| Stray |

| Aliases: | Catherine |
| Age: | 25 |
| Hair: | Red |
| Eyes: | Redish brown |
| Height: | 5'5 |
| Weight: | Athletic female |
| Race: | Human |
| Class: | Cleric |
| Alignment: | Chaotic Neutral |
| Level: | 9 |
| Experience: | 36,103 / 45,000 |
| Hit Points: | 100/100 |
| Gold: | 16,074 gp |
| Current Status: | Active |
| Theme Music | |
| Omnos | |
| The Girl's Oath | |
| Brictom | |
| Played by Chaste | |
She may just stand at five foot five but an aura of confidence radiates off this human woman that would make her seem a giant. Her hair is a frenzied cascade of deep red that ends at no one length. The longest parts of it form a thick rope-like braid that starts behind her left ear and ends well past her hips. In it runs a wide length of course black hair that is clearly not her own. What is left of her mane is left to fall where it will with one side pined back with a bone hair pin. Her kohl lined eyes would be the same color of her hair but for a touch of dark brown. Like any woman from the west her skin is pale but with a warm peachy complexion with full pouty lips. She is Mesomorphs in shape, naturally muscular, small waist, athletic build, and a low body fat percentage due to an increased metabolism. Even freshly washed she smells of earth and leather.
Gallery
| Ability | Score | Mod | Buffed Score | ** Mod** | Type |
| Strength | 12 | +1 | +14 | +2 | Enhancement, Belt |
| Dexterity | 12 | +1 | +0 | +0 | - |
| Constitution | 18 | +4 | +0 | +0 | - |
| Intelligence | 8 | -1 | +0 | +0 | - |
| Wisdom | 20 | +5 | +0 | +0 | - |
| Charisma | 18 | +4 | +0 | +0 | - |
Temp Mod Used to track Magic Item bonuses etc
| Initiative |
| Dex = +1 |
| Armor Class | |
| Total | 25 |
| Flat-Footed | 20 |
| Touch | 11 |
| Saving Throws | Base | Bonus | Magic | Total |
| Fortitude | +6 | +4 | +4 | +13 |
| Reflex | +3 | +1 | +4 | +8 |
| Will | +6 | +5 | +4 | +15 |
| BAB | Mod | Total Range/Melee |
| +6/+1 |
| Offense | Attack | Damage | Type | CritRng | CritDmg | Range |
| Halfang | +10/+5 | 1D10+4 | Slashing | 19-20x3 | 3D10 +11 | Melee |
| +2 adamantium keen Waraxe | ||||||
| Morningstar | +8/+3 | 1D8+2 | Bludgeoning and Piercing | 20/x2 | 2D8+4 | Melee |
| Waraxe | +8/+3 | 1D10+2 | Slashing | 20/x3 | 3D10+6 | Melee |
| Natural | ||||||
| Bite | +8/+3 | 1D6+2 | All Three | 19/20x2 | 2D6+4 | Melee |
| Gore, Horned Helm | +8/+3 | 1D8+1 | All Three | 20x2 | 2D8+4 | Melee/Magic |
| Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
| C | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
| X | Concentration (Con) | +5 | +4 | +0 | +0 | +9 |
| X | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
| X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
| X | Heal (Wis) | +5 | +5 | +0 | +0 | +10 |
| C | Hide (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
| X | Knowledge (religion) (Int) | +5 | -1 | +0 | +0 | +4 |
| X | Knowledge (nature) (Int) | +11 | -1 | +0 | +0 | +10 |
| C | Listen (Wis) | +0 | +0 | +0 | +0 | +0 |
| C | Move Silently (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
| X | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
| C | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Search (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
| C | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
| X | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Spot (Wis) | +2 | +5 | +0 | +0 | +7 |
| C | Survival (Wis) | +5 | +5 | +0 | +0 | +10 |
| C | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
| C | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Use Rope (Dex) | +0 | +0 | +0 | +0 | +0 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Wildlander
Skill Tricks:
Skill Tricks go here
Skill Point Total: 24
1st: 8
2nd-7th: 12
8th-9th 4
Feats:
Protection Devotion
Type: Domain
Source: Complete Champion
You exude an aura that protects you and those around you.
Benefit: Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.
Divine Ward
Type: Divine
Source: Player's Handbook II
You create a channel of divine energy between yourself and a willing ally. This link allows you to cast your spells upon him from greater than normal range.
Prerequisite: Ability to turn or rebuke undead.
Benefit: Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing target. For the rest of the 24-hour period, you can increase the range of a touch spell to short range (25 feet + 5 feet per two caster levels) if you target the warded creature, and only the warded creature. When you cast a spell in this manner, you must expend a turn or rebuke undead attempt.
