Mystery at Gildcrypt Manor

Game Master Roxboyxiii

5 distinguished members of the lower rings of nobility in the nations surrounding Varisia have been invited to Gildcrypt manor by Lord Morningstar. However, all is not as it appears, and someone isn't as alive as others say they are. Who lives? Who Dies? Who was always dead? Try to find out as best you can.


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Grand Lodge

I'm knew to play-by-post, and to get my feet wet, I want to try something simple. Five people, one mansion, 3 NPC's, and little to no combat. At least, for now. If the drive to push this story gets big enough, I may just make it a piece of a much wider story. Please post your Character along with skills, description of appearance, and reason for being at Gildcrypt Manor. Thank you for your time.

What's useable:
Everything. I want to see what everyone can make, though I'm looking for characters who can compliment each other. I do ask that there be no advanced technology based entries, but other than that, anything goes.


You'll need to give a bit more information.

What point buy, starting cash & HP's. That sort of stuff so people know what they can use to build a character.


Also, probably level.

Grand Lodge

@DBH Your right. Sorry about that. Not to make excuses but I was half asleep when I wrote that post, and even then I felt like something was missing. I hadn't realized I had missed so much.


Makes a lot of sense. You can add the info to the campaign tab, to make it easier to find for newcomers.

Grand Lodge

This game will use a 20-point buy system to allow a greater spread of abilities. I ask that players refrain from min-maxing, but if you can play it well in roleplay, I might let it pass.

All characters will begin at Level 1 with maximum health. Should this game continue on past first level, roll to determine how much extra health you get. You may roll 1 extra Hit dice for your HP rolls per constitution modifier and take the highest die rolled.

For starting gold, you will start with twice average for your class, or you may roll, and double the end result. I do this because the idea for this game is that you are all well off and have been invited to a special event at the manor. In terms of equipment, I ask that you start with only light armor, or preferably no armor at all. This gives sense that you didn't come for a fight.

All races and classes in Official Paizo products are allowed. Same goes for equipment. I would like to see how some classes can be incorporated into being low level nobility.

Finally, all players are give 2 additional skill points for background skill. Note: Craft (Alchemy) and any Preform are main skills for Alchemists and bards respectively. This gives you a chance to give your character a job that got them to this point in their life. (Side note: I love seeing odd crafts and professions, such as basket weaving and cook)

And I think that about covers it. I thank any who post for taking interest, and appologize for any inconveniences my forgetfulness has caused from lacking to give this information in the beginning. I hope to see some good ideas, and hope we all can have a good time.


Heh, I nearly always give my characters a point or two in Cook. Just to show they can make something edible over a campfire.

Gambling is another, to reflect sitting around and playing cards and dice with friends.

Grand Lodge

Dot

Grand Lodge

Seems my thread is lookin thin. Hope things pick up at some point.


I'd be interested in using this character (a Psychic Seeker Loracle). Love those mansion murder mysteries! I'd just need to tweak a few things about her first.

Gold: 3d6 ⇒ (6, 6, 4) = 16 = 160 320 gp

Are you allowing traits, and, if so, how many? How about drawbacks?


I may throw in a cleric

Grand Lodge

(To self: ask and you shall receive!)

@Shuni Barsdal Any trait is fine, and two is my go to number for them. Rich Parents is the only one I ask you don't take. Can't have too much gold. I've never been a fan of drawbacks myself, However, I am curious about how one can use them in creative ways. As long as you explain what the drawback does, I'm all for it. Also, don't forget to double your gold.

@TheOrcnextdoor Thank you very much. I am happy to get any help on this game. Feel free to make a cleric of any god you want. (My personal favorite is of Aspu, the God of dragons)


I'd be interested in trying out a Mesmerist.


Dotting

Grand Lodge

Wow, thank the pantheon I grabbed the Occult Adventures book.

@Resentment Go right ahead. Just make sure to give your character a good deep story. I always love reading about the lives the characters live.


DBH Here with my Investigator Bentley Winterstone II.

