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.

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.

About the GM:
Hello, I'm Wolfe (she/her). I've been playing TTRPGs for 13 years. I have recently moved and no longer have the ability to run a F2F game, and I found my way here. I'm looking forward to this new format and think that, overall, the pros outweigh the cons. It might end up being my new favorite way to play.

I'm a barista living in a small mountain city. I live a pretty simple, happy life here. I spend my free time looking for swimming holes, gathering wild foods, and creating native wildlife habitats in forgotten spaces.

Thanks for reading my post. I'm looking forward to reading your submissions.


I've been interested in trying my hand at 2E on PBP. I'm thinking wizard for my first go, possibly conjurer, maybe not. I'll try to have something up in the next couple of days.

Thanks in advance!

EDITED: I'm actually going to go with a Halfling Wild Ordered Druid. I'm interested to see how the new system handles polymorph and such.


Thank you for expressing your interest! I look forward to reading your submission.


I want to submit a character, but I don't really have access to 2nd edition (lean times). Also, the holidays will require some of my attention (my in laws are flying in this week). Depending on how long you mean to keep this recruitment open, and if you don't mind that I collect game rules from the internet until I can start collecting some new paychecks, I'll get something together.


I'd like to start playing as soon as possible, but I understand that this time of year is full of life events that make it tricky. I assume this adventure won't start until after the 25th, depending on the amount of submissions I receive here.

As long as you have access to the same rules, I'm not going to nose about how you came by them. The SRD is available to everyone. I do urge you to purchase the books if/when you can, though.


@J Scot Shady Since GM Wolfe has specified core info everything you need can be found here.

@ GM Wolfe will this be a PFS legal table? If you are running it Core only it is pretty close anyway. The main difference is some bonuses from schools, how downtime is handled, and a few extra background options. The details can be found here.

If it is PFS legal I'm interested in playing. I'll let a couple of other people sign up then build something the party doesn't have.


@Bigguyinblack My understanding is that for Pathfinder Adventures, you make a typical character and play the adventure in campaign mode. Afterward, I'd give you your sheet and you apply it to a PFS character.

That is what I'm getting from the blog post about it anyway.
If that's the case, I'm absolutely happy to give everyone a sheet for participating.


Bigguyinblack wrote:
@J Scot Shady Since GM Wolfe has specified core info everything you need can be found here.

Thanks Bigg, but I think meant that for @Anthorg, though I do use AON when I am doing my builds as well and recommend it to anyone who has access.


I'm told that for my chronicle to be legal you would need to report the table here.

To narrow things down a bit the classes I'm considering are Fighter, Cleric, Wizard, Champion, or Rogue.


When we make it through the adventure, it shall be done. I'd love to get involved in PFS and now's as good a time as any. This will be my first PbP thing, so I don't really know how long it'll take to complete, but I am confident we will complete it with panache and aplomb.


The only big difference in running PFS is you need to stick to the rules when possible. So no adding or subtracting things to provide appropriate challenge and no fudging dice rolls to keep things interesting.

I have seen people try out PFS then quit because they found it too restrictive. For other players at this table it won't make any difference. Though as I mentioned there are schools they can invest in if they want credit for a PFS character.


That sounds fine to me. I'm a bit of a stickler for the rules anyway.


Dot for interest

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'll be working on a character to submit.

You did say Paizo materials, not just "Core", right, so stuff from the Lost Omens World and Character Guides are ok?


Reckless wrote:

I'll be working on a character to submit.

You did say Paizo materials, not just "Core", right, so stuff from the Lost Omens World and Character Guides are ok?

That's right. Anything that's official paizo material for 2nd Edition is acceptable.


Please allow me to introduce Jera Corasavaje, Wildwood Halfling Druid.

Backstory:
Born deep in the woodlands of Verduran Forest, Almosa was just another child of the Uhlam halflings. Her parents had a farm with many children, and life was peaceful, at least until Almosa’s fourteenth year. Then on a beautiful spring day, Almosa came upon a lone bear cub in the woods. She knew it would be dangerous to approach, but she was curious and felt sure that the bear would not hurt her. She was right in that belief, but as she followed the bear she failed to consider who else may be looking for the bear. Deeper into the woods than she had ever gone, Almosa soon came face to face with the mother of the lost cub. She froze in terror, an unusual feeling for a young halfling.

