For your consideration, Mortimer Drake, a LG Rogue of the Investigator archetype with the intention to multiclass as a Rogue/Paladin
from the PRD: Investigator - Not all rogues work against the law. Investigators use their skills to serve the law, often in the employ of nobles or in the pursuit of noble causes. In some cities cabals of investigators work for rulers or bureaucracies, but often an investigator is a free agent who pursues whatever mysteries come across her path. Of course, not all investigators serve the law. Crime lords and guildmasters often have squads of investigators serving their own nefarious purposes.
Mortimer was shocked when he read the summons. It wasn't so long ago that he and the professor had crossed paths, just a few years, and it felt like those years had passed as quickly as months. Lorrimor had been in Lepidstadt for a series of discussions on ancient tomes. Pursuing a thief that was targeting scholars of ancient texts, Mortimer had attended the same conference for insight on the motivations of his prey. During a break from the lecture, he and the professor were discussing the methods of black market book dealers over a cup of tea when a reckless wagon driver toppled a vendor's cart beside them. Always quick to react, Mortimer pulled the professor to safety as the upended cart crashed into the space they been standing a moment before. It wasn't an amazing display of talent, just a lucky moment, but the grateful professor never forgot him and their friendship grew from that event. Letters and visits had followed, though not frequently, and respect always remained between the men. Saddened by the news, and curious why the professor would summon him, Mortimer packed a few possessions and made the journey to Ravengro.
two posts a day minimum and combat in order of posting to keep things moving, sign me up!
Detective Drake was built for a CC campaign that died from slow play, he needs to be updated to a 20 point build, examples of writing can be found in his posts.
Might multiclass as a Rogue/Paladin as the experiences in Harrowstone mold him?
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
I'm ready to drop after this last absence. Slow play is the bane of PbP for me, and the lack of communication about schedules and commitments doesn't help the matter. I find myself frustrated when I see this thread, rather than happy like I should be. Good luck to all you guys, a great group of RPers here, I hope your campaign goes well. Congrats on the engagement Lucendar, cheers!
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Too late Drake realizes he's been glaring at Grimburrow over the shoulder of each man as they spoke, putting a damper on the conversation. Relaxing with a deep breath, Drake approaches Grimburrow with courtesy. "Good man, forgive our lack of congeniality, the travel, the undead fright, and the death of our friend has placed stress on us all. We've found cause to suspect that the Professor may have been a victim of foul play. The Professor had his concerns as well and communicated to us that you could be of help in the event of trouble. Please, Father, of all the people in this town you are the one we can trust. Help us bring justice if a crime has been committed and help the people of Ravengro stay safe if evil does lurk in this very town."
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
"Perhaps we should speak with the priests, then check out the scene of the crime for ourselves. At all times we must assume the agents of the Whispering Way are watching us." Drake gives a grim look to each of his companions. "Someone in this town knows about this crime and getting to know the people will be important to solving it. Once we've visited the restlands we should visit each merchant and speak to each of them alone. Those rumors of pets going missing and people experiencing awful nightmares should be investigated at well. Even if they don't relate to the professor we may forge goodwill with the townsfolk."
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Drake relates the story of Harrowstone as he knows it, including all the details he can remember.
"Necromancy, haunted prisons, undead at the graveyard, gentlemen it seems we have a few coincidences, and I myself do not believe in coincidences."
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
"The Doctor is a kind man, I've known him for some time now." Drake places a hand on Valdrebridge's shoulder. "The fear of other people and the attention of the sinister are good reasons for keeping such information on a need-to-know basis, as we find ourselves in now." Drake looks to each of the men. "And finding ourselves here now, with one friend already dead and a threat upon our skins as well as Kendra, we need to root out this menace before it strikes again."
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Drake gives a sly grin to Stefan, "In a town divided, as we observed with that graveyard mob, and with a single sheriff, one that may be a bit too proud, there are bound to be people that want to speak and tell what they've seen but can't for various reasons." Sitting straight and a bit louder he adds, "I would certainly pay the locals for good information on what is happening here."
