D&D 3rd Edition / 3.5 (3.X D&D/d20) Recruiting: The First (Now OOC) - Page 10




  1. #91
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    Quote Originally Posted by Voda Vosa View Post
    Holly cow! Am I too stupid or you too nitpick? =P Character revised. If I don't add anything else to equipment, is because I don't want to, so that's one less thing for you to worry about.
    I *AM* very nitpicky....... :P

    But in my defense, it's obsessive-compulsive.

    Willette, see last post. I was away from the computer for several hours and kept getting interrupted by family so it took forever.

    Current Roster looks like.....
    GlassEye...........Angrboda, Female Giant Wood Witch
    rangerjohn.........Falryn, Male Elf Duskblade
    Voda Vosa.........Metliz, Female Human Air Shugenja
    Dragonwriter......Kaznak, Male Dwarf Dragonfire Adept
    HolyMan............Forge, Male Human Paladin
    Willette.............Elidar, Male Forest Gnome Artificer
    Theroc..............?????, Possible Flamekin Brightsoul

    That gives us.....1 general spellcaster, 1 offensively-focused warrior-mage, 1 sneaky divine caster with some utility and elemental magic, 1 fire-blaster with minor utility magic (and possibly other energy blast types eventually), 1 holy warrior with minor healing and defensive magic (once Forge hits 2nd or 4th level anyway), 1 special-item-maker with technical skills, and 1 fire-blaster. A reasonable mix, though heavy on the fire-use, and sorta fragile overall.
    Last edited by Arkhandus; Friday, 9th October, 2009 at 06:09 AM.

 

  • #92
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    Apologies if my questions about this is bothersome, but I was wondering: The article mentions the Flamekin needing to be concerned about his 'more fragile' gear when using his flame racial ability and the like.

    Can you tell me what sorts of items would be destroyed in the case of my using it? It probably isn't too relevant just yet, since I don't know of too many items I'd need immediately, but I'd like to know for the future.


    Source Materials I am able to access:


    Accessible at almost any time:
    http://www.d20srd.org/index.htm
    Complete Arcane
    Complete Scoundrel
    Complete Mage
    Complete Divine
    Libre Mortis
    Heroes of Horror
    Drow of the Underdark
    Monster Manual 3.5E
    Monster Manual 2
    DMG/PHB
    Psionics Handbook
    Expanded Psionics Handbook
    Spell Compendium
    Tome of Magic

    These I can access rarely:
    Complete Adventurer
    Complete Warrior
    Complete Psionic
    Races of Stone
    Draconomicon
    Complete Champion
    A few assorted Monstrous Manuals... I can't recall which ones.

    I MAY be able to access the Forgotten Realms and Eberron Campaign settings.

  • #93
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    Quote Originally Posted by Theroc View Post
    Apologies if my questions about this is bothersome, but I was wondering: The article mentions the Flamekin needing to be concerned about his 'more fragile' gear when using his flame racial ability and the like.

    Can you tell me what sorts of items would be destroyed in the case of my using it? It probably isn't too relevant just yet, since I don't know of too many items I'd need immediately, but I'd like to know for the future.
    The fire damage applies to items you wear, so it would ignite any flammables or combustibles on your person (paper, cloth, wood, alchemist's fire, etc.). And of course, if the fire damage exceeds the hardness of one of your worn or carried objects, that object will suffer the excess in HP damage. As normal, fire damage is halved against some objects (generally metal, stone, ceramics, and crystal, I would say).

    So your Flamekin's clothing would likely just consist of a few pieces of metal, like a hat, maybe gauntlets, and maybe boots. Those few pieces of metal would comprise his or her free starting clothes, and not count towards encumbrance.

    Brightsouls get little starting gold, and there's not much they need or can use, anyway. As an Elemental you won't need food or drink. So just tools and combat gear. For reference, a tanglefoot bag, tindertwig, antitoxin vial, alchemist's fire flask, acid flask, or holy water flask would be useless to you; they'd either ignite on contact or get ruined the first time you try an Inner-Flame Burst or whatnot.


    **** HOLYMAN: Looks fine, just carrying 93 pounds instead of 91.
    Last edited by Arkhandus; Friday, 9th October, 2009 at 08:58 AM.

  • #94
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    Would things like a "Cloak of Charisma" ignite? I know that's a ways in the future, but I'd hate to have the character get stuff like that and then torch it himself. Maybe he'll find a 'heat resistant cloak of charisma' or something.

    Just asking as I don't think those items have hardness or HP.

