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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Inheritance -- Epilogue
Parent thread: Inheritance -- the game
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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The Inheritance -- Epilogue
Talk about being prepared fpr almost anything!
According to Uncle Wyrms notes, if the game died due to lack of interest or RL issues for either players or DM before reaching the keep, then the following would happen:
Somwhere along the journey to the keep, a messenger would overtake the party riding a magical steed. He would inform the party that the Lords of Waterdeep had just received word that the keep had been razed to the ground during a fierce battle between raval tribes of orcs. While ther is not prccise information concerning the number of orcs holding the keep, the attacking force numbered in approximately 900.
The rider carries a letter of condolence for each member of the group, and monetarycompensation for their loss in the amount of 950 gp. (each).
If the same thing occured AFTER the group reached and/or laid seige to the keep, then the outcome would be determined by comparison of the percentage of loss. The side with the lowest percentage (fewest deaths) would have won and gained possession of the keep.
On a side note:
If any of the players wish to play the characters in another game I would be willing to DM it ... sometime in the future ...
Kilmorrigan
Posted on 2008-12-04 at 21:37:09.
Edited on 2009-04-20 at 07:32:58 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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Roster info
Roll Call ...
gboy -- Almyrikon "Bearspaw", Male Half-Elven Barbarian
Admiral -- Aheltha'ethyr Kenyrkor'dlues, Male Wood Elven Cleric
Bezmir -- Kannizan of Stonesunder, Dwarven Fighter
Keeper of Dragons -- Velina Nightdancer, Female Half-Elf uskblade
Dragonblood -- Jethro, Gnome Sorcerer
Jozan1 -- Gunk-darg Rooka-Rooka-Darg Half-orc Rogue
Party Treasury:
Carried by Bearspaw:
Carried by Ether:
Carried by Gunk:
Carried by Jethro:
Carried by Kannizan:
Carried by Velina:
"Stashed" on mule:
Posted on 2008-12-05 at 03:27:01.
Edited on 2009-01-24 at 03:52:42 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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For Admiral
.Name: Aheltha'ethyr Kenyrkor'dlues
Gender: Male
Race: Wood Elf
Class: Cleric of Shevarash
Level: 1
Alignment: CN
Region: Wood Elven Region
HD: 1d8+1; hp: 9
Age: 134
Height: 5'2
Weight: 115
Hair: Green
Eyes: Green
Complexion: Olive
Str - 15
Dex - 16
Con - 12
Int - 9
Wis - 18
Cha - 11
Init +3, Fort +3, Ref +3, Will +7
Speed 30
AC: 18 (Flatfooted 15, Touch 13)
Base Attacks: +2 melee, +3 ranged
+3 (d8+2) Comp. Longbow (+ Point Blank Shot)
+2 (d8+2) Longsword
+3 (d6+2) Throwing Stick (+ PBS)
+2 (d6+2) Quarterstaff
Class Features:
Elf Domain
Retribution Domain
Simple Weapon Proficiency: All
Armor Proficiency: All,
Shield Proficiency
Aura (Ex)
Channels Positive Energy
Skills:
+3 Concentration Rank 2
+6 Heal Rank 2
Feats:
Point Blank Shot (Elf Domain)
Precise Shot
Character Description/History:
Aheltha'ethyr Kenyrkor'dlues is a derivative of the elvish phrase "Tears of the Eternal Vigil, Sworn to the Black Bow." Aheltha'ethyr, or Ether as he was known growing up, and as some of his non-elvish friends have called him, is a member of the very small and close-knit church of Shevarash. As with all clerics, Ether has sworn an oath never to smile or laugh until Lolth has fallen. Ether has spent his youth drilling and training with other elves, and performing hit and run skirmishes in the Underdark. He excelled in archery and combat, although as a militant denomination, all the elves in Shevarash's clergy are proficient fighters. Though a mentalist at heart, and wise in the ways of the world, Ether is easily mistaken for a ranger or fighter if one fails to recognize the fixated broken arrows and teardrop emblem on his buckler or the midnight-black longbow. His parents, a priestess of Shevarash and a druid, were killed during a skirmish between the Drow and the Wood Elves. Ether was sent to live with his maternal uncle, where he was raised as a cleric of Shevarash like his mother. During his induction on the night of Midwinter, Ether was informed that his mother had selected a name and submitted it to the clergy before her death, a name from which she arrived at Ether as a childhood name. He was officially dubbed Aheltha'ethyr Kenyrkor'dlues.
