It's been years since I've played, and I'm DMing in a week (homebrew input?)...

Post/Author/DateTimePost
#1

painfool

Mar 22, 2011 17:42:11
(((EDIT:  It's probably worth stating that we're playing 3.5 - sorry for the omission.)))

...like the title states, it has been years since I last played, but a bunch of my friends got together recently and told me that they missed playing and that they liked my DMing style... so next week I'm starting up a weekly campaign.  Since the beginning, I've always vastly prefered running homebrew games to published settings - mainly because I enjoy being able to make decisions on the fly and not have to deal with players telling me that I'm not following the setting properly...
Anyway, if any of you have a brief moment to spare, I've typed up a bit of info for my campaign that I'm going to put into a brief pdf for my players... and I've love any input you can offer.  Things you like, things you don't, things I'm missing, etc.  I know that this forum sees a ton of these posts all the time, so I won't be upset if this gets ignored... but any input that anyone is willing to offer would be fantastic.  For the overall 'feel,' this is a fairly typical 'middle-magic' campaign that will probably fall dead in the middle of the 'hack n slash'/'combat-less urban intrigue' balance.

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I'm going to post the pages for my players first - I think everything is fairly self-explanatory, but please let me know if not (if you questions, my players probably do too):


Preliminary House Rules


*** NO EVIL PC'S ALLOWED. You can be any non-evil (LG, NG, CG, LN, N, CN), but partially-evil PC campaigns quickly become ridiculous and not very fun.


Regarding classes:


Allowable Classes:




  • Everything in the Player's Handbook (PHB)




  • Hexblade (Complete Warrior)




  • Swashbuckler (Complete Warrior)




  • Scout (Complete Adventurer)




  • Spellthief (Complete Adventurer)




  • Favored Soul (Complete Divine)




  • (if you REALLY want something else, let me know and we can discuss it)




  • *** NO PSIONICS. AT ALL. EVER. ***




For the most part, alignment restrictions on classes will not be enforced, but are still recommended as guidelines.


All sorcerers get the feat Eschew Materials for free, but do not receive familiars. They may take “Familiar” as a feat to acquire a familiar. A minor difference in familiars: a wizard's familiar is there willingly because they have been enchanted/charmed into wanting to serve the wizard, while a sorcerer’s familiar has been enslaved by the dominant will of the sorcerer and thereby has limited free will of it's own.


A couple notes on races:




  • No half-elves. They don't exist, period. While elves are capable of intercourse with other races, elves can not have children with any other races. All of the other races in the PHB exist and may be chosen.




  • If you want to play a non-PHB race, let me know and we can discuss.




  • Elves are a significant minority. While they aren't so uncommon are to be a rare sight, they are easily the least common of the 'common races' found in the PHB (with the possible exception of half-orcs, since the hybrid human-orc offspring themselves are exceptionally rare).




  • Regarding age: Humans, orcs, and half-orcs can occasionally live to see 100 and are adults at 15. Halflings can age up to the around 150-175 but are likewise considered adults at 15. Dwarves and gnomes typically live to be between 200 and 250 years old and are adults at 30. Elves commonly live to around age 400 and are considered adults at 50 (but treated as extremely young and immature adults by most older elves until they reach around 100).




Armor: The base armor bonus of all Medium armor is increased by +1. The base armor bonus of all Heavy armor is increased by +2.


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(The reason for the armor change is because in basically every single D&D game I've ever played, I've never seen a player wear anything heavier than a chain shirt...  It seems like it's almost always better to just be a dex monkey than wear respectable armor.  Let me know if I'm being stupid on that one.  The reason for the age change is really just a personal preference to be honest - I have trouble believing that humans could really thrive in a world where they live like 15% the lifespan of the other races.  Again, let me know if I'm being stupid.)
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Basic city/town info:
Ferodale - Small farming village, not really of note.  Great soil allows for a decent variety of crops and livestock, easily allowing Ferodale to fairly self-sufficient.
Ridgevale Cross - Newly forming town being built in the valley of a (formerly) hostile mountain range.  Most of the involved cost is being fronted by Lombardi (see NPC info below) who hopes to gain great wealth in tolls on the roads in/out of Ridgevale Cross as well as at the gates of the town itself.
Hoebglen - Tiny "shire-like" gnome town.  Fairly reclusive population, the town is really only of note due to it's new trade agreement for Hoebglen-made wine.
Silverlake City & Silverlake Summit - Massive and wealthy dwarven city built right into the rock face of a spectacular silver-bearing mountain.  The goods produced at Silverlake are generally of notable quality.  While some basic crops are built in the Summit village below the city, a massive amount of the food required to feed the city has to be imported, largely from distance neighbor Sado City.  As such, the newly created safe passage from Ferodale via Ridgevale Cross is a great prospect for Silverlake.
Sado City - Massive multi-cultural city ruler by elven houses.  It's location makes it a sort of multi-national trading post.  As such, Sado city is one of the largest and wealthiest cities in the known world.
(Silverlake and Sado City likely won't be seen by the players for some time, so I'll flesh them out in more detail later... none the less though I have some plotlines/hooks in place already).