The mother was not alone though, for she was the companion of a member of the Wildwood Council of Druids and before the mother could take her anger out on Almosa, a voice called out. “Rivirure!” the voice shouted. “This little one is not food, nor do I think she is a danger to your young one. Leave her to me and tend to your son.” The bear, Rivirure, shook her large head as she stared at Almosa and then bowed slightly as if she understood the man who spoke before returning to the nearby cub.

An older human approached Almosa, leaning upon a staff but with a bearing of strength and power. His mostly white hair showed a hint of the dark brown it used to be, but his blue eyes sparkled with his smile. He reached down and helped Almosa up then motioned for her to sit with him on a nearby log. “Hello young one,” he said. “I am Waltar Kirkich, druid of the Wildwood Council. You seem to have wandered far off the trails of your people, and to do so while following such a powerful creature as a bear shows great confidence.” Waltar smiled again as he continued. “Or great stupidity. Now, what is your names little one?”

This meeting set forth the events that led Almosa down the path she now walks. Waltar returned with Almosa to her farm, and then with her family’s blessing he took her as his charge. She immediately began training with the Wildwood Council, training to care for nature, for the animals, and for her fellow men. She took her knowledge of the farm and expanded it to learn to grow other herbs for medicine. Then she began to learn of the traditions of the council.

At first Waltar assumed that Almosa following the cub was an indication that the two were destined to imprint on each other as Rivirure and he had, but it soon became clear that it was her natural halfling curiosity that led her on. The cub and Almosa remained close, but never shared the connection of true companions. She never seemed to share that deep a connection to any of the animals she came into contact with, but she remained fascinated by their many forms and this turned out to be her strength. As soon as one of the council members began her training in shifting her form, she took on a light even greater than she showed before.

Over the years Waltar, remained close even as he took on more responsibility within the council. He kept tabs on her, made sure she was trained as a proper druid. As she grew into a young adult, the council called upon her for an errand. Waltar was being sent to nearby Chitterwood in Isger, and he had asked for Almosa to serve as an escort for him. She gladly accepted the chance and she relished the opportunity to travel a bit. Her people were not known for the traditional wanderlust that affected most halflings, but her time away from the farm seems to have awakened something else in her. They soon set out for the Chitterwood.

Now, after ten years with Waltar and the council, Almosa finds herself farther away she imagined as a child. Waltar is to remain in the Chitterwood for some time it turns out, and he suggests that she take the chance to see the world for herself. “You are ready.” He says. “Follow the trails of this new land.” And again, he smiles before continuing. “Or simply follow another cub into the wild until some old fool finds you again.”

Brief Description:
Jera Almosa Corasavaje, or Jera to those who she has not begun to trust, is a young halfling woman with well-maintained blonde dreadlocked hair and geometric tattoos covering much of her visible skin. She wears soft leather armor and carries a worn but unworked staff. Upon her back she wears a wooden shield and around her neck she wears both a fresh bunch of holly and the stylized leaf symbol that signifies her as a devoted follower of Gozreh.

About Me:
An avid gamer since a young boy, mainly RPGs and going on over 35 years now. Played every version of D&D through 3.5, then made the switch to Pathfinder and trying 2E as well. Played a number of other games as well, with Shadowrun and the new Fantasy Flight Star Wars being favorites.

My wife and I are also HUGE board game fans, which is what I tend to spend the rest of my free time doing. It's bordering on a problem, really. We may need to choose between more games or a new home at some point, and the new home would mainly be necessary to hold all our current games.

I am a logistics specialist, spending most of my work day on a computer and online as well. I usually post at least once a day, sometimes more. I usually am able to let people know if I will be out of touch, though occasionally emergencies come up.

I am working to get a profile together, but still not settled on the proper format for 2E. I have my character sheet linked above. It still needs a bit more details but I think most of the decisions are there for review. As for the future, if the character ends up played beyond 1st level she will branch out into Cleric MC archetype as the nature domain is thematically and mechanically in line with what I envision for the character.

I look forward to see the rest of the submissions as well. Thank you.


Nice, another 2E adventure to try out. I'm going to try and get something together, thinking a half-elf rogue.


I'm interested. I'm thinking a cleric or maybe a sorcerer.


Hello! I'm in for a big guy with a big weapon! (no porn intended)


@J Scot Shady
Jera is a delight! Welcome aboard.

I am excited to see the rest of y'all's submissions.


GM Wolfe wrote:

@J Scot Shady

Jera is a delight! Welcome aboard.

I am excited to see the rest of y'all's submissions.

Thank you very much!

Now, I turn to the rest of the PBP forum... Anyone got advice on a Profile format for 2E? I based my sheet on the stat blocks from the bestiary, but I am not sure I can do all of it in the profile as well. Thanks for any advice.


