DM Carbide's Rise of the Runelords

Game Master John Woodford




Rise of the Runelords

About the GM:

My name is Georgette. I’ve been playing Tabletop RPGs for a few years, but this will be my first time with PBP. I've been struggling to host an in-person game session with any regularity, so I wanted to give this a shot. I am a flower farmer by trade, and love working outside in the sun. I am married to a great woman who both supports my nerdy hobbies, and helps me around the farm.

I enjoy in-depth roleplaying and in-depth mechanics. I’m very passionate about being a good GM, although I still have a lot to learn. I don’t start a campaign unless I plan to finish it, thus I plan to run this Adventure Path to completion. I believe that RPGs are a hobby for everyone, and I will do my very best to be inclusive and intersectional with my players.

I will be posting at 5AM and 7:30PM (UTC-5) each day, and will do my best to respond throughout the day as often as I can (no promises, though). As previously stated, I plan to run this Adventure Path to completion. I am obsessed with Golarion, and have read more of the setting books than the rulebooks, and I’m excited to bring the setting to life with the help of some great role-players.

I expect a post at least once every other day. These posts should push the narrative forward in some way. During combat, your character will be botted if you fail to respond within 24 hours of it being your turn. If you have a specific “auto-pilot mode” you’d prefer for this, let me know. Conflict between characters is acceptable. Conflict between players will be quashed, either by the players working it out or by me getting involved. Newcomers and experienced players are both welcome.

I’ll be rolling initiative, perception for noticing, and saving throws to help speed things up. Important info like known NPCs, party inventory, and maps will be available on the campaign tab.

Character Creation
Level: Characters start at 1st Level
Ability Scores: 20 Point Buy.
HP: Averaged rounded up, max at 1st Level.
Traits: 2 Traits, preferably one of which is from the Rise of the Runelords Player's Guide.
Money: Max for class.
Races: All Paizo races. If you are an uncommon or monstrous race, I will expect some reasoning as to why you are in Sandpoint.
Classes: All Paizo classes, except paladins.
Alignment: Any. Don’t make me regret that, please.
Background Skills: Yes
Allowed Books: All Paizo. Please tag any race, class feature, feat, etc. with the appropriate book. Example: [UM] for Ultimate Magic, [APG] Advanced Player’s Guide.
Flavor: Tell me about your character’s appearance, background, personality, quirks, and fears. A few paragraphs can really help me out with tailoring the game to your character. Why does your character risk their life as a career?
Character Sheet: Please submit your character in the typical NPC Statblock format on my profile page.
About the Player: Tell me about yourself.

What I'm looking for:
I intend to run this for four players, but if I get a lot of interesting pitches I might go up to six. We'll see. I would prefer to run this campaign for people that haven't gone through Rise of the Runelords before, but that's not a solid barrier to getting into the party.

I'm usually my party's biggest fan, and as such I love reading about the characters. The more fleshed out your story and personality, the more likely I'll be to find a spot for you.

If there are any questions about me or the game, or if I have missed something, please let me know. I look forward to reading your character pitches.



It's possible I just missed it, but do you have a deadline for apps? I'm going to be away from home for the 3rd and 4th of July, so just want to be sure my schedule lines up with what you've got in mind.

Flying Jenny wrote:


It's possible I just missed it, but do you have a deadline for apps? I'm going to be away from home for the 3rd and 4th of July, so just want to be sure my schedule lines up with what you've got in mind.

I knew I forgot something! I'd like to have the party sorted out by the 5th or 6th, and start play in earnest on the 7th.

Pathfinder Roleplaying Game Superscriber


To be upfront I am a total newbie at this so I totally understand if you would prefer some vets. I just learned about PbP from listening to the Know Direction Paizocon 2018 recording of Getting into the World of Play-by-Post and it sounded like a lot of fun!

I have most of the Pathfinder source material but I've probably spent more time reading than playing over the past three years as I haven't had much luck in getting an in person group together and the 5-6 hour per shot time commitment is very hard to work into my schedule.

Bottom line is that I've been dying to start playing an Adventure Path for years now and PbP seems like the perfect forum for my busy life.

Now on to my first newbie question. Once I finish writing up my character pitch where do I post it...


Just double checking: Is that no paladins? or no antipaladins? or neither? Wasn't actually thinking of one, just curious.

Why no paladins?

Well, I'd be very happy to get back in RotRL, but I have been in a group that got I think somewhere into the second book already.
If that's not a problem, I'll happily dot.

Galymyr wrote:
Once I finish writing up my character pitch where do I post it...

Log in to Paizo, and go to the "My Account" button, and select "Account Settings" from the options listed.

Under "Messageboard Aliases" you should have the option to create a new alias. You should then be redirected to the "Account Settings" page. Click on the name of your new alias.

Under the profile tab, you should have the option to create a profile for your alias. You can fill out all of the options if you like, or just your name. In the About section, please leave your character sheet in the format I've placed on the campaign tab.

Then you can post in this thread as your character, and I'll be able to review them!

Rabscuttle wrote:
Is that no paladins? or no antipaladins? or neither?

It was supposed to be antipaladins, but I messed up or it might have been "corrected" in my word processor. Personally, I'm not a big fan of paladins. However, they are a core class and I'd never ban them for fear of dashing a newbie's dreams.

Hello! I'd like to apply for your game with Denialan Salarei, an Elven archaeologist bard from Kyonin. He failed to get into a game of RotR a while ago, and I'd be happy if he could find a place in your party. You can find his character sheet and flavor information on his profile.

As for myself, I've been playing RPGs for around 10 years now, and I started playing Pathfinder roughly two years ago, since then it has become my favourite system. I play mostly via PbP since there aren't many people to play with where I live. I graduated high school recently (a bit more than a week ago), and now that I have some time on my hands I'm slowly returning to PbP.

EDIT: Forgot to mention, I ran the first book of the AP a little more than a year ago, but I didn't get to reading the rest of the volumes. Hope this isn't much of a problem.