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Religion:


The Ring of Ten


(the greater deities)


Tiamat, the Adjudicator (Balance): A massive 3-headed golden dragon who sits at the center of the Ring and acts as impartial judge. His/her (considered to be completely genderless) word is final and not to be overturned. Rarely known for much original thought, instead seeming to exist almost only for his purpose as judge. Has no other plane of origin, but rather exists in the unique plane of the Ring. Any neutral person may choose to worship Tiamat, but a more specific deity is a more common choice. True Neutral.




Yaela, the Beginning (Life): A nondescript humanoid woman without hair or facial features and of absolute pure white skin. With Beirut, referred to as “the Twins.” Is responsible for giving life to the all living creations and for working with Beirut to maintain balance. Lives in the Underworld (plane of souls). Not commonly directly worshiped as she is seen to be more of a passive force than a active deity.
Lawful Neutral. Domains: Healing, Law.




Beirut, the End (Death): A nondescript humanoid man without hair or facial features and of absolute pure black skin. With Yaela, referred to as “the Twins.” Is responsible for overseeing the dead in their journey and for working with Yaela to maintain balance. Lives in the Underworld (plane of souls). Not commonly directly worshiped as he is seen to be more of a passive force than a active deity.
Lawful Neutral. Domains: Death, Law.




Corellon, the Champion (Charity & Prosperity): Rumored to appear as a tall and slender elven male. Serves as the champion for the supposed 'intelligent races' before the Ring. Known for rewarding good works and selfless devotion to good. Rules the Celestial plane. Despises the blood-lust of Kord and is engaged a seemingly endless war between their planes. Easily one of the most worshiped of the greater deities, especially among good characters and elves.
Lawful Good. Domains: Good, Law, Protection.




Kord, the Destroyer (Destruction & Battle): Known as a disgusting half-human half-orc beast of incredible size, impossible physique, and only one massive cyclopian eye. Kord is the god of strength and battle who serves an important role in the world in forcing change and progress. Rules the plane of Fire (sometime called the plane of War). Despises the weak Corellon and is engaged a seemingly endless war between their planes. Worshiped by many war-faring people (even those of good or neutral alignment) and most barbarian tribes.
Chaotic Evil. Domains: Chaos, Destruction, Evil, Fire, Strength, War.




Thrym, the Sage (Knowledge & Magic): Legend claims that Thrym was once a mortal wizard who achieved such knowledge that he ascended to the Ring as an immortal deity. Thrym is rumored to appear as any of the intelligent races of the world. He is the god knowledge, progress, and the (disputed) god of magic. He is in eternal conflict with Vecna over the ownership of the plane of Magic. Thrym is the most common deity among wizards and a common choice for any person seeking higher education.
Lawful Neutral. Domains: Knowledge, Law, Magic.




Vecna, the Unseen (Secrets & Magic): Supposedly never before seen by mortals, Vecna's appearance is a mystery, but her followers commonly use a symbol of a closed hand grasping a purple ribbon to represent her. She is the god of evil, secrets, and the (disputed) god of magic. She is in eternal conflict with Thrym over the ownership of the plane of Magic. Vecna is a very common deity for sorcerers (since her magic innate rather than based on knowledge), rogues, and a massive number of criminals.
Chaotic Evil. Domains: Chaos, Evil, Magic, Trickery.




