Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

[LFP] [AD&D 2e] (Sundays, 6pm EST) Calling all sellswords, scoundrels, magic-users, and holy men! Fame, fortune, and power await you in the Ice Kingdoms!

LF 1-2 Players to join a unique and brutal campaign inspired by shows like Game of Thrones, Vikings, and more...Sundays @ 6pm EST!  Far to the north of the known world, at the edge of civilization, lies a collection of borderlands stretching between fair Adierolf and vile Dargogran, a mountainous and savage untamed wilderness of marauders, monsters, and mysteries known to the world as The Land Bridge.  But the Land Bridge holds more than just chaos and danger for it is also home to the savage and misunderstood Ice Kingdoms.  "The northern wilderness is empty of everything but the most dangerous of monsters and the wildest beasts. The only men who can survive there either live as beasts themselves or band together in kingdoms of blood and ice..." Within the Ice Kingdoms, law rules only at the level of the city, clan, or village, and only within them.  The Thanelands are a series of connected cities, villages, tribes, clans, and fortified keeps. But in between these safe havens lies the natural world of the Ice Kingdoms, the domain of the wild animals and monsters of the world. While roads connect settled areas, there is no way to guarantee safety to the travelers, pilgrims, and merchants who travel these routes. Staying overnight in the Wildland, as it has come to be known, is not safe. Thanelaw cannot protect you where it does not hold sway. Noble titles, money, name, and reputation do no protect you from wild beasts or the ravages of a frozen night away from the hearth. Players will begin their journey from one of the villages within the Thanelands, along the coast of the Atalac Sea. They will set out into the Wildland to make a name for themselves, and eventually (if they manage to survive) rise to great power-in hopes of being strong enough to unite the Ice Kingdoms against the rising threats from beyond its borders. Current Roster: Trollborn Druid/Mage/Ranger  (Bladesinger kit) Human (Huirdu) Priest of Thrar (Nobleman Priest kit) Human (Huirdu) Conjurer (Warlock kit) Human (Varyag) Fighter/Thief (Thug Kit) Human (Ursan ) Paladin of Udriel (Noble warrior kit) Gnome (Deep) Psionicist (Esper) Ogre Magi Death Priest of Xeiros (Prophet kit) Human (Wutenfolke ) Trade (Swashbuckler kit) Tiger Wemic Priest of Varstraea (Fighting-Monk kit) Hiatus Roster: Human (Fenrir, War Wolf sub-clan) Fighter (Myrmidon kit)
I'd be interested but sadly I never got a chance to try that edition of D&D.
2e is pretty easy once you get the hang of a few mechanics, doesnt take much to learn at all