    Edit: Come to think of it, I've looked over it several times and failed to find starting gold for the Brightsoul.
    Last edited by Theroc; Friday, 9th October, 2009 at 06:31 AM.


    Source Materials I am able to access:


    Accessible at almost any time:
    http://www.d20srd.org/index.htm
    Complete Arcane
    Complete Scoundrel
    Complete Mage
    Complete Divine
    Libre Mortis
    Heroes of Horror
    Drow of the Underdark
    Monster Manual 3.5E
    Monster Manual 2
    DMG/PHB
    Psionics Handbook
    Expanded Psionics Handbook
    Spell Compendium
    Tome of Magic

    These I can access rarely:
    Complete Adventurer
    Complete Warrior
    Complete Psionic
    Races of Stone
    Draconomicon
    Complete Champion
    A few assorted Monstrous Manuals... I can't recall which ones.

    I MAY be able to access the Forgotten Realms and Eberron Campaign settings.

  • #95
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    Waghalter (Lvl 7)

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    Angrboda's Review

    Quote Originally Posted by GlassEye View Post
    I think this is it, finally.
    Code:
    Angrboda, Mother of the Hu-Charad
    Class: Wood Witch
    Race: Hu-Charad (AE Giant)
    Size: Medium
    Gender: Female
    Alignment: N
    
    Str: 20 +5              Level: 1        XP: 0000 / 0000
    Dex: 14 +2   (+1 pt.)   BAB: +0         HP: 8 (1d6+2) Current: 8
    Con: 14 +2   (+2 pt.)   Grapple: +5     (HP: 9 during Chi-Julud)
    Int: 16 +3   (+1 pt.)   Speed: 30'      SF: 10%
    Wis: 18 +4              Init: +2
    Cha: 13 +1   (+1 pt.)   ACP: -0
    
                       Base  Armor Shld   Dex  Size   Nat  Misc
    Armor: 14           10    +2    +0    +2    +0    +0   (+1)*
      Touch: 12
      Flat-footed: 12
    *Luck bonus vs. weapons containing wood.  See Witchery below.
    
                             Base   Mod  Misc
    Fort:   +2                 0    +2    +0
    Ref:    +2                 0    +2    +0
    Will:   +6                 2    +4    +0
    
    Weapon                 Attack   Damage     Critical
    Bare fist (nonlethal)    +5       1d3+5        x2
    Javelin                  +2       1d6+5        x2     30 ft. increment
    Living Blade (Greatsword)+5       2d6+7*    19-20/x2
    *2d6+11 against nonliving targets
    
    (Chi-Julud Living Blade  +9       2d6+13    19-20/x2)
    
    Languages: Common, Giant (+3)
    Just remember to pick your 3 bonus languages.

    Quote Originally Posted by GlassEye
    Code:
    ABILITIES:
    Hu-Charad Base Abilities
    - Ability modifiers: +2 Str, -2 Dex
    - Giant type 
    - Medium size
    - +2 racial bonus to Diplomacy, Sense Motive, & Craft
    
    Witch Abilities
    - Proficient with simple weapons, light armor, shields
    - Witchery: If attacked by a ranged or melee weapon containing wood, 
    the wood witch gains a +1 luck bonus to Armor Class.
    - Living Blade: The wood witch creates a short sword, longsword,
    or greatsword out of wood. The witch is proficient with the blade,
    which operates in all ways like a normal sword except that it
    inflicts upon nonliving targets additional damage equal to the
    witch’s Wisdom bonus per hit; witches with no Wisdom bonus
    gain no benefit from this ability. Only the witch who created it
    can use the sword. He can create it at will, requiring a standard
    action. The sword disappears when out of the witch’s grasp.
    
    Spells (any simple available) DC 14 +spell level
    0 lv. Spell slots – 3
    1st lv. Spell slots – 1
    Spells readied:
    0 level: Canny Effort, Contact, Sense Thoughts
    1st level: Compelling Command (compulsion)
    -- material components required or casting time doubled, without
    somantic/verbal components double casting time again
    
    Feats:
    Chi-Julud (Ceremonial) AE pg. 131  [full round, DC 15 Concentration to
    achieve]
    Born Leader (Talent) +4 Diplomacy; +1 DC to compulsion spells/spell-like
    abilities.
    