Obad-Hai, the Creator (Nature & Earth): An earth elemental of ever-changing shape. Obad-Hai is the god and creator of all nature and the earth itself. She is interested in seeing how her creation will live and grow on it's own, although she frequently will give the natural world the occasional encouraging push. Obad-Hai rules the plane of Earth. She is often worshiped by druids (who refer to her as “the Earthmother”), rangers, and any other who is reverent of the natural world.
Neutral Good. Domains: Animal, Earth, Healing, Plant.




Neptune, the Shaper (Air & Sea): A statuesque man composed of swirling water. Nepture is the god of the air and the water, and of the chaotic nature of both. It is said that Neptune's wind and waves are what actually shaped the creation of Obad-Hai into the world as we know it. Rules the plane of Water. Neptune is commonly worshiped by any chaotic people and by anyone close to the ocean or sea who is hoping to win his favor.
Chaotic Good. Domains: Air, Chaos, Water.


 


Pelor, the Shining One (Sun & Travel): Pelor is said by his follows to be not just the god of the sun, but that the actual sun itself is the physical body of Pelor. Pelor is the guiding light and therefore it is his light that encourages exploration of the unseen world. He is the god of the sun, travel, light, and exploration. Pelor is said to dwell in, but not rule, the Celestial realm. Bards and any nomadic people are extremely typical followers of Pelor, but he is a common devotion choice for any of the intelligent races.
Lawful Good. Domains: Law, Sun, Travel.




Cyndor, the Infinite (Moon & Time): Supposedly without any physical form, Cyndor is told to exist only as pure energy. Cyndor is the god of the moon and of time and said to exist outside of normal comprehension, existing simultaneously at all moments as one. Cyndor exists in the chaotic outreaches of knowledge and thrives on things that defy understanding. Cyndor is known to traverse the planes frequently, but most commonly calls the Underworld her “home.” Cyndor is rarely directly worshiped by the intelligent races, but can sometimes be considered a sort of inspiration for certain wizard sects and can be is often seen as relate-able to the insane.
Chaotic Neutral. Domains: Chaos, Knowledge, Luck.




Lesser Deities:


Kord's Vassals: Joramy (fire), Caliban (plague), Hextor (war), Incabo (famine).


Twin's Vassals (all nameless): The Reaper (death), The Ferryman (death), The Seraph (healing), The Merciful One (healing).


Corellon's Vassals: Melora (the justicar), Arvoree (the defender), Heironeous (the paladin).


Thrym's Vassals: Koriel (the scholar), Boccob (the magician), Palin (the machinist).


Vecna's Vassals: Loki (the trickster), Dallah-Thaun (the keeper of secrets), Hastur (of the wild magic).


Obad-Hai's Vassals: Oberon (keeper of the animals), Elebrin (bringer of the harvest), Ulaa (maiden of stone), Tatiana (the garden-mistress).


Neptune's Vassals: Chan (of air), Olydra (of water), Remni (of the flying creatures), Deethan (of the water creatures).


Pelor's Vassals: Suuni (who drives the chariot, god of exploration), Aurifar (the holy light, god of light).


Cyndor's Vassals (worship Cyndor, but receive no acknowledgment in return): Labelas Enoreth (god of time & history), Avandra (god of change & luck)




Unaligned Deities:


Racial gods: Freya (humans & halflings), Moradin (dwarves & gnomes), Ehlonna (elf), Gruumsh (orcs & goblins), Semuanya (lizardfolk), Gorellik (gnolls), Bahamut (dragons).


Commonly worshiped demi-gods: Lirr (art & poetry), Flandal Steelskin (mining & smithing), Jazirian (peace & learning), Olidammara (music & humor), Zai Chulth (wisdom & discipline, common with monks), Erythnul (hate & slaughter), Afflux (necromancy & death), Estanna (hearth & home), Mouqol (trade & negoitation), Osprem (fishing & sailing), Umarlee (cities & progress), Meriadar (crafting & enchantments), Hansirth (celebration & alcohol)




Many other lesser deities and demi-gods exist, some known and some unknown. Additionally there are many who worship no deity, and even some who actively despise the gods and want to see the end of their worship.





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  Now onto the stuff the players *won't* have direct access to.... for flow's sake I'll post that in a seperate reply.