You can create a ward between you and more than one target, so long as you expend the necessary time and turning attempts. You must expend a turn or rebuke undead attempt to create each ward beyond the first.
(If playing with Red Bear it can be assumed that this was cast on him upon waking)
Exotic Weapon Proficiency, Waraxe
Type: General
Source: Player's Handbook v.3.5
Choose any type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1 or higher
Benefit: You make attack rolls with the weapon normally.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven war axe has a prerequisite of Str 13+.
Retrieve Spell
Type: Divine
Source: Complete Champion
You can channel raw divine energy to recharge a previously cast spell.
Prerequisite: Any two divine feats, ability to turn or rebuke undead.
Benefit: As a standard action, you can expend turn or rebuke undead attempts to recover a spell you have already cast that day. You must spend a number of daily uses equal to 1 + the level of the spell you wish to recover. You can recover only spells within the class that grants your turn or rebuke undead ability. You cannot, for example, use this ability to regain a previously cast wizard spell.
Versatile Spellcaster
Type: General
Source: Races of the Dragon
You can use two lower-level spell slots to cast a spell one level higher.
Prerequisite: Ability to spontaneously cast spells.
Benefit: You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a Wizard with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.
Special: In Therafim once you gain Unlimited Cantrips you may still only sacrifice up to your normal daily allotment of cantrips to fuel this feat.
Class Abilities:
Cleric of Fenris
- Weapon and Armor Proficiency: All simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
- Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
- Turn or Rebuke Undead: A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
- Deity, Domains, and Domain Spells
* Balance Domain, Granted Power: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for one round per cleric level.
*Hunger Domain, Granted Power: You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large, 1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the two damage values. This is considered a secondary natural attack.
Racial Abilities:
Human
- +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
- Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
| +2Full plate | 10 | 1 | -6 | 35% | 20ft | 50lb |
| +2 Heavy Wooden Shield | 4 | - | -1 | %15 | 30ft | 10lb |
| Halfang+2 adamantium keen Waraxe | 1d10+4 | 19-20 x 3 | Slashing |
| Morningstar | 1d8 +2 | x2 | Bludgeoning and piercing |
| Waraxe | 1d10 +2 | x3 | Slashing |
| Bite | 1d6 +2 | 19/20 x2 | Natural |
| Slot | Item | Description |
| Head | Horned Helm | This dark leather helm has an open face, and a pair of deer antlers rises from the forehead. |
| Face | - | - |
| Neck | Brooch of Stabilty | A finely made brooch of a white wolf's head crossed by a lock of red hair |
| Shoulders | Item name goes here | Brief item description |
| Torso | Trophy of the Third Gate | toga-style tunic of liquid silver |
| Arms | Counterstrike Bracers | Each of these steel bracers bears the image of a stacked pair of daggers pointed in opposite directions. |
| Hands | Item name goes here | Brief item description |
| Right Ring | Ring of Arming | A massive turquoise carved in the shape of a heavily armored knight. |
| Left Ring | Ring of Mystic Healing | This steel ring glimmers with a faint golden light. |
| Waist | Belt of Priestly Might | A prominent, yet worn, holy symbol adorns this threadbare cloth sash. |
| Feet | Boots of Big Stepping | The wolf-like fur is exceptionally soft and has a faint sheen that makes the boots appear to shimmer in the light. |
| Back | Item name goes here | Brief item description |
List of Items:
Healer’s kit: The perfect tool for healing and provides a +2 circumstance bonus on Heal checks.
Uses Left -10
Mirror: A highly polished hand sized disk of steel
Grooming Kit: A small set of scissors, long, thin picks for nails, and a comb carved of bone rolled into to a light leather case.
Sewing needle: Never leave home without one.
Flint and Steel
Outfit
Blanket/ Cape: This full length cape was made from the hide of large shaggy mountain goat. The gray fur has softened with time along with the smell of the beast, smelling now more of the earth and her. It is held together with a clasp made from the goat's horn and can be worn both ways. (Fur side and skin side). It is unlined, even in it's extra large hood
Leather Thongs: This set of footwear is both primitive and artistic as well as functional. Colorful beads made from glass, and stone are woven in to the leather laces that crisis-cross up the leg. A wide painted leather cuff just above the knee secures the thongs.
Loin cloth and Battle harness: This simple article of clothing is longer in the front than the back. Snarling wolves and a chain broken in several places are tooled into the thick leather straps that crisis-cross from behind her neck and down her torso to make-up the harness. Joined on the widest part of her hips by a wide hard leather belt tooled to match the harness falls the front and back of her loin cloth. Made of a much softer, almost cloth-like leather, it is decorated with a broken chain, the symbol of her god.
Seashell charm: Just a cheep folk charm made of a seashell she has woven into her hair. It is meant to grant luck, fertility, and the protection of may strangely named gods of the sea.
