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Luedania has known peace for generations, the cities of this country sprawling spires and architecture that mixes the modern era of the land with the elegant woodland design of elven homes and the brick and mortar homes of the dwarven clans. Though som of the petty prejudices between the peoples of the world still persist, in the cities of Luedania especially in the Capital, it is far less than in other less civilized parts of the world.  
 
Luedania has known peace for generations, the cities of this country sprawling spires and architecture that mixes the modern era of the land with the elegant woodland design of elven homes and the brick and mortar homes of the dwarven clans. Though som of the petty prejudices between the peoples of the world still persist, in the cities of Luedania especially in the Capital, it is far less than in other less civilized parts of the world.  
 
Still the movements and plots of the Forgotten Ones and the Cults that follow them keep the Queen awake at late hours wondering where the horrors from Beyond will show up next.
 
Still the movements and plots of the Forgotten Ones and the Cults that follow them keep the Queen awake at late hours wondering where the horrors from Beyond will show up next.
 
[[File:Area Map 02.jpg]]
 
  
 
'''Beyond Leudania'''
 
'''Beyond Leudania'''
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You can make a nightmare hunter quickly by following these suggestions. First, make Strength your highest Attribute to better strike at your unnatural enemies, followed by Wisdom so you can strenthen your mind against the unnatural insanity of those from Beyond and strengthen your glyphs.  
 
You can make a nightmare hunter quickly by following these suggestions. First, make Strength your highest Attribute to better strike at your unnatural enemies, followed by Wisdom so you can strenthen your mind against the unnatural insanity of those from Beyond and strengthen your glyphs.  
  
'''CLASS FEATURES'''
+
====Class Features====
 
 
As a Nightmare Hunter you gain the following class features.
 
 
 
'''Hit Points'''
 
 
 
• Hit Dice: 1d10 per Nightmare Hunter Level (1d12 beginning at level 13)
 
 
 
• Hit Points at First Level: 10 + your Constitution modifier
 
 
 
• Hit Points at Higher Levels: 1d10 (or 1d12) + your Constitution modifier per Nightmare Hunter level after 1st.
 
 
 
'''Proficiencies'''
 
 
 
• Armor: Light armor or Medium armor
 
 
 
• Weapons: Simple weapons, Martial weapons
 
 
 
• Tools: Glyphic kit, holy symbol
 
 
 
• Saving Throws: Strength, Wisdom
 
 
 
• Skills: Choose 2 from Athletics, Acrobatics, Arcana, Insight, Intimidation, Investigation, Stealth, and Survival
 
 
 
'''Equipment'''
 
 
 
You start with the following equipment, in addition to the equipment granted by your background:
 
 
 
• {a} a martial weapon or {b} two simple weapons
 
 
 
• {a} a light crossbow, {b} a hand crossbow, or {c} 5 throwing knives
 
 
 
• {a} studded leather armor or {b} scale mail armor
 
 
 
• holy symbol of favored god
 
 
 
• explorer's pack
 
 
 
'''Steel Mind'''
 
 
 
Through pure face to face survival with the horrors of the World of Nightmares, you have steeled your mind against the madness and fear that the realm and its denizens cause. At 1st level you get a bonus to saves involving fear or madness of +2. At level 9, this bonus increases to +4.
 
 
 
'''Glyphic Mark'''
 
 
 
At 1st level you gain your first self created glyphic mark, also just called a glyph. These marks are scarred into the skin and infused with dyes. When active, they glow with an eerie red light. Though the glyphic marks cannot be removed, they can be improved on at higher levels.
 
 
 
'''''1st Level Glyphs'''''
 
 
 
'''The Mark of Hatred'''
 
 
 
This glyph grants the following features:
 
 
 
• Attack Bonus: You gain an attack bonus of +1 with melee weapons
 
 
 
• Vengeful Edge: You take half damage from non-magical attacks
 
 
 
'''The Mark of the Crusader'''
 
 
 
• Strike the Vile: Your attacks do an extra bonus die of damage to those beings from the World of Nightmares
 
 
 
• Soldier's Recovery: You recover 2 Hit Points each turn
 
 
 
'''''2nd Level Glyphs'''''
 
 
 
'''The Mark of Irastelle'''
 
 
 
It is said that Irastelle was the first Nightmare Hunter, the first person to take the horror she had encountered in the presence of a horror from beyond and to harness the desire for vengeance she felt into a symbol that she carved into her skin repeatedly to remind herself of the war she was fighting. Whether this story is true or not, Irastelle did pass down her mark to others and now you etch it into your own skin to help prepare you in the fight against the Forgotten.
 
