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We'll use this thread for rules and procedures, I'll try and keep the first post

updated with any new rulings so we don't have to dig.

Die rolling, as I have observed in Makofan's game, having the GM roll all the dice is smoothest, even for character generation (besides, the GM
rolling the dice for character generation is actually in the rules :-) ).

Character Generation

Characters will be rolled on 3d6 in order. I read the rules on attribute swapping not as you actually change the attributes, but that those "moved"
points are just used to calculate experience bonus.

Hit points will be re-rolled each level, keeping the highest roll.

For now, all that we will use out of Greyhawk is the Thief and Paladin classes plus the racial notes (including Half-Elves). We won't use extended
bonuses, funny sided hit dice, variable damage. We will also use the rules for extended level limits for high ability scores. We will not use the other
additions for ability scores. This does include dwarves and elves having infravision.

For XP bonus, the following trades are possible:

For each 2 or 3 points of the following attributes beyond 9, one may be added to the prime requisite for that class for determining experience bonus
(elves of course may do these calculations for both fighter and magic user):

Prime Req 1-6 XP Penalty -20%


Prime Req 7-8 XP Penalty -10%
Prime Req 9-12 No XP Bonus or Penalty
Prime Req 13-14 XP Bonus +5%
Prime Req 15+ XP Bonus +10%

Fighters and Paladins: Prime Req: Str, trade Int (2/1) Wis (3/1)

Magic User: Prime Req: Int, trade Wis (2/1)

Cleric: Prime Req: Wis, trade Str (2/1)

Thief: Prime Req: Dex, trade Int (2/1) PLUS Wis (1/1) (thus a thief with Int 11 Wis 10 Dex 14 gains a 10% xp bonus)

Henchmen are classed characters starting at level 1 in their chosen class. Treasure share will be up to the party to decide (henchmen normally sign
up for 10% of the PC's share which comes out of the PC's share).
Hirelings do not get an experience share (and are generally not specifically classed), and are paid whatever the player negotiates.

Multi-classing
Elves and Half-Elves that do not choose a third class may choose each adventure whether to gain experience as a Fighter or as a Magic User. They
may always cast spells, wear armor, use weapons, and fight on the Fighter table. They use whichever saving throw is best. If your level maxes out
from experience on an adventure, 50% of the remaining experience applies to the other class.

Elves and Dwarves that multi-class with Thief split experience as per the rules in Greyhawk. Half-Elves that are triple class with Cleric also do so.

Alignment
Since the Wilderlands uses 5-way alignment, we will use it. There are no alignment languages.

Social Class
One you choose your class and race, I will generate a social class for you:

Humans, Elves, Half-Elves: roll 1d6 1 - Noble (Page SL 5, 10% chance High Born SL 6) 2 - Gentleman (Well Born SL 5, 10% chance Gentry SL 6) 3
- Military (Man at Arms SL 6) 4 - Guildsman (Journeyman SL 4) 5 - Merchant (1d6 1-3 - Huckster SL 3, 4-5 - Vendor SL 4, 6 - Trader Sl 5) 6 -
General (1-3 - Freeman SL 4 4-5 Citizen SL 5 6 - Bureaucrat SL 6).

Dwarves: roll 1d6 1 - Noble (Page SL 5, 10% chance High Born SL 6) 2-3 - Military (Man at Arms SL 6) 4-5 Guildsman (Journeyman SL 4, 10%
chance of Master Craftsman SL 5) 6 - Merchant (1d6 1-3 - Huckster SL 3, 4-5 - Vendor SL 4, 6 - Trader Sl 5).

Halflings: roll 1d6 1 - Gentleman (Well Born SL 5, 10% chance Gentry SL 6) 2 - Military (Militia SL 3) 3-4 Merchant (1d6 1-3 - Huckster SL 3, 4-5 -
Vendor SL 4, 6 - Trader Sl 5) 5-6 - General (1-3 - Freeman SL 4 4-5 Citizen SL 5 6 - Bureacrat SL 6).

