Deuce Traveler's Ptolus Mini Campaign
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  1. #1

    Deuce Traveler's Ptolus Mini Campaign

    Please post characters here.

  2. #2
    Renard Rusé De la Capot

    Anthropomorphic Fox Ranger 3/Bard 1

    Strength 8
    Dexterity 17 (15 +2 racial adjustment)
    Constitution 10 (12 -2 racial adjustment)
    Intelligence 14
    Wisdom 15 (+1 @ 4th level)
    Charisma 14

    Size: Small
    Speed: 30 ft
    Darkvision 60 ft
    AC: 20 [+4 armor, +3 Dex, +1 size, +1 buckler, +1 bracers]

    Fort +3 [+3 base, +0 Con]
    Ref +8 [+5 base, +3 Dex]
    Will +5 [+3 base, +2 Will]

    Skills (inclusive of +2 spot and +2 listen racial bonus):
    Bluff +5 [3 ranks +2 Cha]
    Climb +0 [2 ranks -2 Str]
    Heal +5 [3 ranks +2 Wis]
    Knowledge (dungeoneering) +3 [1 rank +2 Int]
    Knowledge (local) +4 [4 cc ranks, +2 Int]
    Knowledge (nature) +6 [4 ranks +2 Int]
    Listen +10 [6 ranks +2 Wis, +2 Racial]
    Move Silently +10 [7 ranks, +3 Dex]
    Perform +7 [5 ranks, +2 Cha]
    Profession (messenger) +4 [2 ranks, +2 Wis]
    Search +8 [6 ranks +2 Int]
    Spot +10 [6 ranks +2 Wis, +2 Racial]
    Survival +9 [7 ranks +2 Wis]

    Languages: Common, Sylvan, Auran

    Feats: Track, Point Blank Shot (1st lvl), Endurance, Precise Shot (3rd lvl), Rapid Shot

    +1 Longbow +7, 1d6+1 dmg*
    *+8, 1d6+2 w/i 30 ft
    --Rapid shot +5/+5, 1d6+1 dmg
    --Rapid shot w/i 30 ft +6/+6, 1d6+2 dmg

    Favored Enemy:
    Oozes [+2 to Bluff, Listen, Sense Motive, Spot, Survival, and damage rolls]

    Class Features:
    Wild Empathy 1d20+5
    Combat Style (archery)
    Bardic knowledge 1d20+3
    Bardic music
    --Inspire Courage (+1 morale bonus to allies' svs vs charm and fear, and +1 morale bonus to atk and dmg)

    +1 studded leather armor
    +1 small longbow
    Wand of cure light wounds
    Bracers of armor +1
    40 arrows
    Dagger x 2
    Short sword
    Preserved red rose
    1 week trail rations
    Traveler's outfit
    76 gp
    1 sp

    Bard Spells

    Detect magic, lullaby, read magic, summon instrument


    Renard, or Ren as his many friends call him, is Robin Hood in fox form. A native of one of the woods near Ptolus, Ren has been running errands in Ptolus all his life while also occasionally looting anyone wealthy and daring enough to traverse the underboughs of his native forest outside the city limit. A cunning daredevil in love with both himself and the endless adventure to be scoured within Ptolus's narrow back alleys, Renard takes pride in his thick russet orange fur. Of special import to the bipedal Renard is the creamy white fur guarding his throat and the black tip of his thick fox's tail; Renard takes care every morning to thoroughly bathe and groom his trappings. Due to an unfortunate incident with an ocre jelly some years ago that resulted in a bald patch of fur on his right cheek, Renard has a passionate dislike of oozes and all things gelatinous; the mere sight of pudding in a baker's shop window has been known to send Renard on a rampage of fear-tinged fury. Often seen in the company of friends at taverns sprinkled all throughout Ptolus, Renard makes certain to always carry a preserved red rose and a pair of castañets; one can never tell when a lovely vixen will swoon for your company.
    Last edited by CanadienneBacon; Thursday, 8th March, 2007 at 02:48 AM.

