Crown of Shadow ala Fabian (Inactive)

Game Master Fabian Benavente

Telling the interactive story of a group of unlikely heroes and their fight against Izrador.



Crown of Shadow:

No one race or culture has the might to stand against Izrador and his foul legates. The dwarves are valiant, but caged in their mountains. The elves are skilled, but have neither the numbers nor the resources to fight off the orc hordes forever. Yet there are some few who would join their knowledge and skills, the better to fight the Shadow that has fallen over both peoples.

And those few are hunted.

Crown of Shadow is a desperate quest across Eredane, ranging from the depths of the Kaldrun Mountains, across the grim expanse of the occupied plains of Erenland, through the secretive underground of the Eren River, and finally into the heart of the Whispering Wood itself. The players, inexperienced rebels in the fight against Izrador and the Night Kings, become the unintended recipients of a valuable prize, the unwilling charges of a deadly quest. The forces of the Shadow have uncovered a prize of their own, however, and have given it to one of their most devious champions. The party must elude this tireless pursuer and reach sanctuary a continent away, lest they fall prey to the Crown of Shadow.

---------

Hello Midnight fans!

I am looking for four to six PCs to star in a game set in the world of Midnight.

Midnight is an old setting made for Dungeons & Dragon v 3.5 rule set 3.5 SRD, and you WILL need the 2nd Edition Midnight Setting book because it modifies the rules to make them fit the setting. PC races are stronger, there are heroic paths, and there is an overhaul of the magic system, among other things. The game will be run using 3.5 Rules with some modifications brought about by Pathfinder Version 1 (like the consolidation of the skill system).

Midnight - A World in Shadow:

In the ageless time before the dawn of history, there was a war in heaven. In desperation, the lords of light severed the black spirit of the dark god Izrador, casting him out of the celestial kingdom.

The gods succeeded in vanquishing their brother, but Izrador corrupted their magic and turned their victory against them. As the fallen god’s spirit was severed from his physical form, so too was the celestial kingdom severed from all contact with the material realm. The lords of light discovered that they could no longer commune with their mortal children. This cataclysm shook the foundations of the world and came to be known as the Sundering.

The dark one fell to the earth, his foul essence staining the land with its evil shadow. Weakened and bodiless, Izrador retreated to the ice and cold of the far north. There he slumbered, slowly recovering his strength and dreaming of vengeance across eons of time. Empires were built and crumbled to dust, races were born and died, and the Shadow in the North grew deeper and darker.
Three times the dark god rose and threatened the nations of Aryth with iron and fire. The first time he was defeated by a proud host of elves, dwarves, and Dornish men led by Aradil the Witch Queen. The second time, races of good held the Shadow off long enough for aid to come from an unlooked-for ally. By the time of his third rising, the free peoples of Eredane were battered, bitter, and distracted by their own infighting as well by the insidious corruption sown by the dark god’s spies over the years. Four of the land’s greatest heroes fell prey to his dark promises and betrayed their people, leading his hordes from the north.

This time, the dark god won.

The dwarven clans were broken and retreated to their holdfasts deep within the earth. The elves withdrew into their vast and ancient forest, abandoning all to the Shadow. The Dorns, tamed by a power from across the sea in the Second Age, were betrayed from within and fell swiftly.

One hundred years have passed since the Shadow fell. The elder races—those of good heart and fey ancestry who have battled Izrador for millennia—are being systematically hunted down and exterminated. The great forest of Erethor has become an island of light in a darkening world, its elven keepers fighting a never-ending battle against besieging hordes of orcs, giants, and goblinoids. The surviving dwarven clans have locked themselves in their mountain holdfasts, and the streets of once-proud subterranean cities have become meat grinders for the orcs who are sent in to root them out.

The lands of men are ruled with an iron fist by the minions of the Shadow. Cities lie in ruins, and the commoners in isolated towns lock the gates against the darkness each night. Literacy, magic, and weapons are illegal, and ignorance spreads across the land like a terrible plague.

----------

Heroes of Midnight:

In the world of MIDNIGHT, evil rules and the last, brave heroes strive against unbeatable odds. The lands of men have been crushed under the iron heels of the Night Kings and their minions and the lands of the fey are besieged on all sides by the dark hordes of the Shadow in the North. Those who would resist the dominion of the dark god must often do so from the shadows, fighting a secret war that most people believe was lost a hundred years ago.

