DM Salsa Presents: A Murderer in Black Barrow (Inactive)

Game Master AdamWarnock

A killer stalks the streets of Black Barrow, a provincial town on the edge of a dying kingdom. Can our heroes solve the mystery, or will the town fall to chaos as the people panic?


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A Killer Stalks the Night
Black Barrow, a small, dull town out near the wilds that border a failing kingdom, where people live and work under the shadow of a mound covered in black grass and choked by thorny briars. There are as many stories about the Black Barrow as there are patrons of the taverns, each more fantastic and unbelievable than the last. Avoid the town lord's notice, don't anger the oft-drunk sheriff, and all will be well.

Or so the townspeople had thought.

The priest was found dead on the altar, his heart ripped from his chest and his blood staining the stone floor of his church. A farmer was hung in front of the inn he was staying at while selling his crops like a scarecrow, his throat opened from ear to ear. The city lord's mistress was strangled using the pearls he'd given her the night before in her rooms at the finest inn in the area. The murders have people near panic and distrustful.

Was it the young acolyte who moved here a few months ago?

There's always been rumors about Old Hald and his unnatural pursuits.

Could it have been some demon in the night trying to sow discord?

Someone has to stop the murder and bring him to justice before the town falls into riots and rips itself apart, but who?

To whom it may concern...
This is (supposed to be) a short adventure where the PCs try to solve the mystery surrounding the murders that have been occuring in Black Barrow over the recent months. Black Barrow is set in Aletheria, which is a homebrew setting. More specifically, it's in Sal-Kavun, in woodlands near the road to the Kingdom of Trinia. You don't need to know much about the setting, but it's there if you want to peruse and ask questions about. I would like the party to mostly be from Black Barrow, however, so keep that in mind.

This is a murder mystery, so skills that can help you gather information, suss out what is true and what are lies from those that you interrogate, and spot clues will be helpful. To help out fighters and barbarians, they can pick two skills as class skills that aren't already. In addition, All classes get an extra 2 skill points.

Black Barrow is a provincial town that lies far from the sophisticated and decadent cities. The townsfolk are superstitious and view magic not from priests or other clergy with suspicion. Arcane casters that openly display their magic take a -2 penalty to all Cha-based skills when dealing with the townsfolk of Black Barrow and the townsfolk will start as unfriendly to you. The DCs to improve their attitudes are also 5 higher than normal. There are some casters that wizards and magi can learn from, but anyone who openly associates with such people are also subject to the above penalties.

Clerics, inquisitors, oracles, paladins, and warpriests worship the Three Goddesses, also called the Three maidens. They can, however, be granted spells and powers by the Guardians as well, though these casters are also worshippers of the Three. If you choose a class that has access to domains, choose any of the domains that you want and I'll work with you to make sure that it makes sense and that any spells that aren't right for a goodly god to grant are swapped out for ones that are. Below is the religion section from the document above for your convenience.

Religion in Aletheria:

The Three Goddesses
The Three Goddesses, or the Three Maidens as they are also known, are the creators of Aletheria. One is the Maiden of Day, celebrating Valor and Honor. Another is the Maiden of Night, the keeper of secrets and wonders. The third is the Maiden of Dawn and the Maiden of Dusk, the herald of life and the warden of death. They created the celestials as their servants and the Guardians to ward their creations from harm.

They were born of the first gods, Aleth and Aeria. Together, they gave birth to the Three Maidens, and it was the gift of creation that was their greatest gift to their daughters. Sadly, Jealousy grew in their hearts as they watched their daughters work on the heavens. They turned the Three Maidens’ servants against them and did battle against their daughters.

In time, both Aleth and Aeria were slain and their corrupted servants scattered across the abyss. The Three Maidens crafted a new world from their parents’ remains and named it Aletheria, in thanks for their birth and in a hope that the world would be their legacy.

The Guardians
The divine servitors of the Three Maidens, these beings are gods in their own right and often find themselves at odds with one another where their interests meet.

The first of these guardians is the First Dragon, and the one who can control all of the elements. She asked for and was granted the power to create servitors of her own to aid her. She first created Alwyn and Caderyn, dragons with dominion over light, water, and sky and earth, fire, and shadow respectively. They grew arrogant and soon began razing the works of the mortals on Aletheria. It was only when the First Dragon and an army of mages and knights subdued, then cursed them, that their rampage ceased.

Since that time, the First Dragon has created six other servitors to aid her. One for each of the elements. The Three Maidens have also made new Guardians, most of them mortals who had proven themselves capable of great deeds, even at great personal cost.

The Fiends
The Fiends were once the servants of the Three Maidens. When Aleth and Aeria turned on them in jealousy, they corrupted some of the servants the Three Maidens had created. These became the fiends, and the chief among them still seek to subjugate the Three Maidens and rule the Heavens and Aletheria as they see fit.

Another thing to keep in mind is that nobles in this world (or at least in this kingdom) can do whatever they wish with practical impunity. Commoners who do not treat nobles respectfully can be jailed, or even killed if the offense is severe enough. I'm not going to open the slavery can of worms, but there is definitely a difference between the classes that you'll be running into. I hope that this will not be an issue since I'm also hoping that we're all people of reasonable maturity. If you feel this is going to be a problem for you, then please do not apply. We'll be coming face to face with class differences and the town lord's family are typical Kavuni nobles, which is to say spoiled, vain, and decadent.

Character creation rules:
Materials Allowed
-Core, Advanced Player's Guide, Ultimate Combat, Ultimate Magic, Advanced Race Guide, Advanced Class Guide, and Pathfinder Unchained only.
- Use the unchained versions of the Monk, Rogue, and Summoner. I like the original Barbarian better, but I'll allow either version.
-3rd party is not allowed.
-Races: Core Races + Tiefling, Aasimar, Changling, Ifrit, Udine, Oread, and Slyph
-If you want, you can roll for Aasimar and Tiefling variant abilities. Use the chart here for Aasimar abilities, and the chart here for Tiefling abilities. They are labeled Variant Aasimar/Tiefling Abilities. Please roll in the recruitment thread. Roll thrice and pick one. If you roll, you have to take one of the three options.
-Classes: No Gunslinger, or any archetype that uses guns
-Alignment: No evil
Character Build
-Starting at 1st level
-20 point buy, no stat can be higher than 18 or lower than 8 before racial modifiers.
-Average gold for your class
-Max HP at first, Roll half-HD + average, so d6 would roll 1d3+3, d8 would roll 1d4+4, and so on.
-Two Traits.
-We are using Background Skills From unchained
-We are using Artistry and Lore
-We are using Fractional bonuses, which isn't really going to matter unless you multi-class.
-We'll also be using Hero Points, your character starts with 1.
House Rules:
-All classes get 2 extra skill points per level.
-Fighters and Barbarians can pick two skills that are not already class skills as class skills.
Character Flavor
-Background: Needs to be at least a few sentences.
-Personality
-Appearance: Can be sparse on details, but I would like to know how tall they are and what their build is (are they squat, slender, a curvaceous bombshell, a studly studmuffin, a studly lego, etc.) If you can find a picture, link to it.
-[Optional] Complete one or both lists of questions. This won't necessarily increase your chances, but if it helps paint an interesting picture of your character, it certainly won't hurt.

