D&D 3.5 Homebrew: Paths of Legend Vol 1: Tragedy at Silvergard

crazy_monkey1956

First Post
D&D 3.5 Homebrew
Paths of Legend Vol 1: Tragedy at Silvergard
Open number of players, level 1

Now recruiting for the first adventure in what I hope will be an ongoing campaign. Paths of Legend is set in a world without gods, but PCs have the opportunity to take that mantle. The world is "low magic, high fantasy" in that the PCs are exceptional as some of the few individuals with PC classes in the world. Each of the major races of the world is geographically seperated, mostly on their own continents. Contact between races is limited but expanding. Clerics follow philosophical concepts, the most popular being the Healing Light, though some clerics have begun to follow the teachings of heroes from the War of Shadows.

Available material for character creation: Starting level is 1, but unusual races are permissable using the "monster class" concept from Savage Species. Books available are Core 3, Savage Species, Monster Manual II (referencing the 3.5 update file available for download from the WotC website), Libris Mortis, Unearthed Arcana (specifically, Racial paragon classes and Specialist wizard variants). Classes, but not races, from the Psionics SRD are also available but speak to me first as there are special campaign considerations in this area. Assign ability scores via 32 point buy. Starting gold is average for your class if you choose a standard class. Otherwise, assume 75gp for "monster classes" but check with me first for specifics. Please run concepts by me first before working up full stats, especially with non-PHB characters. As the PCs will be starting in a human dominated land, a "monster" character will face many challenges.

Tragedy at Silvergard

Eleven years ago the barony of Silvergard was established in the eastern mountains of Azgund, on a grand plateau. Then the War of Shadows consumed the land as orcs swarmed over the mountains and laid waste to the good lands of Azgund. The Lord of Silvergard stepped down after a crisis of faith at the onset of the war. His replacement had only been in place for a manner of months before he was revealed as the villain known as The Crimson Blade. With the Blade's defeat and the orcish hordes finally repulsed, the House of Lords has commisioned the Adventurer's Guild to send an expedition to Silvergard to reestablish contact. The Adventurer's Guild of Azgund is an organization that attempts to assemble the elite of the land, those with the potential to be legends.
 
Last edited:

log in or register to remove this ad

Sounds neat! Consider me interested. I'd love to play a dwarf cleric or fighter, leaning towards cleric. Maybe some more info on religions, or tips on what a dwarf clerics beliefs entail?
 

I'm in the process of creating a "setting bible" detailing the world, which I will post in the initial game thread once things get started. Thanks for your interest.

Dwarven clerics are revered as master crafters and are responsible for the magic weapons and armor among the dwarven peoples. The typical dwarven cleric follows a philosophy of the forge, not only forging weapons and armor for his people but also forging stronger bonds among the dwarven clans. Typical (but not limited to) domains are Healing, Protection, Strength and War. Favored weapon is the warhammer.
 

Sounds great! I will be very happy to have a character in this game!
I had the idea of a human warlock, is there a posibility of such character??
 

I'm afraid not. I don't have access to Complete Arcane and I have a very strict rule about allowing character options only from books that I own. See above for books available.
 

Nice adventure, I definitely like the flavor you got going here. I miiight be interested in joining, it depends on whether my mind chucks out something neat.

Right now, one thing comes to mind... Playing an angelic character using the Savage Species progression. I would probably tone down the extreme nature of the character... Would it be feasible?
 

It would, however...

Please consider the following to be OOC information that the typical PC would not have access to.

The cosmology of this world is different. There are no outer planes and thus any outsiders not native to the material plane or an inner plane effectively don't exist. However, such creatures are still summoned to the material plane by powerful spellcasters. They begin their existence at the moment of their summoning and cease to be once the summoning effect ends. Any outsider character would thus need a background explanation as to how they've been brought into the world and able to stay.
 


Okie dokie. See above for some basic information on dwarven religion, though a fighter needn't necessarily adhere to this philosophy. More information on dwarven society (and other societies) is forthcoming. For now, there are three major dwarven nations on a continent south of the human lands.

(Hill Dwarves) The Southern Thanes – A grouping of clans ruled by Thanes, located in the southern “Low Mountains.” The Southern Thanes split from The Northern Thanes generations ago over a genealogical dispute over who the next High Thane should be. The Southern Thanes do not recognize The High Thane of the Northern Thanes. Instead they choose to recognize the individual sovereignty of each individual Thane and hold a grand moot every 100 years for the Thanes to iron out disputes and discuss policy, war and other important issues.

(Mountain Dwarves) The Northern Thanes – A grouping of clans ruled by Thanes, under the guidance of The High Thane, located in the high mountains peaks of the “Sky Mountains.” The Northern Thanes see the Southern Thanes as outcasts and traitors for not recognizing the sovereignty of their High Thane.

(Deep Dwarves) The Deep Thanes – Caught in the middle of the conflict between the Northern and Southern Thanes, the Deep Thanes retreated into the mines and established holdings in the underground areas that had been their temporary mining camps. Their isolation didn’t last long however, as they soon came into contact with other underdark creatures, including the exiled and forgotten Duergar. The Deep Thanes came back to their original holdings two generations ago. They recognize the High Thane, but have urged the Northern Thanes to start a dialog with the South, warning of the dangers coming from the dark.

During the Shadow War, a civil war between the North and South was only narrowly averted after The High Thane's adviser, The Clanless Thane, was revealed to be a monstrous creature in disguise. The Southern Thanes lent their armies to the humans, but the Northern Thanes chose to continue their isolation. After the war, the situation remains largely unchanged, though the hill dwarves have more contact with the outside world.
 
Last edited:

Hmm, had this char. in another campaign that kinda died out, still wanna play him, and I think he'd work wonderfully in this setting....


Jonathon is a knight.. not the class, but the mindset.. A protector of good, clad in armour wielding a shield and sword to defend his friends.. Sir Jonathon.
Well.. he's not actually a knight, he was a squire. His knight, the original Sir Jonathon (His father), died, but told his son (Jonathon Jr) to take his stuff and uphold good, for good men will always be needed.

[sblock=Sir Jonathon]
These are the ORIGINAL stats, They'd have to be modified to fit your campaign, but here's an idea of what he was like.

Human Fgtr1
AL: LG HT: 6'0" WT: 180 Hair: Short, Black Eyes: Green

STR: 16 (+3)
DEX: 14 (+2)
CON: 10 (+0)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 9 (-1)

HP: 10 (1d10) AC: 18
Saves: FORT: +2 REF: +2 WILL: +1
Init: +2

BAB: 1 Melee: +4 Ranged: +3
Attacks:
Normal Shot: Sling (+4, 1d4+3 damage, Threat 20/X2, Range 50')
Melee: Long Sword(+5, 1d8+3 damage, Threat 19-20/X2)

Skills(Total/Ranks):[12 Points] Jump(+7/4), Craft: Weapons(+2/2), Craft: Armour(+2/2), Profession: Smith(+4/4)

Feats: [3] Weapon Focus (Sling), Weapon Focus (Long Sword), Dodge

Languages: Common

Equipment:
On Self:
Long Sword [15 GP]
Sling w/100 bullets[1 GP]
Chain Shirt[100 GP]
Heavy Steel Shield[20 GP]
Backpack [2 GP]
Belt Pouch [1 GP]

Backpack Contains:
Water-skin [1 GP]
Crowbar [2 GP]
Bedroll [1 SP]
50 feet Rope [1 GP] [1 GP]

Belt Pouch contains: 7 GP, 9 SP
[/sblock]
 

Remove ads

Top