http://download.immersiveink.com/DDRefR ... 180723.pdf
All PCs belong to the Hobbet race. Dwarves and Elves are known to exist, but they are very rare, and none of you have ever met one. Humans are plentiful, but too big to explore the Caverns.
Permitted classes are druid, fighting-hobbet, and thief.
Druids and fighting-hobbets may advance to 4th level if multi-classed, or 6th level if single-classed. Thieves have no level limit.
All multi-class combinations are permitted (druid/fighter, druid/thief, fighter/thief, or druid/fighter/thief). Experience is always divided equally between classes, even once the character has reached the level limit.
Druid spells and special abilities are detailed here: http://forum.immersiveink.com/viewtopic.php?f=47&t=829
Plant-related druid spells and special abilities also work on fungi.
Hobbets may always choose to be Lawful in alignment (even druids or thieves). Chaotic PCs are discouraged in this campaign.
Equipment lists can be found on pages 17 and 46 of Delving Deeper Heroes and Magic v5 Gamma: http://download.immersiveink.com/DDRefR ... 180723.pdf
Slings cost 1gp and weigh 1lb (per Delving Deeper v4). There is no cost or encumbrance burden for ammunition; it is assumed that hobbets fill their pockets with sling-stones as they travel.
NEW FOR 2021: The armor house rule below is obsolete. Fighting-Hobbets can wear any armor they like, using the rules-as-written.
Horses, mules, war pigs, or any other animal larger than a hobbet will be completely useless in the tight confines of the Caverns.
A main-gauche is a parrying dagger that costs 10gp, can't be thrown, and grants the AC bonus of a shield.
Hobbets move at the same rate as men.
If forced to fight blind or in complete darkness, Hobbets suffer a -4 penalty to attack rolls, AC, and saving throws.