  3. #3
    Myrmidon (Lvl 10)

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    Jun 2006
    Glen Ridge, NJ
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    Name: Thorg the Pious
    Class: Cleric
    Race: Half-Orc
    Size: M
    Gender: M
    Alignment: NG
    Deity: Pelor
    Domains: Strength, Sun
    Str: 16 +3      Level: 1        XP: 6,000
    Dex: 10 +0      BAB: +3         HP: 25 (4d8+4)
    Con: 12 +1      Grapple: +6     Dmg Red: -/-
    Int: 6  -2      Speed: 20'      Spell Res: -
    Wis: 17 +3      Init: +0        Spell Save: -
    Cha: 12 +1      ACP: -14        Spell Fail: -
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +8    +4    +0    +0    +0    +0    22
    Touch: 10              Flatfooted: 22
                             Base   Mod  Misc  Total
    Fort:                      4    +1          +5
    Ref:                       1    +0          +1
    Will:                      4    +3          +7
    Weapon                  Attack   Damage     Critical
    Adamantine Heavy Mace     +7     1d8+4       x2
    Longspear                 +6     1d8+4       x3
    Languages: Common, Orc 
    60’ Darkvision
    Orc Blood
    Spontaneous Casting: Cure spells
    Turn Undead 4/day, +3 on check, 2d6+5 turning damage.
    Good Aura
    Sun Domain: Once per day, destroy undead instead of turning them.
    Strength Domain: +4 Strength for 1 round, each day
    Feats: Tower Shield Proficiency, Power Attack
    Skill Points: 7       Max Ranks: 7/3
    Skills                   Ranks  Mod  Misc  Total
    Appraise                   0    -2          -2
    Balance                    0    +0          +0
    Bluff                      0    +1          +1
    Climb                      0    +3          +3
    Concentration              2    +1          +3
    Craft                      0    -2          -2
    Diplomacy                  0    +1          +1
    Disguise                   0    +1          +1
    Escape Artist              0    +0          +0
    Forgery                    0    -2          -2
    Gather Information         0    +1          +1
    Heal                       0    +3          +3      
    Hide                       0    +0          +0
    Intimidate                 0    +1          +1
    Jump                       0    +3          +3
    Knowledge(Religion)        5    -2          +3
    Listen                     0    +3          +3
    Move Silently              0    +0          +0
    Perform                    0    +1          +1
    Ride                       0    +0          +0
    Search                     0    -2          -2
    Sense Motive               0    +3          +3
    Survival                   0    +3          +3
    Spot                       0    +3          +3
    Swim                       0    +3          +3
    Use Rope                   0    +0          +0
    Equipment:                     Cost  Weight
    Wand of Cure Light Wounds     750gp    0lb
    Adamantine Heavy Mace        3012gp    8lb
    Longspear                       5gp    9lb
    Full Plate                   1500gp   50lb
    Tower Shield                   30gp   45lb
    Silver Holy Symbol             25gp    1lb
    Spell Component Pouch           5gp    2lb
    Cleric’s Vestments              5gp    6lb 
    Clay Jug                        3cp    9lb
    Soap                            5sp    1lb
    Backpack                        2gp    2lb
    Healer's Kit                   50gp    1lb
    Traveler’s Outfit               0gp    0lb 
     Total Weight: 134lb      Money: 15gp  4sp  7cp
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                76   153   230   230   1150
    Typical Spells: 
    Level 0: Resistance, Guidance, Create Water, Light, Detect Poison
    Level 1: Protection from Evil, Enlarge Person, Magic Weapon, Detect Evil, Shield of Faith
    Level 2: Bull's Strength, Spiritual Weapon, Resist Energy, Heat Metal
    Age: 23
    Height: 6'5"
    Weight: 255 lb
    Eyes: Gray-green
    Hair: Black, long, and scraggly
    Skin: Deep Tan
    Appearance: Thorg, like most half-orcs in polite company, looks brutish and uneducated. He hunches slightly. His dark, greasy hair hangs loosely. He has an unfortunate underbite, making his tusks stick out a bit more prominently, and his thick lower lip closes over his upper lip. His eyebrows are bushy, and almost seem to get in the way of his eyes.

    However, there is a sparkle in his eye not commonly seen among other half-orcs. He looks around his world in wonder and bemusement. He smiles often, and there is a sort of calm in the smile. His clothing and armor are kept clean, and he doesn’t smell. He always listens, and always watches—even if he looks like he has no idea what’s going on.