Twenty questions to help you create a backstory for your character.:

Found here
What is your character’s name?
How old is your character?
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Where was your character born?
Where were you raised?
By who?
Who are your parents?
Are they alive?
What do they do for a living?
Do you have any other family or friends?
What is your character’s marital status?
Kids?
What is your character’s alignment?
What is your character’s moral code?
Does your character have goals?
Is your character religious?
What are your character’s personal beliefs?
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?

20 Questions for Deep Character Creation:

Found here

Concept
These are the fundamentals, the broadest strokes. Every character should have answers to these five, including NPCs. It’s the quickest way to give the sense of a full individual instead of a cardboard stereotype.

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of “angry” you might say “vengeful” or “raging,” or instead of happy you might say “cheerful” or “exalting.”
2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?
3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people’s needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character’s starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.
4. What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal.
5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character’s methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from? Consider your character’s initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family’s economic and social status? How were you educated? What were the three most important lessons you learned?
7. When did you grow up? Everyone begins taking responsability for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.
8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.
9. How does your character dress? Start generally with an overall statement of the quality of your character’s appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.
10. What are your character’s means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character’s resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

Details
Now we’re picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

11. What are your character’s personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.
12. What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.
13. What is your character’s comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.
14. Who has had the biggest impact on your character’s life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character’s beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., “What would so-and-so do?”).
15. What are some of your character’s unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.

16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players’ characters.
17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.
18. What should the other players know about your character? These should be major thematic points, your character’s general emotion (if it isn’t secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you’ll probably butt heads with. Getting these things out in the open is important to ensure there aren’t unpleasant surprises.
19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.
20. How do you want your character to die? Your character won’t live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character’s fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character’s life.

Miscellaneous Stuff regarding your submission
-Your submission won't be complete until you've posted the following in a single post or posted in your character's profile with a link to it. (in other words, Put all of it in one place so I can find it using both hands.)
-You'll need your character's stats, background, personality, appearance, and answers to the questions below.
Questions from your GM
-Who are you and how are you doing?
-How often do you tend to post?
-What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)
-What do you expect out of your fellow players?
-What do you expect out of me (the GM)?
-What is your comfort zone? Where's the line for you in RP terms?
-How do you see your character progressing as a character?

So, if I haven't scared you off yet, you should have something like this when you're done:

sample submission wrote:


HI, this is my character Gazebo the Magnificent!
Stats:

Something like the official stat-blocks from Paizo here. You can see what I'm looking for with the example below with one of my characters:

Josephina Annabella Whitehall
Female human (Chelaxian) paladin 5
LG Medium humanoid (human)
Init +1; Senses Perception +1
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +3 shield)
hp 44 (5d10+10)
Fort +8, Ref +5, Will +8
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +11 (1d8+5/19-20) or
. . dagger +9 (1d4+4/19-20) or
. . heavy shield bash +9 (1d4+4) or
. . unarmed strike +9 (1d3+4 nonlethal)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 14, 3d6), smite evil 2/day (+2 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +4)
. . 1st—cure light wounds (2)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 13, Int 10, Wis 13, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Extra Lay on Hands, Shield Focus, Weapon Focus (longsword), Weapon Versatility
Traits alabaster outcast, mediator, sacred touch
Skills Acrobatics -5 (-9 to jump), Appraise +1, Diplomacy +11, Handle Animal +6, Heal +7, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +3, Perform (sing) +7, Ride -1, Sense Motive +6
Languages Celestial, Common, Thassilonian, Varisian
SQ divine bond (mount), lay on hands 6/day (2d6), mercy (shaken), sheltered
Other Gear breastplate, heavy wooden shield, +1 longsword, dagger, light crossbow, ring of feather falling, bedroll, blanket[APG], cleric's vestments, explorer's outfit (2), masterwork backpack[APG], noble's outfit, signet ring, silver holy symbol of Iomedae, waterskin, 14 gp, 4 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sheltered You become shaken when you have less than half your maximum hit points.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

--------------------

Animal Companion
Wolf
CG Medium animal
Init +3; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+1 deflection, +3 Dex, +1 enhancement, +5 natural)
hp 45 (5d8+20)
Fort +8, Ref +8, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +5 (1d3+2 nonlethal) or
. . bite +6 (1d6+4)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 19 (23 vs. trip)
Feats Alertness, Improved Natural Armor, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt
Skills Acrobatics +9 (+17 to jump), Perception +7, Sense Motive +3, Stealth +7; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, hunt
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.


Background:

Put your backstory here. I don't mind reading a novel if you bang one out by accident.

Appearance and Personality:

Can be separate or together, just so long as they are both there, and you put in how tall your character is. This is also where you put links to any images you may have found that your character looks like.

Height: 5 feet 3 inches
Link to an image.


GM Questions:

Answers to the questions above. I find it helps to keep things straight if I do it something like this:

Question
Answer

Question
Answer

but that could just be me.


Feel free to ask questions. I'll do my best to answer them. I look forward to seeing what y'all come up with.


How do you see the Unchained versions of Barbarian, Monk, Rogue and Summoner compared to their original versions?

+2 skill points per level in addition to background skills?


Silly me, I forgot that I should include unchained if I'm using background skills, artistry and lore, and fractional bonuses. I've clarified things in the post I hope, but I'll also include it here.

Unchained is allowed. Use the Unchained versions of the Monk, Rogue, and Summoner. Barbarians can choose either version.

All characters get an extra 2 skill points per level in addition to the 2 background skill points.


Guessing no to Young Character?

Was thinking Monk, but I'm not sure if the Martial Artist archetype got converted to Unchained.

Edit: Drawback?


No young characters and no drawbacks.

Edit: Both are from Ultimate Campaign. That isn't one of the books I listed as allowed.


.


I have an interest and would like to post in a bit.


interesting, How long are you keeping recruitment open?

This sounds like a job for an investigator from the church, possibly an inquisitor. Can we have a little more information on the deities. Possibly, Domains and favored weapons.

How does the nobility interact with the church? Would you permit the Nobility trait for a member of the clergy?


Not sure. Probably two weeks.


http://paizo.com/people/GideonDavros

see if this works


choyakuyama wrote:

Gideon Davros

see if this works

Link'd.


Interested, not sure what I'll submit yet. Also, I know you plan this as a one shot adventure but is there any chance of it taking off into something more?


Probably not. For one, I'd rather run an extended game in a different system. This is more just to stretch my mind a bit since I've never done a murder mystery before.


Hello! So I want to try the monk out. And you mentioned Aasimar and Tieflings, which I love! Can you say what level this is going to? Cause I would love to have a Drunken Master but the stuff that is replaced kicks in a level four for the unchained monk.

Hmm, Aasimar feels more like what I want. Either the Azata or Peri blooded is my goal unless you want me to roll for that too. Do you?

Curious what I would get: 1d6 ⇒ 5 Hmm, bird people. I could do something with that.

As to the variant abilities my rolls are
roll 1: 1d100 ⇒ 25Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for 1 round.
roll 2: 1d100 ⇒ 90You gain an additional +2 racial bonus to your Charisma score.
roll 3: 1d100 ⇒ 59Any good creature you call via summon monster remains for 3 rounds longer than usual.

