- Characters use races and classes from the Player's Handbook, leveled up to Level 5. There is no expectation that they will be leveled higher than this. I encourage you to create a character with a story and a personality that you'll have fun with, since you don't need to be invested in optimizing them for long-term growth.
- Characters all belong to an established adventuring group. They have been questing together for some time and expect to continue as a group after this adventure ends (though there are no plans to continue with these characters after this campaign ends). Plan to come up with a name for your group before the story begins!
- Instead of a starting package, players have 9,000 gp to spend on whatever equipment or items their characters will have available to them.
- Purchase items from the Player's Handbook or from the Magic Item Compendium.
- Costs are per book EXCEPT that limited-use items are more expensive. A single-use item costs 4x the book price; an item that comes with a fixed number of charges has only ΒΌ the number given in the book. (Items that have a number of charges per day are not altered from the book description.)
- There is a standard pack of mundane items such as torches and rations Paige worked up you can purchase to cover these items. The description is pinned in the Discord channel.
- As professional adventurers you expect normal operating expenses for your quests to be covered by your clients, so mostly you need materials and money to tide you over between jobs. When this adventure begins, you are between jobs, so make sure you have at least a little cash and basic supplies available when we start.
- I will not generally be tracking either the consumption of basic supplies or encumbrances. These will only come into play in circumstances where they obviously matter. If the whole party is human and you're exploring an underground cavern, someone probably should have torches. If you're hauling your someone up a cliff on a rope, we'll have to figure out roughly what they weigh and are carrying. Other than situations like this we'll just wave our hands and assume it's all good.
- I'm modifying the usual skill list in three ways:
- All skills are class skills.
- Instead of separate Hide and Move Silently skills, there's a single Stealth skill (Dexterity based).
- Instead of separate Spot and Listen skills, there's a single Perception skill (Wisdom based)