Running a Game, plus original world

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The Wastrel
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Running a Game, plus original world

Post by The Wastrel »

Hello all, Ive been reading this site for a few weeks and decided to post the campaign ill be dming beginning this weekend. Ive read some of the tomes and Ive used a few things which appeal to me.

I have 6 PC's. they are beginning at 3rd level.

Scout (mongol style with horseback riding and good skills)
Halfling fighter (from the rooftops - archer mostly)
Paladin (perhaps a communist revolutionary from an industrial town)
phb Barbarian wants to play loincloth and helmet style
gnome archivist
gypsy psion

the scout, barbarian, psion and halfling begin in prison with nada for gear. their goal is to escape. the prison is an old wizards school which the anti-magic gov't has moved into. the only problem with the take over was the gnome who snuck into the tower 100 years ago and wont let them break the tower.

the 4 players in the jail cell wish to escape (hopefully getting some guard gear) and will essentially hope to get to the wizards tower where theyll use some ancient teleportation device to escape. the gnome has used rods so far to defend the tower but fortuitously, the pc's are escaping jsut as he is running out of magic

Ill be posting more later on the world ive designed and how the pc's individually got themselves into prison and how the fights go.

Cya
Sir Skanky Peter, Knight Sire of Nine Holy Toddlers
The Wastrel
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Post by The Wastrel »

Culture Focus: Engelsburgh

The southern highlands were long ago swept of barbarian scum and replaced with a different sort of scum, scum who like music and whose industrial life is damn miserable. The people are bastardly and their children are dirty. Engelsburgh isone massive factory shithole stretched the length of the very polluted highland river.
20 miles of factory. (they really arent that efficient)

There are some faeries under the hills, and sometimes they fuck with stuff. faeries hate bards like Jonie Mitchell hates scandinavian power metal.

and its because of the music that they are this way. the music inspires them to lusty rich living. they are covered in the filth of indulgence and the grime of their mill jobs. They are the only community in the realm capable of refining the iron which, already in scarce supply, is needed by all - for weapons and technology. it is a given that Apocolonia with its population and strong agriculture is the main buyer of their wares and has gone so far as to make a walled road which keeps the tribes out and some troops who REALLY keep the tribes out and in addition enforce the Engelsburghers from selling their wares to the barbarians for ethnic goods like scalps and blood of LuAuhm children and extra flammable and hot-burning elk dung - they love that stuff.

the people are dirty, they suffer charisma and constitution defficiency due to their dirtiness and their poor fumigated lungs. they are strong from labor and good business men, yet the bards who were at one point just passers by were so frequently pleasantly surprised by the people's lust for their music that they decided to mostly stay, though they stay in nice houses to the south so that they are less dirty and less wheezy.

there is a down side to these bards' existence however. the bards have to maintain standards of excellence, as the people demand the best. the bards themselves wish to cut down on competition though the few that hold the monopoly understand that they must keep their current numbers because no one of them can actually satisfy the peoples' huge demands. they will allow the weakest bards to simply fail yet those mid-level bards who attempt entry to this gold mine of patronage are flushed out, there being an amphitheater by the highland river where bards engage in battle of the lutists and attempt to stab one another.

there are many mills along the highland river and many factories all of which maintain work forces with cooperative dirty efficiency and have support laborers who maintain the constant industry.

visitors are regulated by the Apocolonian troopsby their own desire and because the people dont give a damn.

however, visitors, should they wish to attend the concerts are charged a hefty fee, are pressured to drink and pressured to participate in the lusty pursuits of the workers as the visitors would have had to try hard to make themselves less attractive.

those who refuse are reported to the police by the workers and are questioned thoroughly by the bards as to their purpose in being in Engelsburgh.
Sir Skanky Peter, Knight Sire of Nine Holy Toddlers
The Wastrel
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Post by The Wastrel »

