GM RelicBlackOUT’s Murder’s Mark & Beyond Campaign (Inactive)

Game Master RelicBlackOUT

XP: 0/2000



Hello all! For the past few days I have been checking in on the recruitment page and it seems like nothing is happening, or nothing is happening that I am into. I can not be the only one having this happening to them, right? I have decided we need more DMs and to run a module that could be a one shot, or if everyone is having fun I have other fun things we could do from that point. This module is only the starting point.

Murder’s Mark is the module I will be running. I will be recruiting 4 1st level characters.

Expectations:

What I expect from myself is a minimum of one post a week day, once a weekend. I would also expect this from you. If you are not able to keep this commitment, maybe this one is not for you. I do realize that real life does happen and will make exceptions, but please personally PM me or let the group know via the discussion page.

Not that this needs to be stated, but I expect that everyone will be kind and courteous to one another. This should be a place where we can all just relax and have fun, its what games are for correct?

Character Concepts / 5 Minute Background:

I have recently come across the 5 minute background questions and I must say I do love them and have started using them for all my games.

1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. This is a module, but I always like to have the flexibility of adding in some homebrew into everything I run.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. Only one should be a rival.

5) Three key memories that define your character as the person they are at the time of submission.

6) What a fear or paranoia that causes your character to shiver, cower, or panic.

Character Creation:

Races: Core Races Only. Racial archetypes are ok, nothing that increases the RP & Paizo only.

Classes: CRB & APG. Unchained where it applies. Sorry, no summoners. I am ok with animal companions and the like. Class archetypes are ok, Paizo official only.

20 Point Buy: I do allow people to sack stats, but please play your character according to their stats.

Starting Gold: Max class gold at 1st level. I play by the rule of if it is not on your character sheet, then you do not have it. Before starting I give everyone a double check to make sure they are fully ready to start.

HP: Max HP at first and then half HD +1 every level after first

Skills: I will be using background skills, but tie them into your 5 minute background.

I do keep in mind aging effect, if you would like to play an middle aged or old character, more power to you! But please add in those bonuses/penalties

I do allow any alignment except evil for obvious reasons.

Favorite Class Features: I allow the extra hit point, skill, or racial features for the favorite class.

Mechanical Stuff:

Initiative: When we come to combat I will roll everyones initiative publicly and keep an active tracker. If two PCs go, then a bugbear, then the three remaining PCs, I will have the first two act in tandem so they don’t need to wait for the other, then the bugbear, then the final three can go all at once. If there is someone who is lagging behind, I will take authority to do the most likely action for that player. This will only be in cases lasting longer than a day.

Mapping the Battlefield: I will do my best to describe the scene and actions, but unless players absolutely need something drawn out I will not be mapping it out. During combat I would love people to be descriptive of what actions they are taking. Don’t just give me an attack roll and damage roll and say your character swings his/her sword.

Skill Checks: There will be some skill checks that I will be rolling separate on the side. Things like passive perception checks for hidden things, sense motive checks, some diplomacy/intimidate/bluff checks. When it comes to social skills there are two deciding factors for me as a DM, how it is roleplayed and how the roll plays out. I am not going to penalize a player for rolling a 1 diplomacy check when they knocked it out of the park, but I am also not going to penalize the player who isn’t the most eloquent with words (me) when they rolled a natural 20 on diplomacy.

Spoiler Boxes: Not that this needs to be said, but when I put a spoiler box please resist reading it unless you make the DC that is stated, have the language that is being spoken, or are the person it is written for.

Game Info:

This module takes place in Ilsurian in Varisia. This independent town sits at a crossroads of river traffic from across all of Varisia, on the north bank of Lake Syrantula and the east side of the Skull River.

The PCs can either be from Ilsurian or someone traveling to see the spectacles of the Umbra Carnival that has traveled here.

Thanks for taking a look and lets have some fun.


I'm interested. But I do have a question I'd liked answered before I apply. Spoilering just in case I use the concept.

GM:

I have a character that I originally made for a campaign in Castorhage, aka The Blight. She was a pyrokineticist that had amnesia and the first thing she remembers was waking up in the rain as someone is coming to check on her, then passing out from the pain. She didn't know about her powers until after the start of the game and was actually frightened by them. I'd love to give her another go, but I would need your permission to go with a kineticist before I submitted her. If you would rather not open up that potential can of worms, I understand and will think of something else.


