MOM

Digger's Mountains of Madness Campaign

Character Generation: roll 5d6 for stats

Classes: Any

Race: No medium size races unless they have powerful build (like Goliaths and Half-Giants)

Scott only allows Races, classes, feats and prestige classes from the few books we have...

Arms and Equipment Guide

Book of Exalted Deeds

Cityscape

Complete Adventurer

Complete Arcane

Complete Champion

Complete Divine

Complete Mage

Complete Psionic

Complete Scoundrel

Complete Warrior

D&D Gazetteer

Deities and Demigods

Draconomicon

Dragon Compendium Vol. 1

Dragon Magic

Drow of the Underdark

Dungeons & Dragons For Dummies

Dungeon Master's Guide II

Dungeon Master's Guide V3.5

Dungeonscape

Expanded Psionics Handbook

Fiendish Codex I

Fiendish Codex II

Fiend Folio

Frostburn

Heroes of Horror

Libris Mortis

Lords of Madness

Magic of Incarnum

Magic Item Compendium

Manual of the Planes

Monster Compendium: Monsters of Faerûn

Monster Manual V3.5

Monster Manual II

Monster Manual III

Monster Manual IV

Monster Manual V

Oriental Adventures

Planar Handbook

Player's Handbook V3.5

Player's Handbook II

Races of Destiny

Races of the Dragon

Races of Stone

Races of the Wild

Sandstorm

Savage Species

Secrets of Xen'Drik

Spell Compendium

Stormwrack

Tome of Battle: The Book of Nine Swords

Tome of Magic

Unearthed Arcana

Weapons of Legacy


Other Campaign Settings

Ancient Kingdoms: Mesopotamia

The Black Company Campaign Setting

Blackmoor

Call of Cthulhu d20

CastleMourn

Citystate of the Invincible Overlord

Conan the Role-playing Game

Dragonlance Campaign Setting

Dragonlance Age of Mortals

Dragon Lords of Melniboné

The Drow War book one

Dungeon World

Eberron Campaign Setting

Eternal Rome

Forgotten Realms Campaign Setting

Gazetteer of the Known World (Dungeon Crawl Classics #35)

Iron Kingdoms: Players Guide

Iron Kingdoms: World Guide

Kingdoms of Kalamar

Lost Prehistorica

Mindshadows

Scarred Lands Campaign Setting: Ghelspad

Scarred Lands Gazetteer Termana

SnarfQuest D20

Spiros Blaak

Thieves World Players Manual

Tir Nan Og

Wilderlands of High Fantasy

Players Guide to Wilderlands

Monster Books

Advanced Beastiary

Creature Collection revised

Creature Collection II

d20 Munchkin Monster Manual

Demons and Devils II

Denizens of Avadnu

Green Races

Hammer and Helm

Monsternomican 3.5

Out for Blood

The Tome of Horrors II

Ultimate Monsters vol I

Vigil Watch: Warrens of the Ratmen

Warcraft Manual of Monsters

Adventures

Barrow of the Forgotten King

Bleeding Edge Adventure #1: Mansion of Shadows

Bleeding Edge Adventure #2: Beyond the Towers

Bleeding Edge Adventure #3: Dirge of the Damned

Bleeding Edge Adventure #4: A Dreadful Dawn

Bleeding Edge Adventure #5: Temple of the Death Goddess

City of the Spider Queen

Citadel of Fire

E1 Carnival of Tears

Expedition to Undermountain

Expedition to the Demonweb Pits

Expedition to Castle Ravenloft

Expedition to the Ruins of Greyhawk

Freeport Trilogy

I, Mordred

J1 Entombed with the Pharaohs

J2 Guardians of Dragonfall

J3 Crucible of Chaos

Lost City of Gaxmoor

Pathfinder 2 Rise of the Runelords: The Skinsaw Murders

Pathfinder 3 Rise of the Runelords: The Hook Mountain Massacre

Pathfinder 4 Rise of the Runelords: Fortress of the Stone Giants

Pathfinder 5 Rise of the Runelords: Sins of the Saviors

Pathfinder 6 Rise of the Runelords: Spires of Xin-Shalast

Pathfinder 7 Curse of the Crimson Throne: Edge of Anarchy

Pathfinder 11 Curse of the Crimson Throne: Skeletons of Scarwall

Pathfinder 12 Curse of the Crimson Throne: Crown of Fangs

Pathfinder 13 Second Darkness: Shadow in the Sky

Red Hand of Doom

Serpent in the Fold

Shackled City

The Sunless Garden (Dungeon Crawl Classics #10)

Tales of Freeport

Thieves Fortress Badabaskor

Worlds Largest Dungeon

Other

Arcana Unearthed

Backdrops

Celtic Age

Dungeoncraft

Gary Gygaxs World Builder

Monte Cooks World of Darkness d20

The Mother of all Encounter Tables

Pathfinder Companion: Second Darkness

Savage Tide Players Guide

Skraag

Underdark Adventure Guide


Surrounding Area

Great Wood is the oldest forest and its trees whisper to each other. Known inhabitants include dryads, werebears, dire wolverines, satyrs and treants.

