GM Brayden's "Rise of the Runelords"

Game Master Brayden Green

Rise of the Runelords was the first adventure path released in the Pathfinder Adventure Path line and debuted in August 2007.
“ From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the


401 to 450 of 1,268 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

hey you stole my line!!!
I think that you are correct that i whould be the intrested party because im new to town. Do you really think im mysterious? I think im fairly normal by my towns standards


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

I'll be out for the rest of the night GMing Pathfinder Society.

We'll pick up the "Isle O' Haunty Haunts" tomorrow.

Use the rest of tonight to get caught up on any flex talk. After tonight, we will be closing any flex talk scenarios, including the tavern story xp bonus.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

But it's such a good line! What ever happened to sharing?
Bugsby grins, "Well I happen to think you're fairly normal also, but you're new in town, you're not as social base purely on RP'd interactions thus far as say Kerdin, and you carry a large metal stick around. But if you'd rather not I'm sure someone else can do it, Shelyns shoes, I'll do it if we need to."

Lets get this show on the road... *sigh* tomorrow. ;oP


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Well true but I dunno. What works with da dwarfs is not always same with humans. We are simople people you know: you die, you are dead. Someone kills, he is either hero or murderer. Why make it any harder. Reality is thing we can escape... but hey, I am just da dwarf who hits with his axe. I am not using ma brains if I can just get through it with ma muscles. playing with his beard and speak with deep voice. Dwarves were simple with handling the stuff this way. Why isit always so hard with humans to get something done.

Har, bodyguards? Why not. Or just make out of air "Shely has guided me here towards" ancient evil. arharhar, I am not paladin but can pretend pointing out and pushing his chest out while imitating "lawful good" paladin of Iomedea with his gestures


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Virgil raises a hand. "I believe I can provide you with a plausible reason. Although I am currently working with Father Zantus to address this situation, we come from different faiths. He represents Desna, while I am a clergyman of Abadar. My chapterhouse is in Magnimar, and we currently have little representation in these parts. We can tell them that the church of Abadar is interested in establishing a monastery on the site. Naturally, I would want to have protection while exploring the site, given its horrible past. And who better to provide protection than the town's newest heroes?"


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Bugsby grins happily, "Well that sounds better than anything I've come up with, good thinking Virgil. So being from Magnimar, have you ever met this Aldern fellow who's taking us hunting in the morning?"


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Virgil makes a sheepish grin. "I have heard of Aldern Foxglove. But to be honest, members of the 'low nobility' are numerous in Magnimar. During the time of active Chelaxian colonization, it was common for second and third sons of noble families to be sent to colonies to make a name for themselves. After all, if a family had an 'heir and a spare,' they didn't really need any more boys around. So Magnimar and Korvosa are absolutely thick with barons and counts." He clears his throat. "Which I suppose is my roundabout way of saying, "No, I have never met him."


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Actually, the catherdral has a shrine in it to:

  • Erastil
  • Abadar
  • Shelyn
  • Gozrah
  • Sarenrae
  • Desna

    And you would definitely know that, working there. So the Zen cover story is probably a better cover. Unless, you were looking into the "hauntings" on behalf of the church to put those "rumors" to bed.

    So HERE


  • Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Hmm... just having a shrine wouldn't negate the possibility of building a monastery in the area. It would be for the purposes of training new acolytes and priests. A shrine would just be a place to pray. [/two coppers]

    DM Brayden:
    That, and there is a certain poetic justice if Virgil were to actually have a monastery of Abadar built on the site later in the campaign. He's no where near that powerful or wealthy now, but in future levels he may have the funding. "Oh, this place? Yeah, I totally built a headquarters over the house of my parent's killer. Just my way of giving him a giant middle-finger."


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Virgil - definitely could build a monastery there. Just sticking up for Sandpoint is all, they represent! Ya heard?

    Abadar is a great God, no shame in having a chapel. It would be cool to build one on once (possibly) haunted, and definitely messed up psycho killer's grounds.

    YOU JUST GOT SANCTIFIED, ISLAND!!! KABLAM!!!

    (man, I gotta go to bed...)


    Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

    Let's proce.... I mean let's continue (Ahem!) using Virgil's cover story of a future church site, and go see the merchant league and then to the island, by boat if that's the safest way. "On with the Continuations!" (TM - Bugsby) ;)


    Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

    Indeed

    "So, it's to be sneaking and bluffing, is it? Those happen to be my specialty. i take it we are going to try and get this done this afternoon so that we can meet Master Foxglove tomorrow?"


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    "Good, we're agreed." Virgil turns to Mayor Kendra and Father Zantus. "We can leave now, unless there is other business to attend."


    female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

    Let's Proceed with the Proceedings

    So a possible monastary for your order. I like. I think I am more suited to being a bodyguard then a bluffer personally. Shall we speak with the league next then?


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Sorry dudes, CLOSE lightning storm. shutting down til it passes.

    that last one was like "one, one th... " BOOOOOOOOOOOM!


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    storm over, Click HERE


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    So you go to the Sandpoint Mercantile League (map here) (#40), an organization owned by the 4 noble families of Sandpoint (the Kaijitsu, the Scarnettis, the Valdemars, and the Deverins).

    The day to day is being take care of by Sir Jasper Korvaski. Jasper in his younger days was a paladin of Abadar, and though he has retired his adventuring days, still is extremely devout.

    You also know that he is in a relationship with the owner of the theatre (Cydrak Drokkus), despite their best efforts to keep it secret. The Scarnetti have made it their business to try and force these two out of town, and make things as hard as they can for them (the scarnettis are the most vigilantly "conservative" in the town).

    The town, as a whole, is extremely supportive of the two, and the other 3 families think that he does such a great job running the business that they don't want him to go anywhere.

    "Ah, Virgil. So good to see you. And your friends? I heard the wonderful things that you have been doing for this town. I myself was able to smite a few of those human stabbing, soulless creatures. **SIGH** It made me remember more - exciting - days..." He says this last part as he looks around at the paperwork stacked on his desk.

    "How can I be of service to you?

    This is also, quite coincidentally - the place that you would book a ship


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    Iodem walks in with his chest held high; his hands dangling folded in front of him. He moves to the side of the door as the rest of the party strolls in. Displaying a faint smile he clearly is waiting for someone else to take the conversation lead.


    Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

    Bugsby walks quickly to keep up with the others, glancing back and to the sides as they move through the streets, the excitement of being in the company of such men and women a constant, and pleasant, surprise to the small gnome. His life up to this point had never been so full of adventure and he was more than a little ecstatic at the way things were had been going for him lately. Thinking to himself, he shakes his head, a grin splitting his face as he considers the good fortune which has befallen him. His step has a definite skip to it to those who may be observing, purple hair swaying in time with his step, and the medal pinned to his hat bouncing violently.

