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The Fall and Rise

Pathfinder

1e

Rob

2013

The Fall and Rise

The island‑empire of Kor Alanth ruled the inner sea with unmatched arcane might. Its Council of Archmagi sought to expand that dominance with a world‑bridging Device—an artifact meant to open portals to countless planes. Instead, it tore reality apart. Undead legions poured through the rifts, elemental storms erased nations, and the Device spiraled toward a catastrophic detonation that would annihilate the empire. In their final hours, the Archmagi enacted desperate contingency plans, flinging fragments of their people into the future in hopes that someone—anyone—might rebuild what was lost.


Thrown into a frontier world scarred by its own mysteries, the groups first challenge is simply surviving long enough to understand it. Wizard‑noble Balthazar Frost brings arrogance and arcane firepower; Dar‑Wynn, the smuggling bard, supplies charm and questionable judgment; Isso Dagbrecht, the half‑orc ranger, tracks danger before it finds them; Kallen of the North, a fierce barbarian‑rogue, guards her druid companion Alexandrea “Sasha” Panthera, whose connection to nature becomes vital as the land reveals its threats.


Their journey begins with the desperate search for clean water, only to escalate into the discovery of a ruined castle and a crashed spaceship—relics hinting that this world is far stranger than it first appeared. Each step forward drags them deeper into conflict: marauding “space hillbillies,” zealous paladins, and finally the lair of a mad necromancer devoted to Orcus. As the party uncovers the truth behind these rising dangers, they realize their arrival may not have been an accident… and the fate of this land may hinge on whether they rise together or fall apart.

Notes

HOUSE RULES

Fate Points: All of you have a pool of three fate points. So do some of the villains you'll encounter. You can spend these fate points for three effects. These Fate Points refresh at the beginning of each game.


  • Reroll one non-combat roll, after I've told you if the roll had succeeded or failed.

  • Add 1d6 to any roll as an untyped bonus BEFORE I've told you if it succeeded or failed.

  • Auto-Stabilize at one hp from death. If you would die at -15, and you get dropped to -30, spending a fate point would leave you at -14. This can only be used once per encounter, and must be used before anyone checks to see if you are dead, be they an ally or an enemy.


Skill Points: You can gain a free skill point by rolling a natural 20 on any individual (not group) skill roll that called for, or by winning an encounter of at least equal CR to your party (remember, this does not always mean killing something).

Character Build:

25 point buy

All Books Allowed

Max Money

Class Restriction: No Gunslingers, Ninjas, Samurai, or Summoners

Adventures

Home Brew

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