In a world surrounded by thick fog, adventure beckons those insane enough to heed the call

Hello, and welcome to the world of Andragar! Once a previous campaign loved by many, we sodden travelers return to this mysterious, fog-fueled kingdom of adventure. A great many things have changed since our last visit to Andragar; the test of time has shaped the land into many wonderous locations and exotic scenes rife with excitement and new experiences. Something different lies in the air now, however, reminiscent of the kingdom's past. A darkness lingers throughout the air, and weird things have begun happening to people from all around. Strange occurences in time space, new monsters and magical beasts, and the fall of King Uther are but a fraction of Andragar's worries…

  • As with all pathfinder campaigns I run, alignment is treated differently and will not be a huge deterring factor in one's use of unique items, spells, devices, etc. This decision is always up to GM discretion, but It's based on a Wizard's alternative rule set for alignment as to allow more freedom of choice without alignment restrictions.
  • Andragar will be using a special stat called Luck developed by my DnD playgroup. Luck is exactly as it sounds: leaving one's own fate in the hands of destiny. Throughout random points during sessions, players will be given opportunities to roll for luck depending on the situation. Luck will be a d20 roll with higher rolls resulting in a luckier opportunity. For example, ahead of the group lies some powerful monsters. The rogue in the party stumbles upon a tablet that details the location of the enemies, and one weakness due to his roll of an 18 on the luck dice. Luck exists to spice up your average campaign and bring something fresh to the table, as people enjoy being lucky. Abilities and items that influence the luck bonus in Pathfinder can also add to luck rolls, (for example, the Halfling's luck trait) of course up to GM discretion.
  • Due to the vastness of Andragar and the spacial anomalies, all core classes and races are allowed. Although, some areas may prove more favorable to one race or class than another. Third party classes or races up to GM discretion.