    Upon arriving at the Mercantile League he looks to see if Virgil responds before striding forward a few few steps, and puffing out his chest importantly, "The good Virgil Longstreet has come seeking leave to examine the isle known as Chopper Island in the interest of a future site for a Church of Abadar, and we, as Heroes of Sandpoint," Bugsby leans closer to Sir Jasper, and tilts his head forward, allowing the medal to dangle and catch the light, "have been selected as bodyguards and assistants for this potentially dangerous endeavor." Deflating a little now that the message was delivered, "Oh, and we need a boat! Please."

    Roll for GM:
    Diplomacy roll (if needed): 1d20 + 7 ⇒ (16) + 7 = 23 +5 for Hero Medal not included


    Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

    The dark half-elf, trailed the others into the office, keeping an eye on the walkways and passers-by outside. He leaned on the doorframe as the others conversed with the man inside, and idly wondered if toying with a dagger would cement the impression of a bodyguard or simply look threatening. In his mind, Dirk whispered "C'mon, lemme get one out. It'll make 'em take notice. The others shushed him though, and Brennan decided to not take the blade out yet.


    female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

    eloquently put Bugs
    As we walk in I move to the other side of the door that Iodem is not occupying


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    "Well it seems that your bodyguards are eager to set off, then Virgil. Probably eager to get back home and get paid, I'd wager." he says with a smile.

    I'd recommend that you see if from the shore, personally. I wouldn't be telling normal people this that come in to look - as I've never confirmed this - but for my friends here I'll make an exception... rumor's are, it's haunted. And if not haunted, then just plain evil. A chapel would do fine there, but you'd have to clear out a few "spiritual weeds," I'd wager.

    You'll just need a row boat for that, I think, to follow straight up the shore.

    Boat rental is 5 silver for the day, with a 30gp deposit. If I don't get the boat back, that 30 gold will buy you a new one.

    I'm assuming you pay, and bid leave, and make haste to the island? It is mid day by the time all of this starts happening.


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    It takes you about an hour, by the time you get in the boat, get all your gear off and put your "floaties" on for some of you and stack the gear in the boat (?) and pile in to the shore.

    You are just getting the rhythm when you round the massive cliff of the "Old Light".

    You see the island stretched out before you. You head straight for shore and tie off the boat to a tree on the mainland.

    So what happens now?

    And I'm going to need perception checks


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    GM:
    Perception:1d20 + 1 ⇒ (19) + 1 = 20


    Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

    Brennan was as at home on the water as he was on the land, having grown up on a riverboat. In fact, it felt good to be on the water again, even if it was on a small dory and not a houseboat. When they arrived at the island, he immediately leaped from the craft and grabbed the mooring line, helping to haul the bow up on the bank so that the others could debark easier.

    Scout took over as he stared around the "haunted" island. He scanned the immediate area as the others gained solid ground, looking for signs of danger or of interest.

    perception 1d20 + 6 ⇒ (19) + 6 = 25


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    You all find the burnt down house. There really isn't much to see, other than some burned timber. But as you look a little closer, where the remnants of the demon alter (the stone basin, which didn't burn) it looks like there is a crack near the basin.

    As you look closer, air is escaping through that crack.

    If you push with a 20 STR check:
    It moves, on some sort of railing, it seems to reveal a narrow passageway, with descending stairs leading down. The railing isn't very smooth, as it seems it hasn't been opened in a while. The stairs seem extremely thick with moss, as water has gotten in through the small crack whenever it rains, and not much precipitation has gotten out. Moderately moist and super dark. It is the perfect situation for mold.


    Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

    Flex Mercantile League
    Bugbsy reaches into the coin pouch at his belt and counts out the requested coins, "Thank you for the reminder about the rumors of a 'haunted' island. We," and he gestures to those gathered, "are to ensure Mr Longstreet's safety, even against haunted islands." He raises the back of his hand to the side of his mouth, as if sharing a secret, "Not that we put such stock in such things, but coin is coin, eh!?" He winks conspiratorially before leaving with the others.

    Back to the present
    Bugsby has both hands on the rail of the small boat as they travel the small distance to the island, staring into the depths with fascination as the light dances over and into the water.

    Pulling onto the beach, he hops out and looks around with interest. "Ahh, shall we see if Chopper's," and looks quickly at Virgil, "I mean, if the old house is still here?" As the group moves off he mouths "Sorry" to Virgil if he is able to catch the mans eye, feeling genuinely sorry at his lack of consideration.

    Upon arriving at, and looking around the burnt shell, and noting the escaping air near the basin, Bugsby looks at the others, voice rising in excitement, "Do you see that! Let's open it!" Bugsby waits to see if some of the others start pushing and joins in with a will.

    Str Assist: 1d20 - 1 ⇒ (15) - 1 = 14
    EDIT: Surprisingly the small gnome is able to help somewhat, probably from the excitement evident in his every action.


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Str push 1d20 + 3 ⇒ (15) + 3 = 18 [taking assist of Bugsby... Small people winning this game!

    Most of the time Kerdin has been just silent and looking behind others. He was not used to this kind of stuff but well, as long as there was something to gain and beer it would be fine. He had fun time so... well, dwarf if you had to explain shortly.

    Kerdin moves a bit closer the altar and flex a bit until pushes with all his strenght and receiving help from Bugsby. Looking through the hole and wondering whats with that Others may look at the spoiler as Kerdin would explain to them


    Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

    Gonna be out for awhile today, feel free to bot me as needed. I'll cast light on the 'best' object available, and mage armor on myself before starting down.


    Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

    Brennan watched the grunting efforts of the dwarf and gnome with amusement, and not a little surprise. He certainly wasn't likely to be able to move that great stone, but the dwarf and gnome managed with relatively little trouble. Brennan stepped up to look as the basin slid backwards. In his mind, Sneaker said My turn.

    "This is where I step in," said Brennan, poking his head into the hole to view the staircase. He brought a dagger to one hand, and looked up at the others. "Please watch where I step, and follow me only when the area is shown to be safe. I'd hate to lose anyone to a slip on the algae, or a deliberately loosened step."

    That said, he pulled out his ioun torch, set it revolving slowly around his head, and began the descent.

    Spoiler:

    Moving slowly, taking precautions. Searching every step and listening for signs of life down here.

    Some checks...
    perception 1d20 + 6 ⇒ (20) + 6 = 26
    perception 1d20 + 6 ⇒ (2) + 6 = 8
    perception 1d20 + 6 ⇒ (14) + 6 = 20
    perception 1d20 + 6 ⇒ (14) + 6 = 20
    perception 1d20 + 6 ⇒ (14) + 6 = 20
    perception 1d20 + 6 ⇒ (11) + 6 = 17
    perception 1d20 + 6 ⇒ (12) + 6 = 18


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    At the mention of Chopper, Iodem twirls to looks at Bugsby with his eyebrows all out of alignment as if trying to express words through them. As he moves up to assist Kerdin and Bugsby they manage to do just fine without him, opening the door into some sort of stairway.