Ether is not sure if he has any relatives in Waterdeep, but he has made numerous contacts and allies through his ministry and raids. And he has many family ties to the Elven and druidic pantheon, so it is very much possible that a rich relative or contact might have left him an inheritance, besides many of his cohorts use assumed or divine names and might not be registered in Waterdeep with the name by which Ether known them.
Posted on 2008-12-05 at 03:27:59.
Edited on 2008-12-16 at 23:31:45 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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For Bezmir
Kannizan of Stonesunder, Male Shield Dwarf Fighter 1, HD: d10 +4(Con), hp: 14, AL: NG
Height: 4' 4"
Weight: 179 lbs.
Eyes: Brown
Hair: Black
Skin: Ruddy Red-Brown
Languages: Common, Dwarven, Orc
STR 16 (+3)
DEX 17 (+3)
CON 19 (+4)
INT 12 (+1)
WIS 10 (+0)
CHA 10 (+0)
Feats:
Combat Reflexes
Weapon Focus (Waraxe (Dwarven)
Armor Proficiency (Heavy, Medium, Light)
Shield Proficiency (incl. tower shield)
Exotic Weapon Proficioency (Racial: Dwarven Waraxe)
Martial Weapon Proficiency (All)
Simple Weapon Proficiency
Special Abilities:
+1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on Appraise and Craft checks that are related to stone or metal.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 Dodge bonus to Armor Class against monsters of the giant type.
Darkvision (60')
Stability
Stonecunning
AC: 18 (Flat-Footed 15, Touch 14)
Speed: 20 ft.
Initiative: +3
Fortitude: +7
Reflex: +3
Will: +0
Dominant Hand: Right
Melee tohit: +4, Ranged tohit: +4
+4 (1d3+3,.Unarmed, critical: 20/x2)
+4 (1d6+3, Javelin, critical: 20/x2, range: 30 ft.)
+5 (1d10+4, Dwarven Waraxe [Weapon Focus], critical: 20/x3)
Description and Background -----------------------
Posted on 2008-12-05 at 03:28:42.
Edited on 2008-12-16 at 23:34:21 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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For Dragonblood
Name: Jethro
Gender: Male
Race: Gnome
Class: Sorcerer
Level: 1
Alignment: Chaotic Neutral
HD: 1d4+3(Con)+3(Familiar)
HP: 10
Age: 44
Height: 3’7”
Weight: 47
Hair: Dark Brown, Unkempt Curly
Eyes: Big and Almost Black, Really Deep
Complexion: Dark Skin, Tanned and Olive
Str 14
Dex 14
Con 16
Int 10
Wis 10
Cha 18
Init +6 (4 (Improved Init.) + 2 (dex))
Fort +3
Ref +2
Will +2 (+4 on illusions)
Speed 20 ft. (adjusted value and modifiers)
AC: 13 (Flatfooted: 10 Touch: 13)
Attacks +3 melee, +3 ranged (includes ability and size modifiers):
Unarmed +3, 1+2, crit. x2, , B;
Morningstar: +3, 1d6+2, crit. x2, , B/P (one-handed)
Morningstar: +3, 1d6+3, crit. x2, , B/P (two-handed)
Dagger: +3, 1d3+2, 19-20/x2, range 10 ft, P
Sling: +3 1d3+2, crit. x2, 50 ft,. B, 20 Bullets
Special Abilities: Low-light vision, +1 to difficulty class on illusion spells, +1 attack bonus against kobolds and goblinoids, can cast speak with animals (burrowing mammals only), dancing lights, ghost sound and prestidigitation once per day.
