Ruins of Pathfinder: Reign of Winter (Inactive)

Game Master Robert Brookes

"I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening rising to meet you;
I will show you fear in a handful of dust."

T.S. Eliot


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Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1
bi0philia wrote:

Also, Styv has been wearing masterwork agile breastplate of ulfen design that he scavenged off of the zombie, correct?

If So, Marc could take that and Styv could don Andis' Andoran designed armor.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I don't want the bracers of armor. A) That's way unfair. B) From now on I will be making sure I have enough spells to cast mage armor on myself.

I know you were complaining about being hurt the whole time Ordrud, but I used one of my spells to heal you, and I was down as much HP as you are now after the battle going into it. If someone uses resources to heal Rasso though, I was intending to pay them back. Either in gold or with one of my healing pots.

Rasso was also going to suggest two days here, first eight hours rest. Then heal/fortify the cabin. Then rest another eight hours. If nothing's attacked us by then, we cross the bridge. Or at least scout across the bridge. If we can draw whatever else there is to kill to this cabin and use it as a fort we'll probably do better.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

bump


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

I think we have loot settled. I can post, but as you know Teladon is not the most talkative person. Perhaps someone could lead off?

Lantern Lodge RPG Superstar 2014 Top 4

I've just been waiting for a few more people to react to the end of combat. Ar'Z, Marcellano, maybe Talavuc, before I jump ahead with more Gwynn/NPC things.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I'll get to it shortly, as soon as I'm done in the QfA thread.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

I love how active the posters are in your campaigns Lucent. It makes the games seem to move forward quickly and keeps the campaign enjoyable. The posts are also very detailed so it makes the game *really* good.

Lantern Lodge RPG Superstar 2014 Top 4

1 person marked this as a favorite.

It's always important to me to keep things active, without making things feel rushed. The minute you start bypassing moments of personal resonance or story for the sake of momentum, you start losing the heart of a shared narrative. That's one of the reasons I'm taking this lodge scene step by step. There is a lot of potential catharsis here for Ordrud and Styvanus, having successfully saved Gwynn.

Wild not a "centric" moment right yet, I have very specific spotlight plot arcs for each character and in a way this first chapter kind of sets up some of them. Ordrud's deals with his mother and that part of his life. Teladon's deals with the elves as a people and what that means as an identity. Styvanus' is about the price of liberty and freedom against tyranny and the lengths a person is willing to go to for those ends. Rasso's deals with his racial identity and how he straddles human and non-human society. Talavuc's is very sentimental and deals with the Wayfinder she has and why she has it. Ar'Zarrcal and his riven identity, Marcellano and his [redacted]. Etc etc.

Keeping interest and pace is a hugenormous balancing act, basically. I'm really glad you guys are enjoying yourselves thus far.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Couldn't agree more Robert. It's very difficult to balance momentum and roleplay. If I'm being honest my own PBP games tend to get shoved more towards momentum than RP, though I do try to give breaks for a little character expression. In my carrion crown game someone actually has started a budding romantic involvement with one of the main NPCs. This game generally does an excellent job of balancing the two aspects and I really appreciate all the detail that goes into people's posts here. Thanks for being such good gaming buddies all! :)

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

It certainly is a fun game and I'm looking forward to where it can go.
If I'm being honest, the quality of this game has kept me tentative about joining another : P

Ditto on Rasso's sentiment of appreciation and thanks to all, let's keep it up guys!


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

Ditto on the fun and great game.

Yes, Ordrud has some emotional recovery to do with Gwynn. I'm playing that he's presently sapped of energy after the fight and recovery of his rage fatigue to be able to approach Gwynn. Plus, the teenager is quick to sense/imagine a thing between her and Styv and does not want to get in the middle.

Rasso wrote:
I know you (Ordrud) were complaining about being hurt the whole time Ordrud, but I used one of my spells to heal you, and I was down as much HP as you are now after the battle going into it.

I would also like to take this opportunity to address this comment by reminding everyone that Ordrud began this game differently than every other character. He began at half his total hit points without any means to heal himself; he did not receive the two free potions of cure light. Some of you may have unintentionally forgotten this fact.

In light of the other posts about dying in Robert's game, I hope that this reminder will recalibrate your perspective of Ordrud's and my complaints about his injuries and never being fully healed. I understand that this is a negative subject, so please don't feel the need to respond to continue it. I have no desire to stain this awesome game.

cheers


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Ar'Zarrcal offered to heal Ordrud on several instances, however he was rebuffed (not necessarily by Ordrud) each time.

Robert - I did post an after combat reaction, though I can post more if you wish. It involved Ar'Zarrcal uncoiling the rope bridge and binding prisoners... also 'trying' to stop the elf from killing Thuldrin.


Oh right, right. I think I was thinking of something else when I put Ar'Z name there.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3
Lucent wrote:
Marcellano and his [redacted]

Hmm? o.O

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3
Lucent wrote:
Two Chelish officers;

You meant Andoran, as you were talking about Rasso/Styv. Just wanted to point that out! :D

Unless, of course, the two decide to join the Chelish military, which would be the smart thing to do in the long run. Just sayin'. ;)

Lantern Lodge RPG Superstar 2014 Top 4

Hahah yes, Paizo forums seized up like a rusty engine after I posted and didn't have time to edit. Going to add a few things to that now.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I noticed that as well.. glad whatever it was, its fixed now.

Lantern Lodge RPG Superstar 2014 Top 4

Oh, Fenyx, did you ever do any work on that illustration I'd asked about? I saw the awesome ones you did for Quest for Arcadia and that's exactly the kind of "sketchy" style I was looking for.

Lantern Lodge RPG Superstar 2014 Top 4

Also, if anyone knows any other good artists who are great at working on a short time-frame, I have a project I'd like to recruit them for. It's kind of a big deal and will get them noticed by Paizo publishing, so if they want to break into the industry it's a great opportunity.

Long story short, I had an artist flake on me about the cover for the book I'm working on. It's a paying gig.


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

I haven't done anything worth presenting; the majority of which have been jotting down ideas on paper scraps when I have time at work. What is the deadline on that, btw? I may shoot further questions to you on PM too, if I hit any snags.

Lantern Lodge RPG Superstar 2014 Top 4

Ideally, no later than the end of august. My cover artist had a bad run of luck RL, so he's had to bow out so now I'm looking for a new artist to fill some of the unfinished commissions (like the bloody cover ~_~). Once you get it done, let me know what you'd want for compensation. I can either do cash or gift paizo products :>

Lantern Lodge RPG Superstar 2014 Top 4

Rasso wrote:
Couldn't agree more Robert. It's very difficult to balance momentum and roleplay. If I'm being honest my own PBP games tend to get shoved more towards momentum than RP, though I do try to give breaks for a little character expression. In my carrion crown game someone actually has started a budding romantic involvement with one of the main NPCs. This game generally does an excellent job of balancing the two aspects and I really appreciate all the detail that goes into people's posts here. Thanks for being such good gaming buddies all! :)

Oh man. your Carrion Crown game! I wanted to get into that so bad. I think I actually applied a version of Liette for that.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

I'm still planning my Ravenloft, Carrion Crown game. I just need to get a handle on Zeitgeist first.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

@Lucent: Btw, if a Shardgun happened to show up.. I think Teladon might be *very* interested in it.


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

I wanted into VoV's Reign of Winter pretty farking hard. Though, with hindsight, I'm glad I got passed over because I wouldn't have applied to this thread had I been accepted. Insert clever quote about doors closing and opening.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
Marcellano Kain wrote:
Also, Teladon, sorry for being an ass towards you. Marcellano's not happy with your...

It's all good, and understandable.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

@Lucent: I don't know if it is precisely what you are looking for, but a friend I work with draws illustrations for several comics and books and is quite good. He also plays RPG's and does LARP (don't hold the 2nd against him)

You can see his profile work here CEZachrel


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I've never done any professional art work, but everyone always tells me I should. Do you have a description of the image you're looking for for your cover? My style is closer to Fenyx's than the guy he just linked to.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Hey Tel, let me know when you get that Carrion Crown started - I might see about making a character for it, though I'm not very knowledgeable about Ravenloft. I've really wanted to do the Carrion Crown campaign for a while now.

Lantern Lodge RPG Superstar 2014 Top 4

The cover piece is pretty detail intensive. It needs to showcase a new inevitable (basically looking like a tauric spider) engaged in battle with two of the inconics, Merisiel and Kyra. Ideally it would be full-color as well.

I've had a few nibbles of interest for interior art as well. Do you have any samples of your stuff, Rasso?