Dot of interest.

@J Scot Shady: Here is the format I use for my characters. The example is for a separate PF2E homebrew game.


@Gm - Question: What is your stance on unconventional combinations for Half-Elves and Half-Orcs?


I have a cleric built if WalkerOhmsford picks Sorcerer. If they pick Cleric I'll go with Wizard.

I'm considering a Half Orc with Orc Weapon Familiarity. Generalist Wizard with Hand of the Apprentice. Carry around a Greataxe, cast Magic Weapon on it, Toss it at an enemy, then hand it it to an ally to use.

Alternatively I'm considering a Halfling Animal Druid.


@Fallen_Mage
What do you mean by unconventional combination?


I mean a non-human parent. In the core book they mention that with the GM's permission that the Half-Elf and Half-Orc Heritages can be applied to other Ancestries than Human. Which just basically means that I wouldn't have access to Human Ancestry Feats, but still Half-Elf/Orc and Elf/Orc Feats in conjunction with which ever other Ancestry was chosen.


@Fallen_Mage
Okay gotcha. Yeah I'm fine with it. As far as I know, Golarion Lore is that orcs can reproduce with most humanoids.


Okay.. for your consideration, Here is Faziz, Goblin Champion of the Searing Ray! (Ahem, Sarenrae for Longshank types)

Background/self introduction':
"Hello, Me Name Faziz, and Faziz worship Searing Ray! Searing Ray goddess of FIRE! Sweet sweet fire...oh and second chances and the heals and the honesty! Crookedtoe tribe Goblins did not always worship Searing Ray! No, long time ago, the hobs grab many gob tribes and beat upside head and make many tribes to make war on the longshanks."

"Also war on each other. Some other tribes jerks, and hobbs is bossy britches tightpants if you ask Faziz. Which you did, or this story would not be going. Many Crookedtoe die! So much blood like great red river sweeping over land of Isger. Fun? SURE, but dead peoplez no can get better! And Crookedtoes like "Not sure want do this" but meaner bigger eviler crooked toes stab US if complain. But then, during fight, Big MEAN EVIL members of tribe.. died. Sad. They never learn now."

"So all that left is nicer ones, and younger ones, and Velkik, she chief! She have vision of the SEARING Ray, to lead what left of tribe out of war! Searing ray say should not raid and kill,and many us think 'good point, kill all, can't raid again' so tribe leave Isger and go to Lastwall, and Fangwood and we hunt instead of raid. Faziz was a hunter! Ah, not GOOD hunter, but hunter. You heard bout last wall? YEAH Boom... boneys everywhere. Can't eat undeadmeat, nasty. Got so bad we end up doing right thing to help Longshanks escape, and we escape too. Faziz not a hero then, that other Gobs- but Faziz learn on travels that Searing Ray have plans for us!"

"Longshanks on great city thank us! They say we done good thing! They trade with us even, we don't gotta take! And , Faziz is to the thinking, how Faziz do not like hunting much, and Searing Ray wants Champions! So... Faziz decide become Champion of Searing Ray! Seen Longshank Champions, some of them not even as STRONG as Faziz! Faziz now back in Isger, to meet other Goblins maybe! Teach them that Searing Ray say just because your tribe do bad things, don't mean you gotta stay that way! You can burn the evil in you out and you don't have to use real fire- though more fun if you do. Also show Isger Longshanks not all Goblins alike! They will see Faziz and say 'what a hero goblin he is' and I will tut tut and say 'Worship Searing Ray, she bring out the hero in you too, even if you are ugly, and weak, and too darn tall.' "

"And that be me story, the story of Faziz the hunter who became Faziz, Knight of the Searing Ray!"

Description:
At three foot FIVE Inches, Faziz is a giant of a goblin! His skin is green, but hardly evenly complected as numerous old burn marks may have healed but came back as darker green marks. He has managed to finagle armor and arms and even a silver holy symbol of his goddess, who he calls Searing Ray.

He's also a little less crazed than some of your average goblins; while goblins tend towards foolishness, Faziz is almost down right enlightened. He knows monsterhood has not been good for goblins, and wants to show them that good doesn't mean loser. He will often ask creatures to accept Searing Ray into their hearts plunges a blade into said heart and he thinks everyone should get a chance to switch sides to Team Goodly!

While he claims he was a terrible hunter, he does know a bit about the wilds and tanning still, and may comment on how someone's beloved dog or horse might do rather well as material for boots or even a small cloak!