Class Features: Familiar (Toad)
Skills:
Balance +2 (dex)
Bluff +4 (cha)
Climb +2 (str)
Concentration +3 (con)
Diplomacy +4 (cha)
Disguise +4 (cha)
Escape Artist +2 (dex)
Gather Information +4 (cha)
Hide: +7 (1 (ranks) + 2 (dex), +4 (racial))
Intimidate +4 (cha)
Listen: +5 (1 (ranks), +4 (racial))
Move Silently: +3 (1 (ranks) + 2 (dex))
Ride +2 (dex)
Spot: +3 (1 (ranks), +2 (racial))
Swim +2 (str)
Use Rope +2 (dex)
Feats: Improved Initiative
Spells Known: Daze, Flare, Light, Ray of Frost, Burning Hands, Magic Missile
Background:
When Jethro searches back into the past, there is a place before pictures piece themselves together into memories, where a different type of images reside. These images can only be seen out of the corner of his eyes and are made of dust and darkness. The edges are jagged and the rest is crowded by too many shadows to search out the source of movement and sound. Still, the silhouettes and elusive phrases of speech give enough clues to keep Jethro curious.
There is a man, mostly made up of hidden shapes, who lives within Jethro’s memory. He rocks Jethro in his arms as he sings forgotten lullabies and mutters ancient mythologies that have slipped from the consciousness of the average Gnome.
This man passes through all of Jethro’s memories until he was about 9 or 10 years old. There are memories of dazzling lights and sparkling displays erupting from the silhouette’s mysterious form. And then, all of a sudden, he’s gone from Jethro’s memories, leaving nothing enough to piece together a history or a relationship.
So Jethro stores these memories in the back of his mind and nobody in the small traveling community of gypsy Gnomes spoke of this man, even his mother, who was also present in the memories, kept silent about this past and changed the subject when Jethro brought up the question.
Jethro became a thief with the rest of the Gnome boys, creeping into homes in passing villages and stealing all they can before moving on to the next one. Life fell into a routine, if an thrilling and exciting routine. A slight prejudice developed in the rest of the community towards Jethro and his mother because they lacked a man and couldn’t protect or provide for themselves to the extent that other families could. At one point Jethro was mocked about this. After he beat the other boy severely, the prejudice was silenced but it grew even stronger.
Jethro’s mother fell ill and died one particularly vicious winter, along with two other Gnome women and one man within the community. Now on his own, no family wanted to adopt him as their own and he was forced to travel with them, living in his own tent and caring entirely for himself.
Then one day, Jethro was caught stealing an extra few food rations from the other families for himself. One of the men tried to grab him but Jethro lashed out, ripping off a piece of the man’s wool sweater and yelling something in an arcane unknown language. The man seemed struck of a sudden and lost all focus and movement. The group stared transfixed as the man stood, unmovable before Jethro. Quickly the community snatched up Jethro and locked him in the one cell that they brought with their small band of ponies and wagons. The group counsel met to decide justice for him. And he was sentenced to a punishment of pain and exiling the next day.
Jethro fell asleep in his cell and in the night was awoken by the shadow of a man. Such familiar shadows, the smells, the sound of the footfalls, the texture of the skin even were all imprinted on his mind, this was the man, so present at the beginning of his life.
Jethro still taken with sleep tried to focus on the form in the darkness, who had broken open the cell completely silently and was carrying him away.
“Who are you?” He managed to utter.
“Never you mind that.”
“Where are you taking me?”
“Out of here. To safety. There is an academy for the education of youthful wizards. This is where I’m taking you.”
The gnome was tall and strong. Before falling back asleep he noticed the scar on the man’s face...
Jethro woke up in a bed and a man came in to explain that he had been found on the stoop of Farstaph’s Academy of Adventure Education for Youth, with enough money to afford his education and a direction to be taken to the Wizardry wing. Jethro was groggy and accepted this all without comment.
42 years old, Jethro struggled through a whole year of their education. While the other students poured over books and spent every morning studying, Jethro took to the spells naturally and was not only the best student in the class but also the least liked, by teachers or students.
Jethro was caught and reprimanded for sneaking into the Warrior Wing. It had not been the first time though and he had already stolen and trained himself in the morningstar, dagger and sling.
But the teachers couldn’t deny that he had a knack for sorcery, if a different style of learning and he excelled into more advanced attack spells while other kids struggled over the cantrips.