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Honestly, that's probably a bit much for a first time attempt at professional work. While I could probably produce an acceptable piece given enough time, I'm not really equipped to create a high quality full color digital image. My coloring skills are also not at a profesional level. More of a lineart/concept art type guy.

I don't have a portfolio or anything, because like I said, amateur. I could work up a couple sketches of Merisiel and Kyra over the next little while and you can see if I'm even remotely something you'd be interested in. In the meantime, I'd keeping looking for someone who's already established.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)
Marcellano Kain wrote:
Hey Tel, let me know when you get that Carrion Crown started - I might see about making a character for it, though I'm not very knowledgeable about Ravenloft. I've really wanted to do the Carrion Crown campaign for a while now.

I'll do that. It is going to have some interesting concepts worked into it that I have discussed with Lucent. It is also going to be *very* dangerous. I'm not sure if I will end up doing a private recruitment or open, but you guys know that I favor players I have worked with before. If you want a teaser of what I have worked up... here you go.


<< Outskirts of Mordentshire, Mordent │ Evening │ Raining, Chilly │ Saturday, November 8th, Year 760 >>

Narrator: Let me begin with a Dramatis Personae:

  • In order of appearance we first have THE PROFESSOR, a kind elderly scholar and gentleman, small but weathered like old leather.
  • Next is THE PROFESSOR’S DAUGHTER, an intelligent and dainty young woman, innocent to the antics of her father.
  • Next to speak is THE JUDGE, a stern elderly lady with pursed lips, her hair in a bob, and icy blue eyes.
  • Also appearing is THE WARDEN, a slight and spry man, with dirty spectacles, somewhat dishevelled himself.
  • Lastly is THE NOBLE, a tall, stocky aristocratic man with little patience for the events of the evening.

    The rain fell upon the twisting and muddy road in a torrential downpour not seen in years. The night was black and moonless without a cloud in the sky. Though the skeletal trees the wind gusted and howled, carrying with it a keening wail that echoed ominously through the branches devoid of foliage.

    In the distantness there is a faint light that seems to flicker through the rain. It is a small two-wheeled carriage, pulled along nervously by a single ageing mare. Within the carriage are two cloak enwrapped figures. The first is an elderly man, with the bearing of a scholar and a gentleman. His hair is wispy and he wears thin, lead rimmed glasses that threaten to fall from his nose with each bounce along the muddy ruts. He is small, but weathered, like the bindings of a fine tome. The second figure is taller, younger. Her eyes carry the sparkle of intelligence and her face bears a sense of propriety.

    Professor: Have no fear Kendra, we’re almost there.
    Daughter: I’m not afraid. It’s just a storm, rain can’t hurt us.
    Professor: You would be wise to heed the weather my dear. For when the gods send dark omens, then dark things walk in the night!
    Daughter: Oh come on father, you don’t really believe that. Stop trying to give me the spooks. Observation over superstition remember, that’s what you always say.
    Professor: Mmmm. I ... I do, don’t I. But there are other things that...

    But the carriage draws to a halt and the professor is interrupted by the driver, indicating that they have arrived at their destination – the warm and pleasant traveller’s inn known as The Open Book. Keen to exit the storm, the professor and his daughter shuffle their way into the inn. Their bags are taken – for the professor is expected – and the travellers make their way into the back room of the inn where a roaring fire, leather chairs, and three figures await them. The judge and the warden are seated, having what appears to be an argument. The noble stands by the window, gazing out at the storm.

    Judge (to Warden): Well, I think I speak for all of us when I say you are clearly not the man your father was! He would never have used that tone with me. Lodge or no lodge.
    Warden (to Judge): What you think of my tone is irrelevant, it’s the outcomes that matter, and my logic cannot be denied especially when my contacts with the clan members clearly report that ---

    Narrator: They break off their conversation as the professor and his daughter enter.

    Judge: You’re late Petros. Why are you always late? It’s terribly disrespectful. You have missed much of the discussion already.
    Professor: My apologies to all three of you. There was some, ahem, “research” that could not wait.
    Judge: Yes, well, we all have commitments too. And this must be your daughter, where are your manners sir, introduce her.
    Daughter: If it please m’lady, and sirs, my name is Kendra and I can introduce myself. I’m afraid I don’t have the pleasure of your names.
    Noble: And you will not young lady. Professor, send this child to bed. We have matters to discuss.
    Professor: My good lord, I was hoping that this evening might be an opportunity to introduce -
    Noble (interrupting): Out of the question. Not tonight, nor any other night. These are weighty matters, not games for infants.
    Daughter: Save your breath father. I can clearly see when I am not wanted. Well good night sirs, and madam, I hope your ‘weighty matters’ do not require the application of manners to solve, else we should all be in for a dark day indeed.

    She kisses her father on the cheek good-night and leaves, somewhat angrily. Her wine sits undrunk.

    Judge: Good heavens, what a nonsense. Now do sit down professor and tell us of your findings.
    Warden: Quite. Leave no stone unturned, nor tree un-branched, for I am all ears and eyes also.


    The professor does indeed sit down, puts down his wine, and draws a stack of papers from his case. He talks for some time, making reference to the papers, showing charts, calculations, maps (of both the land, sea and star variety), inventories of foreign places, itineraries of people both alive and long dead, notes from a diary, more calculations and then extrapolations with reference to calendars (both current and past) and finally some hand written scrawls from the charred remains of an old book littered with theoretical incantations. He concludes his long discourse by flailing his hands in a dramatic fashion to indicate a point of great importance to him. This knocks over both his and Kendra’s undrunk goblets sending them splashing all over the oak floor and across the long evening dress of The Judge.

    Judge: Oh for goodness sake man, be careful.
    Professor: Oh I’m sorry! So terribly sorry! Please, my apologies, I will buy you a new dress, I promise. Here, I have some coins with me tonight.
    Judge: Put your money away you old nincompoop. At least you missed the maps, for what it’s worth.
    Professor: For what it’s worth... what do you mean? You see the pattern surely, you realise we must act now before it’s too late.
    Judge: Now Petros, lets be calm over this.
    Noble: Let’s be frank instead. It’s hogwash professor, hogwash and hokum. All you’ve shown us is conjecture, unconnected occurrence and fancy. The plural of anecdote is not theorem, and this sir – is not evidence. I have a murder stalking the alleyways! Each night a new victim is found with her throat cut and left on the street like a trophy in my city - my city! – and you want me to divert resources to this ... this treasure hunt. Pah!
    Professor: But the maths... the equations demonstrate the proof. They show the connections. Admittedly, there are a few holes yes, but The Fraternity have been very careful to cover their tracks. This is all that was left. Estov, you followed the numbers, surely you must agree.
    Warden: Hmmmm
    Professor: Is that a yes?
    Warden: No, it was a “Hmmmmm”. A “Hmmmmm” is very different to a “yes”, not quite the opposite but certainly not equal. I must agree with his Lordship. Not, you understand on all the various colourful terms with which he describes your lecture, but rather in your prescribed course of action. A scatter shot approach is a waste of resources, it will not work. And besides, I have other interests I am pursuing at present. Still, a good yarn though, I’ll give you that.
    Professor: Then I’ve wasted my time. None of you will listen.
    Judge: Now now professor, that’s not true. There is still me.
    Professor: But... but... the wine... your dress.
    Judge: Oh stuff the wine! Your words, you nonce. If what you say is true, the risks of not acting... they are so great...
    Professor: So you will help?
    Judge: I confess I’m not sure. For all that you’ve shown, there is little direct evidence. And the third ingredient you mention, such a tortured spirit, still retaining its goodness, it’s unlike anything we’ve ever heard of. If you had more evidence, a lead perhaps, a trail to follow, maybe I could help.
    Professor: I could do that... I still have some clues to pursue. Ravengro, there is some connection to Ravengro, I’m sure of it.
    Noble: That dead-end of a village... ha, not likely. A village of fools and liars.
    Professor: I’ll do it... I’ll prove to you all!
    Warden: I’ll drink to that... to a futile quest driven by nobility of thought and stubbornness of ideas.

    The warden raises his tankard of cider in a mocking gesture while the professor gathers up his notes. The judge sits quiet and purses her lips. The noble turns around, shaking his head and looking out the window again.

    Professor: Ravengro, Ravengro it is. I’ll call another meeting once I have more proof. I’ll make haste, as much haste as I can. Till next time friends. Ab Sek, Abet Sahu.
    Others: Khu Ba Heteph.

    The professor exits the room and we fade to black. 
     
     
     
     
                       M I S T F I N D E R
            C A R R I O N   C R O W N
     
     
     
     

    Introduction
     
    “He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.”
    -Friedrich Nietzsche
     
    Welcome friends to Mistfinder: Carrion Crown. In this AP-PBP you will be playing a slightly modified version of Carrion Crown set within the Demiplane of Dread. In this adventure, you are not the champions of the people or the chosen of the gods. Such people are rare within the mists. Instead, you are common folk with daydreams of glory or pushed to greatness by desperate times.

