The Paths Of Dread (or The Candle In The Dark)

Madame Eva's Telling

Strahd: You will find him on his throne. There is a good influence here that will guide your blows. There is no reason, there is no pattern to this chaos. The darkness seeks light, desiring fulfillment or perhaps destruction.

Sword: Seek it where paths crossed and the damned lie buried. To wake it, bring the sword to join the ancient lore of the castle. The castle’s library is a place of wisdom, warmth, and despair.

Symbol: Seek it in the place of death, among the dead. It is a card of the grave. The symbol is buried or entombed. You must bring the symbol to the place where the officers of the king upheld his word. Look beneath the main floor of the castle, in a place of shadow and despair.

Tome: The tome lies on the throne of the ancient king. You must find the three holy relics hidden deep beneath the castle, then bring the relics to the three defiled places described within the tomb. You must consecrate each fane anew with the relic of its proper saint.

Directions on Map

0) Entrance
1) West
2) South East
3) North
4) South West
5) East
6) North West
7) South
8) North East
9) Death

nearing the climax

just realized, you guys; you are nearing the final epic stretch of the Campaign. you still have a big bit to go before that, though, but you are almost there. so everyone be ready for me to start pulling out the big guns, now. after this, we may either enter a 2nd chapter of adventures in the Dread Realms, or we may end the Campaign. it all depends on you guys.

Knight Errant Prestige Class

so, I just saw this, and figured I’d show it off. I really love the idea for this class. also, I think Rev. Gungrave may consider this as an option instead of atonement.

The Knight-Errant
The paladin’s code is a hard one to withhold. It demands no less than a lifetime of absolute dedication and doesn’t allows for the slightest excess of conduct. Those who manage to live by this code are truly remarkable heroes indeed. But for each paladin that succeeds, many will fall, sully their honour and lose the favours of their gods. Most fallen paladins retire in shame, a few even retreat in bitterness, give-in to their heart’s dark desires and forever turn to evil…

But there is a third grouping who do neither. Taking up their fallen weapons, they do not abandon their allies, their faith and their cause. Despite their tarnished honour, they adventure for redemption and for the love of their companions, in the hopes of one day redeem themselves for their fall. These are the knights-errant, sworn to continue the battle against evil regardless of their own weak failings.

Role: The Knight-errant is a warrior first and foremost. He is both defensively and offensively strong, buoyed by the strength of his convictions. Ex-paladins are the most likely candidate to multiclass as knights-errant as special advantages are granted to them when taking levels in this class. However, this class is also apt to fit other classes (or character concepts) with a defined alignment, code of conduct, order or any other requirement of honour that was broken or somehow violated. Hence it may also include ex-cavaliers, ex-clerics, ex-monks and others. It is also possible for a character to start as a knight-errant from 1st level if it fits the character’s concept.

Alignment: Knights-errant must be either any Lawful Alignment or any Good Alignment. they may be Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Chaotic Good.
Hit Die: d10
Class Skills: Craft (Int), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility), Knowledge (religion), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival and Swim (Str).
Skill ranks at each level: 2 + Int bonus.
BAB: good
Fort: good
Ref: poor
Will: good
Spells: none

level 1: Oath, taboo, taint of shame, zeal 1/day
level 2: Oath ability
level 3: Inner strength
level 4: zeal 2/day,
level 5: Bonus feat
level 6: Inner strength
level 7: zeal 3/day
level 8: Oath ability
level 9: Inner strength
level 10: zeal 4/day
level 11: Bonus feat
level 12: Inner strength
level 13: zeal 5/day
level 14: Oath ability
level 15: Inspiring presence
level 16: zeal 6/day
level 17: Bonus feat
level 18: intimidating presence
level 19: zeal 7/day
level 20: Redemption, Oath Ability

Class Features:
All of the following are class features for the Knight-Errant class.

Weapon and Armour Proficiency: The knight-errant is proficient with all simple and martial weapons (or with Basic Weapons and any 3 Weapon Groups), with all types of armour (heavy, medium, and light), and with shields (except tower shields).

