Rise of the Runelords

Refresh, restock, and other Unpleasantness

Afer rescuing Aldern Foxglove, our hero’s were welcomed by the town, recognized as the saviors from the goblin raides. Chod Bevuk gave them fresh hot roasted meat, and Father Zantus with his clergy healed them of their wounds. Aldern rewarded our heros with hefty gold pouches, and invited them to a boar hunt, even offering to purchase them horses at Goblin Squash Stables, which the adventurer’s happily accepted. Adventurers met Ameiko, ad Bethany, Bethy, and ranger, all of whom welcomed him. Adventurers then split up to restock. Shadeles visited the Grocer Hall, where he purchased 3 days of supplies for everyone. Spinnel visited the Carpenter’s Guild, where she spotted one of the employees heading to The Pixies Kitten. Following him by herself, she was invited to join the other ‘ladies’ at the brothel, which was hastily declined. Kolziak purchased a wagon for the group from Wheens Wagon, which will be delivered in approximately 6 weeks. He also gathered his things from the hagfish, noting that there was what appeared to be goblin/half-orc half-breed in the shadows. Shadeles visted Risa, where he was told the story of Chopper and the late Unpleasantness. The others restacked atthe armory and smithy – with the exception of Bilbo and Valdor, who managed to get stinking drunk, moving from the Rust Dragon tavern to Pixie’s kittens.

All group members have now relocated to Rusty Dragon as new quarters, and (except for the drunken dudes), went on the fox hunt with Aldern. During the Boar hunt, one of Aldern’s lackeys managed to blind himself, while Kolziak field dressed the board to carry back to Bethany at the Rusty Dragon. Sadly, Raze has managed to show his inexpertise with bows, dropping his during the battle.

Upon return to the town, Kolzack visited Lars, the tanner, and is expected to have the tanned stomach of the boar delivered in 1 week, with the boar’s skin tanned to soft leather – wihthin 2 weeks. Stealthily, Raze purchased a portable alchemy lab, as they have all discovered a sleeping potion for Kolziak might be warranted.

Die, Dog, Die!

Chaos has engulfed Sandpoint, after the attack at the Swallowtail Festival! As our intrepid adventures bind wounds and regroup, catching their breath, they can see goblins running amok and singing and slashing indiscriminately. A sudden bloom of fire grabbed their attention, and they race towards it.

A group of goblins has found the cart full of fuel for the bonfire just south of the festival grounds and have lit it on fire. Our intrepid adventures are confronted with several cackling and shrieking goblins armed with dogslicers and torches. As soon as the goblins
see them, they shriek in delight and attack. Thankfully, despite a goblin warchanger singing and encouraging those with her, the defenders prevail, dividing up the meager goblin goods. Father Zantus quickly rushes to their side, offering his aid, when suddenly, they notice a well-dressed noble ducking behind a barrel at the White Deer Inn.

(and this is where we resume after a looong absence.. )

Welcome to Sandpoint

On the eve of the Swallowtail festival, our intrepid adventurers made their way to Sandpoint. Kolzack, the half-orc, managed to convince Vandra, of the proprietress of the Farmer’s Feedbag to give him a room, despite her obvious dislike. Ratty, and lice-infested though the blankets were, the Kolzack slept on the floor. The monk, Shadelas, retired to Risa’s place and obtained a room there after devotions in the new church. He met Spinnel, a dwarf, who also stayed the night there. Aviumus also spent the night in Risa’s Place. Raze and Tayla, on the other hand, managed to anger Ameiko, the proprietress of the Rusty Dragon while trying to bribe what she would be selling the next day at the Swallowtail Festival.

It is early morning in the quaint, seaside community of Sandpoint. The sun has just risen; its warm glow marking the first day of autumn. A gentle breeze carries with it the smell of the ocean, a whirl of leaves just beginning to tinge vibrant fall colors, and despite the early hour, the sounds of rejoicing. this year’s celebration is commemorating the loss of the cathedral to the goddess Desna in a fire that also tragically claimed the lives of Father Ezakien Tobyn and his adopted daughter, Nualia, five years ago, and its subsequent grand reconstruction.