    Before we get into the details of the campaign, I would like to lay out my expectations. In Mistfinder: Carrion Crown you have the chance to play an unusual sort of character. Your characters begin as unremarkable common folk, little more than nameless NPCs (albeit ones with potential and who had some sort of long term interaction with Professor Lorrimor). They must adventure for some time before they start to become heroes by deed and action rather than though exceptional abilities or natural talent. Indeed in “the Core” few true heroes exist, eventually however if you manage to survive, your characters will become someone who has managed to rise from fear and poverty and become a light within the darkness.

    Here is what I envision from my players: I am looking for a lawful neutral, lawful good, neutral good, chaotic good or neutral group of characters with an appreciation for outstanding roleplay and deep character development: This is not the campaign for evil character or chaotic neutral loners. Those campaigns exist and if that is what you are looking for, perhaps you are in the wrong place. This is a campaign about fighting against overwhelming darkness in a world that cares for nothing but your death. Think of the Professor Abraham Van Helsing, Jonathan Harker’s and Victor Frankenstein’s. That is what I expect. That said, while you are good, what I am not looking for characters who are Lawful Stupid. I am looking for characters with interesting backstories, who would mesh well together. Characters should be three-dimensional with personality, desires, flaws and a dark secret. Disagreement between characters should be a natural occurrence based on strongly-held beliefs, although they shouldn't derail the game. Knowledge of the Ravenloft setting is assumed and should be worked into the character.

    What the players can expect from me
     
    “Night was a very different matter. It was dense, thicker than the very walls, and it was empty, so black, so immense that within it you could brush against appalling things and feel roaming and prowling around a strange, mysterious horror.”
    - Guy de Maupassant
     
    This is my second go as a DM in a pbp, and I have played D&D/Pathfinder/Ravenloft for fourteen years. I am active on the boards with over 2,700 posts and I expect my players to be active as well. Players who make it in to this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence.

    I expect players to engross themselves in the roleplaying element and contribute interestingly to the story.

    I also favor longer posts with detail and emphasis on the growth of the characters. (Example 1) (Example 2) I do not use map tools unless absolutely required. I am also travel occasionally, but this has never affected my posting. I will be taking applications until Friday, X/XX/XX. I have not decided how many players I will be taking, but the total will be between 4 and 7. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you but I may ask for a writing sample.

    Mistfinder: Carrion Crown: Character Creation:

    Character Creation
    The rules for creating characters are similar to those found in the Pathfinder Core Rulebook, with a number of changes referenced below.

    Concept
    Players should start by thinking of an idea for their character.
    A concept should include an idea of what the character does for a living, but also why they might be involved in adventure. Being a milliner is fine, but there should be some reason why the character was named as a recipient in Professor Lorrimor's will.

    Races
    Not every race exists in Ravenloft, and humans are by far are the most common. Most non-human races are viewed with suspicion or fear by the simple common folk.

    Races are divided into four categories: common, uncommon, rare, and very rare. At the start of the campaign, only races from the first three categories can be chosen. Additionally, at the start of the campaign, I will only select one player with a rare race and two with an uncommon race.

    Race                    Category
    Aasimar                Very Rare
    Caliban                Common
    Changeling             Rare
    Dhampir                Rare
    Dwarf                  Uncommon
    Elf                        Rare
    Fetchling              Uncommon
    Fey-Touched (Half-Elf) Uncommon
    Gnome                  Very Rare
    Half-Vistani           Common
    Halfling               Uncommon
    Human                  Common
    Ravenkin (tengu)       Very Rare
    Tiefling                    Rare

    Players can choose alternate Favored Class options from the Advanced Player's Guide or the Advanced Races Guide.

    Classes
    At first level, players are limited to the five NPC classes: adept, warrior, aristocrat, expert and commoner. Starting with second level, players can take any class they wish. Additionally, Dreamscarred Press’ Psionics Unleashed is also usable for its update of the psion and psychic warrior. The psion, psychic warrior, and all related content (rules, powers, feats) are usable.

    All core and base classes are available; however there are minor changes for some classes. See the Class section of the Mistfinder Netbook for how existing classes fits into the world as well as any possible changes.

    Players who elect to take the commoner NPC class also gain an additional trait of their choice and begin play with a draw from the Tarokka Deck. In addition, their minimum hand size is increased from 0 to 1, so they always have a Tarokka card.

    Traits
    At first level characters gain two traits, one of which must be a Carrion Crown campaign trait. Players who pick the commoner NPC class gain an additional trait of their choice.

    Starting Level
    PCs begin at first level (0 xp) as unremarkable common folk, little more than nameless NPCs (albeit ones with potential and who had some sort of interaction with Professor Lorrimor). They must adventure for some time before they gain their first level in a PC class.

    Character advancement begins using the Fast XP advancement chart. Once characters reach level 3, advancement will switch to the Medium XP chart (with XP increased to reach the new minimum of level 3). At level 4 your NPC class will convert to the PC class of your choice that you currently have the most PC levels in.

    Starting Ability Scores
    Stats use the basic array (14, 14, 12, 10, 10, 8) assigned as desired. This equates to a 10 Point Buy. The PCs are heroes by deed and action, not through exceptional abilities or natural talent. As the campaign progresses, stats will be increased, gradually increasing characters closer to heroic Point Buy numbers.

    Aristocrat   -> Any Class
    Commoner -> Any Class
    Warrior      -> Barbarian, Fighter, Paladin, Ranger, Cavalier or Monk
    Expert       -> Bard, Ranger, Rogue or Inquisitor
    Adept        -> Cleric, Druid, Oracle or Inquisitor

    XP Progression:
    1: Start as a NPC class
    2: 1,300 - Stat Score Increase
    3: 3,300
    4: 7,300 - NPC class converts to PC class - Stat Score Increase
    5: 13,300
    6: 21,300 - Stat Score Increase
    7: 33,300
    8: 49,300 - Stat Score Increase

    Starting Skills & Day Jobs
    Characters begin with an additional skill point which must be allocated to a Profession or Craft. This indicates the character’s Day Job. As long as a character uses the profession or craft skill each level, they continue to get that free skill point at level up.

    Starting Money
    Mordent has three coins, the gold piece, silver piece, and copper piece called sovereign, shilling and pence respectively (although the term "pound" is used interchangeably with the sovereign).

    PCs begin with 50 gp worth of goods and equipment with the exception of the aristocrat who begins with 75 gp. This equipment is not new, and represents handed down weaponry, heirlooms, or work-assigned gear. Extra funds are kept but converted into silver pieces (sp). This represents a character’s lifesaving.

    Usable Books
    All content from core Pathfinder products are usable.

    Available content includes the Core Rulebook, the Advanced Player's Guide, Ultimate Magic, Ultimate Combat, and the Advanced Race Guide.
    Additionally, Dreamscarred Press’ Psionics Unleashed is also usable for its update of the psion and psychic warrior. The psion, psychic warrior, and all related content (rules, powers, feats) are usable. Other books and content, such as non-Core Pathfinder releases and 3rd Party products, needs to be approved on a case-by-case basis.

    I will also be using the Mistfinder fan conversion for playing Ravenloft with the Pathfinder RPG that can be found Here!. The conversion contains additional information on Ravenloft as well as the rules for the Caliban and Half-Vistani races. If you wish to play one of these races or gain some additional inspiration, I would recommend you download and review the article.

    Alignment
    In Ravenloft, morality is important and actions have very real consequence: evil can leave stain on the soul all but impossible to wash clean.

    Players choose where their characters ally themselves both moral and legally: Good vs. Evil and Lawful vs. Chaotic. If a character does not strongly identify with an option they are Neutral or otherwise unaligned.

    Players choose the order of their alignment – which part takes priority. A character can be Lawful Good (where what is legal trumps what is right) or Good Lawful (where the law must be obeyed, but not at the cost of what is right).

    Languages
    There are myriad of languages across the Core.

    Unlike other worlds, there is no Common tongue. Players are encouraged to pick a shared language (most likely Mordentish). Characters with bonus language slots are permitted to leave slots open for future languages, either to reflect not having travelled outsider their home region or simply waiting to see what languages might be most useful.
    See the Language section of the Mistfinder Netbook for details on who speaks what language and what alphabet is used.

    Background & Questions
    The following a link to ”The Ten Minute Background”. You are not required to use it during submission, but I have found it is exceptionally useful in creating a character with depth and flavor and I would highly recommend it.
    As a reward for completing a written background, players who are selected and provided “The Ten Minute Background” will be awarded with a draw from the Tarokka Deck (see Hero Point variant rules) and their maximum hand of Tarokka cards will be increased to 3.

