Difference between revisions of "The Lawful the Neutral and the Chaotic"

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(Mounts and Stuff)
(Encumbrance Ape)
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*[[Arcun Rievers]], Human Fighter.  
 
*[[Arcun Rievers]], Human Fighter.  
**
+
**Gear:
 +
**Loot:
 +
**Total
 
*[[Blunk Waterstone]], Human Thief.
 
*[[Blunk Waterstone]], Human Thief.
 
**Gear: 224
 
**Gear: 224
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**Total: 224
 
**Total: 224
 
*[[Sten Norfeldt]], Human Fighter  
 
*[[Sten Norfeldt]], Human Fighter  
**
+
**Gear:
 +
**Loot:
 +
**Total
 
*[[Elias Stone]], Human Thief.
 
*[[Elias Stone]], Human Thief.
**
+
**Gear:
 +
**Loot:
 +
**Total
 
*[[Spud]], Human Cleric  
 
*[[Spud]], Human Cleric  
**
+
**Gear:
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**Loot:
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**Total
 
*[[Justin Brue]], Human Thief,  
 
*[[Justin Brue]], Human Thief,  
**
+
**Gear:
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**Loot:
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**Total
  
 
== Links ==
 
== Links ==
 
*[[To_Wander_Beneath_A_Far_Star:_Equipment_and_Movement|Equipment & Movement]]
 
*[[To_Wander_Beneath_A_Far_Star:_Equipment_and_Movement|Equipment & Movement]]

Revision as of 03:00, 17 November 2013

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.

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

Mounts and Stuff

  • Sarah, Spud's Mule
    • 300GP from the Pond

Loot

  • magic? armour

Encumbrance Ape

Links