I'd love to join in. I'd be looking at creating a creating a Dreamthief (Planar Adventures) Unchained Rogue and follower of Desna. Not sure of race yet, am thinking of a Brine May Changeling (Sea-Born) and daughter of the infamous sea hag Peg o'Ness who haunts the Lost Coast north of Sandpoint.

I have played some of RotR though it has been limited to the first battle. For some reason games always fell over there or shortly after.

BoggBear wrote:

Well, I'd be very happy to get back in RotRL, but I have been in a group that got I think somewhere into the second book already.

If that's not a problem, I'll happily dot.

No problem! Dot away.

"Denialan Salarei wrote:
Hello! I'd like to apply for your game with Denialan Salarei, an Elven archaeologist bard from Kyonin.

I've read your story and audited your sheet. Everything looks good! Welcome aboard, and congratulations on graduating.

Cuàn wrote:
I'd love to join in. I'd be looking at creating a creating a Dreamthief (Planar Adventures) Unchained Rogue and follower of Desna. Not sure of race yet, am thinking of a Brine May Changeling (Sea-Born) and daughter of the infamous sea hag Peg o'Ness who haunts the Lost Coast north of Sandpoint.

Interesting concept! I haven't picked up Planar Adventures yet, so you might have to walk me through your archetype. I look forward to reviewing your sheet and story.

Dotting, although I'm out of town for the following week. What's the deadline for a submission?

R0B0GEISHA wrote:
Dotting, although I'm out of town for the following week. What's the deadline for a submission?

The deadline is the 6th.

Well, then I'd like to let you have a look at the character I played in the previous RotRL game, and if he is acceptable, I'll scale him back to lv 1.


I'd like to submit Garrick - Feytouched Dwarven Battlerager (Bloodrager). I've rearranged the sheet in the spoiler to align with the template you'd provided.

As for me, I've been gaming for decades, played PF since the playtest, and have been participating in PbPs here for 6 or 7 years. Currently invovled in 3 PbP PF games, and 1 Dresden Files game (all on these forums). I've played through book 1 of Runelords with a gnomish alchemist (on these boards) who was the party's skillmonkey a few years ago, hopefully that's not an issue.

Since there's still a few days before recruitment closes, more than willing to answer questions, clarify, clean up, etc. ;)

Garrick (Crunch):

Garrick Oakbeard
Male Dwarf Bloodrager 1
Age: 44 Eyes: Green Hair: Reddish-Brown, short
Birthday: Torawsh 14
Deity: Angradd Bloodline: Verdant

LG Medium Humanoid (Dwarf)
Init: +1, Senses: Darkvision (60') Perception: +4
AC 18 [16], Touch 11 [9], Flat-footed 17 [15], CMD 15 [17] (19 [21] bullrush, trip)
(+5 armour, +1 dex, +2 shield) Special: +4 dodge v. giants
HP 12 [15] (1HD - 12)
Fort: +4 [+7], Ref: +2, Will: +1 [+3]
Special: +2 to saves v. poison, spells or spell-like abilities (Hardy)
Speed: 30 ft. (6 Squares)

- Dwarven Waraxe +4 [+6] (1d10+3[+5]/x3) -- 2-handed: (1d10+5[+7]/x3){Slashing}
- Battleaxe +4 [+6] (1d8+3[+5]/x3) -- 2-handed: (1d8+5[+7]/x3){Slashing}
- Lucerne Hammer +4 [+6] (1d12+5[+7]){2-handed, Bludgeon/Piercing, Reach}
- Throwing Axe +4 [+6] (1d6+3[+5]/x3) {Slashing}
- Dagger +4 [+6] (1d4+3[+5]/19-20) {Piercing/Slashing}

- Throwing Axe +2 (1d6+3[+5]/x3) {Slashing}, 10' increment
- Dagger +2 (1d4+3[+5]/19-20) {Piercing/Slashing}, 10' increment
- Sling +2 (1d4+3[+5]) {Bludgeoning}, 560' increment

Special: +1 racial to hit vs. orcs and goblinoids (Hatred); +1 trait to hit and damage v. giants (Giantslayer)
Strength 16 [20], Dexterity 12, Constitution 15 [21], Intelligence 10, Wisdom 12, Charisma 12
Base Atk: +1, CMB: +4 [+6]
Giantslayer (Campaign Trait) [RotRL: Campaign Guide]
Your family's hold was plundered by giants in the wilds, leaving nothing but a smoldering ruin. After the destruction of your billage, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception and Sense Motive checks and a +1 trait bonus to attack and damage rolls against creatures of the giant subtype.

Grounded (Race Trait) [Dwarves of Golarion]
You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on reflex saves.
Armour Proficiencies: Light, Medium, Shield (not tower).
Weapon Proficiencies: Simple, Martial + Dwarven.

Selected Feats:
Raging Vitality: +2 bonus to Con when raging, and continue raging if unconscious [APG]

Bonus Feats:
None, yet.
SKILLS (4+int = 4 per level) + 2 Background Skills per level
Class Skills are italicized, Trained Skills marked with *

Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [-3|-5] = 0.0 + 1 + 0 -3/-5(AC)
--Balance Checks [-1|-3] (+2 trait bonus, grounded)
Bluff [+1] = 0.0 + 1 + 0
Climb* [+4|+2] [+6|+4 (rage)] = 1.0 + 3[5] + 3 -3/-5 (AC)
Diplomacy [+1] = 0.0 + 1 + 0
Disguise [+1] = 0.0 + 1 + 0
Escape Artist [-3|-5] = 0.0 + 1 + 0 -3/-5(AC)
Handle Animal [+1] = 0.0 + 1 + 0
Intimidate [+5] = 1.0 + 1 + 3
Knowledge (Untrained)[+0] = 0.0 + 0 + 0
Knowledge (Arcana)* [+0] = 0.0 + 0 + 0
Perception* [+5] = 1.0 + 1 + 3
Ride [-3|-5] = 0.0 + 1 + 0 -3/-5(AC)
Sense Motive [+1] = 0.0 + 1 + 0
Spellcraft* [+0] = 0.0 + 0 + 0
Stealth [-3|-5] = 0.0 + 1 + 0 -3/-5(AC)
Survival* [+5] = 1.0 + 1 + 3
Swim [+0|-2] [+2|+0 (rage)] = 0.0 + 3[5] + 0 -3/-5 AC

