KirayaTiDrekan
Adventurer
In the year 2052, humans finally set foot on Mars.
Less than five years later, humanity was nearly annihilated. Magic was unleashed on the world in an apocalypse of energy and vengeance by the dragons.
Dragons, ancient enemies of Atlantis, had long ago sealed away Earth's magic in an artifact known as the Crystal Prison. When humans finally reached Mars, the ancient birthplace of the dragons, devastated in the war with Atlantis, the dragons knew that humans were once again a threat.
The dragons sent ships full of their minions but they vastly underestimated the technological advances of humanity. The war reached a stalemate and the Dragon Emperor, unwilling to acknowledge anything less than total victory, fractured the Crystal Prison. The Dragon Empire's capitol ship was caught in the devastation and crashed, splitting in three pieces as it came down amidst the onslaught of magical energies.
Nearly 1,000 years later, humanity is finally beginning to rebuild in a world unlike the Earth of old. Massive geographical changes have rendered the old continents unrecognizable. Creatures of magic and nightmare roam the world. Humanoids and demi-humans of various sorts, once servants and slaves of the dragons, now populate the world alongside humans.
In the last 100 years, the nation of Blackmoor found the mid-section of the crashed capitol ship of the Dragon Empire. Wonders of mingled magic and technology have found their way into the hands of the noble and elite. Craving ever more power, the humans of Blackmoor continue to scavenge from the ship and learn the secrets of its magic.
Elves from the western continent have now come to Blackmoor. At first, they sent diplomats to dissuade the humans of Blackmoor from their path, but they failed. Now they send troops. War is coming. The elves see Blackmoor as a threat - children playing with dangerous toys they do not understand, ignorant men delving into secrets they cannot comprehend.
Both Blackmoor and the elves have heard tales of a large bandit city hidden in the Great Swamp of Mil. If rumor holds true, the head of the crashed Dragon Empire ship lies at the heart of the city, half-sunken into the swamp, resembling a massive amphibian and now known as...
What secrets does the Temple hold? The elves would see it destroyed. Blackmoor would see it exploited. Whoever conquers it first will most certainly hold the fate of the coming war in their hands.
Everything D&D Ever is an experiment - Can one campaign setting hold every official D&D adventure ever published (not including magazines)? I have created a mash-up world that will try to do just that. A lot of setting details are altered, jury-rigged, and otherwise mangled from their original forms in order to fit into this mega-setting. I've also added in my own little twists just for kicks here and there.
What's more, we'll playing through those adventures in order of original publication, thus starting with Temple of the Frog. The adventures will be played mostly as written, with some setting details and NPCs reworked to fit the world. Also, for adventures like Temple of the Frog where the details are vague, I'll be filling in the blanks with my own material.
For this first adventure, we'll be using the rules and character options in the free Basic PDF. Please use the customizing ability scores variant (with 27 points) to determine ability scores. Starting gear should be per class and background.
When determining personality traits, ideals, bonds, and flaws, try to integrate them into the setting as described above (and below). I know there's not a lot of details, yet, but feel free to ask for any specifics, clarifications, or any other information. Please use the starting equipment described in your class and background or buy equipment with 125 GP for fighters and clerics and 100 GP for wizards and rogues.
I'm hoping for at least four players and will accept a maximum of eight.
Some miscellaneous setting details...
Dragons are the stuff of legends and history. People know there was a war with them long ago, but only the oldest elves know any of the details of that war.
There are no gods. The Church of the Healing Light offers some spiritual guidance but it is small and faces persecution from the nobility of Blackmoor. Various cults dedicated to demon lords have gained secret power and influence in Blackmoor as the decadent nobles find new ways to amuse themselves.
There is a huge class gap in Blackmoor - nobles have access to the magitech of the ancient dragon ship, using hovering divans to move about the city and animated servants to tend to their estates; the poor, on the other hand, can barely scrape a living together and often go hungry. Disease often strikes the most impoverished.
Elves, dwarves, and halflings come from a continent to the west (what was once North America). The elves have all but declared war on Blackmoor, though the dwarves and halflings have not chosen sides.
Blackmoor is a vast empire, the nobility using the magi-tech from the ancient dragon ship to assert control over a variety of other human nations and cultures. However, Blackmoor's reach exceeds its grasp. The further from the capitol (built at the base of the mountain where-in the dragon ship lies) one gets the less influence Blackmoor actually has.
