DM Brainiac's Return of the Runelords

Game Master Brainiac

Maps on Google Slides
Current Date 9 Neth, 4718 AR


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Start planning your characters here while we wait for the Player's Guide. Same rules as War for the Crown: 20 point-buy, 2 traits, background skills. You'll start in the small town of Roderic's Cove in Varisia.

You can also dot in on the gameplay thread.


Wow, not letting grass grow under your feet for this one, are you?

I'm not sure yet what kind of character I plan on going with.

Are gunslingers available?


Yes, you can be a gunslinger.


I typically play martials but for this I'm looking at half-casters, namely paladin, skald and bloodrager. Or a brawler. I really don't know, presently.

Sovereign Court

All I ask is that I don't have to play the cleric for once.

I'm playing clerics in:
* 2 Kingmaker games
* 1 Rise of the Runelords
* 1 Reign of Winter
* 1 Curse of the Crimson Throne
* 1 in a Dark Sun forum game
* 1 rando dwarf fortress-like adventure
* 1 in our War for the Crown game of course


Okay, you can be the war priest then. ;)

Sovereign Court

If we absolutely have nobody doing healing duty I'll make a mystic theurge or something, but it does get tiresome doing the same old routine.


Throwing together a Sorcerer together, one question, though. A sorcerer doesn't get to swap out existing spells until 4th level - but I'm taking Mage Armour at 1st and the Draconic Bloodline gets you it for free at 3rd.

Would I be allowed to swap out the chosen Mage Armour for another spell at 3rd anyway, or should I just take Shield at 1st level instead and avoid this whole palava?


Jesse Heinig wrote:
If we absolutely have nobody doing healing duty I'll make a mystic theurge or something, but it does get tiresome doing the same old routine.

What about a Bard? They can serve as an emergency healer, can't they?

Or have I just been watching Campaign 1 of Critical Role too much lately and Scanlan's rubbing off on me? :P


You can swap out mage armor when the bloodline gives it to you.

Bards make good off-healers. They can sub for primary healer with a bit of work.


DM Brainiac wrote:
You can swap out mage armor when the bloodline gives it to you.

Awesome, thanks. Surprised there's nothing in the class mentioning this sort of conflict, I've seen similar notes with other classes or the like.

Sovereign Court

I play a bard healer in a Shattered Star game. It's hard. In 5e it's much easier, since they are full casters there.


I can do cleric maybe.


I wouldn't mind doing the healer.

I actually have an Undine Oracle (wind) that I've been interested in playing. She was created as a 7th level character but it would be easy to dial her back to 1st level.

Again, there's no player's guide yet so she still needs a campaign trait.

I realize that this isn't a sea-based campaign, but she's actually wind based so doesn't have strong ties to the ocean.

You can check out her 7th level self in my aliases.

Whatcha think, Brainiac?


Female Undine Oracle (wind) 10 | HP 53/53 | AC 16 T 10 FF 10/16 | Fort +4 Ref +3 (-2 traps/hazards) Will +9 | Initiative -1 | Perc +2, darkvision 60' |Resist cold 5, elec 10 | Spells 1st: 9/9, 2nd: 8/8, 3rd: 8/8/, 4th 2/7, 5th 4/5 | Invis 10/10, Fly 10/10, Gas 0/10

Here's Nime (rhymes with dime).

Crunch-wise, she's done.

I know her personality, but I haven't written a description of it yet. I also haven't given her a definitive background or campaign trait yet - waiting on the player's guide.


An undine oracle sounds like fun. Character sheet looks good.


Maps and Handouts

Good day, is this campaign full already?


Yes, sorry. I ran a private recruitment for it.


I'm thinking Kineticist. I can make a pretty useful secondary healer by taking any of the elements with Kinetic Healer in them if people think we need the back-up.

So we have:
Itzi - Undine Oracle (primary healer)
Niko - Kineticist
Shadow - Sorceror->DD
Lobster - Half caster?
Jesse - NOT Cleric.

Also - can we use VMC? That would be another way for me to cover Rogue and Kineticists don't need many feats.

I'm currently thinking Aerokineticist with VMC rogue, would be largely (extreme) range combat with sides of trapfinding and other useful skills. I'll likely pick up Aether at 7th for ranged lockpicking/invisibility etc!