    Personality: Thorg is dumb. There’s no getting around that, and it’s one of the first things people notice about him. He doesn’t get things half the time, and he speaks very simply. Still, there is a strong sense of inner peace about him. He knows what he is, and he is happy with that. He like to see people happy around him, and laughs often. Thorg is always willing to lend a hand, a strong shoulder, or a quiet companion.

    This doesn’t mean that he is a pushover, though, much to the chagrin of many a rogue. He has no qualms about using force when he must, and he is always willing to defend the innocent from harm. He may seem like an easy mark, but he isn’t easily tricked.

    Background: Mulgrave, a priest at a rural temple found Thorg at the temple’s front steps, as a baby, abandoned in a crude basket. Attached to the basket was a note, with an unsteady scrawl: “MEE THORG NEED HELP!” Despite the surprise of the half-orc in the basket, the priest took in the baby as Pelor would want.

    Thorg grew up in Mulgrave’s care, soon helping him around the temple with chores. There were the standard insults that any half-orc child endures in a human world, but Thorg seemed to pay no attention to them. Indeed, he proved to be simple enough that he didn’t seem to pay much attention to anything. He showed no talent for mathematics, pathetic capacity for any but the most menial tasks, and ironically, little interest in sport, as well.

    The one thing that interested him, though, was the stories of Pelor. Thorg would sit at rapt attention during Mulgrave’s sermons. He would ask for bedtime stories about the saints and their conquests over evil. He would act out the passion plays of Pelor in the courtyard, and made dolls of many saints. Over time, it became clear that his interest in Pelor was his calling. He would join Mulgrave in helping the poor and infirm, sweeping up their cabins and delivering food as needed. He would repeat the stories of Pelor to anyone who would listen. When Thorg started magically filling people’s water jugs, saying “See? Pelor will always give you what you need,” Mulgrave knew it was time for Thorg to spread his own special version of the message of the Sun.

    Thorg is simple, true. Yet many times, it is good to live simply.

  4. #4
    Novice (Lvl 1)

    Mista Collins's Avatar

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    Jul 2003
    Coral Springs, FL
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    Carl Cheeky, former frontman of the Carl Cheeky Band

    Stat Rolls. I dropped the 10 to an 8. Added +1 at 4th level to the 15 I placed in Cha. I went all levels as a bard. I chose my feats from the complete adventurer (Jack of All Trades and Versatile Performer) because it fit the idea much better.

    Carl Cheeky, former frontman of the Carl Cheeky Band;
    Halfling Bard 4;
    small humaniod (halfling);
    Alignment: CG
    Init +2; Senses Listen +10, Spot +1;
    Languages: Common, Halfling, Goblin, Elven, Gnome
    AC 16 (+3 armor, +2 Dex, +1 pluckiness aka size), flatfooted 14, touch 13;
    HP 15 (HD 4d6-4) Die Rolls
    Fort +1, Ref +7, Will +6;
    Speed 20 ft (4 squares);
    Melee: rapier +4 (1d4) or whip +4 (1d2);
    Ranged: +7 sling (1d3)
    Base Atk +3, Grapple -1;
    Spells per Day: 3/3/1
    Spells Known: 0th level - detect magic, ghost sound, light, mage hand, prestidigitation, read magic. 1st level - Expeditious Retreat, Grease, Tasha's Hideous Laughter. 2nd level - Alter Self
    Abilities: Str 11, Dex 14, Con 8, Int 16, Wis 13, Cha 16.
    Class Abilities: spells, bardic knowledge +6, bardic music (4/day), inspire courage +1, inspire competence
    Racial Features: +2 on climb, jump, and move silently. +2 on saves vs fear.
    XP: 6,000
    Feats: Jack of All Trades, Versatile Performer (String, Sing, Dance)
    Skills: Can use all skills untrained
    - Bluff +8 [5 ranks, +3 Cha,]
    - Diplomacy +16 [7 ranks, +3 Cha, +6 Syn]
    - Disguise +20 [7 ranks, +3 Cha, +10 disguise self] +22 if acting in Character
    - Knowledge (nobility & royalty) +8 [5 ranks, +3 Int]
    - Listen +10 [7 ranks, +1 Wis, +2 Race]
    - Open Lock +7 [3 ranks, +2 Dex, +2 Mw tools]
    - Perform (comedy, dance, sing, string) +12 [7 ranks, +3 Cha, +2 Mw lute], +2 additional when combining performances
    - Sense Motive +6 [5 ranks, +1 Wis]
    - Sleight of Hand +11 [7 ranks, +2 Dex, +2 Syn]
    - Use Magic Device +10 [7 ranks, +3 Cha]
    Possessions: Heward's Handy Haversack, masterwork lute, masterwork studded leather, explorer's outfit, belt pouch (with sp and cp), hat of disguise, rapier, whip, sling, 20 sling bullets.
    Heward's Handy Haversack: masterwork thieves tools, disguise kit, noble outfit, entertainer's outfit, 50' silk rope, bedroll, wand of cure light wounds (50 charges), 10 peices of paper, belt pouch (with pp and gp), inkpen, vial black ink, sealing wax, 3 scroll cases, 2 bottles fine wine, 4 chunks of cheese, 4 loaves of bread, 2 lbs of assorted fruits.
    Money: 26pp, 3gp, 7sp, 2cp
    Encumbrance: 24.25 Load: Light (28.5lbs)