Having arrived late to the opening ceremonies, Spinnel managed to climb up a tree (having arrived late to the opening ceremonies), while the others mingled in the crowd near the church to hear the welcomes and notices by the lovely Mayor Kendra Deverin, the Sherriff Belor Hemlock, Cyrdak Drokkus, the proprietor of our local theater, and the Father .Zandus, priest of Desna.

While the intrepid adventurers stocked up on weapons, armor, and even a couple donkeys, Kolzack went to play at the Cracking Wood contest. He managed to win, (just barely) because the smithy’s hands slipped on the axe handle, causing him to twist his ankle, hindering his swings. Shadeles the monk decided to participate in the spicy potato contest against the dungsweeper, Gorvi, and Ven Vinder, owner of the General Store. The monk beat out Ven, earning his ire, and angering Risa with his comment that her potatoes were ‘only mild’. However, Shadelas has earned 1 year of free meals at Risa’s as well as the small gold pouch. Smithy enjoyed a good trade with Kolzack and his pelts, despite Kolzack’s half-orc status, earning the half orc a warm invitation to continue trade.

The feasting began just after a wagon released a swarm of swallowtail butterfles, in honor of the blind girl who nursed the goddess Desna back to health after the goddess fell to earth. The blind girl was rewarded by being turned into an immortal swallowtail. Spinnel nearly missed this, having gotten stuck while trying to climb back down out of her tree. She was aided by Kolzack, the half-orc, to her furious embarrassment.

Not long into the feast, however, Shadelas heard the stomping of feet, just before 3 goblins came screeching into the square, killing a poor stray dog. While the cries of fear and pain rose as goblins infliltered other areas of Sandpoint, our adventures fought bravely to protect their beer.. err.. food.. err.. fellow citizens.

Kolzack, the half orc, managed to slice the Achilles heel of one of the goblens, grabbing him by the throat and lifting him up. However, Raze has proven himself to clumsy, attempting to swing a mace over Kolzack’s head to hit the goblin, and winding up tripping the half orc, to the grown, causing all 3 of them to be come prone. Kolzack was disappointed he couldn’t ‘go long’ with the dwarf.. to say the least. While that goblin didn’t survive the orc’s subsequent attack, the monk had a tad more success.

Shadelas, in flurry of unarmed blows, managed to critically hit a second goblin, desmbowling him when his fingers pulled the entrails out of the goblin’s stomach, In addition, Spinnel the dwarf fighter is angry at Shadeles the might monk for killing the goblin her tiny dwarf legs were chasing, the awful goblin who threatened to attack them with the mangled corpse o the dog he killed, or the chicken leg in his hand….making Shadelas a 2x goblin killer! The dwarf barbarian seemed quite put out that not a swing she had…

Aviius is greatly impressed by the subdued yet dangerous monk, Shadelas. Kolzack didn’t blame Raze for the trip, but is mistakenly calling him a mighty warrior. That remains to be seen…

The adventurers have been approached by a shaken, pale Mayor, as citizens continue to either chase or defend themselves against goblins, drag the wounded to safety, and take stock of those that may need to be buried…….

Welcome Pathfinder

Please read the wiki for house rules and game items. Once each person has submitted a character to me, I will schedule the first game. You may play more than 1 character if you feel capable of doing so. We need one from each general class represented. (mage, cleric, thief, fighter)

Please familiarize yourself with house rules and the background of the campaign. I have the players handbook in pdf format. Let me know if you want it and I’ll send it via facebook.

Create characters from CORE Pathfinder only. Use stats in the High Fantasy range from http://jody-white.com/pathfinder-ability-score-calculator.php

Follow character creation guidelines at http://www.d20pfsrd.com/basics-ability-scores/character-creation.

Use the Pathfinder Character Sheet attached to this campaign

You will need to act your primary character, in character. Know their likes, dislikes, ticks, triggers, personalities, accents, backstories, and any accents. Know what they do well, and what they are pitiful at :)

Ability score increases: Every 4 levels, characters increase two ability scores by 1 point each. You cannot raise one score by 2 points this way; you must raise 2 separate scores.

