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Rise of the Runelords

This is going to be a continuing play by post session for all players that are interested in a Pathfinder game from an official Paizo adventure path. This will be following the Rise of the Runelords storyline. However, I'm not just reading from the script here. Some things that are in the official module won't be in this game, some things are being changed around, and yet other events are something that I'm throwing in for some extra flavor that I've used in previous games that I've been involved in as a GM and as a player in the past. I've been playing and I've been a GM in games like this since 1995, so rest assured I've been doing this awhile. Full disclosure, I've never run a game by post before, but I have done a Phantasy Star IV homebrew play by email game a while ago, so I'm planning to run this session in the same kind of fashion.

Anyways, let's get into hooking me some sucker...I mean, some good high quality players. Shall we?

The story will start out in the city of Sandpoint during the Swallowtail Festival. This festival is a celebration to the goddess of Desna. But its also a celebration of wine and song. The atmosphere will be very jovial and high spirited. Everyone will be looking for a little fun and adventure.

Although there will obviously be combat involved, I like to focus more on role playing and quite frankly the rewards will reflect that. Also, if you’ve ever played the Runelords adventure quest, I won’t be going just by that. There will be some changes to fit my style and preferences. So even if you’ve played these modules before, this could still be a new adventure for you.

Some will come to the festival looking for a good time.

Some will come looking for a little adventure.

Some will be looking for a set of means to make some gold for themselves. The town of Sandpoint is a fairly peaceful town, but like all places it does have its share of problems and issues. Troubles that need solving that only a good group of would be adventures can solve.

Insert your own Ominous Music here
Some have come because of the stories. Stories of darkness and evil. Rumors of a evil device called a Runewell that can only be powered by the souls of the living. In fact, it is said that the more innocent, the more pure that the soul is, the greater the power source is for the evil Runewell. And there are dark forces at work in a hidden labyrinth of evil, hidden, and long forgotten well beneath the streets of Sandpoint that will bring about a great calamity. Souls will be consumed, fires will burn, and the country, let alone the entire world, will never the same if the evil beneath the streets of Sandpoint were to come to full power!


Dun! Dun! Dun!

But, I mean, who really listens to crazy rumors like that. I mean, heh heh, that would be ridiculous….Wouldn’t it?

If you are undecided on what you want to do in terms of a background, I've thrown together some background storyline plots that will come into play here. You can use some of these if you wish, but you are by no means obligated to do so. But I thought that this would help you build your characters if you had a little background of what happened before this adventure started.

The Swallowtail Festival begins promptly, as scheduled, on the first day of autumn. The square before the church quickly becomes crowded as locals and travelers arrive. Several merchant tents featuring food, clothes, local crafts, and souvenirs are there to meet them. Lunch is provided free of charge from the local vendors as a means to try gave out samples and attract new customers. Little did the happy townsfolk know that their happy little festive would end up a night of terror...

I am looking for four players and I’m hoping to have a good, well rounded party. Something like a melee, DPS, magic-user, healer group. Although I can be flexible as I will be selecting the four players that I think will make for a good and interesting group.

I only have a few restrictions. No third party material. Anything pathfinder, Core Rulebook, Advanced Players guide, etc is ok. I will also allow gunslingers, but bare in mind that in the timeline of this storyline, gunpowder is a rare commodity and that means you'll have to be able to craft your own ammo. Crafting said ammo could also be expensive since guns and gunpowder are fairly rare in this storyline.

Best of luck to everyone who is interested and applies.

Please note that the game will probably not officially start until after Thanksgiving.

Go ahead and roll for your starting gold and your starting stats will with the 15 point buy in.

Assuming you just want fluff right now, and we can deal with crunch later.

I'd like to have a Human Female Inquisitor worshiping Desna and using the Travel domain. Focused on melee combat and support.
Dice Roll: 4d6
d6 Results: 4, 4, 6, 5 (Total = 19)
[[Stats: 16/10/14/10/14/10 ]]

Vivian Dominik is a 22 year old female, with short black hair which is boyishly short in the back, and as the sides near her face they extend down into long bangs which rest just above her fair chest. Peeking from behind her dark hair are her sky blue baby eyes. Her skin is white and fair, with her face and shoulders dotted with a small amount of freckles. She stands at 5' 4" weighing in at just over 130 pounds.

Her life begins in a traveling band of priests, fighters, vagrants and missionaries. Traveling the lands and living off of their skills and the land. Her parents both traveling priests of Desna, and as they travel they bless travelers and guide them as they travel on the great roads of Golarion. Along the road there are many evils, and Vivian has learned to defend herself and the caravan shes with. Star-knifes, swords, shields and armor. Thieves and highwaymen always try and rob caravans, but they usually stray away from ones protected by Worshipers of Densa. However not all attempts leave the caravans as they were, and Desna is not omnipotent in the world. Vivian loses her father to one such attack. Her mother is lost without him and she continues to wander the roads seeking answers from Desna.

