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We're a guild dedicated mainly to Dungeons and Dragon's based role play. We're looking for semi-literate role players and DM's. 

Tags: Dungeons and Dragons, Roleplay, Wizards of the Coast 

Reply Linear Campaigns v3.5 [Current WDM: Sander Cohen92]
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Sander Cohen92
Captain

PostPosted: Sun Aug 02, 2009 2:34 pm


"I have foreseen the events soon to enshroud this world... I have seen the maws of darkness open... I have watched... and waited. Soon sentient life as a whole will be judged, a judgment by the divine forces around us, a judgment that will either bring a new chapter in the history of life, or write the closing chapter of it. It is now you must rise from your slumber and prevent what I have foreseen to come into play... time is of the essence my child. Hmm? My name you ask...? All will be revealed in due time my child, in due time..."

You awake from the dream and rub your eyes thinking what that could've meant... the whole thing was fresh in your mind still. As you look out the window you see dark clouds stirring... could this be what the man spoke of you think to yourself, as you stared helplessly at the approaching clouds...

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Only players from scene 1 had this dream, anyone joining after this point is just... helpful. Post your character in the Linear Campaign Characters thread in this forum. Send a copy of it to me in a PM if you want your skills to show up colored, if I copy paste off the other thread it'll be black.

Rules:

1. Level 1 start
2. Most races are allowed, ask me about specific races and I'll tell you whether or not they're ok.
3. Character sheet's should be prepared like they are in the Creating a Character thread on the main forum.
4. RP your character realistically... if your a DnD whiz in real life but your character has 12 intelligence odds are he won't know everything. Wisdom also is a big thing. Wisdom is basically willpower, common sense, perception, and intuition. I also believe it's a form of life experience, one who has lived life to the fullest would be wiser than one who spent their whole life in a single town and didn't change things up much.
5. Fighting is not the only option, you CAN run, and you CAN try manipulating the surrounded terrain and objects in some situations. Not every single encounter has to be Slashing and Hacking away at enemies.

Bonus EXP is rewarded for:

-Bravery. Willingly sacrificing yourself will result in extra EXP for you.
-Creativity. Being creative will net you extra EXP.
-Staying in Character/role playing. Role playing and keeping the DnD experience alive will get you some EXP, not much, but some.
-Certain Successful Checks. Certain skill rolls may earn you extra EXP if they're successful.

Karma/Alignment

-Your actions will be noted by the divine (That's Me).
-For every action perform their is a neutral, a good, or an evil outcome.
-If you're lawful good and continue doing evil your alignment will change. This affects every character, and every alignment, even evil to good, good to neutral, neutral to evil, and so on.
-If you seem to follow a trend with your decisions your alignment may not change at all, in which case you're doing a fantastic job staying in character.

The Graveyard:
Here the fallen spirits of heroes rest...

1) [Campaign 1, Scene 1]: Reggad Elbongi
2) [Campaign 1, Scene 3]: Istuon Galanodel ((Halfy))
3) [Campaign 1, Scene 3]: Cassandra Mariposa  
PostPosted: Mon Aug 03, 2009 7:43 am


Current Characters:


---------------------------------------------------
Description Section:
---------------------------------------------------
Player Name: Maia Hart