Religion:


The Ring of Ten


(the greater deities)


Tiamat, the Adjudicator (Balance): A massive 3-headed golden dragon who sits at the center of the Ring and acts as impartial judge. His/her (considered to be completely genderless) word is final and not to be overturned. Rarely known for much original thought, instead seeming to exist almost only for his purpose as judge. Has no other plane of origin, but rather exists in the unique plane of the Ring. Any neutral person may choose to worship Tiamat, but a more specific deity is a more common choice. True Neutral.


 


Yaela, the Beginning (Life): A nondescript humanoid woman without hair or facial features and of absolute pure white skin. With Beirut, referred to as “the Twins.” Is responsible for giving life to the all living creations and for working with Beirut to maintain balance. Lives in the Underworld (plane of souls). Not commonly directly worshiped as she is seen to be more of a passive force than a active deity.
Lawful Neutral. Domains: Healing, Law.


 


Beirut, the End (Death): A nondescript humanoid man without hair or facial features and of absolute pure black skin. With Yaela, referred to as “the Twins.” Is responsible for overseeing the dead in their journey and for working with Yaela to maintain balance. Lives in the Underworld (plane of souls). Not commonly directly worshiped as he is seen to be more of a passive force than a active deity.
Lawful Neutral. Domains: Death, Law.


 


Corellon, the Champion (Charity & Prosperity): Rumored to appear as a tall and slender elven male. Serves as the champion for the supposed 'intelligent races' before the Ring. Known for rewarding good works and selfless devotion to good. Rules the Celestial plane. Despises the blood-lust of Kord and is engaged a seemingly endless war between their planes. Easily one of the most worshiped of the greater deities, especially among good characters and elves.
Lawful Good. Domains: Good, Law, Protection.


 


Kord, the Destroyer (Destruction & Battle): Known as a disgusting half-human half-orc beast of incredible size, impossible physique, and only one massive cyclopian eye. Kord is the god of strength and battle who serves an important role in the world in forcing change and progress. Rules the plane of Fire (sometime called the plane of War). Despises the weak Corellon and is engaged a seemingly endless war between their planes. Worshiped by many war-faring people (even those of good or neutral alignment) and most barbarian tribes.
Chaotic Evil. Domains: Chaos, Destruction, Evil, Fire, Strength, War.


 


Thrym, the Sage (Knowledge & Magic): Legend claims that Thrym was once a mortal wizard who achieved such knowledge that he ascended to the Ring as an immortal deity. Thrym is rumored to appear as any of the intelligent races of the world. He is the god knowledge, progress, and the (disputed) god of magic. He is in eternal conflict with Vecna over the ownership of the plane of Magic. Thrym is the most common deity among wizards and a common choice for any person seeking higher education.
Lawful Neutral. Domains: Knowledge, Law, Magic.


 


Vecna, the Unseen (Secrets & Magic): Supposedly never before seen by mortals, Vecna's appearance is a mystery, but her followers commonly use a symbol of a closed hand grasping a purple ribbon to represent her. She is the god of evil, secrets, and the (disputed) god of magic. She is in eternal conflict with Thrym over the ownership of the plane of Magic. Vecna is a very common deity for sorcerers (since her magic innate rather than based on knowledge), rogues, and a massive number of criminals.
Chaotic Evil. Domains: Chaos, Evil, Magic, Trickery.


 


Obad-Hai, the Creator (Nature & Earth): An earth elemental of ever-changing shape. Obad-Hai is the god and creator of all nature and the earth itself. She is interested in seeing how her creation will live and grow on it's own, although she frequently will give the natural world the occasional encouraging push. Obad-Hai rules the plane of Earth. She is often worshiped by druids (who refer to her as “the Earthmother”), rangers, and any other who is reverent of the natural world.
Neutral Good. Domains: Animal, Earth, Healing, Plant.


 


Neptune, the Shaper (Air & Sea): A statuesque man composed of swirling water. Nepture is the god of the air and the water, and of the chaotic nature of both. It is said that Neptune's wind and waves are what actually shaped the creation of Obad-Hai into the world as we know it. Rules the plane of Water. Neptune is commonly worshiped by any chaotic people and by anyone close to the ocean or sea who is hoping to win his favor.
Chaotic Good. Domains: Air, Chaos, Water.