    Mistfinder: Carrion Crown: The DM and Player expectations:
    1. I will Provide the Necessary Mood and Detail: Horror requires the proper description. Short posts will not suffice to carry the appropriate mood and detail. I will provide in-depth and detailed posts for my PC’s.

    2. I Will Go Only as Far with the Horror as the PC’s Wish: Some people have a lower threshold for horror than others. Pathfinder is still a game and it’s meant to be fun. If one of the players becomes uncomfortable with a scene or a description, they only need to PM me and I will tone down the descriptions.

    3. I Will Avoid Taking Advantage of the Situation: Horror often involves foes too powerful for the PCs to defeat, at least by standard or obvious means. I will not use this as an excuse to slaughter or torment the PC’s without reason. I will occasionally make changes to monsters and rules, in order to heighten the mood, but not because I want to “beat” the PC’s. I will also work with each of you to establish my “house rules” in advance so we are working off the same page.

    4. I Will Avoid Frustrating the Players: Horror often involves mystery as well as seemingly unbeatable foes. These elements, if drawn out for too long, can prove frustrating. No matter how convoluted the plots or how powerful my villains, I will ensure that you as the player are able to experience victories and discoveries, (at least occasionally).

    5. I Will Avoid Going Too Easy: It’s hard on you as the player to lose a well-loved character, and I won’t kill one at whim. At the same time, the danger in a horror game is real. If the dice and circumstances say that a character dies or suffers some other gruesome fate, I will allow it to happen.

    Obligations of the Players
    My PC’s must make certain commitments in order to bring a dark and vivid life to their horror campaign.

    1. Cooperate with me in Setting the Mood: A player who refuses to allow himself to be swept up in the game, and who will not portray his character as scared or shocked when the situation warrants, destroys the mood not only for himself but for the entire group.

    2. Accept that Horrific Events will Happen to You: In a horror campaign, not every ending is a happy one. You will, at times, encounter opponents too powerful and too terrible to defeat. You will not always be able to prevent your loved ones from suffering. You won’t have as high a survival rate as characters in other campaigns. You should not expect every fight to be winnable and every plotline to end on a positive note.

    3. To Create Horror-Appropriate Characters: Horror works only when the character has something to lose. A character with a rich background, goals and ambitions, and friends and family is a much better choice for a horror game than the stoic loner with no emotional attachments. If a character fears nothing, then nothing inspires fear, and while that might fit certain heroic archetypes, it doesn’t encourage horror roleplaying.

    4. To Avoid Metagame Thinking: A character in a horror game who thinks, “Dear gods, that creature utterly ignored my fireball! It cannot be a normal troll!” is fine. A player who grows irate at me for creating a flame-breathing troll is not. Fear is about surprises and the unknown. Trust me enough to accept that I have a reason for making changes. Further, don’t assume that I won’t let your character die; this is a horror game, after all. The danger is real, and you should treat it as such.

    5. To Tell me if I have Gone Too Far: This is a game. This is about having fun. If the DM’s idea of horror goes further than you’re comfortable with, tell me.

    Mistfinder: Carrion Crown: An Introduction the Demiplane of Dread:

    Introduction
    Ravenloft is not the name of the planet, or even a land. It is the name of an ancient castle in the land of Barovia, a nation that lies at the heart of the continent known as the Core.

    The world itself has no name, being merely "the world" but is often called the Land of the Mists. Travellers from distant lands sometimes name it the Demiplane of Dread but most locals laugh at that hyperbole. Others have called the world such things as a prison for the damned, a crucible to test the virtuous, or a world of fear and horror. But, to you, it is simply called home.

    10 Facts About the World
    1 – Magic Is Real: It is accepted that magic is real, but disputed if it is an abomination or part of the natural order. Most folk may never see true magic but still know that it exists.

    2 – People Are Isolated: The average person lives their entire life within thirty miles of where they were born. The farthest most folk travel is the neighbouring town or village.

    3 – Monsters Are Real: The majority of people die a natural death never having encountered a creature of the night. Regardless, it is agreed that monsters are very real and dangers lurk in the shadows.

    4 – Superstitions Work: As monsters are real and dangerous, adherence to rituals is what keeps people safe. People strictly adhered to traditions and thus tragedy is avoided.

    5 – Humanity Is Predominant: The various inhuman races are rare, almost unknown in many lands. At best they are viewed as less than human, and at worst they are seen as animals or monsters.

    6 – Technology Advances: The progress of science has created modern wonders, such as clockworks, firearms, gaslights, and some steam power.

    7 – The Gods Are Silent: While prayers are sometimes answered, the gods themselves do not talk to mortals. Some claim to hear the voice of god, but these are called madmen as often as they are called prophets.

    8 – Do Not Anger The Vistani: These wandering vagabonds are often considered thieves, but Vistani gypsies can also be entertainers, traders, craftsmen, and mystics. However, the potency of their curses and use of the Evil Eye keep the Vistani from being barred from towns.

    9 – Be Wary Of The Mists: Cool white fogs borders the known lands. It is easy to become lost in the Mists, which have been known to snatch travellers, depositing them in faraway lands or even other times.

    10 – Magic Is Unreliable: Outlanders from distant lands complain that magic does not work as it should: it cannot detect morality, travel between nations, accurately divine the future, or cross into other worlds. Even those spells that do work often have unintended consequences.

    Theme and Tone
    Ravenloft is a setting inspired by the classic tales of Gothic horror rather than western fantasy and Greek myth: Frankenstein rather than Elric and Bram Stoker instead of Tolkien.

    A good Ravenloft campaign is a combination of gothic horror and gritty fantasy. This campaign also adds elements of dark Fairy Tales and modern Urban Fantasy to the mix. Dracula and the Brothers Grimm meet the Dresden Files and Jonathan Strange & Mr. Norrell.

    My players do not begin as heroes: they are not the champions of the people or the chosen of the gods. Instead, they are common folk with daydreams of glory or pushed to greatness by desperate times... if they survive.

    Adventures will frequently be investigative and the villains more powerful than the PCs. Charging into combat without a plan or knowledge of the enemy will likely result in severe injury or death.

    The campaign will also be low magic. PC spell-casters will be among the rare magic users in the Mists. To reinforce this, magic in combat will be discouraged and much more risky. Magic items will also be rarer but not unknown, simply special and unique.

    Mistfinder: Carrion Crown: Magic in the Mists:

    The Semblance of Reason
    As noted above, the supernatural has little overt role in the lives of most of those living in the Land of the Mists.

    Users of divine magic, for example, should not obviously cast spells. That is, while a priest may stop in combat to bless a companion or pray for protection, the prayer is not answered by a glowing aura over said companion or the appearance of an enormous fiery shield. Wherever possible, I would like PC's to minimise the visual effects of these spells. They have full effect in terms of the game mechanics, but are able to be passed off as coincidence by Doubting Thomases in the world itself. It should be emphasised though that characters who are affected by magic (especially those who pass their saves) are aware of what’s happened.

    Similarly, the effect of magical weapons with properties such as flaming, brilliant or related powers will be downplayed. Instead of a visual corona of flames, the sword might project an aura of unnaturalness that warns opponents to stay clear, and invisible flames do fire damage to those struck by it, but from a distance, all but the most powerful or corrupt magical items are not obviously supernaturally empowered.

    It is important to for characters to understand with that hit points are just as much luck as physical toughness. A prayer for healing is much more believably ambiguous if you the player presents it as discovering that your characters wounds weren't as bad as first thought, or returning someone to consciousness by slapping their cheek and praying for mercy, rather than describing wounds closing and people rising from near-fatal injuries.

    In a similar vein, it is easier to conceal the alignment and nature of opponents from effects like Alignment Channel if you imagine the effect is, in essence, making their luck run out, rather than damaging them. In this mould, a lack of hit points means it is more likely that a fatal blow will be struck, not that a holy word or similar is actually physically damaging.

    Finally, magical items are not typically overtly sold as magical items. They might be seen as priceless heirlooms or dwarf-crafted weapons. They might be simple folk remedies prepared by village wise women, or blessed water from a holy font, instead of potions of healing. These items are still available, but they are not thought of as magical items.

    The Realm of Ravenloft, a Gazetteer:

    The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.
    - H. P. Lovecraft

    Ravenloft is home to the domains of dread. It is both less of a world and more than one. It is a place of fear incarnate, where ancient terrors stalk the land and mortals cower behind their feeble walls. It is also a land of heroes, of those who stand between the darkness and those it wishes to consume. Their lights burn all the brighter for being enshrouded in eternal shadows.

