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Old Dec 24th, 2010, 01:52 PM
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Rise of the Runelords

Rise of the Runelords
THIS IS A GAME IN PROGRESS. I AM NO LONGER RECRUITING REPLACEMENT PLAYERS, BUT WILL REUSE THIS THREAD IF I NEED MORE LATER.
DescriptionEvil stirs in the sleepy town of Sandpoint. Troubles with the local goblins are only the first rumblings of a powerful force bent on world conquest, and heroes must rise to meet it. Even after Sandpoint is saved, the party will journey far afield to stop a wizard-king from the past from enslaving the future.
Dungeon MasterMy name is Pilgrim. Casino Jack has referred to me as a simulationist, and I guess that's accurate. To me, the details create a more immersive experience. (While I can't yet run it, I'm looking to play the hardcore mode of Fallout: New Vegas.) However, I hope to learn from my last game - specifically, I'll be handling the minutiae for you, so you can focus on playing. So instead of saying, "Mark off X days of rations," I'll say, "After X days you realize you are running low on food." I'm a bit of a rules lawyer, I'll admit - I feel it is most fair to everyone if they are following the same set of rules.
Rule SetPathfinder. Rise of the Runelords was originally written for 3.5 D&D, so I'll be updating where needed. You can find the core rules in a $10 PDF from Paizo's website. If that's too expensive for you, http://paizo.com/pathfinderRPG/prd/ has almost all of the rules.
Custom RulesI do use a few custom rules. Specifically, I have my own rules for thirst and starvation, adapted from Libris Mortis; I treat Knowledge(Local) as a set of skills, tied to a location, so you'd have Knowledge(Local: Sandpoint) and Knowledge(Local: Magnimar) separate; I have my own rules on making money with craft, profession, and the like, and on using craft to make items; I use the society modifiers from the GameMastery Guide; and I have a few extra rules on critical hits and fumbles. There may be others, as they crop up in play. Additions to the rules are my prerogative; modifications to existing rules that aren't in place at the beginning of the game may be vetoed by a majority vote of the players. The most current set of house rules can be found here.
SettingRise of the Runelords takes place in the Pathfinder Campaign Setting. Specifically, it is in the region of Varisia, in the world of Golarion. You are required to read the RotRL Player's Guide. This is a free download, but does require you to set up an account (also free) on the Paizo website. While there is certainly nothing stopping you from being a native of Sandpoint, there are actually numerous reasons for foreigners to visit Varisia. First, the area is relatively remote, so if you had any background story that involved needing to get out of town, Varisia's a good place to get lost in. Second, Varisia used to be the home of the ancient empire of Thassilon, which is a civilization almost as old as the Azlanti, and there are numerous ruins for both scholars and treasure hunters to drool over. (Especially members or aspirants of the Pathfinder society.) Finally, while all deities might be represented in Varisia, some are more heavily worshiped than others. If you are a character of religious bent, you might well be a missionary for a deity less popular in the region.