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Drake sits quietly while the banter ensues, suspecting the sheriff is more mindful of maintaining authority than actually dealing with threats. When the initial banter finishes, driving straight to the point, and loud enough for others in the inn to hear just for the sake of exposing the man, "Dead creatures just attacked the townsfolk, we protected and defeated those beasts, and your first words to us are threats to lock us up if we don't do as you wish? Do you care to actually protect these people, or do just want their coins to give you an easy living?"
Standing from his chair for the psychological advantage of height, Drake continues, "I am Detective Drake of Lepidstadt and I will investigate the crimes that have occurred here, unless of course you want to tell all these people that you aren't interested in their safety?" With a sweeping gesture Drake encompasses the crowd.
"My friends and I have already risked our lives against the undead to provide you strangers a measure of safety, something the sheriff has just admitted that his own men have never done. Would you have us leave now, or be locked up for this small man to power play on your little stage? Good people of Ravengro, feel free to share any information you may have with me, I will consider your words honestly and carefully, as a detective should."
Leaning forward with hands on the table, his face near the sheriff, Drake locks eyes with the man. "A foul creature, this one human and named Gibs threatened us just before the undead attacked, what do you know of this man? Tell me quick, do not risk the lives of these townsfolk for your own petty aspirations!"
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
"I would speak with the people of this town, the sheriff Benjan Caeller being first on my list, and see what else may lurk in shadow. He may have some insight on what threatens this place, or perhaps the Lorrimor family, then we'll have a better view of what vigilance is needed this evening. Come lads, let us at least eat a good meal, rest or watch this night we need to keep our energy." Heading to the inn, Drake looks forward to meeting the sheriff and learning what he may know.
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
"Let us see what we discover from talking with the local townsfolk this evening. Perhaps our efforts here will help open doors that would have remained closed. Something threatens this place for undead to attack us during the day and it must be tied to the professor for it to happen during his funeral, but information will be easier to gather from the folks in a warm town than from sitting in a chilly graveyard at night. Still, the anger in that mob and the undead attack bespeak of an undercurrent of hatred and catching a nefarious perpetrator in the act would allow us to direct our questions like a spear point, instead of battering at the problem like the surface of a shield."
can we move to evening in the town and pursue lines of questioning with the sheriff, priest, and townsfolk, then decide on the night actions?
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Drake is satisfied with Grimburrow's response to the query of undead, but he'll seek out more information when the funeral is finished. "Friends, I'm even more convinced that watching the graveyard this night will be important. Let me find what information I can this afternoon and evening from the local townsfolk, then we'll make our plans for what threats may be lurking about us still."
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
When Grimburrow is finished putting the diggers back to work, Drake finds a moment to speak with him. "Father, has there been any other undead walking about Ravengro lately? Or even in the surrounding countryside?"
Follow Up (Ex): An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false. This ability replaces trapfinding.
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
As the zombies fall and Anselm moves to engage the skeletal warrior, Drake slides around the other side of the undead leader to limit his options as the Paladin brings the assault.
Drake will double move to provide Anselm with a flanking opportunity next round
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Anselm wrote:
Is it to prevent your dice from getting away from you?
Actually, Yes, that exactly! I wanted to roll in front of the players, but the dice kept crashing into minis or rolling off the table, so I made my own skinny tower from a wheat-thins box and a bit of 3D terrain stuff from the old days, then used some discarded foam my mini case around the bottom tray to keep the dice in the small tray on the roll, works perfect and cost nothing.
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
I roll using a dice tower for my Friday games, the players see all rolls openly. It leads to weird things, but our group accepts that and it gives the game more of a lethal aspect which builds the tension, and the PCs don't feel like things are too easy or too hard because everyone can see the rolls. Just last Friday we had two characters get slaughtered by wonky dice rolling. We have a home rule that whenever a PC gets 'killed' they just gain a new flaw designed around the moment of death and it encourages RPing in the game. Years ago as a player in the same group I had a rogue with the flaw of 'unhealthy curiosity' and by the end of that campaign he had over 20 flaws, died more than once per level :)
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Drake had been focused on the speeches, the power of the moments overwhelming him as he grips Herzog's shoulder in an expression of sympathy, then Mortimer and the Doctor break his reverie. Slow to react, he curses his own ineptitude, trying to rise to the occasion.