Less than five years later, humanity was nearly annihilated. Magic was unleashed on the world in an apocalypse of energy and vengeance by the dragons.
Dragons, ancient enemies of Atlantis, had long ago sealed away Earth's magic in an artifact known as the Crystal Prison. When humans finally reached Mars, the ancient birthplace of the dragons, devastated in the war with Atlantis, the dragons knew that humans were once again a threat.
The dragons sent ships full of their minions but they vastly underestimated the technological advances of humanity. The war reached a stalemate and the Dragon Emperor, unwilling to acknowledge anything less than total victory, fractured the Crystal Prison. The Dragon Empire's capitol ship was caught in the devastation and crashed, splitting in three pieces as it came down amidst the onslaught of magical energies.
Nearly 1,000 years later, humanity is finally beginning to rebuild in a world unlike the Earth of old. Massive geographical changes have rendered the old continents unrecognizable. Creatures of magic and nightmare roam the world. Humanoids and demi-humans of various sorts, once servants and slaves of the dragons, now populate the world alongside humans.
In the last 100 years, the nation of Blackmoor found the mid-section of the crashed capitol ship of the Dragon Empire. Wonders of mingled magic and technology have found their way into the hands of the noble and elite. Craving ever more power, the humans of Blackmoor continue to scavenge from the ship and learn the secrets of its magic.
Elves from the western continent have now come to Blackmoor. At first, they sent diplomats to dissuade the humans of Blackmoor from their path, but they failed. Now they send troops. War is coming. The elves see Blackmoor as a threat - children playing with dangerous toys they do not understand, ignorant men delving into secrets they cannot comprehend.
Both Blackmoor and the elves have heard tales of a large bandit city hidden in the Great Swamp of Mil. If rumor holds true, the head of the crashed Dragon Empire ship lies at the heart of the city, half-sunken into the swamp, resembling a massive amphibian and now known as...
The Temple of the Frog
What secrets does the Temple hold? The elves would see it destroyed. Blackmoor would see it exploited. Whoever conquers it first will most certainly hold the fate of the coming war in their hands.
Everything D&D Ever is an experiment - Can one campaign setting hold every official D&D adventure ever published (not including magazines)? I have created a mash-up world that will try to do just that. A lot of setting details are altered, jury-rigged, and otherwise mangled from their original forms in order to fit into this mega-setting. I've also added in my own little twists just for kicks here and there.
What's more, we'll playing through those adventures in order of original publication, thus starting with Temple of the Frog. The adventures will be played mostly as written, with some setting details and NPCs reworked to fit the world. Also, for adventures like Temple of the Frog where the details are vague, I'll be filling in the blanks with my own material.
For this first adventure, we'll be using the rules and character options in the free Basic PDF. Please use the customizing ability scores variant (with 27 points) to determine ability scores. Starting gear should be per class and background.
When determining personality traits, ideals, bonds, and flaws, try to integrate them into the setting as described above (and below). I know there's not a lot of details, yet, but feel free to ask for any specifics, clarifications, or any other information. Please use the starting equipment described in your class and background or buy equipment with 125 GP for fighters and clerics and 100 GP for wizards and rogues.
I'm hoping for at least four players and will accept a maximum of eight.
Some miscellaneous setting details...
Dragons are the stuff of legends and history. People know there was a war with them long ago, but only the oldest elves know any of the details of that war.
There are no gods. The Church of the Healing Light offers some spiritual guidance but it is small and faces persecution from the nobility of Blackmoor. Various cults dedicated to demon lords have gained secret power and influence in Blackmoor as the decadent nobles find new ways to amuse themselves.
There is a huge class gap in Blackmoor - nobles have access to the magitech of the ancient dragon ship, using hovering divans to move about the city and animated servants to tend to their estates; the poor, on the other hand, can barely scrape a living together and often go hungry. Disease often strikes the most impoverished.
Elves, dwarves, and halflings come from a continent to the west (what was once North America). The elves have all but declared war on Blackmoor, though the dwarves and halflings have not chosen sides.
Blackmoor is a vast empire, the nobility using the magi-tech from the ancient dragon ship to assert control over a variety of other human nations and cultures. However, Blackmoor's reach exceeds its grasp. The further from the capitol (built at the base of the mountain where-in the dragon ship lies) one gets the less influence Blackmoor actually has.