Now, while those are good reasons to be in Varisia, it doesn't necessarily imply Sandpoint. There are three things which may recommend the town: first, it is a good-sized town a few days from Magnimar, which is a growing port city - so if you entered the region by ship, Sandpoint makes a likely stopping point on the way to the interior; second, Sandpoint has had some troubles as of late (during which their cathedral burned down), and they are having a celebration of these times being over (as well as a holy day of the goddess Desna); third, if you are looking for ruins, Sandpoint has one itself, the Old Light, which seems to be the ruins of an old, fallen lighthouse sticking up over the town.
Players
BasicsQuantity: I'm looking for one to three players. This is a game in progress, though you haven't missed too much. The current party is listed below.
Level: 1st. I won't be using experience - rather, I have predefined points in the story that you will level at. This means there is no direct benefit or penalty to fighting everything you see, or for "going off the rails" - though that might lead to more enriching roleplay.
Races: Core races. I might allow tieflings, aasimar, orcs, fetchlings, ifrits, oreads, sylphs, undines, and dhampir. I'm more likely to allow tieflings if they are from Cheliax or the Worldwound; Dhampir if they are from Ustalav; and orcs if they are from Belken.
Classes: All core classes, as well as classes from the Advanced Player's Guide. I will not be allowing Magus or Gunslinger until their respective core books come out. I will allow the ninja and samurai alternate classes. All archetypes from allowed sources are okay, but note that cleric subdomains are offered by specific deities. A caution on Cavaliers - there are places in the story that horses and ponies may have to be left behind. Since this limits a cavalier's class abilities, you may want to play a gnome or halfling cavalier rather than one of the larger races. These two can use riding dogs as mounts, which fit in more places.
Alignment: Any. While this implies evil characters are okay, this doesn't mean any evil character is okay. Specifically, you should be able to work with a party... which doesn't mean, "Well, it isn't my fault they decided to attack me for torturing that small child."
Stats: I will be using a randomized point buy system. You will use the PFStat3 dice method, five times, and choose which set of stats you want to use. Do not make any rolls until you have been selected.
Starting Gold: You'll roll three times and take the best. Do not make any rolls until you have been selected.
Feat or Traits: I am allowing the choice of either a starting bonus feat, or two traits. The bonus feat must come from the Rise of the Runelords Player's Guide if you take that option. (Some have been updated in the Inner Sea World Guide, and I'll use those versions.) If you choose the traits instead, one (and only one) of them must be a campaign trait. I'm using those from pg. 330 and 331 of the Advanced Player's Guide, which I have summarized here. Aasimars, Tieflings, and Fetchlings are restricted to the campaign trait only - they may not choose the bonus feat option, and may only take the one trait.
Allowed Books: Core Rulebook, Advanced Player's Guide, Bestiary (both 1 and 2, for the above special races), Gods & Magic, Seekers of Secrets, Armory, Inner Sea Primer, Inner Sea World Guide
Post Rate: I will usually update on Tuesdays, Thursdays, and Saturdays. I expect players to post at least twice per week. I have a three-week policy on dropping: if you have no posts in the game thread in three weeks, you are automatically dropped. Combat will happen in initiative order; I'll go until I reach the first person who hasn't posted. The next update, if that person still hasn't posted, they take a total defense and I move on. If your action gets invalidated, I'll use my best discretion to the nearest similar intent (choosing new targets for example). If nothing seems to fit, I'll just stop and give you time to post.
Background: Because the game is in progress, there will need to be certain restrictions placed on backgrounds so I can fit you into the narrative flow. At this point, you must be in Sandpoint, and must have attended the opening festival. For some reason, you weren't on the main festival grounds as the sun set. When goblins attacked the town shortly after, you fought some away from the festival grounds. (So essentially, the current players didn't see you in the battle but you were doing the same thing they were, elsewhere.)
Application FormatName:
Race:
Class:
Alignment:
Backstory:
Appearance:
Personality:
What does your character bring to the party, both in a fight and outside of one?
How many games are you currently in?
Have you ever played Rise of the Runelords before, and if so, how good are you at avoiding metagaming? (You won't be disqualified for prior experience, but I'd prefer you not spoil it for those who haven't played it.)
Note that creating a character sheet will neither help nor harm your chances of being accepted. In fact, I'll be making a character sheet copy for everyone, which will be the official one.
Existing Party and Application List
Current Party
PlayerNameRaceClassGenderAlignment
Elfman6Able/ThraukurHalf-OrcInquisitor (Desna)MaleChaotic Good
SaidandeFindal BrightsoulHalflingSummonerMaleLawful Good
rilibastAndrezi "Drez" IliavanteskoHuman (Varisian)RangerMaleTrue Neutral
Players who dropped or were kicked for inactivity include a sorcerer, an alchemist, a witch, and two clerics.
Application List
PlayerNameRaceClassGenderAlignment
copattMikki MuddytoesHalflingRangerFemaleNG
NightSkyDeivon AramilHalf-ElfDruidMaleCN
sabrina9ZorraElfWitchFemaleTN
GhostwheelNiknik NillstarGnomeSummonerMaleTN
Jondera*secret**secret*Rogue*secret**secret*
MichaelFTrevinoDargu SandcatHalf-OrcBarbarianMaleCN
DarkshardIymkala HanelHumanOracleFemaleNG


