Male Historian/Curator
The Thing in the septic tank keened on, a pitiful, drowned lament that seemed older than language itself. Occasional pleas and blasphemous curses rose like bubbles from some sunless depth, then thinned and frayed until the sound was drawn inward. At last, the noise ebbed away, and an unnatural silence settled—thick, listening, and full of patient hunger.
Male Historian/Curator
The fading echoes collapse into a hush, but in that silence something else begins to seep through—soft at first, like a memory of sound rather than sound itself. Then it sharpens into the unmistakable weeping of a woman. The cry is wrong in a way that prickles the skin: too distant and too close at once, as though it drifts from behind the walls and from just over your shoulder.
"He did this to me… he shaped me into this abomination. I never sought such a fate… please… release me…” The words stretch unnaturally, as if spoken through a mouth that no longer remembers how to form them. Then the weeping resumes—deeper now, resonant with a despair so ancient and vast it feels as though the room itself is grieving.
Male Historian/Curator
As Joey begins working the lock, a heavy thud reverberates from inside the tank—damp and fleshy, as though something soft is striking metal with desperate weight. Another follows, then another, each blow punctuated by a guttural, bubbling croak that only almost resembles a human voice. The sound rolls through the iron shell with an unnerving rhythm—half‑choked sobs interwoven with something older, wetter, and unmistakably wrong. Every impact leaves the tank quivering, as if whatever is trapped inside is struggling not just for release, but to escape.
Male Historian/Curator
Ten yards from the house, where the thinning grass surrenders to the first crooked shadows of the woods, a septic hatch lies exposed in a shallow pit—as though the earth once tried to swallow it and then thought better of the attempt. The soil around it is heaped in strange, uneven ridges, long-settled, as if shaped by hands that did not understand how human burial is meant to look.
Male Historian/Curator
The old footlocker holds a plethora of items. These include: » Reel-to-reel tapes labelled with FBI evidence tags, dated 15 AUG 72 to 29 SEP 72, 21 hours total. » A cardboard box containing a neatly folded but very bloody man’s suit. » An annotated copy of the doctoral dissertation, 'Sky Devils: Archetypical Figures in Native American Mythology,” by Karen Barr. It was rejected by the University of Indiana, Bloomington, in 1985. » Three tear-gas grenades. Manufactured 20 years ago. » A large, primitive iron knife. » A mundane leather pouch containing hair, teeth, and feathers » One highly magnetized glass sphere, 3 cm in diameter. » A sizeable file regarding the Ventaja Corporation, an Argentine import/export firm, dating from 1965 to 1968. The file begins with an FBI investigation into allegations of weapon smuggling in Miami.
Here are my submissions. Alwic the Elven Forester
I will make an alias for them...and hope on makes it out alive...lol
Male Historian/Curator
The door is locked, but the ring of keys you found in the apartment has the correct key to open it. The cabin itself is one story high, with a bedroom, a bathroom, a living room, a few closets, and a kitchen. The whole thing seems to be empty, and the amount of dust and cobwebs makes you think that no one has been here for a number of months.
OK...here is my submission so far. Still needs a background and some items purchased, but has most if not all of the crunch done. Gem Chiaclisnid: Female gnome druid 1 N Small humanoid (gnome) Init 2; Senses low-light vision; Perception +9 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size) hp 11 (1d8+3) Fort 4, Ref 2, Will 5; +2 vs. illusions Defensive Abilities warden of nature[APG] -------------------- Offense -------------------- Speed 20 ft. Melee quarterstaff +1 (1d4 B) Ranged sling +3 (1d3 B) Spell-Like Abilities (CL 1st; concentration +3) . . 3/day—haunted fey aspect[UC] . . 1/day—detect poison, know direction, speak with animals, stabilize Domain Spell-Like Abilities (CL 1st; concentration +4) . . At will—speak with animals (4 rounds/day) Druid Spells Prepared (CL 1st; concentration +4) . . 1st—calm animals[D] (DC 14), goodberry, shillelagh (DC 14) . . 0 (at will)—detect magic (at will), purify food and drink (at will) (DC 13), stabilize (at will) . . D Domain spell; Domain Animal domain -------------------- Statistics -------------------- Str 10, Dex 14, Con 14, Int 10, Wis 17, Cha 15 Base Atk +0; CMB -1; CMD 11 Feats Arcane Talent (Mhh)[APG] Traits first memories, friend of the fey (lands of the linnorm kings), green-blooded Skills Acrobatics +0 (-4 to jump), Heal +7, Knowledge (nature) +6, Perception +9, Survival +9; Racial Modifiers +2 Perception Languages Common, Druidic, Gnome, Sylvan Other Gear lamellar (leather) armor[UC], quarterstaff, sling, 20 gp -------------------- Special Abilities -------------------- Arcane Talent (MHH) Gain a cantrip as a spell-like ability. Druid Domain (Animal) Fey Magic (Favored Terrain [Forest]) Gain spell-like abilities in selected terrain. Gnome Magic Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Nature Sense (Ex) Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability. Warden of Nature +1 to hit and +2 AC vs. aberrations, oozes and vermin. Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Male Historian/Curator
In the Middle Ages, cattle were slaughtered by initially stunning or killing them with a blow to the head, followed by a swift cut to the neck to sever the major arteries for bleeding. After the animal was bled out, butchers would then skin the carcass and begin the process of evisceration, using tools like cleavers and saws to butcher the meat for sale.