Taint of Shame: A fallen paladin may trade all of her ex-paladin levels for knight-errant levels on a 1-to-1 basis. This is not an instantaneous traumatic experience as it is for antipaladins, and the change is a slow process that doesn’t occur overnight. As a rule of thumb, a character is allowed to exchange 1 level per game session until the transition is completed.
When doing so, the fallen paladin has forever abandoned paladinhood and no longer possesses any former glory to sell to the forces of evil. It should be stressed that a character choosing to exchange ex-paladin levels for knight-errant levels cannot regain lost abilities via an atonement spell, nor can she exchange ex-paladin levels for antipaladin levels. It is in the acceptance of its fate that the knight-errant finds the strength to go on.

Oath: Upon taking his first level in this class, the knight-errant must swear an oath. This oath is usually linked to the reasons of his fall from grace, and the precise details and wordings are left up to the player to determine. Each oath has its own requirements, so it is best to discuss your oath with the DM before selecting it, as it can sometimes determine the direction of a campaign.
This iteration suggests four oaths to choose from, as detailed below.

Taboo: With each oath comes a taboo; a self-imposed condition that the knight-errant undertakes to better remember and respect his oath. If the knight-errant violates his taboo in some way, he loses all benefits of his oath for a full day. Every knight-errant must select at least one taboo, but a player may choose to take two or even more to fit its character’s concept. In this case, the advantages granted by each taboo stack, but so does the penalties for the violation of every taboo possessed by the character. A knight-errant violating two taboos in a single day loses all oath abilities for two consecutive days for example.
The following list suggests seven taboos for the knight-errant to choose from. This list is by no mean exhaustive, and you or your DM may propose different taboos of comparable restriction and benefits.

~ Anonymity (Su): The knight-errant removes his coat of arms, changes his appearance, abandons his former name and takes every measure to sever himself from the person he once was. Leaving his past behind, the knight-errant seeks out redemption without seeking fame or distinction within the gentry, church or military. This self-denial makes the knight-errant hard to locate and read via magical means. The effect of this taboo is identical to an amulet of mind shielding. In addition, the knight-errant receives a +4 bonus to resist being located through the use of a scrying spell or device.

~ Asceticism (Su): The knight-errant swears off all pleasures of the flesh. Fine food, alcohol and lovers: all are taboo to the knight-errant. Some go so far as to mortify themselves in their pursuit of redemption. This contemplation teaches mental resilience. The knight-errant is immune to charm spells and effects and receives a +2 bonus on saving throws against spells from the school of enchantment.

~ Charity (Su): The knight-errant will not refuse requests for aid from any, be they so ever humble. He must divest himself of any wealth he knows he will not immediately need, and give it to those that do. This should reflect in about 20% – 25% of the character’s wealth. In doing so, the knight-errant keeps his conscience strong and clean, gaining one extra daily use of his inner strength ability.

~ Exile (Su): The knight-errant leaves his past and shame behind – literally – by leaving his homeland and living the life of a vagabond, never to settle permanently in any country or organisation. In his wanderings, the knight-errant learns to mingle in many cultures. The knight-errant gains the ability to communicate with all typical player character races of all nations, although his accent and mannerism always betray him as a foreigner.

~ Forsworn Weapons (Su): The knight-errant has forsworn the use of any martial and exotic weapons, instead vowing to use only simplistic tools to defend himself and attacks his foes. The following list constitutes the weapons allowed to the knight-errant forswearing the use of weapons: club, hatchet, quarterstaff, dagger and sling, in addition to any improvised weapons he may come across. Whenever the knight-errant uses one these weapons, he benefits from an improved magic weapon spell as if cast by a spellcaster of his level. The knight-errant treats all these weapons as a single group for the purpose of weapon specific feat like weapon focus or improved critical. Upon acquiring this taboo, a knight-errant automatically re-trains any weapon related feat to fit this group of weapons.