    Skill Points: 28       Max Ranks: 4/2
    Skills                     Total  Ranks  Mod  Misc
    Concentration                +6     4    +2
    Craft (Stonemasonry)         +7     2    +3    +2 (racial)
    Craft (Tattoo)               +9     4    +3    +2 (racial)
    Diplomacy                    +7     0    +1    +2 (racial) +4 (talent)
    Knowledge (Architecture)     +5     2    +3 
    Knowledge (Ceremony)         +7     4    +3
    Knowledge (Giant)            +5     0    +3    +2 (racial)
    Knowledge (Nature)           +7     4    +3
    Sense Motive                 +10    4    +4    +2 (racial)
    Survival                     +8     4    +4
    
    (During Chi-Julud, the following skills alter to have a new total as listed:
    Concentration +7; Diplomacy +6; Sense Motive +6; Survival +4)
    
    Equipment:                      Cost  Weight
    Javelin (x3)                     3g     6 lbs.
    Leather Jack                    10g    15 lbs.
    Explorer’s outfit (worn)        10g     --
    
    Witchbag (component pouch)       5g     3 lbs.
    Backpack                         2g     2 lbs.
    -Bedroll                         1s     5 lbs.
    -Blanket, winter                 5s     3 lbs.
    -Rations (10 days)              50s   10 lbs.
    -Waterskin (x3)                  3g    12 lbs.
    -Soap                            5s     1 lbs.
    -Artisan’s tools (stonemason)    5g     5 lbs.
    -Block & tackle                  5g     5 lbs.
    -Rope, silk (50 ft.)            10g     5 lbs.
    -Artisan’s tools (tattoo)        5g     5 lbs.
    -Fishing net                     4g     5 lbs.
    -Iron pot                        5s     2 lbs.
    -Shovel                          2g     8 lbs.
    
    Pouch, belt                      1g    .5 lbs.
    -Flint & Steel                   1g
    -Whetstone                       2c     1 lbs.
    
    Chickens (20)                   40c
    Pigs (10)                       30g  
    Goats (10)                      10g
    
    Barrel                           2g    30 lbs.
    -Canvas (7x7 yards)             49s    49 lbs.
    -Salt, 5 lbs.                    25g
    -Seed stock, 20 lbs.              ?
    
    Iron, 50 lbs.                   50s
    
    Total Weight: 93.5 lb
    
                               Lgt   Med   Hvy  Lift  Push
    Load:                      133   266   400
    
    Background:
    6’9”
    236 lbs.
    You spend 139 gold, 8 silver, and 2 copper, so that leaves 60 gold, 1 silver, and 8 copper for anything else Angrboda might enter play with. As for the seed stock, just let me know what kind of seeds you're expecting her to start with and I'll make a rough guess based on the appropriate type of food (probably as listed in the Arms & Equipment Guide for D&D 3.5, since it has many foods listed, just not any seed prices, dangit).

    Angrboda's carrying 97-1/2 pounds, excluding the barrel of stuff, iron, and farm animals.

    For reference, from what's in AE/AU, it appears that the average giant would be age 62 or thereabouts when they start adventuring (since they mature slowly compared to humans). So we'll assume Angrboda is 60 years old, physically and mentally upon first awakening anyway.

    Work out some basic personality/background/appearance descriptions and Angrboda's finished.

  • #96
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    Quote Originally Posted by Theroc View Post
    Would things like a "Cloak of Charisma" ignite? I know that's a ways in the future, but I'd hate to have the character get stuff like that and then torch it himself. Maybe he'll find a 'heat resistant cloak of charisma' or something.

    Just asking as I don't think those items have hardness or HP.

    Edit: Come to think of it, I've looked over it several times and failed to find starting gold for the Brightsoul.
    Yes, a Claok of Charisma would catch on fire and burn. Its hardness and HP would be based on its material, though I'd have to check to see if non-weapon non-armor magic items get any extra (I know that magic weapons/armor get a bonus based on their enhancement to attacks or AC).

    Most likely, if he wants such an item, he'll need to get a magic-item-crafter to produce a different charisma-boosting item that's more durable, like a Medallion of Charisma or something, though it might cost double. That's a ways in the future though.

    Brightsoul starting gold in this game will be as per a Monk, since no mention of it is in the PDF and it's the closest parallel I can draw. So 20 gold pieces to spend at character creation in this case.