@AdamWarnock unfortunately occult classes are ones I am not allowing. Mainly because I have never messed with them and don’t want to have to personally fool with them. CRB & APG classes only, unchained where it applies, and no summoner.

I do think your concept is cool, maybe you could achieve it differently?


I'm thinking on it. I could do a spell caster. A sorcerer could work, actually. I'll have to mull it over.

Also, in the interest of full disclosure, I should mention that I have played through Murder's Mark. I am pretty good about not meta-gaming, however, so I don't think you have anything to worry about. Besides. The game was some time ago and suffered from an ERROR 404: GM NOT FOUND shortly after we finished. It was a similar premise to this one, actually, but I was playing a different character concept for that one. (And it's a concept that I do not intend to revisit. There were times that one got on my nerves.)

Another thought is to dump the whole "learning their powers" bit. It's a lot easier to pull off with a Kineticist than it is with a caster. If I did that, I am kind of debating between going bard, rogue, or swashbuckler. The first two would be pretty easy. Swashbuckler would be slightly more difficult, and if I did it, it'd be because I haven't played the class before.

I'll have to sleep on it. It's late and I've not got the wits to make this decision.


I'm definitely interested!

I have this ranger that I haven't had the chance to use yet.

He was built for a Serpent Skull campaign a while ago though, so the crunch and the fluff need to be remade.

I'll come back to you once he's ready :)


BTW, should we use traits and drawbacks for our characters?


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@Selkyon great question that I should have touched on. We will not be using traits/drawbacks. I only use traits when it comes to APs because they are easy ways to pull characters into the whole story.

@AdamWarnock since this is such an old module I think it would be hard to find active PBP board people who haven’t at least started it. Like with any game that we are playing for the second time I would hope everyone would keep player and character knowledge separate.


Can do!

After thinking on it, I think I'm going to go with a rogue.


Character info for those from Ilsurian:

His is all info that everyone in Ilsurian would know because it is their heritage and from not so long ago.

The town of Ilsurian in Varisia was established by Ilsurian, a First Sword of the Knights of Aroden in the city of Korvosa. With the crumbling of The Cherish Empire, Ilsurian wanted a militant-leaning meritocracy to replace noble rule in Korvosa, but had to eventaully concede defeat roughly 80 years ago. He marched his troops to the West Bank of the Skull River where it empties into Lake Syrantula, and awaited a chance to return and seize Korvosa by military force. He died waiting for the opportunity, and his army gradually transformed into a strong community of independent fishers and foresters owing loyalty to neither Korvosa nor Magnimar.

The soldiers brought by Ilsurian and their descendants are ethnic Chelaxians, and most of them have the strong features, pale skin, and dark hair, of that group. Most of them also harbor prejudice against the native Varisians, and believe the stereotypes that Varisians are thieves and layabouts. Since very few permanent residents of Ilsurian are ethnic Varisians, this racism has rarely been a problem.

You will also begin with Taldane as a bonus language.


Isn't Taldane the same as Common in Golarion canon?


You are correct. That’s odd that they would make note of marking it separately in the module... I suppose disregard that part in the characters from Ilsurian part.


Well, it looks like I'm going to be getting a chance to continue playing my original idea in a different game, so I'm going to go in a different direction. I wonder if I can make a merchant Monk work?

Oh, and older Golarion stuff has all sorts of oddness. Cheliaxians had their own language in CotCT. I'm sure there are plenty of other quirks that have been retconned out from older material.


@AdamWarnock a monk would be great. Since there is an unchained version go ahead and use that one. Let me know when you get all the info for him up. Right now there are only two of you. Hopefully if you add your info it might attracted more people.


Crunch and fluff should be ready!

1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.

*Selkyon, like most elves, was born in Iadara. His father was a noble, and his mother an ambassador, which made their relationship a loose series of affairs rather than a marriage.
*Due to his father’s position and acquaintances, he got pretty involved in politics as he grew older, sharing the conservative, isolationnist and anti-Human views of most of the Royal Court. He later choose to move out and be employed as a patrol guard, happily accepting to be mentored by his older sister, a professional ranger.
*A few years after he became an official ranger, he abruptly quit his dream job, and his relationship with his sister became very strained. More and more persistent rumors related to the disappearance of several human travellers on the borders coincided with his return, and no one mourned him when he was eventually banished from Kyonin.
*After trying to survive alone in the wilderness for a few years, he realised that he would have no choice but to return to civilization sooner or later. He started to take a few jobs as a bodyguard or a mercenary, sometimes travelling to cities, sometimes living on the outskirts of towns or villages.
*His latest mission led to Ilsurian, where he rather unexpectedly ran into an old acquaintance. Weary of his unstable life, he has therefore decided to stay for a weeks , and enjoy the Carnival.