    With apple in hand, the male halfling Carl has the mischievous smile of a child who did something bad and just got caught. His trade: whatever he is doing at the time & cheesy jokes. His motivation: curiosity & food. His weapon: his wits, maybe a poky thing & food.

    Carl can always be found with either food in his pocket, in his hand, or in his mouth. even though his love of food takes up most his time, Carl still finds enough of what time is left to get into trouble and explore his curiosity. With a catalog full of bad cheesy jokes, if his adversaries don't die from laughing, Carl next option usually is running.

    Carl is the rockstar-like prodigy of 4 generations of halfling entertainers. He can sing, he can dance, he cracks jokes and he can play a mean lick on the lute. After a few nights of entertaining a packed tavern, he met the rest of the group. Hearing of their excitement, adventure and near-rockstar lifestyle, Carl just kind of tagged along. Thorg laughs at his jokes even when he doesn't get them. "Foxy" Ren is the source of some of Carl's wisecracks. Thym resembles Carl's drugged up uncle who makes no sense. Guy dresses well, acts suave, is good at making up stories, likes the ladies and the wine. Guy is so close to livin' the rockstar life; all he needs is an instrument.


  5. #5
    Thym the Exalted;
    human warlock 4;
    medium humaniod (human);
    Alignment: CG
    Init +4; Senses Listen -1, Spot -1;
    Languages: Common, Infernal
    AC 19, flatfooted 15, touch 14;
    DR 1/cold iron
    HP 23 (HD 4d6+4)
    Fort +2, Ref +5, Will +3;
    Spd 30';
    Melee: quarterstaff +4 (1d6+1/20/x2);
    Ranged: frightful spear +8 ranged touch (2d6/x2) Range 250', DC 16 Will save or be frightened;
    Base Atk +3, Grapple +4;
    Invocations: 3/0
    Least - frightful blast, eldritch spear, see the unseen
    Abilities: Str 12, Dex 18, Con 12, Int 13, Wis 8, Cha 14.
    XP: 6,000
    Feats: point blank shot (1st), precise shot (human), weapon focus (eldritch blast, 3rd)
    Skills: Bluff +9, Knowledge (arcana) +8, Use Magic Device +11
    Possessions: masterwork gloves (UMD) (50gp, 1lbs), wand of cure light wounds (50 charges, 750gp), quarterstaff (2lbs), mithril chain shirt +1 (2100gp, 12.5lbs), backpack (2gp, 2lbs), scroll case (1gp, .5lbs), Ink (8gp), Inkpen (1sp), 10x paper (4gp), 5 potions (cure light wounds, 250gp), Hat of Disguise (1800gp), 4x Smokesticks (60gp), scroll of enlarge person (20 gp), potion of hide from animals (40 gp), scroll of eagle's splendor (120 gp)
    Money: 192gp, 9sp.
    Encumbrance: 23lbs; Load: Light (33lbs)

    Description: Tall and skiny, Thym is an older man with a long greying moustache and exceedingly long and bushy eyebrows (also greying). He always wears a tattered red and black robe and carries a simple staff. Ever present upon his head is his hat with big curled ram horns.