One day a student walked in on Jethro rifling through his bags. Infuriated he attempted to cast a Ray of Frost as a form of punishment. It misfired and in response Jethro nearly killed him with a magic missile. This was the final straw and Jethro was thrown out.
For a year, Jethro has been wandering the wilderness, going from town to town, doing the same tricks as in his youth, only now he was on his own. That is, until a strange letter tracked him down calling him to Waterdeep about being connected to the lineage of a Shallagh Gann. Jethro couldn’t help but suspect it to be the same mysterious man and with nothing but this curiousity driving him forward, Jethro made his way to Waterdeep.
Posted on 2008-12-05 at 03:29:13.
Edited on 2008-12-16 at 23:35:46 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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For gboy
Name: Almyrikon "Bearspaw"
Male, Half-Elf, Barbarian, 1, Chaotic Neutral
HD: 1d12+3(Con) ; hp: 15
Age: 20, Height: 5'6 , Weight: 177, Hair: Blonde , Eyes: Emerald , Complexion: Dark Tanned. Bear Tattoo's all over body.
Str: 18 (+4)
Dex: 12 (+1)
Con: 17 (+3)
Int: 10 (+0)
Wis: 14 (+2)
Cha: 16 (+3)
Init +1, Fort +5, Ref +1, Will +3
Speed 40 ft (30 (base) +10 (barbarian))
AC: 14 (Flatfooted:13 Touch:11)
Base Attack Bonus: +1
Melee Attack Bonus: +5
Ranged Attack Bonus: +2
Greataxe: +5/1d12+6/20x3/Two Handed
Longbow: +2/1d8/20x3/Two Handed
Dagger: +5/1d4+4/19-20x2/One Handed
Racial Abilities:
Base Land speed of 30 feet.
Low-Light Vision
Immunity to Sleep Effects
+2 bonus on saving throws against enchantment spells or effects.
+1 Racial bonus on search, spot and listen checks.
+2 Racial bonus on Diplomacy and Gather Information checks.
Favoured Class: Any
Class Features::
Proficient in Light and Medium armor, and all shields (except tower shields)
Proficient in all simple and Martial weapons.
Fast Movement: +10 feet movement in medium or light armour, and not carrying a heavy load.
Illiteracy: Cannot read or write. Must spend two skill points to become literate.
Rage: Once per day, you can fly into a screaming rage. This grants +4 Strength and Constitution, +2 Hit points, and a +2 Morale Bonus on Will saves. But it also gives a -2 penalty to AC. This rage lasts for 8 rounds.
Skills:
Appraise (INT) +0 = 0 + 0 + 0
Balance (DEX*) +0 = 1 + 0 + -1
Bluff (CHA) +3 = 3 + 0 + 0
. . . . . . . . .Climb (STR*) +5
. . .Concentration (CON) +3
. . . . . .Diplomacy (CHA) +5
. . . . . . . .Disguise (CHA) +3
Gather Information (CHA) +5
. . .Handle Animal (CHA) +7
. . . . . . . . . . .Heal (WIS) +2
. . . . . . Intimidate (CHA) +7
. . . . . . . . . Jump (STR*) +7
. . . . . . . . . Listen (WIS) +3
. . . . . . . . . . Ride (DEX) +1
. . . . . . . . . Search (INT) +1
. . . .Sense Motive (WIS) +2
. . . . . . . . . . Spot (WIS) +3
. . . . . . . .Survival (WIS) +6
. . . . . . . Swim (STR**) +4
. . . . . Use Rope (DEX) +1
Feats: Power Attack: Trade attack Bonus (Up to Base Attack Bonus) for damage.
Character Description/History:
Almyrikon was a fierce man with a temper to match him. At a young age, he had become angry at those around him, and with that, he left his city, dedicating himself to a life on the plains and forest, surviving on his own. Little did he know however, that there were many other people who had that same idea.
Almyrikon was accepted by a small tribe of barbarians. He lived among them, warring with other tribes. However, Almyrikon still wanted more, and was angry with how the leader was restraining him. So one day, Almyrikon challenged the tribe leader to a fight to the death, his axe hungry for blood.