Male Historian/Curator
It takes the whole day to go through all the files, and aside from some that might seem a little questionable, there was nothing of note. Well, almost nothing... You did discover that Baughman has a cabin in a place called Kananaskis, a couple of hours outside Calgary, towards the mountains.
Male Historian/Curator
You keep an eye out for anything out of the ordinary, but everything seems normal. You even see the old woman from across the hall return from her walk with her dog. The ride back to the office is also uneventful and you easily transfer all the boxes from the car to the conference table and restart searching it for evidence. Will need to make an Accounting roll at 30% or better.
I, like Evindyl, love this particular game. I have run parts of it here on the boards as well as at home, but never got as far as I wanted as a character. So if that is ok, I would like to throw my hat into the ring. I am looking to run a character who has more than a foot in the fey realm, so perhaps a gnome...
Male Historian/Curator
You take several minutes gathering up everything from the office and packing it into half a dozen boxes. You head down and pack the rear of the vehicle with the boxes and lock the door and leave. No one seems to be paying you any undue interest. You are all now back in the car....where do you wish to go?
Ok...here is a first attempt for my character. If all is good, then I will get his avatar up and fill in the background and equipment. Anvar Erdukr: Male dwarf expert 1 NG Medium humanoid (dwarf) Init -1; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework) -------------------- Defense -------------------- AC 9, touch 9, flat-footed 9 (-1 Dex) hp 14 (1d8+6) Fort 2, Ref -1, Will 3; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. -------------------- Statistics -------------------- Str 17, Dex 8, Con 14, Int 14, Wis 12, Cha 14 Base Atk +0; CMB 3; CMD 12 (16 vs. bull rush, 16 vs. trip) Feats Toughness Traits Magical Talent (Mending), merchant Skills Acrobatics -1 (-5 to jump), Appraise +6 (+7 when bargaining for the price of goods), Bluff +6, Craft (blacksmith) +6 (+8 on checks related to metal or stone), Craft (mechanical) +2 (+4 on checks related to metal or stone), Diplomacy +6, Knowledge (local) +6, Perception +5 (+7 to notice unusual stonework), Sense Motive +5 (+6 when bargaining for the price of goods), Survival +5; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework Languages Common, Dwarven, Gnome, Goblin -------------------- Special Abilities -------------------- Craftsman +2 on Craft/Profession checks related to metal/stone. Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
OK, I am looking to play a dwarven tinker who travels the roads and trails of the area, plying his trade as a tinsmith to the locals of the area. Mending household utensils, like pots and pans, he has a pull cart that carries all his tools and worldly goods.
Ok, here is my first shot at a character..let me know what you think. Santiago Valverde: Novice Male Human
When the independence movements began sweeping across South America in the early 19th century, Santiago was torn between loyalty to his father’s heritage and the suffering of his mother’s people under colonial rule. After witnessing the brutal suppression of a local uprising, he chose to fight for liberation. Description
Build: Lean and athletic, with a wiry strength honed by years of climbing, riding, and combat. His physique reflects both agility and endurance rather than brute force. Skin Tone: Sun-bronzed with a warm olive undertone, reflecting his mixed Spanish and Quechua heritage and years spent under the harsh South American sun. Hair: Thick, raven-black hair, often tied back in a loose tail or tucked under his wide-brimmed black hat. In battle, he wears a hood or mask that leaves only his intense eyes visible. Eyes: Piercing hazel eyes with flecks of gold, sharp and observant—always scanning the horizon. His gaze is calm but commanding, capable of unnerving even seasoned soldiers. Facial Features: High cheekbones, a strong jawline, and a straight nose. He often sports a neatly trimmed goatee or stubble, adding to his mysterious and roguish charm. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Male Historian/Curator
"Oh well, if that's the case then.... don't remember Clyde speaking much about other family, but that's just fine." She continues to look around you into the room, but answers your questions. "Hmmm...oh, yes. He was acting a little strange. Suddenly, he was very happy, and it seemed that the gloom that had been hanging over him since his wife left was finally lifting. Then he seemed to crawl back into himself...even worse than before. Seemed always to be looking over his shoulder...like he expected someone to be there or something. Then he was away for several days, and when he got back, he had this hunted look in his eyes. Well, that's what it seemed to me anyway. Well, I suppose I should let you get on with your packing...Dottie here needs her walk!" The old woman leaves, but keeps looking behind at you as she descends the stairs. In time, you hear the front door open and then close. |
