The Lawful the Neutral and the Chaotic

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This is the home page for Julius Sleazer's B/X D&D campaign.


House Rules

1.) Fighter and clerics, when unencumbered (carrying 400 cn or less), get a bonus of -3 to AC (doesn't protect vs. backstab).
2.) Thieves, when unencumbered (see above), get a -1 bonus to AC (also doesn't protect vs. backstab).
3.) Fighters and clerics can use their movement to "dive for cover": -2 AC.
4.) Anyone who is unencumbered (see above) and moves during their action gets -1 AC (it's harder to hit a moving target).
5.) Anyone who is in full cover is not a valid target.
6.) Partial cover grants -2 AC.
7.) Anyone in full cover who shoots only gets -2 AC; they're now considered to be in partial cover.
8.) Yes, thieves may "backstab" with firearms.
9.) Max hp at first level for this campaign.
10.) No clerical weapon restrictions for this campaign with the exception of magic weapons: a cleric can't wield a magic weapon of any weapon type which would be forbidden to the class under standard B/X rules.
11.) No non-human PCs.
12.) Initiative and missile fire - Side A wins initiative. Side A closes with Side B and makes a melee attack, if Side A kills Side B via that melee attack, then my interpretation is that they got the jump and Side B is dead before firing a shot. *If* Side B survives, even if it's just with 1 hp, I'll still let them make the missile attack, even though I wouldn't normally allow a rifle (or bow, or sling) attack while meleed. This only applies in this situation.
If combat lasts into a second round, then Side B can't keep making rifle attacks unless they want to try and make a fighting withdrawal (or a full retreat followed by later turning and firing in a different round). The reason I'm doing this is because it should be dangerous to charge right into a line of dudes with rifles levelled at you.
13.) Silver bullets cost 25gp (5x normal)

  • Wilderness Encounter Evasion
    • Per the book, the party can ALWAYS evade successfully if it has the advantage of surprise.
    • Per the book, evasion is totally off the table when the party has been surprised.
    • Dice-rolling on the evasion table comes in when neither side has the advantage of surprise.
    • If the reaction roll is 6-12 and the encountered creature is Neutral or Lawful, the party may evade with out a roll in situations where neither party has surprise.
    • If the encountered creature(s) is/are Chaotic, the party may only auto-evade on a reaction roll of 9-12 (this will also apply to buccaneers, dervishes, and nomads).
    • There is still an element of uncertainty, as some human encounters aren't going to have an obvious alignment.
    • As a general rule, no auto-evasion of non-intelligent undead and/or intelligent undead who basically just attack on sight (a reaction roll isn't really appropriate here). Same would apply to some golems or robots.

Rule Clarification

1.) From here on, I'm going to start adhering strictly to the rules in this regard. This means that if you move at 120, you only move at 40 in combat. If you move at 90, you only move at 30 in combat. Refer to pages B24, X2 in particular, and X24. Not that characters can move at "running movement", which is three times their combat move (in other words, it's equal to their normal ("per turn") move. So, a dude who moves at 120 moves at 40 in combat, but he can run at 120. If you run, that's all you do in combat. You can run away (retreat) or run forward (closing the distance). You can move at your combat move and still do other shit (draw weapons, melee, make a missile attack). Note (as per page X34) that if you are on a creature that is running (like a horse), you can still attack---in other words, a charge with a lance.

Setting

The setting doesn't really have much in the way of human-like races. There are plenty of mutants roaming the wastelands, but they're at least humans or close to it. There is an ancient and quasi-human race, likely descended from an unfortunate group of humans bred for brutality and war; I'll call these orcs, since they're 1 HD monsters with a dislike for the sun. Orcs are, in general, pretty far away from the main campaign area.

Rather than being humanoid or demi-human, most foes are either humans (or mutant versions thereof), animals (or mutant versions thereof), or undead. Expect lots of outlaws, giant animals, demons, wolves, bears, ghosts, zombies, vampires, etc.