Crunch:

BENTLEY WINTERSTONE II

Male Human (Taldan) Investigator 1. NG Medium humanoid (human)
Init +6; Senses Perception +5,

DEFENSE AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )

hp 9 (1d8)+1. Fort +1, Ref +4, Will +3

OFFENSE

Speed 30 ft.
Melee sword cane (cold iron) +1 (1d6+1)
Melee dagger (alchemical silver) +1 (1d4/19-20)
Ranged dagger (alchemical silver/thrown) +2 (1d4/19-20)
Melee dagger (cold iron) +1 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +2 (1d4+1/19-20)

STATISTICS. Str 13, Dex 14, Con 12, Int 16, Wis 13, Cha 12

Base Atk +0; CMB +1; CMD 13

Feats Fast Learner, Improved Initiative

Skills Acrobatics +6, Appraise +3, Artistry +3, Bluff +1, Climb +1, Craft (Untrained) +3, Diplomacy +5, Disable Device +7, Disguise +1, Escape Artist +2, Fly +2, Heal +1, Intimidate +1, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nobility) +7, Perception +5, Perception (Trapfinding) +6, Perform (Untrained) +1, Ride +2, Sense Motive +5, Spellcraft +7, Stealth +6, Survival +2, Swim +1,

Languages Common, Draconic, Osiriani, Skald

SQ Alchemy, Bonus Feat, Inspiration, Skilled, Trapfinding, Weapon and Armor Proficiency,

Possessions sword cane (cold iron); leather; outfit (traveler's); thieves' tools; smoked goggles; formula book; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); Dagger (Cold Iron); ];
Formula Book

SPECIAL ABILITIES

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 3. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Surprise Weapon You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable

Device checks. An investigator can use Disable Device to disarm magical traps.

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Background:

Bentley Winterstone II (Call me Ben) was born to the the very aristocratic Winterstone family. Sadly by the time Ben was born the family was also very poor. Everything that could be sold had been sold, lands and other property gone to pay for generations of poor management and wild spending.

Named after a Great uncle that Ben was told had died in glorious battle, his later research turned up the Great uncle Bentley had been knifed to death over gambling debts in a brothel.

When he was old enough Ben joined the guard, something his family considered acceptable for a young nobleman. He was never very enthusiastic about it, but did his best.

He discovered a criminal organisation using the watch to smuggle illegal items into the city, investigating and gathering evidence until the whole organisation, and the watch members involved could be arrested.

One of whom was his commanding officer.

Ben was congratulated, given a shiny medal, and a quiet hint that maybe he would be happier somewhere other than the guard. He took the hint and set up shop as an Investigator fulltime.

Ben is a tall, lean man, with an easygoing air to him. He's always polite as befits his upbringing, and tends to watch whats going on around him rather than wanting to be the center of attention.

Only when something catches his attention, or he's investigating a crime does his keen intelligence show through his relaxed attitude.

Grand Lodge

@Ben I love how you pulled a riches to rags to blue collar with him. Also, I love that every character so far seems to have a way to find clues/ get answers.

For everyone: Keep up the good work. Just letting you know that I am thinking of taking this game past Lv 1 and planning a few fights ahead of time. I say this to prevent you from neglecting combat abilities in favor of those that would help find clues. Love what I see so far, and to any others who want to submit entries, remember to have fun with it!


I have to admit I love intrigue games, plotting scheming, seducing and diplomacy to victory.

Sadly no one else in my live group does, so I have to grab the chance when I can.

Grand Lodge

Oh I know. Ult Intrigue was one of my favorite supplements ever, but PFS has zero chances to use anything beond classes. I love the under the table feel of these kind of games, and how Perception and sense motive can literally mean the difference between life and death.

Dark Archive

Dot, will have something soon.

Sovereign Court

kitsune Psychic, will be really into the trickery thing ;)

oh, the Psychedelia discipline... Drugs ;)

gold: 2d6 ⇒ (2, 2) = 4 :/ i have better average...

Sovereign Court

here is the fluff for Sitko...

background and fluff:

Sitko was raised by a Noble family as an adopted child since she was 5. she keeps her true form well hidden from her family, In fact very few people actually know she is even a kitsune. Those that do know respect her and keep it a secret... mostly because Sitko "asked" politely. The stream of drugs often keeps them quiet. Sitko uses her noble family to spend their money on the tools needed to make the drugs she uses to fuel her psychic powers. if it wasn't for them, she may have never learned she even had these powers.
she soon had set up a system in her community of dealers, suppliers, and even her own personal stash of drugs.
She assumes she was asked to come to the mansion to supply entertainment, in more than one way.

