[CLOSED] Exploring Erillion (LL)
Posted: Mon Jan 03, 2022 4:16 pm
tl/dr: starting with a dungeon and then opening up the setting, a sandbox campaign by an inexperienced DM, posting 2-3 times a week.
About the rules: I intend to run Labyrinth Lord by the book. This ruleset closely imitates B/X, with some notable differences (clerics cast spells at first level). I prefer arranging the standard array (15, 14, 13, 12, 10, and 8) to taste, to ease character creation, but you can roll your stats if preferred.
About the game: I prefer posting on weekdays, every other day should give enough leeway if something comes up. Players are welcome to make their own rolls.
About the campaign:
Since I own some (and soon more) of this setting by Melan (Gabor Lux) I'd like to get some more experience running basic D&D (in this case Labyrinth Lord). My intention is to use only modules created by Melan of which there is a significant amount. We will start at the dungeon (already familiar with eachother's characters), and once that is finished, we will return to the city, at which point the players will be welcome to chose their own adventure (I have 2 more locations of interest and more will arrive by the time we get to that point).
About the setting:

the Isle of Erillion: "a mini-campaign setting caught between rival powers, and the uneasy balance between pockets of civilization and untamed wilderness. Erillion is a classical, low-to-mid level sandbox where you can place adventures at your leisure, and let your players figure out where to go and what to do."
The first centre of civilization printed for the setting is the city of Gont, on the southern shore of the island.

Gont, Nest of Spies: "Gont is a nest of fishermen and sailors, as well as multiple noble families, whose estates along the coast date to the time after the fall of Queen Arxenia. The fortunes of the town have dwindled over time, and it is considered a backwater when compared with Baklin. However, the seemingly calm seas are also home to smugglers and pirates who operate out of multiple well-defended strongholds, drawn by safety from Kassadia’s retribution, and the relative proximity of the busy northern shipping lanes."
We would be starting in-medias-res at the Vaults of Volokarnos (a starter dungeon I moved from the distant south to a tiny isle close to Gont).

The Vaults of Volokarnos: "Orcs have been spotted near an ancient burial complex housing the resting places of old patrician families, and a famous warlord. The masters of the nearby town want the orcs gone... and are willing to overlook a bit of discrete grave-robbing on the side."
About the rules: I intend to run Labyrinth Lord by the book. This ruleset closely imitates B/X, with some notable differences (clerics cast spells at first level). I prefer arranging the standard array (15, 14, 13, 12, 10, and 8) to taste, to ease character creation, but you can roll your stats if preferred.
About the game: I prefer posting on weekdays, every other day should give enough leeway if something comes up. Players are welcome to make their own rolls.
About the campaign:
Since I own some (and soon more) of this setting by Melan (Gabor Lux) I'd like to get some more experience running basic D&D (in this case Labyrinth Lord). My intention is to use only modules created by Melan of which there is a significant amount. We will start at the dungeon (already familiar with eachother's characters), and once that is finished, we will return to the city, at which point the players will be welcome to chose their own adventure (I have 2 more locations of interest and more will arrive by the time we get to that point).
About the setting:

the Isle of Erillion: "a mini-campaign setting caught between rival powers, and the uneasy balance between pockets of civilization and untamed wilderness. Erillion is a classical, low-to-mid level sandbox where you can place adventures at your leisure, and let your players figure out where to go and what to do."
The first centre of civilization printed for the setting is the city of Gont, on the southern shore of the island.

Gont, Nest of Spies: "Gont is a nest of fishermen and sailors, as well as multiple noble families, whose estates along the coast date to the time after the fall of Queen Arxenia. The fortunes of the town have dwindled over time, and it is considered a backwater when compared with Baklin. However, the seemingly calm seas are also home to smugglers and pirates who operate out of multiple well-defended strongholds, drawn by safety from Kassadia’s retribution, and the relative proximity of the busy northern shipping lanes."
We would be starting in-medias-res at the Vaults of Volokarnos (a starter dungeon I moved from the distant south to a tiny isle close to Gont).

The Vaults of Volokarnos: "Orcs have been spotted near an ancient burial complex housing the resting places of old patrician families, and a famous warlord. The masters of the nearby town want the orcs gone... and are willing to overlook a bit of discrete grave-robbing on the side."