    "Anyone have a light?" He slowly starts to walk inside, taking note of the doorway as he passes, inspecting it as if he knew the signs of structural integrity (he doesn't)

    Ninja'd a bit by Brennan, I imagine Brennan just pushing by Iodem as he attempts to inspect the doorway.


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    I am going to need 4 acrobatics rolls from anyone that doesn't have a +5 acrobatics or higher. You will get a +2 from Brennan's "aiding" by pointing where to go. Give me the rolls and I will add it in.

    brennan:
    You don't hear signs of life. You hear underground type noises, but that's about it.

    @ everyone. You feel a slight unsettling in your stomach as you start to head down. You get the feeling that someone or something is watching your every move.

    Anyone GOOD aligned:
    This place is evil. You can feel it, seething, trying to almost get into you. It might just be your imagination, but then again, maybe it isn't.


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Har har har... light! Punch of wussies you humans are. We are up to my home you dare say. Where I need the light in my beautiful areas as I can see as clear as day there. Only going to get my eyes red with those things Kerdin laughs as he goes after Brennan but wait to see if Iodem follows him. If not, Kerdin gets after him


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Yikes, it looks like you guys post when I'm not at my computer, and vice-versa.

    Flex Time

    Virgil thanks Sir Jasper for the efficient use of his equipment. He is somewhat nervous on the boat, having had little experience with open water in his life. He bounds up the side of the island and joins the party as they find the ruined altar.

    Present

    "I can help with that." Virgil bends down and picks up five stones from the beach. Muttering brief prayers over each, they flare to life and emit light as a lantern. "I think we can each carry one and see well enough. I can renew the prayer if a stone goes out." He keeps one for himself and gives the other four to each party member. He draws out his light mace from its belt loop and warily follows Brennan.

    Cast light five times. Perception 1d20 + 2 ⇒ (17) + 2 = 19

    =====================
    Noticing the slippery condition of the steps, Virgil maintains a litany of prayer to Abadar as he proceeds downward.

    Virgil casts guidance every ten feet. Includes +2 from Brennan assisting.

    Acrobatics 1d20 + 4 ⇒ (10) + 4 = 14
    Acrobatics 1d20 + 4 ⇒ (18) + 4 = 22
    Acrobatics 1d20 + 4 ⇒ (16) + 4 = 20
    Acrobatics 1d20 + 4 ⇒ (1) + 4 = 5


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Acrobatics 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
    Acrobatics 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
    Acrobatics 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
    Acrobatics 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Virgil, I think you can only cast light once, but that should be enough for you guys.

    Bugsby casts it on his cap, Brennan has a torch, Virgil has a lighted stone, and Kerdin can see dark.

    There is enough light to be slightly more comfortable.


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    "I'm not afraid" Iodem follows right after Brennan. The surefooted Iodem descends downward whispering. "I feel like we should be quiet now, you know... just in case we wake up... bats or something"


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
    Kerdin wrote:

    Acrobatics 1d20+7-4

    Acrobatics 1d20+7-4
    Acrobatics 1d20+7-4
    Acrobatics 1d20+7-4

    So Brennan makes his way deftly down the stairs, and cautiously points out places where to step.

    Bragging about his darkvision, and overall superiority to human vision, Kerdin goes next and doesn't catch what Brennan is saying.

    He plants his right foot firmly on a thick glob of moss, loses his balance, and plants his left foot on another patch of moss.

    AAAAAAARGH!!!! Kerdin yells as he bounces his way down 20 feet of spiraling stairs 2d6 - 6 ⇒ (6, 6) - 6 = 6 (1d6-3)x2 (-3 for softness of moss}

    I think he took most of the moss with him, should be clear for the rest of you!

    I need a reflex from Iodem and Brennan to avoid the dwarf shaped bowling ball in armor.


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Thank you, Kerdin. That was very thoughtful of you.

    Virgil rushes to help the fallen dwarf. "You must be careful, friend. A fall like that could be the death of you."

    Cast cure light wounds. 1d8 + 1 ⇒ (4) + 1 = 5


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Double max damage! ROUGH fall! Kerdin takes 6 points LETHAL damage


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    Reflex:1d20 + 4 ⇒ (15) + 4 = 19

    Iodem short hops backwards pressing himself against the wall as the dwarf falls forward. By the time it occurs to him to grab the dwarf he is long out of reach.


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Har har har, at least its safe for you lads eh? I am not a stealthy one. Better to go with a row and loud ya know. More scary as he rubs his head and muttering to himself Oh well da, its not enough that ma Ma used to hit me enough to head

    As Vigil makes his way to Kerdin and heals him hp now 14/15 Kerdin thanks him Ay, ty for ya! Seems like da me that you got almost da same job as my Pop. Had to keep my skull together after ma Ma beated me har har har


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Brennan's roll is a +6 reflex

    1d20 + 6 ⇒ (14) + 6 = 20

    (He jumps out of the way also.)


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    So you descend/roll down the stairs.

    When you reach the landing, your torchlight shows you with walls of hewn stone decorated haphazardly in primitive paintings of vicious birds. Two stone doors, each bearing a strange symbol that resembles a seven-pointed star, stand closed on the eastern and western walls. The room is dominated by a looming, man-shaped wooden statue, with legs and talons of a giant eagle, two sets of eagle wings, a twisted, gem-studded avian head, and a snake in place of genitals.

    A knowledge religion or planes DC 25 to identify the statue:
    The statue is of Pazuzu, the abyssal lord of flying creatures.

    Pazuzu has declared himself the King of Wind Demons and patron of all that is evil and flies. While this is a grandiose claim, it is far from unfounded arrogance. Pazuzu is worshiped by a wide variety of evil flying creatures, his most fervent followers are the vrock demons, harpies, and the kuchrima lamia[2]—though these also pay worship to the demon lord Nocticula. While he has no specific doctrine or edict for his followers, Pazuzu's cults are nonetheless present across the world, if only in the shadows.

    Also, I need a WILL save from everyone as they glance at the statue.


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Will save1d20 + 1 ⇒ (3) + 1 = 4

    ....... why do I have a feeling that Kerdin is not really at home underground, dark and to add to that "banging to the head with axe in his childhood" is actually affecting now? Oh well, at least I can blame ma Mam for that


    female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

    Im guessing that +9 to acro is fine then? If in let me know and ill roll it

    Great who put this ugly thing down here? Kerdin looks better then this statue

    1d20 + 5 ⇒ (6) + 5 = 11 Will Save


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    What kind of saving throw?