The heroes of MIDNIGHT stand against orcish hordes with snow elf warriors in the frozen woods of northern Erethor. They travel the barren lands of the Dorns and fight a guerilla war in the shadow of the broken Fortress Wall. They join with gnome smugglers to carry food and medicines to the besieged dwarven clans of the Kaladruns. They ride with Sarcosan outlaws and halfling nomads on the open plains of central Erenland. They elude scheming legates and their magic-sniffing spirit servitors as they search for the priceless artifacts of a lost age. These heroes fight to defend isolated towns from the ravages of fell beasts and undead—the same towns that shun them as troublemakers and glory-seekers. In the world of MIDNIGHT, the rewards of heroism are not fortune and fame. In this age of shadow, your hero fights only to guard the last lights in a darkening world and to preserve the glimmer of hope that the long night will pass.

This is the legacy the heroes of MIDNIGHT have inherited and the world they must survive. As the Shadow falls across the world, they are the few brave and defiant souls who dare to oppose the tyranny of the Night Kings. They struggle to stem the tide of darkness and restore hope to a despairing world. Pursued by the Night Kings’ foul minions and the secretive legates of the Order of Shadow, these heroes will never receive parades and victory feasts as the reward for their noble efforts. Their greatest foes are often the suspicion, resentment, and fear of the very people they strive to champion and protect.

-----------------

Still here? Good, then read on.
The PBP will be run a little bit differently than most PBPs.

Game format:

General
Players and GM post on the Discussion tab leaving the Gameplay tab for the archive of the turn recaps where all the information such as OOC information, maps, pictures, health status, etc. is put in a chapter-like post.

Game and turns
The game will be run this way: I will post a turn recap on the Discussion tab (and Gameplay tab for archive purposes) and you will all respond to it on the Discussion tab. I expect you all to write at least one to two paragraphs per turn recap, which I aim to post every day.

I will then post a turn recap with all your responses incorporated and will describe the results, add something to it setting up a new situation where your input is needed, and then wait for your responses again on the Discussion tab. These are for turn recaps; however I check the boards a few times per day and questions or small comments/actions will be posted promptly on the Discussion tab.

Posting
I expect the vast part of your responses in character; if it is not then please add OOC in front of any comment, question, etc. (or you may use the ‘ooc comment’ format.)

I strongly encourage you to involve other PCs and NPCs in your posts by ‘tagging’ them (asking them questions, requesting them to do something, etc.); this gets the ‘roleplaying juices’ flowing and makes for a much better game.

Actions 1?, Actions 2?, WHAT?
The turn recap format allows for the roleplaying of different scenes at the same time; I’ll denote this by breaking up the turn recap with ‘Actions 1?’, ‘Actions 2?’, etc. where PC input is desired or required. This playing more than one scene at a time can be done as long as the results of Actions 1? do not affect (or significantly affect) the setup of Actions 2?. For example, the PCs may be discussing what to cook for dinner in ‘Actions 1?’ while also traveling the next day under ‘Actions 2?’.

Please see this page for a sample of the game format. There you may see what my intention is with regards to gameplay, use of maps, how combat is handled, etc.

If you have any questions on the game format, please do not hesitate to ask.

-------------------------

Character selection will NOT be first come first serve, and we will take time to develop characters. The game will have action as well as problem solving so a good mix of characters is recommended.

I am looking for "roleplayers" whose posts are NOT a one sentence reply. All players are expected to post AT LEAST ONCE PER DAY so if you can't meet that schedule please do not bother applying to the game.

If you’ve made it this far then pat yourself in the back because your attention span is far longer than most. Seriously, if this sounds like a game for you, then please post a character with the following sections: a) appearance, b) background, and c) personality. Please make the characters interesting, the strong and silent types just don't cut it in this type of game.

I will be running Crown of Shadow so that limits your PC's race to 'non-elf'. The options are a) humans, halflings, gnomes, or river dwarrow who are accompanying a gnome named Wendell who is escorting a trio of 'important resistance fighters' to the Kaladrun Mountains (these PCs start around Swift Water) or b) humans, dwarrow, dworg, or dwarf from a local Kurgun Dwarven village in the Kaladrun Mountains.

