The Halls of Dwimmermount
The House Rules
These are the House Rules to Adventurer Conqueror King that we use. Some were ratified by the players, some are GM fiat.
Alignment: We use custom alignments found in The Initial Fluff. Law vs. Chaos is the primary axis, and is the one that matters for the Protection From Evil spell. The “Evil” found in Lawful Evil is the evil you know, not the evil you don’t.
Between Sessions: Between sessions, players may Explore, Rest in Muntburg, and Travel to Adamas. In Muntburg, players regain their health and expend 3d6gp on food, drink, and lodging for each HP lost in the dungeon. If they have their own home, they spend 1d6gp per HP lost. Travelling to Adamas instead costs 4d6gp per HP regained (due to taxes, tolls, and higher costs of living). Remember that rarely are fancy goods available in Muntburg, Adamas instead is the best place to get what you want.
Bonus Experience: A player may earn bonus experience for the following: Death (With successful revival), Being sole survivor of an expedition, Being cursed, Being point man and getting screwed for it, Being rear guard and getting screwed for it, Coming within 1pt of dying with Elan, Serving as caller or mapper or chronicler, Pleasing the Gods. No, none of this stuff will be explained, but caller and mapper are detailed below.
Exploration: Between sessions, players may map hexes. They simply describe in The Streets of Muntburg what direction they’re striking off into the unexplored, and how many Hexes they’d like to go. Each hex explored costs 2d6 GP.
Helmets: Not wearing a helmet is generally a bad idea. Even most mages wear a leather skull cap. If a character in armor isn’t wearing a helm, enemies attacking them gain a +1 to-hit and hit the unprotected head on a 20 or higher to hit. Strikes to an unprotected head deal double damage. Characters can opt to wear a crusades-style “Great Helm” and gain AC9 to the head, however they limit their vision to a 60 degree field. Handy against those convenient-scythe-at-head-level traps. Not so handy when goblins sneak up on you.
Hit Dice: Hit dice are always maximized for the first level. Hit dice are re-rolled on gaining a new level, but maximum hit points never decrease on gaining a new level, although it is possible they may not increase. Likewise, the first hit dice is always set to maximum. Example: Brother Candor of Tyche is a 3rd-level cleric with a plus +1 Constitution modifier. He has 15 hit points. Upon gaining 4th level, he rolls 6 + 3D6 + 4 for hit points. If the result is below 15 hit points, he gains no new hit points this level.
Knowing the Rules: It’s not anyone’s fault but your own if you don’t know the rules. No grubbing for a do-over if you didn’t know it worked that way.
Missed Actions: The statute of limitations on missed actions is two initiative spaces. If you missed an action on initiative 6, and it’s initiative 4, fine. If it’s initiative 3, too bad. Refer to Knowing the Rules, above, if you don’t like this.
Parley: Characters may attempt to parley with monsters if the caller makes their intentions clear. It’s usually pretty clear whether the monsters are willing to Parley back.
Party Roles: The players will elect every session to have a mapper and a caller among the party. The Mapper is elected every session, but it must be a character that actually holds mapping materials and draws out the map as the party goes. The character’s player is responsible for drawing out the map. The mapping character must stand in at least the front three ranks to effectively map. Serving as mapper is worth 50 bonus experience. A player cannot map in two consecutive sessions if another player wants to map. The Caller is the player authorized to interact with the DM on the behalf of the entire party. The caller makes the decisions about where the party goes as a group. It’s up to the individual caller how this is accomplished. If the caller is speaking to the GM, nobody is to interrupt. Players interrupting the caller will be hit with an arbitrary and malicious penalty. The caller serves as expedition leader, and his word is law. The caller also determines what “order” the party is in, marching, trap-finding, door-busting, or what have you. In combat, the caller has no power over the other characters’ actions. If a player is separated from the party, or sent ahead as a scout, that player has control and can interact with the DM. The role of caller must be passed from player to player each session, and a player cannot serve as caller in a session if another present player hasn’t served yet. A player may not be caller at their first attended session. Serving as caller is worth at least 100 bonus experience. Finally, a party may offer to have a Chronicler for an expedition. This player posts an account of the adventure into the Adventure Log, with date, members present, and a short recounting of the events and challenges faced. Serving as Chronicler is worth 75 bonus experience.
Resting During Exploration: We are not using the rule requiring characters to rest every sixth turn of exploration.
Rule of One and Twenty, The: When a Natural One is rolled on a d20, the referee reserves the right to make silly and/or horrible things happen. When a Natural Twenty is rolled on a d20, the referee reserves the right to make amazing and/or horrible things happen. The same may apply, at whim, to maximum and minimum damage rolls.
Scrolls: Spellcasters of any level have learned to scribe scrolls. A spellcaster of any class may scribe a scroll for which he has the spell (it need not be in his repertoire at the time) at a base cost of 250gp x Spell Level. This is the standard price, and of course becomes a formula afterwards per the magic item creation rules. Scrolls of first level spells, unique among all magic items, do not require a special component to be created. On the other hand, first level spell scrolls do not provide campaign experience. If a caster chooses to “do it the hard way” and find a rare ingredient, then campaign experience is earned as normal.
Selling Treasure: The party has contracted Sasha Triboldova to sell their loot for them. Thus, unless the party does otherwise, he sells anything the party asks and passes the money back to them. This process is automatic. Anyone wishing to do otherwise with a piece of loot MUST tell the GM, or else it’ll be gone.
Credit for several rules to James Maliszewski of Grognardia. Use is believed to be fair.