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Appraise [+0] = 0.0 + 0 + 0
Craft (Weapons) [+4] = 1.0 + 0 + 3
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Lore (Sanos Forest)* [+4] = 1.0 + 0 + 3
Linguistics [+0] = 0.0 + 0 + 0
Perform (Untrained) [+1] = 0.0 + 1 + 0

Favoured Class: Bloodrager Favoured Class Bonuses: +1 round of bloodrage
Languages: Common, Dwarf.
ASSETS (76L/163M/230H)
dwarven waraxe; throwing axe (x5); battleaxe; dagger; lucerne hammer; Sling ; outfit (explorer's); shield, heavy wooden; scale mail;

Backpack, Common [ Bedroll; Waterskin (Filled); Aleskin (); Rope (Hemp/50 ft.); Mess Kit; Rations (Trail/Per Day) (x5); Soap; Grappling Hook; Traveler's Outfit (spare) ];

Belt Pouch [ Flint and Steel ];

Belt Pouch [ Sling Bullets (20) ];

Belt Pouch [ Chalk (1 Piece) (x5) ];

Coinpurse [12gp, 18sp, 14cp]

Current Load: 140.5lbs [Medium (but I'm a dwarf, so meh)]

Slow and Steady (Ex)
Dwarves have a base speed of 20, but their speed is never modified by armour or encumbrance.

Defensive Training (Ex)
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hatred (Ex)
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against their hated foes.

Hardy (Ex)
Dwarves gain a +2 racial bonus on saving throws versus poison, spells and spell-like abilities.

Stability (Ex)
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip while standing on the ground.

Fey Magic (Ex) (Terrain: Underground) [Heroes of the Wild]
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells (Create Water, Detect Poison, Guidance) and one 1-st level druid spell (Produce Flame). If the character's Charisma is 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the character level, and the DC is equal to 10 + spell level + character's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A dwarf can take this trait in place of greed and stonecunning.

Weapon Familiarity (Ex)
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Bloodline (Verdant) [UW]
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats and bonus spells. Sometimes this reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a create somewhere in the family's past. Regardless of the source, this influence manifests itself in a number of ways. A bloodrager gains bloodline powers at 1st level, 4th level and every 4 levels thereafter. For all spell-like bloodline powers, treat the character's bloodrager level as their caster level. At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells known per the table. These spells cannot be exchanged for different spells as the bloodrager gains levels. If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that one of the bloodlines must change. Verdant: While bloodraging, you gain plantlike abilities and immunities as you become overgrown with jagged branches, rugged bark and thick vines. Bloodline powers:
- Verdant Growth (Su)
At first level, you gain fast healing 1 while bloodraging. Your fast healing increases by 1 at 4th level and every 3 levels thereafter, to a maximum of fast healing 6 at 19th level.

Bloodrage (Su) (7 + 1 FC rounds/day -- ooooo ooo)
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 8 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex)
Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.
SPELLS (Bloodrager; CL 1; Concentration: +3)
No spells known yet.
SPELL-LIKE ABILITIES (Racial, while underground; CL 1; Concentration: +3)
1/day while underground - Create Water (o), Detect Poison (o), Guidance (o), Produce Flame (o)
Garrick stands just under 4'4" tall, with a somewhat a long and lean frame (at least, by dwarven standards). His skin is tan, despite years underground, resembling the tone of fresh-cut walnut wood, and surprisingly smooth for someone who spent a decade working at a forge. His thick, ruddy hair is cut short, counter to dwarven fashion, the utilitarian style just barely framing his face and touching the sideburns that lead to his full, neatly-trimmed beard which is even more reddish than his hair. His eyes an unusual shade of green, deep and rich like emeralds, or midsummer leaves, making them seem almost alien if not for the kindness in them, and the accompanying smile.



Garrick was supposed to be a druid, like his father, Hamun, before him.

He was born and raised in a small settlement just on the northern edge of the Sanos forest, across the river from the foothills of the southern part of the Iron Mountains. His home was little more than a small clearing in the wood with the houses made from fallen wood and live branches, vines and leaves. His parents, he knew, were adventurers some two or more decades before he was born, who had done some services for the local gnomes in their day. He also knew, at first from the ways they wouldn't talk about their adventures or their former companions, and later from bits of tales that came out when there were new casks of ale to sample, that things did not end well for their group -- that it was only his mother's axe that got them out - and his father's magic that kept her alive in the escape.

Still, it was a good and simple life that he shared with his parents, elder sister, Vilka, and Jagdbach, his father's Dire Badger companion (though the poor thing was more grey than brown, his eyes milky with age). His little family were the only dwarves amongst some three dozen gnomes, and fewer humans than he could count on his fingers. There was something very welcoming and safe about his home -- and despite warnings from his parents, there was something welcoming about the forest, too. So much so that he wandered in one night during a full moon, drawn in by music and lights that were haunting.... He doesn't remember what happened next, exactly, only waking in his own bed, his parents that special kind of furious that comes from being worried -- and realizing two things.. First, somehow, somehow, almost a month had passed. And second, even more strange, his once-brown eyes were now a deep green, like the leaves mid-summer. He had to promise not to go into the woods alone after that.

Growing up, Garrick played mostly with the gnomish children, especially twins of about his own age, Tarinhillaran and Talrana. The human children were strange, kept to themselves, and wanted to act far too mature for only having seen a dozen and a half winters, as if they were already grown.... but, when the gnomes weren't about, he'd play with the strange weefolk from the forest, the ones that followed him home after his missing month....though he knew not to talk about them to anyone.

It was the weefolk who saved him that spring when the Ogres came across the water.