2) Two goals that you'd like the character to accomplish in-game.

*Reconcile with Laura and Clence. (see 4)
*Let go of his past as a member of the Winter Guards

3) Two secrets, one the PC keeps to himself, and one kept from the PC. This is a module, but I always like to have the flexibility of adding in some homebrew into everything I run.

Selkyon’s secret:

Spoiler:
When he was working at the borders in Kyonin, Selkyon was involved with a small, secret group of rangers who called themselves the Winter Guards. Named after the Winter Council, they honed their craft to track down human travellers especially, claiming that they were the ones who tried to cross the borders illegally the most. In reality, they were extremists supporting the idea that non-Elves were a threat to the kingdom of Kyonin, with a special hatred for humans. To them, human politics were inherently corrupt (with Razmiran or Galt as examples), the spread of their civilisation was dangerous to Nature’s balance (clashes with Abadar were typically fueled by his indirect role in freeing Zon-Kuthon and bringing Treerazer to Kyonin), and the consequences of the human god Aroden’s death was hold as proof that their race would bring the end of the world.
Members of the Winter Guards were rather known to be especially ruthless towards bandits and ruffians. What was less well known was that human travellers trying to get to Kyonin and whispering about alleged ‘Humans Hunters’ were a lot closer to the truth than what they realised. One of the most well-kept secrets of the organization was that its members occasionally indulged in the pleasures of tracking and hunting down human intruders like deers for sport.
As prejudiced as he was, Selkyon was horrified by the Winter Guards’s violence, which motivated his decision to quit his job, and cut all ties with their leaders -including his own sister, one of their most enthusiastic members. When he got back to Iadara, he made sure that the information would go up to the ears of the Royal Court. To avoid a diplomatic scandal, the whole affair was conveniently covered up. Selkyon was thanked for his rôle in reporting the incident, and punished for his involvement with the organization by being banished from Kyonin, never to return (for his own safety as well). As far as he knows, everything has been quietly taken care of.

What Selkyon does not know :

Spoiler:
The Winter Guards are not dissolved, and his sister is not in jail. A small group of assassins specially trained to take care of any possible threat to the kingdom can have its perks. Now that the organisation is under control, random acts of aggression have stopped.
There is still, however, a certain grudge within the movement towards Selkyon, a traitor and a deserter as far as some of the rangers are concerned. His colleagues seem to think that the next time their paths have the misfortune to meet again, he might not walk out in one piece.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. Only one should be a rival.

Spoiler:

Lassidya : Rival Selkyon’s sister. She is sixty years older than him, and a more experienced ranger, still working in Kyonin. She got into the Winter Guards as an idealist young elf (only the wrong kind of idealist). She could have dealt with Selkyon if he had just left, but when he turned against the Winter Guards, she saw it as a personal betrayal.

Hirschen : Ally/Former comrade-in-arms The half-elf did a couple jobs as a mercenary with Selkyon in the past. They didn’t really intend to become friends, but that’s just what happens when you get into life-threatening situations with the same person on a regular basis.

Vuldrani : Former lover Selkyon wasn’t really looking for Vuldrani when he found her in Oppara. She was a friend of Estielle, a Forlorn Selkyon had been trying to get close to. But Estielle was not paying attention to him, and he didn’t know anyone, and when the pink-skinned gnome started the conservation, it just turned out that they had more in common. As an art critic and a painter, and she had travelled a lot as well. She was quick-witted, sarcastic, nonchalantly friendly, and prone to panic attacks due to her fear that her lack her inspiration would cause her to succumb to the Bleaching, the same way her father died. It was clear from the start that she could never spend the rest of her life away from her canvas and her lemon tea, and that Selkyon would never feel at peace amidst suffocating crowds and swarms of unknown smells. When he got back on the road, it felt less as a separation than a parting. He still remembers her very fondly.