Culture Focus: Apocolonia and (by extension) Pax Deorum

Apocolonia is a powerhouse. They have an organized agricultural society. They are the breadbasket of this relatively isolated landmass. Almost every acre of land in the central plains is made to produce sustenance crops which the people of Apocolonia trade to the Industrial people of Engelsburgh, the barbarian tribes of the Horde Marches, the horse lords of LuAuhm and occasionaly even to the most southerly Ludar Kalderash and occasionally to the strange folk of The Beastwood. Mostly though, the Apocolonians use their massive grain output and their grazing animals to feed their armies which are at sea and waging war on the southeastern continent. Their population is pretty massive, though most of the men folk are at war to the southeast, manning the garrison at Pax Deorum or Engelsburgh or watching the western frontier ever mindful of the mountains and the destructive powers in the high peaks.
Apocolonia has a main road running to Pax Deorum, a road leading west which leads to a fortress on the western frontier, a road that leads southeast to the coast and the ship yards and a road that leads to Engelsburgh. there are other roads which are all over the southern world (one in particular is the one the Inn of the Last Home is on).

The big roads have been around since whatever qualifies as antiquity to these people. they are maintained. along these roads are towers. they are empty and very tall and wide. the people dont use them though near them are built small posts and inns. the towers both attract and repel people. the halflings seem to have no problem living on top of the towers however, somehow subsisting on birds that drop themselves on the roofs and some strange horticulture or mana of which they eat. The people dont like the halflings coming down though occassionaly they interact, calling back and forth.

The rural areas are watched over by druids. they are appreciated for the crops they enhance and nurture but also are resented for their stern authority. the druids serve the nation and they demand constant toil from the commoners. some larger towns spring up, normally on the main roads but sometimes just as clusters of homes. this especially occurs on the periphery of Apocolonia.

the main city is also called Apocolonia. there the war machine fumes. the law is dispensed from the halls of the king. no arcana is allowed, he consults with men of simple strong hands and regulaarly convenes a council of the druids to guage the status. there is a chief druid who makes his home in the second keep of the city. it is many tiered and is all gardens. strange however is the other function of this keep which is the graveyard for the city. There the chief druid controls the weather from on high and maintains his keeps awesome verdure.

There are rumors that the keeps and the city are built on the sunken remains of what used to be the great city of a fallen wizards kingdom though these ideas are improbable.

There is no system of honor per se. it is a natural system essentially where warfare is treated as a stage of every citizen's natural life.

there are clerics who appease the patron gods of the land. she is herself a fertility goddess. these priests are clerics who deal with the codifying of laws and revelation from this fertility goddess and the druids are the ones who put the laws and revelation into practice.
when the clerics mobilize and come out from their temple they are garbed in fearsome battle armor crafted as Bull headed men with epic fuckin cod peices.

They mobilize infrequently, only ever marching on parade at the solstices or to war in the west. one of their number is considered battle master and is in full command of the keep on the western frontier - his powers are both secular and religious.
Sir Skanky Peter, Knight Sire of Nine Holy Toddlers
The Wastrel
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Post by The Wastrel »

does anyone know how to post maps and such?
Sir Skanky Peter, Knight Sire of Nine Holy Toddlers
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Post by The Wastrel »

Culture Focus - Pax Deorum

Pax Deorum, as the trade city has less druidic influence. there the clerics reign

supreme though there is a pragmatic political leader who serves as prime minister of

the economic and power functions of the city. he is a soldier like the ruler of

apocolonia though the ruler of apocolonia proper is a semi herediatary right and the

prime minister of pax deorum is a joint decision made by appointment by the king with

and consulting the clerics who run the city.

The city lies in the middle of the River Hope. The city used to be the great bastion of

wizardry in centuries past yet since the meticulous assassination or otherwise absence

of the mages who lived and learned here the surrounding peoples have used the island as

a trade city. Apocolonia has in the recent century made clear their claim to the island

to the goods which traffic back and forth. The city has a large market on its north

side. the market is along the waterline and recieves goods from the north coming off of

the wharves which dominate the north side of the city.

to the east is the elite district where those expert moneylenders and tradespeople

reside, living in relative splendor, away from the militarism of Apocolonia and safe

from the barbarism and weirdings of the northlands.

to the west is the warehouse district where goods are kept enroute to and from

Apocolonia and the northlands.

The southern parts of the city are occupied by the garrison the large keep where the

prime minister of the city resides. also on this side is a port divided. the larger

part is for goods on the Apocolonian side of the river while the smaller part is for

weapons and gear from Engelsburgh. The garrison must keep the southern half of the

river clear and travelable lest their arise need for large amounts of troops from the

south to enter the city or travel into the north lands.