Because this is a replacement recruitment, there's a fair bit of old clutter in the thread. To make things clearer, you may want to jump to this point, which is where I'll be looking for new applications. If you applied before and want to reapply with the same character, please make a new post with either the info copy-pasted or a link to the old one. You can find the game here. Please feel free to read through the game in progress to get an idea what my GM style is like, and see if it fits your play style. Deadline will be Wednesday, March 30th, at 7:30pm Central Time. Edits will be in red.
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Last edited by Pilgrim; Apr 19th, 2011 at 10:19 PM.
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Old Dec 24th, 2010, 04:44 PM
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Name: Mikki Muddytoes
Race: Halfling
Class: Ranger (but almost certain to pick up levels in Rogue as well)
Alignment: Neutral Good
Backstory: The Muddytoes family hails from the Mushfens south of Sandpoint. Like her older brothers, Mikki makes a living through hunting, gathering, and fishing. Unlike her brothers, Mikki also dreams of a life of adventure. These dreams, some would say daydreams, have gotten Mikki into trouble more than once. Chasing down imaginary conspiracies in Sandpoint is, after all a good way to run afoul of Sheriff Hemlock. Mikki could easily start the game en route to or in Sandpoint to do some trading-- or even in the stocks, having again landed herself in trouble with the authorities.
Appearance: Just over three feet tall, Mikki has a fit, athletic build (for a halfling). Her love of spicy chelaxian sausage does contribute to a hint of a belly. Mikki has curly, dark brown hair on her head and atop her large bare feet. She dresses as a commoner in patched knee breeches, a button up shirt, and suspenders. Mikki is rarely seen without her bow.
Personality: Mikki is friendly and fun in social situations. She loves to partake of rich, spicy foods, especially sausage, and strong drink. When circumstances demand it, Mikki can try to put up a guarded front, but this rarely lasts long. She'd rather have friends than enemies.
What does your character bring to the party, both in a fight and outside of one? Mikki is a flexible, but not overly powerful combatant. At 1st-level, she will primarily fight at range with her bow. When she picks up at least one level as a rogue, she should also be able to function as a skirmisher, supporting more dedicated melee combatants.
How many games are you currently in? Roughly Fourteen.
Have you ever played Rise of the Runelords before, and if so, how good are you at avoiding metagaming? I started Rise of the Runelords this past summer with my home group. I played a halfling ranger/rogue not too unlike Mikki. Unfortunately, near the end of the second book, our party suffered a near-TPK. Even those two (out of nine or so) players who survived wanted to make new characters. The resulting party, in which I was playing a cleric of Sarenrae, became derailed after their first session. We have since abandoned Rise of the Runelords (to play Kingmaker). I would love to be able to get through the entire adventure path, hence my application here. I think I'm pretty good at avoiding meta-gaming, and will do my best not to spoil anything in the adventure for any of the other players.
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Old Dec 24th, 2010, 07:51 PM
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Rowan Finn
"Mouse"

General
Race and Ethnic Backgound: Human
Class: Witch
Alignment: Neutral
Gender: Female
Age: 16
Physical Description
Height: 4'9"
Weight: 89 lbs
Hair: Black
Eyes: Brown
Rowan is a diminutive lass, standing less than five feet in height on her tip toes, though she'll insist she's five feet exactly. Her black hair is the one vanity in an otherwise somewhat ordinary girl, and she takes great pride in carefully brushing the waist-long splendid mass of it each night for one hundred strokes. She never shows it off,though, always keeping it tied back in a work-a-day knot. Everything else about her is tiny - her slender hands and feet, her slender throat. Yet however small and mouse-like she is, she gives off an impression of brisk robustness. The girl's face is uncommonly serious and distracted - even a little melancholy, and her eyes have a haunting loneliness in them. She almost never smiles, though when she does, she undergoes a remarkable transformation and could almost, in those moments, be called beautiful. Unfortunately they are few.
Personality Description
Mouse is a quiet and retiring girl around people, though on the farm and with forest creatures, she is a different sort altogether. She has a firm competent touch with her work, and a way with animals, such that nearly all the birds and squirrels around her place are tame to her touch. There is even an old partially lame buck that has come to sleep with the cow in the barn once or twice on a cold winter's night. She feeds him winter apples and he suffers her to brush his flanks. That is animals; In the presence of other people, she is very unassuming and shy. Since her father's passing, though, the girl has been bringing the eggs and fruit from her farm to town weekly, and so she has opened up a little. Once comfortable with someone, she has a surprisingly good head on her shoulders, and a repertoire of pithy, folksy wisdom that more often than not is quite to the point.

