Introduction
An inn.
The Happy Hog Inn was a popular place for travelers to unwind along the bank of the Swiftrun River. Above the arched wooden door hung a heavy plaque of a smiling hog holding an apple. The paint on the plaque was faded and peeling, but the words below the picture were carved and easy to read. At first, visitors would often remark how strange it was that the inn looked much larger in the interior than it did outside. Old timers (and those more observant) would explain again and again that the inn was built into the side of a hill, and that no one was sure just how how big the inn truly was. The innkeeper of The Happy Hog Inn, a skinny man that the regulars called Stick, won the inn during a card game with the previous owner. He finds new doors and stairways all the time.
Rules
Character creation is easy. Follow these steps:
- Come Prepared. Have a Players Handbook and any other book you think you might need handy.
- Find the DM. Look warily at his timer.
- Roll ability scores. There are eight ability scores (in order): Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, Luck, Appearance. For each ability score, roll 4d6 and keep the highest 3 scores. These are your ability scores. Ability scores cannot be rearranged.
- Timed Creation. Create your character in 30 minutes (remember the timer?). Any changes left incomplete at the end of 30 minutes are lost choices. These include name, sex, class, god (Greyhawk), race, age, spells, skills, feats, money, equipment, etc. If any of these items are not decided upon in 30 minutes' time, the DM will chose them for you.
Character advancement is just as easy. Follow these steps:
- Be Prepared. Have a Players Handbook and any other book you think you might need handy
- Find the DM. Look warily at his timer
- Timed Advancement. Make all necessary adjustments to your character within 10 minutes of receiving your experience points. Anything not decided upon in 10 minutes' time, the DM will choose for you
House rules are pretty basic:
- New Characters. New characters begin with one-half the experience of the active character (within the last five games) experience average (see "black boxed" experience below). New characters include characters created following a death
- Santa DM. All characters will begin with a bonus feat and bonus item granted by the DM, the power of the item will vary depending on the character's starting level. The player is encouraged not to bargain or bug the DM about what feat or item he'd prefer, at the risk of getting something worthless.
- Critical Hits. Critical hits occur on a natural 20 followed by a roll within the weapon's "critical range" (example: A short sword will crit on a natural 20 followed by a roll of 19 or 20).
- Black Boxed Experience. The DM will keep track of all experience using a spreadsheet. Players learn whether they've leveled at the beginning of the next session but will not learn their exact points
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