Not a caster and as a monk my speed is awesome so either the speed bump or the stat bonus. I like both.

Cool so I have a LG Garuda-Blooded Aasimar Monk. I can make a bubbly fool out of that. Finding a avatar I like will be a challenge though.


No need to roll for bloodlines unless you just want to.

We might make it to level 4, but I wouldn't bet on it. As I said, I want to keep this short.


Kay. I think I will stick with the Garuda Bloodled. Might be fun. I love birds and I already started on it.

Umm, so monks are poor people which is cool by me. If we are locals do I have a home or do I need to account for paying rent?

Edit: Alternatively I could work for a room. I love taverns after all.


No, you don't have to worry about paying rent. Working for a room also works. Whether you have a home or not is up to you.


You want people to be locals but Aasimar have really long lifespans. Would it work if I have been living there for a decade or two? Does that count as a local?


Would you allow a character to be a noble? I'd be looking at one with a standing below the lord of the land but above the peasantry. Something like a recognised bastard, child of a local woman and a visiting noble. Something like him recognising the child to spite the local lord.


@Deaths Adorable Apprentice: Sorry, I tend to say that Aasimar (and tieflings, oread, ifrit, sylph, and udine) mature at the same rate as their parents, so as a human if their parents are humans, as a half-elf is their parents are a human and an elf or half-elves, and so on.

Also, because the default has never made sense to me, Elves mature at the same rate as half-elves, but otherwise still age the same way.

@Cuan: I'm tentatively going to say yes.


Dropping out of this.


Interested. I'll put something together on my day off.

Liberty's Edge

Hmm..I have a nice urban ranger who might be just right for this adventure. I will take a look and make sure he is ok for this event (right level, etc).


Ok. I will need to change a little but that is fine. I like the same maturing rate better.

Can you tell us a little about some of the locals?

Also a mechanical question. Is the Bludgeoner feat how I do non lethal damage with my fists?


Sounds ideal to try out an investigator!


Got the skeleton of an Empirist/Forensic Physician Investigator on a bar napkin. Will flesh it out, go all out tomorrow.

Any input on naming conventions? Ethnicities?


Unarmed Strikes can be lethal or non-lethal. You don't need an extra feat for that.

I'll get some background posted tomorrow. As far as ethnicities go, you're in Sal-Kavun, so most every human in Black Barrow is Kavuni. Kavuni are fair-skinned with straight black hair and jewel-toned eyes. Those from the cities, even the lower-class freemen, tend to be arrogant and condescending. Those in the more rural areas are less so, though many still have a distrust for those that aren't like them.

Hope that helps until I can get some more to you.


Cool, that does help. Mostly done with crunch, now for the fun part.


Dr. William Carver crunch:
Dr. William Carver
Male Human Investigator (Empiricist/Forensic Physician) 1
LN Medium humanoid (Human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 15 (13 Flat Footed, 12 Touch)
hp 8
Fort +0, Ref +4, Will +4
--------------------
Offense
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Speed 30 ft.
Melee: Dagger, Alchemically Silvered +2 (1d4)19-20, s,p
Ranged: Shortbow +2 (1d6)x3
Ranged: Dagger, Alchemically Silvered +2 (1d4)19-20, s,p
Investigator Formulae Prepared:
1st—Cure Light Wounds, Heightened Awareness
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Statistics
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Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 10
Base Atk +; CMB +; CMD
Feats: Skill Focus (Heal), Weapon Finesse
Traits: Precise Treatment, Seeker
Skills:
Disable Device 6 (2+1+3)
Heal 12 (4+1+3+3+1)
Intimidate 4 (0+1+3)
Knowledge Arcana 8 (4+1+3)
Knowledge Dungeoneering 8 (4+1+3)
Knowledge Engineering 8 (4+1+3)
Knowledge Local 8 (4+1+3)
Knowledge Nature 8 (4+1+3)
Knowledge Nobility 8 (4+1+3)
Knowledge Planar 8 (4+1+3)
Knowlege Religion 8 (4+1+3)
Perception 7 (2+1+3+1)
Sense Motive 6 (2+1+3)

Background Skills:
Linguistics 8 (4+1+3)
Sleight of Hand 6 (2+1+3)

Languages: Common, Elvish, Dwarven, Abyssal, Celestial, Draconic
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Class Abilities
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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.
Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He 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. His base daily allotment of extracts per day is given on Table: Investigator. In addition, 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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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 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 1/2 his investigator level + his Intelligence modifier (minimum 1). 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.
Medical Expertise (Ex)
At 1st level, a forensic physician can use inspiration on any Heal checks without expending a use, if he is trained in the skill, but not on any Linguistics check.
If he later takes the expanded inspiration investigator talent, he can use inspiration on Linguistic checks without expending a use, if he is trained in the skill.
A forensic physician adds half his investigator level (minimum 1) on Heal checks. This bonus doubles on Heal checks to notice tampering with medical evidence, such as those used to defeat dress corpse.
This ability alters inspiration and replaces trapfinding.

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Formulae Book
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1st: Blend, Heightened Awareness, Comprehend Languages, Shield, Cure Light Wounds, Expeditious Retreat
Equipment:

studded leather
Investigator's Kit
Shortbow
20 arrows
alchemical silver dagger
spring-loaded wrist sheath

Dr. Carver’s background, appearance, and personality:
Ever since he was a small child, William was ...different. He didn’t play, really, so much as examine and experiment. He preferred the company of adults to other children, but preferred no company over either. His parents were proud of his academic achievements, if a bit concerned over his over-early seriousness, and encouraged him to learn all he could. He read and reads voraciously, on virtually any topic. His favorite subject has always been the humanoid body. Although nominally a worshipper of the Three Maidens like anyone else, he has never been comfortable with relying on distant divinity for healing. What can be given can be taken back, after all.

Now a long, lean (wiry, really) adult, he has a small practice in the city that has begun to bore him to distraction. Common colds, “romantic diseases,” and the odd amputation just don’t have the “oomph” he desires. He has been following the local murders with extreme interest. Though most books he adores are non-fiction, he has a secret love of detective stories, believing himself able to perform like his fictional heroes.

Dr. Carver is pale, stiff, and serious. He can be abrupt, blunt, and even rude. Social niceties have never been his forte. He wears his white doctor’s coat with pride, tsk-ing whenever it gets dirtied.

Getting to Know Me …:
Who are you and how are you doing?

My name is Joe and I teach public school in Brooklyn. It’s a rainy day today, but I’ve already finished getting ready for a pub trivia I run on Tuesdays, so all’s pretty well.

-How often do you tend to post?

Multiple times a day. My schedule is pretty regular and filled with little breaks, and I’m done with work at 3:20, leaving much of the day for whatever I want to do.

-What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)

Dark is good. Every game has its own feel, depending on the organic development and synergy of the DM and players.

-What do you expect out of your fellow players?

Interesting storytelling and taking my character places I wouldn’t think of alone.

-What do you expect out of me (the GM)?

Same as the players.

-What is your comfort zone? Where's the line for you in RP terms?

Overly-flowery dialogue sticks in my craw. I try to write naturalistically, as much as can be done in a world of elves and orcs. Real-world misogny and racism are no-goes for me, but I’ve almost never seen that in a pbp.