Garrick's twenty-fourth had been an especially harsh winter -- enough that his mother and sister had been stick in Janderhoff, unable to access the passes and ferries to come home, but things were starting to return to normal. (Garrick was proud that he'd cleverly talked them out of taking him, especially when they'd been trapped away from home for so long -- he'd far rather play in the woods and stay with father than be locked up underground.) Garrick's memories of the attack itself are tangled -- leaving him with a series of horrific scenes, as if it was too terrible to remember the whole thing in a single pass. It was dark when the Ogres struck, coming up out of the water without warnings, as if they were Marrow. They were tearing into homes before any alarm had been sounded, and they were easily overpowering the gnomes.

His father told him to flee to the woods, keeping close to Jagdbach, and went out to meet the ogres, his form changing into a massive bear as he did. It was the smallest of the ogres, not the largest, that met his father's challenge. The small one was malformed, one massive arm, short legs, and tusks like an Orc... and magic, like his father. He remembers the smell of singed fur and looking back to see waves of flame surrounding his father... and Jagdbach stopping, sniffing the air, and letting out a massive snarl as he threw himself on an ogre that was catching up to them while Garrick was watching the fight. As the Ogre brought down its club on the ancient beast, something snapped withing Garrick, he could feel everything change... He was filled with a rage almost beyond his comprehension, and it made the world seem to slow, somehow, filling him with strength. He could see each bite and scratch open on the ogre as Jagdbach unleashed his dying fury on the beast. Garrick's hands tightened on the hand-axe he carried, and he readied to spring on the ogre in a fruitless attempt to save his friend's life... but the wee folk came, telling him that it was too late to help, but too soon for this power. He had to follow them, they said. And so, filled with this strange strength, Garrick ran into the woods, his tiny friends directing him to a small warren where the ogres wouldn't find him... and, blessedly, almost -- almost -- far enough away that he couldn't hear the screams. The strange feeling left him, leaving him exhausted, and somehow, impossibly, he slept... but the anger he felt never quite left him.

There was little left the following morning. The ogres had been hungry. Fortunately, he was not the only survivor, and between himself, a churlish human girl of barely 20 winters and and two gnomes: his best friends, the twins Tarinhillaran and Talrana, they were able to feed themselves until help arrived.. or, specifically, his mother and sister, returning from Janderhoff. Together, the three dwarves escorted the gnomes (and human) downriver to Whistledown, before heading back to Janderhoff, to live with his mother's Clan, where it was safe. In parting, Garrick promised the twins that he would come back, and that together, they would avenge their dead friends and relatives.

Life in Janderhoff was quite different than what he knew before. No longer was Garrick taught to survive in the wilds, instead, he learned the "traditional" ways - everything from fighting to taking up the family trade of crafting weapons. Duteous, he started to learn the skills of the forge, often surprising his masters with how well he could repair items, especially given his limited skill. He found, to his surprise, that he liked working with his hands, that there was a strange peace in lifting a hammer and shaping metal to his will... And yet, filled with bitterness -- and an anger that never quite left him -- Garrick really threw himself into the study of war, learning to fight and kill his racial enemies... but especially focusing on how to slay giants... like the Ogres that took his father and Jagdbach. It was about twenty months into this training when the rage first took him -- he was ashamed, but Skorgard, the Weaponsmaster was delighted, as it proved what he'd suspected -- Garrick wasn't just a dwarven warrior, he was a battlerager -- one who had been holding back for more than a year. Skorgard laughed away Garrick's shame, telling him that he should embrace the strength it gave him, making him a better warrior than his fellows. Garrick, for the first time, started to feel at home underground, despite the lack of sun and trees.

He'd been underground for seven years before the weefolk found him, this time, bringing him gifts of fire and water. He was old enough, now, they said, that they could finally bond the gifts that were his birthright to himself and to his home. They promised Garrick that they would always know him as one of them, as they did when he wandered into the woods when he was but woods thirteen winters old. They bade him to keep safe, and to not speak of his gifts to anyone. The boy complied, but at training that day, something changed when he raged. It felt different than before, like he was being filled with life and not only strength. At the end of training, Skorgard laughed, almost as delighted as the day he called Garrick a battlerager for the first time, saying only, "That's not just anger in you, boy. It's magic... it's in your blood." Garrick's training regimen changed slightly, with Skorgard trying to teach the boy to tap into the magic giving him strength, and not just the strength itself.

Garrick's fourth decade was largely a content one, experimenting with his abilities in secret, spending more time in the Barracks than at home, earning coin at the forge doing repair work, and dating girls his mother didn't approve of (though, when he was honest with himself, that never worked because none quite compared to Talrana), until the day he turned forty-one. He was offered a position as a battlerager in the Clanguard, but he refused, remembering instead his promise to the twins, and to himself. He'd been saving his coin from working at the forge and working with the guard, and had bought himself adventuring gear. He was apprehensive of telling Skorgard of his decision, but was again surprised by older dwarf's reaction -- again, not only had he expected it, but he approved. He would have set off immediately, but held back two months for his sister's wedding, then set out, buying passage downriver to Lake Syrantula, on route to Whistledown. There, he found Tarinhillaran, now an alchemist, who had made himself a home, and even started a family, having grown beyond their promise from more than a dozen years back. Garrick was surprised at how upset he was to hear that the twins had abandoned their promise, and even more at not seeing Talrana.

That feeling changed, however, to one of anticipation and, even more, a sense of fated destiny, when Tarinhil told him that his sister had become a bard, an actress and poet, and that she was headed to the small town of Sandpoint to perform at an upcoming festival, having been invited by their fellow survivor, that strange Sczarni human girl, who had settled there after the attack. Tarinhil said he was worried about his sister, because he's heard rumours of murders, goblins and even giants in the area.

Garrick was on his way the following morning, following his heart in more ways than one.

10-Minute Background


Step 1: Write 5 things about your concept and background that you think are most essential to your character.

1) Garrick is feytouched (hence the bloodline selection and the alternate racial abilities) -- there was something (possibly the nascent blooodline) that drew him into the Sanos forest, and while he doesn't remember what happened there, it marked him. This has changed how he sees himself, which has impacted his relationships. Other than a few special individuals (and his sister), Garrick always felt a little out of place in structured dwarven society -- as if he didn't quite belong because he was meant to be part of something somehow larger... or maybe to serve as a bridge, somehow.

