
Mutant Raiders of Lemuria
Please read the following list of statements.
• Frequently played Role Playing Games between 1980-1984.
• Owned, read and used the original AD&D Dungeon Master's Guide (the one with the big red demon holding a maiden in one hand and a scimitar in the other).
• Owned, read and/or used the original Deities & Demigods Cyclopedia (the one with Melnibonian & Cthulhu Mythos included).
• Owned, read and/or played 1st or 2nd Edition Gamma World.
• Saw Conan The Barbarian during it's first run at the movies or on Betamax and you thought "that's my bitchin' D&D fighter".
• Watched Thundarr The Barbarian on Saturday Mornings and debated that Ookla the Mok was a Mutated Humanoid while your buddy argued he was a Mutated Animal.
• Saw Road Warrior during it's first run at the movies or on Betamax and thought the Interceptor was perfect for moving your Gamma World party across countless blank white hexagons.
• You were reading over a schematic/flowchart/wireframe and you experienced Deja Vu. An image of an Artifact Complexity Chart suddenly appeared in your mind.
• Owned, read, and/or played Car Wars. You tried to mix Car Wars into your Gamma World game, but the idea fell apart when your players killed themselves while attempting to start the car.
• Your librarian asked why you stopped reading "Choose Your Own Adventure" books and started reading supernatural horror novels by an obscure author named lovecraft.
• You saw a page deep within the appendix section of The Dungeon Master's Guide. It described how to combine Advanced Dungeons & Dragons and Gamma World into a hybrid milieu . For a split second you thought it was an awesome idea. Somehow that idea never really materialized.
If you answered "yes" to three or more of the statements above, please continue reading.
This campaign setting is a thematic mixture of Advanced Dungeons & Dragons, Gamma World, and Call of Cthulhu with some Robert E. Howard-style Hyperboria thrown in for good measure.
Background:
In the distant future, mankind achieved fusion power, interplanetary travel, and sentient robotics. Society had become advanced, and we managed to save our global society from self destruction. Humanity was on it's way to being an interstellar civilization.
The Mayans got the last laugh after all. A cosmic force ravaged the planet in one long night. It wasn't a rouge meteor or something we could have foreseen. The apocalypse was delivered by a fragment from another dimension...eons old and beyond anything man was meant to know. The cataclysm raised continents from the bottom of the ocean and plunged others into the crushing abyss. It caused the extinction of most life on earth and mutated anything that survived. Only faint traces of mankind's great civilization remained. A new power emerged on the planet. It could be described as magic but much more dangerous and difficult to control.
Scattered tribes of mutants have inherited the earth. Among a hundred mutants there is just one unchanged human survivor left from the old world. Powerful city states have risen beneath the feet of ruthless despots. Most of them are just warlords with a might-makes-right claim to authority. Some have uncovered ancient technology, allowing one person the ability to control a primitive and fearful populace. Only a few have tapped the vast power of trans-dimensional dark magic. Some say that these sorcerers have pledged their souls to monstrous god-beings for this unspeakable dark power.
How it works:
Rules for this kind of hybrid setting have been established by the Mutant Future Revised Rulebook: Section 9, Mutants & Mazes. Labyrinth Lord Core Rulebook, Labyrinth Lord Advanced Edition Companion, and Realms of Crawling Chaos will be utilized. If you're not familiar with Goblinoid Games rules, they are virtually identical to TSR's Advanced Dungeons & Dragons and Gamma World, circa 1980.
Races will be Humans, Mutant Humans, Animals, and Plants, and Replicants. Only one Replicant character will be permitted. In this setting, a Replicant like a Flesh Golem in Dungeons & Dragons.
Characters can choose the following classes, but each character must choose unique class within the group: Assassins, Clerics, Druids, Fighters, Illusionists, Magic-Users, Monks, Paladins, Rangers, Thieves.
Here's an example of a party roster with five player-characters. No two characters have the same class:
Alpha, Mutant Animal Ranger
Bravo, Mutant Human Fighter
Charlie, Replicant Assasin
Delta, Pure Human Magic-User
Echo, Mutant Plant Druid
Mutations are scaled down versions of Mutant Future equivalents. Hit Dice for player characters are scaled to the character's class per Labyrinth Lord A.E.C. rules, instead of Mutant Future's Constitution attribute. This situation promotes a little more continuity to the characters, since they progress just like an old fashioned D&D character.
Characters can choose one Secondary Skill.
All rulebooks required for players are available as free "no-art" downloads. I will encourage players to purchase the full-content versions if nothing for the artwork included.
Currently I'm GM'ing a Darwin's World Campaign on Roll20 which will conclude or slow down by the end of April. I'll transition to this campaign during the first half of May. In the meantime, I will accept player applications. There will be six slots available and a backup list of four players will be maintained.
I am planning a six-month duration for Mutant Raiders of Lemuria
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"Beware The Mutant Spider-Goat With A Thousand Hit Dice"