About me the player:

Well, first I should tell you I'm in ONE Pathfinder 2E game and am sure I'm getting things wrong as I stumble along with a very patient GM. I have in the past been bad about posting in a timely manner but I have tried to reform and I think I've been much better about getting that daily in despite some anxiety issues in life. I'd understand if that nixed me.

While I've played various role playing games all my life, I tend to leave the tactical brains to those who are better at it than I. I enjoy character interactions, and touches of humor, pathos, and ..well ,sometimes flat out purple prose. :o


APs are not really my thing and I think GM Wolfe has enough applicants without me. Have fun everyone.


@Faziz
My friend, that intro is a masterful example of great roleplay. After reading, I simply must have Faziz in the game.

I appreciate your honesty regarding your past posting record and anxiety. I know how tough that can be. If you know ahead of time that you won't be able to post, like I said, just let me know. And don't hesitate to contact me if you need someone to talk to. I do my best to be a river to my players.


You're too kind. Thanks. Looking forward to this. I've only played a goblin once before :)

The Exchange

Hello there! I'd like to submit Dundur Underbrew for your consideration: An unorthodox, travelling, dwarven monk with aspirations toward alchemy.

Backstory:

Dundur Underbrew grew up in the bustling Varisian pirate city of Riddleport. His mother and his siblings were unknown to him. However, his father, Dirk Underbrew, was an exiled dwarven craftsman, brewer, drunkard and compulsive gambler. Dirk was often negligent toward Dundur and he often spent months at a time travelling on “business”. After one such business trip his father unexpectedly failed to return. There was sadness and loneliness that followed for a time even though his father had never treated him particularly well or even liked his son most days.

After recovering from his grief, Dundur took up the Underbrew’s profession maintaining the hope that one day his father would come home to right the wrongs of a broken life. He released the remaining indentured servants and shadier characters from the Underbrewery’s employ, taking on all the business responsibilities alone. He closed off most of the connecting tunnels and kept only small areas for living quarters and operations. It was then that he discovered a secret cache in his father’s chambers containing very old looking scroll cases with intricate dwarven symbols. He knew they must be kept safe as the last remnants of his family history and vowed only to open them when he deemed himself worthy of the knowledge within. He toiled day and night, weeks, months and years producing all varieties of the best dwarven brews he could conjure. Dundur made a modest living for himself selling his wares and enjoyed making beer almost as much as he did drinking it.

Many years after his father’s sudden disappearance, Dundur encountered a new mentor. During a routine delivery to one of his more regular clients, The Gold Goblin, Dundur observed that a new pit-fighting ring had been constructed. At first, he thought nothing of it since these were fairly common in Riddleport for the purpose of gambling. Yet there was a remarkably large green creature in the middle of the ring hurling opponents in all directions. Dundur watched in amazement as these antagonists assaulted a clearly inebriated half-orc relentlessly, to no avail. After about an hour the fighting had ended and the rogues and scoundrels had left, bloodied and beaten. The only people left were the half-orc, the bartender and Dundur.

Dundur approached the bar where the half-orc was speaking with the owner of the place, Saul Vancaskerkin, and began to introduce himself. Before he could finish speaking, he found himself covered in a hot, sticky mess from head to toe. Then he heard “Hi DumDum! Me Grogthak! Me get up now.” Grogthak immediately slipped off the barstool and passed out on the floor. “Sorry ‘bout that thar friend.” Saul said apologetically. “He really went all out this time. Don’t worry, if he didn’t like ya he’d a smashed yer face. Here’s a little sumthin’ extra for tha mess on ya. Next week ya come back, eh?” Dundur was dumbfounded but took the money and went on his way. “Bring more beer too!” the bartender called after him as he left.

In the months that followed, Dundur visited Grogthak regularly to learn about his strange techniques and seemingly endless strength. They drank beer and fought in the pit. There was a strange purity and justice in brutally embarrassing egotistical sell-swords and thieves in unarmed combat. Particularly, known pirates and local thugs tried to match fists with Grogthak and Dundur without success. Sometimes their opponents brandished arms unfairly but Grogthak made quick work to disarm and smash the sneaky advantages sought out by their adversaries. Life was good and it made sense for Dundur and his new companion. Yet as he had learned many times before, good things are not meant to last.