Whether it be the reclusive manner in which her father kept her before his passing, or some other sadness, Mouse has a secret grief behind her eyes. Her stare can be quite penetrating, or quite absent-minded, and she has developed a worrying habit of talking aloud to herself when she is not aware that there is anyone to hear her.

Publicly Known Backstory
Very little is known about the young woman named Rowan. Her father, on the other hand, was a renowned soldier in his day, but that was before he 'got nerves' and retired from the army to start a simple farm on the fringe of settled country with his wife from away. When she died giving birth to their only child, Rowan, he quite literally beat his sword into a ploughshare. For several years, Dranik would bring the fruits of his labours to Sandpoint for sale, and reply to all inquiries about his family with dark looks and threatening gestures. It was a shock, then two years ago when the tiny girl named Mouse came to town leading Dranik's horse before Dranik's cart loaded with eggs, apples and cured hams. No one had ever met Dranik's daughter, and most didn't know she even existed. Of the bruised eyes and wrists she bore, she would say nothing, but when asked where her father was, she simply said he'd died in a quiet voice and then changed the subject. Extremely shy and skittish in the first months of her new presence at market, she has since opened up a little.

What does your character bring to the party?
In combat, Mouse will fill the role of primary caster, with an emphasis on Enchantments and Healing. Out of combat, she will be an entertaining RP figure. She will also be good at tracking, animal handling, and cooking.

How many games are you currently in?
I'm currently playing in two, although one of those looks to be dead before it has begun.

Last edited by The Firkraag; Dec 30th, 2010 at 12:20 AM.
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Old Dec 25th, 2010, 02:37 AM
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Finally, someone running a Paizo AP, and one I haven't ever played or looked at either! Being as it's Christmas I won't have an application ready for at least the next 2-3 days, but I plan on applying with a skald-type bard(maybe using the Savage Skald archetype from the APG) that might go bard/fighter and who hails from the Lands of the Linnorm Kings. More to come after the holidays, hope everyone has a good one!
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Old Dec 25th, 2010, 07:42 AM
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What reasons would someone not from Sandpoint have to be in the area? On a trade mission from Korvosa would be one idea, but what about from the further reaches....say someone from Alkenstar, or perhaps Cheliax? Is there a local festival, or something worth visiting? The player's guide doesn't mention much, other than there are some good reasons in the first Rise of the Runelords book...which only the DM should have access too?
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Old Dec 25th, 2010, 12:20 PM
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BasicsName: Deivon Aramil
Race: Half-Elf
Class: Druid
Alignment: Chaotic Neutral
Age: 16
Height: 5'11"
Weight: 142

BackstoryDeivon was born of an ill-fated tryst between an elf of the Mierani forest and a Varisian woman, a dancer. Early on in his life, this caused problems, and it has yet to stop causing problems. As his mother grew further and further along in pregnancy, she could no longer perform. In time she could no longer journey with her troupe and was left behind in the town of Sandpoint, forced to fend for herself beyond a meager pouch of coins they left with her. His mother took up a disreputable occupation, working for a predecessor of Lady Kaye. Despite all this, she had been a diligent and caring mother to young Deivon. She afforded her child everything he could have wanted, and was everything a boy could want in a mother. The one thing she couldn't be for him was long-lived. The circumstances of her demise were never made clear to young Deivon, a mere eight by this point. All he knew was that one day she was alive, and the next she did not wake him in the morning.

Being a small Half-Elven child in a city whose kindness was not its selling point, when his mother's meager savings had run their course Deivon found himself on the streets, frightened and alone. The good Father Zantus housed the boy on occasion, when the weather proved too inhospitable or when life outside safe walls would have proven too dangerous. He took to scavenging, taking things cast off from the reputable world, be it food, refuse, and especially anything of value which found its way to the garbage by mistake. Deivon managed to eke out what some might call a living, but there's nothing alive about that sort of existence. He became a denizen of the streets, and in time the world beyond. In the spring, he sought flowers, herbs, and the various nectars of the woodland blossoms. During the summers, he hunted wildlife, worked on farms for what he could make, and ate what he could manage without harming the farmer's livelihood. In the fall, he gathered fruits before they rotted, sold them at market and gorged himself on the rest, by this time well knowledged in the hunger to come in the months ahead. In time, as he worked the ground, the forest, the swamps surrounding the town, and even fished its waters, he began to touch upon the natural energies around him. As years passed, he became subtly aware of the flow of life, and was able to manipulate it ever so slightly. By the time his teen years weighed upon him, he had nearly sworn off the city entirely. Deivon had taken up with a fire pelt he named Syeira, many years his younger. They had worked through some tough seasons together and grew to like each other well enough that they were near inseparable. Even on the occasions that Deivon went into town to sell what he had found in his sojourns to The Sunken Queen or The Lady's Light, Syeira seemed always at his side.