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Haha, nevermind. I thought it said "I WILL need a save."

    Will 1d20 + 4 ⇒ (14) + 4 = 18
    Knowledge (religion) 1d20 + 6 ⇒ (2) + 6 = 8

    "I don't believe I am familiar with this iconography."


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    A WILL SAVE! OH GODS NO!
    Will 1d20 + 1 ⇒ (1) + 1 = 2

    Of course I roll a 1!


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Don't feel bad. Virgil will have to make a Reflex saving throw at some point. :S

    1 to 50 of 1,268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / GM Brayden's "Rise of the Runelords" All Messageboards

    Want to post a reply? Sign in.
    1 to 50 of 59 << first < prev | 1 | 2 | next > last >>

    Hey, creating a new thread to get rid of old chatter.

    We need ONE player. We are one combat into the game. We had a player that got a job promotion, and had to step out of the game commitment.

    Rules for submission. Please click:
    Potentially looking for another player.

    THE RULES FOR SELECTION

    #1 - Read at least SOME the campaign thread. If you like what you see, and want to be a participant, proceed to rule #2.

    Why would you want to participate in a campaign that you don't like?

    #2 - Read the campaign rules. If you like what you see proceed to rule #3.

    Rule #3 - We post a MINIMUM of two times a day. Most of the times each poster is getting in more like 3-5 posts. If you can't keep up with that pace, this might not be the campaign for you. If you think you can hang with that, and that sounds fun being part of A VERY ACTIVE GROUP then move on to rule #4

    Rule #4 - This Campaign is RP HEAVY, and though there will be combat, there is more RP. What is it about your schedule that makes it so you can easily interact with others? Are you self employed, do you post on your phone, during lunch breaks, during school breaks, etc?

    I don't care how COOL your character is, if he isn't ever showing up to interact with others and the world.

    IF all of this sounds like your cup of 64 oz Mountain Dew, then by all means tell me roughly what you like about the campaign (fishing for compliments, so sue me... ;) ) and what you think you could add to it. Basically, why you want to be a part of it, and why we should add you as a member of what we are doing.

    If that all sounds good to you, please submit a rough character concept, and the players will be picking someone soon. :)

    Happy RPing!!!

    GM Brayden


    Layanna Stormblessed 02:16 PM wrote:

    I missed out on this one the first time around, but I am still interested. I can post regularly throughout the day, and at least once a day on he weekends. I am a dedicated player and have never dropped a game that wasn't declared dead by the GM. I also run a game on these boards as DM Bigrin, and my players seem to enjoy it well enough.

    I'd like to submit a dual-cursed oracle of battle. Layanna has been set apart all her life by both the blessings and curses of Iomedae. She has remarkable skill at arms, can function as a battlefield medic, and handles social situations well. She strives to follow the precepts of Iomedae, but is not as self-righteous about it as most clerics or paladins.

    background:

    Edit: I just saw that your player that is leaving is a man of skills. If you'd prefer a replacement rogue, I'd suggest you look at Brennan Darkblade I could easily redo the traits for this campaign. Just let me know.


    You see off in the distance, a small dot, rapidly approaching. It has doubled, tripled, maybe quadrupled in size, although it looks fairly close. It then stops at your feet.
    "Aye, I hear you need help!" says the most shrill, high pitched voice you have ever heard before. You look down to see a tiny person in full armor, atop a small rat, also fully endowed in armor.
    "Do you think I'm the one?"

    I will be able to post as much as you'll have me, really excited to play this character.


    Pathfinder Starfinder Roleplaying Game Subscriber

    I'd like to submit "Crazy Jane", an woman of Varisian descent who lives on the outskirts of Sandpoint and is well-known as a beggar by the townsfolk.

    Her real name is Boglarka Mezohely. Her clan was fell prey to an other-worldly entity one winter. She was the only survivor at the tender age of 12. She's not been right in the head since and has been surviving on her own on the fringes of society (she's now 21 years old). She's inherited her mother's witchery. It has manifested itself as a primal connection with the animals and spirits of the forest.

    Her appearance is filthy and unkempt. Her hair is a tangle and her face hidden behind a layer of grime. Her clothes are castoffs. She carries around a sack full of odds and ends she's collected from rubbish piles. Crazy Jane is accompanied by a feral cat with whom she has frequent one-sided conversation.


    Russelletty McMullin wrote:

    You see off in the distance, a small dot, rapidly approaching. It has doubled, tripled, maybe quadrupled in size, although it looks fairly close. It then stops at your feet.

    "Aye, I hear you need help!" says the most shrill, high pitched voice you have ever heard before. You look down to see a tiny person in full armor, atop a small rat, also fully endowed in armor.
    "Do you think I'm the one?"

    I will be able to post as much as you'll have me, really excited to play this character.

    Interesting concept.

    I shudder at the damage you could do running around in underground caverns that they aren't expecting a mounted charge.

    It might be a little too broken for my liking in a metagame concept, but I like the originality of the character concept in a games application. (no offense intended :) )

    A PC at level one with an AC of 19 that can do 1d8+3, charge anywhere, and has a mount that attacks seems like it would be hard to keep things balanced with the other PCs.

    Again, I like the concept and imagination. But ultimately the players will be deciding. Glad to see that you can post whenever.


    Tippo Dakar wrote:

    I'd like to submit "Crazy Jane", an woman of Varisian descent who lives on the outskirts of Sandpoint and is well-known as a beggar by the townsfolk.

    Her real name is Boglarka Mezohely. Her clan was fell prey to an other-worldly entity one winter. She was the only survivor at the tender age of 12. She's not been right in the head since and has been surviving on her own on the fringes of society (she's now 21 years old). She's inherited her mother's witchery. It has manifested itself as a primal connection with the animals and spirits of the forest.

    Her appearance is filthy and unkempt. Her hair is a tangle and her face hidden behind a layer of grime. Her clothes are castoffs. She carries around a sack full of odds and ends she's collected from rubbish piles. Crazy Jane is accompanied by a feral cat with whom she has frequent one-sided conversation.

    Nice one. What does your posting availability look like?

    Spoiler:
    So you are going a witch with patron animals, is that right?


    Pathfinder Starfinder Roleplaying Game Subscriber

    I can post 2-3 times a day. My job keeps me in front of a computer from 8-5 and I'm pretty much left alone as the only programmer my workplace employs (as long as I turn out code on schedule no one watches over me).

    Spoiler:
    Yes, she's a witch with animal patrons


    Did you guys pick yet?


    Yes we have, the spot has been filled. Thanks for the interest, and happy gaming!


    We had another player drop to work and school constraints, so we are opening up this thing again. (05/15/2012)

    The party consists of:

    Dextrous archer
    Barbarian dwarf
    Monk
    Gnome sorcerer
    and Human Rogue

    We are only through the first few pages, and the characters have only had one minor combat, and haven't experienced the major plot hook yet.