Starting gold for level 1 characters.
*Fighter, Paladin, Ranger: 300
*Cleric, Rogue: 240
*Barbarian, Bard: 180
*Druid, Sorcerer, Wizard: 120
*Monk: 60

Everyone has been issued a standard adventurer’s kit costs 15 gold and contains backpack, pouch, bedroll, flint & steel, two sunrods, 10 days of rations, and a waterskin. No one has initial armor *evil grin* Use this as a starting point for your equipment; it contains the basic necessities, and you can build on it from there. Anything else you need, including armor and horse/pony can be purchased in Sandpoint in character.

Helpful Reminders Characters begin level 1 with maximum starting HP.

Most races have bonuses or penalties to certain ability scores; remember to apply those after creating your character.
Don’t forget the Favoured Class bonus! At level 1, you select a favoured class. When gaining a level in that class, you gain either 1 bonus skill point or 1 bonus hit point. It may not seem like much, but it can make a significant difference.


Alchemist: Alchemists are to thank for the leaps and bounds made in science, sanitation, and medicine of both magical and mundane varieties. Viewed by most common folk as mad tinkerers just as likely to blow off their fingers as they are to burn down their house, adventurers and the more magically-inclined appreciate the alchemist’s keen mind and unique talents, as well as their valuable contributions to science.

Barbarian: Savage, wild, and dangerous, barbarians are normally not found in civilized areas, except as mercenaries, thugs, or particularly brutish soldiers. A barbarian is likely to hail from a nomadic tribe, and is likely to have experience with druids, rangers, sorcerers, and others who appreciate the natural world.

Bard: Wandering jacks of all trades, storytellers, minstrels, and vagabonds, bards can be found anywhere at any time doing almost anything.

Cavalier: Cavaliers tend to find themselves in positions of leadership, whether as a sellsword leading a band of bloodthirsty mercenaries, the captain of a unit of elite knights, or the leader of a band of wandering do-gooders. Cavaliers are almost always trained by other knights, whether mounted fighters and paladins or other cavaliers.

Cleric: Lawful, neutral, and good deities tend to have active priesthoods in permanent population centers large and small, while chaotic gods or gods of nature will have their shrines or temples in out-of-the-way places, or their priesthoods will move with a nomadic tribe. As skilled healers both with and without magic, good (and to a lesser extent, neutral) clerics are always valued members of any community. A cleric might also be self-taught, inspired entirely by divine visions.

Druid: Druids are always trained by other druids, either individually or in groves with an entire circle of them. They’re identified at early ages by other druids as having a connection to the natural world, and taken in for training; potential druids who don’t reach their full potential tend to become rangers. Whether in a grove or otherwise, druids are trained in isolation, away from civilization.

Fighter: A fighter can have many origins. He could have a natural talent for combat which was recognized by a militia or army. He could have been trained in the Ruhiim Academy for Martial Studies, either as an orphan taken in or as a student whose family paid for his training. He could be a self-taught warrior, or he could be the apprentice of a single master, following in his footsteps. Regardless of origin, fighters are prized wherever they go for their combat skill, versatility, and leadership.

Inquisitor: Inquisitors are exclusively trained by large, organized priesthoods. Inquisitors are easily mistaken for clerics, and to the common folk, there might as well be no difference between them.

Magus: Though figures throughout history have combined martial skill with arcane arts, none have managed to do so with the harmony of the magus. A relatively recent class, the magus is primarily a human invention, a perfect example of humanity’s predilection for being multitalented and versatile.

Monk: There are academies in the Northlands and Eastern Continent that teach unarmed fighting arts, passing down a variety of unarmed fighting styles; all have a common origin dating back thousands of years, to a time when a tyrannical kingdom outlawed the carrying of weapons by commoners. Legends tell that it was Mideo who taught these people how to fight like the animals, using only their bodies, to overthrow their oppressors. These fighting styles are also taught at the Ruhiim Academy of Martial Studies.

Ninja: While similar to a rogue in utility, ninja are never self-taught. They require discipline and instruction to learn their ki powers, but fill a similar role in society to rogues as spies and assassins. The island nations of Fusu, off the coast of the Southern Continent, are thought to be the origin of ninja arts.