Next to the garrison is a temple to the godess of the south kingdom where again the

bull priests reside. The unofficial diety of the city is an economic diety who is not

mentioned in front of the priests.

In the center of the city stands the ruins of the high magus' tower. The clerics

destroyed its upper levels so as to impress upon the city the certain power of the

south kingdom and the tower is largely avoided. it as a deep crack in the SW side.

The wizards school on the smaller island also boasts a tower which still stands. while

the lower levels of the school are used as a prison the tower was infiltrated by some

powerful sorcerer (actually the gnome archivist) in the last century and when the

apocolonions attempted to cleanse and destroy the tower he fought them off,eventually

killing the high priest of the city in a vicious battle. Since the gnome does not make

active assault on the city (indeed he is out of leftover magic items) the soldiers have

made uneasy and unspoken truce with him though they keep the lower entrances to the

tower boarded up.

there is a bridge to the prison which is well guarded.
Sir Skanky Peter, Knight Sire of Nine Holy Toddlers
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Post by The Wastrel »

Culture Focus: Ludar (chief is called the Gliepnir)

3 tribes Kalderash, Lovari, Machvaya and collectively called the Ludar

THe Ludar are a wandering people. They are an arrogant folk and they believe that their greatness is diminished by overinteraction with other peoples.
They interact mostly with the LuAuhm and the Tribes of the Horde Marches and they will occasionally wander so far south as Pax Deorum though they never go farther south than the Docks on the North bank of the river.
They remain largely in the northern wastes. their people are not numerous and therefore require few resources. The three tribes follow a stranged linked circle pattern of travel. The Machvaya travel the least far and have the smallest population of the three tribes. They travel in a smaller circle and maintain the holy sites in the deep northlands. The Lovari are the middle people. they have medium population and a medium circular route to follow. Finally the Kalderash are the most numerous and are the tribe which comes most into contact with the LuAuhm and the Tribes of the Horde Marches. In all likelihood most people are not aware of the existence of the Machvaya and think of the Lovari as the slightly more northern tribe. Each link (tribes are called chains - they bind some evil in the northland and keep it from traveling into the south) as the groups/caravans are called may interact with the peoples of LuAuhm or the Horde Marches but a Kalderash Cycle is once every 18 months.

Each Link is comprised of some 15 men and boys. The eldest man has 3 sons, each of whom have three sons. the other two men are psionicists. The eldest man may not be a psion. he is the politicaly leader of the Link. one of this three sons drives a wagon and his family is inside. the other two sons command the outriders who are the other 9 men. therefore 11 warg riders patrol about the Link. Wagons are driven by the elder, his eldest son/heir, the wives of the two younger sons, and the wives of the two psionicists.

The Six wagons of a Link are dragged along by elk on runners while in the northern regions or when there is good snow to the south, otherwise they keep their elk but sub out the runners for wheels.

When the tribe encounters other people the outriders leave and the elder, his son and the two wives do business. they negotiate the services of the psions or trade wares and goods from the deep north (or wherever they last were) for some commodities and foodstuffs if they are low.

The elder doesnt boss the psions around, rather he consults them consistently and they are on good terms. simply put, they are very different people and the Ludar are intelligently adapted enough to see that the people to the south will respond to a normal man more readily than to a psion (mysterious powers). Typically, only the thanes of the horde marches and the Temujin or Khagan of the LuAuhm will allow meetings with the Kalderash Ludar because of percieved dangers and (because the Kalderash Ludar move on so fast) they want to take advantage of the limited time.

The Kalderash do NOT feel compelled to meet with anyone and when they do stop the Temujin, Khagans or Thanes are summoned with all haste to meet with them.

The Ludar do not follow a strict pathway though some particularly travel farther south, these Links are more commonly known and are perhaps larger and better protected, more interested in the southern world, though there is hardly basis for comparison.

If someone wanders north, there is a 40% chance they will encounter a Link, within that forty percent chance

60% chance that the Link will be Kalderash (9 Links)
25% chance that the Link will be Lovari (7 links)
15% chance that the Link will be Machvaya (4 Links)

though the chances begin to reverse depending on the route and the farther north the travellers get.