2) Despite this, and the influence of the gnomes and others where he was raised, Garrick still has a strong, dwarven heart - he's loyal, dedicated, and keeps his promises. (Hence, the LG alignment).

3) The combination of these two things results in Garrick seeing himself as a protector and defender of the weak; the very sort of person that he (maybe romantically) believes his father was -- and so, to him, this responsibility extends beyond just family and Clan, but to everyone in the area.

4) The loss of Garrick's father affected him -- and despite a number of uncles trying to "fill" the role, it was actually Skorgard, the weaponsmaster, that became the boy's father figure during his adolescence. It's Skorgard's who's approval and acceptance that have meant the most to him - which is why Garrick, for instance, follows Angradd (like Skorgard) and not Torag.

5) Garrick's hatred of giants and giant-kin is powerful -- to the point that he's unlikely to ever accept the surrender of any giant, and would have trouble working with any giant, even those that are generally good-aligned.

Step 2: Two goals he'd like to accomplish during the game

1) Acquire a faithful animal companion (likely via leadership), like Jagdbach was for his father.

2) Forge and wield a legendary giantslaying weapon, by combining dwarven manufacture and runes with fey magic.

Step 3: Two secrets about the character - one his knows, one he isn't aware of.

1) Garrick missed the sun and forest while in Janderhoff, but now that he's out, he feels somewhat uneasy out on the surface. He very much does associate being underground with safety, and further, he's learned that his fey gifts only work underground -- something about the way they were bound to him.

2) The fey who marked him and gave him his gifts are of the First World, and those gifts come with a price which they may collect on later.

Step 4: Three people tied to your character through blood, romance or honor. Two are friendly, one not so much.

Note: For this, I tried to keep to things that could come up and be plot-hooks (potentially) -- so there's no discussion of his mother, for example, though she's alive and back in Janderhoff.

1) Talrana - Gnomish bard and actress. Garrick is only now coming to realize that he's been carrying a torch for her since back in the day, which is probably why any of the dating he did was rather superficial.

2) Skorgard - Dwarven Fighter - Weaponsmaster of his mother's Clan, and father-figure. (Note: I was going to put his sister here, especially since she's married and could be making him an uncle, which would certainly deeply lean into his sense of responsibility, especially if something happened to her husband...)

3) Ioana Vilteshu - Human (Sczarni) - She both hated and envied the dwarf from when they were children -- at first because he was older and acted superior and then never really acknowledged that she'd aged and matured (of course, humans do that about 4 times faster, so that's likely a reason), always essentially dismissing her. What's more, her childhood was pretty miserable (especially as knew that her and her family were in that terrible little hole lying low because of what her parents had done) whereas Garrick, especially, was the well-liked son of the most respected man in that village.

Step 5: Three key memories

1) The memory of the attack which killed his father and Jagdbach, and of making his promise with the twins.

2) The memory of his first real bloodrage (and not the aborted one in the woods on the night of the attack).

3) The memory of being given his feygifts, and being told that the weefolk knew him as one of them -- that he would always be welcome, but that they would no longer visit him.

Submitting Falkin Meddlefoot for consideration.
Still working on spells and equipment and fleshing out backstory.

Rough Backstory:

Falkin grew up traveling with a Varisian caravan and embraced the teachings of Desna who seemed to smile on him, enhancing his good luck. (more to come when I have some time to type it up)

Falkin Meddlefoot


Male halfling cleric (varisian pilgrim) of Desna 1 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Small humanoid (halfling)
Init +3; Senses Perception +5
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +3, Ref +4, Will +6; +2 vs. fear
Speed 40 ft.
Melee halfling rope-shot +0 (1d4-1) or
. . starknife +0 (1d3-1/×3)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks caravan bond, channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, obscuring mist, true strike[D]
. . 0 (at will)—detect magic, guidance, mending
. . D Domain spell; Domains Luck, Travel
Str 8, Dex 16, Con 10, Int 10, Wis 17, Cha 14
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scroll
Traits helpful, student of faith
Skills Acrobatics +2 (+6 to jump), Diplomacy +6, Heal +7, Knowledge (religion) +4, Perception +5; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ agile feet (6/day)
Combat Gear scroll of cure light wounds, scroll of cure light wounds, scroll of sanctuary; Other Gear studded leather, halfling rope-shot, light crossbow, starknife, 117 gp, 5 sp
Special Abilities
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (4 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 4 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric (Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).

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Dotting for interest.

Over the years in this board I've been in several attempted Runelord games that never got passed the first half of the first book. As long as that little bit of knowledge is ok, I'll work up a submission. :)

Considering a Harrow Bloodlined Varisian Sorceress at the moment.

Tilnar wrote:
I'd like to submit Garrick - Feytouched Dwarven Battlerager (Bloodrager).

Garrick seems pretty cool. I love the ten minute background thing! You're in.

I will probably ask for your advice on PbP as time goes on. I look forward to playing with you!

Falkin Meddlefoot wrote:

Submitting Falkin Meddlefoot for consideration.

Still working on spells and equipment and fleshing out backstory.

I like it so far. I am gonna hold off until I can read the rest of your backstory though.

Joy wrote:
Over the years in this board I've been in several attempted Runelord games that never got passed the first half of the first book. As long as that little bit of knowledge is ok, I'll work up a submission. :)

I look forward to your submission! A Harrow Sorceress would be really cool.

Hi, interested for sure in this, goodness knows I've tried to get into this iconic AP more times than i would count, and the ones ive made it in sadly have died so early on in the first book its almost hilarious.

Calin was created to play in this wonderful adventure path, and I will need to retool him for your recruitment standards, but here he is, I hope he meets your approval.

Ok, this is Galymyr from up above. I think I have this all figured out now. The only thing I'm missing is the personality and appearance write up's which I'll finish up tomorrow.

I did fail to mention in my earlier post that I played though the first couple of encounters in book one. I used some of that info to work into my backstory why I'm in Sandpoint. Hope you like it!

