Masks of Destiny |STATUES| The Mask of Destiny campaign is a very old campaign I once found when scouring for adventures on the internet. It was filled with enjoyable twists and turns and role-playing moments and was generally fun to play. I now seek to resurrect this campaign with 4th Edition rules. Now alot of you might be moaning and groaning about 4th Edition and asking why not 3.5. Well to be honest I wanted to run a good 4e campaign for a while. Sure you can compare all editions of being the same, but 4e has a more mechanic simplified feel to it. With role-playing easier to be go along with it, especially on a forum. The premise behind this is a set of artifacts known as the Masks of Destiny which when brought together bring about untold powers. The setting is that of the PoL setting. I don't tend to deeply explore gigantic continents and for my first game, I wanted to do something straight-forward and fun. If your interested sign up with you character sheet, we would be glad to have you. CHARACTER CREATION GUIDELINES 1. I have no problems with any classes from Magazines or Supplements but please know how your class works on the basis that I'm not well versed in all classes although I'm smart enough to know when someones exploiting a class. 2. You may use Standard Array or 22-Point Buy System, I prefer the Point Buy System as its more your choice and you can easily flesh out your stats with more to what you want to be good at. 3. Starting level is 5. Your characters have known each other and are all with the same adventuring company, however after an unfortunate accident involving the destruction of one of your home town involving a run away cyclops, you have fled your original area of the world in seek of a new land which your embarrassing mishaps will not reach local ears. 4. You are able to have 1 level 5 magical artifact, as well as 1 level 3-4 artifact. You have 1000 gold to buy your equipment with. 5. Involve a paragraph on personality as well as background. I am looking for a total party of around 5. COMBAT FLOW Your turn during combat should have certain steps in order for combat to go as quickly as possible. Failure to respond within a 24 hour time period without note of absence gives your turn defending themselves. At the start of the turn, decide your actions, roll for your actions and I will respond, determine what happens and your turn will be passed on in the next during the combat flow and the cycle will repeat.