Rogues Gallery: Aerie of the Crow God PbP Campaign!
Characters should be posted on this thread. Characters should be 7th-level. FYI... It might be useful for the group to have a bard.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
A list of deities for the Lands of Harqual. I've also included my domains list for Kulan.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Sheyla Bladesong, Elven Cleric of Corellon Larethian
Sheyla Bladesong female Silver Elf, 7th-level Cleric of Corellon Larethian (21,350 XP; 11.08.2009; Beach Spiders) Medium Humanoid (Elf)
Hit Dice: 7d8+7 (39 hp) (Rolls 2nd-7th) Initiative: +4 Speed: 30 ft. Armor Class: 20[21] (+4 Dex, +6 armor, [+1 shield]), touch 14, flat-footed 17 Base Attack/Grapple: +5/+9 Attack: MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3) Full Attack: MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3) Space/Reach: 5ft./5ft. Special Attacks: Spells, Turn Undead 4/day Special Qualities: Elf Traits, Chaotic Good Aura, Chaotic Good Spells, Spontaneous Casting of Cure Spells Saves: Fort +6, Ref +6, Will +10 (+2 vs. Enchantments) Abilities: Str 16(18), Dex 18, Con 12, Int 13, Wis 18(20), Cha 12 Skills: Heal +10(5), Knowledge (religion) +6(5), Listen +12(5cc), Spot +12(5cc); * Armor Check Penalty 0 Feats: Simple Weapon Proficiency, Elf Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency (except Tower Shield), Weapon Focus (Longsword), Point Blank Shot, Rapid Shot, Combat Expertise, Improved Trip, Power Attack Alignment: Chaotic Good
Sheyla
Sheyla stands 5 feet 6 inches tall and weighs 112 pounds. She is 127 years old. Her long, silverblonde hair is worn open, a few strands of hair framing the fine-featured face with emerald eyes. Her slender figure is dressed in comfortable green clothes, on top of which she wears her finely crafted chain shirt. The holy symbol of Corellon Larethian is attached to a simple silver chain around her neck. Along with her small backpack and a grey-green cloak, she wears two crossed sheathes on her back, holding her longswords. Her darkwood longbow is slung over her shoulder and a quiver with arrows is hanging from her weapon belt. A buckler is sometimes strapped to her left arm, on which she also wears a silver bracelet, which is covered in flames, that apparantly do not burn her, shedding light equivalent to that of a torch.
Sheyla speaks Common, Elven and Celestial.
Spells: As 7th-level cleric Domains: Elf, War Spells per Day: (6/6+1/4+1/3+1/2+1; save DC 15 + spell level):
0 - Detect Magic (3), Light, Resistance (2);
1st - Bless (2), Command, Divine Favor, Shield of Faith (2), Magic Weapon (D);
2nd - Hold Person, Remove Paralysis, Spiritual Weapon (2), Cat's Grace (D);
3rd - Invisibility Purge, Magic Circle against Evil, Protection from Energy, Magic Vestment (D);
4th - 1 slot free, Divine Power, Divine Power (D).
Equipment: MW Cold Iron Longsword, Silver Longsword, Darkwood Composite Longbow (+4 Str), Cold Iron Arrows (40), +2 Mithril Shirt, MW Buckler, Heward's Handy Haversack, Bedroll, Winter Blanket, Belt Pouch, Waterskin, Everburning Silver Bracelet (10 gp), Silver Holy Symbol of Corellon Larethian, Holy Water (3), Diamond Dust (500 gp), Silver Dust (25 gp), Belt of Strength +2, Periapt of Wisdom +2, Pearl of Power (1st), Wand of Cure Light Wounds (50 charges); 28 gp, 4-7 sp, 0 cp.
Background: Hailing from the Kingdom of the Silver Leaves in the northern parts of the Great Forest of Harqual in the Northern Heartlands, Sheyla grew up in peace, learning the arts of swordplay and archery. But peace never endures, and her homelands were constantly threatened by attacks of humanoid warbands. When Sheyla was considered mature, she became a cleric of Corellon Larethian, to be able to help and protect her kin. The ideals he stands for, have long been her own as well, so it was just a natural progression.
Silver Elves
Silver Elf Society
The silver elves of the Great Forest have one of the oldest kingdoms in existence on Harqual. The Kingdom of the Silver Leaves has existed since before the rise of the Empire of Swords. Being the oldest existing kingdom on the continent allows silver elves to have a unique perspective on the events of the last few thousand years. While even the oldest of the silver elves alive today was born several hundred years after the end of the Divinity War, the race as a whole understands where humanity has been. The elves worry that humanities natural tendencies too destroy themselves could plunge the continent into endless war again. They work towards teaching humans to work together or at least behave diplomatically to each other, whenever they can.
