The Shattered Gates of Slaughtergarde (D&D module).jpg. Rules required, D&D Character levels, 1st-6th. Campaign setting, Generic Setting. Authors, David Noonan. First published, The Shattered Gates of Slaughtergarde is a generic setting adventure module for the The Shattered Gates of Slaughtergarde () – EXPLORE A and a double-sided battle map designed for use with D&D; Miniatures. : The Shattered Gates of Slaughtergarde (Dungeons & Dragons d20 Fantasy Roleplaying Adventure) () by David Noonan.

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Please login or register. Continued from the temp boards. Links may or may not get updated. Our PbP board is up! Having just finished my grad courses for the summer, I’m in the mood to try to run a PbP game. I ran Slaughtergarde for my tabletop group back when we were playing, and it was a dd&, solid, enjoyable gxtes crawl.

We were going to do RHoD, but the group kind of fell apart a couple of encounters in. This site looks to have the player-public information regarding the module and the campaign site. Average starting gold for 1st level. Homebrew-wise, most of my own brew is in, and there are a ton of other great homebrewers on this forum. I know slaughtergard tend to stall out during combat.

I had some ideas to help alleviate that. I don’t know which will work, so I’m just throwing them out there. I’ll try to post the defenses hp, AC, saves, etc. That way, when you attack or cast a spell, you can do all of the defensive rolls for them and figure out the results without having to wait for me to do it.

To keep things moving, one combat round will be at most one week. One week after the round starts, anybody who hasn’t posted an action either a final action or at least a tentative plan for their character forfeits their turn and the game moves on. And if I’m the one who forgets to do anything, I guess the monsters will, too.

I’m not a huge fan of team initiative, game balance-wise, but it is an option. House rules and generally-applied homebrew: No xp penalties for multiclassing. I’ve been dying to try out healing surges in a game, so that’s in.

The Demolition and Endurance skills are slaughtregarde. Of the classes currently being looked at for play, Endurance is a class skill for the marshal, commander, and naturalist, and the commander’s cohort will get a bonus to it with wild focus. I don’t think anyone’s playing a class that would get Demolition. If you really need them for your build, we can renegotiate. Yes to PHB2 Retrainingalthough not full on rebuilding.

You can find a complete listing of my homebrew here. I’ll be updating it with links as I get things reposted here. Let me know if you have any priority requests.

Pre-Approved Homebrew Tomb of Battle: Am I missing anything? July 06, If you want to draw on anything in the setting outside of the the Valley of Obelisks, I finally got some of the greater worldbuilding stuff put together. Most of it’s for the other continents on the planet, since the game I originally wrote this for which used a different system entirely was based there.

You can use or ignore as much as you want, since the valleys are relatively isolated. The game takes place in the Valley of Obelisks, located in the kingdom of Marrilach, located on the continent of Anshar on the planet Solak. Anshar Anshar is ringed by large mountain ranges, and gatex of the interior is divided into large slaughtergarxe.

The continent is inherently isolating, possibly accounting for why it has, by far, the greatest diversity of both species and cultures across all of Solak. It is not unheard of even in this day and age to find two adjacent valleys without any thf fauna, whose inhabitants speak entirely gatew languages.


The kingdom of Marrilach: One of the many kingdoms of Anshar. Marrilach consists of the three connected valleys through which the Marrilach River flows, from the Valley of Obelisks in the north-east, through the Sivar Lowlands, and finally into Elsir Vale in the south.

The Shattered Gates of Slaughtergarde

The river keeps the three valleys connected, and trade both between them and with the kingdom’s neighbors keeps them reasonably prosperous. The primarily-goblinoid shatteres of Dak-Tharsh has a history of butting heads with its neighbors. This unstable political climate has made its neighbors uneasy.

Once a mighty interstellar nation composing dozens of species across seven star systems, Irim Dwegsho was conquered by the Vandan Empire. Some three centuries or so ago, the survivors of Irim Dwegsho ended their decades-long trek across the stars and settled on Solak. In that time, much of their knowledge and technology was lost. While some remains, it pales in comparison to the stories told about the glorious homeworlds of old.

The Underdark is a network of natural caves and tunnel systems that criss-crosses beneath tue surface of Anshar. Home to a bewildering variety of creatures and filled with twists, dead ends, and all manner of slaughgergarde hazards, the Underdark is not a place to travel lightly.

