
GM Storycrafter |

Please feel free to post your character data (BB format from Hero Labs is good or feel free to post raw data or even a URL to something you have offsite). I'll try to review them as quickly as you can post them. Don't sweat backstory as much, especially if this is your first PF or first PbP. We can take opportunities to share that as you discover it over time.

GM Storycrafter |

Nice to meet Rikkil. Haven't played with Ratfolk before. This outta be interesting. I'll follow up soon with any mechanical issues. I do see you put some thought into a backstory, so thanks for that. Down that road, that may come into play, of course.

Tobian Myroth |

RyckyRych here. This is Tobian Myroth, a pretty straightforward Elven Fire Wizard.
Male Elf Wizard 1
NG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +5
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +4; +2 vs. enchantments, +1 trait bonus vs. divine spells
Immune magic sleep; Resist fire 5, elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Longsword +0 (1d8/19-20/x2)
Special Attacks fire jet (1d6) (7/day) (dc 14)
Wizard Spells Prepared (CL 1):
1 (2/day) Mage Armor, Burning Hands (DC 15), Flare Burst (DC 15)
0 (at will) Read Magic, Detect Magic, Spark (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Scribe Scroll
Traits Focused Mind, History of Heresy
Skills Appraise +8, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +8, Perception +5, Spellcraft +8 (+10 to determine the properties of a magic item), Use Magic Device +1; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane bonds (object [longsword] [1/day]), elven magic, fire supremacy (fire damage 1), opposition schools (water), specialized schools (fire)
Other Gear Dagger, Longsword, Backpack (empty), Belt pouch (empty), Spell component pouch, Spellbook, 110 GP
--------------------
Special Abilities
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Arcane Bond (Longsword) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fire Jet (1d6) (7/day) (DC 14) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Focused Mind +2 to Concentration checks
History of Heresy +1 save vs, divine spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Water Classical opposition school for: Fire
Five-Element opposition school for: Fire
You must spend 2 slots to cast spells from the Water school.
As far as a background I do like the idea of just seeing where the module/campaign goes and adjusting. In general, Tobian does not believe that magic is devired from the gods, he does not believe in the gods themselves even. He believes that the mind is the source of our power and that magic flows from within. He was taught to believe in this his entire life and will argue with anyone that opposes that view.
He tries not to look like a wizard, his arcane bond is his longsword. While he can't wear armor he won't be found in flowing robes with stars on them, instead wearing the garb or a traveller on adventure.