Oracle: Wielding strange powers and suffering stranger afflictions, oracles are a mysterious lot about which little is known. Oracles make most clerics nervous because of their divine powers without devotion to a specific deity.

Paladin: Some are born with a connection to the divine, and like sorcerers, this gift usually manifests around puberty. These children are recognized at an early age by good-aligned priesthoods, and taken in for training as paladins. A paladin may be taught by another paladin or by a cleric of a lawful good deity, or self-taught and inspired by divine visions.

Ranger: Like the druid, sorcerer, and barbarian, many rangers come from tribal backgrounds, while others might be professional trackers trained by the military, hunters from small communities, or bounty hunters.

Rogue: A rogue might be a street urchin, raised on the mean streets, learning to fend for himself, perhaps being taken in by a gang or even a Thieves’ Guild in a major city. He may be an assassin taught be a secretive cult, a military scout, a professional treasure hunter, or even a student at the Ruhiim Academy.

Samurai: Samurai fill the same role in a given society as cavaliers, but tend to serve lords and clans more than causes. Their use of specific weapons and a certain style of armor makes them stand out from cavaliers, and like the ninja, are found mainly in the island nations of Fusu. Carnir used to be home to several prominent orders of samurai, but the rise of Zalam has destroyed many cultures there.

Sorcerer: Unlike wizards, a sorcerer’s power springs from within; it is inherent and doesn’t require the intense study of massive tomes of arcane knowledge, so a sorcerer is just as likely to be self-taught as he is trained by a mentor. Major cities are likely to have some kind of magic academy, and the armies of large nations place high value on sorcerers and wizards.

Summoner: While many mages and priests cast spells to summon creatures, the art of summoning an eidolon is considered a lost art. In many civilized societies with strong magical traditions, excessive use of summoning spells is seen as dangerous, and the belief is that it weakens the boundaries between planes. There are rumors that research by Zalam mages has rediscovered this lost art.

Witch: There are reasons the term “witch” is used in a derogatory way. Clerics look down on them for their rejection of divine providence, while wizards shake their heads at the witch’s pacts with beings of questionable motives and divine status. Druids, oracles, and sorcerers best understand the witch, sympathizing with their connections to otherworldly forces and their unorthodox methods. Most witches simply claim to be wizards to avoid trouble.

Wizard: Wizards are almost always trained by other wizards, lacking the sorcerer’s benefit of being naturally magical. A wizard might be trained by a military’s battlemage, in a proper academy, or by a hermit sage in isolation.

Humans: You’re one of them. They live everywhere, do everything, are impetuous, passionate, versatile, and ambitious.

Dwarves: In this campaign setting, dwarves are industrious mountain-folk whose society is on the cutting edge of technological advancement. They’re masters of metallurgy and mechanical advancement, and unlike in many settings, are enthusiastic traders and explorers, traveling and cooperating readily and eagerly. Their cities, whether above or below ground, are open to merchants and travelers of all stripes.

Elves: Elves live primarily in forested areas, and while they are content to mind their own business, they are not actively isolationist — they do not turn travelers or merchants away. When they aren’t nomadic tribes, elven villages are built into trees grown to enormous sizes with the aid of druidic magic. Many have integrated themselves into the human kingdom of Aradain, enjoying the life of honest prosperity that the kingdom offers.

Gnomes: While many gnomes share the forests with elves, many more have integrated themselves into human cities, loving the fast-paced and exciting life in the hustle and bustle. The gnomes who stay behind in forests live in small tribes, or in the tree-villages of the elves.

Half-Elves: Primarily the result of elves living in the human kingdom of Aradain, half-elves are welcome in both lands, unlike the shunned pariahs of other campaign settings. Half-elves can be found anywhere humans can.

Half-Orc: The term “half-orc” is considered a racial slur, never something you’d say to one of their faces — they call themselves Farem. This is because half-orcs have their own unique society, consisting mainly of peaceful nomadic tribes in the tundra of the Northlands and the deserts of the Eastern Continent. Humans and dwarves have welcomed the peaceful farem into their societies, and while the elves are willing to look past their ancient hatred of orcs, they still interact with farem only grudgingly.

Halflings: Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Far more often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives on the road, traveling the world and experiencing all it has to offer.


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