
The Winds of Fate |

Hello, this is my module for a campaign set in Ustalav. (Though you may have guessed that last bit from the title of the thread.)
The game will begin with the Baron Viktor Dorumand summoning each of you to his manor house located in Karcau, Ustalav. A merchant baron and patron of the arts, each of you have done jobs for him in the past. He is now begging your group to help locate and retrieve his daughter who was stolen away in the middle of the night.
Character creation rules are:
- All PCs start at 2nd level and start with 1,000 gp
- 20 point stat buy (no stats below 8)
- 2 traits, one of which must be one of the Campaign traits listed below
- Max hit points for both levels (after this they will be rolled)
- Classes are allowed from Core and APG books
- Races allowed are any that fit the setting (No custom or 3rd party allowed)
- Any alignments will be allowed
Lost and Found:
In the past, you have come to the Baron's aid when a valuable object was either lost or stolen from him and needed to be retrieved.
You recieve +1 to Perception and this trait is always a class skill for you.
Less than Legal:
In the past, the Baron has asked you to perform a less than legal task. It could have been anything from stealing a screenplay of a rival opera house or liberating a priceless musical intrument from someone unable to fully appreciate its value.
You receive +1 to Disable Device and this trait is always a class skill for you.
Through the Woods:
In the past, you have helped escort the Baron and his troupe of singers/actors through the dangerous wilds of the land as he made efforts to share the musical genius that Karcau is known for.
You receive +1 to either Survival or Knowledge Georgraphy and this is always a class skill for you.
Smooth Talker:
In the past, the Baron has called upon you to help settle a dispute between himself and his business rivals.
You receive +1 to either Diplomacy or Sense Motive and this is always a class skill for you.
Know-it-all:
In the past, your knowledge of a certain topic proved invaluable to the Baron and helped either his standing in the community or his business interests.
You may pick any knowledge to have in class and you have a +1 in it.
Deceitful:
In the past, your ability and moving about unseen and fast-talking has proven to be useful to the Baron either in the business realm or the social one.
You receive +1 to either Stealth or Bluff and this is always a class skill for you.
Recruitment will last until next monday with the party being announced on Tuesday.

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I am interested in playing. I interpreted "any races that fit the setting" to follow along the lines of the Carrion Crown AP Player's Guide. They included the core races, Changelings, Dhampir and Orc. Maybe also skinwalkers of the wolf-kin and bat-kin? Am I anywhere near close?
I am thinking of a dhampir or skinwalker inquisitor with the Animal domain.

The Winds of Fate |

Drayen, yes you are correct. Dhampir, Changeling and Skinwalkers all fit the Ustalavian theme. Anything that would work in Carrion Crown would work for this one.
Dragoncat, I don't see any of the Underdark races (like Drow or Svirfneblin) fitting this game.
Mr. Sandman, no objection. Even though I don't think it specifically fits the setting, there is nothing about it to make it not fit the setting.

The Winds of Fate |

The Lion Cleric, given that the Antipaladin's smite Good would not affect the majority of foes in the game and that their channeling of negative energy would actually heal some of them, I don't think that they would be a very effective choice for a class to play.
Though evil alignments are still allowed as long as they are willing to be party cooperative.

DM Aron Marczylo |

Now, when you say any alignment and class, does that include Antipaladin? I can't be the only one itching to play one, and I believe I have a concept that would make him party-cooperative.
If not, a knowledgeable/thief alchemist is another thing I may be going for.
Thanks for the consideration.
I was thinking Alchemist Vivisectionist/Chirgon. Possibly NE if the DM doesn't mind.
I'm curious, you mention the Baron is a merchant and patron of the arts. Would the Baron be involved in illegal activities or hire assassins?

CaptainFord |

I've actually had a concept for a while of a kobold cavalier who whittles his own armor and weapons, and uses a slurk for a mount. Would that be too outlandish for this scenario? (In this case, he'd be taking Through The Woods and be a regular guide through the swamps of Ustalav - he tries to emulate a story he heard of a brave knight who conquered and rode a giant swamp frog).
If not, I've got a magus on hand that I could submit. I just wanted to see if I might be able to give the quirky cavalier a shot.