Laura : Friend of an old friend Laura is Hirschen’s human daughter. She is currently happily married to a farmer in Ilsurian, and expecting her second child in less than a month. Since she is a bit overwhelmed with work and Selkyon plans to stay in Ilsurian’s surroundings for a few weeks, he offers his occasional help. Although she was pleased to stumble upon the ranger, and treats him like her father’s old friend, her husband Clence is not particularly happy to have his daughter Ruby taken care of by a mercenary. Selkyon, on the other hand, has taken a liking to the family. He is especially fond of four-year old little Ruby, who is going to go to her first Carnival soon.

5) Three key memories that define your character as the person they are at the time of submission.

Spoiler:
* He remembers watching his sister Lassidya juggling with apples to distract him during one of their father’s endless reception when he was nine.

*He remembers the little girl hiding in the forest who asked for his help, the human male tracking her down, and the look on his face when the arrow pierced his throat. He had left Kyonin for barely a year.

*He remembers last week, when Ruby and him played with her wooden little toys, and she gave him one of her horses because she had several and he had nothing. He makes sure to always keep it near.

6)[i] What a fear or paranoia that causes your character to shiver, cower, or panic.[ /i]

Solitude terrifies Selkyon. Banished from the Kyonin, he suddenly finds himself lost in a society where his peers are a minority. In his country, surrounded with ever-youthful, long-living elves, time flew and didn’t alter. Living among humans means staring Death in the face. By the time he notices that decades have passed, humans have grown old, and died.
Elves who never lived away from elves are detached and easily disdainful. Elves that have always lived among humans have grown attached to them, embracing unstability in exchange for the hope of a lasting relationship. Half-elves understand what it’s like to be an outsider -but they’d be dead and buried centuries before Selkyon joins them in the afterlife. Vuldrani understood, but she’s gone, too.
Laura’s family may pass in his life like a joyous cloud, but they’re all that he has, and he intends to make the most out of it before going back on his nearly eternal journey to find someone to grow old with.


@Selkyon great background! It will be fun to see him come alive in the world.

Looking forward to see what @AdamWarnock puts forward and gaining two more interested PCs.


1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
- Angus grew up an orphan in Absolom. He was taken in by an orphanage run by Cayden Calien's priests.

- He wanted to travel the world and help others who were less fortunate than he, and maybe start running his own brewery.

- Despite an irreverent attitude and a tendency towards immaturity, Angus adheres to a strict moral code and values traditions when they benefit the community, or at least aren't harmful to it. He is self-disciplined and rarely lets his emotions dictate his actions, as evidenced by his dedication to maintaining his body at his peak. He also doesn't overindulge when it comes to sating his vices, restraining himself to what he sees as healthy.

- He acts like a trickster, though, to both throw them off balance and to hide his own views. Though he won't lie, he will also word things as to appear as something other than what they are.

- He travels because it is the rest of the world that needs him instead of the city of Absolom. He made his way to Ilsurian alongside the carnival that was traveling there to perform after disembarking from Korvosa.

To sum him up, he's wise and cunning. He believes that traditions have strength and help the community. Think of him as like Odin, both a god of order and a wandering trickster. Angus is similar, but not as vengeful as you'd expect a god to be.

2) Two goals that you'd like the character to accomplish in-game.
1. I'd like to have Angus beat some baddie by outwitting them.

2. I'd also like for Angus to start making his own mobile brewery.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. This is a module, but I always like to have the flexibility of adding in some homebrew into everything I run.

Angus' secret:

Angus didn't leave Korvosa on the best of terms. He's worried that the Hellknight he embarrassed might have enough connections to send a party after him. The incident involved him coming to an urchin's aid, then exposing the man when things turned violent. Angus escaped in the confusion.

Secret kept from Angus:

His father is still alive. The senior Alehammer is a drunken lout that travels around Varisia doing mercenary work. He's wanted in a few places for murder and assassination. He also uses orphans and urchins he grabs off the streets as slaves in all but name. If there's an encounter that would make Angus lose his cool, meeting his father would be it.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. Only one should be a rival.
Rudolph Alehammer - Angus' father and the one that left him at the orphanage after his mother's death.

Ping, Ting, and Fling Ibbleting - Gnome triplets with a dragon's blood in their veins. These three are traveling with the carnival for the moment for safety as they wander the Varisian countryside looking for new things to experience. They formed a fast friendship with Angus since he was a good sport the first time they pranked him.