Vivian catches word of the burned temple and decides to investigate in the name of her God. It's been a long time since she's settled down in any one place for a long time. She arrives in Sandpoint a few weeks before the festival.

Name:Galstak of the Hawk Clan
Class/Race:Barbarian (Shriikirri-Quah)/Human

Galstak is a huge monster of a man he is six feet tall and weighs about 340 pounds he is all muscle his skin is darkly tanned from his years out in the sun his eyes are bright green and seem to sparkle when he looks into the sunlight. His hair is red but the young Shrikirri-Quah keeps his head shaved bald like most warriors of his race do. He deer skin pants and a shirt made of tanned dear skin. his boots are made of rabbit pelts and his pack is like wise made of some creatures tanned hide. Galstaks teeth are stained red from his love of whats known as Barbarian chew in the southern lands. Among his people its known as Ch'Tackal He carries a Huge two handed war hammer known as an earth breaker into combat and where ever he goes.

Galstak hails from the area around the Lake Skotha area. His tribe claims the lands from the Chavali River in the west to the Storval River in the east and as far north as the base of the Kodar Mountians as their tribal lands. In winter months the tribe usually stays near the southern edge of the area. It is here that Galstak became of age. His Father being a shaman of the Eagle clan had taught his son the ways of his people and was expected to one day become a shaman himself.

As a result Galstak was given the right to enter the "Betukal" or vision quest as the southlanders call it. The young boy of 17 entered the "Cabalt" or smoke hut and fasted for 12 hours taking only water to sustain him. while inside he inhaled vapor from burnt Granga, a hallucinogenic herb that grows wild on the Storval Plateau. It was during the Betukal that young Galstak was given a vision of the southern lands. In it he was a great chief leading his people to new lands beyond the barren regions of his homeland.

Armed with this knowledge the young warrior set forth to claim his destiny. He Traveled through the Storm Peaks and into the Sanos Forest there the young barbarian encountered many strange and new things among them forest “spirits,"(elves) Taking this as a good omen Galstak continued on, he stopped for a time in the city of Wartle there he served as a mercenary in the garrison of the city watch.

In Wartle the barbarian was shocked to find that the locals traded shiny discs of metal for goods and services he was later to discover that it was called money. Galstak soon learned all the cardinal pleasures money could buy and craved more of it; this caused him to leave Wartle in search of adventure. The young barbarian buys passage on a river boat bound for Magnimar.

The Free City of Magnimar proved to be somewhat hostile to the brazen youth. So he set out along the coast and finally ends up in the city of Sandpoint. He smiles in spite of himself. Over the course of several months he had managed to travel farther south than most of his kin. He had learned and seen many new things and would continue to do so as his adventures continued in the southern lands. The rash young barbarian enters Sandpoint in search of a man whom his Aunt had known some years back to bring news of her death and collect a debt owed.

I've got a female half-elf Necromancer I've been dying to play in some Pathfinder AP, would just need to adjust her background to suit for Rise of the Runemakers. I'll submit that this week with a 15 point build.

Is the Rich Parents trait kosher? I was thinking I might take that (more for RP purposes) which would preclude rolling.

Originally Posted by Calinthas View Post
I've got a female half-elf Necromancer I've been dying to play in some Pathfinder AP, would just need to adjust her background to suit for Rise of the Runemakers. I'll submit that this week with a 15 point build.

Is the Rich Parents trait kosher? I was thinking I might take that (more for RP purposes) which would preclude rolling.

Precursor: New to MW, but long time player and GM. I'm on my computer or smart phone all day, with frequent bits of down time so posting won't be a problem.

Without an official starting level I thought I'd make the sheet for a level 2, that way it is easier to remove a level than add one.

Thank you Calinthas for this great application format, I'm not used to using fields!

Alder Whitehall
Picture coming soon! I need to work on my post count apparently! Singing those newbie blues.
Core InformationAlder Whitehall
Gender: Male
Race: Human
Class Monk/Cleric
Age: 25
Deity: Unknown
Alignment: Lawful Neutral

Stat BlockLevel 1/1 (2), Init +1, HP 18/18, Speed 30
AC 13, Touch 14, Flat-footed 12, Fort +7, Ref +3, Will +6, Base Attack Bonus 0
Unarmed Strike +3, 1d6+3
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Condition None
Traits Black Sheep: Aliver, Resilient

Additional Information



Dice Roll: 1d6
d6 Results: 1
These dice were omitted, altered, or moved: 4d6
Original Dice: 4d6
First Level (Monk):
Dice Roll: 1d8
d8 Results: 1
Level 1
Second Level (Cleric):
Dice Roll: 1d8
d8 Results: 8
Level 2
First Level Reroll (Monk):
Dice Roll: 1d8
d8 Results: 5
Level 1 Reroll

HP = L1+L2+CON+CON+FAVORED = 8+5+2+2+1 = 18

Backstory: Gabradon grew up as a youth full of nationalism and pride. in the nation of Andoran Gabradon sought to work hard under several masters to fight hard for his country, and the freedom of his fellow people. Instilled with boisterous amounts of pride Gabradon studied the ways of the blade and bow purely to fight for Andoran as a soldier or for a freedom which he didn’t need to fight for. His pride however would ultimately be his downfall.