 
 
This glyph grants the following features:
 
 
 
• Brave the Unknown: You can ignore one mind altering effect of a denizen from the World of Nightmares (per denizen). That same effect cannot be used against you until after you have taken a long rest. This includes charm, fear, and madness effects.
 
 
 
• Strike Back: When an attack misses you, you can immediately make an attack of your own against the attacker if they are within range of your wielded weapon. You only make one attack, despite any abilities that would allow for extra attacks.
 
 
 
'''A mark of Shields'''
 
 
 
This glyph grants the following features:
 
 
 
• Circle of Shields: You are surrounded by four circling shields made of eerie green energy. They immediately move to block attacks on you, granting you a +4 to your AC. If you are hit, the shields absorb half the damage, destroying one shield per hit. Your AC bonus decreases by 1 for each shield destroyed. You can renew the Circle of shields after a short rest.
 
 
 
• Deflection: You can sacrifice two of your shields from Circle of Shields to completely deflect a melee attack that would have hit you.
 
 
 
'''''3rd Level Glyphs'''''
 
 
 
'''The Mark of the Fiery Storm'''
 
 
 
This glyph grants the following features:
 
 
 
• Lightning Strike: You cause lightning to rain down from above either from the sky or from the ceiling of an enclosure, the lightning is an eerie violet color and you make three attacks with the lightning, each using your Wisdom modifier for the attack. Targets hit take lightning damage equal to 2d4 + your Wisdom modifier. You can use this glyph's power a number of times equal to your Constitution modifier before needing to take a lonng rest to rejuvenate the ability.
 
 
 
• Fire of Vengeance: Eerie blood red fire erupts from your glyph and pours along your melee weapon, not harming the weapon. When you strike with the melee weapon, the target also takes an additional d8 of fire damage. This effect last until you take a short rest and can be activated again any time.
 
 
 
'''The Mark of the Hunting Beast'''
 
 
 
It is said that even nature, itself, abhors the presence of the Forgotten Ones and the taint from the World of Nightmares. This glyph is a testament to that fact as you are given the traits of a wild hunting beast to help bring down the Ancient Sleepers.
 
 
 
This glyph grants you the following features:
 
 
 
• Talons of the Beats: You grow long talons in place of your fingernails, razor sharp and ready to spill blood. You can make an attack with each taloned hand a a melee attack with a +1 bonus to your Attack roll. Each talon causes 2d4 slashing damage and if both attacks land on the same target, the target takes an additional 2d6 slashing damage.
 
 
 
• Scent of the Prey: You can make an Investigation check to detect hidden creatures by smell. You can also track a scent once discovering it up to a mile. If the creature is invisible or hidden other than by means that would mask scent, you half your penalty for attacking them and you are not Surprised by attacks by them once you've detected them.
 
 
 
'''''4th Level Glyphs'''''
 
 
 
'''Mark of the Shade'''
 
 
 
This glyph grants the following features:
 
 
 
• Shadow Cloak: You gain a +2 bonus to hiding Stealth rolls and you can hide even in areas with no shadows, becoming partially obscured though not truly invisible (others can still try to spot you though it is as if you are hiding in shadows). When interracting with others in any way, this effect is broken. If you make an attack while under the effect of Shadow Cloak, you gain Advantage on that attack.
 
 
 
• Shadow Walk: You can step into a shadow within range of a move action and emerge from a shadow at a place that you know. You can only use this power once between long rests.
 
 
 
'''Mark of the Saint'''
 
 
 
This glyph grants you the following features:
 
 
 
• Turning the Forgotten: You can channel energy from both your glyph and your holy symbol to turn a creature from the World of Nightmares just as a cleric can turn undead. Though the creatures is not frozen with fear, destroyed, nor does it retreat in fear, it feels an urge to leave your world and return back to the World of Nightmares.
 