Sitko is shorter than the average human, but she just says she was always small for her age. Her human form has bright orange hair and freckles all over her child-like features. her eyes are green in both forms and her voice is very child-like. she wares loose clothes, commonly associated with monks, but she uses the loose clothes to hide a majority of her belongings. Her fox form is just as tall as her normal form, has tall and wide ears, and her fur is a darker shade of orange than her human form's hair.
Sitko is a very... hedonistic person. she enjoys pleasure more than the company of others (unless those others are in bed with her) and tends to try to shift conversations into her favor, often leaving a party with one or more clients following her. She tries not to make friends, but usually fails because of her agreeable personality. she just can't bee rude, mean, or offensive. she finds people who are those things despicable and not worth the trouble. She may at times be more concerned with herself, but she always keeps her goals clear and precise. She is nice enough to not "use" people, but she manipulates them until they agree with her... unless they can't be manipulated, then she usually avoids them. She is never one to give up a challenge, and often gets in over her head. Luckily, she always seems to talk her way out of her problems.

@Bently: i think if we get picked together, Sitko will be trying to avoid reviling both her true form and her job from you... great RP opportunity there :)

@RoxBoyxiii/Malian: I plan on being a "mind reader" at lvl 2. it should accent everyone's investigative techniques by giving them the whole mental help idea :)

...oh, I'll be taking the hedonistic drawback... that should accent my whole idea ;P
that makes it where i have to "entertain" myself, or get some treasure every day or have to save to avoid being fatigued the next day. It's my preferred drawback, because i tend to play it well.

Silver Crusade

dotting.

When is the deadline for submission? Should be able to get you something by Thursday or so

Grand Lodge

@Sitko Seeing as how today is my first day of Culinary School, I'm in a good enough mood to reroll your gold.

The deadline is July 12, so a week from now.


Intriguing. I'm afraid I'm in too many games already or I'd be interested in giving this a go.

Good luck, though. I hope your murder mystery works out better than this one.

Grand Lodge

rolling rogue: 4d6 ⇒ (5, 6, 1, 5) = 17

so 340gp


Rolling Ranger: 5d6 ⇒ (3, 2, 4, 4, 5) = 18

I'm thinking a Ragebred Skinwalker ranger, who does the whole 'traveling mysterious stranger' thing.


Presenting the Good Gentlemen Hubert Cunningson

Grand Lodge

@Raltus So I assume Gentleman is his first name? ;p Just kidding. I like the idea, but could you maybe add a great case that made his name more widely known? Otherwise, why would a Lord in a remote part of Varisia even know his name? Still, good job on the build.

Grand Lodge

I will add more later, bed time.


All right, I've updated the character to fit this game better!

Shuni is a Lore Oracle with the Psychic Searcher archetype (gets different mystery spells and an inspiration pool at Level 2). She has good knowledge skills & bonuses and is stronger than the average gnome.

Character Sheet:
Female Gnome Oracle 1 (Psychic Searcher)
LN small humanoid
Init 0 Senses Darkvision (60) Perception +0
DEFENSE
AC 19, touch 15, flat-footed 15
hp 10
Fort 2 Reflex 4 Will 1
OFFENSE
Speed 20 ft
Melee Longspear (Small) +3 (1d6+3/x3) or Morningstar (Small) +3 (1d6+3/x2) or Alchemical Silver Dagger (Small) +3 (1d3+1/19-20/x2)
Ranged Crossbow, light (Small) +1 (1d6/19-20/x2) or Sling (Small) +1 (1d3+2/x2)
Space 5 Reach 5

STATISTICS
STR 14 DEX 10 CON 14 INT 10 WIS 8 CHA 18
BAB 0 CMB 1 CMD 11

Feats Extra Revelation

Skills Acrobatics -2, Appraise 0, Bluff 4, Climb 2, Diplomacy 8, Disguise 4, Escape Artist -2, Fly 0, Heal 5, Intimidate 4, Knowledge (nobility) 8, Knowledge (religion) 10, Linguistics 5, Perception 0, Ride -2, Sense Motive -1, Stealth 2, Survival -1, Swim 0, Use Magic Device 9