Just so you can start thinking about the crunch part (some people work this way), here are some guidelines: Midnight races and classes, 1st level characters (maybe 2nd level; I haven’t decided yet), 20 point buy system for abilities (nothing lower than 10 or higher than 16 before modifiers), no evil characters although it is a grim and gritty setting…, average gold, maximum hit points at 1st level (half+1 for 2nd level an above). However, please be reminded that PC selection will be based on the ‘fluff’ and not the ‘crunch’.

I will accept PC submittals until Sunday April 19, 2020.

I’m sure I missed something here so please ask me questions.

Game on!

Fabian

Grand Lodge

We've spoken on Against The Shadow, I'm interested in joining!


I'm down to play another one of your games Fabian!


Jonathon Wilder wrote:
We've spoken on Against The Shadow, I'm interested in joining!

Great, I look forward to reading about your proposed PC!

Vrog Skyreaver wrote:
I'm down to play another one of your games Fabian!

Great, I sent you a PM.

Questions?

Game on!


Love, Love, Love Midnight. Keep hoping for a 5E version, as I think it really fits the setting. I'll work on getting something up soon, so this is my dot.


scranford wrote:
Love, Love, Love Midnight. Keep hoping for a 5E version, as I think it really fits the setting. I'll work on getting something up soon, so this is my dot.

Great, looking forward to what PC you come up with.

I've been toying with the idea of running this as 5e but haven't quite convinced myself. I am not convinced with the 5e conversions I saw out there and don't want to spend a huge amount of time doing the conversion myself.

Once players are picked I will take a look at this again and see if a 5e conversion makes sense.

Again, PCs are chosen on the fluff so the crunch can wait until players are selected.

Questions?

Game on!


So I'm reading through the book and the setting is pretty cool. Very "Sauron Wins". I'm looking through the mechanics now and I have to say the spellcasting stuff seems REALLY interesting.

With that being said, should we use the 3.5 version, I think I'm going to play a channeler.


I'm thinking about a "misplaced" Sarcosan two weapon Knife fighter or Dwarrow rogue/sniper. Still giving thought to Heroic Path and storyline, but my imagination is percolating. Also, have some thoughts about a female Dorn Wildlander (Archer). So many interesting concepts floating around. Gotta Focus...


Vrog Skyreaver wrote:

So I'm reading through the book and the setting is pretty cool. Very "Sauron Wins". I'm looking through the mechanics now and I have to say the spellcasting stuff seems REALLY interesting.

With that being said, should we use the 3.5 version, I think I'm going to play a channeler.

Yes, I have read the setting as being described as 'Middle earth where Sauron wins'.

Get going on the fluff.

One of the reasons for going 5e is my thought that people wold not select a channeler.

If we do go 5e, the channeler will look like this: Charismatic (bard), Spiritual (druid), and Hermetic (wizard). Every 5e class ability will remain the same for each class with the exception of spells. Spells and cantrips known as per bard, spell points available as per bard/druid/wizard (all the same) (spell level*spell slots; for example: 2 spell points for 1st level or 16 spell points for 5th level), spells cost their level in spell points, the 1st 4 cantrips for free (don't cost any spell points) and then they cost 1 spell point (not sure abut this but I want to avoid spamming of cantrips). The ½ casters (arcane tricksters, eldritch knight, etc.) would work in a similar manner with spell points and spells known as per arcane trickster.

Thoughts?

Game on!


scranford wrote:
I'm thinking about a "misplaced" Sarcosan two weapon Knife fighter or Dwarrow rogue/sniper. Still giving thought to Heroic Path and storyline, but my imagination is percolating. Also, have some thoughts about a female Dorn Wildlander (Archer). So many interesting concepts floating around. Gotta Focus...

Yep, agree. Lots of good stuff here.

Game on!

Dark Archive

I'm very much interested. I ran a Midnight game or three here as well, a long time ago, so I know the setting pretty well. I ran it using Pathfinder, but if I may be so bold as to make a suggestion, I would recommend that you take a look at Adventures in Middle Earth for 5e. Classes are pretty-much ideal for use in Midnight and you can really easy use Scholar from AIME and just give it spell points to create an ideal channeler.

I'm thinking Wildlander right now, depending on your choice of systems.


nightflier wrote:

I'm very much interested. I ran a Midnight game or three here as well, a long time ago, so I know the setting pretty well. I ran it using Pathfinder, but if I may be so bold as to make a suggestion, I would recommend that you take a look at Adventures in Middle Earth for 5e. Classes are pretty-much ideal for use in Midnight and you can really easy use Scholar from AIME and just give it spell points to create an ideal channeler.