Character Name: Cassandra Mariposa
Race: Human
Alignment: Lawful Evil
Deity: Hextor
Size : Medium
Age: 27
Gender: Female
Height: 5’10”
Weight: 145 lb.
Eyes: Brown
Hair: Brown
Skin: Bronze
---------------------------------------------------
Languages Section
---------------------------------------------------
- Common
- Elven
-Dwarven
-Gnomish
-Infernal
---------------------------------------------------
Class and Level Section
---------------------------------------------------
Main Class and Level: 2nd level Monk
Secondary Class and Level:
Tertiary Class and level:
EXP: 2985/3000
---------------------------------------------------
Ability Scores Section
---------------------------------------------------
Strength: 14 / +2
Dexterity: 16 / +3
Constitution: 13 / +1
Intelligence: 18 / +4
Wisdom: 13 / +1
Charisma: 15 / +2
---------------------------------------------------
Stats Section (page 1)
---------------------------------------------------
HP: 18 (1d8 + 1 CON)
AC: 14 = 10 + 0 + 0 + 3 + 0 + 0 + 0 + 1
Damage Reduction:
Speed: 30 ft. (6 squares)
Touch Armor Class: 14
Flat-Footed Armor Class: 11
Initiative: 3 = 3 + 0
---------------------------------------------------
Saving Throws Section
---------------------------------------------------
Fortitude: 4 = 3 + 1 + 0 + 0 + 0
Reflex: 6 = 3 + 3 + 0 + 0 + 0
Will: 4 = 3 + 1 + 0 + 0 + 0
---------------------------------------------------
Feats Section
---------------------------------------------------
- Negotiator: +2 to Diplomacy and Sense Motive
- Acrobatic: +2 to Jump and Tumble
- Stunning Fist: If declared before attack roll, target must make fortitude roll (DC= 10 + ½ character level + WIS) or be stunned. Stun = can’t act, loses AC bonus from DEX, takes -2 AC penalty for 1 round. Can be used (monk level) times a day.
- Improved Unarmed Strike: see below
---------------------------------------------------
Special Abilities Section
---------------------------------------------------
- Flurry of Blows: one extra attack in round, but attacks made that round take -1 attack penalty
- Unarmed Strike: attacks enemy with fists, elbows, knees, feet, etc.; can attack when hands are full; no off-hand penalty; no lethal/deals lethal or non-lethal damage without penalty when attacking or grappling; counts as manufactured and natural weapons; damage and types increase with level
- AC Bonus: add WIS + level/5 to AC, even when flat-footed or touch-attacked
-Evasion: no damage on successful reflex save
- Human: One extra feat at first level
- Human: 4 extra skill points at first level, plus 1 each level after
---------------------------------------------------
Spells Section
---------------------------------------------------
Spell Save:
Domain/Specialty School: (If you don't have one, put none)
Level 0:
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Level 1:
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Level 2:
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Level 3:
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Level 4:
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Level 5:
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Level 6:
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Level 7:
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Level 8:
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Level 9:
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---------------------------------------------------
Spells Per Day Section
---------------------------------------------------
Level 0: Spells Known || Spell Save DC || Spells Per Day || Bonus Spells (0 for level 0 spells)
Level 1:
Level 2:
Level 3
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
---------------------------------------------------
Skills Section
---------------------------------------------------
O Appraise: 4 = 4 INT
O Balance: 10 = 3 DEX + 5 ranks + 2 synergy
O Bluff: 2 = 2 CHR
O Climb: 7 = 2 STR + 5 ranks
O Concentration: 1 = 1 CON
O Craft (_________): 4 = 4 INT
O Craft (_________):4 = 4 INT
O Craft (_________):4 = 4 INT

O Decipher Script: 0
O Diplomacy: 11 = 2 CHR + 5 ranks + 2 Negotiator + 2 synergy
O Disable Device: 0
O Disguise: 2 = 2 CHR
O Escape Artist: 3 = 3 DEX
O Forgery: 4 = 4 INT
O Gather Information: 2 = 2 CHR

O Handle Animal: 0
O Heal: 1 = 1 WIS
O Hide: 3 = 3 DEX
O Intimidate: 2 = 2 CHR

O Jump: 11 = 2 STR + 5 ranks + 2 Acrobatic + 2 synergy
O Knowledge (Nobility): 6 = 4 INT + 2.5 ranks
O Knowledge (_________): 0
O Knowledge (_________): 0
O Knowledge (_________): 0
O Knowledge (_________): 0

O Listen: 1 = 1 WIS
O Move Silently: 3 = 3 DEX

O Open Lock: 0
O Perform (Sing): 7 = 2 CHR + 5 ranks
O Perform (Dance): 7 = 2 CHR + 5 ranks

O Perform (________): 2 = 2 CHR
O Profession (________): 2 = 2 CHR
O Profession (________): 2 = 2 CHR
O Ride: 3 = 3 DEX
O Search: 4 = 4 INT

O Sense Motive: 8 = 1 WIS + 5 ranks + 2 Negotiator
O Sleight of Hand: 0
O Spellcraft: 0