  • #97
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    NPC: Seshani

    EDIT: Moved Seshani's details to page 7.
    Last edited by Arkhandus; Thursday, 15th October, 2009 at 10:30 PM.
    Arkhandus, Male Tinker 4/Contemplative 4/Scapegoat 3/Roleplayer 3/Rambler 2/DM 3/Player 1
    Games and Links
    Earlier PbP DMing: (FR 3.5) A Hard Time in Harrowdale (ended)
    The First OOC , IC and (M&M) The Bay City Sentinels (on Crazy Monkey's Asylum) (both ended/suspended)
    Earlier DMing over OpenRPG: D&D 3.5 - T13K Fall of the 14th Kingdom, T13K For More Than Glory,
    Ark's Oerth Adventures, D20 Modern/Future - Zombiepocaylpse, Wardens of Aedenshire
    DMing on OpenRPG: Pathfinder - Weird Frontiers (homebrew), the Jade Regent Adventure Path,
    D&D 3.0 - Rhunaria: Defenders of Delacroix, Star Wars Saga Edition - Light and Shadows
    *EN World's Eyros Creative Exercise and Rules/Crunch of Eyros

    *My Rhunaria D&D setting, prestige classes, feats, etc.
    *My Aurelia D&D thread on EN World, setting and rules; new and revised 3e races, classes,
    variants, PrCs, feats, spells, etc. UPDATED AGAIN September 6th 2011 with more new magic items!

  • #98
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    Here is Pyre's crunch, I don't have the appearance and biography done yet, wanted to clear the crunch first.

    Code:
    Name: Pyre
    Class: Brightsoul
    Race: Flamekin
    Size: Medium
    Type: Elemental
    Gender: Male
    Alignment: Neutral Good
    Deity: Unknown
    
    Str: 14 +2            Level: 1        XP: 0
    Dex: 18 +4            BAB: +0         HP: 11 (1d8+3)
    Con: 17 +3            Grapple: +2     Dmg Red: None
    Int: 14 +2            Speed: 30'      Spell Res: 0
    Wis: 12 +1            Init: +4        Spell Save: +0
    Cha: 20 +5            ACP: -0         Spell Fail: 0%
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +0    +0    +4    +0    +0    +0    14
    Touch: 14              Flatfooted: 10
    
                             Base   Mod  Misc  Total
    Fort:                      2    +3          +5
    Ref:                       0    +4          +4
    Will:                      0    +1          +1
    
    Weapon                  Attack   Damage     Critical
    Shortsword                +2     1d6+2      19-20x2
    Morningstar               +2     1d8+2      20-20x2
    Shortspear(Melee)         +2     1d6+2      20-20x2
    Shortspear(Ranged)        +4     1d6+2      20-20x2
    
    Note: Morningstar and Shortspear can both be held with both hands, allowing for an additional point of damage from strength, making it 1d6+3, rather than 1d6+2.
    
    Shortspear Range Increment: 20 feet
    
    Languages: Flamekin, Common, Ignan, Terran
    
    Abilities: 
    Elemental Type
    Darkvision out to 60 feet.
    Immunity to poison, sleep effects, paralysis, and stunning.
    Not subject to critical hits or flanking.
    Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose.
    Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental.
    It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
    Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. 
    Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
    Elementals do not eat, sleep, or breathe.
    
    Flamekin Race
    Fire Resistance 5, increases 5 every 7 levels(Immune at 20th)
    Vulnerable to Cold(Take 50% more cold damage)
    
    Weakness to Water
    Any water-based attack that deals damage to the flamekin deals half again as much untyped damage to the flamekin.
    In addition, simply touching water deals 1 damage, while a bucket of water dumped on the flamekin deals 1d6 damage.
    A flamekin’s fiery body evaporates the water immediately, preventing any additional damage.
    A flamekin exposed to rain takes 1d6 damage each round, although a drizzle may deal only 1 damage per round instead.
    A completely submerged flamekin takes 2d6 damage each round and must make a DC 15+1/round submerged Fort save to remain conscious.
    
    
    Heat of the Flames: Can ignite body to deal additional unarmed damage or continual damage in a grapple.  Increases based on level.  Begins at 1 damage.
    
    Body grants torchlike illumination and a -6 penalty on hide checks.  Can be suppressed.
    
     
    
    
    Brightsoul Class
    Inner-flame Nova (Su): As a standard action, the flamekin brightsoul can flare up his inner flame,
    expanding it to a burst 5 ft. around him. The inner-flame nova deals damage to each creature
    in the area equal to the brightsoul’s flamekin racial Heat of the Flames fire damage bonus, multiplied by
    the brightsoul’s Cha modifier (minimum 1). A successful Reflex save at DC 10 + 1/2 class level + Con modifier
    halves the damage.  Once used, inner-flame nova cannot be used again for 1d4 rounds.
    