-How do you see your character progressing as a character?

Crunch-wise, probably a straight investigator, though I’m tempted to throw in some rogue/knife master levels to make his dagger/scalpel a formidable weapon. Character-wise, I’d like to challenge this gruff curmudgeon to be more emotional, at least make a friend or two.


I like this idea, and I'm attracted to your forestkin dwarf race. Thinking a divine caster of some flavor, probably following the Maiden of Dawn and Dusk. Working on details!


I like the setting! I have a few questions about it.

How likely are we to fight orcs, goblinoids, or giants? I'd like to know that before picking a dwarf variant. What level are most people? What level are most world leaders? What level are local leaders, like the sheriff and the town lord? Or, if that would be too spoilery, what level are most local leaders of roughly the same political power. (I want to know exactly how powerful the PCs are compared to most others. If in this world nigh everyone is a fist level expert and monarchs are level ten, than I'll be writing a different backstory than if the town guard are all level five and the town lord is level twenty.) How prevalent is magic? Does every nation have access to teleportation and resurrection? Does every city? Are there any mortals with ninth level spells? And how powerful are the gods? Are they omnipotent, or closer to CR 26-30? Lower? And one more: is a half-dwarf biologically possible? If so, I'd be a dwarf and take the alternate trait that swaps out darkvision.

Thank you for your time! I'd like to get a feel for the world before I try to write a story in it.


I don't think I missed any of the questions and I am still working on the mechanics. If there is anything that I need to change please let me know!

Lists of Questions!:

-Who are you and how are you doing?
I'm a human female who works nights in a wearhouse and I am working though some drama in my life but things are getting better.
-How often do you tend to post?
Minimum once a day, pending family emergencies. Usually I can post before work and after work if I stay concious.
-What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)
And that is what caught my attention! I love dark and angsty.
-What do you expect out of your fellow players?
Role-play their characters and do not be afraid of bickering in character but not to take it personally.
-What do you expect out of me (the GM)?
Honestly I kind of want to suffer. Playing a character who is suffering is my favorite thing. Krasimir is far more optimistic than I normally play and I want you to make doing that hard :)
-What is your comfort zone? Where's the line for you in RP terms?
Rape is a big one. I can happen but it must be off screen. Beyond that players bullying each other. If the characters do it that is fine though.
-How do you see your character progressing as a character?
I want to see him end up happy and with people who love him for who he is. I am going for something I have never done before so I honestly have no real clue how to answer this one. I would love to see him learn to find contentment with himself and not need to have others approval.

What is your character’s name? Krasimir Jelen
How old is your character? 30years old
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
The most obvious feature is the blue-green feathers on his head that drape down on his shoulders. Sharp angualar features with golden eyes and pale skin. Krasimir stands at 6'4 and if you catch him without the layers of clothing he typically wears he is lanky with moderately defined muscles but he tends wear layers that hide as much of him as possible.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Friendly and tending towards wide movements with his hands.
Where was your character born? Sal-Kavun
Where were you raised? Sal-Kavun
By who? Mother and father
Who are your parents? Bella and Kris Jelen
Are they alive? He thinks so but doesn't know for certain
What do they do for a living? they own a bakery
Do you have any other family or friends? No other family but he likes to think those in the tavern are his friends
What is your character’s marital status? sadly single
Kids? someday?
What is your character’s alignment? LG
What is your character’s moral code? Do unto others as you would have them do unto you
Does your character have goals? to make the world a better place as much as he can
Is your character religious? No really.
What are your character’s personal beliefs? Your life is what you make it.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Optimist and friendly
Why does your character adventure? In hopes of finding a place in the world and making the world a little more pleasant
How does your character view his/her role as an adventurer? Protector and that is all he wants to do so he is perfectly happy with it. If he has to be in pain so others are not then so be it.
Does your character have any distinguishing marks (birth-marks, scars, deformities)? The feathers on his head are a big feature. Beyond that his hands have numerous scars on them from knifes.
How does your character get along with others? He likes to think very well though there are those that find in to be too much
Is there anything that your character hates? Violence for any reason beyond self defense or the defense of those who cannot defend themselves. Also people who prey on those who are weaker than them.
Is there anything that your character fears? Snakes and he does not have a rational reason for it. Beyond that he fears being made a slave or put on a pedestal due to his blood.