Months turned to years unknowingly as time seems to pass quickly for those who live in the moment. Dundur had become strong, scarred and toughened over his time spent with Grogthak. One night a mysterious character came to The Gold Goblin. He was tall and dressed in dark crimson, giving off a sense of bewilderment to those around him. Most patrons seemed to avoid him as he sat quietly observing. When the evenings regular events had concluded the only remaining individuals were Grogthak, Dundur and the stranger. He rose from his seat in the corner and approached the ring flinging several coins inside as was customary to initiate a challenge. Grogthak eyed the stranger with a menacing glare Dundur had never seen. “At last it comes” growled Grogthak. A howl and clash of light and darkness blinded Dundur for a moment and sent him reeling to the floor outside the ring. When his senses returned, he saw his mentor on the pit sand kneeling and defeated. There were dazzling colors everywhere followed by another flash of light and an unusually large axe glimmering in the stranger’s hand. With one swift stroke the axe came down upon Grogthak. “Blood for blood. The debt is paid.” whispered the stranger as Grogthak’s headless body fell limp to the ground. Dundur closed his eyes and roared with anger, hurling himself toward this dark intruder with flailing fists. A word, A simple gesture of ruby clawed fingers and the stranger was gone. Dundur awoke in the streets the next morning in a haze of drunkenness and sorrow. What in the world happened last night? Why? What’s left? What am I supposed to do now?

Dundur abandoned the Underbrewery to ruin and disrepair since he couldn’t keep the place running all on his own anymore. Brewing beer to the best of his ability had become exceedingly difficult after long nights of drinking and fighting. Riddleport Underbrewery had never really felt like home for him and more often than not, he found himself waking up in strange places anyway. Saul was beside himself with the loss of his most profitable business associate. For a few years, Dundur stayed on to assist Saul at The Gold Goblin as a bartender. Dundur found happiness only at the bottom of his mugs and the ends of his fists. The sorrow he felt lingered and soon he became discontented with mundane work and the indifferent faces of all the locals who had not changed in the days since he could remember.

From that moment on, Dundur strengthened his resolve to overcome sadness and became a nomad, typical of many Varisians. He has spent years wandering from town to town, city to city. His quest: 1. To find the mysterious stranger who murdered his mentor, Grogthak. 2. To find his lost father, Dirk Underbrew. 3. Eat, drink, make merry and try to find some measure inner peace.

Brief Description:
Dundur stands about 4 and a half feet tall as a typical underground dwarf and sports a full and ragged, rusty colored beard. He wears plain brown clothing and carries no weapons. When not travelling, he usually spends his time in bars and taverns cavorting with locals, sharing a drink and a friendly smile.

About Me:
I've been playing TTRPGs for the better part of the last 30 years and would really like to try my hand at 2E. I'm still new to this system though and hoping to get enough experience with it to GM myself in the near future.


Hello! Here is Brother Kalvin Eliassen, human cleric of Sarenrae.

Backstory:
Hailing from the outskirts of Korvosa, Brother Kalvin Eliassen was the third born child of a pair of somewhat prominent merchants. Being the youngest child he knew that he would not inherit the business from his parents and wasn’t very interested in it anyway. He had always felt a calling to help those who were less fortunate than himself and one day found his way into the local temple of Sarenrae during a sermon about how those less fortunate than oneself should be helped and evil should be fought in any form. This sermon touched Kalvin deeply and he began regularly attending services and do anything he could to help at the temple.

The head priest, Father Khair, of the temple took notice of Kalvin’s attendance and budding devotion and took Kalvin under his wing, teaching him of Sarenrae’s ascendance to godhood and introducing him to The Birth of Light and Truth, the holy text of Sarenrae. Kalvin began to help lead services and eventually became a low level priest in the temple. He found that he was good at treating peoples’ illnesses and wounds, becoming a healer in the community.

Kalvin began to feel that he was not doing enough and had more to offer. He approached Father Khair and discussed it with him, “Father, I’m feeling lead by Sarenrae to leave here and do more in the world. I just don’t know where to start, where I could do the most good.” Father Khair replied, “My son, you are doing much good here, but if you are feeling lead to leave then I would suggest heading toward Absalom and joining the church there.” So Kalvin bid his family goodbye and joined a caravan toward Absalom. During his journey he trained with the caravan guards with the scimitar, the weapon of Sarenrae, and also assisted in guarding the caravan when beset by bandits or beasts. Kalvin lead services and did his best to keep spirits up during the journey.

Once he arrived in Absalom he found the church and asked what he could do to be of most assistance. It happened that a contingent of clergy and paladins had discovered a large cult to Rovagug and he was tasked with joining them to destroy the cult. He served well, squashing the cult and also healing those with him who were injured in the fighting. Since then he has assisted in more battles against the darkness and forces of evil, leading to a life of adventure and exploration.

