Swords of the Northlands
House Rules and other details

click here to return to the index page

A big "thank you" to the Erwhon Campaign for many of the ideas (as well as much of the text) on this page. 
Cut and paste turns me into a plagirist I'm afraid!


Chapter 1: Ability Scores
Roll  4d6 and drop the lowest.  Do this six times.  Arrange as you see fit.   When a character dies and is raised from the dead,  constitution is permanently reduced by one (see Death and Raise Dead under spells).

Chapter 2: Races
Only races from the PHB will be allowed.

Chapter 3: Classes
Initially, all classes from the PHB are allowed.  Classes and prestige classes from other books subject to DM discretion.
 
Multiclassing
Characters that wish to multiclass will need to find an instructor in the new class and train before they start to multiclass.  Training will usually cost a minimum of 100 gps per current level of the trainee --- thus a 9th level character that wants to add an additional level in another class will need to cough up 900 gps.
Adding the new class requires an INT based roll against DC 15 per month spent training (one roll per month at the end of the month).
Characters cannot multiclass in a manner that violates their current alignment (for example, a lawful character cannot add a level of barbarian (a chaotic class)).

Chapter 4: Skills

Rolls of 20 or 1 on skill checks:
Since this is a game of heroic action, a roll of natural 20 on any skill check succeeds regardless of the modifiers (providing there is any possibility whatsoever of success).  Thus a player can attempt an action with a DC of 30 even if only has 5 ranks in that skill, succeeding only if he rolls a natural 20.  "Taking 20" cannot succeed in this case --- only a naturally rolled 20 will allow your character to "do the impossible" and pick the unpickable lock, balance on a greasy tightrope in gale force wind, etc.  A "heroic" skill check like this can only be attempted once --- if you fail on the first roll you cannot try again until you have gained more skill points and applied them towards the appropriate skill.
All skill checks fail on a roll of 1, regardless of modifiers.  Thus you always have a 5% chance of success and a 5% chance of failure.

Acquiring "Trained only" skills beyond level 1:
Some skills (such as jumping or climbing) can be used untrained.  Others (like picking locks or literacy) cannot be used without  training by a qualified teacher.  A player may add as many trained skills as he can afford at level 1.  If he or she wishes to learn a trained skill at some time in the future, he must first find a willing instructor and then train (see multiclassing above) for a period of at least 1 month at a minimum cost of 10 gps per current level per month (see Multiclassing, above) with a minimum training time of 1 month per rank which they wish to start in a given skill.

Languages:
Although a character may be able to speak a language, this is no guarantee that he/she can read  or write that language (see literacy, below).
Some of the human languages include Lenaran, Old Lenaran, Southron, Tesh, Nordling and Skraeling.  Many humans simple speak common (also known as "Hintern"). 

Literacy:
This is a psuedo-medieval fantasy world.  Most characters will be illiterate unless they take ranks in literacy (with the exceptions listed below by race and class).  Wizards and Clerics will always have literacy in all of the languages which they speak initially.  Characters much take ranks of literacy in each language which they wish to read and write.  Thus a character who speaks Common, Dwarven and Southron will need to take ranks in literacy in Common, Dwarven and Southron.

Exception:  If a character speaks two languages that share a common alphabet (i.e.: Infernal and Abyssal both use the same alphabet) and spends ranks to gain literacy in one of these two languages, he can be considered to be able to read both. 

Clerics: 
Wizards and Clerics will always have literacy in all of the languages which they speak initially.  If additional languages are added later through character advancement, literacy in the same language must be added as well.

Dwarves:   With the exception of dwarf barbarians, all PC dwarves will be automatically literate in dwarven. 

Elves:   With the exception of elf barbarians, all PC elves will be automatically literate in elven.

Wizards, Clerics and Druids:  Wizards and Clerics/Druids will always have literacy in all of the languages which they speak initially.  If additional languages are added later through character advancement, literacy in the same language must be added as well. 

Chapter 5: Feats

Chapter 6: Descriptions 
Each PC should collaborate with the DM on developing a brief background story.  I'd  like this in written form so that I can perhaps weave  threads from your "back story" into the larger game tapestry.

Chapter 7: Equipment  

Starting Money:
First level characters will begin the game with either the funds described in the Player's Handbook or the appropriate "starting package" (player's choice).  Characters that begin the game above first level (e.g.: replacement PCs brought in to replace a lost or dead PC) will NOT begin the game with the absurdly high starting funds described in the 3.5 DMG.  The DM has his own formula to determine starting funds of higher level PCs.

Weapons and Armor:
The technological level of Tellus is lower than that described in the Player's Handbook --- equal perhaps to 10th - 12th century Earth.  Breastplate, half plate, full plate and locking gauntlets are not commonly available.   The dwarves guard the secrets of forging exotic jointed plate armor jealously ---  persons interested in purchasing full plate armor, for example, will probably have to travel to a dwarven stronghold and order it there.

Asian weapons (Kama, Nunchaku, Sai, Siangham, repeating crossbow, etc.) are also not commonly available.

Dwarven Urgosh are probably only available from dwarven weapon smiths, gnome hooked hammers from gnomish smiths, etc.