    Same application rules apply.


    Some other tidbits that may be helpful to the basic submission of a character.

    20-Point Buy

    Average Starting Gold

    Core races, though I will only consider ONE "advanced" race submission

    Classes and archetypes can be chosen from Core, APG,

    Two traits (One Campaign, One Regular).

    Character description, alignment, backstory and personality. Incorporate both traits into your backstory.

    Be willing to post twice per day at a minimum (except holidays anniversaries, etc).


    Count me as very interested. I can see the party just lost their primary divine caster, so I will read over the thread and have a submission to you in a bit.

    Is material from UC and UM still allowed? I noticed that it is allowed in the original recruitment post but not in your last post.

    When would you like to pick a new character?

    Any alignment restrictions? (i.e. Evil is allowed but they have to cooperate with the party)


    Concept and background. I think no crunch is needed at this point.

    I think divine casters are going to "hit the spot" (for them, when they vote) but I'm sure there are other things that might get their fancy.

    For example, a Paladin might serve two needs: Tank-ish character, and some MUCH needed "lay on hands" ability.


    What time frame are you looking for to make your decision?


    Within a few days I think. Sooner if the players find someone they like.

    Who they want to play is pretty much all based on their decision.


    Evil aligned is okay, but you need to have a good reason for "pinging" after 5th level or something to hide that, and you also need to co-operate with players. You also need to deal with the fact that some good aligned NPC's will just "get a feeling" about you, and be less reluctant to work with the party.


    Sounds good. I will get a write-up in this evening.


    I'll expand on this concept a bit later, but thought would get some of it up for comments.
    ***
    Growing up as a half-Orc in a human village would usually be a difficult thing. When you're a half-orc like Ferno, who is strong-willed but a bit 'slow' in the head, it's even worse. Other children made fun of him, bullies picked on him and adults tended to blame him for wrongs that were done by others. As he grew though, his features softened a bit and he took on more of a human-like quality so he tended to be accepted a bit easier. As he began to reach nearly six and a half feet tall before his fifteenth birthday with the build to match, Ferno took over working the fields on his father's farm.

    As he reached 18, he knew it was going to be time for a change. He'd been having strange dreams about the gods and their interactions with mortals in the world. In his dreams, they would shout but few would hear. However, when one who he knew was Erastil merely whispered, Ferno could hear him. When he woke from sleep, Ferno could still hear whispers of the world around him. Usually he was able to push those whispers away, but on this day they sounded louder than normal. As he arrived in town, Ferno heard a whisper that danger approached. He turned and sure enough, a driverless cart was barreling down the street about to overrun several villagers. Without hesitation, Ferno threw himself towards the reins and topped the runaways. However, it did result in his left leg being crushed under the wheels of the cart. Even with healing magics, the leg would not heal right and Ferno walked with a limp afterwards.
    *****

    Looking at Ferno being an Oracle of Nature, Lame Curse, 8 INT, high strength and charisma. Probably Reactionary trait as one of his traits and the Pass for Human feat as well.

    Thoughts


    Looks good, thanks for the submission.


    Here is the submission for Tanner Nielsen:

    Virgil Longstreet
    LN Cleric of Abadar 1
    Domains: Nobility, Travel
    Traits: Missionary (Campaign), World Traveler (Human-Varisian)

    Our story begins in the year 4702 AR, during a period of time that the residents of Sandpoint would later come to call, 'The Late Unpleasantness.'

    Sandpoint was no stranger to crime, or even to murder. Once or twice a year, passions flared, robberies went bad, jealousy grew too much to bear, or one too many drinks were drunk, and someone would end up dead. But when the body count suddenly began to mount, the town had no idea how to react to the killer dubbed 'Chopper.' Over the course of one long winter month, every few days brought a new victim to light. Each was found in the same terrible state, bodies bearing deep cutting wounds to the neck and torso, with both hands and feet severed and stacked nearby and the eyes and tongue missing entirely, plucked crudely from the head.

    Sheriff Avertin himself became Chopper's last victim, slain when he finally caught the killer mutilating his latest victim in the side street that would come to be known as Chopper's Alley. Avertin managed a telling blow against the murderer before dying himself. When the town guard found the sheriff dead with another victim several minutes later, they were able to follow the bloody trail left by the killer. A trail that led straight to the stairs of Stoot's Rock, the prominent stone outcropping just north of the Old Light.

    Jervis Stoot and Chopper were the same, and the eyes and tongues of all 25 victims were found in a horrific altar to a birdlike demon whose name none dared speak aloud. Stoot himself was found dead at the base of the altar, having plucked his own eyes and tongue loose for a final offering. The guards collapsed the entrance to the chambers, burned Stoot's house, tore down the stairs, and tried to forget.

    One person, however, could not forget. For you see, his parents were #17 and #18.

    The Longstreet family were regarded as decent and hard-working folk. Hamar Longstreet was an apprentice glassmaker at the Sandpoint Glassworks, while Shalee Longstreet was a full-time mother and part-time seamstress. They had moved to Sandpoint from Magnimar a few years earlier and owned a small home next to the local theater. Their deaths occurred during the night while they slept, leaving their baby son Virgil an orphan.

    The local priest, Ezakien Tobyn, arranged for the baby Virgil to be taken back to Magnimar to live with his uncle, a priest of Abadar named Solon Longstreet. It was thus that Virgil was raised among the clergy of Abadar, knowing little of his parents and the horror that robbed him of them. Young Virgil took quickly to service in the church, learning the arts of religion, government, and economics under the tutelage of his uncle. Virgil would have continue in blissful ignorance, if not for the fateful day when he turned 18.

    Solon had a heart-to-heart with the young man and shared with him the story of his parents. Distraught, angry, and confused, Virgil decided that he would return to the place of his birth to continue his service, swearing that he would protect others that might suffer without the guiding hand of Abadar. Bidding his uncle goodbye and leaving the only home he has ever known, Virgil made his way to Sandpoint on horseback and arrived just in time to witness the Swallowtail Festival and the goblin attack. Later he attended the ceremony presenting the party members with medals honoring their bravery and skill in dealing with the goblins.

    Right now he sits at the Rusty Dragon, slowly drinking a mug of mead and trying to figure out how to introduce himself and ask if he can help the newest heroes of Sandpoint.


    Looks really good tanner. The only problem is that some of the guys haven't figured out some of that yet... Lol. So you'd be one step ahead of the game. Which is fine. Keep

    can you post 2 times a day on most days?


    I can easily post twice a day, if not more. :)


    awesome. I'll leave the voting up to my PCs but you have my vote.


    Brayden Green wrote:

    awesome. I'll leave the voting up to my PCs but you have my vote.