Silver elves are the most commonly encountered elves on the continent of Harqual, which is surprising considering the insular nature of most of their people. In truth, most of the silver elves encountered in human lands have chosen to live beyond the bounds of the Kingdom of the Silver Leaves. These elves aren't necessarily outcasts from the kingdom but in most cases they have shed the traditions of their people completely and behave more 'human' then elven. The Kingdom of the Silver Leaves will allow any silver elf to return to the elven way of life, as long as the elf wanting to come home wasn't cast out of the kingdom.
The greatest city of the silver elves is simply known as Silverleaf. Most humans refer to silver elves as being from the city-state of Silverleaf in the Great Forest, to those from other lands. In truth, their are as many as six other great elven cities around the shores of Lake Silverleaf, it's just that most humans have never heard of them. The Kingdom of the Silver Leaves is an enigmatic place full of strange wonders, beautiful glades and cultivated gardens. The first five miles around Lake Silverleaf in any direction is considered lived in and tamed by elven standards. Most humans don't notice that much of a difference until they come within a mile of the lake. Silver elves are extremely protective of their lands even going so far as to place powerful magical wards close to the lake and lesser wards the further one gets away from the city of Silverleaf. Humans that blatantly destroy nature in the Great Forest usually find themselves escorted out of the forest by a patrol of very well armed elven rangers.
Silver elves tend to be very chaotic in their youth but then migrate towards neutrality, as they get older. This change takes place over long periods of time and the most venerable of the continent's silver elves are true neutral in alignment. Silver elves are one of the only races as a whole that believe completely in the tenets of the Balance. They often ally themselves with the druids of the Daghdha and the Majestic Dragons of Harqual. Syliphiinax, The Majestic Green, lives within the boundary of the Kingdom of the Silver Leaves and is one of their greatest allies. Many silver elves belong to an order of knights, sponsored by these Dragons of the Balance, called the Knights Majestic.
What Sheyla knows about the World
You have traveled a lot through the eastern lands of Harqual duirng your adventuring career. You known the Great Forest of your homeland well and have many friends and family members still living there. The leader of the Kingdom of the Silver Leaves is an elf man named Menkhar Silversun, the High One of Silverleaf. He has lead your people since the time of the Ogre Wars. He is renown as a hero to your people.
You have visited the elves living in the Duchy of Minar to the northwest of the Strandlands. They were welcoming to you and your companions but they seemed a little strange to you. Many of them live more like humans than elves. Many of them are exiles of the Knotwood, which has fallen to hordes of demons and blood elves.
You have also heard of the rise of great religious leader in the lands west of where you are know, pst the Thunder Mountains. He is said to be the chose of his god, the North God known as Jalivier.
You know their is a land of semi-civilized barbarians just north of the Strandlands and have heard rumors of city-states to the south. You quickly learned that the Thunder Mountains are filled with mountain orcs and worse. You've even fought some of them.
__________________
“In our world, immortality is not for the living. The legend lives on!”
In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).
Wondering what the Dungeon Tiles are like? Take a look here (up to DU5 Sinister Woods).
Last edited by Thanee; 11th August 2009 at 01:42 PM..
CHARACTER NAME : Lorien Mornyano
RACE (CR) : Male Elf
CLASS (LEVEL) : Bard 7
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft.
LANGUAGES
Common, Draconic, Elven, Sylvan, Barbarian.
EXPERIENCE : 21000
CASH : 1020gp, 80sp, 40cp
ABILITY SCORES
Str 12 (+1) (12/base)
Dex 17 (+3) (13/base +2/race +2/item)
Con 12 (+1) (13/base -2/race +1/level)
Int 17 (+3) (17/base)
Wis 10 (+0) (10/base)
Cha 15 (+2) (15/base)
SAVES
FORT +3 (2/brd 1/con)
REF +8 (5/brd 3/dex)
WILL +4 (5/brd 0/wis)
HIT POINTS : 34 (6+4+3+4+3+4+3+7)
ARMOR CLASS
Standard : 18 (+3/dex +4/armor +1/deflecion)
Touch : 14
Flat-Foot : 14
INITIATIVE : +7
BASE ATTACK : +5
RANGED : +8
MELEE : +6
WEAPONS
+1 Longsword +7; 1d8+2; 19-20/x2
Mw C.Longbow 10; 1d8+1; x3 (Range 110ft)
RACIAL TRAITS
-Immunity to magic sleep effects, and a +2 racial saving throw bonus
against enchantment spells or effects.