1. What emotion best describes your character?
ebullient. Defined as overflowing with fervor, enthusiasm, or excitement; high-spirited
2. What emotion does your character evoke in others?
Krasimir is energetic and fascinated with life. This can be off putting to some and contagious in others. To the few people has tends to argue with or just do not like him his enthusiasm is grating. This can happen among his friends to. But among those not put off by his bubbly nature he is entertaining.
3. What does your character need most?
Krasimir needs people most of all. The years spent in self imposed solitude with scant bouts of human interaction has left its mark. He needs the knowledge that people only want him around because they like him not that they think he will bring them luck or fortune due to his bloodline. I would love for him to find it. He as a degree of it but it feels a little hollow. Like it is the stories he tells or the drinks Krasimir is happy to buy.
4. What is your character’s goal in life?
Krasimir feels indebted to Nicolia's memory and wants to see Black Barrow become a warm and happy place to live in. Krasimir wants a happy life with people who want him. He wants a family like the one he ran away from out of fear of the unknown blood carried in their veins.
5. How does your character believe this goal can be accomplished?
By making people's lives better. By giving to those in need and eventually they will love him like family.
Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.
6. Where did your character come from?
Krasimir is from Sal-Kavun. His parents owned a bakery, Oaf Loaf, near the market. Not the wealthiest of people but they lived comfortably. Not enough for any sort of tutor so most of his learning came from his parents and just talking to people in the market. For the three most important lessons learned they are. His way around a kitchen is one. Mostly breads but he learned a bit about meats and veggies. How a loving couple behaves, the name of the bakery came from his mother always calling her husband an oaf and their most popular item was a sweet nut loaf. Because she is nuts for the oaf. And what a loving family is like. Full of easy affection and teasing laughter.
7. When did you grow up?
Krasimir spent most of his young years helping in the kitchen and running though the marketplace, both to burn energy and try to lure people back to the Oaf Loaf. His time in the market began around age 10. But it was around the time he turned 14 that his hair started to fall out only to be replaced by blue and green feathers. The first few days he hid it with a cap but within a week he had a head of colored feathers. He grew up hearing people talk about Aasimar and what happened to them. In a panic he ran from home. At that point he was the only person that could take care of him.
8. What values does your character hold?
Life is the first one and he will not willingly take a life. To defend someone in need or precious to him he thinks he might be able to but it would very likely break him to personally take a life. So that is my line. Nor will Krasimir ever take up a bladed weapon in violence. Family and community are the other ones. For the values Kras is opposed to one is cruelty for the sake of being cruel. Malice is the worse part of humanity. Another is jealousy. To waste your life coveting something you should or cannot have is a waste of a life. While the third is a strong revulsion to slavery.
9. How does your character dress?
Krasimir dresses for comfort first and foremost. Not a piece of jewelry to be found. Krasimir tends to favor browns, blues, and greens. Layers of clothing to stay warm and cozy with little concern for how it actually looks. There is not a lot that he can do with the feathers on his head so he leaves those to what they wanna do. I have three outfits below and those are mixed and matched at random.
Explorers outfit (. My boots of comfort!, a dark blue rough spun skirt that has two slits cut into it on each side held in place with a far too long leather belt worn over snug brown breeches, a white poets shirt with a green vest. The cloak is a travel stained brown and he has pale leather gloves.)
Traveler's outfit 1gp (second pair with black breeches, a thick belt, a grey loose shirt with a It was Nicolai's)
[url=https://i.pinimg.com/736x/0c/41/ce/0c41ce0c44e4b0940340d430de9a43c7--character-reference-character-ideas.jpg=Monks outfit 5gp] (Like this but in light browns but with the sash in a bright green.. It was a present to himself a few years ago. and it is not something he wears while at work.)
10. What are your character’s means?
Krasimir considers his coworkers his friend and allies. He tends to keep a very positive outlook and is hard to beat down emotionally. He is a friendly person who will happily spend his wealth on others. He works for a small room at the tavern and owns very little. But he needs very few monetary things. His lyre is one of the few things he would be hard pressed to give away.
Details
11. What are your character’s personal tastes?
Baking. Specially sweets take him back to his childhood. The smell of baking bread is soothing and a little bitter sweet. His lyre is another. He has no need of it and he is not particularly skilled with it but that is something that is just his. Nicolia gave it to him years ago. Said it would help him to have a hobby and it did. The third is the sight of the rising sun. The beginning of a new day. The continuation of life. Dancing is another one, especially with a pretty woman or a handsome man. The sound he most hates is the sound of crying. Another is snakes. He won't kill them but he has a irrational hatred and fear of them that he has never been able to explain. Lastly Krasimir avoids blacksmiths. The smells that pour out with the cacophonous noise are like a thousand needles in his brain.
12. What are your character’s opinions?
Kras is not a big fan of the class system nor is he a fan of fighting for sport or war.
Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.
13. What is your character’s comfort zone?
Rooms full of people put him the most at ease. Being outside away from civilization strips Kras of his fervor of life leaving him morose. Krasimir is a stress cooker. That means that when his is stressed or sad he cooks. This is also what he does when he sees those emotions in others. Kras is a song believer in comfort foods. Beyond the ability to cook he tries to break the tension and make people smile.
14. Who has had the biggest impact on your character’s life?
Nicolai easily had a great influence on Krasimir. Nicolai was the one responsible, however inadvertently, for Kras returning permanently to civilization with his death. Nicolai was the first long-term friend in Kras's adult life. He had stayed with many families but those were never something that felt permanent. Kras being aimless took up Nicolia's life goal of trying to make the world better, make it happier. And that was to start with Black Barrow.
15. What are some of your character’s unexpected quirks?
Fears are snakes, slavery, and solitude. ha all S's! Kras is a poor man in a paranoid town who is friendly and giving. He likes to think the best of all people that he meets. But of people who have real power over others he has a distrust for. Kras comes across as a city kind of person but is perfectly capable of surviving in the wilds. Typically he tends to come across as a friendly and non violent man but one of his other less official jobs to remove the malcontents from the tavern.
Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?
Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.
16. What kind of story does your character belong in?
Kras tries to interact with almost everyone. He probably belongs in a pleasant world where he is surrounded by happy people but that makes for a boring tale. He is a friendly and bubbly man who feel guilt for the death of Nicolia and for abandoning his parents. His way of coping with that is trying to make those around him comfortable and happy. Being surrounded by a dark and paranoid world is far better in my mind. That makes him very much like a black sheep.
17. What role does your character fill?
My combat role is frontline melee to which I will typically be unarmed though always striving for nonlethal. Roleplay wise I am shooting for friendly and easy to get along with. Which is a little different from what I normally do. I am going for a people pleaser. Of the [url= https://www.youtube.com/watch?v=lmmNuic_4tQ&index=11&list=PLDb22nlVXGgcljcdyDk80bBDXGyeZjZ5e]Five Man Band
troupe the one Kras hits closest to is the heart, at least I hope. With a bit of the Big Guy in there. All of that meaning I want to protect people and ensure everyone gets along.
18. What should the other players know about your character?
Krasimir does not want to hurt people. He will but killing is out for him. Beyond that I would have to get to play and know who I am playing with.
19. What is your play style?
I adhere to the rule of cool and the mechanic are not why I am here. They matter but are lower on my list. I love to suffer and I use the ability to show what I am thinking heavily at times. I have no issue rolling bluff or sense motive against my fellow players or making them do the same to me. Beyond that I am here for a story. To get lost in a world that is not mine with a group of people I do not currently know.
20. How do you want your character to die?
Krasimir would rather die of old age knowing that he has a loving family and wonderful friends. I do not have an issue with that but a bloody death earned though sacrifice is ideal for the player. But I will not be offended if I die at any point.

1. What is your favorite word?
Staring at the ground and clearly thinking on it before answering, "Freedom I guess. It is what everyone should have."
2. What is your least favorite word?
The answer is immediate, "Sorry. Thats a word tossed around and rarely used right. But it means bad was done."
3. What turns you on creatively, spiritually or emotionally?
A wide smile crawls across Krasimir's thin lips at the question, "Life. People really liven. Not just goin' though the motions."
4. What turns you off?
Sighing and crossing his arms, "Greed. Greed makes people kill and steal."
5. What is your favorite curse word?
Keeping his arms crossed but relaxing, "Hmm. I try not to swear but f$@~ is a good one. It can have some really good meanin's."
6. What sound or noise do you love?
Lacing his fingers across her stomach much more at ease, " Laughin'. People bein' happy is the best sound ever."
7. What sound or noise do you hate?
Only to pull his fingers apart and tuck them into his pockets, " Cryin'. That sound is horrible. Means people are in pain."
8. What profession other than your own would you like to attempt?
Shifting a little and looking around before answering, "Healer would be nice but I have none of those skills."
9. What profession would you not like to do? " Soldier. All that killn' is bad for the soul. "
10. When you die what would you want to hear from the Maidens?
Staring at the ground and mumbling, "You did good and you are forgivn'."


Those that are waiting on fluff, I'll try to have it posted by Sunday. I've got to double check my notes and get everything down somewhat cohesively. I wasn't expecting this many questions on word given this is a one-shot.

Asmodeus' Advocate wrote:
How likely are we to fight orcs, goblinoids, or giants?

It is certainly a possibility. Goblins more so than orcs, and orcs more so that giants. You may run across an ogre, since I think anything more powerful might just kill a party of 1st or 2nd level characters, but we'll see if the narrative takes us there.

Asmodeus' Advocate wrote:
What level are most people? What level are most world leaders? What level are local leaders, like the sheriff and the town lord? Or, if that would be too spoilery, what level are most local leaders of roughly the same political power. (I want to know exactly how powerful the PCs are compared to most others. If in this world nigh everyone is a first level expert and monarchs are level ten, than I'll be writing a different backstory than if the town guard are all level five and the town lord is level twenty.) How prevalent is magic? Does every nation have access to teleportation and resurrection? Does every city? Are there any mortals with ninth level spells? And how powerful are the gods? Are they omnipotent, or closer to CR 26-30? Lower?