    Surges: Flamekin may select surges from spells of the Fire (or Light by DM permission) descriptor,
    or from manuevers from the Desert Wind School from the Tome of Battle: Book of Nine Swords.
    Treat the Brightsoul's class level as it's caster level and initiator level for the purposes of selection.  If a Surge grants a saving throw, it's DC is 10+Surge Level+Cha modifier.
    
    
    Feats: Point Blank Shot
    
    Surges Known:
    Level 0: Flare, Dancing Lights (Spell-like abilities)
    Level 1: Burning Hands (Spell)
    
    
    Skill Points: 24       Max Ranks: 4/2
    Skills                   Ranks  Mod  Misc  Total
    Climb                      4    +2          +6
    Concentration              4    +3          +7
    Diplomacy                  2    +5          +7
    Jump                       4    +2          +6
    Gather Information         2    +5          +7
    Spot                       4    +1          +5
    Tumble                     4    +4          +8
    
    Equipment:               Cost  Weight
    Shortsword               10gp   02lb
    Morningstar              08gp   06lb
    Shortspear(x2)           02gp   06lb
    XXXX                     XXgp   XXlb
    
    Total Weight:14lb      Money: 0gp XXsp XXcp
    
                               Light   Medium   Heavy  Lift  Push
    Max Weight:               58   59-116  117-233   466   1165
    
    Age: 14 
    Height: 6'05"
    Weight: 350lb
    Eyes: Violet
    Hair: Blue
    Skin: Black
    Appearance: Pyre appears unusual compared to many other races, his form composed of earth and flame. A living volcano, if you will. Violet flames peer from within a granite face like eyes, his form crackling with crimson, azure or even indigo flames on occasion. Adorning his waist was a metallic belt which covered a larger area than usual, of a gilded nature. Similarly, his wrists were adorned with elaborate gauntlets. However, no cloth touched his body.

    Background:
    Pyre awoke in a dark cave. While he could see without any difficulty, he felt uncomfortable. He knew it was because of the lack of light, the lack of fire... and so, he reached for something which he somehow knew would burn, and willed his hand to be hot, causing the item to burst into flames as he tossed it aside. The flames spread a bit in the cave, burning for a short while as Pyre wandered toward the light. While he knew many things, he did not know his purpose, nor why he felt drawn to the light.

    However, he wanted to know. He felt a burning drive to bring light to darkness... and a desire to burn... to burn as hot as he could, but most of all, an overwhelming desire to KNOW.
    Last edited by Theroc; Saturday, 10th October, 2009 at 04:25 PM.


    Source Materials I am able to access:


    Accessible at almost any time:
    http://www.d20srd.org/index.htm
    Complete Arcane
    Complete Scoundrel
    Complete Mage
    Complete Divine
    Libre Mortis
    Heroes of Horror
    Drow of the Underdark
    Monster Manual 3.5E
    Monster Manual 2
    DMG/PHB
    Psionics Handbook
    Expanded Psionics Handbook
    Spell Compendium
    Tome of Magic

    These I can access rarely:
    Complete Adventurer
    Complete Warrior
    Complete Psionic
    Races of Stone
    Draconomicon
    Complete Champion
    A few assorted Monstrous Manuals... I can't recall which ones.

    I MAY be able to access the Forgotten Realms and Eberron Campaign settings.

  • #99
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    Think I've everything now. Thought I had posted yesterday... I edited the last character sheet presented.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #100
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    Quote Originally Posted by Arkhandus View Post
    Just remember to pick your 3 bonus languages.


    You spend 139 gold, 8 silver, and 2 copper, so that leaves 60 gold, 1 silver, and 8 copper for anything else Angrboda might enter play with. As for the seed stock, just let me know what kind of seeds you're expecting her to start with and I'll make a rough guess based on the appropriate type of food (probably as listed in the Arms & Equipment Guide for D&D 3.5, since it has many foods listed, just not any seed prices, dangit).

    Angrboda's carrying 97-1/2 pounds, excluding the barrel of stuff, iron, and farm animals.

    For reference, from what's in AE/AU, it appears that the average giant would be age 62 or thereabouts when they start adventuring (since they mature slowly compared to humans). So we'll assume Angrboda is 60 years old, physically and mentally upon first awakening anyway.

    Work out some basic personality/background/appearance descriptions and Angrboda's finished.
    Updated Angrboda's sheet:
    Added Dwarven, Elven, & Orc languages.
    The seeds I would like would be for root vegetables like beets, turnips, carrots, onions.
    If she has money left over then I'll just let it go. I think I have everything (plus some) that I'll need.
    Corrected her weight carried.
    Added age.

    Personality and appearance coming soon...

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