 
 
• The Final Sacrifice: When you are reduced to 0 Hit Points, you can target a Forgotten One or a creature of Evil alignment and cause a pillar of strange green and black flames to engulf them doing 3d10 fire damage. The target can make a Constitution Save to take half damage. This power also destroys this glyph, leaving the vaguest mark on your skin where the glyph was. You can only restore the glyph or replace it with another during a long rest where you are conscious.
 
 
 
'''Vengeful Fury'''
 
 
 
You have bottled up your emotions, not daring to let loose or lose control for so long. But now you have discovered how to harness this sorrow, loss, and rage into a devastating attack.
 
 
 
At 2nd Level, you can use Vengeful Fury to unleash a roar at your foe as you attack. If the attack lands, you immediately make another attack (this does not count towards extra attacks) and both of your attacks do full damage if both land. If only the first lands, then that attack does full damage. You can only use this ability once between short rests. At level 14, your vengeful furry attacks do full damage and an additional 2d8 damage of the attack type used.
 
 
 
'''Unnatural Aura'''
 
 
 
By 3rd level, your dealings of death to those from another world have caused you to take on a stoic and unwelcome look, but it has also caused your very being to feel unnatural to those around you.
 
 
 
When creatures first encounter you, you can choose to activate this feature or not. If you do then the targeted creature(s) must make a Wisdom Save (DC 10+ you Wisdom modifier) or avoid you (if you are in combat they attack others and try to move away from you) for 1 minute. This feature has no effect on denizens from the World of Nightmares or those under an effect of madness.
 
 
 
'''Ability Score Improvement'''
 
 
 
At 4th Level and then again at Levels 9, 12, 16, and 19 you can increase one ability score of your choice by 2, or you can increase two abilitiy scores of your choosing by 1 each. As normal, you can't increase an ability score above 20 using this feature.
 
 
 
'''Ward Against the Unknowable'''
 
 
 
At 5th level you develop the knowledge to create a ward against the denizens from the World of Nightmares. It takes the time of a short rest to create such a ward and you can only create one ward at a time. If the ward is placed at the entrance of an area, doorway, cave entrance, etc. then Forgotten Ones and their ilk will avoid entering that area without even knowing they are doing so. If the ward is placed on a weapon then when successfully hitting a Forgotten One, it will cause great pain, adding an additional d8 of lightning damage and causing the target to move away from the warded weapon for 1 minute. The ward keeps its power for one full hour before dissipating.
 
 
 
At level 11, the damage taken from this ward is increased to 2d8 lightning damage and the ward can lasts up to two hours.
 
 
 
At level 18, the damage taken from this ward is increased to 2d10 lightning damage and the ward lasts up to three hours.
 
 
 
'''Extra Attack'''
 
 
 
Beginning at level 6, you can attack twice instead of once, whenever you take an attack action on your turn. At level 13, this increases to three attacks whenever you take an Attack action on your turn.
 
 
 
'''Evasion'''
 
 
 
At level 7 and above, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 
 
 
'''Exorcise the Unwelcome'''
 
 
 
At level 11, you have learned of ways to send your enemy retreating from your world. When you bring a target creature down to half its Hit Points or lower, if the creature is from another world or plane you can command it to return and if your next attack hits the target, it is sent to the world or plane it has come from through a hole ripped in reality. This hole cannot be entered, it forces all except the target out even as it absorbs the target creature.
 
 
 
'''Hit Die Advancement'''
 
 
 
Beginning at level 15, your Hit Dice are a d12 instead of a d10 and you roll 1d12 + your constitution modifier for your Hit Points each level.
 
 
 
'''Embrace the Nightmare'''
 
 
 
Beginning at level 17, you are no longer effected by madness effects arising from denizens or influences of the World of Nightmares. And when you bring down a denizen from the World of Nightmares to 0 Hit Points, you regain the use of an expended glyph power,
 
 
 
'''Sever the Nightmare'''
 
 
 
At level 20 you gain the ability to sacrifice a glyph which immediately leaves the area of your body it exists on as if it had never been there. You lose any features granted by the glyph and immediately cause 2d8 fire damage and 2d8 acid damage to a creature from the World of Nightmares. You can recraft the sacrificed glyph during a long rest.
 
