The Mistwood Saga
Welcome to Mistwood!
Deep within Mistwood lie dangerous things, wild things, things that live with walls of dirt and roofs of sky. This is no place for soft creatures that cower from the forces of nature. Here you must live with it, respect it, even fear it.
The Redpaw Ratfolk claim Mistwood as their own, but there are things crawling through the woods that even the Redpaw clan gives way to. But now winter is coming, the Blacktooth orcs have begun their raids, and humans are settling on the borders of the wood. All threaten to take the Redpaw lands. Will the tribe survive?
Mistwood is a tale from the other side of the typical fantasy setting where the heroes are members of the uncivilized races. The setting has a closer feel to native-american or early celtic heroes than the gleaming armor of european knights.
Potions- Magic brews are nasty tasting and require a grim determination to choke down.
When consuming a potion, make a Fortitude roll. the DC is 10+ 1/2 the potion’s spell level (rounded down). Failure causes the imbiber to puke up the contents of the potion, negating it’s effects.
Poisons- In order to cure a Poison with magic, the caster must be familiar with it. Typical rot and infection is automatically known. Once a character has become familiar with a type of poison, they should write it down.
Death- Resurrection spells are not guaranteed. They only provide an opportunity for a character to fight their way out of the afterlife.
Roll 4d6, re-rolling ones, then add the top three dice. Do this until you have a column of six numbers. You may roll up to three columns and choose the best column for your attribute numbers but you may not cherry-pick numbers from each column.
Then assign each number in your column to the attribute of your choice.
No hybrid races such as Half-Orcs or Half-Elves.
Available Player Races are Catfolk, Dwarf, Elf, Gnome, Goblins, Halfling, Hobgoblin, Human, Kobold, Orc, Ratfolk, Tengu
Alignment restrictions for races are ignored.
Dwarves, Elves, Gnomes, Haflings, and Humans consider themselves the “civilized” races. They create cities, towns, and forts. They rely on agriculture and pray to strange gods.
Catfolk, Goblins, Hobgoblins, Kobolds, Orcs, Ratfolk, and Tengu are considered the “barabaric” races. They hail from tribes and rely on hunting and scavenging for their survival. They worship nature, believing everything has a spirit. Clerics among their kind are rare but accepted as “special children” with great destinies. Even so, these clerics never abandon their naturalistic ways.
The following classes are off limits…
Cavalier, Gunslinger, Monk, Ninja, Samurai, Summoner
Civilized races may be…
Alchemist, Barbarian (rare), Bard, Druid (rare), Fighter, Paladin, Fighter,Inquisitor, Oracle, Ranger, Rogue, Sorcerer, Wizard
Barbaric races may be…
Alchemist, Barbarian, Bard, Cleric (rare), Druid, Fighter, Oracle, Ranger, Rogue, Sorcerer, Witch, Wizard
Characters may not start with armor greater than a Chain shirt.