Grand Lodge

Hello GM Georgette

This is my Saurian Shaman Druid Arkon, if there is something that doesn't meet your standards, i'm glad to fix it up.

Here is Ronah Mvashti. She's an Unchained Dreamthief Rogue (archetype found here now).

For most of her life Ronah's origin was obscured to her. She grew up among Varisian travellers but the other children never failed to make her quite clear she was adopted and wasn't like them. While the adults stepped in to stop the bullying it was clear that Ronah made most of them uncomfortable as well.

As a kid she always thought that was because she wake the whole camp up screaming during the middle of the night. The cause of this were recurring nightmares in which she'd either see an emaciated crone choking her and pushing her under water or have the creature actually drag her below the waves. The sensation of drowning always accompanied either dream.

While she eventually got used to the dreams and no longer woke up screaming the only true reprieve from those dreams came when they visited auntie Niska in Sandpoint. While she called her auntie, Niska Mvashti actually was her adopted father's great grandaunt. That didn't matter to Ronah though as something the old lady did, whether it was the tea or something else, kept the bad dreams away. With Niska's guidance Ronah eventually learned to control the dreams. Doing that she quickly discovered it wasn't her being drowned but a man. A man that looked so much like her that it wasn't hard to figure out he was her actual father. With the help of auntie Niska she eventually also figured out that the crone appearing in the dream was quite possibly the feared Peg o'Ness, a sea hag and her mother.

While horrifying at first this knowledge also helped arm her when her mother started calling to her, trying to lure her to the coast. Almost instinctively Ronah ran away from it. She travelled from caravan to caravan, quickly discovering that despite the bullying she received as a child she was still part of the greater Varisian family. In every caravan she joined she asked the elders about ways to silence the calling but none of those helped. Only drowning herself in alcohol seemed to have any effect and only while actually drunk. The hangovers that followed after only accentuated the call and as such alcohol was a last resort when all else failed.

Eventually her search seemed to have met success. She had joined a Sczarni family on the roads and some of them told her they might have a way. She was to find a man named Tonar Vhiski who's troupe travelled the Land of the Linnorm Kings to the north. Moving from caravan to caravan Ronah eventually made her way to him, though it her more than a year to get there, making her just over 17 when she reached him.

He brought her to what appeared to be yet another caravan but Ronah quickly realised this one was far bigger than any she'd ever seen before and the people were unlike any she'd ever seen. As she moved into the stalls of market she heard Tonar say she'd have to look for a place called the Memory Market yet when she turned around to ask him what that was she only saw him riding away, his horse in full gallop.

Scared at first by the myriad strange beings conducted their business all around her wandered the stalls in search of this supposed memory market, if such a thing even existed. Afraid to even ask direction Ronah wandered for hat felt like days, living of the rations she had brought and sleeping under wagons. When she finally decided she'd had enough and she made her way to the edge of the caravan she found that the area around the caravan had changed dramatically and appeared even more alien than the market itself. More afraid of what was out there than what was on the market she ran back between the stalls and decided to ask the first friendly face she found about what this place was and how she'd get home. This friendly face turned out to belong to a beautiful lady whose skin seemed to be made of bark and who sold crazy items growing on a small oak tree growing on a cart. From her she learned she was on the Witchmarket and that at that moment they were in a nation called Shenmen and that it indeed was safer inside the market than outside the market. As Ronah thanked her and was ready to leave the lady stopped her, looked at her and then told Ronah she'd have to visit a friend of hers in the Memory Market as payment for the information she'd just received. So she did.

Once there she quickly drew the attention of several of the merchants. They crowded around her asking her if she was selling and making all kinds of strange offers to buy something from her. Flustered by the whole thing Ronah wriggled out of it and ran, ending up at one of two merchant that didn't approach her. When she asked why the man-thing told her that he knew she'd come to him for Halama, the woman at the oak, had sent her and the other merchant only sold flashbacks and the original owner of the memory she carried was long dead and as such couldn't buy it. When asked what the other merchants had wanted from her he was surprised she didn't already know. He then explained to her that she carried a dreamshard inside of her, something highly valuable to the right buyer, but that could not be removed without causing severe damage to her mind. He then made her an offer. She was to work for him at his stall and he'd study her and the shard and in return he'd feed her and make sure she'd get off the caravan wherever she wanted, if she wanted to. She agreed, not sure what other options she had.

She then travelled with the Witchmarket for close to three years. In those years she learned a lot about the dreamshard inside her, for her boss shared his insights with her, and about the strange wares for sale on the market. Most came at prices she couldn't or wasn't willing to pay and others were so strange she had no idea what to do with them if she did buy them. During those years she also met a crone like those in the nightmares contained in the dreamshard though it wasn't the same one. The hag, eager to mess with the plans of another of her kind, offered Ronah advice on how to deal with the call in exchange for a glimpse at the memories of drowning that she carried.

After those years and when her employer was satisfied with what he had learned Ronah requested to be returned home and was dropped off at the Varisian town of Whistledown. From there on she set out to the west towards Sandpoint in order to act upon the advice of the other hag. Seek out Desna and her children was what the hag had said and Ronah knew where to start with that search: Auntie Niska.