O Spot: 1 = 1 WIS
O Survival: 1 = 1 WIS
O Swim: 2 = 2 STR

O Tumble: 12 = 3 DEX + 5 ranks + 2 Acrobatic + 2 synergy
O Use Magic Device: 0
O Use Rope: 3 = 3 DEX
O ____________
O ____________
O ____________
---------------------------------------------------
Combat/Weapons Section
---------------------------------------------------
Base Attack Bonus: +1
Grapple: +3 = 1 + 2 + 0
Weapon (Slot 1): Unarmed Strike
-Attack Bonus (if any): +3
-Damage 1d6 (rises with level)
-Critical 20 x2
-Range 5 ft
-Type: Manufactured AND Natural (gains types with level)
-Weight: none
-Other Notes: Can attack with hands full, no off-hand penalty, lethal or non-lethal with no penalty

Weapon (Slot 2):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Weapon (Slot 3):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Weapon (Slot 4):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Ammunition (Type 1):
Ammunition (Type 2):
---------------------------------------------------
Defense/Armor Section
---------------------------------------------------
Spell Resistance:
Arcane Spell Failure Total: %
Armor/Protective Item:
-Type
-AC Bonus
-Max dex
-Check Penalty
-Spell Failure
-Speed
Weight
-Special Properties

Shield/Protective Item:
-AC Bonus
-Weight
-Check Penalty
-Spell Failure
-Special Properties

Protective Item (Slot 1):
-AC Bonus
-Weight
-Special Properties

Protective Item (Slot 2):
-AC Bonus
-Weight
-Special Properties
---------------------------------------------------
Possessions Section
---------------------------------------------------
Possessions:
-Monk’s Outfit (5 gp, 2 lb.)
-Waterskin x2 (2 gp, 8 lb.)
-Rations, Trail (per day) x7 (35 sp, 7 lb.)
-Backpack (2 gp, 2 lb.)
-Lantern, Hooded (7 gp, 2 lb.)
-Oil (1-pt. flask) x3 (3 sp, 3 lb.)
- Flint and Steel (1 gp)
- Ink (1-oz. vial) (8 gp)
- Inkpen (1 sp)
-Parchment (sheet) x5 (10 sp)
- Signet Ring (5gp)
- Sealing Wax (1 gp, 1 lb.)
- Bell (1gp)
-Mirror, small steel (10 gp, .5 lb.)
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Current Load: 25.5 lb. (Lift Over Head / Light Load)

Light Load: 58.3 lb. or fewer
Medium Load: 58.4-116.7 lb.
Heavy Load: 116.8-175.0 lb.
Lifts Over Head (Equals Max Load): 175 lb.
Lift off Ground (2x Max Load): 350 lb.
Push or Drag (3x Max Load): 525 lb.
---------------------------------------------------
Wealth Section (page 2)
---------------------------------------------------
CP:
SP: 1
GP: 6
PP: 5

Property owned:
-
-
Mercenaries/Servants/Workers Hired:
-
-
-
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---------------------------------------------------
Description Section:
---------------------------------------------------
Player Name: SI L EXE
Character Name: Aurius Blakk
Race: Elf
Alignment: Chaotic Neutral
Deity: N/A
Size Medium
Age: 142
Gender: Male
Height: 5”4
Weight: 128 Lbs
Eyes: Gray
Hair: Pale Blonde
Skin: Pale
---------------------------------------------------
Languages Section
---------------------------------------------------
- Common
- Elven
- Draconic
- Sylvan
---------------------------------------------------
Class and Level Section
---------------------------------------------------
Main Class and Level: Rogue/1
Secondary Class and Level:
Tertiary Class and level:
EXP: 0
---------------------------------------------------
Ability Scores Section
---------------------------------------------------
Strength: 12 /+1
Dexterity: 20 /+5
Constitution: 13/ +1
Intelligence: 14/ +2
Wisdom: 13/ +1
Charisma: 13/ +1
---------------------------------------------------
Stats Section
---------------------------------------------------
HP: 9
AC: 16=10+1+5
Damage Reduction:
Speed: 30 Ft
Touch Armor Class: 15
Flat-Footed Armor Class: 11
Initiative: +5
---------------------------------------------------
Saving Throws Section
---------------------------------------------------
Fortitude: +1
Reflex: +7
Will: +1
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Feats Section
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- Two Weapon Fighting - Reduce two-weapon fighting penalties by 2
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Special Abilities Section
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- Sneak Attack +1d6 Damage
- Immunity to magic sleep effects, and a +2 racial saving throw
bonus against enchantment spells or effects.
- Low-light Vision
- Elf Racial +2 to Listen, Spot, and Search
-Automatic Weapon Proficiencies of Elf Rogue (Long Sword, Rapier, Long bow, Short Bow, Short Sword, Hand Crossbow, All Simple weapons)
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---------------------------------------------------
Spells Section
---------------------------------------------------
Spell Save:
Domain/Specialty School: (If you don't have one, put none)
Level 0:
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Level 1:
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Level 2:
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---------------------------------------------------
Spells Per Day Section
---------------------------------------------------
Level 0: Spells Known || Spell Save DC || Spells Per Day || Bonus Spells (0 for level 0 spells)
Level 1:
Level 2:
Level 3
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
---------------------------------------------------
Skills Section
---------------------------------------------------
O Appraise:2
O Balance:5
O Bluff: 1
O Climb:1