Tan Widdershins - A half-orc that helped Angus out shortly before finding the Carnival. Angus feels that he owes them and has been asking about the mysterious person ever since to find a way to repay them for their kindness to him.

5) Three key memories that define your character as the person they are at the time of submission.
- Storytime at the orphanage: Angus grew up on tales of wonder and adventure and wanting others to feel what he did he learned to be a storyteller himself. It also gave him characters of honor and cunning to aspire to. His favorite heroes are the ones that win with cunning and guile while also honoring any pacts made.

- The Vudran Traveling Show: Once when Angus was about ten, a troop of Vudran performers came to Absolom and all of the children at the orphanage were brought to see the wonders and acts of a far off land. While Angus was as impressed with the whole show as the rest of the kids, it was the sparring match on a tightrope that captured his imagination and ever since then he's been working to achieve the same feat of balance and control.

- The closure of the Whistledown smithy: The eldest brother of a boy Angus often played with when he was young ran from home and tradition to join a gang. After a botched burglary of a merchant's home in the Petals District, the son came back. The merchant offered a bargain that left the Whistledown family almost broke but kept the son out of jail. The son ran off again, this time with a large portion of the family's remaining wealth and was caught while attempting another burglary with a different gang. Seeing this as the father's fault, the mother of the two boys left him. With no money and having lost the will to go on, the father closed the smithy and spent the rest of his days in the bottom of a bottle. The whole affair taught Angus the importance of traditions, obedience, and community.

6) What fear or paranoia that causes your character to shiver, cower, or panic.
Not being good enough to help someone in need, especially if failure results in their death.

Stats:

Angus Alehammer
Human unchained monk 1 (Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 Wis)
hp 10 (1d10)
Fort +2, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2/+2 (1d6+1) or
. . unarmed strike +5/+5 (1d6+1)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 11, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 18
Feats Catch Off-guard, Improved Unarmed Strike, Stunning Fist, Throw Anything, Weapon Finesse
Skills Acrobatics +8, Climb +5, Escape Artist +8, Handle Animal +2, Perception +6, Perform (oratory) +5, Profession (brewer) +6, Stealth +8
Languages Common
Other Gear quarterstaff, flint and steel, donkey, donkey, backpack, bedroll, blanket, cart, feed (per day), medium tent, trail rations, waterskin, 3 gp, 4 sp
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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

Left Cheek CR –
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear backpack, bedroll, blanket[APG], cart, feed (per day) (10), medium tent[APG], trail rations (5), waterskin (4)
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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

Right Cheek CR –
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.


@AdamWarnock it looks good! 1st off, you have two donkeys, Left Cheek & Right Cheek? Thats some funny stuff. Also, just so I know what are your two background skills? Perform Oratory and Profession Brewer?


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Yup, that's right on all accounts. Sadly I cannot take credit for that joke since I stole it from Jeffery Russell and his highly amusing series, The Dungeoneers. I'd give both all of the books that are out a read or a listen. Faust Kells does a fantastic job of narrating them.

I should warn you that I tend to give my characters' animal companions and familiars quirky personalities. Given the names these too have, you can expect them to be a little cheeky. :P


I just realised I forgot important information in the background:

GM Only

Spoiler:
Selkyon avoids talking about his past,as it's an extremely sensitive and painful subject for him. He did manage to get it out of his chest a bit about it with the few people he connected with and trusted. It took him a couple years before he spoke about it with Hirschen, on a night where they were both toasted and reminiscing about their respective past. He opened up about it to Vuldrani as well. So far they are the only two people who know.
He has no idea how much of his life Hirschen told Laura, and hasn't dare to bring up the subject. I also expect he wouldn't tell the other players unless he felt especially safe, or if he absolutely had to.


I'd definitely be interested to join, and the urban setting is just perfect for a bard, I think.

Couple of questions before I get started in earnest:
1) I'm completely new to PBP and only have a few month IRL RPG experience, all self taught, so I expect to make some mistakes to start with. Do you have a problem with a newbe? (Plus side, I really don't know the module ;) )

2) I've had this crazy idea for a dwarven stepdancer in my head for a while, but he has the potential to be...different.

really short intro:

If anybody asked, Ulef the Fidgety would claim to have no by-name. He also would claim to have performed at the court of King Brost the Brave, the great dwarfen king. The second, at least, was true, but only if one counted the antechamber of the chamberlains office.

His father, an administrative clerk at the court, had gotten him in, but had later openly confessed that he had hoped a taste of harsh truths would calm his son's craziness.