 
 
==Backgrounds==
 
 
 
The following are optional new Backgrounds for the Mysterium Campaign setting.
 
 
 
===Cultist of Nightmares===
 
 
 
You were brought up in the Cult of Nightmares or, perhaps, joined them at some point in your life. You may have even been captured by them and decided that compliance was better than being sacrificed to whatever mad gods they worshiped.
 
 
 
At some point you escaped the cult, perhaps seeing first hand what the Things from Beyond (or the Gods before the Gods as the cult calls them) were and the chaos, destruction, and madness that they caused. You might have escaped with your sanity intact this time but you are not sure if you had had to stay in the cult's hands what would have become of you.
 
 
 
It is possible that the cult is desperate to have you back, if for no other reason than to sacrifice you for daring to turn your back on them. Or, perhaps, they don't know you are gone or could care less. Either way, you have left that life behind and try your best to make a new life. You may have been roped into the Mysterium completely by accident as a resource for them and their crusade or you might have sought them out to strike back at those who so mistreated you.
 
 
 
• Skill Proficiencies: Arcana, Insight
 
 
 
• Languages: Two of your choosing
 
 
 
• Equipment: A strange carved figure reminiscent of your time in the cult, notes on various places where the cult took you, a set of common clothes and a pouch containing 10gp
 
 
 
'''Feature: Know Thy Enemy'''
 
 
 
You spent years in the Cults that follow the unspeakable horrors form the World of Nightmares. You even have some of your notes still on where they took you and where they operate. Though not all of the locations will pan out, you have a chance to help with some information at least.
 
 
 
When you and your companions follow a lead to a place tainted by the World of Nightmares, you can make an Arcana check with a +2 bonus to know if this is a place where the Cult of Nightmares operates. This helps you know what to expect. You can also use this ability when spotting someone on the streets that you find suspicious or when finding strange symbols that might be clues to the cult.
 
 
 
'''Suggested Characteristics'''
 
 
 
After you fled the cults of the Forgotten Ones, you became a loner and have always been skiddish around groups of people. You find it hard to trust people, especially large organizations and you are often uncomfortable and awkward trying to find where you fit in with the Mysterium or even if you fit in at all. It takes you some time to warm up to people though when you find someone who earns your trust, you are quite the loyal friend finding it relieving to find someone who has your best interest at heart instead of that of some twisted "god" from Beyond.
 
 
 
===Mysterium Operative===
 
 
 
Did you find them or did they find you? It becomes complicated and you aren't even sure of which is which anymore. All you know for sure is that there are times you wish neither had happened and you could forget that the Mysterium, the Forgotten Ones, the World of Nightmares, all of it ever existed. But there is no going back from what you have seen and what you know is out there lurking in the shadows. Now you can only do your best to stop the incursion into your world by these...things.
 
 
 
As a Mysterium Operative, you are part of the Queen's Eye, an organization that peers into the small and hidden place in the wrorld to root out the impossible alien things known as the Forgotten Ones, the Ancient Sleepers, or the Others from Beyond, and many other charming nicknames. They come from the World of Nightmares, a place that no sane being can hope to visit and survive. And it is your job to beat them back home turning them to go back to that place.
 
 
 
What their true obsession with your world is and what their alien agendas could possibly be you don't know, the Mysterium doesn't really know, but you do know that these beings are dangerous and that they destroy everything in their wake, even sanity.
 
 
 
You might have recently joined the Mysterum, have been raised around the organization your entire life, or just recently tracked downa  mystery concerning a relative that was part of this mysterious organization. However you joined, you know that you can't leave and would never be able to turn your back on their crusade if you wanted to knowing what you now know.
 
 
 
• Skill Proficiencies: Arcana, Investigation
 
 
 
• Languages: Two of your choosing
 
 
 
• Equipment: Coin of the Mysterium, a coin made from a purple metal that signifies your membership in the organization; set of common clothes, a parchment notebook for note taking, and a pouch containing 15gp
 
 
 
'''Feature: Initiated into Chaos'''
 
 
 
You might be a new operative, but already you've had more experience than most mortals when it comes to the World of Nightmares and its denizens. You gain a +1 to Saving Throws when faced with fear and madness effects related to the Forgotten Ones.
 