Description:
Kalvin Eliassen is a human male in his late 30s. He has tanned skin that is beginning to show his age a little. He has greying hair that he keeps short. He generally wears his scale mail with a blue and white robe over it and carries a scimitar that has a copper hilt wrapped with a red cord. He has a wooden ankh that he wears on a leather cord around his neck, as well as a few tattoos on his arms of various design that incorporate ankhs and suns.

About Me:
I've been playing roleplaying games for about 11 years, mostly D&D 5e and Pathfinder/Starfinder. I'm in a PBP for Starfinder right now and have done a couple of SFS/PFS pbp games. I am also new to 2e but look forward to seeing how it works.


@Dundur Underbrew
I like what you've got here. Riddleport is my favorite place in Golarion! Welcome to the party, Dundur.

@Kalvin Eliassen
I like your backstory, and I'm interested to see how Kalvin gets along with Faziz. Welcome to the party, Brother Kalvin.

The Exchange

Thanks for having me, GM Wolfe! I'm looking forward to adventuring with you all!


Here's Inathel, an elven enchanter who is willing to travel the world.

Background:

Inathel was almost too perfect a son to the Gunuthelan noble clan in Kyonin. He was as smart as the sages, despite not as agile as the elite warriors. His father Torq'al was proud to see him grow into a capable apprentice, always in the top of his class. The constant praise he received, coupled by the fact that he was an only son contributed to him being a typical arrogant elven noble.

One thing only stood in his way. His kind hearted mother Yala imprinted on him the desire to tend to the needs of others. More than once he was reprimanded for interrupting his lesson to help others trailing behind. Although some thought this to be his typical posture to seem more capable than the others, some realized he felt bad for the ones he knew would be punished for lack of advancement.

Over time, this behaviour became the main source of conflict between himself and his father, who wished him to focus on his education, not on those who couldn't keep up. One day, his father left for some insignificant routine check of the border patrol just as they had fought. An orc raid attacked the border that same day, and his father was killed in the attack. In fact, he was the only elf killed.

Inathel received the news certain that it was their fight that had unbalanced his father. His guilt made him decide to change his life. He would leave Kyonin. His training was still not complete, as he still needed much study to start his thesis which could turn him into a legendary mage someday when completed. He started his thesis on his own, without an advisor. And he would continue his study by himself, in the life as an adventurer.

Appearance:

Inathel is a beautiful elf with long blonde hair tied up in a complex manner. He is tall and fit to be featured in any epic painting. When travelling, he wears simple clothes, carrying a crossbow, a dagger and a backpack over a cloak. A spell component pouch and a spellbook hanging from his side identify him as a student of the arcane arts. After a while travelling, however, he starts to forget to tidy his hair and clean his clothes, although he always makes sure to not emit body odor.

Personality:

Inathel is a spoiled elf brat, always making sure to appear superior to others and to be always right. He has little patience when people question his line of thought, but he seems to be infinitely patient when someone explains a problem to him. A careful and patient observer notes that he is kind hearted. However this trait of his seems to elude others, given that it's hidden behind an endless layer of self-indulgence.

Character sheet:

STR 10, DEX 14, CON 10, INT 18, WIS 12, CHA 14
Elf (Whisper heritage)
Male
Medium Size
Wizard lvl 1 (Enchanter)
Noble Background

Perception (t): +4

Defense
AC 15
HP 12
Fort +3
Ref +5
Will +6

Offense
Speed 30 ft
Crossbow: +5 (1d8)
Trained: club, crossbow, dagger, heavy crossbow, and staff
Trained: Arcane Spell Attack, Arcane Spell DC

The Arcane
Arcanse specialization: Enchantment
Arcane thesis: Spell blending
Thesis name: On the adding of arcane energies and considerations of its impact on the spellcaster

DC: 17
Spell Attack modifier: +7

School Spell: Charming Words

Spell level (slots + spec): Prepared + spec
Cantrip (5+1): Dancing Lights, Detect Magic, Electric Arc, Mage Hand, Prestidigitation + Daze
1 (2+1): Fear, Pest Form + Charm

Spellbook:
Cantrip (10)
Daze, Dancing Lights, Detect Magic, Electric arc, Ghost Sound, Mage Hand, Message, Prestidigitation, Sigil, Tanglefoot