    Some say Ravenloft is a prison for the damned; some say it is a crucible to test the virtuous. Others just call it home.

    Layout of the Land
    First and foremost, Ravenloft is a world of mists. They enshroud all lands and seas, are seemingly endless, hard to navigate and all encompassing. The landmasses of Ravenloft are like islands in those mists, some connected, others alone, some large, most small.

    The largest continent discovered thus far is called the Core; it is made up of dozens of realms. There are three clusters of still considerable size with several domains and an unknown number of smaller clusters, some of which only feature one domain, being nothing more than single islands in the mists.

    Travel between these landmasses is difficult and dangerous as it entails entering the ever-changing mists. Unreliable Mistways connecting clusters exist, but travelling them is considered as arduous as it is perilous. Those who are able to navigate the mists are highly sought after.

    The people of Ravenloft fear the mists as it is said that they are governed by dark powers and inhabited by strange creatures. It is known that the mists can rise at any time, and that wanderers are well advised to stay clear of them or be in danger of being led to strange lands or even lost to the world forever. The mists are said to be able to bend time and space, and seem to have their own nefarious purposes.

    Sometimes the mists reach out into other planes of existence and drag people from those realms to Ravenloft. These outlanders find themselves trapped and unable to return. No-one knows the purpose of the mists and how they choose their victims, but a certain malicious intent is inherent to them.

    The Core
    The Core consists of a continent and several islands ranging in size from whole domains to tiny flecks in the seas. The eastern sea is called the Nocturnal Sea, while the western waters are known as the Sea of Sorrows. The heart of the main landmass is pierced by the massive Shadow Rift, a seemingly bottomless abyss that nobody dares to enter.

    The north is home to the largest and arguably most diverse realm, Darkon. The only other domain in the north is Lamordia, which is situated in the north-west. In the east, the vast steppes of Nova Vaasa stretch out until they meet the Nocturnal Sea, while Tepest is nestled nearer to the centre. Ustalav, Barovia and Kartakass are the largest domains in the south, dwarfing Sithicus and Hazlan. The west is regarded as the most advanced, civilized and cultured part of the Core, sporting such sophisticated domains as Dementlieu, Souragne, Richemulot, Mordent and Borca, the notable exception being the backward yet warlike Falkovnia, a constant threat to other domains.

    The centre of the Core is dominated by the Balinok mountains, which rise around the Shadow Rift. The Balinoks have several ranges, like the Tusk Mountains in north-western Ustalav. They reach to the very south of the Core, forming a natural barrier in Barovia and Hazlan. Only a few passes allow travel, most of them in barovian land, but they are often impassable in winter.

    Several large rivers flow from the Balinoks, the four largest of those being the Arden, the Musarde, the Moutray and the Vuchar. Easily the mightiest is the stream called the Musarde; it flows from Barovia to Souragne, crossing Falkovnia, Invidia, Richemulot and Dementlieu. One of its arms becomes the Arden, splitting in Invidia, then flowing through Kartakass and Sithicus before pouring in to the Sea of Sorrows in a massive waterfall. The Vuchar runs from Tepest through Darkon, creating a large swath of fertile land. Finally, the two arms of the Moutray river, called the Greater and Lesser Moutray, flow through Ustalav before combining in Nova Vaasa.

    Barovia
    • Ruler: Count Strahd von Zarovich
    • Cultural Level: 7
    • Religions: The Morninglord, Hala (Hel), Ezra

    This dark domain is ruled by Count Strahd von Zarovich from his famed Castle Ravenloft. The realm has expanded in recent years when Barovia conquered a large part of neighboring Gundarak. To this day, Gundarakites are treated as second class citizens by Barovians. History has come full circle, as Barovia once was conquered by Gundarakites. Most of the original domain is a rugged highland situated in the forbidding Balinoks, while the erstwhile gundaran lands occupy the foothills.

    The peasants of Barovia are mostly serfs and are ruled by boyars, powerful nobles who command fear and respect. They control the towns, villages, roads and passes. Land-bound trade from east to west and west to east usually flows through Barovia. The realm has little to offer otherwise.

    The people of Barovia cherish their seclusion and are not fond of strangers. They are known for their many superstitions. While the Cult of the Morninglord originated in Barovia, and many Barovians are quite devout, the ruling class has little regard for religious sentiment. The conquered Gundarakites have recently begun to worship Hel again, a dark aspect of Hala, which once was the main religion of Gundarak. They see their newly rediscovered religion as a point of ethnic pride.

    Borca
    • Rulers: Ivana Boritsi and Ivan Dilisnya
    • Cultural Level: 9
    • Religions: Ezra (official), Hala

    Home of intrigue, byzantine power games and, by some troubling claims, frequent assassination by poison, Borca is a domain of warring city-states, torn by rivalling leaders. Countess Ivana Boritsi, aptly named the Black Widow, is locked in an eternal struggle of dominance with her cousin Duke Ivan Dilisnya, whom they call the Magnificent. The ever-changing treaties, confederations, pacts and vows of eternal friendship or hate make borcese politics notoriously volatile and deadly. Strangers are advised to stay clear of the power games lest they become lost in this intricate web of deceit.

    The domain is well known for its crafty bankers who have perfected the art of money-lending. Borca is the financial hub of the Core, and branches of its banks can be found in many domains. Borcese have a reputation for being schemers and opportunists, but are also praised for their shrewd trading and appreciation of the finer things in life. The borcese merchant navy is quite large and helps making the realm a very wealthy one.

    Borca is home to the main branch of the Church of Ezra, which was founded by a relative of Ivana Boritsi who claimed to have been spoken to by Ezra herself. Outwardly, all Borcese are very devout, but many consider this to be just another mask they wear.

    Darkon
    • Ruler: Azalin Rex
    • Cultural Levels: 5-8
    • Religion: The Eternal Order (official)

    Vast and powerful, Darkon is ruled by the hard yet just wizard-king Azalin Rex, who is said to be the foremost arcanist in all the Core. The realm dominates the northern part of the Core, being one of the largest domains, if not the largest. It is home to a sizeable population of elves, dwarves and other non-human races and is also a multinational state, with many ethnic groups living together, united by Azalin Rex's rule. The Kargat, his secret police, are feared throughout the realm and those that are taken by them often disappear forever. Still, the eastern part of the domain is only nominally under its control, as the tribes of the mountains often pay but lip service to Azalin Rex.

    Necromancy is not frowned upon in Darkon; in fact it is sanctioned by the state, and the necromantic arts are used to supply tireless workers and fearless soldiers. All arcane arts are studied extensively, maybe even to the detriments of other fields.

    Only one religious order is officially allowed within darkonese borders: the Church of the Eternal Order with its grim, silent clerics and worship of the endless dead. Other religions are forbidden to take root, although their faithful are not persecuted, unless they build shrines or temples. The Darkonese are said to be adherents to the concepts of order and stability, and their society reflects this in its rigid structures and strict caste system.

    Dementlieu
    • Ruler: Lord-Governor Marcel Guignol assisted by the Council of Brilliance
    • Cultural Level: 9
    • Religion: Ezra

    Dementlieu once was a province of Richemulot, but seceded in a bloody rebellion years ago. The Council of Brilliance became the de facto government, and many of the once powerful vassals of the Sun-King of Richemulot were taken to the guilliotine. The council rules by fear and is ever wary of counter-revolutionaries, having created a vast network of spies and informers. Accusation of being a royalist is enough to make people disappear forever

    It is a sophisticated realm, where arcane magic is seen as a quaint distraction, primarily useful as entertainment. Most wizards are stage performers rather than powerful sages, the vast majority being enchanters or illusionists.

    A branch of the Church of Ezra exists in Dementlieu, but many Dementlieuse only pay lip-service to Our Lady of the Mists. Religion is seen as a diversion for those not keen enough to look past its ritual. Some even seek to abolish religion altogether, citing Lamordia as an example of a nation ruled by reason instead of faith. The church itself is embroiled in the power games of the domain and considers itself independent of the borcese Church of Ezra.

    Falkovnia
    • Ruler: Vlad Drakov, Voivode of Falkovnia
    • Cultural Level: 7
    • Religions: Morrígan, the Lawgiver, Hala, Ezra, Belenus, the Raven Queen

    Ruled by the ruthless and brutal warlord Vlad Drakov, often called the Impaler, Falkovnia knows neither peace nor freedom. The populace exists only to labour as serfs or to serve as warriors in the ceaseless warfare of its master. So far, the wars did not go well for Falkovnia. Darkon has been the most common target of falkovnian attacks, but the troops of Vlad Drakov have always been handily defeated. Campaigns against other neighbours have met with little success as well. The Talons, officers and leaders of the army, have total control over the lives of the populace, and their brutality and ruthlessness is feared by all.