Sovereign Court

Looks like maybe a frontliner is needed, at least until the dragon disciple gets juiced up. I could maybe do a fighter or ranger who could handle the melee lines with a good armor class.

I have a couple unused aliases that might fit - a halfling fighter (armor master) or a halfing ranger. Alternatively could make something fresh.


You can use VMC.


|HP: 30/30 (4NL)| AC: 16 T: 13 FF: 13 | F: +6, R: +7, W: +3 | Init +3 | Ac +9, DD +10, Per +7, Stl +9| Speed 30ft Burn 2/6 | Active conditions: TB: +5(6)[7], 2d6+2+3(+1)[+2] |

I can frontline too with Kinetic Blade, I'll just be better at range.

Basically for me it comes down to which 2 feats do I take:
PBS and Precise Shot - the 'archer' build.
PBS and Wp Finesse - the 'mixed' build.


So I think I'm going to be a paladin of some sort or another, and I really want to use an evolved concept of the character I made for Sara's primary agent, just not from Galt.

A bald woman wrapped in scarves, a deserter from her army, who was once a powerful paladin but lost her powers in her desertion. Now, later in life, she is atoning for her earlier transgressions and starting from scratch.

But there's cancer in her blood that, as part of her atonement, she cannot heal. I would love to have this represented by a black blooded oradin or a dip into blackblooded bloodrager, but RAW, won't be able to heal herself if I do that, which is problematic (even though it's a literal translation of the above).

But that's where I am with the concept. I'll try to get an alias working sometime today, along with starting stats.


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|HP: 30/30 (4NL)| AC: 16 T: 13 FF: 13 | F: +6, R: +7, W: +3 | Init +3 | Ac +9, DD +10, Per +7, Stl +9| Speed 30ft Burn 2/6 | Active conditions: TB: +5(6)[7], 2d6+2+3(+1)[+2] |

Have you considered: Vindictive Bastard?

Its about being an ex-paladin, so none of the divine powers but makes up for it with solo-tactics and lots of abilities based on working with a close group of companions.

Also theres a tiefling variant ability that lets you be healed by positive and negative channeled energy, if Brainiac was willing that could extend to LoH?

Besides I don't think the Bloodrager one makes you count as undead?

Black-Blood-Rager wrote:

At 1st level, your blood runs thick with black blood. You are immune to the effects (both beneficial and destructive) of black blood. You have this benefit constantly, even while not bloodraging. When you take damage from a slashing or piercing attack while bloodraging, as an immediate action you can grant your melee attacks the frost weapon special ability for 2 rounds.

You can use this ability three times per day.

Whereas the Black-Blood-Oracle specifically says:

Curse of Black Blood wrote:
All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and wounds she suffers are infected by her own power and are difficult to heal. She is immune to the effects (both beneficial and destructive) of black blood. Positive and negative energy affect a black-blooded oracle as if she were undead—positive energy harms her, while negative energy heals her (this aspect of the curse has no effect if the oracle is undead). The curse also dulls the oracle’s coordination somewhat, imparting a –4 penalty on all Dexterity-based skill checks. At 5th level, she gains cold resistance 5. This increases to cold resistance 10 at 10th level, and immunity to cold at 15th level.

So a Paladin/Bloodrager may well be ok, especially since the effects of Black-Blood itself don't make you undead. It's a specific part of the Curse of Black Blood that does that...

Black-Blood wrote:

Black blood repulses and freezes all natural life, although certain creatures like aberrations, undead, and black-blooded oracles possess an uncanny immunity to its effects. Any other creature that comes into contact with black blood takes 1d6 points of cold damage—10d6 points of cold damage per round if fully immersed.

Although black blood isn’t itself inherently evil, a pint of black blood can be used as unholy water. A spellcaster who consumes a dose of black blood casts all necromantic spells at +1 caster level for the next 10 minutes, but takes 3d6 points of cold damage and 1 point of Constitution damage by drinking the stuff. Normally, a dose of black blood becomes inert an hour after being harvested from the source, losing all mystical properties. Gentle repose can preserve up to 1 gallon of black blood’s magical properties for increased lengths of time, but no other method of stabilizing the stuff has yet been developed. The blood of a black-blooded oracle is diluted and does not have the properties of full-strength black blood.