The only civilization to truly thrive in the Underdark is that of the drow, who connected the isolated valleys of Anshar in ages past as guides and traders. The past century or so has seen them become insular and xenophobic, however, and the shorter lived races have begun to shaattered the once-friendly face of a drow in the night.

Antares The “mainland continent”, all of the land of Antares has been claimed by one nation or another for roughly the past years. The nations of Antares are still recovering from the aftermath of the Second Dawnstar War, which ended only last year.

The last major war on Antares before that was the original Dawnstar Conflict years ago. For two centuries, while border skirmishes occurred from time to time, no significant wars were fought. Most of any real fighting took place through political machinations and proxy wars among the various colonies on Arnos.

Once the largest naval power on Antares, Eldrath is situated at the closest point on the mainland to the continent of Arnos, directly across the Deserted Sea. When the sea’s magic suddenly started swallowing ships beneath its waves, much of Eldrath’s navy was lost and many of its colonies on Arnos were cut off from their patron nation. Eldrath never quite re-secured its original influence and power before the Second Dawnstar War, and it fell even further behind when Thrann’s armies marched through it.

Arguably the most powerful nation on Antares. Most Menthyl citizens have a relatively high quality of life compared to those of other nations. Magic is common in Menthyl Vare, and most of the educated members of the upper class can cast at least a few cantrips.

The nation boasts the best magical college on the continent, bar none. Mages from across Antares come to study and research there. Norion is a chain of islands off the south coast of Antares. While small, Norion accounted for almost a third of all colonies on Arnos before the Second Dawnstar Conflict. Norion’s navy is very modest for an island nation of its size.

However, it employs large numbers of privateers among its merchant fleets. Many a pirate has had the tables turned when attempting to plunder a merchanter flying Norion colors. Officially split between the Holy Iberian Monarchy and the Unholy Iberian Republic, the two countries are for all practical purposes one and the same, two sides of the same coin.


Both nations, known collectively as Iberius, are united as theocratic nations following Iber. Iber preaches the importance of opposites and how they are necessary for the continuity of existence. The religion was founded, so the texts say, by a group of angels and demons who realized both the futility and necessity of their eternal divine war, and turned towards the planet of Solak to spread their newfound understanding. Both parts of Iberius follow these tenets, and as such, even though they claim to be separate nations, they work as closely with each other as would two branches of the same government.

Tanar was built from an amalgamation of laguz clans. Tanar was suffered among the most losses of all countries involved in the the original Dawnstar Conflict, when they were invaded by Dylandt.

In the Second Dawnstar War, Tanar sent its forces to the forefront of the fighting against Thrann, despite the empire not directly invading Tanar until later in the war. Their immortal Scriveners proved instrumental to their success in the war, even though they were ultimately defeated. Dylandt never recovered from its loss in the original Dawnstar Conflict, and it only fared worse after its failed alliance with the Thrann Empire during the Second Dawnstar War.

Arnos This continent has only been settled within the last years. Its extensive natural resources enticed most of the nations on Antares and the other civilized continents to colonize Arnos.

It lies to the west of Antares, directly across the Deserted Sea. Calling itself the Thrann Empire, its armies grew strong and swept across the entirety of Arnos in the opening salvos of the Second Dawnstar War. Thrann was ultimately defeated, but the two continents are still recovering. While much of Arnos is temperate and filled with life, Turak is an arid shatrered.

The mountain chains that bracket it on the east and west hold back most of the rainclouds, and the still-active volcanoes among them periodically spew ash and magma across the edges of the desert, leaving no place safe for permanent civilization, yet providing nourishing soil for the desert plants that regrow afterwards.

Despite the harsh conditions, several tribes of nomads eke out a life upon the sands, following the oases of tye plant life that spring up in the volcanoes’ wake.

Deep in Arnos, creatures of myth and legend still stir. Some places unclaimed by civilization stay unclaimed for good reason.

Here there be dragons, and worse. The Karrius valley houses ancient ruins have existed upon Arnos for longer than recorded history.

The ruins’ walls are covered in mysterious writings, only a fraction of which has yet been translated. No creatures live within the valley, and few traps that were ever set within the ruins still function.

Classes in The Shattered Gates of Slaughtergarde – D&D Tools

Despite this, it is extremely dangerous to explore Karrius at length. Each nightfall, all beings that have ever been within the valley for a full week of their lives disappear, never to be seen again.

Not even the greatest sages who have studied the valley for their lifetimes yet know what happens to these poor, lost souls.