I'm thinking Wildlander right now, depending on your choice of systems.

Knowledge of Midnight is very welcome. :)

I took a look at that class in particular but the problem is game balance. If I add a magic system to it then I have to take something out and it becomes an issue, at least for me. I much rather start with something like a 5e druid and replace the magic system. I think that would minimally alter balance.

Like I said, I am working on a 5e conversion document which I will share with players to see which way we go for the game.

Unfortunately, that means that I will need fluff based on... 'fluff', and we'll add mechanics to your character concepts later.

Questions?

Game on!


So I'm writing something up more official like, but the TL:DR of my character's background is that she's a young woman who recently awoke to her magic talent and had to flee her village, but she made it look like she was taken during the night. She hid out in the woods for a while before making friends with an intelligent Dire Wolf who guided her towards Erethor. There she studied under an Elven druid and learned to control her magic.

As much as I love Bards, I have to branch out once in a while =)

Dark Archive

My initial concept is a young Erenlander refugee, saved by Roland and taken beneath the boughs of Elvenwoods. His mother was a hedge-witch, taken by the legates to feed the black mirror, his father was a wandering rogue and trader, with penchant for loving and leaving wives in every other village. He learned the ways of forest and some magic tricks from the elves and now he yearns to strike back and avenge his mother.


Vrog Skyreaver wrote:

So I'm writing something up more official like, but the TL:DR of my character's background is that she's a young woman who recently awoke to her magic talent and had to flee her village, but she made it look like she was taken during the night. She hid out in the woods for a while before making friends with an intelligent Dire Wolf who guided her towards Erethor. There she studied under an Elven druid and learned to control her magic.

As much as I love Bards, I have to branch out once in a while =)

Good stuff! However, let me see if I can gently push away from Erethor because the campaign should end there and it should be a mysterious place for the PCs. Remember that both 'fey' (elves and dwarves) are to be killed on sight by the Shadow minions.

How about if you were rescued by a wogren (smart wolf-like canines that are ridden by and protect the halflings) and then led to a nomadic tribe of halflings who taught you how to control your magic. Nomadic halflings and known for their spiritual (druid) and charismatic (bard) channelers.

Thoughts?

nightflier wrote:
My initial concept is a young Erenlander refugee, saved by Roland and taken beneath the boughs of Elvenwoods. His mother was a hedge-witch, taken by the legates to feed the black mirror, his father was a wandering rogue and trader, with penchant for loving and leaving wives in every other village. He learned the ways of forest and some magic tricks from the elves and now he yearns to strike back and avenge his mother.

Same thing. Good stuff but... let's minimize the stay in Erethor. I think Roland operated north so you would be in the Veradeen. And it is said that Roland traded with and was given refuge by the elves.

I think your story can stay as is as long as you minimize the contact and knowledge of the elves and their homeland. Your wildlander learned the ways of the plains or other natural region/feature.

Thoughts?


I'm thinking about an Erenlander as well. I'm in the process of tracing out his lineage (Important for the character). Based somewhere on the coast of the Sea of Pelluria. I'm thinking about a Fighter with the Pureblood Heroic Path. Mother was Dorn, and father Sarcosan. In a reversal of roles she was the warrior that his father found almost drowned in the surf while he was out gathering herbs along the shore. He developed vertigo due to a head injury, and was no longer able to stay upright in the saddle, so traveled the area gathering important herbs and spices for sale to support his large family. His mother had a secret past, and when his father found her by the shore she was clinging to a massive sword. (Working towards Ancestral Blade Prestige Class, or 5E equivalent. I have to work out the details of his brothers and sisters, as well as his parents lineage, but I'm getting close.

I'll probably re-use this profile, as I have so many I don't want to create a new one , but will change everything once the fluff / background is complete.


Just a question... Is just the core book in play or are any of the splat books usable for insipration?


Kolfax Darkraven wrote:

I'm thinking about an Erenlander as well. I'm in the process of tracing out his lineage (Important for the character). Based somewhere on the coast of the Sea of Pelluria. I'm thinking about a Fighter with the Pureblood Heroic Path. Mother was Dorn, and father Sarcosan. In a reversal of roles she was the warrior that his father found almost drowned in the surf while he was out gathering herbs along the shore. He developed vertigo due to a head injury, and was no longer able to stay upright in the saddle, so traveled the area gathering important herbs and spices for sale to support his large family. His mother had a secret past, and when his father found her by the shore she was clinging to a massive sword. (Working towards Ancestral Blade Prestige Class, or 5E equivalent. I have to work out the details of his brothers and sisters, as well as his parents lineage, but I'm getting close.