Guildsmen should choose a craft. High Born gets 30 extra gold, Trader gets 20 extra gold, Bureaucrat gets 20 extra gold. All characters other than
Bureaucrats are from outside the city.

Equipment
A full silver weapon is 20x cost, that isn't useful for some weapons (for example, a silver sword is not terribly useful). Silver arrows from the price list
are full silver tips. A silver arrow may be re-used 1/3 the time (50% of normal arrows may be reused).

A silver coated weapon costs 3x (or 2x if silver coating is added to a weapon). Silver coating will only last one combat. Blunt weapons may be
double or triple coated and will last two or three combats respectively.
Throwing hammer 3 gp

Thieve's Tools 25 gp

Ink, quills, and parchment 5 gp

Two-handed melee weapons are +2 damage. A spear may be used one-handed or two-handed, if used two-handed, it does gain the +2 damage.
Quarterstaff does not get this bonus. Some weapons that are normally one-handed may be used in two hands for +1 damage (mace is the only
example in the standard weapons list, bastard sword would be another, bastard swords are 12 gold).

Cost to have a spell cast by an NPC


MU 1st 50 gp
MU 2nd 200 gp
MU 3rd 900 gp
MU 4th 2000 gp
MU 5th 10000 gp
MU 6th 12000 gp

CL 1st 60 gp
CL 2nd 480 gp
CL 3rd 1500 gp
CL 4th 2000 gp
CL 5th 5000 gp

This cost is calculated as the total number of xp needed to gain the NEXT level after being granted those spells divided by 50.

Scrolls at an appropriate shop


MU 1st 150 gp
MU 2nd 400 gp
MU 3rd 1200 gp
MU 4th 2400 gp
MU 5th 10500 gp
MU 6th 12600 gp
CL 1st 160 gp
CL 2nd 680 gp
CL 3rd 1800 gp
CL 4th 2400 gp
CL 5th 5500 gp

Combat
Halfling deadly accuracy confers +3 to hit.

If a PC is struck a mortal blow and they have a shield, their shield will shatter. A magic shield will lose one plus instead (becoming non-magic when
it loses it's last bonus).

Movement in melee is ½ the movement rate (so 30’ to 60’ per round). This makes melee movement rate close to the pursuit rate in the dungeon.
This can be doubled as an all out run for up to 10 rounds.

Movement on the city map is 2 squares per minute for unencumbered if you are moving purposefully towards a destination you know the route to.
Half speed if needing to get bearings and looking at every shop along the way etc.

Improvised weapons are -2 to hit, but still do 1d6 damage.

Hit Points
A character reduced to 0 hit points is unconscious and will need a days rest to recover to 1 hit point. A week spent in town will recover all lost hit
points.

A character reduced below 0 hit points must make a survival roll. The roll is:

d20 <= Con reduced by the number of hit points below 0.

If healing is applied (only from one source), the roll must still be made, but might be at a bonus if hit points are increased above 0. The roll becomes
unnecessary if the healing restores the character to full hit points.

Hit points are rolled anew at each level gain, and if the new roll is better, it is taken. This applies for multi-classing also, if one of your classes gains
a new level, you roll the HP for that class and take it if it’s better.
Dungeoneering
Dwarves also get the increased chances of finding secret doors that elves get (normally finding secret doors is on a 1-2, elves and dwarves get a
sense for presence on a 1-2 and find with search on a 1-4).

Surprise is on a 1-2.

Encounter is on a 6 once per turn.

One character can open a door on a roll of 1-2 on 1d6. Surprise is possible.

Two characters can open a door on a roll of 1-4 on 1d6, Surprise is possible if the roll is a 1.

Three characters can open a door without a roll, surprise is impossible.

If the first try fails, surprise is impossible (the PCs may still be surprised if they have not listened at the door).

Monsters of course can still surprise PCs.

Each door opening attempt takes 1 round.

If you miss resting on the 6th turn, combat is -2 and physical tasks such as door opening are -1. If you subsequently do not rest on the 12th turn,
you will drop from exhaustion on the 18 turn. To recover completely, you must make up missed rest.