_Holy Symbol_: Nothing fancy, just a simple copper amulet of a broken chain that hang from her neck on a long leather cord.
RING OF ARMING
Price (Item Level): 5,000 gp (9th)
Body Slot: Ring
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: Standard (command)
Weight: —
This perfectly smooth adamantine ring bears
a massive turquoise carved in the shape of a
heavily armored knight.
When you activate a ring of arming, any
armor or weapons you currently wear
disappear and are stored magically within
the ring, and any armor or weapons cur-
rently stored within the ring appear in the
appropriate places on your body (items
that must be held appear at your feet if
you don’t have free hands).
Prerequisites: Forge Ring, shrink item.
Cost to Create: 2,500 gp, 200 XP, 5 days.
BROOCH OF STABILITY
Price (Item Level): 1,000 gp (4th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: —
Weight: —
This brooch is useful in dangerous battles.
When your hit points are reduced to –1 or
lower, you automatically become stable
(assuming the damage wasn’t enough to
kill you).
A brooch of stability functions once per
day.
Prerequisites: Craft Wondrous Item, cure
light wounds.
Cost to Create: 275 gp, 22 XP, 1 day.
HORNED HELM
Price (Item Level): 8,000 gp (11th)
Body Slot: Head
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: 1 lb.
This dark leather helm has an open face, and a
pair of deer antlers rises from the forehead.
When you place a horned helm on your
head, the antlers join solidly with your
skull. These antlers grant you a natural
secondary gore attack that deals 1d8 points
of damage plus half your Strength bonus.
The antlers are treated as a magic weapon
for the purpose of overcoming damage
reduction.
Prerequisites: Craft Wondrous Item,
haste, magic fang.
Cost to Create: 4,000 gp, 320 XP, 8 days.
BELT OF PRIESTLY MIGHT
Price (Item Level): 6,000 gp (10th)
Body Slot: Waist
Caster Level: 8th
Au ra: Moderate; (DC 19) transmutation
Activation: —
Weight: 1 lb.
A prominent, yet worn, holy symbol adorns
this threadbare cloth sash.
This belt features a deity’s holy symbol.
Followers of that deity or anyone of that
deity’s alignment can wear the belt safely.
Any other creature gains one negative
level when wearing the belt. The nega-
tive level remains for as long as the
belt is worn. This negative level never
results in actual level loss, but it cannot
be overcome in any way (including resto-
ration spells) while the belt is worn.
While wearing the belt, you gain a
+1 enhancement bonus to your exist-
ing natural armor bonus. (A creature
without natural armor has an effective
natural armor bonus of +0.) The belt also
grants you a +2 enhancement bonus to
Strength.
Prerequisites: Craft Wondrous Item,
barkskin, bull’s strength.
Cost to Create: 3,000 gp 240 XP, 6 days.
BOOTS OF BIG STEPPING
Pr ice (Item Level): 6,000 gp (10th)
Body Slot: Feet
Caster Level: 7th
Au ra: Moderate; (DC 18) conjuration
Ac tivation: — and standard (command)
Weight: 2 lb.
These wolfhide boots are secured with leather
thongs that wrap twice about the ankle. The
fur is exceptionally soft and has a faint sheen
that makes the boots appear to shimmer in
the light.
The spirit of a blink dog has been har-
nessed within these boots. While you are
wearing these boots, your caster level for
all teleportation spells is increased by 2.
This is a continuous effect and requires
no activation. In addition, when you speak the com-
mand word, you can teleport up to 60
feet with no chance for error, as if using a
greater teleport spell. This ability functions
three times per day.
Prerequisites: Craft Wondrous Item,
dimension door.
Cost to Create: 3,000 gp, 240 XP, 6 days.
COUNTERSTRIKE BRACERS
Price (Item Level): 2,500 gp (7th)
Body Slot: Arms
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: Immediate (command)
Weight: —
Each of these steel bracers bears the image of
a stacked pair of daggers pointed in opposite
directions.
Counterstrike bracers allow you to answer an
unsuccessful melee attack against you with
an unexpected riposte. You can activate
the bracers immediately after an enemy
has missed you with a melee attack. Doing
this grants you a free attack of opportu-
nity against that enemy (even if you have
already used up your allotted attacks of
opportunity for the round). You must acti-
vate the bracers before your enemy takes
any other attacks or actions.
This ability functions two times per
day.
Prerequisites: Craft Wondrous Item,
haste.
Cost to Create: 1,250 gp, 100 XP, 3 days.
RING OF MYSTIC HEALING
Price (Item Level): 3,500 gp (8th)
Body Slot: Ring
Caster Level: 5th
Aura: Faint; (DC 17) conjuration
Activation: — and swift (command)
Weight: —
This steel ring glimmers with a faint golden
light.