Despite his kind nature Gabradon grew a temper when his homeland was insulted or his enemies were brought up. This would hurt him when he tried to join the Eagle Knights of Andoran. During his initiation process a Cheliaxan began belittling Andoran and calling his country weak compared to the mighty Cheliax. Enough was Enough for Gabradon and with a clash of blood and steel the youth lay dead by his hand. The Eagle Knights were very disproving and ordered him banished from his beloved homeland. Gabradon held his head in shame as he left the country he loved, knowing they wished him dead as an enemy of the state.

Gabradon, ever hopeful and certain that Cheliax would try something dastardly, kept his ear to the ground about possible evildoings. It came to his ear through perhaps a drunken fool that Cheliax sought to colonize and take over Varisia once more. The ancient enemy of Andoran would not do such wicked things while Gabradon had his say. He ventured north into Varisia hoping to redeem himself by stopping a Cheliaxan plot, that might not even exist. With one hand on a sword, a hopeful smile on his face, and the pride of his nation at his back, Gabradon ventured to Sandpoint to hopefully discover the truth of the Cheliax takeover of Varisia.

Description: Gabradon is a rather dashing young man, with fairly long brown hair and dark brown eyes, or at least he would be if not for his brash and abrasive behavior which makes him very unlikable. He stands at 5'10" and weighs about 160 pounds, most of which comes from his finely toned muscles, he wears a smile and stands proud at most times. Gabradon stands tall and walks with a sense of honor and passion he is strong to his beliefs and country, if not too much so. He holds his country above all else even if he was exiled he still considers himself a knight of Andoran.

Personality: Gabradon is rather brash and does not even realize it, he always speaks his mind and opinion even when it gets him into great peril which it oft does. He is a man of pride and justice, though he carry's it out in his own sort of special way which may not always truly be the just thing. He is not a bright man, not academically at least though in some regard he is a great tactical and on the field of battle he is not reckless as one may think, carefully planing each and every move. From his time with the Eagle Knights his sparring partners used to tell him he laughed in the face of battle, quite literately he found much joy in fighting but such was not the reason behind this, but instead to inspire fear into your enemy's.

Dice Roll: 5d6*10
d6 Results: 4, 4, 6, 6, 5 (Total = 250)

Character sheet

Otori Yamagata

Otori Yamagata, Human Samurai

A secretive resident of Sandpoint, Yamagata is an immigrant from the distant lands of Minkai far to the east. A student of a form of swordplay known as Iaijutsu, he is sworn to protect a great secret, following the code of the Order of the Seal. He lives and trains every day, knowing that one day his skill with the blade may be called upon to guard this secret should it be threatened.

What this secret is I leave up to the GM, should Yamagata be accepted. Ideally, the secret is something important to the campaign (having never read Rise of the Runelords, I wouldn't know anything off the bat). He came to Sandpoint to guard this secret as decreed by his ancient and mysterious order of secret guardians.

I plan on making him a strong melee combatant with a splash of Intimidation fear tactics thrown in. At his best versus a single opponent, he should make for a dependable and tough frontline defender.

His current weakness is his low AC (a daisho is expensive!) but hopefully generating some gold after a few encounters will see him better equipped.

Starting Gold:
Dice Roll:
d6 Results: 4, 6, 1 (Total = 110)

Wow, its barely been a fully day since I had this posted and I've already gotten a lot of good responses. It's going to be tough making the decision, but I'm going to keep the applications process open for a little while longer yet to give any other interested potential players a chance to throw their hat in the ring.

In response to a couple questions that were given. In my campaigns I do allow talents, and although nobody asked I wasn't planning on using hero points. I do try and be flexible where I can.

Emile Bogdani
Core InformationEmile Bogdani
Gender: Male
Race: Human (Varisian)
Class Sorcerer
Age: 17
Deity: Desna
Alignment: Chaotic Good

Stat BlockLevel 1, Init +4, HP 10/10, Speed 30
AC: 13, T: 12, F: 11, CMD: 2
Fort +1, Ref +2, Will +1
Acid Splash: +2 atk, 1d3+1 dmg, 20x2 crit, Acid, 25' Range(Max)
Dagger: -1 atk, 1d4-1 dmg, 19-20x2 crit, P/S
Cestus: -1 atk, 1d4-1 dmg, 19-20x2 crit, P/B
Harimaki: +1AC; +6 Max Dex; 0 ACP, 0% ASF
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Condition None
Traits Focused Mind, Reactionary

Character InformationDescription:



Starting Gold:
Dice Roll:
d6 Results: 1, 4 (Total = 50)

Taking the average gold (70)


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