His dancing trial had gone worse then expected, when his feet started to literaly light up and sparks set fire to the chamberlains tastefull rug. Ulef might have magic, but nobody was particularly impressed with his new talent.

Ulef, however, knew that step dancing was his life. It was his destiny to become the first and greatest of dwarfen step dancers and kings would travel from far and wide to see him.#

Today, however, he was just looking for some food in his belly. He'd just have to use his magic to support himself until somebody appreciated his genius.

Do you think that might fit the tone of the story? Otherwise, I'll keep the bard but make him a bit more serious.

3) When did you want to get started? In either case, I expect to be finished by Thursday, at the latest, but I can hurry it up if needed.


Still looking for two more. Could use a divine caster and an arcane caster.

Current lineup:
Angun Alehammer - Human - Unchained Monk
Selkyon - Elven - Ranger


@DarthBiber all are welcome. PBP are easy to pick up and if you have any questions along the way I am more than happy to help. Just answer the character creation questions above and I will add the character to the list.

I don’t have an exact start time. I would like to get started in a week or so.... it all depends on getting four characters. Bard it up man!


@Selkyon & AdamWarnock unless we get a few more PCs it will be difficult to move forward. I will give it more time but hypothetically would you to want to move forward with the game? I would do some tweaks if we did move forward with only two PCs. Let me know what you think.

Tweaks:

Point buy would become 25 point buy
2 Traits
Double max starting gold.


GM:
While I'm absolutely interested in the "And Beyond" aspect, I've done Murder's Mark 3 times and one of them fairly recently, so while I can do my best to keep knowledge separate, there are just some bits I can't.

If you'd have me, I can try to keep that knowledge out of character, and would enjoy the game, but I didn't want to throw my hat into the ring without that caveat.


ScorchedOne:
That’s not a problem. All I ask for anyone who’s played it previously is to do their best playing the character with what that character knows... There are some big spoilers that you are aware of that you’ll obviously have to overlook until they are revealed or found out... I am glad to have you if you are able to do that.


Being four players sure would be more fun, but I'm ready to move on anyway!


@Selkyon with SorchedOne & DarthBiber as possible applicants I would wait to have a complete group of four.


Of course, that's the best choice! :)


Wow, you guys are moving fast. Awesome.
As promised introducing Ulueg, Dwarfen Bard 1.

Math and Background are in the profile. Let me know if I missed anything. (I've got 1 Background Trait, correct?)
Really looking forward to playing.


Just a question, do we have anyone capable of healing people? If not, I'll be changing to a character that can. I've played without a healer before and I can tell you that it sucks.


I've got CLW as spell, but that's about it, unfortunately.

My background would also work with the Arcane Healer archtype and I was thinking about that for precisely that reason. I'm not picky (though Versatile Performance sounds awesome...) and it would save you from having to redo a character.


@Ulueg unfortunately no we are not doing traits or drawbacks on this one. I will give it a look over, getting ready to head out. Bards are awesome, and Versatile Performance is cool but Arcane Healer is a great choice if we are not having a divine healer. Purely your call.


Profile updated, trait removed. Let's see what SorchedOne comes up with. I'm open either way.


I'll go ahead and see what strikes my fancy. I haven't played a cleric in a while, so we'll see what I come up with.


@AdamWarnock you can take a look, but lets see what @ScorchedOne brings to the table. We could be jumping the gun on character changes.


Yeah, probably, but I don't mind coming up with characters. I also don't want ScorchedOne to feel like he has to make a healer.


My plan was a semi-healer, I planned a Witch with the healing hex.


@ScorchedOne that sounds great!

@Ulueg If you wanted to do the Arcane Healer bard archetype like you mentioned that would work for a little bump of extra healing.

Once everyone’s characters are finished up we can begin the journey! I’ll open up the discussion and gameplay. Feel free to dot them with your characters.

Murder’s Mark Cast
Angun Alehammer - Human - Unchained Monk
Selkyon - Elven - Ranger
Ulueg - Dwarven - Bard
ScorchedOne - Witch (work in progress)


This is ScorchedOne's character. Sheet in profile, working on background in profile as well. Getting there.


@Lethyr everything looks good. I really like that spreadsheet! Easy to read and navigate.


Angus is all ready to go! I figured a proper drunk monk should have a drink counter in his statbar. :)

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