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There is no room for two-dimensional characters here. Everyone has a past, written in gray and black and red. Rules should take a backseat to story, mood and atmosphere. Characters distinct personalities will come together and, perhaps, find common ground. Enemies abound in all forms, it is important to surround yourself with allies you can trust. This site should contain all the information necessary to evaluate the campaign I’m proposing. This will be a serious world as complete as I can make it and it needs a cast of characters to explore it. Just as every PC should be unique, many of the enemies you face will have unexpected powers, weaknesses and backgrounds. This campaign will be light on “random” combat, I’ll prefer instead to include encounters that specifically advance the story or help set a tone.

If you are already familiar with Ravenloft as a game setting or from novels, expect things to be different. It might help to think of this campaign as Ravenloft inspired. I will be using many elements from the novels, different versions of the campaign setting, published adventure paths, internet sites and my own creations. The only “official” version is the one you uncover in game so try not to let preconceptions get in the way. I do not expect you to purchase any Ravenloft specific sources. Any rules I intend to use outside the Pathfinder norm are included here or will be made available.

Everything here should be considered a guideline and subject to change. If you want to do something with your character not covered, just talk to me about it. Avoid talking to other potential players about your character ideas. I’m open to opinions about this but I’d like it if you could get to know each other’s characters in character. In general I want to use Pathfinder rules and am open to most races & classes but remember this is not a “typical” fantasy world. If your character can’t blend in you may well face a lifetime of suspicion, reluctance and outright hostility. In order to focus on characters and in keeping with the setting this will be a below-average magic item game, if you are interested in making an item crafter talk to me about it first so we can figure out what that means.

There are a few rules changes noted in this packet but the mechanics will be mostly familiar. Skills like Knowledge Local, Knowledge Geography, Linguistics, Disguise (especially if non-human) and Survival are key because of the distinct cultures and geographic regions packed closely together. Behavior that is normal in one town may get you arrested across the border so everyone should be at least a little familiar with that if they are well travelled. There is no “common” language in the usual sense, although some are more widely spoken then others. Some feats like Still Spell and Silent Spell may be more useful than in other campaigns; there will be situations that require discretion. If you decide to participate in this game realize that this is by no means hack-and-slash. There will be situations that call for talking, fighting and running like hell. Knowing the difference might be the key to success.

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Servants of Darkness Module

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A Light in Darkness MKing MKing