 


Pelor, the Shining One (Sun & Travel): Pelor is said by his follows to be not just the god of the sun, but that the actual sun itself is the physical body of Pelor. Pelor is the guiding light and therefore it is his light that encourages exploration of the unseen world. He is the god of the sun, travel, light, and exploration. Pelor is said to dwell in, but not rule, the Celestial realm. Bards and any nomadic people are extremely typical followers of Pelor, but he is a common devotion choice for any of the intelligent races.
Lawful Good. Domains: Law, Sun, Travel.


 


Cyndor, the Infinite (Moon & Time): Supposedly without any physical form, Cyndor is told to exist only as pure energy. Cyndor is the god of the moon and of time and said to exist outside of normal comprehension, existing simultaneously at all moments as one. Cyndor exists in the chaotic outreaches of knowledge and thrives on things that defy understanding. Cyndor is known to traverse the planes frequently, but most commonly calls the Underworld her “home.” Cyndor is rarely directly worshiped by the intelligent races, but can sometimes be considered a sort of inspiration for certain wizard sects and can be is often seen as relate-able to the insane.
Chaotic Neutral. Domains: Chaos, Knowledge, Luck.


 


Lesser Deities:


Kord's Vassals: Joramy (fire), Caliban (plague), Hextor (war), Incabo (famine).


Twin's Vassals (all nameless): The Reaper (death), The Ferryman (death), The Seraph (healing), The Merciful One (healing).


Corellon's Vassals: Melora (the justicar), Arvoree (the defender), Heironeous (the paladin).


Thrym's Vassals: Koriel (the scholar), Boccob (the magician), Palin (the machinist).


Vecna's Vassals: Loki (the trickster), Dallah-Thaun (the keeper of secrets), Hastur (of the wild magic).


Obad-Hai's Vassals: Oberon (keeper of the animals), Elebrin (bringer of the harvest), Ulaa (maiden of stone), Tatiana (the garden-mistress).


Neptune's Vassals: Chan (of air), Olydra (of water), Remni (of the flying creatures), Deethan (of the water creatures).


Pelor's Vassals: Suuni (who drives the chariot, god of exploration), Aurifar (the holy light, god of light).


Cyndor's Vassals (worship Cyndor, but receive no acknowledgment in return): Labelas Enoreth (god of time & history), Avandra (god of change & luck)


 


 


 


Unaligned Deities:


Racial gods: Freya (humans & halflings), Moradin (dwarves & gnomes), Ehlonna (elf), Gruumsh (orcs & goblins), Semuanya (lizardfolk), Gorellik (gnolls), Bahamut (dragons).


 


Commonly worshiped demi-gods: Lirr (art & poetry), Flandal Steelskin (mining & smithing), Jazirian (peace & learning), Olidammara (music & humor), Zai Chulth (wisdom & discipline, common with monks), Erythnul (hate & slaughter), Afflux (necromancy & death), Estanna (hearth & home), Mouqol (trade & negoitation), Osprem (fishing & sailing), Umarlee (cities & progress), Meriadar (crafting & enchantments), Hansirth (celebration & alcohol)


 


 


 


 


 


 


 


Many other lesser deities and demi-gods exist, some known and some unknown. Additionally there are many who worship no deity, and even some who actively despise the gods and want to see the end of their worship.


#2

painfool

Mar 22, 2011 18:02:27

IMPORTANT CHARACTERS:


Town of Ridgevale Cross (Nearest town is Ferodale, a small farming village about a two days journey by horse.)


Rubin Nilstone – Gnome. Son of wealthy winemakers from tiny gnome hamlet (similar to LotR's “The Shire”) who wanted to make a new for himself in the outside world, as well as introduce his father's wines to the world. A wine connoisseur, Rubin wants to make a sophisticated tavern of high-end product for aristocratic people. Rubin cares a good deal about his public image, especially among those he considers to be educated, refined, or important. Half owner of 'the Double R Inn & Tavern' with Reagan. Originally he and Reagan had both attempted to open their own taverns, but quickly decided after fighting over lowering prices to attract customers that they could do better overall by partnering together. Very attracted to Reagan, but will would never admit it since Rubin doesn't think she's 'classy' enough for him.


Cubin Nilstone – Gnome. Rubin's brother. Bard, wasn't interested in the family business but rather by the stories that his father used to say inspired his wines. Left home at a fairly early age (and with his laid-back father's blessing) to the nearest human civilization to “collect stories” from the outside world. Has a massive book collection in many languages (including a few basic scripts in druidic) he keeps in a magic bag that his father had made for him, which hold twice as much as its size would normally allow and at only half the normal weight. Wants to document history and formation of Ridgevale Cross.