O Concentration:1
O Craft (Weaponsmithing):2
O Craft (Trapmaking): 2
O Craft (Locksmithing):2

O Decipher Script:2
O Diplomacy:1
O Disable Device: 4=2+2
O Disguise:2=1+1
O Escape Artist: 9=4+5
O Forgery: 2
O Gather Information:9=4+5

O Handle Animal:
O Heal:1
O Hide: 9=4+5
O Intimidate: 1
O Jump: 1
O Knowledge (Local):

O Knowledge (_________):
O Knowledge (_________):
O Knowledge (_________):
O Knowledge (_________):
O Listen:5=2+1+2
O Move Silently: 9=5+4
O Open Lock: 9=5+4
O Perform (Dance):2=1+1

O Perform (________):
O Perform (________):
O Profession (________):
O Profession (________):
O Ride:5
O Search:7=4+1+2
O Sense Motive: 1
O Sleight of Hand:9=5+4

O Spellcraft:
O Spot: 8=4+2+2
O Survival:1
O Swim: 1
O Tumble: 7=2+5
O Use Magic Device:1
O Use Rope:5

O ____________
O ____________
O ____________
---------------------------------------------------
Combat/Weapons Section
---------------------------------------------------
Base Attack Bonus: +0
Grapple: +1

Weapon (Slot 1): Long Sword
-Attack Bonus (if any):0
-Damage: 1d8
-Critical: 19-20/x2
-Range: Melee
-Type: Slashing
-Weight: 4 lbs
-Other Notes

Weapon (Slot 2):Short Sword
-Attack Bonus (if any): 0
-Damage: 1d6
-Critical: 19-20/ x2
-Range: Melee
-Type: Piercing
-Weight: 2 lb
-Other Notes

Weapon (Slot 3): Light Crossbow
-Attack Bonus (if any): +0
-Damage: 1d8
-Critical:19-20/x2
-Range: 80 Ft.
-Type: Piercing
-Weight: 4 lb
-Other Notes

Weapon (Slot 4): Dagger x5
-Attack Bonus (if any): 0
-Damage: 1d4
-Critical: 19-20/ x2
-Range: 10 Ft (thrown)
-Type: Slashing or Piercing
-Weight: 1 lb
-Other Notes: 4 Daggers kept on legs in sheaths, one sheath attached to fore-arm under sleeve in spot which he can bend his hand down and pull it out

Ammunition (Type 1): Bolts x50 (Crossbow)
Ammunition (Type 2):
---------------------------------------------------
Defense/Armor Section
---------------------------------------------------
Spell Resistance:
Arcane Spell Failure Total: 5%
Armor/Protective Item: Padded Armor
-Type: Light Armor
-AC Bonus: +1
-Max Dex Bonus: +8
-Check Penalty: 0
-Spell Failure: 5%
-Speed: 30 ft
Weight: 10 lbs
-Special Properties

Shield/Protective Item:
-AC Bonus
-Weight
-Check Penalty
-Spell Failure
-Special Properties