Links are approximately 40-50 people depending on the number of women folk. there are typically 11 wargs or clydesdales which are the mounts, and the riders are warriors with 1 in 7 being a 1st level ranger.

the Lovari may ride a winter wolf though it is unlikely.

there are NO barbarians in the Ludar Chains as intelligence is key to their civilization.

The tribes will meet when there is a disturbance in their lands, and afterwards there will be a meeting for at least a week in which the elders and psions of each Link and the Gleipnir will meet to analyze the problem so that they might not encounter it again.
Sometimes they will take a year of pitched battle with the entity they have trapped within their chain.
sometimes they will have contestations within themselves, as when the Gleipner is chosen or some other thing happens.

why havent the Ludar overtaken society???

one kalderash band with two psions and their mounted group will get whupped by a contingent of LuAuhm or a war party of Tribesmen any day. the links maintain distance and do not join with one another so they would have no really powerful collective force with which to execute a war. also, they must by their culture and the strange binding keep to their chain structure in order to bind the entity that they keep trapped. barring these other restrictions, the Ludar would still be bound to their individual link structure and therefore as the weeker groups will get stuck with the northern territory.

the LuAuhm and the tribes do not attack them because they see them as valuable and the Ludar do not actually threaten them.

Psions in the society.

The Kalderash will have two Psions with each of their Links. these psions will be no more than 3rd level.
they are either Nomads (psychoportation) or Seers (Clairsentience).
those links which lack a Nomad will stay farthest north, nearer the important places
those who lack a Seer will stay middling in distance for a kalderash as they have little to offer the tribes and the LuAuhm in the way of services.
In all likelihood, the tribe will have one Nomad and one Seer as this is optimal.

The Lovari will have more psions in their Links. Nomads, some seers, Egoist (psychometabolism), and perhaps a junior shaper (metacreativity) or Kineticist (psychokinesis) could be found in training in their midst.

The Machvaya have the highest concentration of Psionicists. the telepaths are all present though they are all low level except the Gliepnir the leader of the chains, chieftain of the tribes. the most powerful nomads are with the Machvaya and any proficient kineticists, shapers and egoists will make up the armies which constantly fight the entities which are within the chain.

The most powerful seer - Huldah. of unknown gender and indeterminate age. many seers cannot make it beyond 1 -3 levels. she is one of the few who ever did.

she lives in an icy tower and simultaneously attends to watching the distant Links and minding events within the chain.

The Current Gleipnir is a Telepath of high level, his name is Alastiair.
Sir Skanky Peter, Knight Sire of Nine Holy Toddlers
The Wastrel
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Post by The Wastrel »

Children of Beastwood, Kingslayers campaign

200 years ago the council of elders met in the great home of Beastwood. While speaking, there intruded upon the meet a giant who slew each of the elders and rended their bodies, hanging their flesh from the outer walls of the great home compound. He roared until dusk that night and the elves quaked in fear and rallied for battle.
Leading the attack was the high priest, advisor to the elders and leader of the people. He and a small company entered the great home and captured the hill giant.
The high priest ordered the hill giant brought to the ravine behind the great hold and there cast it down. He welcomed the populace to witness the torture of seven days and they came eagerly. The priest stood upon the ravine bridge and looked down upon the giant while the people of Beastwood drew up to the edges to witness the vengeance. as the priest cast hex upon hex and ruthlessly tortured the giant the populace looked on with glee. the giants screams echoed through the forest and only the children, brought to the front where they could see, only the children wept.
At dusk of the first day the giant called out in his feral tongue an invocation, a prayer to his wild gods, to the depths of the earth about him, into the rocks. The priest laughed, understanding that dark tongue, no doubt from his days adventuring in the western mountains. He called down to the giant, "FOOL!! They cannot know, they will not know. Those spirits will not rise to your aid, no they will not even seek my destruction. For that prayer.....die."

Yet as the priests hands burned with power before the eyes of the people, before the setting sun, it seemed that the magic went awry, that the priests magic brought forth not death, but undeath. About him rose seven spirits, shadowy, stepping with eerily glowing forms into the darking world from beyond. And the figures, from the burial ground beyond the ridge were the shades of the seven elders with terrible hands and faces twisted in horror, all advancing on the bridge.