I'll probably re-use this profile, as I have so many I don't want to create a new one , but will change everything once the fluff / background is complete.

Sounds good!

We will design a 5e equivalent of the Ancestral Blade Prestige Class if that the route we end up going.

Reusing an old profile is fine.

BTW, all Midnight books are available, specially for inspiration.

Questions?

Game on!


What year does this campaign begin?


scranford wrote:
What year does this campaign begin?

Year 1, Last Age

Erenland has been conquered. The assault on the Great Forest of Erethor
and the dwarven clanholds of the Kaladrun Mountains begins.

Year 99, Last Age
The present day.

Questions?

Game on!


PCs being developed...

human female druid from Central Erenland;
human male wildlander from North Erenland; and
human male fighter from Sea Pelluria (either North or Central Erenland depending on the coast).

We'll figure out the recent history of these PCs to make them be close to the village of Swift Water when the campaign starts.

One more person (Jonathon Wilder) posted interest.

Anybody care to come from the 'East'? That is, human, dwarrow, dworg, or dwarf from a local Kurgun Dwarven village in the Kaladrun Mountains?

Questions?

Game on!


Kolfax as a mercenary could easily have been there for a while. Maybe recovering from an injury?


Halflings work for me too.


Kolfax Darkraven wrote:
Kolfax as a mercenary could easily have been there for a while. Maybe recovering from an injury?

Yeah, that would work. Go ahead and write that into your recent history. It would be best if you have been there for a few years and maybe made it your base of 'operations'.

Questions?

Game on!


Vrog Skyreaver wrote:
Halflings work for me too.

Great!

Read about Central Erenland (pgs 182 to 192 of the Setting Book) to get a taste of halfling culture.

Have you considered making your druid a halfling?

Maybe she escaped from a goblin work camp or some orc 'barracks' or she was rescued by nomadic halflings?

Questions?

Game on!


I did, but I like Humans more, and it allows for more ability to move about doing stuff and not being all like "hey, you're a slave now!".

Dark Archive

Roland's crew was located near Foul Bog, if I remember correctly. I don't mind to have only limited experience with the elves, basically seeing them only from afar or in passing.

But I'm very interested to see what do you plan to use as Wildlander? May I suggest Wanderer from AIME or Forester from Lost Citadel - an excellent take on Ranger-type class.


Vrog Skyreaver wrote:
I did, but I like Humans more, and it allows for more ability to move about doing stuff and not being all like "hey, you're a slave now!".

Fair enough. Although, I would think a halfling would be easy to pass as human youth/child.

Game on!


nightflier wrote:

Roland's crew was located near Foul Bog, if I remember correctly. I don't mind to have only limited experience with the elves, basically seeing them only from afar or in passing.

But I'm very interested to see what do you plan to use as Wildlander? May I suggest Wanderer from AIME or Forester from Lost Citadel - an excellent take on Ranger-type class.

I really wanted to keep it simple with the conversion and not bring in many sources into the mix. I was planning on using the 5e spell-less ranger that was provided in an Unearthed Arcana.

However, I will take a look at the others you suggested. I have the one from AIME; can you point me to the Forester from Lost Citadel?

Game on!


I think I've got a good idea of the history and background for Kolfax. Now just have to find time to type it all up :-)


Kolfax Darkraven wrote:
I think I've got a good idea of the history and background for Kolfax. Now just have to find time to type it all up :-)

Looking forward to reading that! :)

Game on!


Lineage of Kolfax (This will become relevant)

Spoiler:

Lineage of Kolfax Darkraven

Paternal Side:

Great Grandfather - Unknown? Lost to time

Grandfather - Abbas al-Serebal * High ranking tribal leader with several wives and concubines. Not sure of Mahir’s Birth order

Father – Mahir al-Serebal Captured by slavers in battle. When he escaped he took the name Thad Darkraven, and moved to a small village north of Serebal. He took a head injury escaping and could no longer stay on a horse, so he became a herbalist, and hedge healer. Fathered 10-children.