On these many journeys, it came to pass that Deivon began trading with merchants, both traveling and local. Ever a spirited individual, should he feel cheated Deivon would not only voice his concern, but if he felt these words marginalized, would repay the offender with what he considered justice. This is not to say violence, as by and large he preferred avoiding a fight rather than starting it, but objects did seem to find a way to disappear or be damaged when he was morally outraged. Syeira, an intelligent feline if ever there was one, could often sense these urges coming on young Deivon and would attempt to dissuade him. It could easily be said that she was the reason within the duo, and had she not been around it was easily possible that the boy would've fallen to taking out his petty grudges with a fiery vengeance. Most of the proceeds from his sales of salvaged materials were donated to some of the churches who had done him good in the past or were doing young children some good in the present. He occasionally gave some to individuals to whom he had a lingering debt, actual or metaphysical. He believed very much in the concept that you reap what you sow, and that if he did not show kindness in return to those who had done so for him, then he would find no kindness out in the world should he ever need it again. Some of what he did wasn't all that nice, but he hoped that those who found themselves his targets deserved it. He wasn't quite deluded enough to think himself some avenging angel, but a karmic enforcer was not too far off-base. So when Goblins start to threaten the only home he's ever known, much as he might begrudge the definition, he's not about to let that go.

DetailsAppearance:Deivon is a young man, but his expressions echo a far older soul. His auburn hair, the hues of which seem to change with Syeira's pelt, is kept cropped close to his skin, just enough to keep it covered; in winter it grew slightly longer, but never to the shoulder or in any fashionable style. He dressed in neutral earthen tones, in the skins of creatures he had himself slain for the most part. He always looks just a few meals underfed, a lean look which is just on the wrong side of handsome. He's not an unattractive sort, he just makes almost no efforts at trying to appear otherwise. Otherwise, his hygiene is quite acceptable, and he doesn't pay too much attention to what others might think of how he looks.

Personality: Deivon treats others as they treat him. To those who treat him with kindness or respect, he's an amiable enough fellow and generally helpful. To those who do him wrong, or treat him undesirably, find him colder than the winter's chill on the sea. For his part though, he generally gives people the benefit of the doubt unless they've done something or he's under the impression they often do things to the detriment of others. He displays utter devotion to his allies, though notably Syeira is about the only one that could bear that title at this time.

What does your character bring to the party, both in a fight and outside of one? Inside a fight, I bring buffs and an animal companion for combat strength. Outside of a fight, I bring divine spellcasting and a number of utility abilities.

How many games are you currently in? Two, but with plenty of free time.

Have you ever played Rise of the Runelords before, and if so, how good are you at avoiding metagaming? Have not played this campaign before, but regardless am a hater of metagaming.

Last edited by NightSky; Dec 28th, 2010 at 04:44 AM.
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Old Dec 25th, 2010, 02:58 PM
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Quote:
Originally Posted by Finder of Paths View Post
What reasons would someone not from Sandpoint have to be in the area? On a trade mission from Korvosa would be one idea, but what about from the further reaches....say someone from Alkenstar, or perhaps Cheliax? Is there a local festival, or something worth visiting? The player's guide doesn't mention much, other than there are some good reasons in the first Rise of the Runelords book...which only the DM should have access too?
I had forgotten that the Player's Guide doesn't mention this, or much about Varisia's history. There are actually numerous reasons for foreigners to visit Varisia. First, the area is relatively remote, so if you had any background story that involved needing to get out of town, Varisia's a good place to get lost in. Second, Varisia used to be the home of the ancient empire of Thassilon, which is a civilization almost as old as the Azlanti, and there are numerous ruins for both scholars and treasure hunters to drool over. (Especially members or aspirants of the Pathfinder society.) Finally, while all deities might be represented in Varisia, some are more heavily worshiped than others. If you are a character of religious bent, you might well be a missionary for a deity less popular in the region.