Fyren |

I present for your perusal - Belrick, a Human Male Ranger. I'll create an alias if/when accepted. Stat block and brief summary follows:
Background can be flexible but in general, Belrick prefers the wilderness and solitude rather than the bustle of a busy city. He's not the pointiest stick in the armory when it comes to rote memorization but he knows enough to get by on his own and be self-sufficient. After all, one does need ones wits about them to survive on their own in the wilderness. He prefers to blend into his surroundings and track his quarry so he can strike when the time is right relying on his timing rather than brute power.
The rest can be tweaked as necessary. Any feedback appreciated.
BELRIK
Male Human ranger 1
NG medium humanoid (human)
Init +5; Senses Perception +8,
Languages Common
AC 15, touch 13, flat-footed 12
hp 12 (1 HD)
Fort +3, Ref +5, Will +2
Speed 30 ft. (6 squares)
Melee longsword +1 (1d8/19-20)
Ranged longbow +4 (1d8/x3)
Face 5 ft. Reach 5 ft.
Base Atk +1; Combat Manuever Bonus +1
Atk Options Favored Enemy (Undead) +2,
Str 11, Dex 17, Con 12, Int 10, Wis 14, Cha 14
Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +3,
Feats
Alertness, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills
Acrobatics +3, Bluff +2, Diplomacy +2, Disable Device +4, Disguise +2, Escape Artist +4, Fly +3, Handle Animal +6, Heal +2, Intimidate +2, Perception +8, Perform (Untrained) +2, Ride +3, Sense Motive +5, Stealth +7, Survival +6, Survival (Follow or identify tracks) +7,
Possessions
longsword; leather armor; traveler's outfit; arrows (20); bedroll; flint and steel; Backpack ; Longbow ; Pouch (Belt) ; 44 gp
Special Abilities
Bonus Feat Humans select one extra feat at 1st level.
Favored Enemy (Undead) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Necrotizing Barbarian |
Okay! Here is my character, I tried to emulate the formate of Tobian, SO here is my Paladin, tank defender type!
Cold Eyes
Male Nagaji Paladin 1
LG medium huminoid – reptilian subclass
Init + 8, Low light Vision, Perception + 1
DEFENSE
AC: 20, Touch: 13, FF: 18
HP: 13 (1d10 + 2 cons, +1 favored class)
Fort4, Reflex: 2, Will 2 (+2 to mind and posion based saving throws)
OFFENSE
Speed: 30 feet
Melee
BattleAxe – 4 (1d8 +4) Crit x3 on 20
Stats”
St: 16, Dex 14, Con 14, Int 10, Wis 8, char 16
BAB +1, CMB + 4, CMD 16
Feats: improved initiative
Special abilities:
• Aura of Good
• Detect evil
• Smite evil 1/day
• Low light vision
• Armoured scales +1 natural armour
• Resistant - +2 to saving throws against mind effects and posion
• Serpent sense - +2 to handle animal vs reptiles, +2 to perception checks
Skills: handle animal +7 (+9 vs reptiles), sense motive+ 3
Languages: Common, Draconic
Items:
Battle Axe, Scale mail, Heavy steel shield, backpack, grappling hook, manacles, waterskin, whetstone, rope, trail rations x10, bedroll
Traits
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
Background:
Cold Eyes as typical of many adventurers was orphaned when he was a baby. After his town had been pillaged and destroyed, a passerby noticed the baby. This passerby was a human Paladin, and although he took proper care of the baby he never fully accepted him, and referred to him as cold eyes. 1 year ago that paladin passed away and cold eyes drifted into the world.
please help if i did something wrong!
thank you!
(also I do not know how to do the "hide" box, button, thing. )

Fyren |

please help if i did something wrong!
thank you!(also I do not know how to do the "hide" box, button, thing. )
GM - Feel free to move this post as its not relevant to the game discussion but rather, intended to help our new user here.
@Necro - to use the spoiler box, bold/italicize your text and use a variety of other functions, check out the little paragraph at the bottom when making your post that reads "How to format your text".
So, for instance, if you wish to add a spoiler box, use:
"[sp0iler]
<enter whatever you want hidden in the box - i.e. your stat block etc>
[/sp0iler]"
-minus the quotation marks and correct spelling for spoiler obviously...
You can also use the PREVIEW buttom just to the left of Submit Post to test whether this works or not. Cheers and good luck.

Fulito Ferrywarden |

here are the stats for Fulito dropped back to level 1 (alias had level 3)
Male Halfling Bard 1
NG Small Humanoid (halfling)
Init +2; Senses Perception +6
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Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +5, Will +3; +2 vs. fear
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Offense
--------------------
Speed 30 ft.
Melee Shortsword +0 (1d4-1/19-20/x2) and
. . Unarmed strike +0 (1d2-1/x2)
Ranged Sling +3 (1d3-1/x2)
Special Attacks bardic performance (standard action) (7 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire courage +1
Bard Spells Known (CL 1):
1 (2/day) Chord of Shards (DC 14), Cure Light Wounds
0 (at will) Summon Instrument, Read Magic, Detect Magic, Light
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 10, Int 16, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Lingering Performance
Traits Ear for Music (Perform [wind instruments]), Intense Artist (Perform [string instruments], Perform [sing])
Skills Diplomacy +7, Fly +4, Knowledge (geography) +8, Knowledge (local) +8 (+10 on checks that deal with the local art or music scene), Linguistics +7, Perception +6, Perform (sing) +4, Perform (string instruments) +8, Perform (wind instruments) +8, Profession (cook) +4, Profession (scribe) +4, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling
SQ bardic knowledge, fearless
Other Gear Leather armor, Shortsword, Sling, Sling bullets (10), Backpack (3 @ 1 lbs), Belt pouch (empty), Ink, black, Inkpen, Journal, Musical instrument (Harmonica), 1 GP, 9 SP
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Ear for Music (Perform [wind instruments]) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene.
Fearless +2 racial bonus vs Fear saves.
Intense Artist (Perform [string instruments], Perform [sing]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.