    Wunderbar. I will get my crunch filled out. Two questions for you:

    1. On what rolls does this rule apply? Attack rolls? Skill checks? Saving throws?

    "-Negative and Positive modifiers to be scored as follows: Anything above a plus or minus 1 modifier counts as 1 and ½ of that score, rounded down. So for example, +2 would actually give your roll a (+3), +4 modifier would give you a (+6) score to your roll, and so on. Same applies with minuses: a -2 will give you a (-3) to the roll, a -4 modifier gives you a (-6) to the roll, and so on."

    2. How do you feel about Wordcasting?


    #1 applies specifically, and ONLY in "diplomatic" interactions.

    It means that instead of using "diplomacy," you could instead choose to use a "logical" argument using you INT or WIS score and modifier + a d20.

    2. To wordcasting, I'm going to say no at this point. It might be a yes in the future, but this is the first time I have run Rise, and I'm not sure how it will respond to the new system.

    I know someone that had to break a Rise game down after 18 months of playing, because of out of control magics, so I want to stay well on the side of caution as far as that goes.


    Okey-dokes. I've never run a wordcaster before, so I was just curious. I will keep an eye on the Discussion thread for the players to vote/chat on my entry.


    Opening up one slot. Have a poster gone AWOL, midway through the first adventure.

    He was a front line fighter.


    Was he a stop gap or damage dealer? Would make a difference on what I decided to present.


    He actually played a berserker. So definitely more of a damage dealer, but I think that you can go either way. Whatever presents the more compelling character

    Liberty's Edge

    I'm interested.

    It looks like you guys are level 2. Any additional rules for character creation? If you check out my campaigns page you'll see I'm in a few games and active in all of them (the most active player in many of them, heh).

    I'm looking at either a battle-oracle (although not necessarily an Oracle of Battle) or a barbarian. I'll get something up in a bit.

    Liberty's Edge

    After looking over the RotRL Player's Guide and considering my options I'd like to play a Shoanti tribesman, an apprentice Thundercaller self exiled for suitably tragic reasons (history to come).

    He'll start out as barbarian 1/bard 1 and likely advance as a bard from there, but don't worry he'll still be a suitable front-line bruiser. Is it alright if I use the Thundercaller archetype from Varisia, Birthplace of Legends? I can send you the relevant info if you're curious about it.


    I'd also like to put my hand up for the spot, although I should mention that I live in Australia and would be posting maybe at odd hours. But I'd love to play, so if you think that could still work I'll get a character up for your consideration.

    Unless Feral already has the spot of course.


    I am submitting Fleetfoot. Let me know what all you need me to do.


    Right now I am looking for more "fluff" than "crunch" so to speak.

    Feral has the right idea, in what specifically your character is, and more of why he does what he does, how he gets along with others, all that stuff...

    Sczarni

    A slight rumbling is the only warning the poor commoner got as before he knew it, his rental room was collapsing downwards. In a mess of rubble the dazed commoner found his ground looking around for a moment in the dust cloud before he could make out a figure nearby a desk. There stood something of Reptilian nature, if he wasn't mistaken it was a Gripplis, his color a bit hard to make out between the scorches and burn marks, clad in what looked like scorched leather armor and protective goggles.. The being stood arms up in a pose with two shattered glass beakers in his hands. He twitches, his left eye fluttering a bit "Oh... I... uhh wasn't expecting anyone to drop in today" giving a nervous laugh the frog dusted himself off a bit before shoving a few things into a satchel and slipping out the door. Just in time too as the inn keeper peered down through the hole "whats all this... Ruckus?? Indruck!!! was that you again! how many times till you blow this whole place to hell huh?!"

    Hi there I believe I'd be interested in what you have going on here. I know I'm probably not quite the full frontal damage dealer you would be looking for as of right now but I'd like consideration at least.
    This here is a Grippli (frog person) Alchemist level 1 as of now, I can modify him to better suit the level of course. Anyway check him out in my Aliases? maybe you'll like him.


    This is Feral's Shoanti barbarian. I ended up opting for the non-tragic past. =P

    Background, appearance, and personality are in the profile along with a rough draft of the crunch. Let me know what needs changing.

    If you'd like to introduce me with the idea that Krojun has been with the party all along I'll write a short blurb of what he thinks of each of the party members and how he's gotten along with them.


    Here is my concept for Sergei von Janderhoff, a LN Dwarven Magus.

    Appearance:
    Sergei is a bit of an oddity for a Dwarf, typically dressing in flowing red robes, which allow him to move with uncharacteristic grace (for a Dwarf), despite the large axe strapped across his back, which although clearly of great antiquity, is obviously well cared for, with a wickedly sharp edge. He also possesses a long, bushy brown beard, which he usually weaves into a series of plaits, separated by iron beard-rings emblazoned with glowing Dwarven runes (Arcane Marks). Although he has a fiery temper, and a boisterous laugh, Sergei typically forms fast friendships, and greets foes and betrayals alike with swift destruction.

    Background:
    Sergei comes from a long line of stalwart mithral miners and gem-cutters, who made a comfortable life in the mines of Janderhoff. Despite being the third of three sons, familial expectations were nonetheless high; Sergei did, after all, have a duty to his brethren, the family name, and to his honored ancestors. Nonetheless, whilst his eldest brother, Dumasten, was handed the reigns of the family business, and his other brother, Gormangi, was bundled off into Torag's clergy, rising to a position of prominence, Sergei was more difficult to place. He had neither the business acumen of Dumasten, nor the wisdom beyond his years that Gormangi possessed. Although he dabbled in glass-blowing and gem-cutting, he lacked the patience to make it anything more than a hobby, driving more than one craftsman-turned-tutor to despair. The only thing that he truly had an aptitude for was Dwarven Rune Magic.

    At a loss with what else to do with him, his parents bundled him off to accompany their regular caravans, nominally to act as a guard, but secretly, they hoped that seeing a bit of the world (and having to fend off those portions of it that thought a Dwarven trade caravan would be easy pickings) would help to curb his 'youthful enthusiasm', and help him to settle down.

    Unfortunately, it had the exact opposite effect, kindling within him a fierce wanderlust. This only intensified when he came across some of the remnants of long-vanished Thassilon; he became enamored of the mighty cyclopean ruins scattered around Varisia, and spent time with the local gypsies, learning about their 'tattoo magic'; using flesh as a medium for runic magic was something that never would have occurred to him, independently.

    Eventually, when he returned to hearth and home in mighty Janderhoff, he pitched the following argument to his parents: He would go on a sabbatical of sorts; nominally to establish trade negotiations with the owners of the human-run Glassworks in Sandpoint, and to see whether there were any local techniques that could be usefully incorporated into Janderhoff designs.

    However, this was but a convenient pretext to allow him to find out as much as he could about Thassilonian Rune Magic...