-Low-Light Vision
-Weapon Proficiency: longsword, rapier, longbow, shortbow
-An elf who merely passes within 5 feet of a secret or concealed door
is entitled to a Search check to notice it as if she were actively looking
for it.
CLASS FEATURES
Bardic music: Countersong, Fascinate, Inspire courage +1,
Inspire competence, Suggestion
Bardic knowledge +10
FEATS
1: Improved Initiative
3: Weapon Focus Longbow
6: Quick Draw
SKILLS
Balance 5+3+2=10
Bluff 5+2=7
Diplomacy 10+2+2=14
Gather Information 10+2=12
Hide 10+3+5=18
Listen 5+2=7
Move Silently 10+3=13
Perform Sing 10+2=12
Perform String Inst. 5+2+2=9
Sleight of Hand 5+3+2=10
Tumble 10+3=13
UMD 5+2=7
Bardic Knowledge 10
SPELLS: 0:3/D, 1:4/D, 2:3/D
A0: Dancing Lights, Detect Magic, Ghost Sound, Prestidigation,
Read Magic, Summon Instrument
A1: Alarm, Charm Person, Feather Fall, Identify
A2: Cure Moderate Wounds, Hold Person, Shatter, Tongues
EQUIPMENT: [17970gp, 9sp]
Explorer's Outfit [10gp]
Mithral Shirt [1100gp]
Cloak of Elvenkind [2500gp]
Gloves of Dexterity [4000gp]
Ring of Protection +1 [2000gp]
Ring of Sustenance [2500gp]
Signet Ring (House Mornyano) [5gp]
Efficient Quiver [1800]
-MW Composite Longbow (+1 str Bonus) [500gp]
-+1 Longsword [Heirloom]
-Arrows (20) [1gp]
-Cold Iron Arrows (20) [2gp]
-Silver Arrows (20) [3gp]
Handy Haversack [2000gp]
-Courtier's Outfit [30gp]
-Jewelry [50gp]
-Everburning Torch [110gp]
-Silk Rope (50ft) & Grappling Hook [11gp]
-MW Elven Lute [100gp]
-Lorien's Writing Kit
-Book x2 30gp
-Inkvial 8gp
-Inkpen 1sp
-Everburning Candle 110gp
Belt Pouch x3 [3gp]
-Caltrops [1gp]
-Signal Whistle [8sp]
-Smokestick x2 [40gp]
-Potion of Resist Fire [300gp]
Spell Component Pouch [5gp]
Scroll Case [1gp]
Wand of CLW [750gp]
A nobleborn from Silverleaf, Lorien only knew the life of song and joy when growing up. Swordplay was sport to him and the bow was an instrument of beauty, not of war. But childhood never lasts long, and the content life of court became boring for the young elf who wanted to see the distant lands he had heard tales of. He journeyd far and wide and for a while settled with the wild cousins of Silver Elves living on the north edges of the Great Forest. There he truly learned what it meant to use the bow. Decades of life on the road has roughed the soft youth off of Lorien, and he is a hardy adventurer now, but his manners still speak of noble upbringing.
Lorien is a softspoken elf, with the manners of a noble contrasted by the confidence of a warrior. He stands quite tall for an elf, being 5'7" and weighs around 120 lbs. His skin has taken a soft tan from the years on the road but his silvery hair and bright green eyes effectively reveal his heritage.
CHARACTER NAME : Halmar the Unseen
RACE (CR) : Male Human
CLASS (LEVEL) : Barbarian 5/Rogue 2
ALIGNMENT : CG
SIZE : Medium
SPEED : 40 ft.
LANGUAGES
Common, Barbarian.
EXPERIENCE : 21000
CASH : 265 gp
ABILITY SCORES
Str 18 (+4) (17/base + 1 level)
Dex 16 (+3) (14/base +2 item)
Con 14 (+2) (14/base )
Int 13 (+1) (13/base)
Wis 12 (+1) (12/base)
Cha 13 (+1) (13/base)
SAVES
FORT +6
REF +6
WILL +4
HIT POINTS : 69/69 (6+4+9+9+9+9+9+14)
ARMOR CLASS
Standard : 19 (10+6+3)
Touch : 13
Flat-Foot : 16
INITIATIVE : +2
BASE ATTACK : +6/+1
RANGED : +8/+3
MELEE : +10/+5
WEAPONS
+1 Greataxe +11/+6; 1d12+7; x3
C.Longbow +8/+3; 1d8+4; x3 (Range 110 ft.)