I have considered Vindictive Bastard, but I don't think it quite fits the concept of redemption; even if I were to atone midgame and all my levels of Vindictive Bastard became Pally levels, it wouldn't quite be what I wanted (which would be more akin to Cecil the Dark Knight atoning and starting again at level 1 as a Paladin).

However, I do like this idea if it's combined with excessively multiclassing between BB oracle or bloodrager and many of those levels being retrained as Paladin levels with each level up (essentially gaining two Pally levels each level up and losing one of my equivalent bloodrager or oracle levels).

Also, thank you for pointing out that BBloodrager does not count as undead.


|HP: 30/30 (4NL)| AC: 16 T: 13 FF: 13 | F: +6, R: +7, W: +3 | Init +3 | Ac +9, DD +10, Per +7, Stl +9| Speed 30ft Burn 2/6 | Active conditions: TB: +5(6)[7], 2d6+2+3(+1)[+2] |

As you level do something like Pally 10/Bloodrager 10, but gradually retrain more towards Pally 18/BR 2? Sounds cool, but potentially very expensive...

On the other hand I'm playing a kineticist who is going to be rogue dipping - I shouldn't throw stones on the effectiveness scale! :)


Female Undine Oracle (wind) 10 | HP 53/53 | AC 16 T 10 FF 10/16 | Fort +4 Ref +3 (-2 traps/hazards) Will +9 | Initiative -1 | Perc +2, darkvision 60' |Resist cold 5, elec 10 | Spells 1st: 9/9, 2nd: 8/8, 3rd: 8/8/, 4th 2/7, 5th 4/5 | Invis 10/10, Fly 10/10, Gas 0/10

Hey, Brainiac...

I picked up the first chapter (because I'm a completionist and just have to have them all), but I'm not going to be digging into it until well after it would be any kind of useful information.

I notice it has a section on Roderic's Cove. Are there any spoilers in that section? If not, I'd like to read through it for background.


There are a few minor spoilers as to which locations will be relevant to the adventure, but overall it's safe to read. I may end up posting it here on Monday.


Caraid wrote:

As you level do something like Pally 10/Bloodrager 10, but gradually retrain more towards Pally 18/BR 2? Sounds cool, but potentially very expensive...

On the other hand I'm playing a kineticist who is going to be rogue dipping - I shouldn't throw stones on the effectiveness scale! :)

I mean tbh most of my cash will probably go toward this concept, my main concern is time, but hopefully we will have enough, or I could get some of it waived as divine recompense/DM cooperation.


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You'll be able to follow that path if you so choose. I will likely waive the cost and most of the time restrictions based on the needs of the campaign.


|HP: 30/30 (4NL)| AC: 16 T: 13 FF: 13 | F: +6, R: +7, W: +3 | Init +3 | Ac +9, DD +10, Per +7, Stl +9| Speed 30ft Burn 2/6 | Active conditions: TB: +5(6)[7], 2d6+2+3(+1)[+2] |
DM Brainiac wrote:
You'll be able to follow that path if you so choose. I will likely waive the cost and most of the time restrictions based on the needs of the campaign.

And this is why we all love you Brainiac!

So... what do I have to do to convince you that we should have full HP every hit dice? :) I'd probably be willing to use a 15pt buy if I was allowed that!


Caraid wrote:
So... what do I have to do to convince you that we should have full HP every hit dice? :) I'd probably be willing to use a 15pt buy if I was allowed that!

I would likely ask for something highly inappropriate. ;)

Average HP or roll, as before.


Female Undine Oracle (wind) 10 | HP 53/53 | AC 16 T 10 FF 10/16 | Fort +4 Ref +3 (-2 traps/hazards) Will +9 | Initiative -1 | Perc +2, darkvision 60' |Resist cold 5, elec 10 | Spells 1st: 9/9, 2nd: 8/8, 3rd: 8/8/, 4th 2/7, 5th 4/5 | Invis 10/10, Fly 10/10, Gas 0/10
DM Brainiac wrote:
Caraid wrote:
So... what do I have to do to convince you that we should have full HP every hit dice? :) I'd probably be willing to use a 15pt buy if I was allowed that!
I would likely ask for something highly inappropriate. ;)

Ok then ...

