
CaptainFord |

Gauthos is a small town in the dunes of southern Osirion. Made on the backs of hard working men of the soil, the easy-going folks don't have much to worry about from day to day.
That all changed with the burning home of one Mr. Jaspar, and his subsequent death in the blaze. Leaving behind a sizable fortune to his widow, Emma Jaspar, the town has placed the blame squarely on the surly blacksmith, Paul Maron. On the surface, things seem open and shut: Maron and Jaspar competed for Ms. Emma's hand, but in the end, the sizable fortunes of Mr. Jaspar won the day. Plenty of motivation, and on top of it, emptied cans of kerosene were found both at the site of the burned home, and hiding in the back of Maron's blacksmith shop. Now in the custody of local authorities, Maron will hang from the gallows 3 days from now.
And yet, something's... odd. It's almost too perfect. Too simple. And nobody can get close to Maron to ask him questions; stopped by the firm hand of Sheriff Sark. Why? Is Mr. Maron really Mr. Jaspar's killer?
This is where you come in. Explore the town of Gauthos, speak with it's inhabitants, and try to uncover the truth. But you'd better hurry: the clock is ticking.
This is going to be a moderately short, but fairly involved murder mystery style adventure, inspired off the one page dungeon made by Leslie Furlong. I'm going to try to balance out the need between skill monkeys, socialites, and good fighters; you'll be needing all three to get the best ending. (Yes, this adventure has multiple endings.)
I'm looking for players who like roleplay as much as roll-play. I think both are key to a good story, and a good time for all. That said, if you can RP out something well enough, I'll let it pass. And you will be able to do that, because this game is going to be slightly differently played.
1) As you play, you'll uncover clues to help make a case to the town before the hanging. That being said, not all clues are created equal: some have more weight than others, some need each other to make sense, not all point to the same person, and the odds are, you won't find them all by the end of the adventure. Perhaps Paul Maron is guilty, but you'll need to find the clues before reaching that conclusion.
2) That last line isn't just for dramatic effect - you are on the clock, and every action you take will cost some time. If you can't find enough clues to make a solid case, Paul Maron will hang as planned.
I'm pretty loose about character creation standards, but those who need some guidance, here is what you need for a statblock:
-Starting lvl 4
-20 point buy
-All core, featured and uncommon races accetable (keep in mind, the town is not keen on outsiders - if you look exotic, you'll be treated as such)
-No class restrictions, but no psionics
-Advanced firearms allowed. You're close enough to Alkenstar that getting them isn't that strange.
-Average starting wealth
If this goes well enough, I might conjure more "PFI" scenarios and run those. That depends entirely on how this one turns out. If it does, I might make more short mystery games and make it somewhat like a Society style kind of thing. We'll see.
Give it about a week from today before apps close. Say June 25th EST. Sound good?

Anon A Mouse |

Dotting for interest. So if there aren't any class restrictions, that means we can play 3rd party classes that aren't psionics, right? And by "Average starting wealth" I'm guessing you mean standard for level 4? Or do you mean something related to average for your class? Also, are there traits?
I'm thinking about making a secondary arcane spell caster who should have a decent number of skill points, but I haven't yet figured out exactly what kind of spells would be useful for an investigation.

redbeardredeyed |

I've had a hankering to play a Hunter S. Thompson inspired journalist so to speak. This seems like a perfect place. Investigator is the most obvious choice, but I see one proposal already and there will probably be more.
Maybe an oracle of lore? witch? alchemist?
so many choices
Edit: Gunslinger, duh.

Anderlorn |

Anderlorn |

What about the Aegis class in psionics. They get Powerpoints but have no powers. Just curious. I like murder mystery stuff so will try and work up a character for this.
I hope he permits it but technically it is still Psionics;
I'm pretty loose about character creation standards, but those who need some guidance, here is what you need for a statblock:
-Starting lvl 4
-20 point buy
-All core, featured and uncommon races accetable (keep in mind, the town is not keen on outsiders - if you look exotic, you'll be treated as such)
-No class restrictions, but no psionics
-Advanced firearms allowed. You're close enough to Alkenstar that getting them isn't that strange.
-Average starting wealth
I myself want to play a Forgeborn Aberrant Aegis\Soulknife\Metaforge in a campaign that would permit it or not be chased out of town for having slimy skin and multiple appendages ... LOL

Anon A Mouse |

Let us know what you decide with Super Genius Games; I was thinking about making a Dwarven Adept Godling and having him run around trying to get enemies to attack him instead of his allies (due to high Con making him better able to absorb hits).
If not, that's fine. I can make more of a party face or fighter type since we'll likely have enough skills with people making investigators. Possibly with a similar character to the Adept Godling idea.