~ Forsworn Armour (Ex): The knight errant has forsworn wearing armour of any sort (but may still use shields and other protective magic items). This has given him insights he would not have had otherwise. The knight-errant receives an insight bonus to his AC equal to a Monk of the same level, plus his wisdom bonus.

~ Forsworn Mount (Ex): The knight-errant has sworn to go without mount, cart or carriage. This has given him a better stride and a superior endurance when travelling over long distances. Add +10 feet to the knight-errant base land speed. In addition, the knight-errant is considered possessing the endurance feat for the purpose of determining Fortitude save bonus when performing a forced march.

Zeal (Ex): Once per day, a knight-errant can declare that he is fighting for the fulfillment of his oath. Bolstered by his convictions, the knight-errant’s melee attacks deal extra damage equal to his level. This ability remains in effect for a number of rounds equal to the knight-errant’s Charisma modifier and affect all attacks against any number of opponents until the duration expires. The knight-errant can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
The knight-errant gains additional benefits when performing his zeal based on the oath the he has vowed (see Knight-Errant Oaths below).

Inner Strength (Su): Starting from 3rd level, the knight-errant can draw on his reserves of inner strength when a condition weakens his abilities. Initially, the knight-errant can remove only one condition, but he learns how to remove a new one for every three levels beyond 3rd until 12th level.
This ability is usable on the knight-errant only, once per day as a standard action. The specific conditions cured with this ability depend on the oath the knight-errant has vowed (see Knight-Errant Oaths below).

Oath Ability: Upon reaching 2nd level and every 6 levels thereafter, the knight-errant gains new abilities based on the oath he has vowed. All oath abilities are lost for a period of 24 hours if the knight-errant fails to respect his taboo.

Bonus Feat: From 5th level and every 6th levels thereafter, the knight-errant gains a bonus combat feat.

Inspiring Presence (Su): Upon reaching 15th level, the knight-errant has proven that one can fall and rise again, inspiring his friends’ stalwartness. As long as the knight-errant is conscious and visible, all allies within 60 ft. benefit from a bless spell-like effect.

Intimidating Presence (Sp): Upon reaching 18th level, the knight-errant also becomes a symbol of fear in the eyes of his enemies. This ability is identical to a prayer spell that the knight-errant can cast as a spell-like ability once per day.

Redemption (Su): At 20th level, the knight-errant has finally earned his redemption and may seek atonement for the acts of his fall. While the knight-errant cannot regain his paladin levels, he may abandon all taboos (but still benefit from their advantages) and truly reunites with his god. The knight-errant gains DR 10/evil and immunity to all compulsion spells and effects.

The following oaths represent the most common sworn vows by knights-errant.

Upon taking this oath, the knight-errant swears to protect the innocents, the weak and those who are in distress. This oath is popular among ex-paladins who fell by choosing between two evils, usually to the detriment of friends or innocents who lost their lives in the process. The knight-errant may not have lived up the code as a paladin, but never again will he let down his friends and those who count on his sword and shield for protection.

Oath of Protection:

Zeal: A protector knight-errant is stalwart in his defence. Whenever a protector knight-errant declares his zeal, he receives a bonus to his armour class equal to his Charisma modifier in addition to the bonus to damage granted by this ability.

Inner Strength: The protector knight-errant can rely on his reserves of strength to stay alert and ready to protect his friends and wards. When using this ability, the knight-errant automatically recovers from the [i]sickened[/i] condition.

At 6th level, the protector knight-errant can also cure the diseased condition.
At 9th level, the protector knight-errant can also cure the nauseated condition.
At 12th level, the protector knight-errant can also cure the blinded/deafened conditions

Oath Abilities: A knight-errant who pledge to this oath gains the following abilities as he increases in levels.

Zealous Shielding (Ex): Starting from 2nd level, a protector knight-errant may extend its bonus to armour class provided by its zeal ability to an adjacent ally. This ability increases as the knight-errant gains level. At 11th level, the knight-errant may protect two adjacent allies. This bonus last for as long as the knight-errant’s zeal ability is in effect.