Garitt Nilstone – Gnome. Rubin & Cubin's father, and maker of Hoebglen Crest wines. Hoebglen is the gnomish hamlet where Rubin & Cubin grew up. Thanks to his son Rubin, Garitt has a trade agreement with a farmer from ___ to send Garitt's wines along with his own crops on to Ridgevale Cross.


Reagan Plast – Halfling rogue with a knack for gathering information and hearing things she shouldn't. Ran out of many towns for learning too much about criminal activity, politics, etc. Having spent a good amount of time in seedy taverns, and realizing what money there is to be made in one if the proprietor has information to sell along with her booze, Reagan decided that it was time to use her skills to enjoy the leisurely life for once. Half owner of 'the Double R Inn & Tavern' with Rubin. Originally she and Rubin had both attempted to open their own taverns, but quickly decided after fighting over lowering prices to attract customers that they could do better overall by partnering together. Unlike Rubin, Reagan handles the more unsavory parts of the business – from tab collecting to purchase negotiating, to dealing with violent drunks. Reagan also is responsible for making sure there is plenty of cheap drink for common folk available, not just Rubin's high-end merchandise.


Bragg Boulderfist – Dwarven captain of the guard. Not very talkative, very business-oriented. High moral character, wouldn't consider breaking a promise or agreement without extreme reason. Carries a massive warmace and wears visibly used banded mail armor. He is in Ridgevale Cross due to a poor alliance he made in his homeland that led to shaming Bragg enough for him to feel it better that he leave.


Lombardi Qen – Human, acting mayor and sheriff. He funded most of the settlement of Ridgevale Cross with the hopes of making a fortune in tolls from both of the main roads heading into the town. While he generally tries to keep the town together, his enforcement of law is weak and he has been known to blatantly turn a blind eye to the questionable actions of Ongar and Loghar.


Ongar – Half-orc, one of Lombardi's two personal bodyguards. Formerly part of a small local orcish barbarian tribe, but he was treated poorly due to him being a “half-human bastard.” With fellow half-orc Loghar, betrayed his tribe to join Lombardi's new town. Lombardi promised Ongar easy comfortable living full of feasts and women in return for his protection.


Loghar – Half-orc, one of Lombardi's two personal bodyguards. Formerly part of a small local orcish barbarian tribe, but he was treated poorly due to him being a “half-human bastard.” With fellow half-orc Ongar, betrayed his tribe to join Lombardi's new town. Lombardi promised Loghar easy comfortable living full of feasts and women in return for his protection.


Zireli Elohwin – Elven ranger originally hired by Lombardi to scout the greater area for best location. Working on perimeter searches now. Once all is finish and he has been paid, Zireli plans to leave Ridgevale Cross.


Carolinus Fellows – Elven wizard who runs a modest magic/apothecary shop with long coarse white hair falling down to his knees. Father of Sera, his young daughter and apprentice. A la 'Fullmetal Alchemist,' has a fixation with golems and other constructs. Working on giving them actual souls and life rather than just basic sentience. Carolinus' wife died of a rare plague/disease that appears to only affect elves (as of this time neither Carolinus nor his daught appear to be infected). Right before she died, Carolinus searched through his city's library of magic tomes to find a way to save her. Failing any other solution, he found a spell to permanent bind her soul and spirit into an amulet that he now wears around his neck. He is experimenting with ways to bring her back in his secret lab (built/dug by his constructs) under his storefront. He is currently looking for a way in magical constructs, but will eventually turn to necromancy as his only solution. His daughter is unaware of his quest. He was exiled from his home city because the authorities discovered the magic he was researching and banned him from the city as that field of magic was considered to be forbidden. Carolinus is not actually his real name. He changed it to Carolinus when he left his home city in the hopes of escaping what had quickly become a negative reputation. His actual name is Orrim. His last (and closest to successful) attempt before turning to necromancy will be a 'hair golem' made of the bones of a freshly deceased dog and massive amounts of his own hair.