    Since Vlad Drakov considers everything in Falkovnia his possession, travellers tell tales of being conscripted into the vast armies of the warlord and branded as his soldiers. Utmost caution is advised when entering the land and encountering its soldiery. Travel papers are needed and controlled at every opportunity. While Drakov himself regards scientifically advanced weapons like gunpowder as not fit for true warriors, his armies have become surprisingly pragmatic after a series of heavy defeats and employ ever more lamordian engineers to design and build powerful weapons.

    Falkovnia is the one realm where the worship of Morrígain is enforced by its rulers, especially in her aspect of the warrior-queen and for her power over the undead, which is invoked against the necromancers of Darkon. The Church of Belenus is only tolerated because of its role as a hunter of witches, a branch of worship that has its roots in Invidia. The arcane arts are viewed with utmost suspicion as the main enemy of Falkovnia, Darkon, uses them extensively.

    Hazlan
    • Ruler: Master-Zulkir Hazlik
    • Cultural Level: 7
    • Religions: The Lawgiver (official), Hala

    An exotic domain ruled by wizards cloaked in red, who ruthlessly subjugate the populace with arcane might. The ruling Mulan people lord over the population majority of the Rashemani, who are little more than slaves. The Mulan are known for being required to study wizardry at even the youngest age; they make extensive use of elaborate tattoos which may cover the whole body and the head and often denote the wearer's standing and mastery of the arcane.

    Arguably the most learned realm when it comes to the mysteries of the arcane, Hazlan is famous for its powerful wizards and is the major source for all things magical, from harmless baubles to the most powerful items.

    Only one church is sanctioned in Hazlan: the Iron Faith of the Lawgiver. Its edicts are followed to the letter, which leads to a strictly organized society. The mighty are expected to oppress the meek, just as the Lawgiver commands. Intermingling between people of different origins is forbidden, and no other church is permitted, but many Rashemani pray to Hala in secret. Punishments for disobedience or failure to adhere to the tenets of the Lawgiver are harsh and often terminal.

    Invidia
    • Ruler: Malocchio Aderre
    • Cultural Level: 5
    • Religion: Belenus (official), Hala (Hel)

    Once a proud and rich domain, Invidia has fallen on hard times. The tyrant Malocchio Aderre rules Invidia with an iron fist, supported by a fanatical branch of the faith of Belenus, led by Knight-Protector Elena Faith-Hold. The clerics are dedicated to exterminating all that is anathema to the sun-god, and their inquisitors search for heresy everywhere. All other faiths are persecuted. The Vistani are especially unwelcome and are captured or even killed on sight. Once, Invidia was considered to be as cultured as Richemulot or Borca, but the tyranny of Malocchio Aderre has almost brought society to its knees. Those skilled, knowledgeable or simply rich enough to leave have done so in search of more welcoming lands.

    Invidia used the barovian attack on Gundarak to seize a portion of that land, taking its western part for itself. The native Gundarakites are ruthlessly suppressed by the invidian ruling class, but there still is a sizable rebel movement. Burnings at the stake for those Gundarakites who worship their ancient goddess Hel are common, but so far the inquisition of Belenus has not been able to crush this perceived heresy entirely.

    Belenus of the Burning Sun is the one and only god in Invidia. Anyone who thinks different is brought to the temples for unpleasant questioning. Travellers are advised to tread with utmost caution. Displays of magical abilities are a sure way to end one's days in the inquisition's dungeons, as are any hints of the supernatural in general. Non-humans also have to expect the worst.

    Kartakass
    • Ruler: None
    • Cultural Level: 5-6
    • Religions: Hala, Ezra, Belenus, Morrígan, the Raven Queen

    A lowly populated realm of friendly folk and dangerous wildlands. Each settlement is governed by a Meistersinger, chosen by annual competitions. Most of the trade and travel is conducted by small boats on the Arden river. The people of Kartakass fear the wild that separates their villages and hamlets and often built wooden walls to protect them even if there is no danger of war.

    Music plays a vital role in kartakan society, and many of the greatest bards of all the realms originate from this domain.

    The religious beliefs in Kartakass are as scattered as the people of that realm are. Many look to gods to protect them from the dangers of the wilderness and are quite devout, even if their faith contains many superstitions by the measure of more civilized lands.

    Lamordia
    • Ruler: Baron von Aubrecker
    • Cultural Level: 10
    • Religion: None, although pockets of old faiths, mostly Hala, remain

    Scientifically minded and rational, Lamordia is the most advanced realm of the Core. Its people are hailed as knowledgeable, industrious and innovative, but also as cold and emotionally detached. The weather of the realm is known to be harsh and said to be the reason for its dour folk.

    There are many manufactories in Lamordia, which are powered by water, wind and even by clockwork or steam. Recently, a business consortium from the western Core has begun constructing a railroad to connect Lamordia with Paridon. This undertaking has created huge interest in lamordian science and is called the new wonder of the world. Lamordia also lives by the bounties of the seas, especially whaling, and its ships can be found on all the seas.

    Religion is spurned and religious practice dissuaded. Magic is seen as a useful tool by some, especially those that try to fuse it with the emerging technologies, but other regard the arcane arts as relics of bygone, less enlightened ages.

    Mordent
    • Ruler: Lord Jules Weathermay
    • Cultural Level: 9
    • Religions: Ezra, Belenus, Hala, Morrígan, the Raven Queen

    A gloomy insular realm, full of moors and mist, home of the famous monster hunter Rudolph van Richten. It is known for its crumbling manors and dark tales about lost noble families.

    While Mordent itself is seen as somewhat of a self-absorbed domain, its seafarers and traders are quite adventurous and industrious. They can be seen in all ports of the Core, have mapped many of the more well-known Mistways and are among the most successful merchants in all of Ravenloft.

    Many in Mordent revere Ezra, but other faiths are common, too. Generally, the Mordentish take a cautious and tolerant approach to religion, trying not to impose their own beliefs on others. This mirrors many other aspects of their culture, as the people of the domain try to stay to themselves and not invest themselves in the affairs of their neighbours. The Church of Ezra in Mordent reflects this attitude and is only loosely affiliated with the main branch in Borca.

    Nova Vaasa
    • Ruler: Grand Prince Othmar Bolshnik
    • Cultural Levels: 5-7
    • Religions: The Lawgiver (official)

    A land of steppes and powerful nobles, Nova Vaasa is an old but squalid nation. Its more civilized western lands are under constant threat from mounted hordes of the steppes and hardened tribes of the northern mountains which defy its ruling families. Nova Vaasa is home to two rival ethnic groups vying for control, one controlling the northern part of the land, the other the south. It is ruled by a Grand Prince, a title that is supposed to rotate between the powerful feudal dynasties using a complex rota system of succession, but the current holder, Grand Prince Othmar Bolshnik, has refused to pass it on and has received the blessing of the Church of the Lawgiver. Thus far, this refusal has only sparked heated debates and intrigues, but there is a hint of violence in the air, and many fear that a civil war is imminent. Nova Vaasa is ruled from its mighty capital, Kyiv the Golden, a place of urban splendour and horrific decay and probably the oldest and greatest city in the eastern Core.

    Alchemy has been the primary focus of many scholars from this realm, and despite its otherwise somewhat backwater nature and lingering superstitions concerning magic, alchemists hailing from Nova Vaasa are regarded as being among the the most knowledgeable of all the Core. Poets claim that the people of this realm are a melancholy and fatalistic lot, prone to bouts of heavy drinking and lamentations about their harsh lives.

    The Church of the Lawgiver is the official religion in Nova Vaasa, and other beliefs are frowned upon or even persecuted. The official head of the Iron Faith resides in Kyiv and presides over the whole church.

    Paridon
    • Ruler: Duchessa Vittoria Mortena
    • Cultural Levels: 10
    • Religions: All

    Paridon is arguably the largest city of the Core, and a realm in its own right, sitting just where the borders of Richemulot, Dementlieu and Souragne meet on the banks of the Musarde. It has been an independent city-state for decades and is known for its highly advanced culture. Paridon is home to the largest university known in all of Ravenloft, rivalling those of Lamordia in scientific fame.

    The city is known for its sophistication, but also for the great masses of its poor which live in abject squalor. It is also famed for its mists that seem to occur much more frequent than in other parts of the Core.

    Temples of all major Gods and Goddesses can be found all over the city, as well as many religious orders of less well known deities. The city is full of industrious movers and shakers, and many visitors claim to feel a vibrant and somehow eager atmosphere.