Lunging Opportunist (Ex): Upon reaching 8th level, a protector knight-errant may take a 5-foot step before taking an attack of opportunity. Once the movement is completed, the attack of opportunity is resolved as normal. This movement may allow the protector knight-errant to take attacks of opportunity against targets that would not have been eligible otherwise. A protector knight-errant may intercept a charge this way, in which case he becomes the new target of the charge (after having delivered his attack of opportunity). The charger is allowed to charge the protector knight-errant even if this interruption makes the charge illegal by restricting the charger’s movement to less than 10ft.

Intercept (Ex): At 14th level, a protector knight-errant can redirect a blow aimed at an adjacent target upon himself. The protector knight-errant thus becomes the new target of the attack and receives damage accordingly (if applicable). While this ability does not require an attack roll, it uses one of the knight-errant’s attacks of opportunity. The protector knight-errant may use his lunging opportunist ability to move up to 5 ft. in order to get closer to his ward. This ability must be declared before the attack roll is made. The attack is made against the knight-errant’s AC and defences, even if the creature could not normally reach or attack the knight-errant. The knight-errant loses any cover or concealment bonuses when redirecting the attack.

Upon taking this oath, the knight-errant swears to undertake a quest for some cause, ideal, item, or person. Regardless of the object of the quest, it always is a representation of some idyllic concept that can never truly be achieved. Even quests that start with a realistic goal eventually evolve in something more sublime and archetypical. This oath is popular among ex-paladins whose fall was caused by their own pride or other personal flaw. Through these quests, the knight-errant hopes to regain much of his former glory and purity.

Oath of Quest:

Zeal: A questing knight-errant is both focused and strong willed. Whenever a knight-errant declares his zeal, he receives a bonus to all his saving throws equal to his Charisma bonus in addition to the bonus to damage granted by this ability.

Inner Strength: The questing knight-errant can focus on the object of his quest to gather inner strength when he feels weakened. When using this ability, the knight-errant automatically recovers from the fatigued condition.

At 6th level, the questing knight-errant can also cure the dazed condition.
At 9th level, the questing knight-errant can also cure the exhausted condition.
At 12th level, the questing knight-errant can also cure the stunned condition.

Oath Abilities: A knight-errant who pledge to this oath gains the following abilities as he increases in level.

Healing (Su): At 2nd level, the knight-errant can surrounded himself with a healing light, gaining fast healing 1 whenever he declares his zeal. This causes the knight-errant to heal 1 point of damage each round as long as he is alive and his zeal ability is in effect. The amount of healing increases by 1 point for every three knight-errant levels he possesses.

Divine Bond (Sp): Upon reaching 8th level, the questing knight-errant reunites with his bonded weapon or mount during one of its quests (or forms a bond if he had never made one before). This ability is otherwise identical to the paladin’s ability of the same name. The exact figures of this ability are calculated retroactively from 5th level.

Purity of Body: Upon reaching 14th level, the knight-errant gains immunity to all diseases (including supernatural and magical diseases) and poisons of all kind.

Upon taking this oath, the knight-errant swears to take revenge on those he deems responsible for his fall. This oath is frequently taken by ex-paladins who lost their paladinhood through the manipulations and treacheries of others. Knights-errant who swear this oath are often driven by a slow-burning bitterness, allowing them to track down these individuals, foiling their plans, and confronting their emissaries. As with the oath of quest, this oath usually evolves into a perpetual fight against similar deceitful organizations and societies, long after the initial perpetrators have been brought down by the knight-errant.

Oath of Retribution:

Zeal: An avenger knight-errant is determined to bring his enemies down. Whenever a knight-errant declares his zeal, he receives a bonus to his attack rolls equal to his Charisma modifier in addition to the bonus to damage granted by this ability.

Inner Strength: The avenger knight-errant can rely on his resolve to overcome moments of weakness. When using this ability, the knight-errant automatically recovers from the shaken condition.