1st level (5+1)
Charm, Fear, Grease, Gust of Wind, Pest Form, Unseen servant

Feats:
Ancestry (1st level) - Elven Lore
Skill (background) - Courtly Graces

Skills:
Arcana (t) +7
Nature (t) +4
Occultism (t) +7
Society (t) +7
Religion (t) +4
Diplomacy (t) +5
Crafting (t) +7
Thievery (t) +5
Lore - Academia (t) +7
Elven (t) +7
Heraldry (t) +7
Wine (t) +7

Languages: Common, Elven, Draconic, Gnomish, Orcish, Sylvan

Equipment

Magical gear
Family ring (Arcane Bond)

Normal gear - Bulk
Explorer's Clothing - L
Dagger - L
Crossbow - 2
Bedroll - L
Candle x10 - -
Chalk x10 - -
Oil - -
Soapx2 - -
Belt pouch - -
Flint & Steel - -
Waterskin - L
Backpack - -
Basic Crafter's Book - L
Writing set - L
Thieves' Tools - L
Rations x3 - L
Material component pouch - L
Rope - L
Compass - L
Mirror - -
Spellbook - L
Fine clothing - L

Money left: 9
Total Bulk: 3

Money transactions
Money is tracked in sp. Decimals are cp

Spent
141 - Starting gear

Earned
150 - starting money

Special Class Abilities
Arcane Bond - You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Heritage: Whisper elf - Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.

About myself:

I'm a Statistician at the end of my PhD (Should have my degree by March/April) and starting a researcher's life. I live in Rio de Janeiro but will possibly have to move oversees sometime next year. I have been playing RPG since 2001, but PbP has become my main way to play due to conflicting hours with RL friends. I have never played 2E, but am interested to seeing how it fits me and my playstyle.


Thorsteinn Shadowspur at your command - for the proper amount of coin, of course.


@Anthorg
Love the wizard! Should be an interesting dynamic with the rest of the group. Welcome.

@Jereru
I think I've got silver enough for Thorsteinn. Might even have a few gold pieces in my piggy bank. Welcome aboard.

And I think that's six right?


I'll be posting a character later this evening. I've put together a half-elven rogue.


GM Wolfe wrote:

@Anthorg

Love the wizard! Should be an interesting dynamic with the rest of the group. Welcome.

@Jereru
I think I've got silver enough for Thorsteinn. Might even have a few gold pieces in my piggy bank. Welcome aboard.

And I think that's six right?

Jera Corasavaje, Wildwood Halfling Druid

Faziz, Goblin Champion of the Searing Ray!
Dundur Underbrew-dwarven monk with aspirations toward alchemy.
Brother Kalvin Eliassen, human cleric of Sarenrae.
Inathel, an elven enchanter
Thorsteinn Shadowspur, Dwarf Fighter

and KGB wants to make a half elven Rogue

Which would be seven, but sometimes in these PBPs it's not a bad idea to have one more just in case some one has to drop out if you feel it would work for you


Great! Thanks for having me! Tomorrow morning I should create an alias and get ready to roll.


Okay, I think that's sound advice. I've already had someone fall out of the other one I am setting up, so I see the wisdom there. Let's start with seven then, and push this thing to the limit!


This is Fallen_Mage's submission.

Background:
Shrayda's story begins, as technically most everyone's does, with the meeting of two people. Dara, a daughter of a master smith of the Emeraldfist Clan and Ithriel Latairn, a Ranger that roamed the Five Kings Mountains to protect travellers. One day while travelling with some soldiers en route to her arranged betrothed for a first meeting. Being set upon by a gang of Hobgoblins, it seemed as though they would be captured. It was at that point that arrows began flying from the trees. After the Hobgoblins were dead, Ithriel revealed himself and escorted the Dwarves to their destination. Dara and Ithriel talked at length and discovered that they much in common. Over the next few months, the two met in secret as often as they could. But the secret could not be kept forever, as one night they were caught. Dara was given a choice, go through with the arranged marriage or be exiled. She chose exile. Ithriel and her moved to a small town called Crag Step where she gave birth to their daughter, Shrayda.

While growing up her Father took her on many hunting trips, teaching her ways of the wild and the art of the bow. While she could use one easily enough, the Half-Elf/Dwarf found herself drawn to the spear. As such Ithriel taught her an effective technique that has served her well. When not hunting, Shrayda picked up some smithing that Dara learned from her Father. It was a little difficult to make some friends initially for her as she was growing up, due to her unusual parentage. However, she was able to make a few once she had put a couple of bullies face first in the dirt. That was enough to get the attention of the Town Guard.