The Winds of Fate |

The Lion Cleric, Undead would definitely be a useful choice. There will some other humanoid types to fight of course, as well as a smattering of random animals and aberrations found during the trek.
CaptainFord, I think the cavalier concept may indeed be a little too outlandish for this scenario. Good thing you have a back up plan already. :)

Anadria |

Mr.Sandman here. Anadria Taleri, build is done and backgroud is working. Quick question, has Carrion Crown happened yet? And if so what happened to Kendra Loramir? If not, would it be right to assume both the professor and his daughter are still in Rivengro? Part of her background is as a student at Limpstedt, so I would like to incorporate them into her backstory.

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Submitting crunch for my now undead-killing ranger, Kair Schlachter. Kair is a man without a sense of humour, raised and trained by the famous (or infamous, depending on which side of the positive/negative energy dispute you are) Schlachter family of slayers. Since the family isn't exactly family by blood, rather being more than a guild, he began working as a travelling undead slayer soon after completing his training, and found himself helping the Baron in dealings with some people, who turned out to be involved in necromancy.
While not the talkative type, he has quite the interrogation technique, and is quite helpful and willing to share any advice to his allies. He has no problem working alongside people that would be considered evil, as long as they aren't (openly) homicidal maniacs or necromancers.
It is a bit cliche, as far as backstories go, but I felt that it is quite fitting for this campaign.
Male Half-orc Ranger (Corpse Hunter) 2
LN Medium Humanoid
Init +1; Senses Darkvision 60ft; Perception +5
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DEFENSE
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AC 19, touch 11, flat-footed 18 (dex +1, armour +6, shield +2)
hp (2d10+8) 28
Fort +5, Ref +4, Will +3
SR 8 vs/ Divine
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OFFENSE
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Speed: 30 ft (20 in armor)
Melee:
Orc Double Axe +7 1d8+4 x3 S or
Orc Double Axe +5/+5 1d8+4;1d8+2 x3 S
Ranged: Shortbow +3 1d6 x3 P or B
Space: 5 ft.; Reach 5 ft.
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STATISTICS
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Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
BAB +2, CMB +6, CMD 17
Feats: Orc Weapon Expertise (Defender), Two-Weapon Fighting
Traits: Hunter's Blood (Knowledge(Religion)), Smooth Talker(Sense Motive)
Skills: 12 points:
Climb +8 (1 rank, 3 class, 4 STR)
Heal +6 (1 rank, 3 class, 2 WIS)
Knowledge(religion) +6 (2 rank, 3 class, 1 trait)
Knowledge(dungeoneering) +4 (1 rank, 3 class)
Sense Motive +8 (2 rank, 3 class, 1 trait, 2 WIS)
Spellcraft +4 (1 rank, 3 class)
Perception +7 (2 rank, 3 class, 2 WIS)
Stealth +6/0(2 rank, 3 class, 1 DEX -6 ACP)
Survival + 7(2 rank, 3 class, 2 WIS)
Perception
Languages Common, Orc
SQ Warded Skin
Half-orcs from jungles are often protected by elaborate tattoos that redirect demonic magic. Jungle half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure. This racial trait replaces the orc ferocity racial trait.
Combat Gear: Masterwork Orc Double Axe, 2 light hammers, Dagger, Breastplate Armor (+2 AC), Arrows x40, Blunt Arrows x40, Weapon Blanch(Silver)x10, Weapon Blanch (Ghost Salts).
Other Gear: Bedroll, Lamp, Oil x3, Flint and Steel, Rations x5, Rope, Waterskin, light horse
I know the Warded Skin Alternate Racial Trait is a bit odd, and, technically, from the jungles, but I felt that Sacred Tattoo is way too common, but the awesome Pharasman tattoos are something fitting for an undead slayer, and having them work vs undead and demons is flavourful and awesome.

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While I don't plan to submit one, I feel like a corpse hunting ranger is just begging to be partied with a dhampir in an Ustalav-based campaign.
With that said, I'm very interested and will be submitting a character before the weekend. So far I'm leaning towards a standard Bard, but I may change my mind as the week wears on.

