Joined: Thu Sep 05, 2013 1:15 am
Location: Melbourne, Australia
I will roll and sum three six-sided dice for each player seven times. The first six scores will be your ability scores, in the order they fell (strength, intelligence, wisdom, dexterity, constitution, charisma), and the seventh score (x10 gp) will be your starting purse.
* There is no trading or swapping of ability points by the DD rules.
* For the sake of expediency, only the core player races and classes (as described in the book) are allowed, but remember there are no ability score requirements for any race or for any class.
* Elves (and other potentially dual-classed characters) will be single-classed 1st level characters for the duration of this adventure. If they were to return to camp they could then become dual-classed, but that is likely beyond the scope of this game.
You can purchase anything listed in DD's equipment section from The Grey Hart's quartermaster. Any hirelings must be paid for a minimum of one month in advance.
Magic-users and clerics can purchase scrolls as part of their starting equipment. 1st level spell scrolls cost 100gp. 2nd level spell scrolls cost 200gp. I will randomly determine which spell is on each scroll.
See here for additional rulings.
Hirelings: Georges; torch[/f]