Belrick Argillos |

Alias & Profile created for Belrick Argillos.
Back-story:
Belrick groans and tries to sit up in the simple cot as a dull pain pulsates through his side. Glad to have you back in the land of the living. I didn't know if you would make it through the night when the boys brought you in. The woman gives him a comforting smile. You're lucky they found you when they did. Another hour and you would have bled out. You would be sharing your tale with Pharasma instead of yours truly.
Belrick fights through the pain and focuses on his surroundings. A sparse room, simple decorations - likely his savior's home. He gingerly touches the poultice at his side. Perhaps there's some decency left among our kind after all.
The woman notices Belrick's questioning gaze. It was a nasty wound but I managed to stitch it up. The poultice should help with the inflammation. Looks like you had a run-in with something nasty out there!
SomeONE - he killed Remus. Belrick face betrays no expression; ever stoic in the face of adversity. The woman looked at him puzzled. They said you were found alone?
You never hurt anyone Remus, and yet that cur decided you would make good sport. Is it any wonder I would much rather belong to your world than my own? Remus is... was the wolf I travel with. We... understood each other.
The woman clearly doesn't know what to make of Belrick. He senses her consternation. Wouldn't pay to seem ungrateful. After all, she did save my life. And I might as well spend a day or two here to resupply before heading back out. What's done is done ma'am. The past cannot be changed however one badly one may wish it to. You do have my sincerest thanks for tending to my injury.
@GM - If you need the wilderness-loving Belrick to start in a town, he's in town. He owes his savior a debt which he will try to repay if he can (Fetch/Protect/Slay/Find/Escort etc.). If you need him back in the wilderness - he's headed back there a day later. Up to you.

Tobian Myroth |

Fun fact, I am actually taking EMT training, so when I make my heal checks I can actually provide accurate descriptions of first aid.
Hopefully we won't need too much of that!

GM Storycrafter |

Fedorean, I'm assuming you'll be posting your synthesist build soon. I've not yet played with a synthesist, but I am well aware of the criticisms levied against them. My hope is that we can still have fun with this and I'm more curious about how the build plays than I am worried about how overpowered it is alleged to be.

GM Storycrafter |

Just a heads up -- I'm boarding a flight for Italy in a few hours. I'll be there almost a week, returning on July 5th. I've posted the opening in the gameplay thread, so please feel free to take some time to introduce your characters to each other in any way you see fit. I fully expect to be able to log in and post about 1/day for the next week while I'm there. Tomorrow will be a weird day as I lose 8 hours over the Atlantic, although I do expect to need to kill a few hours Sunday evening trying to beat the jet-lag.
Next Friday will hopefully be the only day I will miss for sure. I have a 5 month old son whom I will be dearly missing and you can bet I'll be pre-occupied with catching up on his week.

![]() |

Hey, Storycrafter - have a good trip! I've got two boys myself, ages 4 and 2, so I know how important it is to enjoy some time with them.
I'm wondering a couple quick things - first, knowing little about how different alchemists work, do we have healing via you Ptolemaeus? My cleric is built to do be a secondary front-liner until his casting takes over and then be a support caster more than a healer.
I guess I'm still toying with a barbarian idea, and didn't know if that would fit better - if Belrick is going to be our main hitter then we're good, but if he's going more the archery route, I'm just not sure. I'm fine playing as is, but just wanted to know your thoughts.

