Goblin Squad Member. Organized Play Member. 4,639 posts (22,059 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 157 aliases.
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.
The hatch itself is not buried at all but sits brazenly atop the pit, its metal skin dulled by years yet tended with unsettling care. A padlock clamps it shut from the outside, a futile gesture that seems less like security and more like denial. The handle and hinge gleam with fresh oil, their sheen oddly vibrant against the surrounding decay, as though someone—or something—has ensured they move with a smoothness that defies the age of the place.
It gives the impression of a door meant not to keep intruders out, but to keep whatever lies beneath from remembering how to rise.
After looking around, you discover no new contraband; there is, however, one oddity. It appears that all the water lines have been disconnected, and the sewage lines have been disassembled.
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.
The investigation ended without prosecution, but Delta Green surveillance of the company continued.
Baughman uncovered financial ties between Ventaja and accounts mentioned on a World War II-era financial watch list called “K Group.” A raid on a Ventaja warehouse in San Juan, Puerto Rico, resulted in the recovery of something called “The Scheel Formula.” A manila folder with that title is empty.
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.
After a short detour to a sporting shop, the group follows the map to a remote location in the Kananaskis Hills outside of Calgary. The road does not go all the way to the cabin, but a well-marked trail leads the 1/4 mile from the parking area to the cabin.
Hey gang..sorry for the silence..was trying to get year-end stuff sorted here at work and got a little snowed under (literally!!) Merry Christmas to you all, and I will get a post us soon...
Your in luck as a place called Crown Surplus is not far from where yoou are. You can purchase most everything you need there...except weapons. You will need to make a separate search for a place to buy guns under the table.
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
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Defense
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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]
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Offense
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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
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Statistics
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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
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Special Abilities
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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.
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.
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.
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...
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)
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Defense
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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
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Offense
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Speed 20 ft.
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Statistics
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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
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Special Abilities
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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.
Hope that this background is ok...I know you wanted people from the village, but he is such a fixture there that perhaps he can be seen as a de facto local??
Ok, here is my first shot at a character..let me know what you think.
Santiago Valverde:
Novice Male Human
Background
Santiago Valverde was born to a Spanish nobleman and a Quechua healer. Raised between two worlds—European aristocracy and indigenous tradition—he developed a unique worldview that valued justice, honor, and freedom. His father, a former officer in the Spanish army, taught him fencing, horsemanship, and military strategy. His mother, meanwhile, instilled in him a deep respect for nature, teaching him tracking, herbal medicine, and the ways of the forest.
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
Height: Approximately 6 feet (183 cm)
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.
Are we "Charactering" now or waiting for the new recruitment board?? Just wondering so I don't get great rolls here and then crap on the actual recruitment page...lol
Edit....Hummm the guy above looks kinda familiar....
Well I think a smaller city somewhere on the coast would work. Santiago Valverde (my character), as a trader, would be located in such a place, but travels into the interior to gather and drop off cargo.
Sounds like an amazing game!! I am interested in playing a character that is a cross between Hawkeye from "Last of the Mohicans" and Zorro. Not too sure how much information you want right now...but am ready to start :-)
"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.
The old woman seems a little startled by Joey's sudden appearance, but she soon rallies.
"I am Mrs. Railey from across the hall. Are you with the police? Is there any new news on Mr. Baughman’s death? Did they tell you that it was me who found him? Placed smelled horrible...had to get the landlord to come and open it up...the police and fire department would not come and do it...like they did not have the time, or had more important things to do! Let me tell you, I knew something was wrong months before he passed. Since his wife died, he always seemed so sad and tired...like he was just going through the motions...well, except for about a year ago..."
She keeps trying to look around you into the room, and her little dog sniffs your legs and whines and gives little 'yips' as the old woman speaks.
Sorry Leona I thought you were simply laying out your skills and abilities.
200 extra points is a bit much for a starting character, as well as you other abilities. Can you make a proposal for what you see using all these points for and send it to me?? I do not want to have one character with abilities completely outstripping everyone else, if possible.
thanks
I have all these systems (except Cold Shadows...which I am looking into right now!!) so any will be fine with me...but probably SWADE or SpyCraft would make the most sense IMHO.