    Full 'crunch' is available on his profile; let me know what you think :-)


    Oh, it bears mentioning that I have no plans to go anywhere other than this page to look at pages, and I'm not sure about the other guys in the group, so if it isn't too much trouble it is probably best to post your "flavor/fluff" here.

    Thanks, and keep them coming.

    I like what I see so far!

    I think we will choose by the end of the weekend.

    I like the backgrounds, Sergei Krojun and Ruckus. Make sure to post the flavor here too Krojun, just to make it more accessible.

    Also, Austrailia is fine. That is the beauty of a play by post. The way we do combat would probably still work, too.


    As you wish.

    History:
    Krojun was favored by the spirits at a young age and as such groomed by the elders and wisemen of his Quah. In addition to the weapons training and survival skills all Shoanti youth were taught, Krojun received lessons on his tribe's storied history and the various forms the spirits were known to take. The young Shoanti did well at his lessons and, after showing particularly strong ties to the sky spirits, was well on his way to becoming a powerful Thundercaller.

    When he came of age and the time for his rite of passage, Krojun was faced with the choice of which neighboring Quah he would visit for his Journey. Among the Shundar-Quah, the Journey was the test that all young Shoanti took at adulthood, a test that called for one to be sent away from the comfort of home and to live among a distant tribe for a handful of years with the intent to learn their ways and try to grow the disparate Shoanti tribes just a little closer. Krojun considered his options but none of the sister-tribes interested him as much as the Tshamek city of Sandpoint. Its people were not Shoanti but they certainly possessed a strength worth learning about. They did not endure the trials his people did, but Survival on the Lost Coast was no small task.

    The elders disapproved but granted the young Thundercaller his wish and for three years Krojun lived in Sandpoint. It was trying at times, as many sought to take advantage of the young naive barbarian, but he slowly adapted. He learned of the varied cultures and peoples that populated Sandpoint's streets and the colorful cultures that called it home. When his time fulfilling the Journey was complete he bid farewell to those he'd grown close too and returned to his Quah on the Storval.

    A few years later, the tribe began to be visited by dark omens. The wisemen of the Quah were unable to determine their full meaning but something was driving the spirits into a frenzy. The only clue that could be gleaned was that it, whatever it was, could be found in Sandpoint. Eager to learn more about what it was that had thrown the natural order into such disarray they sent Krojun south, back to Sandpoint. It seemed his Journey has just begun.

    Appearance:
    Krojun is a towering musclebound Shoanti warrior. As is tradition among his people, his head is kept shorn of most hair and twisting red tribal tattoos run the length of his body from the top of his skull down to his calves. The largest of this body art is a large Drimiil rune symbolizing a guardian's heart spanning the Shoanti's broad back. He wears a hide vest and leather breeches. A deadly battleaxe hangs from a hoop at his waist.

    Persona:
    True to his namesake, Krojun is difficult to overlook and even harder to ignore with a deep resonant voice that seems to penetrate your very bones when the Shoanti is angry or excited. His time among the people of Sandpoint during his Journey has helped shake Krojun of the worst of the xenophobia his people have been known to exhibit. Despite his fearsome size and strength, he is kind (if not naive) and often willing to give others the benefit of the doubt.

    Sczarni

    Moar news:

    History:

    Indruck Niule, born in a gripplis tribe and interested in explosives early on. The little Grippli's attitude wasn't exactly appreciated, before he was even able to talk he got his hands on some dynamite in the mines, by way of sneaking of course. This stick of dynamite didn't exactly do him well though, collapsing a tunnel in on him and damaging him permanently the grippli gained a slight twitch along his left upper arm that extends up past his neck. His left eye constantly twitching.

    It did not take many years before his tribe got sick of his mischief. One event in particular nearly wiping out the eastern quarter of the settlement. The others acted after that, pushing him away from homes, knocking him out and leaving him in the wilderness. Waking, he sought out his home once more, only to find a human settlement, seeking shelter and food was what he wanted but the guards did not see that. He was seen as a pest and run out of town. Indruck resorted to sneaking once more, finding what he needed and escaping with the aid of his own little experiments.

    He made his life like this, sneaking about, he only saw guards as obstacles, and the innocents he was taking from simply needed to move out of the way or be hurt. It wasn't all bad though.. He made friends here and there, traveling with multiple little gangs from time to time. One in particular, Malvin Gaise, a gnome of tricks, those two were quite the crew. Indruck slowly adapted more and more to his lifestyle, instead of wading in the swamps like a normal Grippli, he was leaping from building to building using the natural webbings on his body to Glide himself to relative safety.

    Malvin introduced Indruck into the religious world of the Goddess Calistria. Teaching him that he was always under watch. From that point forth if Indruck would make stops at Temple's regardless of who it was for. These buildings brought a sense of safety to him, refusing to believe that anything bad could happen in a proper temple.

    The two trouble makers eventually found themselves in a the cliff-side metropolis known as Urbis Turrim. Currently residing there doing what they please, Indruck taking up his experiments in either the sewage tunnels, or abandoned mines that litter the cliffside.

    Qwirks/specials:

    *In times of nervousness/high adrenaline his twitch gets a bit more severe (unless you would like to add detriments I'm saying it is not severe enough to hinder any action.)*

    *Seeing as how temples of faith are seen as a peaceful thing to Indruck he tends to have a hard time doing battle in them, possibly straight up choosing to not part-take just to keep the false net of safety in his mind*

    *Despises the feel of metal on his skin, so you will never see him wearing Metals other than a ring.

    *May or may not try his luck with the opposite sex of the shorter races.

    *Glider Racial Ability

    *Camouflage, forests and marshes only*

    What'd he look like?:

    Indruck is just short of two feet tall. Features resembling that of a common leaf frog his limbs tend to be a bit lanky, between each of his digits there is a sort of webbing. His skin is a dark green mixed with three lines of red tint, one down his back, and the others on his sides. In various places there is sign of burn marks, but of course with shedding he doesn't have to worry so much about that.

    Normal clothing consists of a tan hooded robe, underneath he generally tries to wear trousers. He also hides his satchel of items away beneath the robes, carrying around little trinkets and material items for quick mix's, strapped tightly against his frame to help keep him as mobile as possible.

    If he don's protective gear it will only of the leather variety, he hates the feel of metal covering his body. The armor he has looks a bit rugged, slapped together a little half heartily, though it still does the job.

    When on adventure into the unknown he have a quiver strapped to the outside of his robe holding 3 spears. A belt around his waist holds 5 daggers, and he ALWAYS has his satchel strapped tightly to him under his robe.

    Let me know if you would like me to make up some fluff for why he has joined up? what he might think of the rest of the party? I also have a bit of fluff made for Urbis Turrim if you would like.