Abdula Oldest son. Died from a fall at 17 years old
Dagfinn 2nd Son. Lost at sea at 21. Presumed dead.
Basit 3rd Son. Killed by Legates (Presumed to be sorcerer)
Donar 4th Son. Died in childhood from unknown disease
Ranya 1st Daughter. Died in childbirth (Child also died)
Halldor 5th Son. Taken away at the age of 11. Presumed dead
Majid 6th Son. Died falling from cliff at age of 20
Tonje 2nd Daughter. Murdered while shopping
Sakina 3rd Daughter. Twin of Kolfax. Kidnapped - Missing
Kolfax 7th Son. That’s me.

Maternal Side:

Great Grandfather – Thengin Karrl Davin King of Dorns in Davin. Sent away wives sister who was pregnant with his child before city was lost. Last surviving of Davin bloodline.

Grandfather – Mhor Eric Kolson Head of Davins personal guard. Sent away with pregnant sister of Karrl, bearing his last child.

Grandmother – Runa (Last name withheld) Last of the blood of Karrl Davin. Married Eric Kolson, and lived her life in a village in Soren Bay. Gave birth late in life to one daughter. Gretta Kolson.
Mother – Gretta Kolson Last living relative with a direct bloodline to the Davins, but is not even aware of that fact. Lost at sea in a terrible storm, but was rescued by a simple Sarcosan herb gatherer, and found love. Trained as a warrior by her father, but weakened by her shipwreck, she still retains much knowledge… and a really pretty sword.


So I'm trying to find out if we're going to have enough players before I type in the background. Don't want to spend the time typing this all in, if we've not got enough players to start. Chime in guys :-)


Kolfax Darkraven wrote:
So I'm trying to find out if we're going to have enough players before I type in the background. Don't want to spend the time typing this all in, if we've not got enough players to start. Chime in guys :-)

I'll GM this game with three committed players but five would be more entertaining for all.

BTW, I have decided to use 5e rules for the game. I just love how simple the rules are, which allows us to concentrate on the RPing and story which is where the real entertainment value of these games is. :)

I have updated the campaign page with the 5e conversion (races, classes, heroic paths). Please keep in mind that these are 'living documents', and we will adjust if something seems unbalanced.

The site where the documents are stored also has profiles (appearance, background, personality, and pic) of the PCs from an old game. Have a read for fun or inspiration.

Questions?

Game on!


Great news. I noticed the “Pureblood” heroic path is missing from the document. Is this no longer an option? That is the one I had planned on following hence the genealogy


Kolfax Darkraven wrote:
Great news. I noticed the “Pureblood” heroic path is missing from the document. Is this no longer an option? That is the one I had planned on following hence the genealogy

And this is why these are living documents and we will adjust as necessary. I actually did NOT take a very close look at the heroic paths and didn't know that not all were converted.

Let me check another 5e conversion that I have seen to see if they have it converted and what it looks like.

If not, then we will convert it.

Questions?

Game on!


Getting a little anxious here...

Do I still have at least three committed players?

Game on!


I'm here. And as soon as the others jump in that they're committed I'll type up the backstory.


Kolfax Darkraven wrote:
I'm here. And as soon as the others jump in that they're committed I'll type up the backstory.

I hear you.

However, we all know that these PBP games flounder more than they thrive for a variety of reasons. So it doesn't make sense to start a game unless everyone is very enthusiastic about it.

I knew I was going out on a limb trying to find players for a time-intensive PBP in an old setting.

I guess we'll see...

Game on!


I reached out to a couple of long time posters on here I've gamed with in the past to try and generate interest. Like you said... we'll see.


You know me, I'm committed. I should have my submission completed this weekend, maybe tonight depending on how things go.

I'll note that I'm still working (from home no less) but I am working a few more hours each day to make sure that we can get everyone up and running for working from home (something like 8000 people being handled by my team of 4).

All of this is a long way to say that I'm still here and definitely interested; I just don't have any free time during the day to post for now.


Okay, here is Vrog's submission.


Well, I'll put my Midnight books away and move on to something else...

No Midnight game but I'll open up another recruitment thread soon.

The next one will hopefully have a little more appeal.

Game on!

Community / Forums / Online Campaigns / Recruitment / [D&D 3.5] Midnight - Crown of Shadow ala Fabian All Messageboards

Want to post a reply? Sign in.