Sera Fellows – Elvin daughter of Carolinus. Despite being a child (roughly 15, but since elves age slower she appears more similar to a 8yr old human) she is already stunningly attractive – or at least is such in the sense that she will clearly grow into being a stunningly beautiful woman someday. Knows her father's real name, but agreed to only refer to him as Carolinus after their exile. Has no idea about any of his research or plans. In uncomfortable around Ongar & Loghar and feels that they are looking lustfully on her. Makes pottery as a hobby (Carolinus also uses the pottery materials for some of his golems, secretly).


Chaelin Fellows – Carolinus' dead wife.


Bandits


Tiny Werebear Village


Silverlake City (Dwarven town built into a crafted mountain plateau with a dwarven-built reservoir lake)


Silverlake Summit (Small town/settlement at the base of the mountain below Silverlake City)


(The above are to be updated later, as needed)


 


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Starting adventure hook:


Caravan leaving from decent sized agriculture town of Ferodale heading to newly forming trading town Ridgevale Cross (currently being built), similar to frontier shanty towns of the old west. Adventurers must provide some reason to be a part of the caravan (body guards for travelers, looking to make money in new town, going with large group to rob people, bringing religion, etc). Along the way, caravan is overtaken by marauders, PCs band together and fight. Most of caravan is lost, save for Cubin the gnomish bard who was traveling with being the first to record the history and stories of the new town. The pub is owned by his brother Rubin and his halfling business partner Reagan. Hopefully along the way the PCs will have to bond through common misfortune to make it to town in one piece. Marauders are made up of the union of many smaller highland barbarian tribes who were disrupted and ran out of their land by the small army hired to help with the founding of Ridgevale Cross.


 


 


 


Side Hooks:


Various attacks along the road(s) by the marauders, as well as gnolls of the forests. Important encounters include an ambush, and a hostage situation.


Lizardfolk of the Marshwood swamps rally to attack. Their reasoning is two-fold; out of concern that Ridgevale Cross will continue to expand into their homeland, as well as angry at the sudden appearance of massive gnoll numbers who were pushed out of their natural land by Ridgevale Cross and are now trying to settle in the Marshwood. Additionally, the Marshlands are on top of the ruins of a buried ancient civilization, in which the Lizardfolk now dwell. Many forgotten artifacts and magical pieces could be yet undiscovered within.


Carolinus and his dead wife. His entire foray into constructs is in attempt to marry a soul to some sort of artificial intelligence. Early on he is attempting to put the souls and minds of birds into simple constructs, but that will eventually move on to bigger and more complex creations. The 'last' of his construct experiments will be attempting to bind the soul of his dog into a golem built of the dog's bones and Carolinus's own lengthy white hair. After such a fairly unsuccessful attempt, Carolinus will decide that he has no choice but to turn to necromancy, a field has been attempting to avoid. If not discovered and stopped by this point, Carolinus will successful bring his wife back as a lich, complete with the standard streak of evil and blood-lust. 


Ongar and Loghar appear infatuated with Carolinus's daughter Sera, and will eventually attempt to kidnap and **** her. If the party successfully stops them, there is potential that Lombardi's hold on Ridgevale Cross will be called into question. If the party fails to stop them or ignore the problem, Carolinus will personally seek to viciously murder the half-orcs as well as Lombardi.


Party finds dead man in the wilderness who appears to have been ravaged by some type of animal. Dead guy is a part of a small forest village of shut-ins, of whom all the males are secretly werebears. The main chief of the city just wants to survive quietly, but some of the younger men want to see the world and haven't yet learned to control their blood-lust. The dead man was an ally of the chief's on the side of peace.


In Sado city on a island to the moderately distance east, the charismatic emperor and his cross-dressing male “bride” are actually vampires (disease-based, not undead) and are quietly feasting on the population. While their nightly feasts are mostly just quietly disposing of accused criminals, many of the accused are innocents brought in with faulty charges which are given based on the moods/hungers of the emperor.


 


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Anyway, that's what I have so far...  Any input would be grand.  And yes, I know some of the names/plots/hooks are familiar - since I'm not looking to publish anything I don't see any harm in 'borrowing' from various sources.  Also, I'll be honest and admit that overall I consider my D&D knowledge/ability to be middle-of-the-road at best, so hopefully you won't be reading this as if you're looking at the work of an expert.. because I'm sure that would only lead to disappointment.  Lol.  Anway, if you took the time to read, thank you.  If you took the time to read and comment, thank you even more!


(P.S. sorry for the sloppy layout, I'm not really sure how to make it any better)