Now, while those are good reasons to be in Varisia, it doesn't necessarily imply Sandpoint. There are three things which may recommend the town: first, it is a good-sized town a few days from Magnimar, which is a growing port city - so if you entered the region by ship, Sandpoint makes a likely stopping point on the way to the interior; second, Sandpoint has had some troubles as of late (during which their cathedral burned down), and they are having a celebration of these times being over (as well as a holy day of the goddess Desna); third, if you are looking for ruins, Sandpoint has one itself, the Old Light, which seems to be the ruins of an old, fallen lighthouse sticking up over the town.
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Last edited by Pilgrim; Dec 25th, 2010 at 03:01 PM.
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Old Dec 25th, 2010, 03:04 PM
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Originally Posted by NightSky View Post
(To be filled in a bit later, wrote it all out and then lost it to a login error.)
Ah, I hate it when that happens! Having had similar experiences on numerous websites, I have developed a habit - if it takes me longer than 15 minutes to write something, I copy it and paste it to Notepad before I submit, so if something goes wrong I can just copy it back over.
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Old Dec 25th, 2010, 05:33 PM
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Bringing back Silas for the new game. Might even try to make a picture this time. I might make some changes to him before all our applicants are chosen, but this is him for the most part.

Name: Silas and occasionally Drubrner
Race: Half-Orc
Class: Alchemist
Age: 22
Alignment: Chaotic Neutral

Backstory: Twenty two years ago, in a bordello in Riddleport called the Maiden‘s Altar, a half-orc that came to be know as Silas was born. Small and malnourished, it seemed that Silas only survived off the pity of those around him. His mother, a young bronze-skinned woman who was a stranger to the city, left her shameful infant son behind and sailed away at the first chance she got.

As Silas began to learn how to walk and talk he was put to work in order to earn his keep. While there he took care of washing the clothes, cleaning the rooms, and keeping an eye out for johns that tried to skip their bills. Strangely enough, Silas got his first taste of alchemy via the various curatives the girls used to keep from getting sick.

In his time there, the girls grew to love Silas and started to playfully call him their little “tusked shadow.” The Madame of the bordello, Verda Oleander, often took note of how Silas would spend much of his free time at a desk trying to figure out how to get their in house remedies just right. Taking Silas’ predestined obscurity in her hands, she contacted some of the local crime lords to find Silas a teacher in the art and science of alchemy.

Without any warning, Silas found himself taken from the only home he’d ever known and was deposited in the laboratory and home of Grant Faerdain., a servant of Boss Croat. Although Silas desperately wanted to go back or to at least say goodbye, his new tutor would have none of it. While he maintained a cover of anonymity as a small time apothecary, Grant was actually a chemist that worked tirelessly to improve the illicit drugs that Croat brought before him. By virtue of his duplicity and unspoken position as Grant’s successor, Silas had just unwittingly become a member too.

From age ten to eighteen, Silas spent many grueling hours mixing and studying various regents, suffering a dose of his mistakes with each failure. While he longed for the simple life he had before, success under Grant’s watchful eyes left him more fulfilled than he had ever felt before. Eventually Silas and Grant worked as a team to meet Croat”s needs.

As time went on, Grant afforded Silas more freedom with his time. Silas took the opportunity to explore Riddleport and learned a little about the city. It was on these journeys that Silas encountered an old half-orc sailor named Drubner. Finding something intriguing about the young half-blood’s inquisitiveness, Drubner taught Silas about who he was, what their people were like, and how to “fight like a real man!” In return Silas managed to make some ointments for Drubner’s joints and kept an eye out for him when Drubner was too drunk to do it himself.

It was a good life and it would have continued on this way for many years, but then Silas learned the true price of his lifestyle. In a rush to produce a new variety of pesh that lasted half as long in the system with a little more kick, Silas added too much hemlock. A rash of five deaths swept minor officials in key positions within Riddleport. Unfortunately they were also some of Croat’s best clients.

