The Good
Stats posted here are as of the last time they were shown in the Story Hour. I would post their final forms, but there are simply too many spoilers, even just posting up stats and possessions. So

. However, I have written up what it is like to DM each player and other stuff. Enjoy.
Milo Whittersbane
Halfling Rogue 3 Sorcerer 1
Str 10, Dex 19, Con 14, Int 14, Wis 10, Cha 18
Hit Points: Not entirely sure. Roughly 20
AC: 18 (+1 size, +4 dex, +3 studded leather)
Attacks: (with
Vampire) +2, (with light crossbow) +6
Saves: Fortitude +3, Reflex +7, Will +3
Feats: Stealthy, Dodge
Items of note:
Vampire, Aqualish and glove
Milo Whittersbane was, at his simplest, one of the most unkillable characters I have come across. His player was clever, quick thinking and most importantly, resourceful. It came to a point in my game structure where I could cast my players into situations where I had little notion of how they would get out, but Milo was often the spark to ignite the well-oiled survival machine that the heroes of Ice, Luck and Honour were. You lucky bastards. I had you guys sure-fire-dead on so many occasions.
Something must be said for the comedy relief that Milo engineered, which was startling at times and when the player's were in a rather tight spot, it was often Milo who would trundle out into a Ta'nari crossfire in his trusty
Aqualish. (he knew he would reflex save any fireballs that fell his way

)
Milo also hoarded the magic items, was treasurer, negotiator and buyer for the party. The diplomatic front to the characters (Torious was too narrow minded and Thalin too stubborn), it often fell on Milo to talk his way out of situations. This provided a wealth of glorious roleplay moments, where my much-loved odds were stacked against the players, Milo piped up with an outlandish negotiation for his own safety, and sometimes his companions's.
Milo was overall a somewhat troublesome joy to DM, and I often thought that
A Chronicle of Ice, Luck and Honour was told from his viewpoint. It was his sense of chaotic adventure and stupified wonder that really drove the story forwards.
Thalin Vorspen
Human Wizard 4
Str 12, Dex 14, Con 16, Int 17, Wis 10, Cha 10
Hit Points: Roughly 21
AC: 12 (+2 dex)
Attacks: (with masterwork scimitar,
Shard) +5, (with heavy crossbow) +4
Saves: Fortitude +4, Reflex +3, Will +4
Feats: Scribe Scroll, Blooded, Martial Weapon Proficiency (Scimitar), Weapon Focus (Scimitar)
Items of note:
Erifeci, Sliverspike
Thalin Vorspen was the serious character of the campaign. His player was a critical part of the party thinking and often provided the logical counterpoint to one of Milo's or Torious's utterly insane plans. His player was very thorough, calculating and almost always thought outside-of-the-box, providing a healthy dose of tactics that I sure as hell didn't expect.
Thalin's player was also a major player on the comedy relief moments, but he was adamant not to let too much slip into his roleplaying. His player was the most focused on creating a real human character, and he thrived on the roleplaying dilemmas that I thrust his way (just wait till he meets Lyanna...

). Thalin was the most sombre of characters, but underneath boiled a real rage, which stems from his father's stoic upbringing in a castle of ice (are you catching the symbolic drift?!). His player did a brilliant job of roleplaying Thalin.
Thalin was difficult to DM. At the beginning of the Chronicle, he had more DMing experience than me (I caught up doublequick though) and sometimes thought in metagame, which did led to problems. But as the Chronicle moved on, and Thalin became a fleshed out character (and I handled everything with a slicker approach), it was brilliant, notably the meatier roleplay, where Thalin excelled. Challenging but equally rewarding.
Torious Mangrane
Aasimar Cleric 2 Fighter 1
Str 13, Dex 12, Con 14, Int 16, Wis 17, Cha 11
Hit Points: Roughly 27
AC: 18 (+5 scale, +1 dex, +2 large shield)
Attacks: (with
Freedom’s Edge) +6, (with shortbow) +3
Saves: Fortitude +6, Reflex +1, Will +5
Feats: Martial Weapon Proficiency (Longsword), Weapon Focus (Longsword), Improved Initiative, Point Blank Shot, Alertness
Items of note:
Freedom's Edge
Ah. Torious. Torious's player was the most inexperienced player of the three, but his roleplaying was fantastic. The antagonistic banter between Torious and Thalin was very real, often straying into metagame arguments concerning a certain course of action, but still sort of in character. Because of his small amount of DnD time, Torious was quite willing to take risks that Milo and Thalin wouldn't touch. This was something that provided so many utterly brilliant moments on one hand and a healthy amount of out and out comedy.
However, because of Torious's recklessness (which I loved, because he often spat in the eye of logic and charged in), he died a few more times that the rest. Shame. You should see that state that he's in at the end of the chronicle. As with everything, I believe things should have side effects, and death is a big one
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
.
Torious was played like a strange hybrid between olde worlde knight and a confused prophet. His valiance and courage (often flying in the face of character-death-imminent sequences) made him a real counterpoint to Milo and Thalin, who would have planned out in exhaustive detail which head they should blast in which order, where Torious just yells "For Tyr!" and scampers towards the bad guys.
Overall, he was great to DM (always triggering those what-if? situations that us DM's sometimes scrall in the margins), and advanced from strength to strength as a DnD player as the campaign progressed.