Aeron and the Wrekin Border
- Ability scores generation method?
4d6 in order, discard the lowest die. All characteristic requirements are in place.
- Which classes can I play?
All core character classes are in play. The campaign classes from the Core rulebook are also available. The campaign classes from the Players Companion are restricted though. No player may take a Zaharan, Nobiran or Thrassian class build. The Anti-paladin, Gnome Trickster and Warlock classes should be considered carefully and may be vetoed by the Judge depending on the composition of the rest of the party.
- How are death and dying handled?
By the book. When you are dead, you are dead! Note that rolls on the mortality tables will be necessary…
- What about raising the dead?
As per the spell. Getting it cast will be costly in gold or services though. Note that rolls on the mortality tables will be necessary…
- How are replacement PCs handled?
Make up something on the fly. If an appropriate henchman or hireling is available maybe play them until an opportunity to introduce a brand new PC presents itself.
- Initiative: individual, group, or something else?
Individual initiative. PC’s roll, everybody adds their DEX bonus. Monsters generally go on one initiative roll, though significant NPC’s or villains may roll individually.
- Are there critical hits and fumbles? How do they work?
No. Combat is by the book.
- Do I get any benefits for wearing a helmet?
Helmets have no general effects, though a helmet may be useful in a situational way.
- Can I hurt my friends if I fire into melee or do something similarly silly?
Yes, probably more easily than you think! Although some proficiencies can ameliorate the issue.
- Will we need to run from some encounters, or will we be able to kill everything?
Oh, yes. You should run if you think the monsters are going to kill you.
- Level-draining monsters: yes or no?
- Are there going to be cases where a failed save results in PC death?
Almost certainly. Some poisons, some magic and some tricks and traps could all have instantaneous effects.
- How strictly are encumbrance & resources tracked?
By the book. So strictly for overall weight. The armour decision is not necessarily just a question of class choice. There may be a damned good reason why you want to wear leather armour and have maximum combat speed. (See Q10 above).
- What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
Levelling up only happens in down time. New magic-user spells don’t just appear in spell books though. There are no house rules around this. You never level up in the middle of the dungeon/wilderness and you gain spells and abilities subject to the rules…
- What do I get experience for?
Killing monsters and recovering treasure. Isn’t that enough?
- How are traps located? Description, dice rolling, or some combination?
Some of both, although in almost every case, careful role-playing and investigation should allow any trap to be discovered. Again, proficiencies can offset some of the risk.
- Are retainers encouraged and how does morale work?
Hirelings are positively encouraged. Henchmen will be harder to recruit.
Morale is by the book. If the monsters are getting killed they could very well run. If henchmen are being mistreated then they could very well run.
- How do I identify magic items?
By use, by spell or by investigation. Proficiencies may be useful in this regard, a good Loremaster is worth his weight in potions of invisibility.
- Can I buy magic items? Oh, come on: how about just potions?
Magic items are never available “off the shelf”, but items can be commissioned at great cost. The most useful potions are actually already in the equipment list as herbs and poultices. You don’t need a potion of healing, you need a Physick and some herbal remedies!
- Can I create magic items? When and how?
See the rules and the answer to Q19.
- What about splitting the party?
Try not to, but where a shared goal in a manageable location occurs it might be advisable to split the party.