First, let me preface this by saying that this was originally a setting for a story that I decided to detail out for playing in and I've never given thought to what the average level is. Without getting bogged down into a long winded rant about the shortcomings of Pathfinder and other d20 systems and using character levels and hit dice as a gauge for power, it doesn't really matter.

Typically you'll find more experienced and capable guards in the cities and major towns, but you'll find better trackers and woodsmen out at the edges of civilization. Black Barrow is small town that's really only surviving thanks to the major trade route that runs only a few miles away. If I have to put a level on everyone, then I'd say the upper limit is level 4 or 5 with most people being level 2 or 3. Beyond that, does it really matter? I'd say no. The adventure is going to be in Black Barrow and the surrounding area. I'd rather most of the PCs be from the town, and you're starting off at level 1. You haven't had a chance to go on grand adventures and get experience because of how levels are geared. To answer your question about how powerful the PCs are, they are about what you'd expect from a gang of inexperienced teens and young adults.

As for magic, it's rare. Most people view it with suspicion since the Thaumic Kingdoms began to fall. It's more common closer to the major cities, though it's mainly because the nobles who can afford to give patronage to its practitioners are more common, and nobles are far more accepting of it than the common man, though the more rural lords and ladies have started viewing with wary eyes as well. Given all of that, high level magic is rare and a nation might have one or two capable of casting those spells.

To be honest, the standard Pathfinder magic system is not a good fit for this world, and neither is Spheres of Power really, but I don't want to spend the time working out the mechanics right now. (Given that I'd have to pretty much rewrite the magic using classes as well.)

Asmodeus' Advocate wrote:
And one more: is a half-dwarf biologically possible? If so, I'd be a dwarf and take the alternate trait that swaps out darkvision.

I never thought about it, so I'm not opposed to the idea. If you want to play a half-dwarf, feel free to write one up.

Asmodeus' Advocate wrote:
Thank you for your time! I'd like to get a feel for the world before I try to write a story in it.

No worries. I like to do that too, but more from a narrative standpoint. I hope that my answers have helped you in some way.

@Krasimir and Digger: Can you format the questions and answers to make them easier to tell apart, please? Thanks!


I can't edit that post but I'll repost tomorrow when I'm not just on my phone.


After I sleep yes. I occurred to me that I should have done that.


This should be easier to read.

Dr. William Carver crunch:
Dr. William Carver
Male Human Investigator (Empiricist/Forensic Physician) 1
LN Medium humanoid (Human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 15 (13 Flat Footed, 12 Touch)
hp 8
Fort +0, Ref +4, Will +4
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Offense
--------------------
Speed 30 ft.
Melee: Dagger, Alchemically Silvered +2 (1d4)19-20, s,p
Ranged: Shortbow +2 (1d6)x3
Ranged: Dagger, Alchemically Silvered +2 (1d4)19-20, s,p
Investigator Formulae Prepared:
1st—Cure Light Wounds, Heightened Awareness
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 10
Base Atk +; CMB +; CMD
Feats: Skill Focus (Heal), Weapon Finesse
Traits: Precise Treatment, Seeker
Skills:
Disable Device 6 (2+1+3)
Heal 12 (4+1+3+3+1)
Intimidate 4 (0+1+3)
Knowledge Arcana 8 (4+1+3)
Knowledge Dungeoneering 8 (4+1+3)
Knowledge Engineering 8 (4+1+3)
Knowledge Local 8 (4+1+3)
Knowledge Nature 8 (4+1+3)
Knowledge Nobility 8 (4+1+3)
Knowledge Planar 8 (4+1+3)
Knowlege Religion 8 (4+1+3)
Perception 7 (2+1+3+1)
Sense Motive 6 (2+1+3)

Background Skills:
Linguistics 8 (4+1+3)
Sleight of Hand 6 (2+1+3)

Languages: Common, Elvish, Dwarven, Abyssal, Celestial, Draconic
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Class Abilities
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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.
Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He 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. His base daily allotment of extracts per day is given on Table: Investigator. In addition, 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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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 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 1/2 his investigator level + his Intelligence modifier (minimum 1). 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.
Medical Expertise (Ex)
At 1st level, a forensic physician can use inspiration on any Heal checks without expending a use, if he is trained in the skill, but not on any Linguistics check.
If he later takes the expanded inspiration investigator talent, he can use inspiration on Linguistic checks without expending a use, if he is trained in the skill.
A forensic physician adds half his investigator level (minimum 1) on Heal checks. This bonus doubles on Heal checks to notice tampering with medical evidence, such as those used to defeat dress corpse.
This ability alters inspiration and replaces trapfinding.

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Formulae Book
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1st: Blend, Heightened Awareness, Comprehend Languages, Shield, Cure Light Wounds, Expeditious Retreat
Equipment:

studded leather
Investigator's Kit
Shortbow
20 arrows
alchemical silver dagger
spring-loaded wrist sheath

Dr. Carver’s background, appearance, and personality:
Ever since he was a small child, William was ...different. He didn’t play, really, so much as examine and experiment. He preferred the company of adults to other children, but preferred no company over either. His parents were proud of his academic achievements, if a bit concerned over his over-early seriousness, and encouraged him to learn all he could. He read and reads voraciously, on virtually any topic. His favorite subject has always been the humanoid body. Although nominally a worshipper of the Three Maidens like anyone else, he has never been comfortable with relying on distant divinity for healing. What can be given can be taken back, after all.

Now a long, lean (wiry, really) adult, he has a small practice in the city that has begun to bore him to distraction. Common colds, “romantic diseases,” and the odd amputation just don’t have the “oomph” he desires. He has been following the local murders with extreme interest. Though most books he adores are non-fiction, he has a secret love of detective stories, believing himself able to perform like his fictional heroes.

Dr. Carver is pale, stiff, and serious. He can be abrupt, blunt, and even rude. Social niceties have never been his forte. He wears his white doctor’s coat with pride, tsk-ing whenever it gets dirtied.

Getting to Know Me …:
Who are you and how are you doing?

My name is Joe and I teach public school in Brooklyn. It’s a rainy day today, but I’ve already finished getting ready for a pub trivia I run on Tuesdays, so all’s pretty well.

-How often do you tend to post?

Multiple times a day. My schedule is pretty regular and filled with little breaks, and I’m done with work at 3:20, leaving much of the day for whatever I want to do.

-What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)

Dark is good. Every game has its own feel, depending on the organic development and synergy of the DM and players.

-What do you expect out of your fellow players?

Interesting storytelling and taking my character places I wouldn’t think of alone.

-What do you expect out of me (the GM)?

Same as the players.

-What is your comfort zone? Where's the line for you in RP terms?

Overly-flowery dialogue sticks in my craw. I try to write naturalistically, as much as can be done in a world of elves and orcs. Real-world misogny and racism are no-goes for me, but I’ve almost never seen that in a pbp.

-How do you see your character progressing as a character?

Crunch-wise, probably a straight investigator, though I’m tempted to throw in some rogue/knife master levels to make his dagger/scalpel a formidable weapon. Character-wise, I’d like to challenge this gruff curmudgeon to be more emotional, at least make a friend or two.


Thanks for taking the time to answer my questions. :)

If I have an idea for a character that fits the setting, I'll roll one up.