The people in their terror screamed to the highpriest to drive back to the earth, to the darkness these spirits. And the priest, in a terror only he himself knew, lifted up his holy symbol to rebuke the spirits, to drive them back. The spirits paused, but only to speak. They called forth their names and their manners of death and the people knew them, and the children knew their grandparents and cried to them, rushing forwards. With their eulogies spoken, the spirits drove towards the high priest, hovering in the air. Babbling again in a language stranger even than that of the giant, the priest drew into him the last rays of the setting sun on the leaves and the his fingers high in the air over the ravine and something changed.

Wind howled and the priest broke into shadows slipping and reforming about the children, away from the elder spirits. and the shadows entered the children, and drove them mad, for the children glowed with unholy light and at once cackled in the awful tongue of the giant and in the language of Beastwood. They spoke as the high priest and commanded the people to run, "Leave me with the children, and I will drive these elder spirits away, come not out in the night, and come not in the day to take your children, for they will finish with me the tortures of the giant."

And the people ran in the early night to their homes and hid.

[What had really occured was the high priest had contracted the giant to kill the elders, had commanded it to do so. the giant had not called on the elder spirits to simply kill the priest for torturing him, he had screamed to the ghosts of those he had killed to let them know who had caused their deaths.
The elder spirits had come back to take their vengeance. they would kill the high priest and take his soul to hell. However, the high priest had taken his spirit and possessed the children. In order for the elder spirits to kill him they would have to destroy the bodies or the souls of the children and they could not do this.
The children ran about the castle that night with the elders chasing them as they elders attempted to rectify this abomination. But they could not; now, the children chase the elders about tainted by the high priest's split soul and taunting the elder spirits (always laughing loud crazed child screams), haunting them even as the elders despair of ever having their vengeance.

The high priest returns at day break and his spirit leaves the children. but the children are tainted. that first day the people came to the great home wanting their children and wanting to hear of victory but the high priest came to the gate in shroud and told them that he must heal the children so that they may fight again that night. he told them also that they should send help at night.
Yet they did so for a month, and no one came back and they were not allowed to see the children. and the people despaired and came no more to the gates. they waited.

The high priest coalesces at day break. the children run back and merge with the throne. For the first many hours of the day he prays,and then at high noon he ascends to the tower and cries out to the gods, ostensibly for blessings on the people, yet the people do not understand that his cry is a dark mockery. When his prayers have ceased he sings a lament - song that he sang as an elf child. He cries out the names of the elf children who have died, and only seven remain, can he continue the fight with so few? The people despair.

The high priest then moves to the ravine and tortures the giant, demanding in their dark tongue to know how the giant summoned the dead in such a manner.

the great home is a great hall with some rooms in the front. the front hall is trapped with three arrow traps. (DC 20 to find the first, DC 15 for the second, DC 15 for the third. Arrows are 1d6+1/x3 damage with an attack bonus of +10, Disable DC 20).

Passing the entrance hallway, PC's come into a larger room, double or triple the size. to the right is a visible door. It is stuck, but can be broken open with DC 16 break, and has 15hp. The main double doors are slightly ajar. and to the left is a secret door, can be found with a search check DC 22. The door opens to a staircase which leads down to the morgue and the High Priests former demesne (he used to be the burial supervisor,in charge of the rites).

Also in the room is a door leading to Stargrasp tower. It rises 100 feet in the air, and is slippery toward the top with blood. There the High priests familiar brings its prey and rends it. the top of the tower also has a witch fire in a brazier which shines out to the dark mountains and can be seen by random's character in his tower, though the illumination is not perceptibly evil or terrible from the ground. This flame is tended by an imp which will not come down and join the fight as it is too busy feeding on the bats and birds which it has harvested as well as communicating with the denizens of the dark mountains.

If the characters go up there the imp will try to drive them down the stairs but will not pursue. the Wizard uncle is an affiliate of the powers of dark mount and will be alerted. regardless, he is en route.

The adventurers MUST discover the secret door to the basement in order to get the scroll of ETHEREAL JAUNT which will allow them to destroy the children and force the High Priest manifesting. The scroll must be given to Random or Justin and they must take whoever may go to the nightmare realm where the tainted children are in existence. The second scroll will allow them to return to the material world.