    Personality: Thym is incredibly arrogant and conceeded. He believes that he is significantly more powerful than the Invisible Pyramid or the Iron Mage even. He publicly laughs and mocks them all, if of course you could understand what he is even saying. Thym speaks in cryptic phrases that don't actually mean anything. Such phrases as, "I am the shadow at noon on an overcast day, beneath you, ever dogging your steps." Most think him either insane or ... okay most people just think he is insane.

    History: tba
    Last edited by Erekose13; Thursday, 8th March, 2007 at 08:09 PM.

  6. #6
    Guy Emile Lecoq de Boisbaudran

    Human Swashbuckler 4

    Strength 13
    Dexterity 18 (17 +1 at lvl 4)
    Constitution 13
    Intelligence 14
    Wisdom 8
    Charisma 15

    Size: Medium
    Speed: 30 ft
    AC: 18 [+3 armor, +1 shield, +4 dex]
    HP: 32 27

    Fort +5 [+4 base, +1 Con]
    Ref +6 [+1 base, +4 Dex, +1 Special]
    Will +0 [+1 base, -1 Will]


    Balance +11 [5 ranks, +4 Dex, +2 Tumble]
    Bluff +9 [7 ranks, +2 Cha]
    Climb +5 [4 ranks, +1 Str] (+7 to climb a rope)
    Craft (verse) +4 [2 ranks, +2 Int]
    Diplomacy +8 [4 ranks, +2 Cha, +2 Bluff]
    Escape Artist +8 [4 ranks, +4 Dex] (+10 to escape rope bonds)
    Intimidate +4 [0 ranks, +2 Cha, +2 Bluff]
    Jump +9 [6 ranks, +1 Str, +2 Tumble]
    Perform (sing) +4 [2 ranks, +2 Cha]
    Tumble +13 [7 ranks, +4 Dex, +2 Jump]
    Use Rope +9 [5 ranks, +4 Dex] (+11 to bind someone)

    Feats: Combat Expertise, Dodge, Two-weapon Fighting, Weapon Finesse

    Grace(Ex): When wearing light or no armor, and carrying a light load Guy gains a +1 competence bonus on Reflex saves.

    Insightful Strike(Ex): When wearing light or no armor, and carrying a light load Guy gains a +2 as a bonus on damage rolls with any light or finesseable weapons. He does not gain this bonus to damage against creatures immune to critical hits.

    Rapier +8, 1d6+3, 18-20/x2 (one-handed)
    Rapier +6, 1d6+3, 18-20/x2 (two-weapon primary)
    Short Sword +5, 1d6+2, 19-20/x2 (two-weapon secondary)
    Short Sword +4, 1d6+2, 19-20/x2 (two-weapon secondary w/ buckler)
    Light Crossbow +8, 1d8, 19-20/x2, 80 ft. (two-handed)

    Courtier's Outfit
    MW Rapier (320gp, 2 lb.)
    MW Short Sword (310gp, 2lb.)
    MW Light Crossbow (335gp, 4 lb.)
    Bolts [10] (1gp, 1 lb.)
    MW Studded Leather Armor (175gp, 20 lb.)
    MW Buckler (165gp, 5 lb.)
    Gloves of Dexterity +2 (4000 gp, -)
    Backpack (2gp, 2 lb.)
    -Small Steel Mirror (10gp, .5 lb.)
    -Bottle, Fine Wine [2] (20 gp, 3 lb.)
    -Book, blank (15gp, 3 lb.)
    -Ink (8gp, -)
    -Inkpen (1sp, -)
    -Grandfather's Signet right (5gp, -)
    -Sealing Wax (1gp, 1 lb.)
    -Parchment, sheet [10] (2gp, -)
    -Explorer's Outfit (10gp, 8 lb.)

    20gp, 9sp

    Appearance & Personality: Enjoys flipping his hair out of his eyes, composing poetry for beautiful ladies, and besting gentleman in personal combat. Likes to say "en garde!" and "ha HA!". Enjoys poking small holes in things.

    Background: Guy Emile Lecoq de Boisbaudran is the greatest swordsman to have ever graced the streets of Ptolus. Just ask him, and he will tell you. He will tell you of the time that he single-handedly brought low an entire mob of blood-crazed Forsaken. Or the time when he defeated the head of the Vai in single combat when he came to assassinate him in his bed.

