
GM Barrister |

*****Please Do Not Post Here*****
This will be the OOC discussion thread for the campaign. There are some examples I wanted in an easily-available location, as I'm going to be using the Campaign tab as a running commentary from the "hosts."
Here is a quick reference for all skills, useful for assigning your own DCs.
Skills_____________________________________________________________________
Acrobatics - 10(DC)F
Appraise - XF
Bluff - F
Climb - 10(DC)F
Craft - XF
Diplomacy - (DC)
Disable Device - (DC)
Disguise - 10F
Escape Artist - (DC)F
Fly - (DC)F
Handle Animal - XF
Heal - (DC)
Intimidate - (DC)
Knowledge - 10(DC)F
Linguistics - 10(DC)F
Perception - (DC)
Perform - XF
Profession - (DC)F
Ride - F
Sense Motive - (DC)
Sleight of Hand - 10(DC)F
Spellcraft - (DC)
Stealth - (DC)F
Survival - (DC)F
Swim - 10(DC)F
Use Magic Device - (DC)
__________________________________________________________________________
10 - PCs may "Take 10" on this skill when not in combat.
(DC) - I will provide a DC for all instances of this skill, except as noted under F.
X - This skill will have no applicable in-game use (Exception: Handle Animal if you bring a companion).
F - PCs are welcome to take liberties with this skill in RP and fluff situations. Check the DCs under the skill in question, and if it is an achievable result (i.e. your mod is +15 and the DC is 30, but not if your mod is +2 and the DC is 25), feel free to RP as though successful. Anyone abusing this will have their "License to Fluff" suspended.
Non-Combat NPCs
Shopkeepers, bartenders and the like are all off-limits for character interaction; that is, PCs should consider them akin to video game NPCs. They will serve you drinks as you please, provide you with merchandise, but will not otherwise engage or interact with players in any way. If you find yourselves in a tavern, it's up to you to have the barkeep get your ale, or for the saucy wench to slap you as you make a pass at her. This works both ways as well, and PCs are free to search rooms, cast spells, and other actions typically considered inappropriate given RL-personas to NPCs, without interference or penalty. I value RP, please make some use out of your environment, and remember, this is reality TV!
The Following Six Posts
...are examples of how I intend to run rounds, and what I would like to see from each PC; I hope to also illustrate exactly what I mean by "assign your own DC". This alias is the GM, and Al Harrington is an NPC. The remaining three aliases represent PCs. Ignore their stats, I didn't want to make new ones just for this example.

GM Barrister |

After the spectacle the party was forced to witness in the "Green Room," they find themselves again deposited in a new locale. As any Dwarf could say, the stone room was at least a mile underground, and the near-stifling heat and oppressive pressure change is obvious to all.
The room is perfectly cut into a rectangle, 40'x80'. Each of the small sides bears an open archway into a room beyond, and two such portals sit on the wall opposite the PCs; there are no exits behind them. The entire area is as bright as the noon sun, but there are no obvious sources of illumination.
Standing directly in front of the party is a tall, blue-skinned woman, situated behind a crescent-shaped desk, scribbling with one hand on parchment while the other traces paragraphs in a large open tome.
The room is otherwise empty, and spotless.
Detect Magic reveals a permeating aura of Evocation. You are still unable to isolate the source, and the emanations are equally strong throughout. There is an amorphous blob of moderate Universal aura surrounding the desk. It grows slightly stronger around the tome.
There are no alignment auras, plants, undead, or life detectable.
Spellcraft DC 15: While it appears that the woman is scribing arcane texts, either the writings are nonsense or the level of difficulty is too advanced for you.
Spellcraft/Perception DC 25: These are indeed nonsense. One in particular stands out, as it is nothing but scribblings shaped like a key hole.
Left Room
The left room is 20'x20' and filled with alchemical equipment and substances.
DC 10 Perception: Several vials are arranged neatly in rows. They are not labeled, but their level of completion is apparent by their order in the otherwise haphazard room.
Craft(Alchemy): Results revealed as-needed for any tests on subjects in the room.
Left-Front Room
This room is 20'x20', and obviously shares a wall with the right-front location. It appears to be a kitchen, complete with cookware hanging from the ceiling and a sooty stove sitting in the corner.
Perception DC 15: The stove is the only object containing any level of dirt or dust; it seems to be the only actively-used item in the area. A pile of wood and box of Tindertwigs sits nearby.
Survival DC 10: Several food items found nearby are fresh and appear clean.
Right-Front Room
This room is crammed with papers, blank books, scrolls, and innumerable vials of ink, quills, and other writing supplies; there is so much clutter that you find it hard to walk (Difficult Terrain), and can only proceed though in a single line. A stout iron “door” is on the back wall, but lacks any gaps, keyhole, or handle. It is flush with the wall; there is no way to grip it, and it resists any magical attempt to open.
Strength DC Arbitrary: Anyone attempting to shoulder through the door takes 1d8+2xStr Nonlethal damage.
Detect Magic: Attempts to view this door cause the caster to be dazzled for 2d4 rounds.
Perception DC 20: Amidst the clutter, you find five pages with writing after 2d10 minutes of searching. They are covered with Ancient Osiriani hieroglyphs on front and back. Ability to read the text shows that they are instructions for the proper method of creating papyrus parchment with a minimal loss of materials.
Right Room
This appears to be a bedchamber, complete with dresser, mirror and bed. It is as pristine as the main hall.
Perception DC 20: Stuffed into the straw mattress is a massive skeleton key, the size of a large mace. Finding this requires 1d3 hours of searching and a willingness to tear the lump out of the mattress.
However, note how I freely disclose everything to the PCs; it may be a mistake, but I'm trusting the players of this campaign to function in-character, and allow the dice and the RP to speak for itself. If you're a mage, and have scanned every corner of the encounter with Detect Magic, but decide to skip the door, I will be very unhappy with you.

Al Harrington |

This tall blue woman is working intensely on her scribblings. She pauses briefly as the PCs appear.
"Welcome to Al Harrington's Scroll Emporium. Feel free to browse."
She does not otherwise address the party, and will provide aid in no way. She can not be attacked, damaged, or spelled. Every fifteen minutes, she digs through her pockets, producing ink vials and retipping her quill for a total of five minutes before resuming her work.
Any interaction with Al qualifies as combat for skill use.
Anyone attempting to remove her papers or touch the tome while she is working is immediately transported back to the front of the room.
Perception DC 15: She bears a locket around her neck, which is shaped like the handle of a door.
Perception DC Arbitrary: Anyone bothering to stare at Al or study her intensely provokes a stern gaze, and are teleported as above.
Stealth DC 23 is required to sneak up on Al without being noticed; failing this check results in the usual teleportation.
Sleight of Hand DC 27 is required to remove the necklace; any magical effect which attempts to maneuver the jewelry automatically fails. Failure on this check once/person results in the teleport; failing it a second time by the same person causes the necklace to disappear for that person; other party members will still be able to see it and attempt to remove it.