A ring of mystic healing provides a boost
to your healing spells. When casting cure
spells, you gain a +1 competence bonus
to your caster level. This is a continuous
effect and requires no activation.
In addition, this ring has 3 charges,
which are renewed each day at dawn.
Spending 1 or more charges grants a bonus
to the damage healed by the next cure spell
you cast before the end of your turn.
1 charge: +2d6 points of healing.
2 charges: +3d6 points of healing.
3 charges: +4d6 points of healing.
Prerequisites: Forge Ring, cure serious
wounds.
Cost to Create: 1,750 gp, 140 XP, 4 days.
Trophy of the Third Gate
A toga-style tunic of liquid silver. (+4 Resistance Bonus to saves, Torso Slot)
Spells per Day:
All cure spells cast at 1 level higher
0 = 6
1 = 4 class + 1 domain +1 from wis
2 = 4 class + 1 domain +1 from wis
3 = 2 class + 1 domain +1 from wis
4 = 2 class + 1 domain +1 from wis
5 = 1 class + 1 domain +1 from wis
Spell DCs:
10+ 5 + Spell Level=???
Spells Known
All Cleric
Turn or Rebuke Undead
Range: 60ft
Turning Check: 1D20+ 4 + 2
(Cha)(5 ranks Knowledge Religion)
Turning Damage: 2D6+ 3 + 4 =
(Lev) (Cha)
Hunger Domain
Ghoul Light: Light provides turn resistance.
Ghoul Glyph: Glyph wards area, paralyzes victims. Spell Compendium page 106
Save: Fort
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.
Ghoul Gesture
Necromancy
Level: Hunger 3
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./ level)
Effect: Ray
Duration: 1 round / level
Saving Throw: Fort, partial
Spell Resist: Yes
You must succeed on a ranged touch attack with the ray to strike a target. A subject that is successfully targeted must make a Fort save or be paralyzed for the duration of the spell.
A subject of the ray that succeesd on its Fort save is instead sickened for the duration of the spell. Neutralize poison removes the sickness condition.
Enervation: Subject gains 1d4 negative levels.
Balance Domain
Make Whole
Transmutation
Level: Clr 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object of up to 10 cu. ft./ level
This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).
Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Clarity of Mind +4 bonus on saves against mind-affecting spells and abilities, allows reroll of concealment miss chance.
Dismissal: Forces a creature to return to native plane.
Level 1:
Character History:
Stray was born to a family of noble blood, where good breeding was of the up-most importance, and it is reflected in her fine features. But she would know little of that world nor does it ever come to mind. Traveling with her family the procession became overwhelmed by bandits. At only six years old she fled into the deep woods. Having escaped death by sword the little girl now faced death by so many other things. Somehow, against all odds, she survived and after a year or two forgot all she knew of the life she had before. Nothing worth noting would not happen to her until her sixth year in the deep wilds. Returning to her home, an small earthen dug out, she was met by a large gray she worg. The beast, thought the power of her god, spoke to the human once a day about the brotherhood and sisterhood of Fenris. So, after years of devotion and study the human girl who had forgotten her name took up the waraxe of Fenris and left her home. Shortly after, and unwise to world outside the deep woods, she would find herself enslaved by a clan of orcs. Rather then fill herself with hatred for her captors, Stray (As they had come to call her) learned all she could from them and would eventually earn her freedom to roam the world again.
| GM | Quest Name | Exp | Gold | Reward |
| King Jack | Mistress Butterbottom | 2,100 | - | +2 Heavy Wooden Shield |
| Oh, Luna! | 7,500 | 3,000 | The Axe "Halfang", Brooch of Stabilty | |
| The Trial of Fang and Pack | 1,340 | 3,000 | Horned Helm(MiC pg112), Belt of Priestly Might(MiC pg74) | |
| Wetbeard's Treasure | 1,550 | - | Ring of Arming MiC pg122 | |
| Darya Rescendant | 4,600 | - | A toga-style tunic of liquid silver. (+4 Resistance Bonus to saves, Torso Slot) | |
| Tbg | THIS IS AVALON | 4,590 | 3,000 | - |
| Setting the Blame | 3,309 | 3,000 | - | |
| Theron | Into The Tunnels | 180 | 10 | - |
| Shelindria | Srizkin's Plight | 1,500 | 1,000 | - |
| the-temple-entrance-revealed | 3000 | 5000 | Cloak of Arachnida | |
| Dallys | Kythons, Yeah I went there | 600 | 450 | - |
| GET OUT | 3,500 | 3,600 | Mask of Blood (MiC 115) | |
| Gideon Kalve Jarvis | Oracle Well | 150 | 225 | |
| Role Playing | The Inn | 2184 | 1658 | |





