Legacy of the Green Regent05/30/2003


The Legacy Begins
Backstory



There are few places in Faerûn like the Delimbiyr Crescent. The Harpers whisper that the entire region is a favored haunt of the goddess Mielikki, while the guildmasters of Waterdeep covet the abundant resources that flow down the River Shining. The vale is the verdant crown of the north, at its centerpiece glimmers Loudwater, the City of Grottos, a luxuriant paradise where the triumphs of Western Heartlands civilization intermesh seamlessly with the beauty of the wild North.

But as the cynic warns, every paradise has its serpents.

Mielikki’s blessed share the fertile valley with the forces of the Black Network, and though there is a declared promise of peace between Loudwater and Llork, no one believes the Oath of Orlbar will confine the Zhentarim forever. A wererat bandit lord named the Hark plagues the road to Secomber, and after almost a decade of light raids, the Hark’s brood attacks with renewed ferocity. In late spring, the orcs of the High Forest started migrating en masse out of the forest, heading east toward the Greypeak Mountains, creating a situation that has shocked the residence of Loudwater. Some guess the orcs were spooked by the floating City of Shade appearing over the Dire Wood, while others speculate both may be symptoms of the same disease infecting that cursed wood. Either way, their migration has already put a strange orc taint on the region.

It is just after Shieldmeet, the year of Wild Magic. The Delimbiyr valley is a land full of magic, intrigue, and danger, and soon your character will put its own mark on its history.

At Gen Con Indy 2003 the RPGA is proud to present the first foray of the Dungeons & Dragons Campaigns program: Legacy of the Green Regent. Set in the Forgotten Realms, and using the D&D v.3.5 core rules, the campaign style should be somewhat familiar to folks who have played Living campaigns, but different enough that we have shed that title.

How are the D&D Campaigns offerings different than Living campaigns? It may be better to start with how they are the same. Like Living campaigns, every campaign in the new program will be large multi-player, multi-DM games offered at RPGA events. You create your own characters, using the Player’s Handbook and the Legacy of the Green Regent Campaign Standards document available in early July. You play that character in a number (about 20 or so a year) of specified adventures, most of which are available as a free download for RPGA Herald-Level GMs .

Each adventure offers players challenges for their character, and the possibility of experience point advancement and treasure. Each adventure also offers the chance of that character’s horrible death at the hands of a mischievous foe, or diabolical trap. As play moves forward, your character’s actions ultimately shape how that story progresses, and ultimately how the story ends.

Just how that’s done is one the exciting new features of D&D Campaigns: we’re going electronic! At the end of each adventure, the DM answers a number of questions, based on the play at the table. We track and ultimately drive the campaign by those answers. If more groups killed the bad guy then did not, that NPC dies in the campaign. If the majority of groups playing the adventure did not reach a specific adventure goal, it has real play consequences. All of this builds to the campaign’s finale. That’s right, this campaign ends, and how it ends is determined by its player’s actions.

Campaign consequences aren’t the only thing we are tracking digitally, we’ll also be tracking your character’s advancement. Log sheets, time (or day) units are a thing of the past; the answers to the campaign consequence questions do a double duty; they also determine how much gold and experience points your character gains at adventure completion. We’ll also be tracking other character consequences, including character death, level drain, and resurrection consequences.

While we track the basics of character progression digitally, how you progress your character is up to you. Legacy of the Green Regent features some new methods and mechanics to help you create, and then truly personalize your character as it advances. First, the Campaign Standard document features three styles of campaign starts: quickstart, corestart, and fullstart.

Quickstart is the easiest. If you need a character on the fly, we provide a number of them—one for each character class—that you can take as your starting palette. Each quickstart character is tied to one of the miniature in the upcoming Dungeons & Dragons Miniatures line, making it easy to track down good miniature representation for the battle grid. Corestart is for the player who has the core rules, but cannot access the Forgotten Realms material. It gives directions for making a basic (but still very playable) character using Forgotten Realms information provided in the Campaign Standards document and the core rules. Fullstart is similar to corestart but assumes that you have access to the various Forgotten Realms sources as well as the core rules. D&D Campaigns uses the standard point buy method for determining ability scores.

When you go up in level, you use the core rules, the Campaign Standards, and other allowed and desired Forgotten Realms books to advance and even retool the character. Then get ready face tougher challenges in the next Legacy of the Green Regent game you play. You can gain special characters, bonus that you can spend at the game table, and access to supplementary rules items from the D&D Reward Campaign Cards. Some of you have already received your first batch in the mail. If you haven’t, check out the D&D Rewards program to find out more about these cards, and how you can earn them by playing at RPGA-sanctioned events.

That’s all for this week, but look out for our Legacy of the Green Regent update next week, as we delve into the campaign’s setting and answer the big question: What is the Green Regent?


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