Languages Gnome, Sylvan, Common, Elven, Dwarven

Gear Longspear (Small), Crossbow - light (Small), Sling (Small), Morningstar (Small), Alchemical Silver Dagger (Small), Iron - Cold Gauntlet - Spiked (Small), Bolts - crossbow, Backpack - masterwork, Healer's kit, Kit - Chroniclers, Courtier's outfit, Cards, Rations - trail (per day) (2), Dice, Kit - Grooming, Earplugs, Waterskin, Spell component pouch, Scholar's outfit, Parasol, 7 SP 7 CP

Special Abilities:
Racial Traits
• Alternate Racial Traits: Darkvision, Academician (religion), Magical Linguist, Bond to the Land (Urban)

• Darkvision (Ex) Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet.

• Academician (religion) (APG 14): You gain a +2 on Knowledge (religion) skill checks*

• Magical Linguist (APG 15): You add +1 to the DC of spells you cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. You gain a +2 racial bonus on saving throws against such spells. You also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic.

• Bond to the Land (Urban) (ARG 32): You gain a +2 dodge bonus to AC when in the selected terrain type.

• Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Traits
• Etymologist: You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.

• Underlying Principles: You've spent a large amount of time around magical items, and understand the similarities between many of them. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is a class skill for you.

Class Features
• Archetype: Psychic Searcher

• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *

• Weapon Proficiency: You are proficient with all Simple weapons.

• Oracles Curse (Ex) [Haunted] (APG 44): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.

• Revelation: You have discovered a secret to your abilities. (DC 14 unless otherwise stated)

• Sidestep Secret (Su) (APG 50): Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity

• Lore Keeper (Ex) (APG 50): You may use your Charisma modifier (+4) instead of your Intelligence modifier (0) on all Knowledge checks.*

• Bonus Spells Augury (4th), locate object (6th), divination (8th), find the path (12th), discern location (16th), foresight (18th). These bonus spells replace the oracle's normal mystery bonus spells at these levels.

Weapon Traits
• Brace Weapon: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

• Reach Weapon: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Personality:
Shuni's biggest goal in life is to find excitement, even if she has to create it herself. Consequently, she is an inveterate gossip and pot-stirrer, though she doesn't mean any harm. She tries to be kind and friendly, but she is often too flighty to stick to her resolutions to be a better person. The only time she can really focus is when she has a problem to solve or something new to learn.

Appearance:
Shuni is constantly fidgeting or bobbing around. Her hair is a bright red, though it has been blue and purple before, and she styles it as high as possible to make herself the tallest gnome around. Her eyes are bright green and usually darting around, trying to catch every last detail. Her speech resembles singing because her voice goes up and down so much. She likes to wear as many accessories as she can pile on.

Background:
Thanks to a particularly dashing ancestor, the Barsdal name is one of ancient nobility - which, in modern times (and without holdings), has shown diminishing returns. All it earned Shuni's parents was a place on the edge of society in Lastwall, but that involved access to enough parties and scandals to please them. Her father served as steward to one of the most powerful nobles in the country, Lord Clyde, and her mother as the governess of his son, Ennis. Shuni was considered an acceptable associate for the young lordling, and the unlikely pairing became the closest of friends over the years.

Shuni became Ennis' right-hand gnome as he succeeded to the lordship. When her father succumbed to the Bleaching in a year without any good galas, the two took off on travels together, afraid of Shuni meeting the same fate. They were only able to delay their responsibilities for so long, though, and returned to Lastwall several years ago.

Lord Ennis recently received a letter of invitation to Gildcrypt Manor, Lord Morningstar's splendid Varisian home. With a wife about to give birth, he was unable to travel across the continent, but neither could he risk offending the powerful lord. Shuni volunteered to go in his stead, hoping that sending a trusted advisor - and one with some noble blood, at that - would appease Lord Morningstar.

It's just as well. Just before Shuni left, she had started hearing whispers on unnatural breezes, and everything she put down flew away from her. She hopes it isn't the beginning of the Bleaching, but some adventure should help.


Profile has been update, it is in bold

Sovereign Court

Malian Azlanium wrote:

@Sitko Seeing as how today is my first day of Culinary School, I'm in a good enough mood to reroll your gold.

