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.
'Second Breakfast' rule: Hobbets are quick natural healers. Their metabolisms can convert food into healing, up to 24 hit points per day! Once per hour, a Hobbet can rest 10 minutes and eat a full meal, to regain 1 lost hit point. (DM's note: This rule is intended to make up for the scarcity of clerical healing in this campaign.)
As an experimental house rule: Characters have a stat called Mythos that measures their attunement to the occult and supernatural. All PCs start the game with a Mythos score of 0. Mythos can be increased by investigating the occult (for example reading the Necronomicon or summoning Cthulhu) or decreased by thwarting or suppressing the occult (for example destroying the Necronomicon or banishing Cthulhu). If a PC's Mythos ever reaches 6, they are removed from play and become an NPC cultist under the DM's control.
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
Thieves' Tools cost 30gp and have negligible encumbrance. The exact benefit of Thieves' Tools is left to the DM's discretion.
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.
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.
Natural healing is at the rate of 1hp per hour of restful sleep, or a rest turn plus a day's rations in the dungeon, or a normal meal safe in town.
OBSOLETE HOUSE RULES (for archival purposes):
As of 2021, the armor house rule below is obsolete. Fighting-Hobbets can now wear any armor they like, using the rules-as-written.