 
 
'''Suggested Characteristics'''
 
 
 
The mission is everything. When it comes to friends, family, and all the rest you must put the crusade to end the usurpers' foothold on your world so that "all the rest" can be safe and know some kind of peace. As a member of the Mysterium, you have one mission above all and sometimes this might make you come across as cold or ruthless. But you are in good company as it is expected of any operative in the Mysterium to be willing to sacrifice whoever they need to in order to stop the Others from Beyond and their alien agenda that can't mean well for your world.
 
 
 
Keeping your emotions in check can create a bit of feedback, however. When you do allow yourself to let go of control and become emotional then it is an eruption of emotion, be it anger, sorrow, or even joy. It is magnified for not surfacing very often and is pure in its own right. Sometimes you might wish you could have more of these experiences but you are well aware what you have already lost and you know, dropping your guard too much will lead to more of that same loss.
 
 
 
 
 
==New Equipment==
 
 
 
This section details some of the equipment that is added to Mysterium including Victorian-age styled firearms.
 
 
 
Money in Mysterium is treated just like standard D&D money but the names the commonfolk use for currency differs from other D&D worlds.
 
 
 
• Copper Piece - A penny
 
 
 
• Silver Piece - A shining bit
 
 
 
• Gold Piece - A crown
 
 
 
• Platinum Piece - A high royal
 
 
 
The following weapons are added to the Mysterium campaign as well:
 
 
 
A NOTE on Firearms: All firearms are loud. Unless using some magical means to dampen or erase their noise, firing a firearm will alert all creatures with hearing or that can sense tremors within 200'
 
 
 
'''Simple Firearms'''
 
 
 
'''Street Pistol''' - A common one handed pistol used by any manner of people on the streets of the world's cities, some just for protection, and some for more nefarious purposes.
 
 
 
Cost: 25gp  Dmg. 1d8 piercing  1 lb.  Ammunition (Range 40/180), Loading, One handed
 
 
 
'''Lanistaire Pistol''' - A pistol more stylized and efficient and also for the more well-to-do of the cities of Laedonia.
 
 
 
Cost: 40gp  Dmg. 1d8+1 piercing  1 lb.  Ammunition (Range 40/250), Loading, One handed
 
 
 
'''Farmer's Rifle''' - A common rifle used by farmers to deal with prey animals on their property or the occasional raiding goblin or orc.
 
 
 
Cost: 60gp  Dmg. 1d10+1 piercing  4 lbs.  Ammunition (Range 60/320), Loading, Two handed
 
 
 
'''Martial Firearms'''
 
 
 
'''Knight's Rifle''' - A rifle most commonly used by the Knights of the Golden Lion
 
Cost: 120gp  Dmg. 1d12+1 piercing  6 lbs.  Ammunition (Range 60/520), Loading, Two handed
 
 
 
Ammo for Firearms
 
Cost: 5gp for 20 ammo
 
 
 
==The Pantheon of the World==
 
 
 
The gods of the world are numerous, and there are even more obscure, lesser known gods in the world (and, apparently, from other worlds as it so happens).
 
 
 
This is a list of the more common gods worshiped by the peoples of the world. Aside from these, the common gods of demihumans are still worshiped as well (such as Garl Glittergold, Grumish, Lolth, and so on):
 
 
 
The Mother and Father
 
 
 
In the first days of the world, the Mother and the Father looked down upon their creation with great happiness and satisfaction. All the beings in the world held a place and served a purpose and balance and order were the rewards of peace and tranquility. When the Father looked upon the first children of the Mother, the ones who would call themselves the "gods" he looked with disdain, for he felt even then that they were going to lead he and the Mother to ruin.
 
 
 
When they grew older, the gods began to guide the peoples of the world and to teach them a kind of independence that the Mother and Father did not appreciate. The Mother and Father tried to teach their children that there was a balance to all things and that all things were in their place and perfectly aligned but the gods protested and claimed that this would lead to stagnation and unhappiness, that if the Mother and Father would just look closely at the people they had created, they would see all the bottled contentment waiting to explode into pure and evil chaos.
 