Bastard Swords:
Bastard swords (known in polite society as "hand-and-a-half swords") are a cross between the longsword and the two handed sword.  A skilled user can use them in one hand (scoring damage equal to a longsword) or in two hands (scoring 1-10 damage plus appropriate bonuses) nad can switch from one handed to two handed use at will (provided his second hand is not otherwise occupied).

Tools and Skill Kits:
It is unlikely that any shopkeeper sells "ready-made" spell component pouches filled with all of the material components needed to cast your character's spells.  Most arcane spell casters gather their own spell components and the 5 gps cost quoted in the PHB represents the cost of gathering said components as well as purchasing a suitable pouch.  With the exception of expensive and exotic ingredients (e.g.: pearls for your "Identify" spell), most ingredients can be gathered at no additional cost other than the normal monthly "upkeep" cost.

Water clocks and similar exotic devices, if available at all, can usually only be purchased from gnomish or dwarven craftsmen.

Chapter 8: Combat

Critical Hits and Fumbles:
On a roll of a natural 20 (or 18 or 19 etc., in the case of weapons with an extended critical threat), weapons will scrore the appropriate critical damage if the crit is confirmed AND the player or monster is entitled to a roll on the "critical hit tables" --- which will possibly cause more damage, knock you opponed down, etc.  A natural 20 hits any armor class no matter what the modifiers.
On a natural roll of 1, the attack fails regardless of modifiers and the player or monster must make a roll on the fumble table --- possibly dropping his weapon, stabbing a comrade, etc.  Ouch!

DEATH AND DYING:
Any time you reach 0 hitpoints or lower, your character needs to roll a successful system shock roll or die immediately.
If you take damage and go from a positive number to anywhere between 0 and a negative number equal to your CON but survive your system shock roll, you are unconscious. If you take damage and go from a positive HP total to a negative number equal to your CON or lower, you are dead. If you are unconscious, you lose 1 HP/round until either somebody heals or successfully "stabilizes" you, or you reach a number of negative hitpoints equal to your CON and die.
Healing magic administered within a number of rounds equal to a character’s CON may bring him back from the dead (roll system shock roll again).

Chapter 9: Adventuring 

Upkeep/Monthly Costs
Each PC will be required to pay a monthly "upkeep" cost in addition to other  costs incurred (see DMG page 130).

self-sufficient: 2gp/ month
Farmers and servants who have most of their food, clothing and shelter provided will pay 2 gps per month in costs related to an occasional pair of shoes, religious tithes, and other completely unavoidable expenses. 

Meagre: 5gp/ month
Meagre income assumes you feed yourself by begging, hunting or foraging, bathe infrequently and sleep in flophouses or outdoors. 

Poor: 12gp/ month
Poor accommodations assume that you live an extremely spartan lifestyle in poor conditions. 

Common: 45gp/month
You live in inns and purchase meals and drink from innkeepers.  You can afford to splurge on regular bathing, laundry, occasional nights of entertainment, etc.

Good: 100gp/month
You stay in private rooms in Inns and eat good food and are provided with wine.  You are well groomed and are able to provide yourself with entertainment, fine clothes, etc.

Extravagant: 200gp/month
You have the best accommodations and throw frequent parties and entertainment's.

Encounters
We will be using  standard encounters described in 3e as "status quo" encounters (see DMG page 48).  "Status quo" encounters are determined by random generation or geography and are not automatically defeated with only the cost of 1/4 of the party's resources.  Thus some encounters will be pushovers, some will be challenging and some will be insane if not impossible.  The players would do well to know when to fight and when to run away.

Experience

Experience points are normally awarded before the next play session starts.  The DM will keep track of the players XP and will make that information available on the campaign web site.  The DM may allow (subject to his discretion) characters to level up between play sessions, allowing players time to research aspects of character advancement between sessions.

Any character who dies in the course of a session does not gain any XP awards for that session if they are subsequently raised. 

I have always given "ad hoc" bonuses here and there (an inspired action that saves the party -- brilliant deduction  --- good role playing or, my favorite, when I player successfully AVOIDS using out of character information for in character benefit).  I have also always given penalties for alignment violation, death/resurrection, etc.

For a long time my house rule has been that NPCs get 1/2 the XP of players.  Thus if a party of 4 players and 2 NPCs finishes an adventure, the XP are divided by 10 --- each PC gets 2 shares and each NPC gets 1.

Chapter 10: Magic 

 Spell books

Spell books hold 100 pages each as per the PHB and each spell takes two pages per level in a book (e.g.. a second level spell takes four pages). To write a new spell into a book costs 50gp per page (or 100 gp per spell level) in rare materials.

Magic Weapons and Armor

Magic weapons and armor are forged out of adamantine or mithril and are not based on masterwork items! It is rumored the elves and dwarves control most sources of mithril and adamantine respectively so they control the trade (limited though it is) in magic armor and weapons. Wooden weapons and armor must be fashioned out of darkwood or similar exotic substances.

Chapter 11: Spells  

Spell casting:  

Death and Raise Dead:
Raise Dead and similar spells never have a 100% chance of success (chance to be determined by the DM but will be modified by alignment behavior, the favor of the gods, etc).  If a creature fails the resurrection roll, his soul departs and the body cannot be properly raised (perhaps a quest to the afterlife to reclaim the soul might work).  Each raising costs 1 point of Con as well as an XP penalty.  Any creature with a Con of 0 cannot be raised.