"Better than a dagger, a blade is it at hand, to arms, Gents, to arms!"
will draw his rapier as he reacts, even though it may be the wrong weapon, but that's something he'll find out in character :)
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
After a moment, Drake steps forward, allowing for a respectful pause after Gregorius finishes.
"The professor always challenged me to expand my horizons, to seek that which was outside my areas of knowledge or expertise. Indeed, it was during a lecture that we met, the exact expression of the very spirit he employed. In honor of that desire, I've brought a poem, but I warn you all, I'm no poet or performer, I hope my attempt doesn't further hurt your already cold ears." Drake flashes a slight smile at the memory of the professor stating the very same words one evening back in Lepidstadt.
All Things will Die
Clearly the blue river chimes in its flowing
Under my eye;
Warmly and broadly the south winds are blowing
Over the sky.
One after another the white clouds are fleeting;
Every heart this May morning in joyance is beating
Full merrily;
Yet all things must die.
The stream will cease to flow;
The wind will cease to blow;
The clouds will cease to fleet;
The heart will cease to beat;
For all things must die.
All things must die.
Spring will come never more.
O, vanity!
Death waits at the door.
See! our friends are all forsaking
The wine and the merrymaking.
We are call’d–we must go.
Laid low, very low,
In the dark we must lie.
The merry glees are still;
The voice of the bird
Shall no more be heard,
Nor the wind on the hill.
O, misery!
Hark! death is calling
While I speak to ye,
The jaw is falling,
The red cheek paling,
The strong limbs failing;
Ice with the warm blood mixing;
The eyeballs fixing.
Nine times goes the passing bell:
Ye merry souls, farewell.
The old earth
Had a birth,
As all men know,
Long ago.
And the old earth must die.
So let the warm winds range,
And the blue wave beat the shore;
For even and morn
Ye will never see
Thro’ eternity.
All things were born.
Ye will come never more,
For all things must die. (Alfred Lord Tennyson)
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Drake joins his companions as they hoist the coffin back to their shoulders and complete the procession to the burial site.
It's a somber affair, and Drake is grateful for Anselm's presence and the comfort he offers to Kendra, for her sorrow impacts them all.
"Gentlemen, I have some doubts about the intentions of those that opposed us on the funeral procession. Such men may scurry away when strength stands before them, but like rats they'll creep back when the threat departs. I, for one, would watch the professor's grave this night, will any of you join me?"
"Councilman Hearthmount, I'm pleased to meet you, Detective Drake at your service. When our business here is finished I hope to ask you some questions about what has occurred here, especially in regards to that unruly lot and their claims of necromancy."
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
"I'm well, Mortimer, it's good to see you again." Drake exchanges a warm handshake with the knowledgable man. "Shame that last lecture ending as it did, I was learning quite a bit from your experiences."
-----
As the coffin settles into the path and the confrontation starts to boil, Drake steps forward hoping words will sooth the savagely bestial commoners. But before he can speak both the Doctor and Gregorius expresses better sentiments with eloquence. Remaining silent to see what may result, Drake instead turns his critical eye to the crowd of rabble before them.
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Had anyone observed him it would appear the man was lurking in the shadows, though he only sat still enjoying the peace and tranquility after a depressing journey. Black cloaked figures sitting quietly in a graveyard seldom encouraged conversation, a near freezing day with a somber tone in the town proved no exception.
Drake watched as the men arrived, surprised to see he knew each of them from Lepidstadt. Ah, professor, your influence stretched deep into the university town, as you made my acquaintance it should be no surprise that others would have formed a bond with you as well. Drake's task of pallbearer had been assigned upon arrival, as the other men formed around the coffin he detached himself from the solitude of the bench and joined them.
