Post by captaincrumbcake on Nov 9, 2015 21:27:26 GMT -5
Anyone wishing to use the maps or setting of The Lost Lands will likely do so running the rules system of their preference; I would hope this to be OD&D74 and perhaps the supplements; maybe some Holmes or even BX. But as I am laying down information regarding this as a campaign, I will also provide my notes and thoughts for consideration.
I PLAYERS & CHARACTERS
1. CLASSES: Fighting Man(including the Paladin, but heavily modified/and ranger), Dwarf, Elf, Hobbit, Healer*, Thief
a. HD are heavily modified for this campaign, as I will(would) use the "Dun Mark Supplement" document.
b. Alignment allowed is Lawful or Neutral.
2. MAGIC
a. The idea of a magic item is totally unknown at present. At least, by the common populations; only a few of the most senior or ruler types could possibly be in possession of 1 or 2 "things"...that they don't fully understand nor know how to employ.
b. Spell use/power has been removed from The Lands for over 2 millennium. Though clerical orders exist, they function far differently in The Lands than players will expect (this is explained below). Arcane magic-use (sorcery) has been banished for 2 millennium!!
* CONCERNING SPELLS & THEIR USE
Clergy in the Lost Lands are more alike to medieval priests during the time of the plague throughout western Europe. They have no actual spell powers, though they may still Turn undead(Note: this affects only undead with working minds--not zombies/skeletons.) The highest ranking clergy (per race) usually possesses clerical relics of the past; items found by expeditions, these empower them, thus allowing them to control all the monastic orders in their jurisprudence. Generally, clerics and their Orders maintain a low profile among the population, since the deities abandoned the peoples of the land two millennium ago. And while they themselves are not disrespected individually for the actions of their ancestor-predecessors, in social standing they rank just above magic-users, and beneath thieves!
Magic use and magic-users have been forbidden since the cataclysm. Anyone caught studying or practicing the black arts is punished by incarceration and often physical maiming to prevent future attempts to use the arcane powers. Those still practicing the dark arts do so in secret, and have created covens where they can meet and congregate to exchange knowledge among them-selves.
Healers are individuals knowledgeable in the medicinal means of repairing physical damage, restoring strength and vitality, vanquishing ailments (colds, coughs, fits, etc.) lancing boils, removing fevers, calming hysteria, cauterizing severed limbs, etc. More about them will following in future posts.
KARDAGIN KEEP (Just some thoughts)
Kardagin Keep is located in the northwestern reaches of the barony of Dun Mark. It stands as the first line of defense against invaders from the north and west. Originally nothing more than an outpost, in the years following the great cataclysm it was the first refuge for humans fleeing south to escape humanoid-monsters scouring the lands for food. Manned by former soldiers of the Great Kingdom, it has stood for two millennium under the command of an elected steward from among the military body residing within.
A bastion of Law, the citizenry accepts and swears fealty to the Baron of Dun Mark; currently, this is Lord Dunhill. And from the Keep, expeditions into the old-world lands for the purpose of retrieving/regaining lost artifacts and family heirlooms report all that is found/discovered to the baron-seat; keeping only a finder's fee in cases where family claims are upheld in court.
The Keep residents are fully self reliant, needing no outside assistance regarding basic needs. Certain families are more skilled in some areas (leather working, hunting, mining, cloth making, animal husbandry, etc.) but everyone has at least an apprentice level skill with repairing one's own foot wear, clothes, tools, weapons, etc.
The nearby hills to the west provide ample populations of animals for hunting; resulting also in the byproducts of successful kills. And several locations within the hills themselves are the source of mineral ores that are mined; from which the various metal tools, weapons and armor can be forged.
Milo Turin, Captain of Kardagin Keep. FM8 50 hp, plate armor + shield (AC2), sword (d6), move 60'/T Lawful
Nolan Styles, Lt. FM7 43 hp, plate armor + shield (AC2), sword (d6), move 60'/T Lawful
Lyman Camp, Jr. Lt. FM6 31 hp, plate armor + shield (AC2), hand-axe (d6), move 60'/T Lawful
Lars Bick, Sgt. Major FM5 24 hp, chain mail armor + shield (AC4), mace (d6), move 90'/T Lawful
Stone Giants x2, 9HD 46/40 hp, AC4, stone club (2d6), move 120'/T Neutral
Griffons x3, 7HD 36/34/32 hp, AC3, claw-claw/bite (d4-d4/2d8), move 120'(300' flying)/T Neutral
Men-at-arms x110 1HD 1-8 hp ea., leather armor + shield (AC6), Lt. Crossbow & hand-axe(d6 ea.), move 120'/T Neutral-Lawful
Armorer x3
Engineer
Healer*
Smith x3