At 6th level, the avenger knight-errant can also cure the staggered condition.
At 9th level, the avenger knight-errant can also cure the frightened condition.
At 12th level, the avenger knight-errant can also cure the paralysed condition.

Oath Abilities: A knight-errant who pledge to this oath gains the following abilities as he increases in level.

Zealous Smite (Ex): From 2nd level, the avenger knight-errant’s zeal ability improves when targeted against the subjects of his oath of retribution. When the knight-errant declares his zeal against such an opponent, the extra damage granted by the ability is doubled (2 points of damage per level instead of 1) and automatically bypasses any DR the creature might possess. In addition, while zealous smite is in effect, the knight-errant gains a dodge bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target(s) of the zealous smite. The duration of the knight-errant’s zeal is unaffected by this ability.

Sworn Enemy (Ex): Upon reaching 8th level, the knight-errant declares a specific group of people or creatures as his sworn enemy in accordance to the subjects of his oath. This is a much narrower category than a ranger’s favoured enemy. Sworn enemies include nationalities, ethnicities, groups, tribes and organizations within a given type or subtype of creatures (evil human cultists for example) or a specific race of creatures within a given type or subtype (like demons or devils). Against these enemies, the avenger knight-errant gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the selected group. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. An avenger knight-errant may make Knowledge skill checks untrained when attempting to identify these creatures. In the case of knights-errant with ranger levels, this ability stacks with bonuses granted by the favoured enemy class feature as long as the knight-errant’s sworn enemy is a subset of his favoured enemy as a ranger.

Grim Determination: Upon reaching 14th level, the avenger knight-errant becomes so focused and determined that he becomes immune to all mind-affecting spells when he has declared his zeal.

Upon taking this oath, the knight-errant swears to withhold the tenets of his faith above any other cause. The knight-errant may have failed to hold the high standards of paladinhood, but he has not forsaken his god, goddess or celestial patrons. This oath is popular amongst ex-paladin who felt torn between their code and their religious doctrines, knowing that unhampered faith will allow them to succeed where they have failed before. Many such knights-errant multiclass as clerics or inquisitors.

Oath of Piety:

Zeal: A pious knight-errant knows that he is never alone and always looked upon. Whenever a knight-errant declares his zeal, he becomes immune to charm and fear spells and effects for as long as the ability is in effect.

Inner Strength: Once per day the pious knight-errant can channel the might of his god or goddess to help himself. Firm in his religious believes, the pious knight-errant can cure three conditions at 3rd level instead of one, and three more every time they gain a new inner strength.

At 3rd level, the pious knight-errant can cure the fatigued, shaken, and sickened conditions.
At 6th level, the pious knight-errant can also cure the dazed, diseased and staggered conditions.
At 9th level, the pious knight-errant can also cure the exhausted, frightened and nauseated conditions.
At 12th level, the pious knight-errant can also cure the blinded/deafened, paralyzed and stunned conditions.

Oath Abilities: A knight-errant who pledge to this oath gains the following abilities as he increases in level.

Enduring Faith (Ex): a pious knight-errant of 2nd level adds his knight-errant levels to his caster level of a divine spellcasting class he belonged to before reaching 2nd level Knight-Errant for the purpose of determining the range, duration and effects of spells (but not other abilities granted by those classes at higher levels). if the Knight-Errant has no oother divine spellcasting class, he instead gains spells as a cleric of his level (but does not gain domains or spontaneous casting). if the Knight-Errant has multiple divine spellcasting classes, he chooses which class gets the spellcasting increase at each level.

Channel Positive Energy (Su): When a pious knight-errant reaches 8th level, he gains the supernatural ability to channel positive energy like a cleric. A knight-errant can use this ability a number of times per day equal to his charisma modifier and uses his knight-errant level as his effective cleric level when channelling positive energy. This is a Charisma-based ability.