Magic and magic-users are present and well-known, but rather more rare than in the average D&D setting. Most magic-users tend to be female (witches and the like), but the most powerful (sorcerers) tend to be male. Magic-users are often (but not invariably) quite evil and selfish. They can still attain a respected (or at least feared) position in society due to the power they wield and the protection which they can offer.

The setting has kind of a dearth of magic weapons, although they're out there. Most magic items found tend to be utility items or potions. That said, adventuresome wanderers are also liable to unearth or otherwise encounter relics of past eras, some of which can prove potent weapons indeed. Purchasing silver, silver-coated, or silver-jacketed weapons or ammunition is slightly *more* common than in the average D&D setting. Holy symbols and holy water are also potent portions of the adventurer's arsenal.


Adventurers

Deceased

  • Arcun Rievers, Human Fighter, gave his life in a one-man stand against direwolves to let his comrades escape
  • Blunk Waterstone, Human Thief. 4/4
  • Sten Norfeldt, Human Fighter 5/8
  • Justin Brue, Human Thief, mangled by a direwolf
  • Elias Stone, Human Thief, killed by a ghoul
  • Dill Le Man, Human Cleric killed by a ghoul
  • Spud, Human Cleric 11/11, killed by a wight? wraith? The last of the original companions to fall.

Inactive

Mounts and Stuff

  • Mule: Sarah III
    • 2x Saddle Bags
    • Rope
    • 2x Large Sacks
    • 6 weeks rations
    • Darrill's leather armour
  • Haff's Riding Horse: 10/10 HP
    • Saddle, bridle, 2x Saddle Bags
    • 2 weeks normal rations
    • 20 normal bullets + 12 silver bullets
    • 100 GP
  • Rock's Riding Horse
    • Saddle, bridle, 2x Saddle Bags
    • 2 weeks normal rations
    • 20 normal bullets
    • 2 vials of holy water
  • Clint's Riding Horse
    • Saddle, bridle, 2x Saddle Bags
    • 2 weeks normal rations
    • 20 normal bullets
    • 2 vials of holy water
  • Darril's Riding Horse
    • Saddle, bridle, 2x Saddle Bags
    • 2 weeks normal rations
    • 10 normal bullets
    • 2 vials of holy water
  • Oda's Riding Horse
    • Saddle, bridle, 2x Saddle Bags
    • 2 weeks normal rations
    • 2 vials of holy water

Loot

  • 46 bullets (stashed at scene of wolf fight)
  • bag of 10 bullets (Clint)

Encumbrance Ape

  • Rock Brody, Human Fighter.
    • Gear: 305
    • Expendables and Coin: 16
    • Loot:
    • Total: 321
  • Haff Winson, Human Thief.
    • Gear: 269
    • Loot: Key A1, Key B
    • Total: 269
  • Clint Leastwood, Human Fighter
    • Gear: 290
    • Own coin: 24
    • Loot: Bullets (10)
    • Total 324
  • Oda the Clumsy, Human Magic-user
    • Gear: 122
    • Loot: --
    • Total: 122
  • Br. Darril Besigh, Human Cleric,
    • Gear: 201
    • Own coins: 35
    • Loot: Key A2, One silver ring worth 50 golden eagles.
    • Total: 236

Marching Orders

Dungeon and Wilderness

  • Clint/Rock
  • Haff/Oda
  • Darril

Bullets

  • Br. Darril Besigh: 26 (Revolver at 6/6) + 11 silver bullets
  • Rock Brody: 25 (Revolver currently at 6/6) + 14 silver bullets
  • Haff Winson: 19 (rifle) + 6 (revolver) + 6 silver bullets
  • Clint Leastwood 37 (Revolver at 6/6) + 10 additional bullets + 15 silver bullets

Maps

The Eastern Fringe of Mankind

Links

Other Encumbrance

  • Rifles weigh 80 cn.
  • Pistols weigh 30 cn.
  • Every 20 rounds of ammo weighs 10 cn.