=====RULES ERRATA===== Here are all corrections/clarifications to all rules in the officially promulgated rule books. **Book 1: Hacklords and Hex Mastery** page 14: thief advancement table: the skill check numbers are off, replace them with the numbers from the Adventuring Skills section on page 20: Level 1-3=1d4\\ Level 4-6=1d6\\ Level 7-9=1d8\\ Level 10-12=1d10\\ Level 13-16=1d12\\ Level 17-20=1d20\\ page 21, Mystic Reserve Skill: the phrase "in time of need" means "while in combat" or "facing injury, loss of life or capture within the next 1-2 rounds." page 25 "Death and Critical Injury" 1--the application of a dose of Healing Salve (see Herbals, book 4) will prevent further blood loss from a critical injury. Also, if the character was at 0 to -4 hit points when the Salve was applied, it will restore the character to 1 hit point and functionality (after one hour). 2--If the character is exactly 0 hit points, he will not suffer blood loss, is conscious but foggy. Such a character will NOT be able to cast a spell, use a scroll, use a wand/staff or rod, make a melee attack, make a missile attack, or re-load a crossbow. He may: use an herbal, salve or take a potion, use a magic item that does not require a command word, drink a beer/wine, eat a healing food. He may move, but only to crawl 5'. Healing such a character to 1hp by any means, will restore him to action. Judge has final over-ride on any action taken when at 1 hp. page 39: ENCOURAGE (first level cleric spell): the save bonus also applies against saves vs Ghoul paralyzation (but only paralyzation from ghouls not other sources). page 40: NEUTRALIZE POISON: the spell works against paralytic poisons, such as those from a Tentabug, as well as deadly poisons. It does not work against ghoul paralysis. page 56, FLAMES (first level magic-user spell) Range should read 10' not 1. page 59, ICE BOLT (2nd level magic-user spell): Save should read Yes, half. Text should read, target may make a saving throw, if it is passed, target takes only half damage. **Book 4: What Things You Can Buy** page 4: Weapon Chart: the Arming Sword covers any other sort of one-handed sword such as a saber, scimitar, spatha, cutlass; The Bastard Sword is also known as the "Brode Sode." page 10: Rope, Special: this silken rope counts as 0 items for encumbrance, not as 1 (carrying more than 200' feet of such rope, i.e., each 5 segments of rope, does count as an item). page 21: Metal Box for 1 Book: Encumbrance should read "1" not "10" Page 27: Horses, see attached document for updated Horse information (mostly prices) {{ ::horses_corrections.docx |}} ***NOTES AND THOUGHTS FOR FUTURE RE-WRITE*** ATTACK BONUS: since AC is capped at 22, might want to reduce the attack bonus of PC's, maybe fighters every 2 levels, clerics every 3, wizards every 5 (or none at all)\\ FIGHTERS: might have overcompensated fighters a bit. I think that "Stand and Fight" should be switched from a class ability to a skill. SKILLS: maybe skill roll should be like a SAVING THROW--1d20+level, make a 17+. Either that or return it to the original elegance of always being 1d6, don't get a 1-2. DUNGEON SEARCHING--change process a little, make it a little more streamlined. Maintain the risk, time means Wandering monsters, but alter rolls, don't know. THIEVES AND LACKEYS: maybe roll thief class and lackeys into a new Skill-monkey class (called a Jack?), better at skill rolls than other classes (depend on skill changes) XC--maybe have some sort of NORMIE class for non-adventurers WEAPON LENGTH: maybe standardize first contact bonus, Monsters use SIZE, Mortals use weapon size to determine who gets the bonus attack at first contact.