Inspire Inner Strength (Su): Upon reaching 14th level, the pious knight-errant can whisper inspiring words of determination to an affected ally. This ability allows the pious knight-errant to use his inner strength ability on an ally within 5 ft. as a standard action. This ability uses the knight-errant’s inner strength ability for the day


Just to confirm these are indeed the rules we are using;

“Each skill point you spend on a cross-class skill gets your character ½ rank in that skill. Cross-class skills are skills not found on your character’s class skill list.” 1

“Skill points must be spent according to the class that the multiclass character just advanced in.” 2

“Regardless of whether a skill is purchased as a class skill or a cross-class skill, if it is a class skill for any of your classes, your maximum rank equals your total character level + 3.” 1



2: Player’s Handbook pg. 60.

Is this correct?



Errata Precedent

Constantly Under Revision!

>Actions Per Round

Each round, you now only receive one Free Action.

You also receive one Swift Action which count separately than the Free Action.

Swift Actions are only accessible through specific methods of training;
Feats, Spells, Class Features, ect.

A Swift action is otherwise identical to a Free Action

Thus: You get one Standard, one Move, one Free and one Swift action per turn.

>5-ft Step

Taking a 5-ft Step is no longer a “non-action”, it is a Free Action.

As per 3.5 rules,
you may not make additional movement in a round in which
you have taken a 5-ft Step.

You may still take a Move Action,
provided you have not expended your normal limit,
so long as it does not involve additional movement.

>Energy Drain

Upon being hit by an Energy Drain attack
you are subject to a “Negative Level”
which contains, but is not limited to, the following effects;

" –1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creatureÂ’s level is used in a die roll or calculation, reduce it by one for each negative level).

If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level."

In the current spell point system,
you would lose spell points equal to the number required to cast
a spell from the highest level spell you can cast by class features.

Another difference is that you make the Fortitude Saves to remove each of your accumulated
Negative Levels at the start of your next turn, instead of after 24 hours.

You must roll for each Negative Level separately,
taking penalties for all Negative Levels currently in effect.

“If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.”

Upon failure is when you must typically remove class levels, features and the like…

Although the DM may dictate otherwise for convenience.


The Haste spell in this campaign operates as the Third Edition version,
not the 3.5 revision;

Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes (harmless)

The transmuted creature moves and acts
more quickly than normal. This extra
speed has several effects.

On his turn, the subject may take an
extra partial action, either before or after
his regular action.

He gains a +4 haste bonus to AC. He
loses this bonus whenever he would lose a
dodge bonus.

He can jump one and a half times as far
as normal. This increase counts as an enhancement bonus.

Haste dispels and counters slow.

Material Component: A shaving of licorice root."

“Partial Action: Usually, you don’t elect to take a partial action;
the condition you are in or a decision you have made (usually the
ready action) mandates its use. (You can elect to take a partial action
as an extra action in some situations, such as when you’re affected by
a haste spell.) A partial action is like a standard action, except that
you can’t do as much. As a general rule, you can do as much with a
partial action as you could with a standard action minus a move.
Thus, you can attack once as a partial action or move your speed, but
you can’t both move and attack unless you are performing a partial
charge action. Typically, you may take a 5-foot step as part of a partial
action. You take a partial action instead of a standard action for a
variety of reasons, including during a surprise round; when you
have readied a partial action; and when you are disabled, staggered,
slowed, or otherwise hampered. See Partial Actions, page 127.”


Deal With The Devil

interrupted by a Rakshasa, our intrepid heroes found themselves separated into two groups. Ash and Silus, once at odds with eachother over differences in Tradition of the same Faith, were forced to work together alongside only eachother in a mysterious otherworld. meanwhile, the creator of that world and architect of the Druids’ kidnapping approached Rev. Gungrave and his cursed allies to petition for their aid in procurring a magical gem from the lair of the Naga, Lilith. however, they were unwilling to betray their friend, Lilith, or to negotiate with Fiends.