Supplemental 10 minuted background:

1: Five essential parts of background and concept.
- Ronah was haunted by horrible nightmares as a child but is learning to use them for good instead.
- She is very afraid of her hag mother and what would happen should she get hold of her. Yet at the same time she embraces the useful sides of her heritage.
- Despite the bullying in the past Ronah loves her Varisian kin and is more like them than she ever thought possible.
- Her time on the Witchmarket changed her, made her less afraid and more open to others. As a result of her time there her view of the world is also more fey than that of most.
- Ronah is still finding her place in the world and thinks she has been distracted from finding it by all that happened to her.
2: Two goals that are achievable in game.
- She wants to fully understand what is going on with her and the dreamshard she houses and use that knowledge and skill for the betterment of herself and others.
- She wants to get rid of the constant nagging of the calling, one way or another.
3: Two secrets about the character. The first known and the second unknown by her.
- She spent three whole years living in the moving fey city of Witchmarket.
- The sea hag that gave her the advice leading to Ronah's return to Varisia is Peg o'Ness' sister and intends to guide her niece straight back to Peg.
4: Three NPCs closely linked to my character. The first two friendly, the third hostile.
- Niska Mvashti. An elderly Varisian woman living in Sandpoint and Ronah's adoptive great great grandaunt. Loves the girl dearly and would do all she can to keep her safe.
- Hoya, fey merchant of unknown species, proprietor of Hoya's Tent of Lost Things in the Witchmarket. Sells all kinds of odds and end from people's past. Generally duplicitous but fond of Ronah.
- Peg o'Ness. Ronah's mother and a sea hag. Seeks to lure Ronah to her and turn her into a sea hag as well. Drowned and ate Ronah's father as well as the baby she was swapped out for.
5: Three memories
- While technically her father's memory the feeling of drowning is deeply engraved into Ronah's mind.
- Ronah has very fond memories of the nights spend with auntie Niska as a little girl and how those days formed in island of calm.
- The kindness of the strange and sometimes scary people on the Witchmarket. The relief when something so scary turned out to be quite nice is something that stuck with her.

So Dreamthief Rogue is like fixed Id Rager for rogues? Looks cool.

Hi GM, I would like to submit a Shoanti paladin, although not your typical knight-in-shining-armour dude, more a mounted archer that venerates both Erastil and the totem spirits of his clan. Does that sound like a character you might like in your game? He's already built, I'd just need to format him a little according to your specs. I've applied for numerous RotR games but never been selected, I'd really love to give it a crack :)

Anyhow, here he is. Do you mind if I don't make a profile for him until/unless I get selected? I'm trying to minimise the amount of unused aliases I have.

Roakinn Hawkeye:
Roakinn Hawkeye 
Male human (Shoanti) paladin of Erastil 1  
19 y.o; Brown eyes, caramel skin, shaved head; 6'2", 186 lbs.
LG Medium humanoid (human)
Init +6 Senses Perception -2
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armour) 
hp 12 (1d10+2) 
Fort +3, Ref +4, Will +0
Speed 30 ft. 
Melee earthbreaker +3 (2d6+2/x3)
Ranged composite longbow +5 (1d8+2/x3)
Special Smite evil (1/day)
Str 14, Dex 18 Con 12, Int 10, Wis 7, Cha 15 
Base Atk +1; CMB +3; CMD 17
Feats Point Blank Shot, Precise Shot
*Deadeye Bowman (combat): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC (Pathfinder Campaign Setting: Inner Sea Gods)
*Totem Spirit (Shriikirri-Quah - campaign): +2 on Initiative and Ride checks

Diplomacy +6 (1 rank, 3 CS, 2 Cha)
Handle Animal +6 (1 rank, 3 CS, 2 Cha)
Ride +7 (1 rank, 3 CS, 2 Dex, 2 trait, -3 ACP)
Knowledge (history) +4 (1 rank, 3 CS)
Perform (singing) +6 (1 rank, 3 CS, 2 Cha)

Favoured Class Bonus Lvl 1: 1 hp
Languages Common, Shoanti

Longbow, 40 arrows), earthbreaker (RotRCG p10), spirestalker hide shirt (RotRCG p10)
Total weight carried 48 lbs
Current load Light (up to 59 lbs)
Wealth 2x50 gp jade gems, 13 gp

Special abilities
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Character details
19 year old Roakinn is reasonably tall, at 6'2", and well-muscled but slim. His skin is caramel brown, a combination of ancestry and long days spent under the sun on the Storval Plateau. His head is clean-shaven, and he has deep brown eyes. His facial features are prominent, with a strong brow, a hawkish nose, and a broad grin. His hide shirt, made from the black scales of the deadly spirestalker giant lizard, is kept polished to a high gleam, and most of his other clothes are made of leatheror brown linen.

Roakinn belongs to the Hawk clan, Shriikirri-Quah, and also the Sons and Daughters of Deadeye, a group of followers of Erastil drawn from all Shoanti tribes that see the totem spirits of the Shoanti as the heralds of the god of hunting and family. Largely made of paladins, clerics, rangers, and other warriors, the Sons and Daughters often travel the length and breadth of the Storval Plateau, helping all folk they come across. They generally attempt to avoid getting entangled in inter-tribe politics, but occasionally get ensnared, and have been known to fight on different sides against each other when both sides believed their cause was just.

As a child, Roakinn showed great promise as an archer, and joining the Sons and Daughters was his ambition for as long as he can remember. He joined them at 15, in a group initiation ceremony that hosted new Sons and Daughters from all of the tribes. One of the final parts of the three-day-long ceremony was single combat, to first blood, and Roakinn was paired with Gordik, the huge scion of the Axe clan (Shadde-Quah). Taking advantage of his opponent's reckless aggression, Roakinn managed to draw first blood, but Gordik fell into a rage and continued attacking. Before the elder Sons and Daughters could step in to halt the fight, Roakinn, in the act of defending himself, dealt Gorik a grievous blow to the face, and took out Gorik's left eye. To make matters worse, Gorik was refused entry to the Sons and Daughters for his actions, and left the ceremony in disgrace.

Gorik has since become obsessed with Roakinn, going even so far as to gather his own group of like-minded warriors and follow Roakinn at times across the Plateau. Roakinn knows he has a dangerous enemy, for as long as both of them live, and he is humble enough to know that he was somewhat lucky to escape their initial encounter without permanent injury, and that if (when) their paths cross again, he may well be outmatched by the huge Axe clan warrior.

A few months ago, while Roakinn was ranging with a group of his tribesmen, the shaman with them, also a Son of Deadeye, collapsed in a fit one night around the campfire. When he was revived, the shaman pointed at Roakinn shakily, and announced that the young archer must leave the Plateau and seek his destiny in a small town named Sandpoint. A great evil was coming to Varisia, and Roakinn, through living or dying, would be instrumental in averting or defeating that evil. The fate of the tribes, and Varisia itself, relied on Roakinn embarking on this journey. That night, Roakinn himself had a number of disturbing dreams, and these dreams have continued intermittently ever since.