RACIAL TRAITS
Human:
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
CLASS FEATURES
Barbarian:
Rage (2/day)
Fast Movement (already included)
Uncanny Dodge (level 2)
Trap Sense (level 3)
Improved Uncanny Dodge (level 5)
Rogue:
Trapfinding
Evasion (level 2)
FEATS
1: Dodge
Human: Mobility
3: Spring Attack
6: Iron Will
SKILLS
Balance 3+3-1+2=7
Climb 7+4-1=10
Disable Device 10+1=11
Hide 7+3-1+5=14
Listen 10+2=12
Jump 5+4+4 (speed)-1+2=14
Move Silently 7+3-1+5=14
Search 10+1+5=16
Spot 10+1=11
Tumble 6+3-1+2=10
EQUIPMENT: [18,735gp ]
Cold Weather Outfit [8gp]
Boots of Elvenkind [2,500 gp]
Cloak of Elvenkind [2,500 gp]
+1 Mithril Breastplate [5,350 gp]
+1 Greataxe [2,320 gp]
Gloves of Dexterity [+2] [4,000 gp]
Composite Longbow (+4) [500 gp]
-Arrows (40) [2gp]
-Cold Iron Arrows (20) [2gp]
-Silver Arrows (20) [3gp]
Potion of Invisibility [300 gp]
Goggles of Minute Seeing [1,250 gp]
Background/Description:
TBD
Last edited by renau1g; 25th February 2009 at 04:45 PM..
I'm still missing stuff right now, I know. But this is what I got so far.
Code:
CHARACTER NAME : Reneg Desrek
RACE (CR) : Human
CLASS (LEVEL) : Druid 7
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft.
EXPERIENCE : 23000
CASH :
ABILITY SCORES
Str 14
Dex 13
Con 15
Int 14
Wis 18
Cha 12
SAVES Class Ability Total
FORT 5 2 7
REF 2 1 3
WILL 5 3 8
HIT POINTS : 47 ( http://invisiblecastle.com/roller/view/1957275/ )
ARMOR CLASS
Standard : 16 (+1 dex, +2 armor, +2 heavy wooden shield, +1 nat)
Touch : 11
Flat-Foot : 15
INITIATIVE : +1 (dex)
BASE ATTACK : +5
RANGED : +
MELEE : +
WEAPONS
Staff +7 melee 1d6+2
ARMOR
Leather
Hvy Wood Shield
LANGUAGES
Common, Sylvan, Druidic, Draconic
CLASS FEATURES
FEATS
1: Spell Focus (Conjuration)
Human: Track
3: Augment Summoning
6: Natural Spell
SKILLS Ranks Ability Misc Total
Concentration 10 2 14
Handle Animal 10 1 11
Nature 10 2 2 14
Ride 10 1 11
Spellcraft 10 2 12
Spot 10 4 14
Survival 10 4 2 16
SPELLS: 0:6/D, 1:5/D, 2:4/D, 3:3/D, 4:2/D
0th Create Water, Detect Magic, Detect Poison, Mending, Purify Food and Drink, Read Magic
1st Charm Animal, Cure Light Wounds, Entangle, Longstrider, Shillelagh
2nd Barkskin, Bull's Strength, Soften Earth and Stone, Wood Shape
3rd Dominate Animal, Poison, Stone Shape
4th Giant Vermin, Spike Stone
CLASS ABILITIES:
Spontaneous Casting of Nature's Ally
Animal Companion!
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape 3/day
EQUIPMENT: (570g 0s 0c)
Feath Token (Tree) x2 (800g)
Bag of Tricks (Tan) (6.300g)
Handy Haversack (2.000g)
Amulet of Natural Armor +1 (2.000g)
Robe of Useful Items (7.000gp)
Stone of Alarm (2.700g heirloom item)
Small iron box built with handles with numerous insects inside
Heavy Warhorse with Riding Saddle (230gp)
Reneg Desrek was destined to be a Druid. Well, not be Destiny, capital D, but because his father and mother had both been Druids and he was expected to become one as well. They taught him everything he should know about being a Druid and though he hadn't really wanted to be one [a Bard seemed more much DASHING, a Paladin seemed much more awe-inspiring, and a Barbarian was fearsome], but he sort of ended up being one anyways because he was sort of lazy at heart. That's probably why he enjoyed summoning companions so much. Why do the work when an animal could do it for him?
Of course this had gotten him into trouble into the past. Why were there claw marks all over the furniture? Well, the grizzly bear was trying to rearrange. Why were so many of the dishes broken? The dog wasn't well capable of taking the dishes from the sink and licking them on his own, but he sure had tried. Quite impressive indeed, actually, though his parents of course were NOT impressed.
