Nov 13, 2021 7:03 pm
Thunder Rift Setting
D&D Basic/Expert or Old School Essentials
Thunder Rift is a hex crawl with modules tied to certain areas of the Rift. There is a lot of nostalgia and adventure to be experienced in the Rift with areas to explore, like the Gloom Fens a once beautiful area blighted by magic, the Brichtwood where a magical spring is said to exist, the Wizard Spire said to be haunted by the undead.
There are also rumors galore of sunken treasure, a ruin that could contain wonders unknown, a black knight who has collected the swords of many heroes and more. Though this setting is a primal version of Mystara it also has its own indelible elements that will awe and engage any group of adventures. Thunder Rift needs heroes!
Needless to say, this is old school D&D, those looking for a 5E like game might be disappointed, no offense intended, it is an older game system with less options. However, I will be using ascending armor class.
Using the Basic Rules 1981 Moldvay edition or OSE, Rules As Written (RAW), with the exception of ascending armor class. 1st level characters. Max Hit Points at Level 1 only.
All experience levels welcome.
Last edited November 19, 2021 12:06 am