    Richemulot
    • Ruler: Sun-King Charles VII.
    • Cultural Level: 9
    • Religions: Ezra, Hala

    Cultured, refined and deadly, Richemulot is home to the best spies and assassins in the lands of the mists. Courtly intrigue defines life in this domain, and information is worth more than gold. The lion's share of trade in the western core flows through Richemulot, making it an immensely wealthy realm, but the scandalous spending of the royal court drains most of this wealth away, leaving many Richemulans destitute and poor. Behind the façade of gilded glamour, the foundations of the realm are rotten to the core.

    Centuries ago, both Dementlieu and Souragne were provinces of the kingdom of Richemulot, while Paridon was its capital, and the nation was considered to be the most powerful and glorious in all the Core. A series of weak kings with only their own pleasures on their minds led to the breaking of the great nation. Since that time, Richemulot lives on dreams of former glory, not acknowledging the truth of its fall from grace. The only sizable non-human population in Richemulot consists of Halflings, many of which serve as musketeers.

    As the Sun-King himself is a devout follower of Ezra, most of the Richemuloise follow suit. After all, the Sun-King has an impeccable taste in fashion and entertainment, and thus his view on religion is regarded as just as perfect.

    Shadow Rift
    • Ruler: None
    • Cultural Level: None
    • Religions: None

    Also called the Abyss, the Shadow Rift is a huge scar in the centre of the Core. Reaching it is difficult, as it is surrounded by mountain ranges, and nobody who dared to enter its unfathomable depths has returned. Most people simply avoid it, but legends of vast riches at its bottom tend to attract foolhardy fortune seekers - most of which disappear.

    Sithicus
    • Ruler: Lord Soth, Knight of the Black Rose
    • Cultural Level: 7
    • Religions: Ezra, Hala, the Raven Queen, the Morninglord, Belenus, Morrígan

    The only realm with a mostly non-human population, Sithicus once was a mighty elven kingdom. Now it has fallen onto hard times and the scattered elven tribes fight a desperate war against Lord Soth, Dread Knight of the Black Rose, who rules from his stronghold Nedragaard Keep. Most of the rebellion against Lord Soth is hidden, as no elven tribe can stand against his might alone. It is a constant war of attrition, with tribal leaders being forced to kneel before Lord Soth while their insurgents sabotage his plans for dominance.

    Lord Soth does not care for religion; his subjects are free to believe whatever they choose, as long as they pay their due respect to their lord. The elves cling to their ancient traditions, even if their once splendid cities lie in ruins and their culture is fractured and broken.

    Souragne
    • Ruler: Governor Philippe L'Estrange
    • Cultural Levels: 9
    • Religions: Ezra, Hala

    Situated in the vast bayou created by the delta of the Musarde river, Souragne is a land of hot, humid nights and of decadent life in its capital of Bon Temps. Once a part of Dementlieu, and before that of the grande nation of Richemulot, Souragne declared its independence and is now ruled by its former governor.

    Souragne is a notorious haven for buccaneers, pirates, corsairs and privateers. The name buccaneer is derived from boucane, a grill used to smoke meat in Souragne. The governor tolerates this, because of the much needed influx of money for this small nation. The rest of the small economy consists of large plantations which are home to numerous slaves.

    While the upper class mainly reveres Ezra, the lower folk regards Hala as their mistress. Many of the slaves pray to strange old gods, which are said to still prowl the bayou.

    Tepest
    • Ruler: No organized government
    • Cultural Level: 5
    • Religions: Belenus (official), Morrígan, Hala, Ezra, the Lawgiver

    A land of dark and forbidding forests in which each settlement is ruled by a council of elders. The human populace fears the woods and the things that prowl the night, talking of evil fey, bloodthirsty goblins and worse.

    The domain has not much to offer and is seldom visited by travellers. Neither Darkon nor Nova Vaasa care much for the mountainous terrain and its few inhabitants, else they might already have annexed Tepest.

    In recent times, the militant branch of the Church of Belenus has spread from Invidia to Tepest and taken root among the superstitious Tepestani. Witch-hunts have become common, and magically knowledgeable travellers are advised to be cautious. Accusations of being in league with the fey are a quick way to the pyres that burn in almost every village.

    Ustalav
    • Ruler: Prince Aduard Ordranti III
    • Cultural Levels: 7-8
    • Religions: Raven Queen, the Lawgiver, Ezra, Hala, Belenus, Morrígan

    Once the domain of the dread lich known only as the Whispering Tyrant, the land was freed from his presence by a great crusade led by champions of the Raven Queen. Since then, the Undying Principality of Ustalav has known only a small measure of peace, as internal conflicts have brought turmoil and strife. The palatinates of Ustalav are embroiled in disputes and some have declared their independence, which led to a low simmering civil war. Despite these difficulties, Ustalav remains one of the most advanced nations in the east. A handful of non-humans call Ustalav home, mainly elves and dwarves.

    While its civil war has been draining the domain, it still is considered to be a centre of learning with its twin universities of Lepidstadt and Caliphas. Ustalav is the hub for trade in the east, with numerous well-travelled roads and important ports that are home to numerous foreigners. If not for the political difficulties, Ustalav could be a rich and powerful nation and a beacon of light in the proverbial dark Eastern Core.

    Since the time of the crusade, the Church of the Raven Queen has been the main religious order in Ustalav, as many look to this dark goddess for her hatred of the unquiet dead. The church of the Lawgiver has a strong following as well, especially among the ruling class. Other beliefs are tolerated, and shrines or even temples devoted to other gods are quite common. The people of the realm fear and revile the undead and necromancers of any kind; a fear that is well-advised, given the powerful necromantic energies that still haunt the domain.

    The People of the Realms:

    The common folk of Ravenloft are as varied as its domains. From primitive hunter-gatherers to civilized townspeople, they all have one thing in common: fear.

    Of special mention must be the Vistani, a folk of small travelling clans that can seemingly navigate the Mists at will. Their caravans can be seen all over Ravenloft. They are reviled as tricksters and thieves by many, but also seen as entertainers, soothsayers and purveyors of useful potions. In most domains they are allowed to set up camp outside of settlements for only a few days, peddling their services and wares, before they are sent off on their ways again.

    A handful of languages exists in the Core, while most Clusters have their own languages. Mordentish has become somewhat of a lingua franca in the western core and the more accessible parts of the east, being spoken by many. The same can be said for Balok, the language of Barovia and by some accounts the oldest language of Ravenloft, in the South and East. Richemulot, Dementlieu, Souragne and Paridon share a language, the rich and flowing Mulotaise. Lamordia and Falkovnia share s language, Lamordian, which is closely related to Mordentish. Borca and Invidia share a language, the Borcese, which has some similarities with Mulotaise, but is also heavily influenced by Balok, more so in the invidian dialect. In the east, Vaasi is the native tongue of Ustalav, Hazlan, Tepest and Nova Vaasi, making it an important language for it is spoken by many. While the diverse ethnic groups in Darkon often speak their own language or dialect, knowledge of Darkonese is enforced by the government; this highly structured and complex language is used by many scholars of the mundane and the arcane for its precise meanings and extensive vocabulary. The Vistani speak their own language, Patterna, which does not bear resemblance to any known language. They also use special signs to mark places called Tralaks, which are never taught to Non-Vistani.
    Magic is rather rare in Ravenloft. Common folk in most domains will never see a display of magic their whole lives. In some domains, magic is even decried as witchcraft and its practitioners feared or even hunted. Accordingly, magic items are seldom found and often believed to carry curses.

    Superstitions run rampant throughout the realms with Lamordia being the noteworthy exception. Most folks are distrustful of strangers, sometimes even bordering on the xenophobic.

    Almost all domains mint their own coins. Fortunately, most of the currencies follow the Copper Piece - Silver Piece - Gold Piece - Platinum Piece standard set by Barovia centuries ago. Still, many locals do not accept foreign money and moneylenders usually take up to 20% for the service of exchanging money. Paper money is known in some domains, especially those of CL9+. It mostly takes the form of bills of exchange or promissory notes worth a certain amount of money, often issued by banks. Only Lamordia and Paridon, the two most advanced domains, actually issue their own bills via their national banks.

    Religion's of Ravenloft:

    The lands of Ravenloft are home to several religions. There are not many true clerics in Ravenloft; most faiths have to mostly rely on laypeople. Accordingly, divine spellcasting in general is as scarce as the arcane.