Many jeered at him, and he knew he would get around to the later. Right now, all he had to think about was downing the man in front of him. And in less than half a minute, it was done, Almyrikon's axes striking grievous wounds into the leader. The rest of the tribe stood shocked and appalled. Never again would anyone jeer at Almyrikon.
Under his leadership, the tribe swelled, and was able to survive. During one of the raids, they captured some prisoners, hoping to gain food for them. However, when a written message came, and not a messenger, at first Almyrikon was enraged. He thrust it into the face of the prisoner, demanding he read it. As it was read, Almyrikon's mood changed from angry to intrigued. He would accept this, and become the king of this realm. He was ready.
Posted on 2008-12-05 at 03:29:48.
Edited on 2008-12-16 at 23:37:06 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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For Jozan1
Name: Gunk-karg Rooka-rooka-darg "the cheap"
Class and Level: Rogue/1
Race: Half orc
Alignment: NG
HD: d6+2(Con)
hp: 8
Deity: Waukeen
Size: M
Age: 19 Gender: M Height: 6'4 Weight: 199 lbs
Eye Color: brown Hair: black Skin: greyish/green
STR 20 +5
DEX 16 +3
CON 14 +2
INT 15 +2
WIS 13 +1
CHA 15 +2
AC: 17 (Touch: 13, Flat footed: 14)
Initiative +3, Fort +3, Ref +5, Will +1
Speed 30ft.
Base Attack Bonus +0
Adjusted Attacks: +5 Melee, +3 Ranged
+5 Grapple
+5 (2d6+7, Great sword, crit 19-20 x2)
Skills:
Appraise (int) +4
Balance (dex) +6
Bluff (cha) +5
Climb (str) +8
Concentration (con) +2
Craft (int) +2
Decipher Script (int) +3
Diplomacy (cha) +5
Disguise (cha) +2
Escape Artist (dex) +6
Gather Information (cha) +2
Hide (dex) +6
Jump (str) +5
Knowledge (int) +2
Listen (wis) +1
Move Silently (dex) +6
Perfom (cha) +2
Profession (wis) +1
Sense Motive (wis) +4
Sleight of Hand (dex) +6
Spellcraft (int) +2
Swim (str) +5
Tumble (dex) +3
Use Magic Device (cha) +2
Intimidate (cha) +5
Open Lock (dex) +6
Search (int) +4
Feats: Martial Weapon Proficiency (Greatsword)
Special Abilities::
sneak attack +1d6
trap finding
dark vision (60')
orc blood
Description and history:
Posted on 2008-12-05 at 03:30:25.
Edited on 2008-12-17 at 05:48:22 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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For Keeper of Dragons
Velina Nightdancer, Female Half-Elf Duskblade1; HD 1d8+3(Con) ; hp 11, AL CG,
Age: 55, Height: 62", Weight: 128 lbs., Hair: Platinum Blonde, Eyes: Sky Bue, Complexion: Tanned
STR 15 (+2),
DEX 14 (+2),
CON 17 (+3),
INT 17 (+3),
WIS 10 (+0),
CHA 13 (+1)
Init +2, Fort +5, Ref +2, Will +2
Spd 30,
AC:15 (Flatfooted:13 Touch:12)
Base Attack Bonus: +1
Adj Attacks:+3 melee, +3 ranged:
+3 (1d2+2, Unarmed),
+4 (1d4+2, Dagger [Wpn Focus]),
+3 (1d6+2, Sword, short),
+2/+2 (1d4+2, Dagger; 1d4+1 [Wpn Focus], Dagger [Wpn Focus]),
+1/+1 (1d6+2, Sword, short; 1d6+1, Sword, short),
+1/+2 (1d6+2, Sword, short; 1d4+1, Dagger [Wpn Focus]),
+4 (1d4+2, Dagger, 10 ft range [Wpn Focus]),
Special Qualities: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects;
Racial Features: Elven Blood
Skills:
Climb +4,
Concentration +6,
Decipher Script +6,
Knowledge (Arcana) +6,
Knowledge (Weaponry) +6,
Listen +1,
Search +4,
Spellcraft +7,
Spot +1,
Swim +4.