Pirate Isles

A loosely allied confederacy of Legendary Captains and Scarlet Corsairs (Stormwrack) who prey upon all those who sail upon the Kessan Sea, a maze of jagged reefs and well fed sea beasties make their shores all but unapproachable. Two odd laws here are that no one is allowed to keep slaves, and no one is allowed to kill a halfling. The social hierarchy consists of ship captains followed by first mates and then everyone else is considered equal.

Adventurers from the Pirate Isles are rogues, swashbucklers, rangers or fighters and get a +4 cultural bonus to the skills profession (sailor) and swim.

Ilbar

Capitol: Ilbar

Population: 30,000 half-elves, 5,000 gnomes, 1,000 aasimars

Government: Magocracy

Religions: Sehanine Moonbow

Alignment: Chaotic Good, Neutral Good, Lawful Good

Language(s): Elvish, Common, Celestial

Classes Available: Fighters, Rangers, Clerics, Druids, Rogues, Bards

Favored Weapons: Bows

Armor: None

Cultural Skills: Knowledge (Arcana), Survival

Cultural Feats: Weapon Focus (Bow)

Additional Gear: Adventurers from Ilbar are given an amulet if they are of good alignment that grants a +2 luck bonus to all saving throws.

A half-elven chaotic good city-state ruled by a council of sages, lore masters and dreamers. The population outside the city walls live in semi-nomadic family bands of 10-30 that build temporary structures during the winter months.

Darphia

Capitol: Darphia

Population: 35,000 half-elves, 1,500 aasimars, 400 half celestial elves

Government: Monarchy

Religions: Olidammara & Alobal Lorfiril

Alignment: Neutral Good, Chaotic Good

Language(s): Common, Elvish, Celestial

Classes Available: Fighter, Cleric, Bard, Wizard, Ranger, Druid

Favored Weapons: Bows

Armor: Elven Chainmail

Cultural Skills: Perform (Singing and Play Instrument)

Cultural Feats: Bardic Knack (cast two 0 level bard spells)

Additional Gear: Characters get a musical instrument of choice in addition to normal starting equipment.

A half-elven neutral good city-state ruled by a king and queen, known for its healing music. The population outside the city walls live in semi-nomadic family bands of 10-30 that build temporary structures during the winter months.

Adventurers from Ilbar get a +2 bonus to singing & play instrument skill, those who are bards get the heal spell as a sixth level spell (at 16th level you can use it, wow!! what a boon). Hmm if anybody can think of something else feel free to tell me.

Horse Tribes

Capitol: None

Population: 50,000 half elves

Government: Tribal Matriarchies

Religions: Obad-Hai

Alignment: Chaotic Neutral, Neutral, Chaotic Good

Language(s): Elvish, Sylvan

Classes Available: Barbarian, Druid

Favored Weapons: Short Bows

Armor: Hide

Cultural Skills: Ride & Survival

Cultural Feats:Mounted Archery

Additional Gear: Light war horse

Nomadic tribes of xenophobic half elves, they raid the Goblin Tribes and believe all visitors are agents of the Goblin Tribes.

Westermarch

Capitol: WesterMarch

Population: 42,000 half-orcs, 25,000 humans, 5,000 slaves of various races, 1,000 tieflings

Government: Monarchy

Religions: Ilneval & Shargaas

Alignment: Lawful Evil, Lawful Neutral, Neutral

Language(s): Orc, Common, Infernal

Classes Available: Fighter, Cleric, Monk, Ninja (from Kherim only)

Cultural Feats: Endurance or Improved Initiative

Additional Gear: None

A half-orc and human lawful evil city-state ruled by a king and has a strong priesthood of fighting clerics and monks whose faith is tested in the arena against each other and slave gladiators. Adventurers from WesterMarch are humans or half-orcs and are monks, ex-gladiators or clerics and get a bonus feat of endurance or improved initiative (players choice). WesterMarch hosts an annual week long gladiatorial competition open to any brave enough to enter it.

Kherim is a human lawful evil city ruled by the king of WesterMarch known for its dancing girls and assassins.

Adventurers from Kherim are rogues, ninjas or fighters.

Lake of Tears

Inhabited by halflings who build their houses on floating platforms of reeds. They tie them together into hamlets that they call 'rafts', each raft is ruled by the eldest couple and minor disputes are settled by unarmed combat and the victor claims a braid which they tie to a fishing spear for all to see. They come to shore once a month to gather more reeds and to trade. Living in many of the rafts are dire otters, some halflings bond with these otters from childhood and can ride them.

Adventurers from the Lake of Tears are hafling rogues who have been cast out, they start out with a shaved head, their clothes, a small knife, a fishing spear, the improved unarmed strike feat for free and a +4 bonus to the swimming skill.

Kessan Sea

Home to all sorts of fish, aquatic mammals, sea serpents and plesiosaurs (Stormwrack). Sauhagin cities lie off the coast of Xoltic and the Burning Sands destroying any who would settle the coasts. They enjoy such fun past times as sinking ships on moonless nights and warring with each other.