*don't ask don't ask don't ask don't ask*

Sovereign Court

Maybe you can use the retraining rules to improve your hit point total?


|HP: 30/30 (4NL)| AC: 16 T: 13 FF: 13 | F: +6, R: +7, W: +3 | Init +3 | Ac +9, DD +10, Per +7, Stl +9| Speed 30ft Burn 2/6 | Active conditions: TB: +5(6)[7], 2d6+2+3(+1)[+2] |

The cost for a single HP will likely get prohibitive quickly!

-------------

GM Brainiac wrote:
I would likely ask for something highly inappropriate. ;)

And what could a humble sixteen year old kineticist possibly offer the ruler of world, who can make and unmake with but a word?

Apart from flattery?


Female Undine Oracle (wind) 10 | HP 53/53 | AC 16 T 10 FF 10/16 | Fort +4 Ref +3 (-2 traps/hazards) Will +9 | Initiative -1 | Perc +2, darkvision 60' |Resist cold 5, elec 10 | Spells 1st: 9/9, 2nd: 8/8, 3rd: 8/8/, 4th 2/7, 5th 4/5 | Invis 10/10, Fly 10/10, Gas 0/10

Chocolate.

What? It always works for me.

Sovereign Court

Does this adventure start in Sandpoint like its predecessor?


No, it begins in the small town of Roderic's Cove, near Riddleport. I will be posting more info on the town soon.


Trying to work out the fluff for this character - at least as much as I can before getting a look at the player's guide.

Was wanting to try making a noble for a change. Probably from Magnimar for the sake of proximity (since I somehow doubt that Riddleport has much in the way of actual nobility) and is possibly in Roderic's Cove because his family is considering expanding some business there way if things seem to be on the up-and-up enough (ie; not to the point that such business would be supporting Riddleport's pirates).

My sorcerer won't be overly diplomatic and he's not supposed to be - he's just there to get a baseline view of the place and an overall feel for it. He agrees because it helps him avoid having to deal with the actual business part of the family business. And if Roderic's Cove has trouble of the violent variety; he's one of the more capable members of the family.

As for what the family business is, I was thinking primarily wine - they own and operate a vineyard and sell the results all over the place, and maybe showing up to the odd auction of particularly rare vintages. But as a secondary part of that, they also have some pull in the arcane community - my sorcerer's older sister could be an accomplished wizard experimenting with new forms of enchanted items, for example.

Think this could work, depending on the campaign traits involved?


Yes, I think that would work.

Sovereign Court

There are a couple traits for playing nobles, and the Noble Scion feat, of course.


Roderic's Cove, in Brief::

Nestled in the northeastern corner of the Varisian Gulf at the mouth of the Chavali River, the small community of Roderic’s Cove was built atop a traditional Varisian gathering site. Constant struggles keep the small and insular town from developing into something more, and gossip and superstition both bolster and restrict the community. As offen as the town has resisted corrupt rule, its people have exhibited voluntary ignorance when choosing what to accept due to family or tradition, resulting in a tightly knit community of people resistant to outside influence.

Roughly 80 years ago, the privateer Sir Roderic led a group of emigrants from Magnimar to found the town of Roderic’s Cove. Arriving at the mouth of the Chavali River, the settlers discovered a fine natural harbor and a clearing around a circular stone foundation, a remnant of ancient times. Since then, the town has provided well for itself, but has never grown beyond its original size. Throughout its existence, Roderic’s Cove has struggled under Riddleport’s influence, and it has even come to provide an alternative port for those ship captains and merchants unwilling to do business with the notorious pirates and cutthroats of that city.

In the years after the town’s founding, Sir Roderic protected the town, fighting against the predations of Riddleport’s pirates. He sailed the Varisian Gulf, thwarting raiders, and these actions earned him Riddleport’s ire. Ten years after the founding of Roderic’s Cove, a group of Riddleport pirates finally caught Sir Roderic out sailing with his family and sank his ship in full view of the Cove’s populace. The town shook with fear and sorrow, having lost its trusted founder and greatest protector in one fateful blow.

Despite this loss, the people of Roderic’s Cove continued to stand against Riddleport’s influence until 4698 AR, when the Cove finally succumbed and fell under the control of Riddleport’s unsavory leaders. In the following years, though, Roderic’s Cove finally began to flourish as the pirates spared the town the worst of their activities.