The chests: one contains the two scrolls (induce nightmare, nightmare awakening) and it also has a fake bottom which contains some treasure, gear for the PC's.
The first chest has open lock DC 25
The second chest has Open Lock DC 20
Search DC 15 to find arrow trap
Disable Device DC 20 to disable arrow trap (1d6/x3, +10)

The second chest contains a special stone which seems to ooze holy water. If placed in the witch fire it will put the fire out but also call attention to whoever puts it out as an enemy of the Dark Mountain.

The puddle requires a DC 10 jump check to jump over to get to the chests. PC's will take 1d4 damage from stepping in the water and if not cleansed within 10 rounds will suffer 1d4 damage each round thereafter.

If the characters are able to come within 5 feet of the well they can attempt constitution save DC 12 to avoid 1d6 damage and will incurr 1d6 each round they are within that radius.

The secret room (DC 25) to the west is where the high priest keeps his son, the last child alive. But he is not alive, he is only a vessel for his father. If broken open, the glass casket will give birth again to the High Priest only in a 10 year old's form, as such, very weak (8 hp). The DC 10 check to sense motive will reveal his malice.
The Characters can then run out the Tear Way.

IF the PC's do not discover the hidden chamber or do not care to they may jump out the hole in the wall. IF they fall they will take 3d6 damage. A climb check DC 15 will allow them to arrive safely on the ground or 2 Jump checks of DC 12 @ or 1 tumble check DC 20 will allow them 1d6 damage. a critical failure to the tumble check will demand reflex save DC 18 in order to not fall into the ravine.

The Giant has +8 ranged throwing rocks (2d6+3) at the PCs when they are on the bridge. if they make DC 18 hide checks they can make it across without being assaulted.
(if the PC's are too fit, there will be an assassin on the bridge already)

As the PC's escape through the graveyard they can look back or hear the evil uncle screaming as he hurls a lightning bolt into the ravine and the death howl of the Giant.
He will be seen to be looking at the PC's after this, though unable to pursue due to combat with the good guys.

/if exposed to the witch fire or commanded by the children, character involved will take 1 point taint depravity. (will DC 15)
/if characters step or land in the unholy water in the basement or the throne room they take 1 point corruption (Fortitude DC 15)

If the characters fight Luthair and the Children in the physical realm for more than 10 rounds, they take 1 point of both corruption and depravity.
Fortitude DC 15 Will DC 15

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

Luthair Suntoucher is an Elf Ghost Dread Necromancer 14 CR 16 Neutral Evil
65 hitpoints AC 13 Melee +11 Ranged +9 F+4/R+4/W+15
Spells: -- 2) Death Knell, 3) Speak with Dead, 7) Control Undead, Mass Inflict Serious Wounds

Luthair was a promising young cleric of the elven gods yet felt he could not grow. he claimed he was adventuring to find himself and bring some good back to the elven people but really he was searching for power. In the Dark Mountains he discovered the evil within himself and explored necromancy, killing off his fellow adventurers one at a time. He fought wars for the Lord under the dark mountains, fighting against the Knights of Brightmoon on the other side of the mountains and only after slaying their lord and corrupting him into a vampyr did he return to the elf kingdom to slowly spread the seed of evil throughout the land.


The children (7) are small humanoids

7 hp AC 14 (they melt away at 0 hp speed 20 ft.
claw attacks +2 1d3 damage
Bluff +8 (only works once)

spell

1) Command - Subject obeys command for 1 round (DC 25 will save)

2) Inflict Light Wounds -- 1d8 + 1 damage (touch +2, or automatic if touching)

3) Bane - enemies take -1 to attack rolls and saves against fear

4) Doom - subject takes -2 to attack, damage, saves, checks

5) Cause Fear - one creature of 5d4 hit dice or less flees for 1d4 rounds (DC 25 Will)

6) Curse Water - Makes unholy water

7) Obscuring Mist - fills the great hall except by the door, windows and crushed wall


Will get ass kicked by elder spirits.
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Post by The Wastrel »

I could use some criticisms. I realize that I have posted quite a bit.
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I had a signature here once but I've since lost it.

My current project: http://tgdmb.com/viewtopic.php?t=56456
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