Anon A Mouse |

So the crunch of my character will change depending on the SGG decision, but the fluff is about ready (although how much of this is mechanical vs just role playing will change). He will either be a jack of all trades type spell caster or a paladin (Sacred Shield/Warrior of the Holy Light) with all 12 of his skill points going to max out Bluff/Diplomacy/Intimidate.
Granite Ward is a Dwarven agent of Shield. He's not a big fan of violence, but recognizes that sometimes it's necessary. In general, he'd much rather contribute to a group by goading the enemies into hitting him instead of his allies. This works out well because it turns out it's rather hard to actually hit him. And his head is like rock (hence the name), meaning that when a blow does get through, he can often shrug it off. He's a fairly stereotypical Dwarf in that sense. What is perhaps a bit unusual is that he generally doesn't drink alcohol. Not for any moral or philosophical reason, but just because it seems to be rather hard to get him drunk, and he'd rather not waste his money.
Why should he be allowed to investigate this case? One simple reason: He's short, and short people are just better off than tall people. Here's an example: to quote him, "Reason number 1d100 ⇒ 100: Tall people's heads are in a thinner atmosphere than those of short people, so the tall people get less oxygen. That makes it so their brains don't work quite as well."
Why yes, I do indeed read Brandon Sanderson's Alcatraz Versus the Evil Librarians series. Good ol' Kazan. ;-) In case you don't read that series (something I highly suggest you change), the short comment is meant tongue in cheek, so you shouldn't take it seriously. Granite is actually fine with non-Dwarves/tall people; he's just tired of people thinking he's handicapped/vertically challenged.

Anon A Mouse |

Ok, I've added crunch to this profile (will make an alias if chosen). I think the paladin crunch is about done, and the adept crunch is mostly there (Adept's gear, traits, and a few skill points are what are most likely to change. I probably won't finalize him unless it's ruled that the class is ok). Paladin still needs a deity though (I'm hoping maybe Thor would be ok?)