Loathe to leave the Plateau, but excited about the prospect of fighting the greatest evil Varisia had known in centuries, Roakinn left his tribe and travelled south. Encountering many dangerous creatures and interesting people on his journey, he was nearing Sandpoint when he was accosted by a large group of goblins. Too many for one warrior to fight, Roakinn was forced to flee, and though he managed to escape, his beloved horse was mortally wounded, and died as he bore Roakinn to the outskirts of Sandpoint. Despite his sorrow at his animal companion's fate, he is energised about having reached his destination, and keen to see where his destiny will take him. He knows that this quest may cost him his life, but he is determined to see it through.

Roakinn is a fairly easy-going, likeable, and genuine young man. He adheres to a strict personal code, but he doesn't expect the same of everybody. His people also value trickery and subterfuge, and especially humour, and he himself loves a clever practical joke (though he rarely engineers them himself). He is also very naïve, and somewhat emotionally vulnerable; he believes the best about people, and when he is treated badly he tends to interpret that as his own fault somehow. Roakinn tends not to begrudge people their faults, unless they hurt others. When that happens, it is his job to intervene.

Roakinn has always been enamoured with women, and while he is no ladies' man, he is definitely a sucker for attractive, pleasant, or talented women. His only meaningful relationship was a rather sweet but short summer dalliance with a Moon clan Daughter of Deadeye a year or two ago, when their respective groups travelled with each other for two months. When the groups parted and the relationship ended, Roakinn was somewhat heartbroken for a while, and to date it is the only time love was more than fantasy for him.

Ah, Runelords. The very first AP I played, long ago, and never managed to get past the point where you meet Shalelu.

I'd really love to play this, and the backstory is more or less the same as all my applications for RotR (my original concept from my first try), but I'm not sure if I'll be able to finish a sheet with all the crunch and stuff. Moreso with the sudden acceptance policy. So let's see.

Never played, really want to. I've a gnome summoner that I wrote up for it. I'll have to revisit him and see if that's really the direction that I want to go, but it looks like you are already approving people so I'll throw him up so that you can get an idea of my style. I'll at least have to add the book references to the cruch.

My Harrow Sorceress is mostly done and located under the alias: Zelladania :)

Hi GM Georgette! Here's Dommer Bouldercrush, my submission for your game. You'll find his complete information on the profile :) Please feel free to tell me if you need any other detail, and it'd be my pleasure to add so.

Hey everyone, I just wanted to say that I am flattered at the level of interest in this. I didn't really know what to expect, but I didn't think I'd have so many people to choose from, let alone some truly great character concepts.

I've had a pretty rough day so I've not reviewed everyone's submissions today, but I will do so first thing in the morning!

I'd like to apply with this giantish fellow that I've been kicking around to use for RoRL for a few months. Please let me know if you're interested! I'm fairly familiar with PF, but newish to PbP. You can find Sven's info in my profile - I'm happy to tag the sourcebooks if you find him interesting. Thanks for consideration!

I'd like a second chance with this character. The GM was unable to keep the game going and the game did not last past the second encounter.

Here's a bit more of Falkin's backstory:


Appearance: 28 year old halfling male standing 3'2" tall with shoulder length curly red hair and blue eyes.

Falkin grew up as a member of a Varisian caravan with his parents and two younger brothers. As a halfling child raised among human children Falkin began feeling inadequate when the human children began growing in strength and height. Acceptance became a focal point for Falkin and he worked very hard to win the favor of those around him, constantly lending a hand whenever he found the opportunity, invited or not. He continues to seek the acceptance of those who exhibit great strength and charisma.
When he was twenty (six years ago) a cleric of Desna joined the caravan and Falkin became deeply interested in the goddess and felt the call to become a member of the clergy.
Hearing about the upcoming dedication of a new temple to Desna, Falkin has made his way to Sandpoint to celebrate the occasion.

Brepp Meddlefoot (Father)
Doerla (Pegglilk) Meddlefoot (Mother)
Lind Meddlefoot (Brother, age 23)
Fen Meddlefoot (Brother, age 21)

Falkin's parents were raised as slaves under the ownership of Luca Silanus, a textiles merchant in Cheliax. His father, Brepp was a wainwright turned coachman and his mother Doerla was trained as a seamstress. Over the course of several years the two had established a romantic relationship.
The halflings were given to Luca's oldest daughter Floria as a gift during an arranged marriage to Gianus Merula the son of another wealthy merchant. Within the first year of their marriage, Gianus became abusive causing Floria to run away bringing Brepp, Doerla and a few other staff members while Gianus was away on business. Floria took them to Magnimar and gave each of them a small sack of gold to start their lives as free people before she booked passage to Andoran to start her own life.
Brepp and Doerela became enamored with the lifestyle of Varisian nomads and began travelling with a caravan experiencing new sights around Varisia and giving birth to three sons, Falkin, Lind and Fen.

Take your time Georgette, real life sneaks up on you like that.

I've read the applications so far, and I am truly impressed. I wish I had the time to GM for all of you.

In the interest of moving things along and not keeping people on pins and needles, I had started accepting people early on. If that broke some sort of unspoken PBP etiquette, I apologize. That said, I have gotten so many character pitches that I want to say yes to. I think it's best to go ahead and say who's in. The cast will be:

Denialan Salarei, played by TheSuperDodo
Vidark Ekstrand, played by BoggBear
Ronah Mvashti, played by Cuàn
Garrick Oakbeard, played by Tilnar
Falkin Meddlefoot, played by Degwyn
Zelladania, played by Joy

Thanks to everyone who applied! If I get some more free time, and I enjoy running this campaign, I might open up a second game of RotRL, and I'll be sure to contact you all about it.

Thanks for picking me, GM Georgette, and congrats to everyone else playing! Good luck to the rest in their future efforts.

I'm sure you'd get players if you decided to run another game. Hope everyone has fun with this one.

Grats to those that made it in! Have a blast!

Have fun everyone, and Goodluck GM.

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