"Greetings, gentlemen, I am sorry that we must come together under such circumstances. I would much prefer sharing a cup of tea after another fine lecture, but it seems fate has a different path for us." Drake flashes a sidelong look at Gregorius with the words, the man's checkered past triggered in his memory by the limp. It could be no coincidence that the doctor who mended the savaged limb stood beside him now. "Let us honor the Professor this day, for surely he graced all of our lives with his presence."and what in your death, professor, for this gathering can be no accident, what lesson have you for us even past the grave?
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Good cop all the way, the bad cop never gets valid information, sure the suspect will squeal, tell him anything he wants to know, or he thinks he wants to know, but force and threats don't get real answers, kindness does. Drake treated Gregorious with respect, and not just at the insistence of the professor, but to really communicate with the man. He was impressed with Gregorious's stoicism, more than just impressed, amazed, the man was a rock. He followed the plan of Lorrimor and Gregorious disappeared, when he shows up now Drake pulls up short, stunned, he never expected to see the man again, and a whole host of questions jumps to his mind...
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
I'm totally up for shared back stories with everyone.
The connection of Drake to the deception of the Red Mantis for Gregorius works great.
I could see Drake attending lectures by Mortimer and Herzog and repeatedly seeking the advice of both gentlemen for particular investigations over the years.
Drake could have even assisted with the tracking of Andrei and have been there for Dr. Herzog's ultimate sorrow and offered support and kinship to the man knowing what misery he had endured.
For Anselm, perhaps Drake was part of the investigation into the ruins of the battle fought by the Knights of Ozem?
Or not to any of those, past connections not required and no worries if anyone wants to omit such story backgrounds.
Detective 1 | init +5, per +7 | AC 15/13/12 | HP 10/10 | Fort +1, Reflex +5, Will +1 (+2) | CMB +1, CMD 14
Checking in, I'll finish any small changes by this weekend, but those will just be adjusting a skill point or two, nothing big. (have to complete my submission for the Raging Swan contest first)
Man, I can't believe that I missed another person with the name Mortimer in the original character postings, that's my bad, I'll go as Detective Drake, or just Drake, for this game.
Mortimer was shocked to receive the summons. It wasn't so long ago that he and the professor had crossed paths, just a few years tops, and it felt like those years had passed as quickly as months. Lorrimor had been in Lepidstadt for a fine series of discussions on ancient tomes. Pursuing a thief that was targeting scholars of ancient texts, Mortimer had attended the same conference for insight on the motivations of his prey. During a break from the lecture, he and the professor were discussing the merits of Taldan bards over a cup of tea when a reckless wagon master toppled a vendor's cart beside them. Always quick to react, Mortimer pulled the professor to safety as the upended cart crashed into the space they been standing a moment before. It wasn't an amazing display of talent, just a lucky moment, but the grateful professor never forgot him and their friendship grew from that event. Letters and visits had followed, though not frequently, and respect always remained between the men. Saddened by the news of Lorrimor's passing, Mortimer packed a few possessions and made the journey to Ravengro.
Mortimer Drake, Investigator:
Mortimer Drake
Half-Elf Rogue (Investigator) 1
NG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) and
. . rapier +1 (1d6+1/18-20) and
. . sap +1 (1d6+1)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Persuasive, Skill Focus (Diplomacy)
Traits chance savior, truth's agent
Skills Acrobatics +7, Diplomacy +10 (+11 to gather information), Disable Device +7, Intimidate +7, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +7, Profession (Investigator) +5, Sense Motive +5, Stealth +7; Racial Modifiers +2 Perception, follow up
Languages Common, Elven, Elven
SQ elf blood
Combat Gear Alchemist's kindness, Oil, Sunrod; Other Gear Leather armor, Crossbow bolts (20), Dagger, Light crossbow, Rapier, Sap, Backpack (11 @ 11.5 lbs), Belt pouch (2 @ 0.3 lbs), Candle, Canteen, Dice, Hip flask, Hooded lantern, waterproof, Ink, black, Inkpen, Journal, Silk rope, String or twine, Thieves' tools, Tindertwig, 1 GP, 6 SP, 8 CP
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Special Abilities
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Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget you.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Truth's Agent +1 to Diplomacy to gather information.