The deadline is July 12, so a week from now.

oh, thanks... unless my roll is worse...

starting gold: 2d6 ⇒ (1, 6) = 7

0.0 ... that is my average gold...

Sovereign Court

okay, seeing that both times i rolled my starting gold i got a displeasing number... although i already built my character using my average gold... all i would have spent the extra gold on was drugs anyways.

Grand Lodge

Hahaha. That's as good a reason as I've ever heard. Gotta love the psychedelic discipline.

Sovereign Court

well... lets see if i can get more drugs...
starting gold: 2d6 ⇒ (3, 6) = 9

that gives me... about...40 more Gp to spend...on drugs.

there, a little opium and some more pesh ;)

OH! in case you get the wrong impression, Sitko will not be a total drug addict! just a little bit of one ;)

Grand Lodge

Not addicted to the drugs, just the power that they bring you. You don't need the feeling of joy, you just can't stand the feeling of powerlessness. That's how I'd play it anyway.


My mesmerist is up and running. She's on my profile. :)


Sitko wrote:

well... lets see if i can get more drugs...

[dice=starting gold]2d6

that gives me... about...40 more Gp to spend...on drugs.

there, a little opium and some more pesh ;)

OH! in case you get the wrong impression, Sitko will not be a total drug addict! just a little bit of one ;)

Drugs are bad! Mmmkay?


@Sitko

Could you make your human form tall and slinky?

With black hair, long, long legs and lots of cleavage?

Ben has always wanted a Femme fatale nemesis. :)

The upright Investigator matching wits with a dangerous and seductive woman.

Sovereign Court

Bentley Winterstone II wrote:

@Sitko

Could you make your human form tall and slinky?

With black hair, long, long legs and lots of cleavage?

Ben has always wanted a Femme fatale nemesis. :)

The upright Investigator matching wits with a dangerous and seductive woman.

... WOW! to be honest, i actually could, but why would i do that? just because I'm short, a redhead, and quite young you don't think I'm dangerous and seductive?

I think you need proper manners... as for cleavage, why don't you find someone else to get their plastic to show for you?

as for the drugs, i never take anything that i don't make myself honey, so you can just go off and join all your friends, and remember to tell them they still owe me money.

besides, you don't always get what you want now do you? I'd expect as much from someone born rich, but a man like you?

Grand Lodge

Hi. Hello. Umm... Direct intervention by GM here. Ben, I personally dislike both asking someone to change the person they worked hard to get just right for them just to suit your desires as well as making jokes or off-color remarks about important aspects of said characters. In Galorian, drugs are more of a shady half of the sun lit businesses. Pesh is legal in many major city's. I'm not kicking you out of the running just yet, but I do ask that you apologize so that there can be less tensions if both you and Sitko are chosen.

Edit: I feel dumb for saying this, but I'm actually not sure if with Sitko's edit she is roleplaying or actually offended. Still, this post stands to also act as a warning for other rabble rousers.

Sovereign Court

Roxboyxiii wrote:
Hi. Hello. Umm... Direct intervention by GM here. Ben, I personally dislike both asking someone to change the person they worked hard to get just right for them just to suit your desires as well as making jokes or off-color remarks about important aspects of said characters. In Galorian, drugs are more of a shady half of the sun lit businesses. Pesh is legal in many major city's. I'm not kicking you out of the running just yet, but I do ask that you apologize so that there can be less tensions if both you and Sitko are chosen.

whoa, no need to apologize i knew he was joking, sorry if my post didn't seem that way :/

Grand Lodge

*Facepalms* God I'm dumb... Carry on everybody. Nothing to see here.

Sovereign Court

I mess up a lot too on pbp... like someone would be talking to an NPC, and i think they're talking to my Character.

Grand Lodge

I'm sorry about that. I've always had a defensive personality for other people. I've never been one to let others be insulted. I've also been bad with sarcasm. I hope I didn't just ruin this game before it started.


Yeah, sorry about that.

I was just playing up Ben's fantasy of being the hard boiled detective.

Grand Lodge

Sooooo... To prevent further derailing of this thread..... I would recommend investing in holy water.

Sovereign Court

undead? or at least demons are coming, great!... we need a divine class then :)


Ooh! Is it too late to post a character! Thinking of a vigilante

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