Editing The Lawful the Neutral and the Chaotic

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9.) Max hp at first level for this campaign.<br/>
 
9.) Max hp at first level for this campaign.<br/>
 
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.<br/>
 
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.<br/>
11.) No non-human PCs.<br/>
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11.)No non-human PCs.<br/>
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.<br/>
 
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.<br/>
 
13.) Silver bullets cost 25gp (5x normal)
 
  
 
*Wilderness Encounter Evasion
 
*Wilderness Encounter Evasion
 
**Per the book, the party can ALWAYS evade successfully if it has the advantage of surprise.
 
**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.
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**Per the book, evasion is totally of the table when the party has [i]been[/i] surprised.
 
**Dice-rolling on the evasion table comes in when neither side has the advantage of surprise.
 
**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 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.
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**There is still an element of uncertainty, as some human encounters aren't going to have an obvious alignment.
 
**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.
 
**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.
 
14.) '''a.)''' fighters to perform multiple attacks per round (# of attacks permissible = fighter's hit dice + 1, and # of attacks with a missile weapon can't exceed the weapon's current capacity) on opponents with less than 1 HD, provided that none of the opponents fighting the PCs have 1 or more HD. I know some forms of early D&D which I don't myself play or own (OD&D? Holmes, maybe?) allow a similar rule. This is basically meant to permit skilled gunfighters to shoot their way out of bars full of mooks and stuff like that.
 
'''b.)''' fighters, WITH HANDGUNS ONLY, may "dual wield", although they're at -2 to hit when doing so. This is meant to permit blazing away with a pair of revolvers; both weapons have to be handguns, in other words. No two-weapon fighting with a revolver in one hand and a halberd in the other or anything silly.
 
 
==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.<br/>
 
  
 
==Setting==
 
==Setting==
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== Adventurers ==
 
== Adventurers ==
  
*[[Rock Brody]], Fighter 19/19
+
*[[Arcun Rievers]], Human Fighter. 6/9
*[[Haff Winson]], Human Thief, 0/10
+
*[[Elias Stone]], Human Thief. 3/3
*[[Clint Leastwood]], Human Fighter, 26/26
+
*[[Spud]], Human Cleric 5/5
*[[Br. Darril Besigh]], Human Cleric 5/7
+
*[[Justin Brue]], Human Thief, 4/4
*[[Oda the Clumsy]] Magic-user 5/6
+
*[[Haff Winson]], Human Thief, 5/5
  
 
'''Deceased'''
 
'''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
 
*[[Blunk Waterstone]], Human Thief. 4/4
 
*[[Sten Norfeldt]], Human Fighter 5/8
 
*[[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'''
 
 
*[[Amos Stone]], Human Fighter, 9/9
 
  
 
== Mounts and Stuff ==
 
== Mounts and Stuff ==
*Mule: Sarah III
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*Sarah, Spud's Mule
**2x Saddle Bags
+
**Sten's leather coat (armour)
**Rope
+
**crossbow and 20 quarrels
**2x Large Sacks
+
**170gp (Elias)
**6 weeks rations
+
**264 gp, 25 sp and an axe (Arcun)
**Darrill's leather armour
+
**216GP belonging to Blunk
*Haff's Riding Horse: 10/10 HP
+
**111 Silver Leaves (15gp apiece.)
**Saddle, bridle, 2x Saddle Bags
+
**157 gp & 25 sp belonging to Justin.
**2 weeks normal rations
+
**82 gp belonging to Sten
**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 ==
 
== Loot ==
*46 bullets (stashed at scene of wolf fight)
+
* magic? armour
* bag of 10 bullets, 
 
* 2 keys A1, B (Rock)
 
* 1 key 0, 1 key A2, silver ring worth 50gp (Darril)
 
* 4 rifles
 
* 5 rifles (Clint)
 
* 3 rifles (Rock)
 
  
 
== Encumbrance Ape ==
 
== Encumbrance Ape ==
  
*[[Rock Brody]], Human Fighter.  
+
*[[Arcun Rievers]], Human Fighter.  
**Gear: 455
+
**Gear:380
**Expendables and Coin: 25
+
**Loot:0
**Loot: 240
+
**Total: 380
**Total: 720
 
 
*[[Haff Winson]], Human Thief.
 