After another outing with Drubner, Silas came home to find Grant shaking on the ground, a victim of the same botched concoction. It didn’t take Silas long to realize he was only alive because he had been absent when Croat‘s hushmen took their boss‘ revenge. Grabbing what money and supplies he could, Silas fled out into the streets. He stayed away from the docks, assuming they’d be watched for any fleeing half-orcs. Instead Silas fled south as far as his money could take him, all the way to Sandpoint, and simply tried to blend in. He took Drubner’s name as an alias and has been doing minor alchemical work to keep himself fed and housed. Still, Silas waits for the day when the hushmen will come and stick their pins in him..

Appearance: Silas is a half-orc with gray skin, golden eyes, and a frizzy mess of short, red hair. His hands, in contrast to the rest of his skin, have been bleached to a stark white for the chemicals he’s often exposed to. He makes little effort to hide them, but can easily get annoyed if he’s pestered about them once too often.

Silas’s attire consist of brown leather pants, boots, a yellow cloth shirt and a belt with over a dozen vials and bottles hanging from it. If he has some business outside of Sandpoint then he’ll usually add some brown leather armor with a matching duster coat, a backpack stuffed with even more concoctions than his belt, a plaid wool scarf, and a black cap. All of his clothes have stains from various regents and a stark chemical smell often follows Silas around.

Personality: Silas is his own man. When he decides a course of action, he sticks to it, relishing the freedom he now has to make his own choices. This usually involves pursuing his love of alchemy or getting drunk at the local bar.

Unlike his green skinned cousins, Silas is a very vocal and personable half-orc. He speaks his mind and generally accepts the opinions of others so long as they aren’t based on ignorance. But despite his amicable nature, Silas still has a temper and gets frustrated when he finds himself in an unfair situation. Thankfully he’s learned to channel that energy away from breaking things and into what he calls “poetic justice.”

What does your character bring to the party, both in a fight and outside of one?
Silas is not the greatest or most capable of fighters, but using his bombs, potions, and mutagens he can quickly turn the tide of a battle in his favor. His willful personality and surprising intellect also tends to make him very decisive, leading to plans when there are none and a good grasp of situations. Outside of battle Silas is a capable money maker with his alchemical skills, is fairly knowledgeable about many things dealing with his craft, and can get along just fine in the wilderness.

How many games are you currently in?
Three. One is currently on hiatus while we wait for word from our GM, I run a Council of Thieves game, and then this one.

Have you ever played Rise of the Runelords before, and if so, how good are you at avoiding metagaming?
I have learned about some parts of it previously, but I’ve never played it myself.

Last edited by corporealself; Dec 30th, 2010 at 02:50 AM.
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Old Dec 25th, 2010, 07:32 PM
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Ah, I hate it when that happens! Having had similar experiences on numerous websites, I have developed a habit - if it takes me longer than 15 minutes to write something, I copy it and paste it to Notepad before I submit, so if something goes wrong I can just copy it back over.
Two full hours. Granted, a lot of that was spent on reading up on the location which I can fairly well recall, but yeah. I've lost a few posts before also. I should really remember to do that when I take a LOOOOONG time posting.
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Old Dec 26th, 2010, 01:52 AM
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Saw you were looking at converting the 3.5e stuff to Pathfinder and figured, in case you haven't already seen it, I'd point out the conversions for APs at the d20pfsrd. Other than that merry christmas everyone, just spent a long day with family and am about to crash.
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Old Dec 26th, 2010, 01:57 AM
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So the three people you already have, do they have classes? Cause I mean just thinking that if they do, those of us applying might like to avoid encroaching on those roles, as you likely aren't looking for people to double up.
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Old Dec 26th, 2010, 02:06 AM
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So the three people you already have, do they have classes? Cause I mean just thinking that if they do, those of us applying might like to avoid encroaching on those roles, as you likely aren't looking for people to double up.
I just got the class of the second one. I'll update above.
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Old Dec 26th, 2010, 02:53 AM
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All three current players have given me class info. We have a cleric, a sorcerer, and an alchemist.
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Old Dec 26th, 2010, 03:14 AM
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It may not be finished yet, I'll update this text when I'm sure it is. You can still view what I've written so far and suggest changes if you so desire.

 

Last edited by Ieiunitas; Dec 29th, 2010 at 10:35 PM.
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