Protective Item (Slot 1):
-AC Bonus:
-Weight:
-Special Properties

Protective Item (Slot 2):
-AC Bonus
-Weight
-Special Properties
---------------------------------------------------
Possessions Section
---------------------------------------------------
Possessions:
- Long Sword 4 lb
-Short Sword 2 lb
- Dagger x5 5 lb
- Light Crossbow 4 lb
- Padded Armor 10 lb
- Thieves Tools 1 lb
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Current Load: 26 lbs

Light Load: 43 lb or less
Medium Load: 44-86 lbs
Heavy Load: 87- 130 lbs
Lifts Over Head (Equals Max Load): 130 lb
Lift off Ground (2x Max Load): 260 lbs
Push or Drag (3x Max Load): 390 lbs
---------------------------------------------------
Wealth Section
---------------------------------------------------
CP:
SP:
GP: 5
PP:

Property owned:
-
-
Mercenaries/Servants/Workers Hired:
-
-
-
-
-  

Sander Cohen92
Captain


Sander Cohen92
Captain

PostPosted: Thu Aug 06, 2009 8:05 pm


Progress:

Preparations

Scene 1, Through a Nightmare Eternal: After awaking from a strange dream the heroes made their way outside into the cities streets despite a zombie invasion the guard had warned citizens of. After hours of fighting, surviving and killing they ended up at a Guard post. The guard captain stationed there, Alex, recruited the group into aiding him in reaching the castle. Reluctantly they all agreed which soon led to them traversing the sewers. After battling rats and a strange earth quake they had reached the guard tower and opened the gate to reveal 9 zombies on a bridge. One of the heroes had fired a bolt at one alerting the whole horde, The monk and Alex stood their ground and fought back the horde. After minutes the paladin, monk and Alex had been knocked unconscious by the hordes of undead, being a hero Elyrin charged in there to get the zombies attention so his unconscious allies stood a better chance. In the end they prevailed, which led to the monks attack on Alex. She wanted answers from him and got them, not the ones she wanted, but answers nonetheless. They continued on their trek to the castle, where Alex had revealed his true motives. He was really Alexis, son of Autun Fallus, and apparently the castle was taken by the necromancers already. Alexis requested them take his father to the Light Treaders Cathedral where he would be safe. Once again they agreed and began their trek back. Immediately after getting back to the gate they encountered necromancers who fought viciously almost killing off all the heroes. Once again Elyrin prevailed with a lucky shot slaying the necromancer who was controlling Aurius.

Scene 2, A light in the dark: With the paladin dead, halfy unconscious and Aurius incapable of remembering anything things looked bad. To make things worse the horses from below had just smashed through the door and were smashing the ladder at the base of the tower. Elyrin once again attempted to save the day by tieing a rope around himself, handing the end of it to Aurius and leapt into the tower. He fired bolts from an aeriel position- doing quite well. Aurius had lost grip on the rope and Elyrin fell, but besides this slight fault, they managed to pull through. The monk and the others made their way down the rope to the base of the tower and began to look around. Halfy- the last one atop the tower, left the king alone and followed the others. Immediately the king was pounced by a stalker, and halfy was blamed for leaving the old man alone. Cassandra, the monk ignored the call of duty and let the king be attacked, and while looting the body of the fallen paladin. Elyrin condemned her actions but kept it to himself for the time being. She had left the tower heading south as the others tied the paladins body to the rope and climbed back to the top of the tower. Soon- the monk screeched- warning her allies of a large zombie horde heading towards them. They pulled the paladins body up to the top of the tower and left, heading west to the Light Treaders Cathedral. The monk had done the same thing, but by roof top. The others reached it first within the hour, and left the paladins body on a bench- halfy watched over it while Aurius and Elyrin discussed the battle plan against the necromancers. They met Johnathan- a profiteer of naval trading and some strange man who knew him. After a brief discussion they were aware of the task at hand: destroy the plague cauldrons, and stop the necromancers grave robbing. The monk arrived shortly after this meeting had ended. She and halfy left the body heading to the porter, and all of them spent there time going about there own business. The clerics came across the body that halfy had left, and they burned it fearing it would rise as a zombie. After several hours the monk and the gnome met again- this time on unpleasant conditions. He confronted her about her assault of the prince and her other actions. She stored off in a rage, the gnome unpleased with his work. The rest of the night went quickly as they bid their time with little intention of what to do. The four of them met up once again though in the chambers the clerics supplied for them, and they went to sleep soon after exchanging their names. In their dream the prophet visited them once again- this time warning them of the necromancers leader... Malladraxus. He told them of his previous attrocities and what he knew of him. They asked him little questions and got the best answers they could... and then... dawn came.  
SI_L_EXE rolled 1 20-sided dice: 12 Total: 12 (1-20)
PostPosted: Thu Aug 06, 2009 8:10 pm