Torches last 6 turns, oil in a lantern lasts 24 turns.

Restocking the dungeon: Roll 1d6 + full-weeks-passed for each logical group of rooms cleared, a result of 6+ indicates the group of rooms should
have some kind of re-stocking activity. Add 1 to the roll if a treasure was left unguarded or bodies were not looted.

Taverns and Inns and Other Expenses


The City State of the Invincible Overlord gate toll is 1 gp per head.

The toll for the ferry near Bier is 1 gp, 5 sp for horses and mules, 3 sp for pigs.

Most taverns and inns are 1 gp per night, with some offering a 5 gp weekly rate. Stabling of a horse or mule is 5 sp (and includes fodder).

Drinks at most places are 1-2 sp and 2-4 sp for food (one drink and a decent meal included in the 1 gp lodging at inns outside the city).
The Scholars Inn. The clientele seems to be students, traders, and maybe some rougher characters. There are also clearly some ladies of the night
seeking tricks. Rooms are 5 GP per week, meals 1 SP, Ale 2 CP, furs 1 CP. Per night rate on rooms is 1 GP.

BX House Rules
A cool chart missing from B/X & LL
If I had to guess I'd venture that most fans of the non-Advanced versions of D&D have a mechanic or two found in AD&D that they cherish. For me,
it's the chart that comes right after determining that a wandering monster has appeared but before rolling on charts for wandering monsters by level.
I'm not normally a fan of introducing extra steps into simple procedures like the wandering monster check, but I really like that little chart in AD&D
and OD&D that you check to see what level wandering monster shows up. Instead of third level monsters wandering solely on level three, you can
get monsters visiting from above or below. This adds variety and keeps the players on their toes.

So here's the chart I made for Basic/Expert D&D and/or Labyrinth Lord. I hope the formatting works.

Level of Monster Chart Consulted


Depth Below 1 2 3 4-5 6-7 8+
1 1-4 5 6 - - -
2 1 2-4 5 6 - -
3 - 1 2-4 5-6 - -
4 - - 1 2-5 6 -
5 - - - 1-4 5-6 -
6 - - - 1 2-5 6
7 - - - - 1-4 5-6
8 - - - - 1 2-6
9+ - - - - - 1-6

The BX/LL wandering monster charts have this oddity where there's just one chart for levels four and five and another chart for levels six and seven
combined, which throws off just swiping the AD&D chart. Also, the AD&D chart is d20 based and I wanted a d6 chart. Dungeon level 2 on this chart
represents the ideal I was shooting for: a 50% chance of using the monster table for the level you're on, and a 1 in 6 chance of using the chart for
monsters one above, one below or two below the level.
The DMG notes that number of critters appearing should be scaled by level. First level monsters found on level 2 will generally appear in twice their
usual numbers, fourth level monsters slumming on the third level will have half as many as in their usual group, etc. A single third level wandering
monster will probably be enough to scare the beejesus out of the newbies on level one.

If you use custom wandering monster charts the same effect is easy to achieve. Just put "Roll on the level 2 chart" onto the level one chart and stuff
like that. That's what I did with this monster chart for one of my con games:

Wilderness Stocking
Back in December Orion Cooper over at the Moldy Vale wrote a neat little piece about randomly stocking hexes on your wilderness map. I've been
looking at various random wilderness stocking techniques because the map I'm trying to fill has about 2,400 hexes. Without random generation and
computer assistance stocking that bad boy would take friggin' forever. Besides, I love random generation, as it forces me to work with results
outside the meager scope of things I could come up with on my own.
After looking over some alternatives, I decided to start with the random dungeon stocking chart on page B54 of Moldvay Basic D&D.

Assume "Monster" lairs include things like Old Man Jenkins, the grumpy turnip farmer, and change "Trap" to "Hazard" and you're good to go. Next
steps include developing random Hazards and Special charts and automating the wilderness encounter charts in the Expert rules.

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