*[[Haff Winson]], Human Thief.
**Gear: 269
+
**Gear: 227
**Loot: Key A1, Key B, 25gp necklace
+
**Loot:  
**Total: 279
+
**Total:  
*[[Clint Leastwood]], Human Fighter  
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*[[Sten Norfeldt]], Human Fighter  
**Gear: 290
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**Gear: 200 without armour/400 with armour leather armour on mule
**Own coin: 24
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**Loot: 40gp 15 sp carried 82 gp on mule
**Loot: Bullets (10) rifles 400,
+
**Total 255 without armour/455 with armour
**Total 725
+
*[[Elias Stone]], Human Thief.
*[[Oda the Clumsy]], Human Magic-user
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**Gear: 380
**Gear: 122
+
**Loot: 186gp (on mule)
**Loot: --
+
**Total 380
**Total: 122
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*[[Spud]], Human Cleric
*[[Br. Darril Besigh]], Human Cleric,  
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**Gear: 370
**Gear: 201
+
**Loot:  
**Own coins: 35
+
**Total: 370
**Loot: (OoC post 697) Key A2, One silver ring worth 50 golden eagles.
+
*[[Justin Brue]], Human Thief,  
**Total: 236
+
**Gear: 244 (incl. some cash)
 +
**Loot: 192 gp & 25 sp on mule
 +
**Total: 244
  
 
== Marching Orders ==
 
== Marching Orders ==
===Dungeon and Wilderness===
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===Wilderness===
*Clint/Rock
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*Arcun/Spud
*Haff/Oda
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*Blunk/Elias/mule
*Darril
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*Justin/Sten
  
 
==Bullets==
 
==Bullets==
  
 
+
*Elias Stone: 15
*Br. Darril Besigh: 19 (Revolver at 3/6) + 11 silver bullets
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*Justin Brue: 22
*Rock Brody: 16(Revolver #1 currently at 6/6; Revolver #2 currently at 6/6) + 20 silver bullets, 15 (Haff's rifle) + 6 (Haff's revolver)
+
*Blunk Waterstone: 19
*Clint Leastwood 29 (Revolver at 6/6) + 10 additional bullets + 15 silver bullets
+
*Spud: 18
 
+
*Sten Norfeldt: 37
 
+
*Arcun Rievers: 17
*DEAD Rifle Scout: 10/20
 
*Pistol Scout: 0/6
 
*DEAD Pistol Scout: 0/6
 
*Pistol Scout: 0/6
 
*Pistol Scout: 0/6
 
 
 
==Maps==
 
 
 
''The Eastern Fringe of Mankind''
 
*[[https://docs.google.com/drawings/d/14w6ECfv_I4TIScL_6nK5nKFqF80FPg4df258LUg9FqY/edit Mausoleum In the Woods Near Jauntytown]]
 
 
 
*[[https://docs.google.com/drawings/d/1XKGpgLUCH1LVeCeBhtVzdOrgIUqJyPcsb9FWIS_wptY/edit Ruins in the woods Near Freetown]]
 
  
 
== Links ==
 
== Links ==
 
*[[To_Wander_Beneath_A_Far_Star:_Equipment_and_Movement|Equipment & Movement]]
 
*[[To_Wander_Beneath_A_Far_Star:_Equipment_and_Movement|Equipment & Movement]]
*[[Imladril_Blank_Sheet|Blank Character Sheet]]
 
 
== Other Encumbrance ==
 
*Rifles weigh 80 cn.
 
*Pistols weigh 30 cn.
 
*Every 20 rounds of ammo weighs 10 cn.
 

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