From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the Runelords takes a party into the mysteries of Varisia's ancient past. Millennia ago, the powerful empire of Thassilon ruled the land, dominated by despotic runelords who maintained their power through harnessing the power of rune magic. Thought gone forever, the workings of Thassilon are not so far beneath the surface and one of the runelords plans a return to power. Only the brave adventurers, guided by fate, stand in his way. Join us as Wayward Expeditions presents the Pathfinder Adventure Path, Rise of the Runelords, an RPG Actual Play edited to be in the style of a radio drama. Visit www.wayward-expeditions.com for more info about the content, cast, and show.
The group seeks aid for their fallen companion.
The group discusses a few of their number going their own ways.
The quiet morning downtime allows for recent events to really hit home.
The group continue their investigations into the dam.
The group inspect the Skull's Crossing dam.
Having reclaimed the fort, the party recoups and plans their next actions.
The group continues to progress through the fort.
The group arrives at Fort Ranick and begins their incursion.
The group searches for answers and the best course of next actions.
The group continues their encounter with the Ogre-kin family.
Having arrived safely to Turtleback Ferry, the group debates their next course of action.
The group departs to check on the happenings in the frontier.
The cast's antics when they get off topic... or when trying to get back on topic.
The players candidly discuss the show and how it's affected them.
The frictions between the members of the group reach an all-time high.
Divisiveness, insecurities, and personal problems threaten the groups tenuous cohesion.
The group make their assault on the Shadow Clock.
The group continues to deal with the ramifications of their actions.
The group faces the consequence of their rash actions.
WARNING! If you've not viewed our content and trigger warnings at http://wayward-expeditions.com/rotrl.html we highly advise you to do so before this episode. The group is out to get answers!
The group decides to investigate a sawmill that is apparently at the center of the Skinsaw cult mystery.
The group go to check out the Foxglove Townhouse and are unprepared for what they find.
The group begins to trace the leads they have found.
The group is presented with a few novel choices that each promise to have future consequence.
The events at Habe's come to a close while the group is split over each others actions.
Beginning their final day in Sandpoint; the group's paranoia finally pays off.
The group prepares themselves for the journey to Magnimar.
The party discusses how to prepare for their impending trip to Magnimar.
The group talks about their course of options and actions.
Tempers flare and frustration runs rampant as the group, battered and beaten, seek recognition for their neglected efforts.
What ancient evils await in the deep beneath the cursed manor house?
The group explores Foxglove Manor in search of Ghouls and Ghosts.
The party attempts to reconcile their personal issues while preparing for their next objective; Foxglove Manor.
Having their first solid lead on the killer, the group takes action!
Investigations into the foul nature of the recent murders continues.
The group begins their investigations into heinous local murders.
The players candidly discuss the state of the show.
Having returned successful in their efforts and lacking clear obstacles, the group falls into in-fighting.
Believing their mission successful, the group searches for the exit. Not realizing they left Markus behind.
The group decided to rest in unknown hostile territory. When they awake, nothing is quite right. On edge of what they might encounter, they collectively bunble their way forward.
Recovering from their last encounter proves to be more difficult than expected as the group learns more about this ancient place, have tea, and witness the histories of 10,000 years ago first hand.
Setting out to conquer Thistletop; the party faces their worst fear, toughest foes, and their own mortality. All before even encountering the first Goblin guard.
The show must go on; or so the old adage says. The heroes plan their next moves and their new companion offers his continued service.
The group parlays with Black Fang and then encounters a strange man.