GM BigBusMan |

Story Crafter, Im afraid ill have to sit this one out, Im Gm for the other Hollows last hop, and 2 games of Rise of the runelords, plus playing in PFS First steps..I have too much on my plate at the moment..you wouldnt happen to have any interest in taking over as GM for one of the RotRLs I have would you? Im thinking id like to play in teo and GM two and that would be plenty..but need to find someone to take that over, If I can I will get someone for that, I will gladly play the synthesis build here.

GM Storycrafter |

So far so good, gang. I hope we have some fun with this. I'm still very excited about playing this one out even though I'm physically beat here in Milan.
Two general rules I feel I should share with you for your consideration going forward:
- Feel free to be poetic or florid in your detail of your intended actions, but never assume the outcome. This holds true for anything short of trivial things and would include actions that might actually require some sort of skill check. I'm more than happy to embellish fluently on heroic outcomes, or even state outcomes very simply and let you embellish.
- It's almost never a good idea to assume the actions or outcomes of actions for others. This holds doubly true for NPCs.
Doomed Hero's oft-referenced guide is here and is recommended reading, obviously.
Let's play on!

Tobian Myroth |

I will be on vacation starting Saturday and will not be back until the following Saturday evening. However I will have my laptop with me so I should be able to post each day but I'll make no promises. I'll probably will be able to post more this evening in the event something happens.
If you need my character to make an action and I'm not around, feel free to do what you feel is best.

GM Storycrafter |

It looks like we may have another new player joining us, so I've asked them to post their character details in this thread for some quick review. If any of you have any reservations about someone joining us at this point, please feel free to discuss here or private message me -- I would like to make sure it's fine for you guys if we add someone at this time.
As for having them join the group and adventure, I believe there are plenty of natural ways to introduce them coming up.

Chyrone |

Greetings,
I'd like to submit my oracle.
Background
It was dismissed as "she wants to get more attention". She was not to bother her parents with "hearing voices, because that sounds crazy". People called the poor girl mad, because there's no such thing as hearing voices. Not to mention Lilly even started talking back to them. One day, she was standing on the town square. She heard so many voices she shouted for the voices to stop. People who saw her then thought she had snapped, the child was surely mad.
Her parents took her to a special house, what she'd later come to call "The house of jailor doctors".
There she'd not bother people with her mad nonsense.
In other words, they took her to an Asylum of sorts. Being locked up, called delusional, having to take potions that "are good for your own health", and being tormented by voices took a toll on the girl's mind. After spending 5 years there under the ineffective "care" of alchemist doctors, her mind started cracking. Her speech became odd, ranging from cryptic at times, to giving nicknames to people rather than ever using their names. She even had a white mouse, which she named mr. Jingles.
At her 18th birthday, another problem occurred. After a tragic death of a patient, strange things started happening. Drafty breezes, objects repositioning themselves. After the doctors consulted a local church, it was clear the Asylum had aquired a poltergeist. But......it resided solely in Lilly's room, as if drawn to her. It would appear it wasn't haunting the Asylum, but Lilly personally. She dubbed him ib (invisible bully) The doctors wanted to take her away to "solve this problem ("while she's alive, she'll be a problem) discreetly". She shouted "go away".... and oddly, the doctors suddenly stood dead in their tracks , with a look of confusion on their faces. Lilly walked out of her room and fled the Asylum. After walking aimlessly in a strange environment, she met a group of travelling performers. They had seen so many things, a poltergeist didn't scare them in the slightest. (But she didn't tell them about the voices, they only knew about the ghost)
Luckily for Lilly, ib comes and goes, instead of continuously messing with her.
With all the ordeals of her past though, still hearing things, she also seeks the reason for hearing voices. The fortuneteller one day noticed Lilly softly muttering something to herself about the voices issue. She said Lilly should seek out any oracles on the travels (go figure..), since they can give insight to strange things. As such, if given the opportunity, Lilly would undertake such travels to understand her condition and come to terms with it.
Stats:
Full Name : Lilly Hennett
Race : Human
Classes/Levels : Oracle/1
Size : 5.6 ft, slim posture.
Age : 22
Special Abilities: Dark Tapestry
Alignment : CG
Languages : Common, Elven, Basic Lost Tongue (spells of DT are cast in Lost Tongue)
Strenght 10
Dexterity 10
Constitution 11
Intelligence 14
Wisdom 15
Charisma 17
Feats:
Fast Learner— Int 13, human. Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
Fearless Curiosity— Cha 13, human. Gain a bonus against emotion-based effects
Traits:
Defy Madness- Your direct involvement with supernatural and alien forces has left you less vulnerable to the insanity they cause.
You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain. (Since, an already "driven special" mind would be a tad less vulnerable to it)
Combat Reactionary- You gain a +2 trait bonus on Initiative checks.
Heal 1 rank (+6), Sense Motive 1 rank (+6), Disguise 1 rank (+7), Knowledge (Planes) 1 rank (+7), Diplomacy 1 rank(+7), Spellcraft 1 rank(+6)
An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Favored class bonus: Oracle(+1HP) & +1 skill (Fast Learner)
0-level spells known(4)
Detect Magic
Guidance
Read magic
Stabilize
1-level spells known (2), spells per day 4 DC = 14 (10 + spell level(1) + Cha mod (3)
Command
Obscuring Mist
Bonus spells from Haunted:
Mage hand & ghost sound.
Curse: Haunted
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known
Mystery: Dark Tapestry
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/o racle.html