In 4708, troubles found Roderic’s Cove again as ships began sinking in the waters offshore. Some feared that pirates from Riddleport were responsible for the losses, despite the fact that Roderic’s Cove, in theory, remained under Riddleport’s protection. Others claimed the culprit was the ghost of Sir Roderic himself, rising up from the cove’s depths to “protect” the town from the approach of any ship—friend or foe. Neither theory was enough to placate the frightened townsfolk. Roderic’s Cove’s leaders grew worried about the unrest, as prominent citizens threatened to abandon the Cove or found a new settlement further down the coast.

It was during this time of simmering rebellion that Roderic’s Cove’s then port-governor, one Captain Jess Gildersleeve, was caught skimming gold from the protection money the town paid to Riddleport. A number of concerned citizens—many of whom held crucial positions in the town—stood up against the captain’s intimidation and refused to do business with those who supported the port-governor until things were set right. It wasn’t long before a mob of enraged citizens ran Jess Gildersleeve out of town. The former port-governor fled with her daughter to the only place she felt safe—her hometown of Riddleport.

In the decade since that event, Roderic’s Cove’s leadership has changed only twice. While the political situation has stabilized, sightings of Sir Roderic’s ghost continue to occur on a semi-annual basis—and these sightings invariably herald new trouble for the struggling town.

Roderic’s Cove is a simple town, and even its most affluent residents don’t walk around with flashy clothes and items. Most homes and buildings are made from timber, though some of the older homes have a stone-walled ground floor. Gravel made from shells (mostly from oysters) paves the streets throughout town, and a small creek powers a mill and provides fresh water.

People in Roderic’s Cove eat well from smoked salmon, preserved reefclaw, hearty crabs, rockfish, and a wide array of oysters. Farms and ranches outside of town supplement the town’s food supply beyond the bounty of the sea, and several of these farms are known for their delicious apple cider and blackberry preserves.

The town’s leader bears the title of port-governor, but it is not a completely autocratic role. A small council of merchants and prominent citizens provides advice and support to the person holding the office.

While Roderic’s Cove is filled with mostly good and down-to-earth folk, a seedy element has increased in the town over the past decade. No major crimes have troubled the town in years, as just about everyone—on either side of the law—has enough to get by, and most just want to get along.


Jesse Heinig wrote:
There are a couple traits for playing nobles, and the Noble Scion feat, of course.

Yeah, was gonna take the Noble Scion feat at 1st level (oh the joys of humans having a bonus feat - been so long since I played a human in Pathfinder I'd forgotten :P ) - the bit about the family having some not-inconsiderable interest in magic being the fluff explanation for taking the Scion of Magic version of the feat.

As for noble-focused traits - not sure which ones to grab (mainly because there's so damn many of them that it's hard to find ones that fit the character I have in mind) so I was just going to be cheap and take Rich Parents (and no, the irony of me taking that as the "cheap" option is not lost on me). Although I'm open to suggestions on that front.


Female HumanBlack Bloodedrager 4/Paladin 4| 48/68 HP| AC: 17/15 (T10/8, F17/15)| F: +13, R: +4, W: +9| Init: -1| Perc: +10| CMB: +11, CMD: 20| Lay on Hands 4/7| Smite Evil: 2/2| Speed: 40 ft| Active conditions: 2 Negative Levels, Bloodrage!! (+12 HP).

Here's my current backstory and the alias: everything is empty as of rn, but working on it. Let me know if I need to change anything/everything, cause right now she's a bit of a globe trotter as well as having lived in Roderic's Cove for the past ten years.

Backstory:
Calendula left. That wasn't something people did, not something you were supposed to. But Calendula left.

Seventeen years ago, Iomedae sent her to fight and die at the Worldwound, and yet here she was: alive. She was a paladin, the bravest and best of what mankind could offer, and she had abandoned her post. Left her men to die at the hands of foul creatures from another world.

And rightfully, Iomedae had abandoned her in turn.

But even though she ran, even though she betrayed her god, Calendula could not escape the Worldwound. As Iomedae’s blessings left her in Mendev, a foul abyssal poison had seeped through her open wounds, and corroded her blood into a thick, cold sludge. She was dying, and she knew it.