Still, they couldn't help but feel a little bit if pride for their son. Despite this lazy streak, he had managed to find a cute girl, a bookish girl who everyone said was evil but Reneg was sure she was just rebelling against her parents like he had. It wasn't his fault he had gotten her pregnant. Well, maybe it was. At least he hoped it was! When she disappeared, he blamed his parents. He didn't know why he blamed them; it was just a natural instinct to blame them for his problems. They told him he didn't know where his girlfriend was. Frustrated, he set out from home in search of his pregnant girlfriend].
As a going away present, they gave him a rock. Can you believe that? A ROCK? Supposedly it was a Stone of Alarm. If he attached it to something and someone touched it, it alerted him to the presence of an intruder. That was apparently how his grandfather had met his grandmother. That was a story he certainly hadn't wanted to know, but his parents said it was a good-luck charm and he should take it with him. He figured he might as well. It may come in handy, after all.
1d100 → [77] = (77): Minor scroll of one randomly determined spell
1d100 → [13] = (13): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
1d100 → [46] = (46): Mule (with saddle bags)
1d100 → [3] = (3): Bag of 100 gold pieces
1d100 → [9] = (9): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
1d100 → [65] = (65): Potion of cure serious wounds
1d100 → [55] = (55): Pit, open (10 ft. by 10 ft. by 10 ft.)
1d100 → [54] = (54): Pit, open (10 ft. by 10 ft. by 10 ft.)
1d100 → [74] = (74): Rowboat (12 ft. long)
1d100 → [39] = (39): Ladder, wooden (24 ft. long)
1d100 → [29] = (29): Gems, 10 (100 gp value each)
1d100 → [84] = (84): War dogs, pair (treat as riding dogs)
__________________
Quote:
Stupid Firenewt debating Intelligent Ratroo:
Firenewt: cheese no come from cow
Ratroo: Yes, it does
Firenewt: When me eat cow, me no see cheese
Bring back Nightfall Monsters and Villians To Be Updated Soon! Darkness has broken the code of silence and will be illuminated.
Last edited by Dog Moon; 2nd March 2009 at 04:50 PM..
Name: Quinn Inagui
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral
Str: 18 +4 (15+1+2I)Level: 7 XP: -
Dex: 14 +2 (14) BAB: +7/+2 HP: 84 (1d10+2)
Con: 15 +3 (15) Grapple: +11/+6 Dmg Red: 0
Int: 13 +1 (13) Speed: 30' Spell Res: 0
Wis: 13 +1 (13) Init: +2 Spell Save: +0
Cha: 12 +1 (12) ACP: -4 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +0 +2 +0 +0 +1 18
Touch: 12 Flatfooted: 16
Base Mod Misc Total
Fort: 5 +3 +1 +9
Ref: 2 +2 +1 +5
Will: 2 +1 +1 +4
Weapon Attack Damage Critical
MW Spiked Chain +13/+7 2d4+4 x2
Net +9/+4 - -
Longbow +9/+4 1d8+4 x3
Languages: Common, Dwarven.
Abilities:
Human:
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Feats: Exotic weapon prof. Combat expertise. Improved trip. Dodge. Mobility. Spring attack. Weapon focus (spiked chain). Whirlwind Attack
Skills Ranks Mod Misc Total
Climb 7 +4 +11
Intimidate 7 +1 +8
Jump 9 +4 +13
Ride 7 +4 +11
Swim 7 +4 +11
Equipment:
Breastplate +1 1250
Chain spiked MW 320gp 10lb
Gloves of Ogre power 4000gp
Cloack of Resistance +1 1000gp
Net 20gp 6lb
Potion of Cure light wounds x2 100gp
Compòsite Longbow (Str +4) 500gp
Arrows
Bed roll
Flint and steel
Iron pot
X days of trail ration
Waterskin
Money: 3
A life of fight is what Quinn has always desire. Lucky he was born in the city of Gladiators! The northern cities provide a good training ground for the young warrior, and he soon grew in strength and renown, as many of the coliseums in the city pay him good money to fight the slave gladiators, in a commemorative fight, freedom against slavery. Of course Quinn always won the fights he was in, his employees made sure of it. After some years of competitions and just a few defeats, Quinn decided that the pety gladiators of his home city wont offer him any more challenge. He knew their tactics, and as far as he was concerned they were no dign opponents for him.
So he picked up all his prizes, won over many battles in the dusty arenas and crowded coliseums, and started a journey. A lone wanderer looking for a worthy opponent.
That seemed like a good idea first. At least before he stood up against monsters way to powerful to be defeated by his skills alone.
Life taught Quinn the hard way, that he should not be so arrogant.
Beaten, thirsty and hungry, he arrived to the Strandlands. May be these lands would offer him better chances.
Still lacks equipment.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")