The Question list:
-Who are you and how are you doing?
I'm a human female named Jessica, but I respond to princess and a few swear words, who works nights in a wearhouse and I am working though some drama in my life but things are getting better.
-How often do you tend to post?
Minimum once a day, pending family emergencies. Usually I can post before work and after work if I stay conscious.
-What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)
And that is what caught my attention! I love dark and angsty.
-What do you expect out of your fellow players?
Role-play their characters and do not be afraid of bickering in character but not to take it personally.
-What do you expect out of me (the GM)?
Honestly I kind of want to suffer. Playing a character who is suffering is my favorite thing. Krasimir is far more optimistic than I normally play and I want you to make doing that hard :)
What is your comfort zone? Where's the line for you in RP terms?
Rape is a big one. I can happen but it must be off screen. Beyond that players bullying each other. If the characters do it that is fine though but the separation between the two is important.
-How do you see your character progressing as a character?
I want to see him end up happy and with people who love him for who he is. I am going for something I have never done before so I honestly have no real clue how to answer this one. I would love to see him learn to find contentment with himself and not need to have others approval.

What is your character’s name? Krasimir Jelen
How old is your character? 30years old
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? [/b]
The most obvious feature is the blue-green feathers on his head that drape down on his shoulders. Sharp angualar features with golden eyes and pale skin. Krasimir stands at 6'4 and if you catch him without the layers of clothing he typically wears he is lanky with moderately defined muscles but he tends wear layers that hide as much of him as possible.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Friendly and tending towards wide movements with his hands.
Where was your character born? Sal-Kavun
Where were you raised? Sal-Kavun
By who? Mother and father
Who are your parents? Bella and Kris Jelen
Are they alive? He thinks so but doesn't know for certain
What do they do for a living? they own a bakery
Do you have any other family or friends? No other family but he likes to think those in the tavern are his friends
What is your character’s marital status? sadly single
Kids? someday?
What is your character’s alignment? LG
What is your character’s moral code? Do unto others as you would have them do unto you
Does your character have goals? to make the world a better place as much as he can
Is your character religious? Not really.
What are your character’s personal beliefs? Your life is what you make it.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Optimist and friendly
Why does your character adventure? In hopes of finding a place in the world and making the world a little more pleasant
How does your character view his/her role as an adventurer? Protector and that is all he wants to do so he is perfectly happy with it. If he has to be in pain so others are not then so be it.
Does your character have any distinguishing marks (birth-marks, scars, deformities)? The feathers on his head are a big feature. Beyond that his hands have numerous scars on them from knifes.
How does your character get along with others? He likes to think very well though there are those that find in to be too much
Is there anything that your character hates? Violence for any reason beyond self defense or the defense of those who cannot defend themselves. Also people who prey on those who are weaker than them.
Is there anything that your character fears? Snakes and he does not have a rational reason for it. Beyond that he fears being made a slave or put on a pedestal due to his blood.
1. What emotion best describes your character?
ebullient. Defined as overflowing with fervor, enthusiasm, or excitement; high-spirited
2. What emotion does your character evoke in others?
Krasimir is energetic and fascinated with life. This can be off putting to some and contagious in others. To the few people has tends to argue with or just do not like him his enthusiasm is grating. This can happen among his friends to. But among those not put off by his bubbly nature he is entertaining.
3. What does your character need most?
Krasimir needs people most of all. The years spent in self imposed solitude with scant bouts of human interaction has left its mark. He needs the knowledge that people only want him around because they like him not that they think he will bring them luck or fortune due to his bloodline. I would love for him to find it. He as a degree of it but it feels a little hollow. Like it is the stories he tells or the drinks Krasimir is happy to buy.
4. What is your character’s goal in life?
Krasimir feels indebted to Nicolia's memory and wants to see Black Barrow become a warm and happy place to live in. Krasimir wants a happy life with people who want him. He wants a family like the one he ran away from out of fear of the unknown blood carried in their veins.
5. How does your character believe this goal can be accomplished?
By making people's lives better. By giving to those in need and eventually they will love him like family.
Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.
6. Where did your character come from?
Krasimir is from Sal-Kavun. His parents owned a bakery, Oaf Loaf, near the market. Not the wealthiest of people but they lived comfortably. Not enough for any sort of tutor so most of his learning came from his parents and just talking to people in the market. For the three most important lessons learned they are. His way around a kitchen is one. Mostly breads but he learned a bit about meats and veggies. How a loving couple behaves, the name of the bakery came from his mother always calling her husband an oaf and their most popular item was a sweet nut loaf. Because she is nuts for the oaf. And what a loving family is like. Full of easy affection and teasing laughter.
7. When did you grow up?
Krasimir spent most of his young years helping in the kitchen and running though the marketplace, both to burn energy and try to lure people back to the Oaf Loaf. His time in the market began around age 10. But it was around the time he turned 14 that his hair started to fall out only to be replaced by blue and green feathers. The first few days he hid it with a cap but within a week he had a head of colored feathers. He grew up hearing people talk about Aasimar and what happened to them. In a panic he ran from home. At that point he was the only person that could take care of him.
8. What values does your character hold?
Life is the first one and he will not willingly take a life. To defend someone in need or precious to him he thinks he might be able to but it would very likely break him to personally take a life. So that is my line. Nor will Krasimir ever take up a bladed weapon in violence. Family and community are the other ones. For the values Kras is opposed to one is cruelty for the sake of being cruel. Malice is the worse part of humanity. Another is jealousy. To waste your life coveting something you should or cannot have is a waste of a life. While the third is a strong revulsion to slavery.
9. How does your character dress?
Krasimir dresses for comfort first and foremost. Not a piece of jewelry to be found. Krasimir tends to favor browns, blues, and greens. Layers of clothing to stay warm and cozy with little concern for how it actually looks. There is not a lot that he can do with the feathers on his head so he leaves those to what they wanna do. I have three outfits below and those are mixed and matched at random.
Explorers outfit (. My boots of comfort!, a dark blue rough spun skirt that has two slits cut into it on each side held in place with a far too long leather belt worn over snug brown breeches, a white poets shirt with a green vest. The cloak is a travel stained brown and he has pale leather gloves.)
Traveler's outfit 1gp (second pair with black breeches, a thick belt, a grey loose shirt with a It was Nicolai's)
Monks outfit 5gp Like this but in light browns but with the sash in a bright green and the shirt is more covering but I could not find anything I liked as much.. It was a present to himself a few years ago. and it is not something he wears while at work.)
10. What are your character’s means?
Krasimir considers his coworkers his friend and allies. He tends to keep a very positive outlook and is hard to beat down emotionally. He is a friendly person who will happily spend his wealth on others. He works for a small room at the tavern and owns very little. But he needs very few monetary things. His lyre is one of the few things he would be hard pressed to give away.
Details
11. What are your character’s personal tastes?
Baking. Specially sweets take him back to his childhood. The smell of baking bread is soothing and a little bitter sweet. His lyre is another. He has no need of it and he is not particularly skilled with it but that is something that is just his. Nicolia gave it to him years ago. Said it would help him to have a hobby and it did. The third is the sight of the rising sun. The beginning of a new day. The continuation of life. Dancing is another one, especially with a pretty woman or a handsome man. The sound he most hates is the sound of crying. Another is snakes. He won't kill them but he has a irrational hatred and fear of them that he has never been able to explain. Lastly Krasimir avoids blacksmiths. The smells that pour out with the cacophonous noise are like a thousand needles in his brain.
12. What are your character’s opinions?
Kras is not a big fan of the class system nor is he a fan of fighting for sport or war.
Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.
13. What is your character’s comfort zone?
Rooms full of people put him the most at ease. Being outside away from civilization strips Kras of his fervor of life leaving him morose. Krasimir is a stress cooker. That means that when his is stressed or sad he cooks. This is also what he does when he sees those emotions in others. Kras is a song believer in comfort foods. Beyond the ability to cook he tries to break the tension and make people smile.
14. Who has had the biggest impact on your character’s life?
Nicolai easily had a great influence on Krasimir. Nicolai was the one responsible, however inadvertently, for Kras returning permanently to civilization with his death. Nicolai was the first long-term friend in Kras's adult life. He had stayed with many families but those were never something that felt permanent. Kras being aimless took up Nicolia's life goal of trying to make the world better, make it happier. And that was to start with Black Barrow.
15. What are some of your character’s unexpected quirks?
Fears are snakes, slavery, and solitude. ha all S's! Kras is a poor man in a paranoid town who is friendly and giving. He likes to think the best of all people that he meets. But of people who have real power over others he has a distrust for. Kras comes across as a city kind of person but is perfectly capable of surviving in the wilds. Typically he tends to come across as a friendly and non violent man but one of his other less official jobs to remove the malcontents from the tavern.
Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?
Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.
16. What kind of story does your character belong in?
Kras tries to interact with almost everyone. He probably belongs in a pleasant world where he is surrounded by happy people but that makes for a boring tale. He is a friendly and bubbly man who feel guilt for the death of Nicolia and for abandoning his parents. His way of coping with that is trying to make those around him comfortable and happy. Being surrounded by a dark and paranoid world is far better in my mind. That makes him very much like a black sheep.
17. What role does your character fill?
My combat role is frontline melee to which I will typically be unarmed though always striving for nonlethal. Roleplay wise I am shooting for friendly and easy to get along with. Which is a little different from what I normally do. I am going for a people pleaser. Of the Five Man Band troupe the one Kras hits closest to is the heart, at least I hope. With a bit of the Big Guy in there. All of that meaning I want to protect people and ensure everyone gets along.
18. What should the other players know about your character?
Krasimir does not want to hurt people. He will but killing is out for him. Beyond that I would have to get to play and know who I am playing with.
19. What is your play style?
I adhere to the rule of cool and the mechanic are not why I am here. They matter but are lower on my list. I love to suffer and I use the ability to show what I am thinking heavily at times. I have no issue rolling bluff or sense motive against my fellow players or making them do the same to me. Beyond that I am here for a story. To get lost in a world that is not mine with a group of people I do not currently know.
20. How do you want your character to die?
Krasimir would rather die of old age knowing that he has a loving family and wonderful friends. I do not have an issue with that but a bloody death earned though sacrifice is ideal for the player. But I will not be offended if I die at any point.
1. What is your favorite word?
Staring at the ground and clearly thinking on it before answering, "Freedom I guess. It is what everyone should have."
2. What is your least favorite word?
The answer is immediate, "Sorry. Thats a word tossed around and rarely used right. But it means bad was done."
3. What turns you on creatively, spiritually or emotionally?
A wide smile crawls across Krasimir's thin lips at the question, "Life. People really liven. Not just goin' though the motions."
4. What turns you off?
Sighing and crossing his arms, "Greed. Greed makes people kill and steal."
5. What is your favorite curse word?
Keeping his arms crossed but relaxing, "Hmm. I try not to swear but f$%~ is a good one. It can have some really good meanin's."
6. What sound or noise do you love?
Lacing his fingers across her stomach much more at ease, " Laughin'. People bein' happy is the best sound ever."
7. What sound or noise do you hate?
Only to pull his fingers apart and tuck them into his pockets, " Cryin'. That sound is horrible. Means people are in pain."
8. What profession other than your own would you like to attempt?
Shifting a little and looking around before answering, "Healer would be nice but I have none of those skills."
9. What profession would you not like to do?
"Soldier. All that killn' is bad for the soul. "
10. When you die what would you want to hear from the Maidens?
Staring at the ground and mumbling, "You did good and you are forgivn'."