The black blood did not warm her, leaving her shivering and aching at all hours. It caused her to bruise easily, made even minor abrasions rise and scar, and coated her lungs with a viscous fluid that often left her body wracked with coughing after minor exertions.

As far as she was concerned, this cancer was the last of Iomedae’s ‘gifts’; all the boons a life of servitude and devotion had awarded her. Honor and prestige had ensured she was sent away from Lastwall to the Worldwound, where she spent six years of her life watching every friend and decent person she met die a painful and utterly final end. Her disease was just the icing on the cake.

The years of battle in the Worldwound jaded her. She no longer believed in the Inheritor’s cause, no. Instead she pledged her life to simple work, to solitude and small pleasures. She ran as far as she could, to a hamlet in Varisia called Roderic’s Cove, where she fished and farmed to survive.

She kept to herself mostly, and no one bothered her for a deal of time. She liked that. No one asked her about the many scars on her face and body or her sickening, deathly cough or the Vigilant’s Shield on her palm, marking her as a citizen of Lastwall.

But despite it all, she has adjusted well in the eleven years since arriving here. Roderic’s Cove proved a true home for her, and she has grown to love the citizens as friends and companions. She will gladly fight to protect what is hers.

Name is subject to change, but maybe not.


Female Undine Oracle (wind) 10 | HP 53/53 | AC 16 T 10 FF 10/16 | Fort +4 Ref +3 (-2 traps/hazards) Will +9 | Initiative -1 | Perc +2, darkvision 60' |Resist cold 5, elec 10 | Spells 1st: 9/9, 2nd: 8/8, 3rd: 8/8/, 4th 2/7, 5th 4/5 | Invis 10/10, Fly 10/10, Gas 0/10

Calendula will know Nime at least. Nime arrived in Roderic's Cove just a few years before Calendula did and would still be considered an outsider then.

She gives the impression of being very flighty, but she's persistent and has lots of patience.

Seeing someone in pain or injured, she would have offered healing. If she was rebuffed (most likely), she would have returned periodically to continue to offer her ministrations.

I think it would be an interesting meeting between the two if you were interested in RPing it out.


|HP: 30/30 (4NL)| AC: 16 T: 13 FF: 13 | F: +6, R: +7, W: +3 | Init +3 | Ac +9, DD +10, Per +7, Stl +9| Speed 30ft Burn 2/6 | Active conditions: TB: +5(6)[7], 2d6+2+3(+1)[+2] |

Caraid has grown up in Roderic's Cove, so anyone who's been there sixteen years or more will remember the terrific storm on the night that he was born.

You'll also know (of) his father Daedrius, a historian and aeromantic experimenter, who fell from the roof of his house and died a year ago. Rumors continue to circulate that Daedrius and Caraid's home relationship was not a good one...

Also up for RP-ing with anyone who wants to! :)


You may start roleplaying flashbacks to your initial meetings in the gameplay thread if you like. The first adventure assumes you all know each other pretty well already.


Actually not sure how much of a presence my sorcerer (who still isn't named because I'm a lazy bastard, I'll work something out after work tomorrow) would have in Roderic's Cove before this. Maybe his family's been doing some sort of wine trade there for a while or have to stop in any time a ship carrying their goods is sunk (has that been a constant thing since 4708 or just sporadic and whenever Roderic's ghost shows up?) so he'd have met some people now and then.

He's not going to be too old, mind; probably only about 19. He'd probably at least have met Caraid on those visits. If he interacted with Nime or Calendula, it probably wouldn't have been much; I get the feeling those two are significantly older than him.


The ship sinking only occurred in 4708.


Male Half-Orc Unchained Rogue 3/Fighter 7 | 93/93 HP | AC 28 T 14 FF 22 | DR 3/- | Fort +8 Ref +9 Will +6 (+10 vs. fear) | Initiative +4 | Perception +14 (+15 vs. traps)

Ok, I've repurposed an alias from a dead game. Rudrik here is a local, native-born, from a half-orc family that survives in the hardscrabble town.

While he's a rogue, he's going to multiclass into fighter immediately, and within a few levels should be formidable at handling frontline duties while also being able to work with the kineticist on traps.

Rudrik is boisterous and outgoing, so he could've met anyone, though his father is a junk-seller and thus he likely didn't rub shoulders with the "upper class." He also tends to rub people the wrong way from time to time, but he's not malicious.

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