Amria Shadowstalker |

Amria, character sheet looks good except for your AC and HP. Judging from the 7d8 you have listed for HP dice, I'm guessing it's left over from an old character?
Fixed! Yeah, made it for a 7th level game which never panned out. Is the background along the lines of what you are seeking?

The Winds of Fate |

qwerty71, a Half Orc LG "______" of Iomedae could work in the module if the character is willing to work with potential evil party members. Since I have allowed any alignment to apply, I could end up with mostly evil characters or an all good party. I just don't know what will be submitted or what pool of characters I will have to choose from, so I cannot say for sure what will best fit the party at this time.
Also, Warpriest was not included in the playable classes.

Droosch Two-Blood |

Clive *DeciusNero*, here, for review! I have to finish shopping yet, and I'll clean up some of the stats as well!
Male Halfling sorcerer 2
N Small humanoid (Halfling)
Init +3; Senses Perception +3
AC 15, touch 15, flat-footed 11 (+1 size, +3 Dex, +1 dodge)
hp 14 (2d6+2)
Fort +3, Ref +4, Will +5; +2 vs. fear
Speed 20 ft.
Melee dagger +1 (1d3-1/19-20)
Ranged light crossbow +5 (1d6/19-20)
Special tanglevine 6/day (CMB +4)
Spells Known (CL 2nd; concentration +5)
1st (5/day) – mage armor, magic missile
0 (at will) – disrupt undead, flare, ghost sound, mage hand, ray of frost
Abilities STR: 8 DEX: 16 CON: 13 INT: 12 WIS: 13 CHA: 17
Base Atk +1; CMB +0; CMD 13
Feats Dodge, Eschew MaterialsB
Skills Acrobatics +6, Bluff +8, Knowledge (arcana) +5, Knowledge (nature) +6, Spellcraft +6, Use Magic Device +7; +2 Acrobatics, Climb, and Perception.
Languages Common, Halfling, Kellid
Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell's level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.
Traits: Know-it-all (+1 Know [Nature]), Resilient (+1 to Fort)
Current Skill Points: 8
Skill Points Spent: 8
Acrobatics 1 ranks
Bluff 2 ranks
Know (arcana) 1 ranks
Know (nature) 1 ranks
Spellcraft 2 ranks
Use Magic Device 1 ranks
Fave Class: Sorcerer (2 skill ranks)
A halfling born in Ustalav, Clive Cribs can trace a good part of his lineage of ex-Chelish slaves who made it through the winding Sellen River(s), and eventually became attached to the some local plantation owners in exchange for decent living. However, a smaller (and less known) part of his family lived amongst the swamp folk of the nearby Graidmere swamp – folk, it was said, whose blood could hold powers from the very fauna of the land.
Growing up on the outer limits of Karcau, Clive Cribs didn’t have much of an exciting life. While the plantation he was raised on wasn’t unduly harsh (he and his kin were not slaves like his ancestors in Cheliax), it could be rather tedious. When his powers began to manifest – plants growing or withering inexplicably, odd whispers coming from the foliage around the plantation, things began to change. Fearful of being seen as a witch, he tried his best to control his abilities, and things began to quiet down.
Clive’s master, who does business with the Baron, was entertaining his lord one day. While serving some drinks (which Clive preferred over managing cotton), he overheard Baron Viktor complaining about an artist he had commissioned wasn’t capturing a scene just right. After the tea was poured, Clive quipped that a good way to portray his piece was to paint a nearby willow grove during the dawn hours. While his master paled with anger and embarrassment, the Baron gave a chuckle and his thanks to the young Halfling.
Clive is generally genial, though prefers to be so with close friends and family. While he wishes few people ill, he often prefers not to get overly involved with stranger’s dilemmas (with some exceptions, such as when he’s moved to do so). However, he can be quite loyal to people that earn his trust.
He (and some in his family) adheres to a few quirks, especially concerned with the supernatural. He often fingers a serpent’s skill (which hangs around a loop on his belt) when he’s feeling anxious. If he enters the Graidmere (or any discernible swamp), he places both hands in the squishiest mud and mutters some words: in an appeal to the resident spirits of the marsh.