Okay, 99% sure I'll be submitting an inquisitor (sanctified slayer archetype) that will use the superstitious nature of the townsfolk to his advantage. I see him as knowing the priest that was killed but they were not necessarily friends. Perhaps he was assigned by the church to look into the murders. Still undecided on race but leaning toward human. This leads me to a couple of questions:
1. Can I chose the conversion inquisition?
2. What is the name of the murdered priest?
3. What are the official religious titles (for example; priest, bishop, parson, father, etc..)
4. What are the choices for deity's favored weapon?

Any other guidance or ideas would be welcome. I should be able to have my submission done by tomorrow night.


Asked a question and deleted it when I found the answer. But I have another. What are some good feats for a monk who doesn't want to kill people?


Improved Grapple, Improved Trip, and anything that builds off of those.


Oh I love trip build! Gonna go that route. Thank you :)


Another question, do you pick one of the Three Maidens as deity or are they worshiped as a pantheon?


A little of A and a little of B. They are worshiped as a pantheon, but priests who are called to certain professions will often focus on one on the goddesses.

I'll have the town information up this weekend for those of you waiting on it.


Do I have to punch people or can I re flavor it as elbows, knees, and feet?


Unarmed strike? Yeah, it can be any kind of blow you can make unarmed.


Brief write up of the town. Hopefully this will help those of you asking questions.

@Chobo: To answer the previous questions you have asked:
1. Yes
2. The priest was Brother Fionnghan
3. the clergy are known as brother or sister.
4. Technically they don't have one, but you can pick any that fits and use it as your favored weapon .


Sounds good thanks.


It is done and everything is on the profile. If I need to change anything cause it does not work or does not fit in this setting please let me know.


Submissions so far:
- Gideon Davros (Missing questions.)
- Krasimir Jelen
- Dr. William Carver

Right now I've only got two completed submissions. I'm going to give it another week before closing recruitment. If interest picks up between now and then, and people need more time, I'll extend the deadline.

Gideon Davros:

The background seems a little lacking in detail. Where did this happen? Was his father one of the hunters from Black Barrow? Was his mother from an elven tribe in the Forest of Shadows?

Also, you're missing the questions I asked in the first post.

Krasimir Jelen:

Very nice, but I'm curious about one thing, how did he learn to fight? That's not really mentioned anywhere in the background that I saw.

And just a minor typo, I think you wanted duel, not dual. Unless he died in a threesome, then I guess it would be dual.

Dr. William Carver:

Is he practicing medicine in Black Barrow? Has he always lived there? Black Barrow's a small town, though I'm sure that if he showed talent, the town lord would have paid to have him trained as a surgeon.

If not, did he move to Black Barrow recently? There hasn't been enough time for news of the murders to get to any of the cities in Sal-Kavun. It's weeks to any major town or city and rumors of the murders would only just now be reaching those places from Black Barrow.

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