with a warning threat to the indignant champions that their friends, Ash and Silus, are living on borrowed time, the Rakshasa (named Ravishana) retreated…. for now. they went to inform Lilith of the Fiend’s plans and to seek her help in defeating him. the Naga allowed them to travel to her underwater lair with her magic, and gave them blessed amunition with which to battle the Rakshasa.

outraged by the heroes’ utter defiance, Ravishana attacked Rev. Harrison, hoping to slay him and cow the others. but with help from his friends, the Rev. scored a fatal smite to the Rakshasa, sending him back to his Otherworld.

meanwhile, Ash and Silus engaged a Garuda who attacked them rather than give them directions. after scaring the creature off, the two began to brave the mountain trail leading up to a seemingly abandoned temple, which was home to only a large venomous snake. the Serpent was wary of them at first, but working together, Ash and Silus managed to assuage the snake’s fears and gain it’s trust.

after a thorough investigation of the monastery, the pair learned of their predicament, and the creator of the world, as well as gave peace to the Ghost of the lone Monk who used to live here. they afterwards spoke with Ravishana, who was sent back to this world earier.

Ravishana tried to convince his “esteemed guests” to serve his purposes the way their friends did not. but they deflected any promises to bring him the jewel he sought. however, the Rakshasa managed to close an agreement of partnership.

reunited with their friends, Ash and Silus found themselves in the Druid Grove, where Rev. Gungrave and the rest were planning to deal with an evil juju box discovered at the site of the Rakshasa meeting earlier.

Jewels in the Tiger's Eyes
A Poem by Anonymous

When hearth and home thou doth keep
To take, men of beasts doth seek.
If wealth and love thou doth aquire
The crooked hand will know desire.
Should thou gain prestige and fame
An evil maw soon shall claim.
Even when thou hath stake to none
The Rakshasa will take thine son.

Tale of Ravens and Blood

>>> Ash ICly recapping what he recalls<<<

The short redheaded farm-boy takes a deep breath and sighs,
collecting his thoughts…

“So… how about we tell it as a story,
if only to get what little sense
that we can glean from the riddle?”

Ash sits down on the cold cobblestone floor,
next to The Morning Lord’s altar…

“In ages long past, many faiths joined forces to oppose
the darkness of this land. They rallied themselves under
the sign of the Raven, knights that sought out and
combated corruption and evil.”

He pauses, trying to choose the words carefully…

“Of these knights, Strad and his brother were party to,
joining them in their “holy” campaign…

During this time, his brother became betrothed to Julia(?),
of whom, we can only assume, Strad also held feelings for."

A look of confusion briefly crosses the dark bard’s speckled face
for a moment as he says this, but he continues…

“Sometime afterwards, the brother was killed
“because of their mad quest”…
whether by Strad’s own hand, or some others, is unclear…

But this seems to have worn on Strad’s heart,
which had already become jaded by the endless war they waged."

Ash bows his head for a moment, hiding his face…

“He concluded that the Knights were at fault,
renounced his faith and acted toward their demise…
somehow prolonging his life in the process.”

The boy suddenly looks up at Harrison Gungrave,
holding him in his smoldering eyes.

“Skip ahead to your childhood…
you witnessed some dark form robbing the
Burgeonmaster’s Grandsire’s corpse, desecrating the grave
even as it had been blessed by The Morning lord…”

Harrison pipes in “I was actually 25 at the time.”

The bard shifts his gaze across the party;

“Now, of the last month, not only was my commune destroyed
by the Grinning Tombstones,
a cult from this land I soon found myself in,
but they knew my Elder…

and Strad already knew of what transpired…"

Ash shakes his head, glaring at the ground angrily…

“Not only does these things imply an unwholesome connection,
but the timing here is all off…

That Castle, built as a staging point
in a long-past War of the Raven,
from which Strad holds dominion and has seemingly lived
for as long as people care to remember…"

“How is it his brother was betrothed to someone
that is scantly older than ourselves?”


PLEASE help edit or add onto this as you see fit!

I just wanted to record what I could recall
so I didn’t feel so much pressure to remember it all!


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