    For Guy, these stories are - as he might say - "true enough". He has a fervent belief in the greatness of his own destiny, and from his perspective, the only flaw in his stories is that they have not, for the most part, happened yet. He knows full well that he will one day spar with the gods.

    Guy's fondness for braggadocio is rivaled only by his passions for swordsmanship, honor, and the favor of the fairer sex. Oh, and wine. Can't forget the wine.
    Last edited by Brother Allard; Monday, 6th August, 2007 at 01:46 PM.

  7. #7
    Samuel d'Argent

    Human sorcerer 4
    alignment: NG
    languages: common, elven and celestial
    Strength 9
    Dexterity 14
    Constitution 10
    Intelligence 14
    Wisdom 11
    Charisma 18 (17+1 at lvl 4)

    Size: Medium
    Speed: 30 ft
    AC: 13 [10+2 dext., +1 ring of protection]
    HP: 18 (15+3 from toughness)

    Fort +0 [+1 base, +0 Con]
    Ref +3 [+1 base, +2 dext.]
    Will + 4[+4 base, +0 Will]

    Spellcraft (7 ranks, intelligence)
    Knowledge [arcana] (7 ranks, intelligence)
    Knowledge [nobility] (1 rank, intelligence)
    Tumble (2 and a half ranks, dexterity)
    Spot (3 and one half ranks, wisdom)
    Diplomacy ( 3 and a half ranks, charisma)

    Feats: Improved Initiative, Toughness, Extend Spell

    Spear, +1 (1d6-1)
    Sling, +4 (1d4-l)

    Spell DC is 14

    Spells per known:
    cantrips: Detect Magic, Read Magic ,Acid Splash, Prestidigitation, Mage Hand and Light.
    1st level: Magic Missile ( two missiles), Charm Person, Obscuring Mist
    2nd level: Tasha's Hideous Laughter

    Spells per day
    cantrips: 6
    level 1: 7
    level 2: 4

    Courtier's Outfit
    Shortspear (5 gp, 3 lb.)
    Sling (0 gp, 0 lb.)
    Bullets, 20 (2 sp, 10 lb.)
    Ring of Protection +1 (2,000 gp)
    Backpack (2gp, 2 lb.)
    Spell component pouch (5 gp, 2 lb.)
    -Book, blank (15gp, 3 lb.)
    -Ink (8gp, -)
    -Inkpen (1sp, -)
    -Military cloak pin(5gp, -)
    -Parchment, sheet [10] (2gp, -)
    -Scrolls: Cat's Grace (150 gp), Shocking Grasp (25 gp), Levitate (150 gp), Scorching Ray (150 gp)
    -Wand of Magic Missile (lv. 3, 2,250 gp)
    -Potion of Cure Moderate Wounds [2]

    31 gp

    Appearance & Personality: Of medium height, and slight of frame, Samuel has blond hair tied back in a neat ponytail, and green eyes. He wears the captain's cloak he got in military service, over a white linen shirt and khaki pants. His dull brown boots are fastened by silver clips. He has a very personable nature, but will not brook (in order of priority) cowards, drunkenness, disorderly conduct, and people not complying with his requests. He has a feeling of superiority towards wizards of all sorts, and is willing to challenge any one to a friendly contest of magic.

    Background: Samuel is a young sorcerer who is currently on leave of the local army. As the captain of the 7th Magician's Regiment, he is well known for getting his small band of sorcerers into trouble, and usually convincing them of the 'best' way out of the situation, whatever it may be. Surprisingly enough, he nearly always gets his magicians out unharmed. His commanding and charming persona makes him the perfect leader of the division, which is exactly why he was picked. Although he is sharp enough to understand strategies and such, he prefers to rely on his and his mage's talent and clever improvisation than 'General's Orders'. His experience working with several other adventurers (Renard, Guy, and co.) assisted him greatly in becoming a captain.

    Quite the dapper fellow, he always manages to keep himself neat wherever he goes, using prestidigitation if necessary. Although his magicians respect him, they're not to upset to see him gone for a few weeks. Working as one of Samuel's sorcerers means excitement, danger, glory and possibly one less limb than you started out with.
    Last edited by TheMagician; Wednesday, 7th March, 2007 at 09:08 PM.

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