    These are the major religions of the Core:
    • Belenus: God of Sun, Fire, Virility, War and Summer. Domains: Fire, Nobility (Leadership), Sun, War (Tactics).
    • Eternal Order: Worship of the endless dead. A strict faith with clear hierarchies. Domains: Community, Death, Repose (Ancestors), Rune (Languages).
    • Ezra: Our Lady of the Mists, Goddess of Autumn. Domains: Mists, Protection, Travel, Weather.
    • Hala: Goddess of Witchcraft; a darker version is called Hel in some domains. Domains (Hala): Charm, Healing, Magic, Plant. Domains (Hel): Charm, Death, Magic, Plant.
    • Lawgiver: God of rule and tyranny; also called Bane by some of his followers. Domains: Community, Strength, Law (Slavery), War.
    • Morninglord: God of Dawn, Hope and Spring. Domains: Glory, Healing, Luck, Sun.
    • Morrígan: The Queen of Banshees, dark sister of Belenus; Goddess of Undeath, War, Trickery. Domains: Chaos, Death (Undead), Trickery, War (Blood).
    • Raven Queen: Goddess of Death, Fate, Knowledge, Sleep and Winter. Domains: Animal (Feather), Knowledge, Luck (Fate), Repose (Souls).

    Religions of other parts of Ravenloft:
    • The Akiri Pantheon: Called Pesedjet in its entirety and consisting of Aset (Nobility & Freedom), Ausir (Ancestors & Death), Basret (Magic & Protection), Inpu (Justice & Travel), Sekhma (War & Healing) and Setesh (Storms & Hunting).
    • The Kami: The spirits that dwell in everything. Venerated in Rokushima Taiyoo.
    • The Rajian Pantheon: The siblings Tvashtri and Kalimar, locked in a furious dance of creation and destruction.
    • The Spider Queen: Renegade Goddess of some fey. Domains: Animal, Charm, Darkness (Loss), Destruction (Torture)
    • Wolf God: Savage patron of werewolves. Domains: Animal (Fur), Destruction (Rage), Evil, Strength (Ferocity)
    • Zhakata: The devourer of all, a great beast-deity. Domains: Destruction, Madness, Protection, Void.


  • Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

    As you can see. With characters starting as NPC classes with a basic stat array of 14, 14, 12, 10, 10, 8, and most only have a starting gold of 50gp. Things are tough for the common man in the Demiplane of Dread. The power curve will eventually equalize, but in order to keep the sense of danger and horror, the players are far less powerful then normal, and the villains are quite dangerous unless the heros take the time to figure out the mysteries behind them and there by discover their weaknesses.

    For example a werewolf might not be weak to silver. His weakness might be bronze, or cold iron. A ghost might take damage by seeing herself in a mirror or confronted by a former lover. Forget common foes. Each will be unique with a tragic history. The campaign will be roleplay heavy with an emphasis on longer posts and character development. I have rewritten some parts of the campaign to fit it into Ravenloft rather than Golgarion. All in all, it should be *very* interesting.

    Oh and to prevent (hopefully) TPK's I have included a modified set of hero points into the mix.

    @Edit: One of the things I like about lowering the gold, is that it makes the campaign trait: On the Payroll Quite strong at 1st level. Usually gold based traits are a terrible buy in, but in this case it makes it *very* strong initially.

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    Ah yes I think Lucent sent me a link to your currently-closed campaign a while back while we were on Roll20.. much of this (Particularly the Char Creation) looks familiar.

    I actually like playing rough and tough campaigns where the players are at a serious disadvantage.. NPC Classes I can work with just fine. This campaign moreso than any others has the dark and gritty feel to it.. we ran it for one session in my RL group a while back, and that was the first game ever where the DM killed off two players in the first session. And that was with 20 point builds and non-NPC classes.

    Sadly, that was the only session we ran, despite how awesome it was looking.

    Anyways, I definitely need to read up more on Ravenloft and build a character that would work for your campaign! No idea what that would be yet, though.


    Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

    You have plenty of time. I don't foresee me opening recruitment for this for at least a month or two.

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    Sounds good! That'll give me plenty of time to absorb the setting, then.


    First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
    Stats:
    HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

    Oh man....you guys are gonna make me apply to another game aren't you :P

    I'm running Carrion Crown and loving it, and I've always wanted to play Ravenloft AND I've been looking for a game to get one of my old characters into. I mean he'd need to be massively leveled down and the background given some love to bring it up to gold standard, but I miss playing him.

    Angrim the Tickler

    He's essentially Ven Hellsing or Solomon Kane combined with Dexter.


    Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

    I'm glad to see that you have an interest in it Jelani. I think your a wonderful DM and I would be happy to see you apply for it. Also, Dwarves are only considered an uncommon race so there is plenty of room for a character like that. It would be difficult, but the Wis, Con and bonus to saves to really help the first few levels when you are playing as an NPC class.


    First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
    Stats:
    HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

    He would be an Expert/Warrior until I could get inquisitor levels. The sin eating is kind of essential to the character concept, but I'd be willing to have it be flavor only until he gets the actual ability if you would.


    Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

    Did we decide on an equitable split of our recently won loot or do we want to take care of that in-game?

    Lantern Lodge RPG Superstar 2014 Top 4

    It'll probably be easier to split here and assume it is divided up once everyone is up and getting ready in the "morning." Unless there's something that specifically should be discussed IC, but I leave that digression up to you guys.


    First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
    Stats:
    HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

    I'm claiming the amulet of mighty fists and a pair of snowshoes. Everything else I don't need or want.


    Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

    Deleated!


    Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

    Magical Gear Assigned:
    > Potion of cure light wounds (3) - Ordrud x2, Ar'Z
    > Potion of bull's strength (1) - Ordrud
    > Potion of cure moderate wounds (1) - Styv
    > Potion of endure elements (1) - Ordrud
    > Potion of invisibility (1) - Teladon
    > Wand of magic missile (8 charges remaining) - Fenyx
    > Wand of remove disease (2 charges remaining) - Ar'Z
    > Amulet of mighty fists +2 - Rasso
    > Bracers of the Armor +2 - Naasvit

    Other gear of note that is non-magical and assigned includes:
    > (Storage) Ammo Box: Bullet, Metal Cartridge (12) - Marcellano
    > (Storage) Snowshoes (6 pair) - Rasso, Styv, Teladon, Talavuc, Fenyx, Gwynn. (All party members and Gwynn will now have them.
    > (Storage) Bear Trap (3) - Teladon (I'm thinking that I can carry them incase we set another trap.)
    > (Hunters) Musket (6) - Ar'Z
    > (Hunters) Pouch (6): Bullets, Standard (20 each) - Ar'z
    > (Hunters) Powder Horn (6): (10 doses each) - Ar'z
    > (Thuldrin's Room) 2 doses giant wasp poison - Teladon
    > (Gwynn's) Masterwork Agile Breastplate (Black lacquered, eagle knight emblems visible) - Gwynn
    > (Andis') Masterwork Agile Breastplate (Black lacquered, eagle knight emblems visible) - Marcellano
    > (Gwynn's) Gun Belt Bandolier (one pistol holster, empty): 8 Metal Cartridges - Gwynn
    > (Andis') Masterwork cold iron longspear - Styvanus (in case he needs to beat cold iron DR)
    > (Storage) Skis (6 Pair) - One for every member of the group.
    > (Storage) Cold Wather Outfit - Gwynn
    > (Thuldrin) Masterwork Shortsword - Gwynn
    > (Bunks) Backpack - Gwynn

    Unclaimed
    > (Bunks) Backpack (7)
    > (Stables) Saddle (2)
    > (Stables) Leather Armor Barding (2)
    > (On Gwynn) Masterwork manacles
    > (Storage) Cold Weather Outfit (5)
    > (Storage) Longbow, Composite (+1)
    > (Storage) Quiver, Standard Arrows (20)
    > (Storage) Keg of lantern oil (2)
    > (Storage) Black powder kegs (3)
    > (Storage) Pouch: Bullets, Standard (60)

    Ok, I read though all of the posts and looked at who wanted what. This is the list I came up with. I used some common sense here too. Does anyone have any questions or concerns? All in all I tried to make it pretty fair. Some got a bit more then others, and a few diden't get anything super good.


    Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
    Stats:
    AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

    Ordrud takes the potion of CMW and gives Styv the potions of (1) CLW, bull's strength, and endure elements.

    Dark Archive

    Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
    Stats:
    HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

    Looks good for me. I'm certainly not carrying around 3 kegs of black powder. o.O

    Though.. it MIGHT come in handy..


    Sin Mage (Gluttony) 3
    Stats:
    HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

    /signed


    First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
    Stats:
    HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

    Teldon, looks good, but let me carry the traps for you. Those buggers are heavy and I'm using almost none of my huge carrying capacity.

    Lantern Lodge RPG Superstar 2014 Top 4

    Naasvit.

    In the bracers.

    The VISUAL.

    I am dying here guys. Can't breathe. Laughing so hard.

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