    Goren Cazzi is the bastard son of Paralictor Darean Halst of the Magnimar chapter of the Order of the Nail and Vanya Cazzi, gypsy Varisian Harrower. Raised in Magnimar by Halst's senior sergeant and his wife, Goren was also permitted significant time with his mother thanks to his otherwise stern and unforgiving father's love for Vanya. This extended to occasional seasons on the road with his mother as a late teenager.

    Goran, a good-hearted man, wants only to prove his worth as his father's son before officially applying to join the Hellknights. His mother's influence has provided a balanced view of human nature, and the Lawful Good Goren wishes to lead by example in promoting humanitarianism and kindness as a Hellknight.

    Goren's father, however, won't recognise him until he proves his mettle as a warrior, effectively forcing Goren to leave Magnimar to find his own glory. He hopes that he can hold onto his ideals while still being coldly rational enough to achieve what his father expects. He has travelled to Sandpoint with his second-hand gear, ready to seek his own personal salvation.

    Goren would be a paladin unless there's an evil character in the group (which I think there is?), in which case I'm happy for him to be a fighter so as not to cause irreconcilable problems from 5th lvl onwards :)


    Oh, and I guess I didn't mention that I don't hold to the "one submission per person" rule.

    Flesh out as many guys/concepts as you want.


    And as far as why you would all be joining up with the group, if you have a story to tie it in, even better.

    But I definitely am capable enough to weave your story into the game, as well.


    I think I tied that into Krojun's history in a pretty general way.

    As for being tied into the party specifically, I think I'd like that to happen organically (or via DM machinations!)

    I'm happy with Krojun. I wouldn't submit another character unless there was something irreconcilable about him.

    Sczarni

    oh it seems my alchemist is out I don't know if you were considering or not but according to society rules this is an Illegal Character race as of right now? I might flesh out a different one sometime


    I think Sergei has a decent tie-in; he came to Sandpoint, nominally, to visit the Glassworks, and with everything that has been happening in town related to it, and his own predilection for combat from his years as a caravan guard, he would be quite open to joining-up with the group of heroes that have been active in the area :-)


    I'd like to throw my offering into the mix. I'm interested in playing a ranger. It's been a while since I've played D&D (since before Pathfinder had it's own ruleset) and this would be my 1st PBP, so I hope you'll be forgiving of that and take me under wing.

    I'm able to put in some hours every day, so participation won't be an issue any time soon.

    I'm flexible with the race, but I'd like to play a Mul. Always been a favorite race of mine.

    Here's the backstory:

    "16 years ago, Pawvti, the prized daughter of the chieftain, stumbled back into her quah's camp, beaten and near death. After spending days in death's shadow she finally showed signs of recovery. When she woke, she would not utter a word about what happened to her. The Shaman kept her suspicions to herself, yet all became clear after a few months, when her belly grew with the burden of ripening life.

    When the time for the birth came, it was so difficult it claimed Pawvti's life. This was not such an unusual thing, but the child was. It was large and rawboned, with sharply pointed ears. These features, proving that the father was not human, threatened the newborns life. Fearing the child was a half-orc, the chieftain nearly killed the baby outright. Stayed by the shaman's warning of retribution by the spirits for parricide, the child was taken out into the wilderness where the proper offerings were made, and then the child was left alone for the ancestors to decide it's fate.

    The child's cries attracted a wanderer in the wilds. An elf named Shalelu Andosana. Discovering the strange orphan upon the shale alter, she decided, after coming to the opinion that it was harmless, to find a suitable place for it. Shalelu wasn't sure, but the stone table didn't seem to be it's proper home.  The infant was swaddled and found shelter that night in a redwood tree. After an exasperating cross-country journey, the child was delivered into the hands of Father Tobyn.

    In the following years Andosana visited the boy often, and was given the task, by Father Tobyn of naming the child. She took her time in this. She wanted to observe the creature and it's habits first. It was 3 years before she finally dubbed the infant. His name was to be Haaken (pronounced Haw-Ken), a name she gathered from some place in her travels. When asked what it meant, she declined to answer. It didn't seem to be an elvish word, but she said it fit him, and that was all there was to that.

    The youth grew up well cared for by the Sandpoint Chapel and it's laity. While generally considered a good lad, he was also stubborn and somewhat unruly. Many of the other children were wary of his large size and unsual looks, and so was forced to weather the usual treatment that such a thing brings. He tried to not let the teasing bother him. He was very aware that it was the charity of the people of Sandpoint that provided for him, and of this he was grateful. But his mother's blood ran strongly in his veins, and the wild called him. The friendship of an elf didn't encourage him in the way Father Tobyn thought was proper, either, but only so much could be done, the rest was in the gods hands.

    Early on the dwarven locals informed everyone that Haaken was clearly of their stock. A Mul. The local bullies ate that up. The Dwarves however felt that Haaken was not to be kept ignorant of their part of his heritage, and so made sure to do their part in his upbringing.

    Aside from Shalelu, he made one other close friend, Jervis Stoot. It all started when Jervis was "freeing" a bird high in a tree outside of town, and became aware of being spied upon. The lonely child was in a neighboring tree trying to mimick the carver's deft strokes. The eccentric man sensed a kindred soul. He cut the just finished bird from it's roost and made it a gift to the boy. After that, they would be seen in each others presence frequently. Until, that is, when Stoot moved onto his island. He stopped carving whenever Haaken approached and would pack up and leave. Haaken wracked his brain trying to recall how he could have offended his friend. He knew something was wrong. Father Tobyn was dismissive, saying, "What did you expect, child? It's Stoot."

    When Stoot was revealed to be Chopper, it broke Haaken's heart. Even more so when people started destroying Stoot's work. Secretly Haaken collected as many of the "Stoots" as he could and made a memorial to Jervis in the tree where they had first met.

    The next blow came from the fire and the loss of his home and Father Tobyn and his beautiful daughter.

    In the remaining five years Andosana began to take Haaken with her on hunting trips. And why not? At ten he was already as tall and robust as most human men. Besides she felt he needed something to do after the "Late Unpleasantness", and began to teach him in the ways of woodcraft. Haaken took to being in the wild with zeal. So much so that on his sixteenth year Andosana decided he was ready to accompany her on a scouting mission to the north to check on some rumors about goblins. He didn't even seem to care that he'd be missing the festival."

    Let me know what you think!


    Brayden, what's the word?


    I believe that all us current players are reviewing the submissions. I know in the past he has left it up to us as to who we are inviting.


    After reading a bit, I've also come up with an idea for a wandering Ulfen 2 weapon warrior, named Ravien. I'll write up a quick background after lunch and post it fir review.

    51 to 59 of 59 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Online Campaigns / Recruitment / GM Brayden's "Rise of the Runelords" Recruitment All Messageboards

    Want to post a reply? Sign in.