GM Storycrafter |

OK, I had been delaying a little bit trying to find a good and quick way to do maps using this medium. Rather than delay any longer, we'll tackle things with description this go round. If there's any confusion, I'll whip up a map quickly -- I'm pretty confident we can get by without one this time. In the future, I would still like to get a map set up with a grid system.

Chyrone |

Gm storycrafter, her 1st revelation is GIft of madness.
She uses support spells, her offensive spells will be mind affecting. (Flavourwise the effect of mind spells looks different from normal description, due to her own eccentricness affecting the spell)
Additionally, i'd flavourwise describe her getting revelations.
Btw, how much gc to spend on gear?

Chyrone |

Inventory, armor and effects.
Start gold 150
Armor
Studded leather 25gp 20 lb
Buckler 5gp 5 lb
Weapons
Light crossbow 35gp 4 lb
Bolts 20 2gp 2 lb
Hammer, light 1gp 2 lb
Misc
Soap 1cp 1/2 lb
Blanket 5sp 3 lb
Compass 10gp 1/2 lb
(heatstone) 20gp 1 lb
String or twine (50ft) 1cp 1/2 lb
Backpack, common 2gp 2 lb
Pouch, belt 1gp 1/2 lb
Inkpen 1sp --
Vial of Ink 8gp --
Rice paper, 8 sheets 4sp --
2 scroll cases 2gp 1 lb
Torch x2 2cp 2 lb
Food
Bread x2 4cp 1 lb
Meat Street x2 2cp 1 lb
Tea x2 4cp 1 lb
Total money 112gp, 1sp, 4cp
Total money left 37gp, 8sp, 6cp
Total weight 47 lb
Encumbrance lvl medium (L1-33lb)(M34-66lb)(H66lb+)
AC bonus 4(+3+1)
Armor check penalty 2(-1+-1)
Speed 30ft 30ft
Speed 20ft 20ft

GM Storycrafter |

Good feedback, Belrick and Tobian, thanks for sharing it.
Maybe we can pick up the pace a little more, Belrick, and change your mind. I assume you're committed to finishing the adventure out?
As for mythic play, it's part of the recent set of books from Paizo about adding an additional level of play to the game. It is a bit of power creep, but offers additional powers and feats and such and doesn't map directly to XP. In terms of gameplay, it adds additional "epicness" to a campaign.