 
 
The oldest of the gods, Prothos, was also the loudest protester to his MOther and Father. The Father had had enough and had created a deep ravine in which Prothos was trapped. But the other gods rallied against the Father and rescued their brother, killing the Father in the process.
 
 
 
So devastated was the Mother, that she fled into the darker recesses of the heavens and there, her grief twisted and perverted the children she was to bare. These newest children were the corrupted devils and demons who would spread across the worlds like a plague if unchecked. Eventually the gods were able to create a place that suited these vile creatures, the nine hells and the abyss.
 
 
 
Since then the gods have kept to their duties, to give the world and its peoples options, not only options for good but for evil as well. This is the "new balance" the gift to the peoples of the world from the gods. It is unknown what has become of the Mother over the years. Some suspect she died of the broken heart left by the loss of the Father and some believe to this day she plots against her children from her hideaway in the heavens. There are even covens of warlocks and witches who pay homage to the Mother, believing her a simple victim and the supreme creator above the gods.
 
 
 
'''Prothos'''
 
 
 
The Guiding Light of Freedom
 
 
 
• Spheres - Good, Sun, Knowledge, Strength
 
 
 
• Symbol - An Eagle with a Sunburst
 
 
 
'''Althiona'''
 
 
 
The Lady of Celebration and Love
 
 
 
• Spheres - Good, Healing, Luck, Protection
 
 
 
• Symbol - A goblet of Wine with a Rose
 
 
 
'''Shael'''
 
 
 
The Blind Lady of Law and Just Crusades
 
 
 
• Spheres - Good, Law, Strength, War
 
 
 
• Symbol - Four arms carrying a Weight, a Sword, a Red Banner, and a Shield
 
 
 
'''Thatos'''
 
 
 
The Keeper of Wisdom and Tomes
 
 
 
• Spheres - Fire, Knowledge, Magic, Travel
 
 
 
• Symbol - An Open Book with an Open eye on one page and a burning Flame on the opposite
 
 
 
'''Bael Yagra'''
 
 
 
The Chrone of Deceit and Shadows
 
 
 
• Spheres - Chaos, Death, Knowledge, Trickery
 
 
 
• Symbol - A wrinkled hand holding a skull with on eyeball
 
 
 
'''Daphaeni'''
 
 
 
The Green Lady of the Wild Hunt
 
 
 
• Spheres - Animal, Air, Healing, Plant
 
 
 
• Symbol - A pair of Stag Horns over a wreath of Leaves
 
 
 
'''Kaeli'''
 
 
 
The Queen of Darkness and Damnation
 
 
 
• Spheres - Destruction, Evil, Fire, Law
 
 
 
• Symbol - A silhouette of a female face
 
 
 
'''Hath and Noth'''
 
 
 
The Primal Twins
 
 
 
• Spheres - Air, Earth, Fire, Water
 
 
 
• Symbol - A circle made partly of each of the four elements
 
 
 
'''Wreneste'''
 
 
 
She Cloaked in Clouds and Lightning
 
 
 
• Air, Chaos, Destruction, Water
 
 
 
• Symbol - Three crossed lightning bolts
 
 
 
'''Yolos'''
 
 
 
The Wandering Gambler of Smiles
 
 
 
• Chaos, Luck, Trickery, Travel
 
 
 
• Symbol - Two Coins, One a Smiling Man the Other a Spider
 
 
 
 
 
==CHARACTERS==
 
 
 
This is a list of the characters making up the party in the game.
 
*[[Elissa "Lisa" Kane]], Knight of Vengeance (Paladin of Vengeance) - wormmonda
 
*[[Jachi Wanderwheel]], Warlock of the Hexing Blade - Unka Josh
 
*[[Lady Wilhelmina 'Mina' Heriot-Carnall]], Gun-toting Collegiate Bard - JoanieSappho
 
*[[Tiberius Alexander Stormguard]], Swashbuckling Rogue ElfHuman - Talisman
 
*[[Pádraigín ni Muireann]], The Witch Pirate (Sorcerer) - Stormraven
 
*[[Akk]] Gnoll Berserker (Barbarian) - Donan
 
*[[Blank Mysterium character sheet]]
 

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