Feats:
Armor Proficiency: Light,
Shield Proficiency: Light,
Weapon Proficiencies: Simple & Martial,
Two-Weapon Fighting,
Weapon Focus (Dagger)
Description and History:
Posted on 2008-12-05 at 03:30:58.
Edited on 2008-12-17 at 05:47:10 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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For Zodius
Name: Maranda Grey
Female, Human, Ranger, Level 1, Chaotic Good
HD: 1d8+2(Con); hp: 10
Age: 21, Height: 5`6``, Weight: 125lbs , Hair: Ashen Blonde , Eyes: Green , Complexion: Fair
Str 12
Dex 17
Con 14
Int 13
Wis 14
Cha 16
Init +3, Fort +4, Ref +5, Will +2
Speed 30ft (adjusted value and modifiers)
AC: 15 (Flatfooted:12 Touch: 13)
Base Attacks: +2 melee, +4 ranged
Racial Features: Extra Feat, Extra Skills
Class Features: 1st Favoured Enemy (Bear), Track, Wild Empathy
Skills:Climb +5, Handle Animal +7, Knowledge (Nature) +5, Listen +6, Ride +7, Spot +6, Survival +6, Swim +5.
Feats: Mounted Combat, Mounted Archery.
Character Description/History:
"Do not ever forget that we have a strong lineage in this family young Maranda." It was her father's last words before he went off to join the militia in a skirmish against some goblins that had become dangerous to the local village of Escobar. He had told her that he was the son of the daughter of Shallagh Gann, and that when the time came, Maranda would inherit Sir Shallagh Gann's estate, as he had no heirs of his own. Her Father died in the battle to come, and so she remained in the little cottage of her birth with her mother. She learned the way of the ranger, the way of her father, hunting animals and learning to ride. She even made money off of the occasional trade of fur, or bounty against overpopulated creatures. Occcasionally she would get a job escorting traveller's through the sometimes dangerous woods.
A messenger has recently come about and explained to her that Shallagh Gann has passed away, and being that she was an heir, she decided to head out to Waterdeep and claim her estate, though Maranda hasn't a clue what that estate is exactly, or what to do with it even.
After saying goodbye to her mother, packing her best gear and heading out on the road with her trusty horse, she heads forward into destiny... Adventure awaits, this she is certain of.
Posted on 2008-12-05 at 03:31:47.
Edited on 2008-12-17 at 05:45:27 by Wyrmsting
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Wyrmsting Fulla Wyrmstuff Karma: 20/2 340 Posts
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Garme start update ...
Game start will be delayed zpproiximately a week for Jozan1's and Dragonblood's characters.
Jozan1 has posted that a delay due to RL issues has become necesary, and Dragonblood seems to be having problems with hsi I-net connection ...
I would like to start with six of the seven, and write the last one in if it's not too long in coming.
I apologize for the delay, and I hope the rest of you don't mind ...
Posted on 2008-12-08 at 07:14:59.
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Keeper of Dragons Devil's Advocate Karma: 59/18 2581 Posts
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ok
Sounds good to me; RL comes first.
Posted on 2008-12-08 at 13:38:50.
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Admiral I'm doing SCIENCE! RDI Staff Karma: 164/50 1836 Posts
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waiting
I wait with knocked bow and stayed prayer.
Posted on 2008-12-08 at 19:35:18.
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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I'm hefting my axe and screaming my head off.
In more non barbaric terms, I'm looking forward to it.
Posted on 2008-12-09 at 05:44:04.
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Dragonblood Facelick Squeegee Karma: 37/7 401 Posts
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Almost There! I swear!
Sorry for being part of keeping everybody waiting. I should be all ready and done up soon. I dropped my character in to Wyrmsting and now have only to write up the history I've already worked out. Thanks for waiting guys, I'm really excited to get this thing breathing.
Posted on 2008-12-09 at 05:51:02.
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Bezmir RDI Fixture Karma: 24/16 742 Posts
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a'right
I'm ready to roll.
Posted on 2008-12-13 at 20:32:45.
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