They extended her an internship at their barracks, which she accepted. Over the next few years, she learned a lot about the law and began delving into the laws of other cultures. It was at that point that she decided that she was going to restore her Mother's honour in the eyes of her Clan, whatever it took. One particular day and Emissary from the capitol and was impressed with how clean Shrayda's paperwork was that he invited her to come to work in their offices. After discussing it with her parents, she accepted the position. After preparations were made Shrayda signed on to ride with a merchant to Almas.

About me:
I've been playing on the boards for quite a few years now, mostly PF 1st Ed. I'm currently in a couple of PF 2nd Ed games and I'm finding the system very awesome. Full discloser, I lost my Dad earlier this year and sometimes I do have trouble posting due to emotional drainage.


Got the crunch and some details done here, but I'm running out of steam tonight. I'll get the backstory written tomorrow night.

Astrid Malvo

Appearance:
Astrid is a considerably attractive half-elven girl. She has a light skin tone complexion, ice blue eyes, and long strait auburn colored hair that reaches her mid back in length. She often ties back in a pony tail for practical reasons, particularly when performing acrobatics. She is in excellent physical condition, her body lean and athletic given her daily acrobatic exercise. She also moves gracefully and lightly on her feet, a product of her training in dance.

Astrid can almost always found smiling and in good spirits, though there is a great deal of mischief behind her grin. When drawn to anger though, her eyes burn with great intensity and her fair complexion quickly turns red.

Her traveling clothes are fairly common and nondescript, though she accentuates her appearance by wearing an elaborate but tasteful Varisian scarf that she received as a gift. Astrid also packs more fashionable outfits which she likes to wear when dancing, socializing, or trying to impress those of higher social standing than herself.

Reference Image

Personality:
Astrid is extremely extroverted, personable and charming, and speaks freely and easily with all manner of folks. She loves to entertain, and seems to draw great energy from the praise and cheer of the crowds.

Astrid is passionate and more than a little hot blooded. She loses her temper easily, a trait that gets her into trouble often. When Astrid feels though she has been slighted, she can harbor grudges and will look for opportunities for revenge if apologies or restitution is not forthcoming.

While outwardly Astrid appears very confident in herself, inwardly she suffers from a great deal of self doubt and insecurity. Whether dancing or attempting acrobatic feats, performing for crowds seems to bolster her confidence.

Stat Block:
CG, Medium, Half-Elf, Humanoid, Rogue
Perception +6
Languages Common, Elven
Skills Acrobatics +7, Athletics +3, Deception +5, Diplomacy +5, Intimidation +5, Lore (Circus) +4, Medicine +4, Religion +4, Performance +5, Society +4,
Stealth +7, Survival +4, Thievery +7
Str 0, Dex +4, Con +1, Int +1, Wis +1, Cha +2
--------------------------
AC 18, Fort +4, Ref +9, Will +6
HP 17
---------------------
Speed 25 feet
Melee Rapier +7 (Finesse, Disarm, Deadly) Damage 1d8+4 Piercing
Melee Dagger +7 (Finesse, Versatile) 1d4+4 Piercing
Surprise Attack: Opponents flat-footed on deception or stealth used for initiative
Sneak Attack: Add +1d6 damage vs. flat-footed opponents
Twin Feint: Opponent is flat-footed vs. successful second weapon attack

Build Notes:
Ancestry (Half-Elf)
+2 DEX, +2 CON
Low-light vision
Natural Ambition - Nimble Dodge

Background (Acrobat)
+2 DEX, +2 CHR
Acrobatics Skill (T)
Circus Lore (T)
Steady Balance Skill Feat

Class
+2 DEX

Free
+2 DEX, +2 CHR, +2 INT, +2 WIS

Grand Archive

Here is Anthorg's wizard. I added a sentence to the background which I had thought but forgot to add (it's the last sentence of the first paragraph).

I'll add the mini sheet to the character's face later.

Horizon Hunters

Jera's profile is set up, but not fully done yet. Should be good to go for now. Glad to be part of it!


Welcome aboard, Shrayda and Astrid!

Okay, I'm gonna close off recruiting for now. We're at 8 I think, which is a bit bigger of a party than I originally planned for. Or maybe I'm miscounting. Either way, I'm happy to have each and every one of you. Your submissions were a joy to read, and I'm honored to GM this adventure for you.

This time of year is tricky schedule-wise, so let's talk about a start date in the discussion thread.


Can we dot in the GamePlay tab so it's easier to keep track?

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