleplay range from zero (extremely poor roleplay) to 500 (extremely inspiring roleplay).  As characters go up in level, these numbers will be adjusted accordingly.  Players who severely disrupt the play of the game and ruin the fun of others may find their characters rising in levels more slowly than other characters.  We’re here to have fun, so don’t ruin it for everyone else.