Devlin Farrick |

Submitted for approval.
Devlin "Dev" Farrick grew up fast. His mother died early of a fever, and his father is an elven historian, dragging the boy around here and yonder as he did his research. He was a bright lad, quick to pick things up and an avid reader. But spending a lot of time on the streets - in places as big as Absalom, and as small as Carrion Hill - taught Dev how to look after himself in the real world, too. He learned to read people, to pay close attention to his surroundings, to talk his way out of trouble whenever possible, and to fight hard when words failed. Along the way, he also discovered that he had an innate aptitude for magic, and even dabbled in petty theft, which left him feeling hollow and angry with himself each time he did it. He always returned whatever he'd taken and accepted the consequences.
Dev's attentive nature caused him to notice something else, as well. Every where he went in the world, there was crime. Innocent shopkeepers and innkeepers being forced to pay protection money, doxies being murdered and left in streets or rivers like so much trash, people being kept as slaves whether legal or not, robberies, assassinations... and the guards were often paid to look the other way, or intimidated into dropping their investigations. His innate need for justice drove Dev to leave his father in Taldor, to seek entrance to the Kitharodian Academy. Given his abilities, and the informal but solid education he'd received form his father, he was easily accepted on scholarship, and entered the school with the goal of training to help people in need.
Dev worked hard at his general studies, having understood that the masters were more likely to allow you to choose your own additional lessons if you excelled at the required ones. He studied alchemy, oration, magical theory, history and nobility, engineering, etiquette, and swordplay. From the acting classes, he focused on makeup and disguise, and spent enough time with the actors to learn how to improvise stories to fool people. He was also invited into a few "informal" classes that helped him further hone his sneaking, lockbreaking, and pilfering skills.
Towards the end of his time at the Academy, he was approached by a professor named Koedran, whom he hadn't met before. Koedran explained that he worked as an advisor to some powerful people in Oppara, and that they could use someone with Dev's skills to help with information gathering.
The idea of having someone else direct how and when he could help people didn't sound good to Dev, however, so he politely replied that he might be willing to consider the offer after he had some time to travel and put his abilities to the test in the wider world. Koedran told him to ask for him by name if he should change his mind, and bid him farewell.
Since graduating, Dev has traveled far and wide. Each place he goes, he puts the word out that he's available to help those in need, and he has slowly gained a reputation for doing so. It's been exciting, dangerous, and it's made him feel more alive than he ever had before. When things get too hot, he moves on. Sure, there's been a fair amount of trouble, too (at some point, they'll have to let him enter Niswan again...), but that's to be expected, right? And the lives he's changed for the better are more than worth the cost.
Init +5; Perception +13
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Defense
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AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 27 (4d8+6)
Fort +3, Ref +8, Will +7
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Offense
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Speed 30 ft.
Melee +1 rapier +7 (1d6+1, 18-20/x2) (+1 dmg with Arcane Strike)
Ranged Mwk. shortbow +7 (1d6/x3, 60 ft.) (+1 dmg with Arcane Strike)
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Statistics
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Str 10, Dex 16, Con 12, Int 14, Wis 14, Cha 14
BAB +3; CMB +3; CMD 16
Feats
Weapon Finesse, Arcane Strike
Skills
Acrobatics +7, Bluff +7, Cr:Alchemy +9, Diplomacy +6, Disable Device +10, Disguise +7/+9 w/kit, Kn:Arcana +6, Kn:History +6, Kn:Local +9, Kn:Nature +6, Kn: Nobility +6, Kn:Religion +6, Linguistics +6, Perception +13, Per:Oratory +7, Sense Motive +11, Sleight of Hand +7, Spellcraft +6, Stealth +8, UMD +7
Languages
Common, Elven, Draconic, Dwarven
Gear
Weapons - 2x Dagger, +1 rapier, Mwk. shortbow
Armor - Mithral shirt
Mwk. thieves tools, Mwk. backpack, disguise kit, 2 pieces of chalk, wand of Cure Light Wounds (50 charges), cloak of resistance +1, small mirror, 2 waterskins, 5 days trail rations, spare clothes, flint and steel, whetstone, notebook, quill pen, bottle of ink
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Special Abilities
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Bardic Performance - (Countersong, Distraction, Fascinate, Careful Teamwork (+1)) (12 rds./day)
Performance: Careful Teamwork (Su) - A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components.
Eye for Detail (Ex) (+2) - A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information.
Arcane Insight (Ex) - At 2nd level, a detective can find and disable magical traps, like a rogue’s trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as misdirection, and nondetection).
This ability replaces well-versed.
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Spells
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Spells (CL 4, Concentration +6)
Cantrips - Read Magic, Light, Detect Magic, Mending, Prestidigitation, Message
Level 1 (4 per day) - Comprehend Languages, Charm Person (DC 13), Grease, Detect Charm
Level 2 (2 per day) - Detect Thoughts, Glitterdust
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Traits
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Elven Reflexes - You gain a +2 trait bonus on Initiative checks.
Vagabond Child (urban) - You gain a +1 trait bonus on Disable Device, and it is always a class skill for you.

Grand Moff Vixen |

captainford, how does an Elven Oracle Ancient Lorekeeper sound? The racial archetype is from the Advanced Race guide. The character would specialize in as many knowledge skills as I could afford, plus would have a reasonable skill in diplomacy. It's this or I modify a kitsune trickster I once used in a game. I liked her very much.

CaptainFord |

ALRIGHT!
My sincerest apologies, this took a lot longer than I planned, but the final roster is...!
-Valerius Rex
-Delvin Farrick
-Moll Blackfoot
-Anon A Mouse (Dwarven Paladin alt)
Thanks to all who submitted! To those accepted, my humblest apologies for the delay. If you all would be so kind as to head over to the discussion tab and just dot to let me know you're ready, I'll throw up the gameplay tab!