Initiative +5

SI_L_EXE
Vice Captain

Maia Hart rolled 1 20-sided dice: 3 Total: 3 (1-20)

Maia Hart

9,000 Points
  • Megathread 100
  • Hive Mind 200
  • Tooth Fairy 100
PostPosted: Thu Aug 06, 2009 8:22 pm


Plus three

Sorry for the delay, I was making a lengthy post for another guild...
Sander Cohen92 rolled 1 20-sided dice: 4 Total: 4 (1-20)
PostPosted: Thu Aug 06, 2009 8:27 pm


Due to only 2 players showing up, my gnome bard will be lending his skill to us!

+1 Initiative! Go go 20!

Turn orders:

1st. SI L EXE: 17
2nd. Maia: 6
3rd. Sander: 5

Sander Cohen92
Captain


Maia Hart

9,000 Points
  • Megathread 100
  • Hive Mind 200
  • Tooth Fairy 100
PostPosted: Thu Aug 06, 2009 8:28 pm


Yeeeah, we suck. XD
PostPosted: Thu Aug 06, 2009 8:34 pm


We are all in seperate inn's currently. None of you know each other. SI L EXE goes first, then maia, then me.

The clouds outside your window begin to move quickly towards the town.  

Sander Cohen92
Captain


SI_L_EXE
Vice Captain

PostPosted: Thu Aug 06, 2009 8:37 pm


I wake up sweating thinking about the strange dream. I don't what to think about it except that its a dream... 'Maybe it should just be ignored' I think to myself as I dress. I walk downstairs into the tavern. Seeing the clouds, I startle and think more of the dream before passing it off as a coincidence. I walk through the streets examining the people and their coin purses. There aren't many out today due to the threat of incoming rain.
PostPosted: Thu Aug 06, 2009 8:43 pm


I sit in my room at the inn, gazing out the window at the cloudy sky. I haven't had much experience with them, but I'm always grateful for the cover. I seem to recall my inn's name had something to do with the sun, but I can't be bothered to remember. It sounded too... "rustic"... for my tastes, but I wasn't provided much money. I don't have any appointments today, so I sit on my chair near the window and continue to monitor the sky and meditate.

Maia Hart

9,000 Points
  • Megathread 100
  • Hive Mind 200
  • Tooth Fairy 100

Sander Cohen92
Captain

PostPosted: Thu Aug 06, 2009 8:48 pm


I stared into the sky... the thought of no profits today from my musical skill cross through my mind, who would be out in this weather after all? I rolled out of bed and walked over to a table where I had place my possessions from last night. I put on my clothes and armor, threw my pack on my back and went to the door, slowly opening it and leaving the room. I slowly closed the door just to be polite to anyone still sleeping.  
SI_L_EXE rolled 1 20-sided dice: 10 Total: 10 (1-20)
PostPosted: Thu Aug 06, 2009 8:52 pm


(Spot Check for Finding someone to Rob)

SI_L_EXE
Vice Captain


Sander Cohen92
Captain

PostPosted: Thu Aug 06, 2009 8:56 pm


About 10ft down the street you spot a man casually walking. His coin purse doesn't seem to exactly be full or empty but their is definitely something in it. Just then the clouds pass just above head and rain begins to fall.  
PostPosted: Thu Aug 06, 2009 8:59 pm


(( Err, his turn still, or mine? >.> <.< ))

Maia Hart

9,000 Points
  • Megathread 100
  • Hive Mind 200
  • Tooth Fairy 100

SI_L_EXE
Vice Captain

PostPosted: Thu Aug 06, 2009 9:00 pm


Maia Hart
(( Err, his turn still, or mine? >.> <.< ))

((Your turn))
Reply
Linear Campaigns v3.5 [Current WDM: Sander Cohen92]

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