GM Wolfe's Fall of Plaguestone

Game Master Jude the Wolf

A group of new adventurers traveling through the village of Etran’s Folly—also known as Plaguestone—must come together to solve the murder of a friend.


Back Cover Text
A group of new adventurers traveling through the village of Etran’s Folly—also known as Plaguestone—must come together to solve the murder of a friend. What starts as a simple investigation quickly turns sinister with the discovery of forbidden alchemy, mutant animals, and a nearby forest rotting away due to a mysterious blight. It becomes clear that if these heroes don’t intervene to stop whatever evil is brewing, the fall of Plaguestone is all but certain!

PC Creation Rules
Make your PCs using the standard creation system outlined in the Core Rulebook.
No Evil alignments.
Official Paizo material only.
1-3 paragraph backstory minimum. No maximum, but try to keep in mind you're 1st level.
1-3 sentences about yourself.

What I Expect:
I will be accepting 6 applicants for this adventure. We will get through this adventure module, and if things go well we might go on to play the Age of Ashes Adventure Path. You will receive a PFS sheet for completing this adventure in campaign mode.

This is a new format for me, and a new system for most/all of us. Be patient with yourself, your fellow players, and me.

Be ready to post every 24 hours. In order to keep things moving, your PC will be controlled by me if you do not reply within 24 hours. If you do not reply within 5 days without letting me know ahead of time, you will be let go from the game. Life disturbances aside, I will be ready to post at least twice a day. If you cannot post within 24 hours, please let me know. I will keep your PC moving in the story as long as you need.

Dice Rolls
To keep everything moving at a steady pace, I'll be making all initiative, perception, sense motive, and saving throw rolls. I will make knowledge and survival checks where I deem appropriate, but you can roll those at will.

Formatting
The GM says, "Bold quotes make dialogue easier to read, and distinguishes it from descriptive text."

Coding your [ooc] text makes it easy to separate mechanical game statements and questions from narration.

Italics are great for internal monologue.

Bold italics indicate sub- or non-vocal dialogue.